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[[MSRD:Craft_(Skill)|this skill]].''
== Craft (Int) ==
'''Trained Only'''
This skill encompasses the same categories as before: Craft (chemical), Craft
(electronic), Craft (mechanical), Craft (pharmaceutical), Craft (structural), Craft
(visual arts), and Craft (writing). 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.
Visual Arts and Writing work as in the d20 Modern Core Rulebook, d20 Apocalypse, or
d20 Future, ''except'' that they cannot be used untrained. Craft has some new uses,
listed below. Significant is the ability to craft ammunition, though by no means is
this the only change. A new type of part is being introduced: Chemical. Chemical
parts are used to create explosives, medicine and poisons, acids and bases, and
special ammunition.
{| class="d20" style="text-align:left"
|-
! Type of Part !! ALIGN="CENTER" | Size !! ALIGN="CENTER" | Weight !!
ALIGN="CENTER" | Price
|-
|Electrical || ALIGN="CENTER" | Small || ALIGN="CENTER" | 1 lbs || ALIGN="CENTER" |
1/10
|- class="even"
|Mechanical || ALIGN="CENTER" | Small || ALIGN="CENTER" | 1 lbs || ALIGN="CENTER" |
1/10
|-
|Chemical || ALIGN="CENTER" | Small || ALIGN="CENTER" | 1 lbs || ALIGN="CENTER" |
1/10
|}
'''Try Again?:''' Yes, but if the character fails the check, they do not make the
object, and the raw materials are wasted.
'''Time:''' The times needed to craft things are listed on the below tables.
{| class="d20" style="text-align:left"
|-
! Type of Acid !! ALIGN="CENTER" | Parts DC !! ALIGN="CENTER" | Parts Expended !!
ALIGN="CENTER" | Acid DC !! ALIGN="CENTER" | Base DC !! ALIGN="CENTER" | Time
|-
|Mild (1d6/1d10)<SUP>'''1'''</SUP>|| ALIGN="CENTER" | 15 || ALIGN="CENTER" | 1 ||
ALIGN="CENTER" | 20|| ALIGN="CENTER" | 15|| ALIGN="CENTER" |1 min.
|- class="even"
|Potent (2d6/2d10)|| ALIGN="CENTER" | 20 || ALIGN="CENTER" | 3 || ALIGN="CENTER" |
25|| ALIGN="CENTER" | 20|| ALIGN="CENTER" |30 min.
|-
|Concentrated (3d6/3d10)|| ALIGN="CENTER" | 25 || ALIGN="CENTER" | 5 ||
ALIGN="CENTER" | 35|| ALIGN="CENTER" | 25|| ALIGN="CENTER" |1 hour
|- class="even"
| COLSPAN="6" |
# The dice rolls in parentheses are typical contact damage/immersion damage caused
per round of immersion.
|}
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 required.
{| class="d20" style="text-align:left"
|-
! Type of Scratch-Built Explosive !! ALIGN="CENTER" | Parts DC !! ALIGN="CENTER" |
Parts Expended !! ALIGN="CENTER" | Craft DC !! ALIGN="CENTER" | Reflex DC !!
ALIGN="CENTER" | Time
|-
|Improvised (1d6/5 feet)<SUP>1</SUP>|| ALIGN="CENTER" | 8 || ALIGN="CENTER" | 1 ||
ALIGN="CENTER" | 15|| ALIGN="CENTER" | 10|| ALIGN="CENTER" | 1 round
|- class="even"
|Simple (2d6/5 feet)|| ALIGN="CENTER" | 15 || ALIGN="CENTER" | 3 || ALIGN="CENTER"
| 20|| ALIGN="CENTER" | 12||10 min.
|-
|Moderate (4d6/10 feet)|| ALIGN="CENTER" | 25 || ALIGN="CENTER" | 5 ||
ALIGN="CENTER" | 25|| ALIGN="CENTER" | 12|| ALIGN="CENTER" | 1 hour
|- class="even"
|Complex (6d6/15 feet)|| ALIGN="CENTER" | 35 || ALIGN="CENTER" | 10 ||
ALIGN="CENTER" | 30|| ALIGN="CENTER" | 15|| ALIGN="CENTER" | 3 hours
|-
|Powerful (8d6/20 feet)|| ALIGN="CENTER" | 40 || ALIGN="CENTER" | 15 ||
ALIGN="CENTER" | 35|| ALIGN="CENTER" | 15|| ALIGN="CENTER" | 12 hours
|- class="even"
|Devastating (10d6/25 feet)|| ALIGN="CENTER" | 50 || ALIGN="CENTER" | 20 ||
ALIGN="CENTER" | 40|| ALIGN="CENTER" | 18|| ALIGN="CENTER" | 24 hours
|-
| COLSPAN="6" |
# The figures in parentheses are typical damage/burst radius for each type of
explosive.
|}
{| class="d20" style="text-align:left"
|-
! Explosive Ammo !! ALIGN="CENTER" | Damage !! ALIGN="CENTER" | Damage Type !!
ALIGN="CENTER" | Burst Radius !! ALIGN="CENTER" | Reflex DC !! ALIGN="CENTER" |
Parts DC !! ALIGN="CENTER" | Parts Expended !! ALIGN="CENTER" | Craft DC !!
