Craft Skill (Fallout Supplement)

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See the d20 Modern Core Rulebook for more information on the use of this skill.

Craft (Int)[edit]

This wiki page only covers additions to the these categories: Craft (chemical), Craft (electronic), Craft (mechanical), and Craft (pharmaceutical). These additions mainly cover the creation of ammo, including modified ammunition. To use Craft, you must first decide what the character is trying to create and consult the category descriptions, below. The tables are simply guidelines. A new type of part is also introduced: Chemical. Chemical parts are used to create explosives, medicine and poisons, acids and bases, and special ammunition. It is recommended that these rules be used in place of those provided in d20 Apocalypse.

Type of Part Size Weight Price
Chemical Small 1 lbs 1/10

Craft (Chemical) (Int)[edit]

Craft (Chemical) is used when a character wishes to create acids and bases, explosives, and some special ammunition.

Acids and Bases[edit]

Acids deal acid damage (obviously). Acids are corrosives substances. Bases neutralize acids but do not deal damage. A base of a certain type counteracts an acid of the same type or a less potent type. Acids and Bases require chemical parts to be crafted.

Type of Acid Parts DC Parts Expended Acid DC Base DC Time
Mild (1d6/1d10)1 8 1 15 10 1 min.
Potent (2d6/2d10) 12 3 20 15 30 min.
Concentrated (3d6/3d10) 16 5 30 20 1 hour
  1. The dice rolls in parentheses are typical contact damage/immersion damage caused per round of immersion.

Scratch-Built Explosives[edit]

In addition to normal explosives that require a fuse and detonator, a character can craft a mine rather than a bomb. The trigger range is decided by the crafter, but cannot by larger than the burst radius. Improvised explosives can not be made into mines.

Players (and GMs) are encouraged to be creative about how they're making the bomb. One character, for example, might make a bomb out of a lunchbox and cherry bomb. Another might use a lead pipe, some black powder, and some bullet casings. Scratch built explosives usually deal concussion damage, but they could also do piercing damage if the bomb makes use of shrapnel (as in the bullet casings), for example. Characters can purchase explosives as well: The price is roughly equal to the number of parts expended.

Type of Scratch-Built Explosive Parts DC Parts Expended Craft DC Reflex DC Time
Improvised (1d6/5 feet)1 6 1 10 10 1 round
Simple (2d6/5 feet) 12 3 15 12 10 min
Moderate (4d6/10 feet) 16 5 20 12 1 hour
Complex (6d6/15 feet) 20 8 25 15 3 hours
Powerful (8d6/20 feet) 25 12 30 15 12 hours
Devastating (10d6/25 feet) 30 16 35 18 24 hours
  1. The figures in parentheses are typical damage/burst radius for each type of explosive.

Explosive Ammunition[edit]

