Craft Skill (Fallout Supplement)
From D&D Wiki
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 |
|
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 |
|
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 |
|
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 |
|
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 |
|
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 |
|
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 |
|
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 |
|
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.
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 |
|
Back to Main Page → D20 Modern → Skills
Back to Main Page → D20 Modern → Campaign Settings → Fallout → Skills