ALIGN="CENTER" | Size !! ALIGN="CENTER" | Weight !! ALIGN="CENTER" | Time
|-
|25mm grenade || ALIGN="CENTER" | 1d6 || ALIGN="CENTER" | Concussion ||
ALIGN="CENTER" | 5 ft. || ALIGN="CENTER" | 12 || ALIGN="CENTER" | 15 ||
ALIGN="CENTER" | 2 || ALIGN="CENTER" | 15 || ALIGN="CENTER" | Tiny ||
ALIGN="CENTER" | 0.25 lbs. || ALIGN="CENTER" | 10 min.
|- class="even"
|25mm grenade, high explosive || ALIGN="CENTER" | 2d6 || ALIGN="CENTER" |
Concussion || ALIGN="CENTER" | 10 ft. || ALIGN="CENTER" | 14 || ALIGN="CENTER" | 20
|| ALIGN="CENTER" | 3 || ALIGN="CENTER" | 20 || ALIGN="CENTER" | Tiny ||
ALIGN="CENTER" | 0.5 lbs. || ALIGN="CENTER" | 15 min.
|-
|25mm grenade, incendiary || ALIGN="CENTER" | 1d4+1d6 || ALIGN="CENTER" |
Concussion/Fire || ALIGN="CENTER" | 5 ft.|| ALIGN="CENTER" | 15 || ALIGN="CENTER" |
20 || ALIGN="CENTER" | 3 || ALIGN="CENTER" | 20 || ALIGN="CENTER" | Tiny ||
ALIGN="CENTER" | 0.25 lbs. || ALIGN="CENTER" | 15 min.
|- class="even"
|25mm grenade, plasma || ALIGN="CENTER" | 1d6+1d6 || ALIGN="CENTER" |
Concussion/Energy || ALIGN="CENTER" | 5 ft.|| ALIGN="CENTER" | 12 || ALIGN="CENTER"
| 20 || ALIGN="CENTER" | 4 || ALIGN="CENTER" | 20 || ALIGN="CENTER" | Tiny ||
ALIGN="CENTER" | 0.5 lbs. || ALIGN="CENTER" | 20 min.
|-
|25mm grenade, pulse || ALIGN="CENTER" | 1d4+1d4/1d10 || ALIGN="CENTER" |
Concussion/Electricity || ALIGN="CENTER" | 5 ft.|| ALIGN="CENTER" | 12 ||
ALIGN="CENTER" | 20 || ALIGN="CENTER" | 3 || ALIGN="CENTER" | 20 || ALIGN="CENTER"
| Tiny || ALIGN="CENTER" | 0.25 lbs. || ALIGN="CENTER" | 15 min.
|- class="even"
|25mm grenade, timed || ALIGN="CENTER" | 1d6|| ALIGN="CENTER" | Concussion ||
ALIGN="CENTER" | 5 ft. || ALIGN="CENTER" | 10 || ALIGN="CENTER" | 15||
ALIGN="CENTER" | 3 || ALIGN="CENTER" | 17 || ALIGN="CENTER" | Tiny ||
ALIGN="CENTER" | 0.25 lbs. || ALIGN="CENTER" | 10 min.
|-
| COLSPAN="11" |
|-
|40mm grenade || ALIGN="CENTER" | 3d6 || ALIGN="CENTER" | Slashing ||
ALIGN="CENTER" | 10 ft. || ALIGN="CENTER" | 15 || ALIGN="CENTER" | 20 ||
ALIGN="CENTER" | 4 || ALIGN="CENTER" | 20 || ALIGN="CENTER" | Tiny ||
ALIGN="CENTER" | 0.5 lbs. || ALIGN="CENTER" | 30 min.
|- class="even"
|40mm grenade, high explosive || ALIGN="CENTER" | 4d6 || ALIGN="CENTER" | Slashing
|| ALIGN="CENTER" | 20 ft. || ALIGN="CENTER" | 17 || ALIGN="CENTER" | 25 ||
ALIGN="CENTER" | 5 || ALIGN="CENTER" | 25 || ALIGN="CENTER" | Tiny ||
ALIGN="CENTER" | 1.0 lbs. || ALIGN="CENTER" | 35 min.
|-
|40mm grenade, incendiary || ALIGN="CENTER" | 3d4+1d6 || ALIGN="CENTER" |
Slashing/Fire|| ALIGN="CENTER" | 5 ft.|| ALIGN="CENTER" | 18 || ALIGN="CENTER" | 25
|| ALIGN="CENTER" | 5 || ALIGN="CENTER" | 25 || ALIGN="CENTER" | Tiny ||
ALIGN="CENTER" | 0.5 lbs. || ALIGN="CENTER" | 35 min.
|- class="even"
|40mm grenade, plasma || ALIGN="CENTER" | 3d6+1d6 || ALIGN="CENTER" |
Slashing/Energy || ALIGN="CENTER" | 5 ft.|| ALIGN="CENTER" | 15 || ALIGN="CENTER" |
25 || ALIGN="CENTER" | 6 || ALIGN="CENTER" | 25 || ALIGN="CENTER" | Tiny ||
ALIGN="CENTER" | 0.5 lbs. || ALIGN="CENTER" | 40 min.
|-
|40mm grenade, pulse || ALIGN="CENTER" | 3d4+1d4/1d10 || ALIGN="CENTER" |
Slashing/Electricity || ALIGN="CENTER" | 5 ft.|| ALIGN="CENTER" | 15 ||
ALIGN="CENTER" | 25 || ALIGN="CENTER" | 5 || ALIGN="CENTER" | 25 || ALIGN="CENTER"
| Tiny || ALIGN="CENTER" | 0.5 lbs. || ALIGN="CENTER" | 35 min.
|- class="even"
|40mm grenade, timed || ALIGN="CENTER" | 3d6|| ALIGN="CENTER" | Slashing ||
ALIGN="CENTER" | 10 ft. || ALIGN="CENTER" | 13 || ALIGN="CENTER" | 20||
ALIGN="CENTER" | 4 || ALIGN="CENTER" | 22 || ALIGN="CENTER" | Tiny ||
ALIGN="CENTER" | 0.5 lbs. || ALIGN="CENTER" | 30 min.
|-
| COLSPAN="11" |
|-
|Flamer fuel || ALIGN="CENTER" | 3d6 || ALIGN="CENTER" | Fire || ALIGN="CENTER" |
|| ALIGN="CENTER" | 15 || ALIGN="CENTER" | 15 || ALIGN="CENTER" | 3 ||
ALIGN="CENTER" | 20 || ALIGN="CENTER" | Medium || ALIGN="CENTER" | 1 lbs. ||
ALIGN="CENTER" | 10 min.