Explosive Ammo Damage Damage Type Burst Radius Reflex DC Parts DC Parts Expended Craft DC Size Weight Time
25mm grenade 1d6 Concussion 5 ft. 12 10 1 10 Tiny 0.25 lbs. 10 min.
25mm grenade, high explosive 2d6 Concussion 10 ft. 14 14 3 15 Tiny 0.5 lbs. 15 min.
25mm grenade, incendiary 1d4+1d6 Concussion/Fire 5 ft. 15 16 3 15 Tiny 0.25 lbs. 15 min.
25mm grenade, plasma 1d6+1d6 Concussion/Energy 5 ft. 12 16 3 15 Tiny 0.5 lbs. 20 min.
25mm grenade, pulse 1d4+1d4/1d10 Concussion/Electricity 5 ft. 12 16 3 15 Tiny 0.25 lbs. 15 min.
25mm grenade, timed 1d6 Concussion 5 ft. 10 15 2 15 Tiny 0.25 lbs. 10 min.
40mm grenade 3d6 Slashing 10 ft. 15 15 4 16 Tiny 0.5 lbs. 30 min.
40mm grenade, high explosive 4d6 Slashing 20 ft. 17 18 5 19 Tiny 1.0 lbs. 35 min.
40mm grenade, incendiary 3d4+1d6 Slashing/Fire 5 ft. 18 20 5 20 Tiny 0.5 lbs. 35 min.
40mm grenade, plasma 3d6+1d6 Slashing/Energy 5 ft. 15 20 5 20 Tiny 0.5 lbs. 40 min.
40mm grenade, pulse 3d4+1d4/1d10 Slashing/Electricity 5 ft. 15 20 5 20 Tiny 0.5 lbs. 35 min.
40mm grenade, timed 3d6 Slashing 10 ft. 13 16 4 18 Tiny 0.5 lbs. 30 min.
Flamer fuel 3d6 Fire 15 12 3 14 Medium 1 lbs. 10 min.
Flamer fuel, optimized1 4d6 Fire 15/17 16 4 18 Medium 0.5 lbs. 20 min.
Missile 10d6 Concussion/Slashing 25 ft. 18 30 16 35 Small 1.5 lbs. 24 hours
Missile, armor piercing 9d6 Concussion/Slashing 25 ft. 18 30 16 35 Small 1.5 lbs. 28 hours
Missile, high explosive 13d6 Concussion/Slashing 50 ft. 20 35 20 40 Small 3 lbs. 28 hours
Missile, high velocity 10d6 Concussion/Slashing 25 ft. 21 32 17 40 Small 1.5 lbs. 28 hours
Missile, hive 9d6 Concussion/Slashing 35 ft. 23 35 18 40 Small 3 lbs. 30 hours
Missile, incendiary 10d4+5d6 Concussion/Slashing/Fire 10 ft. 21 35 20 40 Small 1.5 lbs. 28 hours
Missile, plasma 10d6+5d6 Concussion/Energy 10 ft. 18 35 21 40 Small 3 lbs. 30 hours
Missile, pulse 10d4+5d4/5d10 Concussion/Slashing/Electrical 10 ft. 18 35 19 40 Small 1.5 lbs. 28 hours
Mini nuke 15d6 Concussion/Fire/Radiation 40 ft. 30 40 20 45 Medium 3 lbs. 36 hours
Mini nuke, low yield 12d6 Concussion/Fire/Radiation 30 ft. 25 35 18 40 Medium 1.5 lbs. 32 hours
Mini nuke, tiny tots 18d6 Concussion/Fire/Radiation 50 ft. 35 45 22 48 Medium 6 lbs. 40 hours
Mini nuke, big kid 20d6 Concussion/Fire/Radiation 80 ft. 35 48 25 50 Medium 6 lbs. 48 hours
Mini nuke, timed 15d6 Concussion/Fire/Radiation 40 ft. 28 42 21 45 Medium 3 lbs. 36 hours
Rocket 6d6 Concussion 15 ft. 15 20 10 25 Small 0.25 lbs. 3 hours
Rocket, armor piercing 5d6 Concussion 15 ft. 15 20 10 25 Small 0.25 lbs. 4 hours
Rocket, high explosive 8d6 Concussion 30 ft. 17 23 12 28 Small 0.5 lbs. 4 hours
Rocket, high velocity 6d6 Concussion 15 ft. 18 22 11 26 Small 0.25 lbs. 4 hours
Rocket, incendiary 6d4+3d6 Concussion/Fire 5 ft. 18 23 12 28 Small 0.25 lbs. 4 hours
Rocket, plasma 6d4+3d6 Concussion/Energy 5 ft. 15 23 12 28 Small 0.5 lbs. 4 hours
Rocket, pulse 6d4+3d4/3d10 Concussion/Electrical 5 ft. 15 23 12 28 Small 0.25 lbs. 4 hours
  1. Requires the Vigilant Recycler feat to craft.

Conventional Ammunition[edit]

In addition to the normal uses of this skill, Craft (chemical) can be used to make regular and some special ammunition for firearms. Craft (Mechanical) is also used to craft regular ammunition and some special ammunition, along with arrows and bolts and such. Craft (Electronics) is used to craft energy weapon ammunition.

Crafting ammunition requires raw materials in the form of shell casings and Chemical parts. Shell casings are typically free, or you can buy packs of them for the same price as a pack of ammo, but containing twice the number of casings. Note: Unmodified casings can be used to craft modded ammo. You also have a chance of recovering casings when firing a weapon, as detailed here.

Type of Ammo Parts DC Parts Expended Craft DC Number Produced1 Time
Normal 12 3 20 Casings used 30 minutes
High explosive 16 6 25 Casings used 45 minutes
Pulse 16 6 25 Casings used 45 minutes
Incendiary 16 6 25 Casings used 45 minutes
Incendiary, other2 16 4 20 20 45 minutes
Rubber Round 16 3 20 Casings used 30 minutes
Tracer 16 3 20 Casings used 30 minutes
  1. The number of casings used is capped at 10 for shotguns, 20 for rifles, and 50 for handguns.
  2. This is for arrows, blowdarts, crossbow bolts, and darts only.

Other Ammunition[edit]

This use covers CO2 cartridges, flares, and paintballs.

Type of Ammo Parts DC Parts Expended Craft DC Number Produced Time
CO2 Cartridge 12 2 20 20 30 minutes
Flare 16 3 25 10 30 minutes
Paintballs 12 1 20 20 30 minutes

Craft (Electronic) (Int)[edit]

This skill allows a character to craft electronic equipment from scratch, such as energy weapon ammunition, robots, and computer terminals, along with more simple technology like walkie-talkies and alarm systems.