|- class="even"
|Flamer fuel, optimized<sup>1</sup> || ALIGN="CENTER" | 4d6 || ALIGN="CENTER" |
Fire || ALIGN="CENTER" | || ALIGN="CENTER" | 15/17 || ALIGN="CENTER" | 20 ||
ALIGN="CENTER" | 4 || ALIGN="CENTER" | 22 || ALIGN="CENTER" | Medium ||
ALIGN="CENTER" | 0.5 lbs. || ALIGN="CENTER" | 20 min.
|-
| COLSPAN="11" |
|-
|Missile || ALIGN="CENTER" | 10d6 || ALIGN="CENTER" | Concussion/Slashing ||
ALIGN="CENTER" | 25 ft. || ALIGN="CENTER" | 18 || ALIGN="CENTER" | 50 ||
ALIGN="CENTER" | 20 || ALIGN="CENTER" | 40 || ALIGN="CENTER" | Small ||
ALIGN="CENTER" | 1.5 lbs. || ALIGN="CENTER" | 24 hours
|- class="even"
|Missile, armor piercing || ALIGN="CENTER" | 9d6 || ALIGN="CENTER" |
Concussion/Slashing || ALIGN="CENTER" | 25 ft. || ALIGN="CENTER" | 18 ||
ALIGN="CENTER" | 52 || ALIGN="CENTER" | 20 || ALIGN="CENTER" | 45 || ALIGN="CENTER"
| Small || ALIGN="CENTER" | 1.5 lbs. || ALIGN="CENTER" | 28 hours
|-
|Missile, high explosive || ALIGN="CENTER" | 13d6 || ALIGN="CENTER" |
Concussion/Slashing || ALIGN="CENTER" | 50 ft. || ALIGN="CENTER" | 20 ||
ALIGN="CENTER" | 55 || ALIGN="CENTER" | 23 || ALIGN="CENTER" | 45 || ALIGN="CENTER"
| Small || ALIGN="CENTER" | 3 lbs. || ALIGN="CENTER" | 28 hours
|- class="even"
|Missile, high velocity || ALIGN="CENTER" | 10d6 || ALIGN="CENTER" |
Concussion/Slashing || ALIGN="CENTER" | 25 ft. || ALIGN="CENTER" | 21 ||
ALIGN="CENTER" | 52 || ALIGN="CENTER" | 21 || ALIGN="CENTER" | 42 || ALIGN="CENTER"
| Small || ALIGN="CENTER" | 1.5 lbs. || ALIGN="CENTER" | 28 hours
|-
|Missile, hive || ALIGN="CENTER" | 9d6 || ALIGN="CENTER" | Concussion/Slashing ||
ALIGN="CENTER" | 35 ft. || ALIGN="CENTER" | 23 || ALIGN="CENTER" | 55 ||
ALIGN="CENTER" | 21 || ALIGN="CENTER" | 45 || ALIGN="CENTER" | Small ||
ALIGN="CENTER" | 3 lbs. || ALIGN="CENTER" | 30 hours
|- class="even"
|Missile, incendiary || ALIGN="CENTER" | 10d4+5d6 || ALIGN="CENTER" |
Concussion/Slashing/Fire || ALIGN="CENTER" | 10 ft. || ALIGN="CENTER" | 21 ||
ALIGN="CENTER" | 55 || ALIGN="CENTER" | 23 || ALIGN="CENTER" | 45 || ALIGN="CENTER"
| Small || ALIGN="CENTER" | 1.5 lbs. || ALIGN="CENTER" | 28 hours
|-
|Missile, plasma || ALIGN="CENTER" | 10d6+5d6 || ALIGN="CENTER" | Concussion/Energy
|| ALIGN="CENTER" | 10 ft. || ALIGN="CENTER" | 18 || ALIGN="CENTER" | 55 ||
ALIGN="CENTER" | 25 || ALIGN="CENTER" | 45 || ALIGN="CENTER" | Small ||
ALIGN="CENTER" | 3 lbs. || ALIGN="CENTER" | 30 hours
|- class="even"
|Missile, pulse || ALIGN="CENTER" | 10d4+5d4/5d10 || ALIGN="CENTER" |
Concussion/Slashing/Electrical || ALIGN="CENTER" | 10 ft. || ALIGN="CENTER" | 18 ||
ALIGN="CENTER" | 55 || ALIGN="CENTER" | 23 || ALIGN="CENTER" | 45 || ALIGN="CENTER"
| Small || ALIGN="CENTER" | 1.5 lbs. || ALIGN="CENTER" | 28 hours
|-
| COLSPAN="11" |
|-
|Mini nuke || ALIGN="CENTER" | 15d6 || ALIGN="CENTER" | Concussion/Fire/Radiation
|| ALIGN="CENTER" | 40 ft. || ALIGN="CENTER" | 30 || ALIGN="CENTER" | 60 ||
ALIGN="CENTER" | 25 || ALIGN="CENTER" | 50 || ALIGN="CENTER" | Medium ||
ALIGN="CENTER" | 3 lbs. || ALIGN="CENTER" | 36 hours
|- class="even"
|Mini nuke, low yield || ALIGN="CENTER" | 12d6 || ALIGN="CENTER" |
Concussion/Fire/Radiation || ALIGN="CENTER" | 30 ft. || ALIGN="CENTER" | 25 ||
ALIGN="CENTER" | 50 || ALIGN="CENTER" | 22 || ALIGN="CENTER" | 45 || ALIGN="CENTER"
| Medium || ALIGN="CENTER" | 1.5 lbs. || ALIGN="CENTER" | 32 hours
|-
|Mini nuke, tiny tots || ALIGN="CENTER" | 18d6 || ALIGN="CENTER" |
Concussion/Fire/Radiation || ALIGN="CENTER" | 50 ft. || ALIGN="CENTER" | 35 ||
ALIGN="CENTER" | 60 || ALIGN="CENTER" | 28 || ALIGN="CENTER" | 55 || ALIGN="CENTER"
| Medium || ALIGN="CENTER" | 6 lbs. || ALIGN="CENTER" | 40 hours
|- class="even"
|Mini nuke, big kid || ALIGN="CENTER" | 20d6 || ALIGN="CENTER" |
Concussion/Fire/Radiation || ALIGN="CENTER" | 80 ft. || ALIGN="CENTER" | 35 ||
ALIGN="CENTER" | 60 || ALIGN="CENTER" | 30 || ALIGN="CENTER" | 55 || ALIGN="CENTER"
| Medium || ALIGN="CENTER" | 6 lbs. || ALIGN="CENTER" | 48 hours