Scratch-Built Electronics[edit]

When crafting an electronic device from scratch, the character describes the kind of device they want to craft; then the GM decides whether the device is simple, moderate, complex, advanced, or futuristic, using the below table as a guideline.

Type of Electronic Parts DC Parts Expended Craft DC1 Time
Simple (alarm system) 15 3 15 1 hour
Moderate (walkie-talkie) 25 5 20 12 hours
Complex (terminal) 35 10 25 24 hours
Advanced (PIP-Boy) 50 20 30 60 hours
Futuristic (android brain) 65 30 35 120 hours
  1. The DC increases by 5 if the GM deems the object also significantly mechanical.2
  2. If you possess at least 5 ranks in Craft (Mechanical), you gain a +2 synergy bonus on those crafts.

Energy Ammunition[edit]

Craft (Electronic) can also be used to craft power cells and variant power cells for energy weapons.

Type of Ammo Parts DC Parts Expended Craft DC Number Produced1 Time
Regular 16 3 25 Casings used 30 minutes
Bulk 12 2 22 Casings used2 30 minutes
Max Charge 25 6 30 Casings used 60 minutes
Optimized3 22 5 30 Casings used 50 minutes
Over charge 22 4 30 Casings used 40 minutes
  1. The number of casings used is capped at 20 for ECPs and MFCs, and 50 for ECs.
  2. The cap is changed to 30/75.
  3. Requires the Vigilant Recycler feat to craft.

Craft (Mechanical) (Int)[edit]

This skill allows a character to build mechanical devices from scratch, including car engines, weapons, armor, and conventional ammunition.

Scratch-Built Mechanics[edit]

When crafting a mechanical device from scratch, the character describes the kind of device they want to construct; then the GM decides if the device is simple, moderate, complex, advanced, or futuristic, using the table below as a guideline.

Type of Mechanic Parts DC Parts Expended Craft DC1 Time
Simple (bear trap) 15 3 15 1 hour
Moderate (mechanical lock) 25 5 20 12 hours
Complex (heavy armor) 35 10 25 24 hours
Advanced (energy weapon) 50 20 35 60 hours
Futuristic (hologram projector) 65 30 40 120 hours
  1. The DC increases by 5 if the GM deems the object also significantly electrical.2
  2. If you possess at least 5 ranks in Craft (Electronic), you gain a +2 synergy bonus on those crafts.

Conventional Ammunition[edit]

Craft (Mechanical) can be used as an alternative to Craft (Chemical) when crafting regular ammunition, but can also craft its own set of special ammunition. However, Mechanical parts are used for this, rather than Chemical parts.

Type of Ammo Parts DC Parts Expended Craft DC Number Produced1 Time
Normal 12 3 20 Casings used 30 minutes
Armor Piercing 16 4 25 Casings used 35 minutes
Flechette 16 4 25 Casings used 45 minutes
Hand Load, MAT4 16 4 25 Casings used 35 minutes
Hand Load, JFP4 16 4 25 Casings used 35 minutes
Hand Load, JHP4 16 4 25 Casings used 35 minutes
Hand Load, JSP4 16 5 25 Casings used 45 minutes
Hand Load, SUP4 16 5 25 Casings used 45 minutes
Hand Load, SWC4 16 5 25 Casings used 45 minutes
Hollow Point 16 4 20 Casings used 35 minutes
Junk3 12 2 20 Casings used 15 minutes
+P 16 4 20 Casings used 40 minutes
Plinkling2 12 2 20 Casings used 20 minutes
Special2 16 2 20 Casings used 30 minutes
Silver 16 5 25 Casings used 45 minutes
Subsonic 16 4 20 Casings used 30 minutes
Surplus2 16 3 20 Casings used 35 minutes
  1. The number of casings used is capped at 10 for shotguns, 20 for rifles, and 50 for handguns.
  2. The cap is changed to 0/30/75.
  3. The cap is changed to 20/40/100.
  4. Requires the Hand Loader feat to craft.

Other Ammunition[edit]

This use covers arrows, blowdarts, crossbow bolts, and darts, along with the silver variant.

Type of Ammo Parts DC Parts Expended Craft DC Number Produced Time
Normal 12 2 20 20 30 minutes
Silver 16 3 25 20 45 minutes

Craft (Pharmaceutical) (Int)[edit]

This skill allows a character to compound medicinal drugs to aid in recovery from treatable illnesses. It also allows a character to concoct various poisons. This skill, like Craft (Chemical), uses Chemical parts in crafting.