|-
|Mini nuke, timed || ALIGN="CENTER" | 15d6 || ALIGN="CENTER" |
Concussion/Fire/Radiation || ALIGN="CENTER" | 40 ft. || ALIGN="CENTER" | 28 ||
ALIGN="CENTER" | 60 || ALIGN="CENTER" | 25 || ALIGN="CENTER" | 52 || ALIGN="CENTER"
| Medium || ALIGN="CENTER" | 3 lbs. || ALIGN="CENTER" | 36 hours
|-
| COLSPAN="11" |
|-
|Rocket || ALIGN="CENTER" | 6d6 || ALIGN="CENTER" | Concussion || ALIGN="CENTER" |
15 ft. || ALIGN="CENTER" | 15 || ALIGN="CENTER" | 35 || ALIGN="CENTER" | 10 ||
ALIGN="CENTER" | 30 || ALIGN="CENTER" | Small || ALIGN="CENTER" | 0.25 lbs. ||
ALIGN="CENTER" | 3 hours
|- class="even"
|Rocket, armor piercing || ALIGN="CENTER" | 5d6 || ALIGN="CENTER" | Concussion ||
ALIGN="CENTER" | 15 ft. || ALIGN="CENTER" | 15 || ALIGN="CENTER" | 37 ||
ALIGN="CENTER" | 11 || ALIGN="CENTER" | 35 || ALIGN="CENTER" | Small ||
ALIGN="CENTER" | 0.25 lbs. || ALIGN="CENTER" | 4 hours
|-
|Rocket, high explosive || ALIGN="CENTER" | 8d6 || ALIGN="CENTER" | Concussion ||
ALIGN="CENTER" | 30 ft. || ALIGN="CENTER" | 17 || ALIGN="CENTER" | 40 ||
ALIGN="CENTER" | 13 || ALIGN="CENTER" | 35 || ALIGN="CENTER" | Small ||
ALIGN="CENTER" | 0.5 lbs. || ALIGN="CENTER" | 4 hours
|- class="even"
|Rocket, high velocity || ALIGN="CENTER" | 8d6 || ALIGN="CENTER" | Concussion ||
ALIGN="CENTER" | 15 ft. || ALIGN="CENTER" | 18 || ALIGN="CENTER" | 37 ||
ALIGN="CENTER" | 11 || ALIGN="CENTER" | 32 || ALIGN="CENTER" | Small ||
ALIGN="CENTER" | 0.25 lbs. || ALIGN="CENTER" | 4 hours
|-
|Rocket, incendiary || ALIGN="CENTER" | 6d4+3d6 || ALIGN="CENTER" | Concussion/Fire
|| ALIGN="CENTER" | 5 ft. || ALIGN="CENTER" | 18 || ALIGN="CENTER" | 40 ||
ALIGN="CENTER" | 13 || ALIGN="CENTER" | 35 || ALIGN="CENTER" | Small ||
ALIGN="CENTER" | 0.25 lbs. || ALIGN="CENTER" | 4 hours
|- class="even"
|Rocket, plasma || ALIGN="CENTER" | 6d4++3d6 || ALIGN="CENTER" | Concussion/Energy
|| ALIGN="CENTER" | 5 ft. || ALIGN="CENTER" | 15 || ALIGN="CENTER" | 40 ||
ALIGN="CENTER" | 15 || ALIGN="CENTER" | 35 || ALIGN="CENTER" | Small ||
ALIGN="CENTER" | 0.5 lbs. || ALIGN="CENTER" | 4 hours
|-
|Rocket, pulse || ALIGN="CENTER" | 6d4+3d4/3d10 || ALIGN="CENTER" |
Concussion/Electrical || ALIGN="CENTER" | 5 ft. || ALIGN="CENTER" | 15 ||
ALIGN="CENTER" | 40 || ALIGN="CENTER" | 13 || ALIGN="CENTER" | 35 || ALIGN="CENTER"
| Small || ALIGN="CENTER" | 0.25 lbs. || ALIGN="CENTER" | 4 hours
|- class="even"
| COLSPAN="11" |
# Requires the [[Vigilant Recycler (Fallout Supplement)|Vigilant Recycler]] feat to
craft.
|}
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.
{| class="d20" style="text-align:left"
|-
! Type of Ammo !! ALIGN="CENTER" | Parts DC !! ALIGN="CENTER" | Parts Expended !!
ALIGN="CENTER" | Craft DC !! ALIGN="CENTER" | Number Produced<sup>1</sup> !!
ALIGN="CENTER" | Time
|-
|Normal || ALIGN="CENTER" | 15 || ALIGN="CENTER" | 3 || ALIGN="CENTER" | 15 ||
ALIGN="CENTER" | Casings used || ALIGN="CENTER" | 30 minutes
|- class="even"
|High explosive|| ALIGN="CENTER" | 19 || ALIGN="CENTER" | 6 || ALIGN="CENTER" |
20|| ALIGN="CENTER" | Casings used|| ALIGN="CENTER" | 45 minutes
|-
|Pulse|| ALIGN="CENTER" | 19 || ALIGN="CENTER" | 6 || ALIGN="CENTER" | 20||
ALIGN="CENTER" | Casings used|| ALIGN="CENTER" | 45 minutes
|- class="even"
|Incendiary|| ALIGN="CENTER" | 19 || ALIGN="CENTER" | 6 || ALIGN="CENTER" | 20||
ALIGN="CENTER" | Casings used|| ALIGN="CENTER" | 45 minutes
|-
|Incendiary, other<sup>2</sup>|| ALIGN="CENTER" | 15 || ALIGN="CENTER" | 4 ||
ALIGN="CENTER" | 15|| ALIGN="CENTER" | 20|| ALIGN="CENTER" | 45 minutes
|- class="even"
|Rubber Round|| ALIGN="CENTER" | 16 || ALIGN="CENTER" | 3 || ALIGN="CENTER" | 15||
ALIGN="CENTER" | Casings used|| ALIGN="CENTER" | 30 minutes
|-
|Tracer|| ALIGN="CENTER" | 17 || ALIGN="CENTER" | 3 || ALIGN="CENTER" | 16||
ALIGN="CENTER" | Casings used || ALIGN="CENTER" | 30 minutes
|- class="even"
| COLSPAN="6" |
# The number of casings used is capped at 10 for shotguns, 20 for rifles, and 50
for handguns.
# This is for arrows, blowdarts, crossbow bolts, and darts only.
|}
{| class="d20" style="text-align:left"
|-
! Type of Ammo !! ALIGN="CENTER" | Parts DC !! ALIGN="CENTER" | Parts Expended !!
ALIGN="CENTER" | Craft DC !! ALIGN="CENTER" | Number Produced !! ALIGN="CENTER" |
Time
|-
|CO2 Cartridge || ALIGN="CENTER" | 15 || ALIGN="CENTER" | 2 || ALIGN="CENTER" | 15
|| ALIGN="CENTER" | 20 || ALIGN="CENTER" | 30 minutes
|- class="even"
|Flare || ALIGN="CENTER" | 15 || ALIGN="CENTER" | 3 || ALIGN="CENTER" | 15||
ALIGN="CENTER" | 10 || ALIGN="CENTER" | 30 minutes
|-
|Paintballs || ALIGN="CENTER" | 15 || ALIGN="CENTER" | 1 || ALIGN="CENTER" | 15 ||
ALIGN="CENTER" | 20 || ALIGN="CENTER" | 30 minutes
|}
{| class="d20" style="text-align:left"
|-
! Type of Electronic !! ALIGN="CENTER" | Parts DC !! ALIGN="CENTER" | Parts
Expended !! ALIGN="CENTER" | Craft DC<sup>1</sup> !! ALIGN="CENTER" | Time
|-
|Simple (alarm system/detonator) || ALIGN="CENTER" | 15 || ALIGN="CENTER" | 3 ||
ALIGN="CENTER" | 15 || ALIGN="CENTER" |1 hour
|- class="even"
|Moderate (walkie-talkie/electronic lock) || ALIGN="CENTER" | 25 || ALIGN="CENTER"
| 5 || ALIGN="CENTER" | 20 || ALIGN="CENTER" |12 hours
|-
|Complex (terminal/radar dish) || ALIGN="CENTER" | 35 || ALIGN="CENTER" | 10 ||
ALIGN="CENTER" | 25 || ALIGN="CENTER" |24 hours
|- class="even"
|Advanced (Protectron/PIP-Boy) || ALIGN="CENTER" | 50 || ALIGN="CENTER" | 20 ||
ALIGN="CENTER" | 35 || ALIGN="CENTER" |60 hours
|-
|Futuristic (android brain/hologram projector) || ALIGN="CENTER" | 65 ||
ALIGN="CENTER" | 30|| ALIGN="CENTER" | 40 || ALIGN="CENTER" |120 hours
|- class="even"
| COLSPAN="5" |
# The DC increases by 5 if the GM deems the object also significantly
mechanical.<sup>2</sup>
# If you possess at least 5 ranks in Craft (Mechanical), you gain a +2 synergy
bonus on those crafts.
|}
{| class="d20" style="text-align:left"
|-
! Type of Ammo !! ALIGN="CENTER" | Parts DC !! ALIGN="CENTER" | Parts Expended !!
ALIGN="CENTER" | Craft DC !! ALIGN="CENTER" | Number Produced<sup>1</sup> !!
ALIGN="CENTER" | Time
|-
|Regular || ALIGN="CENTER" | 20 || ALIGN="CENTER" | 3 || ALIGN="CENTER" | 20 ||
ALIGN="CENTER" | Casings used || ALIGN="CENTER" | 30 minutes
|- class="even"
|Bulk || ALIGN="CENTER" | 15 || ALIGN="CENTER" | 2 || ALIGN="CENTER" | 18||
ALIGN="CENTER" | Casings used<sup>2</sup>|| ALIGN="CENTER" | 30 minutes
|-
|Max Charge || ALIGN="CENTER" | 25 || ALIGN="CENTER" | 6 || ALIGN="CENTER" | 25||
ALIGN="CENTER" | Casings used|| ALIGN="CENTER" | 60 minutes
|- class="even"
|Optimized<sup>3</sup> || ALIGN="CENTER" | 23 || ALIGN="CENTER" | 5 ||
ALIGN="CENTER" | 23|| ALIGN="CENTER" | Casings used|| ALIGN="CENTER" | 50 minutes
|-
|Over charge|| ALIGN="CENTER" | 22 || ALIGN="CENTER" | 4 || ALIGN="CENTER" | 22||
ALIGN="CENTER" | Casings used || ALIGN="CENTER" | 40 minutes
|- class="even"
| COLSPAN="6" |
# The number of casings used is capped at 20 for ECPs and MFCs, and 50 for ECs.
# The cap is changed to 30/75.
# Requires the [[Vigilant Recycler (Fallout Supplement)|Vigilant Recycler]] feat to
craft.