Chems[edit]

Chems are powerful drugs used to enhance a character's abilities. The Craft DC, Parts DC, and Parts Expended are listed on the individual Chem pages.

Medicinal Drugs[edit]

A medicinal drug gives a +4 circumstance bonus on Fortitude saves made to resist the effects of a disease. The Craft (Pharmaceutical) check is based on the severity of the disease to be countered as measured by the DC of the Fortitude save needed to resist it.

Disease DC Parts DC Parts Expended Craft DC Time
14 or lower 15 3 15 1 hour
15–18 20 6 20 3 hours
19–22 25 12 25 6 hours
23 or higher 30 16 30 12 hours

Poisonous Substances[edit]

Solid poisons are usually ingested. Liquid poisons are most effective when injected directly into the bloodstream. Gaseous poisons must be inhaled to be effective. The table below summarizes the characteristics of various poisons.

If the Craft check succeeds, the final product is a synthesized solid or liquid poison stored in a bottle (containing 4 doses) or a gas stored in a pressurized cylinder. When released, the gas is sufficient to fill a 10-foot-radius area and takes 1 round to fill the area.

Table: Poisons
Poison Type Save DC Initial Damage Secondary Damage Parts DC Parts Expended Craft DC Time
Arsenic Ingested 15 1d4 Str 2d4 Con 25 5 24 4 hours
Atropine Injury 13 1d6 Dex 1d6 Str 15 5 14 1 hour
Belladonna (plant) Injury 18 1d6 Str 2d6 Str 30 10 25 8 hours
Bleak venom Injury 19 1d6 Con 2d4 Con 25 5 25 14 hours
Blue vitriol Injury 12 1d2 Con 1d2 Con 12 3 9 1 hour
Blue-ringed octopus venom Injury 15 1d4 Con 1d4 Con 35 5 25 8 hours
Chloral hydrate Ingested 18 1d6 Dex Unconsciousness 1d3 hours 35 10 28 8 hours
Chloroform1 Inhaled 17 Unconsciousness 1d3 hours 25 5 24 4 hours
Cloud kiss, weak Injury 12 1d4 Con 1d4 Con 20 5 20 4 hours
Cloud kiss, potent Injury 15 1d4 Con 2d4 Con 25 5 25 8 hours
Cloud kiss, lethal Injury 19 2d4 Con 2d4 Con 35 10 30 15 hours
Curare (plant) Injury 18 2d4 Dex 2d4 Wis 40 10 30 15 hours
Cyanide Injury 16 1d6 Con 2d6 Con 40 10 31 15 hours
Cyanogen Inhaled 19 1d4 Dex 2d4 Con 35 10 28 8 hours
Dark datura (plant) Injury 14 1d4 Con 1d4 Int 25 5 20 4 hours
DDT Inhaled 17 1d2 Str 1d4 Str 25 5 20 4 hours
Knockout gas Inhaled 18 1d3 Dex Unconsciousness 1d3 hours 25 5 26 8 hours
Lead arsenate (gas) Inhaled 12 1d2 Str 1d4 Con 20 5 17 2 hours
Lead arsenate (solid) Ingested 12 1d2 Con 1d4 Con 20 5 18 2 hours
Mother darkness Injury 18 Paralysis 2d6 minutes, 1d4 Con 1d6 Wis 40 10 30 15 hours
Mustard gas Inhaled 17 1d4 Con 2d4 Con 35 10 26 8 hours
Paris green (gas) Inhaled 14 1d2 Con 1d4 Con 25 5 20 4 hours
Paris green (solid) Ingested 14 1d4 Con 1d4 Con 25 5 24 4 hours
Puffer poison (fish) Injury 13 1d6 Str Paralysis 2d6 minutes 35 5 23 4 hours
Rattlesnake venom Injury 12 1d6 Con 1d6 Con 25 5 23 4 hours
Sarin nerve gas Inhaled 18 1d4 Con 2d4 Con 40 10 30 15 hours
Scorpion/tarantula venom Injury 11 1d2 Str 1d2 Str 12 3 9 1 hour
Silver sting Injury 14 1d6 Str 1d4 Con 25 5 21 15 hours
Strychnine Injury 19 1d3 Dex 2d4 Con 25 5 23 4 hours
Tear gas Inhaled 15 Nauseated 1d6 rounds 25 5 21 4 hours
Tremble Injury 18 1d10 Str, 1d10 Dex 1d6 Con 50 10 38 20 hours
VX nerve gas Inhaled 22 1d6 Con 2d6 Con 30 10 42 24 hours
  1. Chloroform gives off vapor that causes unconsciousness. Applying chloroform to an unwilling subject requires a successful grapple check and pin.



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