|}
{| class="d20" style="text-align:left"
|-
! Type of Mechanic !! ALIGN="CENTER" | Parts DC !! ALIGN="CENTER" | Parts
Expended !! ALIGN="CENTER" | Craft DC<sup>1</sup> !! ALIGN="CENTER" | Time
|-
|Simple (bear trap/poor lock) || ALIGN="CENTER" | 15 || ALIGN="CENTER" | 3 ||
ALIGN="CENTER" | 15 || ALIGN="CENTER" |1 hour
|- class="even"
|Moderate (moderate lock/light armor) || ALIGN="CENTER" | 25 || ALIGN="CENTER" | 5
|| ALIGN="CENTER" | 20 || ALIGN="CENTER" |12 hours
|-
|Complex (heavy armor/handgun) || ALIGN="CENTER" | 35 || ALIGN="CENTER" | 10 ||
ALIGN="CENTER" | 25 || ALIGN="CENTER" |24 hours
|- class="even"
|Advanced (fusion cell engine/laser weapon) || ALIGN="CENTER" | 50 ||
ALIGN="CENTER" | 20 || ALIGN="CENTER" | 35 || ALIGN="CENTER" |60 hours
|-
|Futuristic (plasma weapon/power armor) || ALIGN="CENTER" | 65 || ALIGN="CENTER" |
30|| ALIGN="CENTER" | 40 || ALIGN="CENTER" |120 hours
|- class="even"
| COLSPAN="5" |
# The DC increases by 5 if the GM deems the object also significantly
electrical.<sup>2</sup>
# If you possess at least 5 ranks in Craft (Electronic), you gain a +2 synergy
bonus on those crafts.
|}
{| class="d20" style="text-align:left"
|-
! Type of Ammo !! ALIGN="CENTER" | Parts DC !! ALIGN="CENTER" | Parts Expended !!
ALIGN="CENTER" | Craft DC !! ALIGN="CENTER" | Number Produced<sup>1</sup> !!
ALIGN="CENTER" | Time
|-
|Normal || ALIGN="CENTER" | 15 || ALIGN="CENTER" | 3 || ALIGN="CENTER" | 15 ||
ALIGN="CENTER" | Casings used || ALIGN="CENTER" | 30 minutes
|- class="even"
|Armor Piercing || ALIGN="CENTER" | 17 || ALIGN="CENTER" | 4 || ALIGN="CENTER" |
17|| ALIGN="CENTER" | Casings used|| ALIGN="CENTER" | 35 minutes
|-
|Flechette || ALIGN="CENTER" | 17 || ALIGN="CENTER" | 4 || ALIGN="CENTER" | 17||
ALIGN="CENTER" | Casings used|| ALIGN="CENTER" | 45 minutes
|- class="even"
|Hand Load, MAT<sup>4</sup>|| ALIGN="CENTER" | 17 || ALIGN="CENTER" | 4 ||
ALIGN="CENTER" | 17|| ALIGN="CENTER" | Casings used|| ALIGN="CENTER" | 35 minutes
|-
|Hand Load, JFP<sup>4</sup>|| ALIGN="CENTER" | 17 || ALIGN="CENTER" | 4 ||
ALIGN="CENTER" | 17|| ALIGN="CENTER" | Casings used|| ALIGN="CENTER" | 35 minutes
|- class="even"
|Hand Load, JHP<sup>4</sup>|| ALIGN="CENTER" | 17 || ALIGN="CENTER" | 4 ||
ALIGN="CENTER" | 17|| ALIGN="CENTER" | Casings used|| ALIGN="CENTER" | 35 minutes
|-
|Hand Load, JSP<sup>4</sup>|| ALIGN="CENTER" | 18 || ALIGN="CENTER" | 5 ||
ALIGN="CENTER" | 19|| ALIGN="CENTER" | Casings used|| ALIGN="CENTER" | 45 minutes
|- class="even"
|Hand Load, SUP<sup>4</sup>|| ALIGN="CENTER" | 18 || ALIGN="CENTER" | 5 ||
ALIGN="CENTER" | 19|| ALIGN="CENTER" | Casings used|| ALIGN="CENTER" | 45 minutes
|-
|Hand Load, SWC<sup>4</sup>|| ALIGN="CENTER" | 18 || ALIGN="CENTER" | 5 ||
ALIGN="CENTER" | 19|| ALIGN="CENTER" | Casings used|| ALIGN="CENTER" | 45 minutes
|- class="even"
|Hollow Point || ALIGN="CENTER" | 16 || ALIGN="CENTER" | 4 || ALIGN="CENTER" | 16||
ALIGN="CENTER" | Casings used || ALIGN="CENTER" | 35 minutes
|-
|Junk<sup>3</sup> || ALIGN="CENTER" | 10 || ALIGN="CENTER" | 2 || ALIGN="CENTER" |
15|| ALIGN="CENTER" | Casings used || ALIGN="CENTER" | 15 minutes
|- class="even"
|<nowiki>+P</nowiki> || ALIGN="CENTER" | 17 || ALIGN="CENTER" | 4 || ALIGN="CENTER"
| 17|| ALIGN="CENTER" | Casings used || ALIGN="CENTER" | 40 minutes
|-
|Plinkling<sup>2</sup> || ALIGN="CENTER" | 15 || ALIGN="CENTER" | 2 ||
ALIGN="CENTER" | 15|| ALIGN="CENTER" | Casings used || ALIGN="CENTER" | 20 minutes
|- class="even"
|Special<sup>2</sup> || ALIGN="CENTER" | 15 || ALIGN="CENTER" | 2 || ALIGN="CENTER"
| 15|| ALIGN="CENTER" | Casings used || ALIGN="CENTER" | 30 minutes
|-
|Silver || ALIGN="CENTER" | 18 || ALIGN="CENTER" | 5 || ALIGN="CENTER" | 19||
ALIGN="CENTER" | Casings used || ALIGN="CENTER" | 45 minutes
|- class="even"
|Subsonic || ALIGN="CENTER" | 16 || ALIGN="CENTER" | 4 || ALIGN="CENTER" | 16||
ALIGN="CENTER" | Casings used || ALIGN="CENTER" | 30 minutes
|-
|Surplus<sup>2</sup> || ALIGN="CENTER" | 16 || ALIGN="CENTER" | 3 || ALIGN="CENTER"
| 17|| ALIGN="CENTER" | Casings used || ALIGN="CENTER" | 35 minutes
|- class="even"
| COLSPAN="6" |
# The number of casings used is capped at 10 for shotguns, 20 for rifles, and 50
for handguns.
# The cap is changed to 0/30/75.
# The cap is changed to 20/40/100.
# Requires the [[Hand Loader (Fallout Supplement)|Hand Loader]] feat to craft.
|}
{| class="d20" style="text-align:left"
|-
! Type of Ammo !! ALIGN="CENTER" | Parts DC !! ALIGN="CENTER" | Parts Expended !!
ALIGN="CENTER" | Craft DC !! ALIGN="CENTER" | Number Produced !! ALIGN="CENTER" |
Time
|-
|Normal || ALIGN="CENTER" | 10 || ALIGN="CENTER" | 2 || ALIGN="CENTER" | 10 ||
ALIGN="CENTER" | 20 || ALIGN="CENTER" | 30 minutes
|- class="even"
|Silver|| ALIGN="CENTER" | 15 || ALIGN="CENTER" | 3 || ALIGN="CENTER" | 15||
ALIGN="CENTER" | 20 || ALIGN="CENTER" | 45 minutes
|}
{| class="d20" style="text-align:left"
|-
! Disease DC !! ALIGN="CENTER" | Parts DC !! ALIGN="CENTER" | Parts Expended !!
ALIGN="CENTER" | Craft DC !! ALIGN="CENTER" | Time
|-
|14 or lower || ALIGN="CENTER" | 20 || ALIGN="CENTER" | 3 || ALIGN="CENTER" | 20 ||
ALIGN="CENTER" |1 hour
|- class="even"
|1518 || ALIGN="CENTER" | 25 || ALIGN="CENTER" | 5 || ALIGN="CENTER" | 25 ||
ALIGN="CENTER" |3 hours
|-
|1922 || ALIGN="CENTER" | 30 || ALIGN="CENTER" | 10 || ALIGN="CENTER" | 30 ||
ALIGN="CENTER" |6 hours
|- class="even"
|23 or higher || ALIGN="CENTER" | 35 || ALIGN="CENTER" | 20 || ALIGN="CENTER" | 35
|| ALIGN="CENTER" |12 hours
|-
|}
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.
{| class="d20" style="text-align:left"
|-
|+'''Table: Poisons'''
|-
! Poison !! ALIGN="CENTER" | Type !! ALIGN="CENTER" | Save DC !! Initial
Damage !! Secondary Damage !! ALIGN="CENTER" | Parts DC !! Parts Expended !!
ALIGN="CENTER" | Craft DC !! ALIGN="CENTER" | Time
|-
|Arsenic|| ALIGN="CENTER" | Ingested|| ALIGN="CENTER" | 15||1d4 Str||2d4 Con||
ALIGN="CENTER" | 25|| 5|| ALIGN="CENTER" | 24|| ALIGN="CENTER" | 4 hours
|- class="even"
|Atropine|| ALIGN="CENTER" | Injury|| ALIGN="CENTER" | 13||1d6 Dex||1d6 Str||
ALIGN="CENTER" | 15|| 5|| ALIGN="CENTER" | 14||1 hour
|-
|Belladonna (plant)|| ALIGN="CENTER" | Injury|| ALIGN="CENTER" | 18||1d6 Str||2d6
Str|| ALIGN="CENTER" | 35|| 10|| ALIGN="CENTER" | 30|| ALIGN="CENTER" | 8 hours
|- class="even"
|Bleak venom|| ALIGN="CENTER" | Injury|| ALIGN="CENTER" | 19||1d6 Con||2d4 Con||
ALIGN="CENTER" | 25|| 5|| ALIGN="CENTER" | 25|| ALIGN="CENTER" | 14 hours
|-
|Blue vitriol|| ALIGN="CENTER" | Injury|| ALIGN="CENTER" | 12||1d2 Con||1d2 Con||
ALIGN="CENTER" | 12|| 3|| ALIGN="CENTER" | 9|| ALIGN="CENTER" | 1 hour
|- class="even"
|Blue-ringed octopus venom|| ALIGN="CENTER" | Injury|| ALIGN="CENTER" | 15||1d4
Con||1d4 Con|| ALIGN="CENTER" | 25|| 5|| ALIGN="CENTER" | 25|| ALIGN="CENTER" | 8
hours
|-
|Chloral hydrate|| ALIGN="CENTER" | Ingested|| ALIGN="CENTER" | 18||1d6 Dex||
Unconsciousness 1d3 hours|| ALIGN="CENTER" | 35|| 10|| ALIGN="CENTER" | 28||
ALIGN="CENTER" | 8 hours
|- class="even"
|Chloroform'''<SUP>1</SUP>'''|| ALIGN="CENTER" | Inhaled|| ALIGN="CENTER" | 17||
Unconsciousness 1d3 hours|||| ALIGN="CENTER" | 25|| 5|| ALIGN="CENTER" | 24||
ALIGN="CENTER" | 4 hours
|-
|Cloud kiss, weak|| ALIGN="CENTER" | Injury|| ALIGN="CENTER" | 12||1d4 Con||1d4
Con|| ALIGN="CENTER" | 20|| 5|| ALIGN="CENTER" | 20|| ALIGN="CENTER" | 4 hours
|- class="even"
|Cloud kiss, potent|| ALIGN="CENTER" | Injury|| ALIGN="CENTER" | 15||1d4 Con||2d4
Con|| ALIGN="CENTER" | 25|| 5|| ALIGN="CENTER" | 25|| ALIGN="CENTER" | 8 hours
|-
|Cloud kiss, lethal|| ALIGN="CENTER" | Injury|| ALIGN="CENTER" | 19||2d4 Con||2d4
Con|| ALIGN="CENTER" | 35|| 10|| ALIGN="CENTER" | 30|| ALIGN="CENTER" | 15 hours
|- class="even"
|Curare (plant)|| ALIGN="CENTER" | Injury|| ALIGN="CENTER" | 18||2d4 Dex||2d4 Wis||
ALIGN="CENTER" | 40|| 10|| ALIGN="CENTER" | 30|| ALIGN="CENTER" | 15 hours
|-
|Cyanide|| ALIGN="CENTER" | Injury|| ALIGN="CENTER" | 16||1d6 Con||2d6 Con||
ALIGN="CENTER" | 40|| 10|| ALIGN="CENTER" | 31|| ALIGN="CENTER" | 15 hours
|- class="even"
|Cyanogen|| ALIGN="CENTER" | Inhaled|| ALIGN="CENTER" | 19||1d4 Dex||2d4 Con||
ALIGN="CENTER" | 35|| 10|| ALIGN="CENTER" | 28|| ALIGN="CENTER" | 8 hours
|-
|Dark datura (plant)|| ALIGN="CENTER" | Injury|| ALIGN="CENTER" | 14||1d4 Con||1d4
Int|| ALIGN="CENTER" | 25||5 || ALIGN="CENTER" | 20|| ALIGN="CENTER" | 4 hours
|- class="even"
|DDT|| ALIGN="CENTER" | Inhaled|| ALIGN="CENTER" | 17||1d2 Str||1d4 Str||
ALIGN="CENTER" |25|| 5|| ALIGN="CENTER" | 20|| ALIGN="CENTER" | 4 hours
|-
|Knockout gas|| ALIGN="CENTER" | Inhaled|| ALIGN="CENTER" | 18||1d3 Dex||
Unconsciousness 1d3 hours|| ALIGN="CENTER" | 25|| 5|| ALIGN="CENTER" | 26||
ALIGN="CENTER" | 8 hours
|- class="even"
|Lead arsenate (gas)|| ALIGN="CENTER" | Inhaled|| ALIGN="CENTER" | 12||1d2 Str||1d4
Con|| ALIGN="CENTER" | 20|| 5|| ALIGN="CENTER" | 17|| ALIGN="CENTER" | 2 hours
|-
|Lead arsenate (solid) || ALIGN="CENTER" | Ingested|| ALIGN="CENTER" | 12||1d2
Con||1d4 Con|| ALIGN="CENTER" | 20|| 5|| ALIGN="CENTER" | 18|| ALIGN="CENTER" | 2
hours
|- class="even"
|Mother darkness|| ALIGN="CENTER" | Injury|| ALIGN="CENTER" | 18||Paralysis 2d6
minutes, 1d4 Con||1d6 Wis|| ALIGN="CENTER" | 40|| 10|| ALIGN="CENTER" | 30||
ALIGN="CENTER" | 15 hours
|-
|Mustard gas|| ALIGN="CENTER" | Inhaled|| ALIGN="CENTER" | 17||1d4 Con||2d4 Con||
ALIGN="CENTER" | 35|| 10|| ALIGN="CENTER" | 26|| ALIGN="CENTER" | 8 hours
|- class="even"
|Paris green (gas)|| ALIGN="CENTER" | Inhaled|| ALIGN="CENTER" | 14||1d2 Con||1d4
Con|| ALIGN="CENTER" | 25|| 5|| ALIGN="CENTER" | 20|| ALIGN="CENTER" | 4 hours
|-
|Paris green (solid)|| ALIGN="CENTER" | Ingested|| ALIGN="CENTER" | 14||1d4 Con||
1d4 Con|| ALIGN="CENTER" | 25|| 5|| ALIGN="CENTER" | 24|| ALIGN="CENTER" | 4 hours
|- class="even"
|Puffer poison (fish)|| ALIGN="CENTER" | Injury|| ALIGN="CENTER" | 13||1d6 Str||
Paralysis 2d6 minutes|| ALIGN="CENTER" | 25|| 5|| ALIGN="CENTER" | 23||
ALIGN="CENTER" | 4 hours
|-
|Rattlesnake venom|| ALIGN="CENTER" | Injury|| ALIGN="CENTER" | 12||1d6 Con||1d6
Con|| ALIGN="CENTER" | 25|| 5|| ALIGN="CENTER" | 23|| ALIGN="CENTER" | 4 hours
|- class="even"
|Sarin nerve gas|| ALIGN="CENTER" | Inhaled|| ALIGN="CENTER" | 18||1d4 Con||2d4
Con|| ALIGN="CENTER" | 40|| 10|| ALIGN="CENTER" | 30|| ALIGN="CENTER" | 15 hours
|-
|Scorpion/tarantula venom|| ALIGN="CENTER" | Injury|| ALIGN="CENTER" | 11||1d2
Str||1d2 Str|| ALIGN="CENTER" | 12||3 || ALIGN="CENTER" | 9|| ALIGN="CENTER" | 1
hour
|- class="even"
|Silver sting|| ALIGN="CENTER" | Injury|| ALIGN="CENTER" | 14||1d6 Str||1d4 Con||
ALIGN="CENTER" | 25|| 5|| ALIGN="CENTER" | 21|| ALIGN="CENTER" | 15 hours
|-
|Strychnine|| ALIGN="CENTER" | Injury|| ALIGN="CENTER" | 19||1d3 Dex||2d4 Con||
ALIGN="CENTER" | 25|| 5|| ALIGN="CENTER" | 23|| ALIGN="CENTER" | 4 hours
|- class="even"
|Tear gas|| ALIGN="CENTER" | Inhaled|| ALIGN="CENTER" | 15||Nauseated 1d6 rounds||
|| ALIGN="CENTER" | 25|| 5|| ALIGN="CENTER" | 21|| ALIGN="CENTER" | 4 hours
|-
|Tremble|| ALIGN="CENTER" | Injury|| ALIGN="CENTER" | 18||1d10 Str, 1d10 Dex||1d6
Con|| ALIGN="CENTER" | 50|| 10|| ALIGN="CENTER" | 38|| ALIGN="CENTER" | 20 hours
|- class="even"
|VX nerve gas|| ALIGN="CENTER" | Inhaled|| ALIGN="CENTER" | 22||1d6 Con||2d6 Con||
ALIGN="CENTER" | 40|| 10|| ALIGN="CENTER" | 32|| ALIGN="CENTER" | 24 hours
|-
| COLSPAN="9" |
# Chloroform gives off vapor that causes unconsciousness. Applying chloroform to an
unwilling subject requires a successful grapple check and pin.
|}
----
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