Rule: Crafting

Summary

You can Create just about anything with the appropriate Profession Secondary Skill, Materials, and feat/ures or talents.   An Item's Crafting DC is 10 + it's Item Power Level + It's Magic Power Level + other factors.   The time it takes to craft is IPL + MPL + other factors x 5 sessions, with each 'Attempt' taking the length of a Short Rest. The amount of total sessions is halved if half the cost of the new item is spent while crafting or reduced to 1/4th if the full price is spent, giving a sense of pride and accomplishment. These stack with other factors, which can make crafting twice as fast, 4x as fast, 8x fast, so on and so fourth.   An Attempt is also made automatically at the end of a Long Rests, with only a skill check needed. This means up to 10 attempts can be done in an adventuring day with 2 Long Rests.   You can craft as many items per session equal to your total Attunement Slots (or your Proficiency Bonus + 2)
  Crafting is the process of making other things. Here, it is kept simple enough to be done at a player or GM's pace, and scale and alter with other rules, such as Prolonged Resting.   It should be known that crafted items cannot be sold in any capacity. At least, not without special licensure that would only exist in certain settings and that take several weeks to get.  

How to Craft

Crafting in CHASE accounts for all kinds of items, including magical and mundane. Crafting is broken up into different steps.   Determine the items' Crafting DC, It's Materials, and it's Time to Craft  

Crafting DC

An item's Crafting DC is typically made up of multiple moving parts that is listed onto the item itself. The Item's Crafting DC equals 10 + the Item Power Level + the item's Power Magic Level + its Rarity and other modifiers. Rarity acts as an additional modifier for items found beyond a certain point. Basic Items add a +0 to the DC, Common a +2, Uncommon a +4, Rare +6, Exotic a +8, and Legendary a +10.  

Crafting Reagents

Gold/GP Cost
There is no innate gold cost for crafting an item, but players can spend half or the full price of the new item to speed up the time to craft the item. This counts as unretrievable materials used to help the creative process along. It also gives adventurers an alternate way to spend their accumulated wealth on the things they want.  
Materials, Special and Not
All items will have the materials needed to make them, or what can be substituted for such. All materials an item would potentially be made up of will also be listed on the item itself under 'Composition'. Additional details and materials will be listed there as well (Some items have additional crafting details. For instance, the twine of a bow is a separate component that can be modified later). Some materials (particularly metals) will weigh differently when not used for crafting, and as such they will have equivalent weights (e.g. 1 bulk of item weighs x bulk).   The total amount of materials needed will be equal to twice the crafted item's Bulk, with at last 1 Bulk per material used in it's construction.,   Certain Crafting Materials can be used to replace what is there, or used along with it's based material, but altering a recipe may make it more difficult to craft (see Complications below). Furthermore, if a weapon is to gain a special property from the material (such as lightweight metals or elementally bonded Woods). The extra difficulty to the DC and/or the time needed to craft, as well as extra gold costs, is applied once per material. Rarity is not included, as that is factored into the material itself. You can use any number of special materials in the crafting of an item to gain all their special properties, incuring only the increase cost of gold, diffificulty and time.   For example, a special material such as Mithral and Dawnsilver can both be used in the stead of basic Metal, but both require such skill to work that they add a +4 to the crafting DC each, to a total of +8. However, using Mithral or Dawnsilver only increases the DC by just +4.
Monster Parts as Materials
Some bits of creatures the players may defeat count as special materials of their own. They will be listed with all other special matrerials and follow the same rules, with the exception that some half their own rules that will alter the item made at (e.g, a Longsword made from the talon of a specifc dragon may grant it Agile ⚙️), with only cost being increasing the item's power level(s).  

Sessions of Time

  Crafting an item takes time, though not as much as one would think. This is done over a course of a Crafting Session, which will define the time taken. These Crafting Sessions (e.g, a Crafting an Item Activities takes 2 hours of nonstop time, including time taken to plan, set, and take small rests akin to adventuring. These can include Short Rests, times of travel if the means are fascilitated (i.e, an Alchemist riding in the back of a cart), or at the start or end of a Long Rest.   At the end of each these sessions, you will make a single Skill Check associated with the Craft or item (usually a Profession Skill Check). As per the usual, you can have 10 Short Rests in a day; ergo you can attempt these Crafting Sessions 10 times a day (or 5 per Long Rest, if done during downtime). e. You may also forgo taking a Long Rest's of time to add 5 Sessions for the day, but you also incur the same issues you would if you didn't sleep (suffering Exhaustion, etc).  
Minimum Sessions Needed
The minimum amount of sessions/time needed to craft an item is, as with DC, dependant on items listed onto the stat itself. The minimum amount of time needed to craft an item equals it's Item Power Level + it's Magic Power Level + It's Rarity (Basic = 0, Common = +2, Uncommon = +4, Rare = +6, Exotic = +8, and Legendary = +10), multiplied by 5. Plus 1 additional Session..   The additional session is used to create the area, for the craft by Preparing an Area (setting up Crafting Recipes, setting and preparing materials, etc), though if you are already in an area that is Prepared, or you have an item or Structure that counts as such this extra session is skipped.  

Complications and Modifiers

  For each flaw of in your ability to craft, either not being in a prepared area, using materials that are not compatible or comparable, not having the materials (1 flaw per Bulk), the item having a higher item or magic level than your own character level (1 per level difference), or simply just not having the crafting recipe on hand; add a penalty dice to each roll you make whenever you attempt to succeed on crafting. Finally, you some items (such as heritage weapons or Engineering Kits) may add flaws if you do not possess the nescessary prerequirements.   Counteracting Flaws can be done easily, though that is dependant on items used, skills, and other factors.  
Session Multipliers
  There are also ways to increase how many successes you create per session, two of which are listed below.   Crafting more than 1 item

You can craft more than one item at a time per session. Your limit is equal to your Attunement Slots (or your Proficiency Bonus + 2). Each item requires a different roll per item.

Additionally, you can craft more items beyond this limit, but for each item you add a Penalty Dice (base d44) to all crafting rolls.

  Crafting Quickly
You can willingly take a crafting penalty dice (base 1d4) to any Crafting check you'd make to increase the number of Sessions successfully completed per Activity (i.e, you only roll once). This trade occurs at a rate of +1 extra Session for 1 penalty dice, up to a limit equal to your Half-Proficiency.   Cooperative Crafting
Your allies can assist you, with their own Crafting Skills. You can be assisted by a number of allies equal to your Half-Proficiency per item. You roll the extra checks, and add their successful attempts to the amount needed to complete the item. They can also Craft Quickly, though this adds to the Penalty Dice already in place.   Your other allies can craft multiple items as well, though they add their amount in Half-Proficiency, rather than full.   Your allies must be proficient in a suitable Skill.   Other Multipliers
Some Talents, Feats, or Features can make crafting even more efficient or productive. They will have the Crafting trait.   Consumable⚙️ items also reduce the time of crafting to 1/5th the time (basically removing the multiplier at the end of the equation). The trade off is that the item is consumable and will be used up after it's single or multitude of uses.  

Rolling

  For each Session, you roll a d20 skill check vs the DC (plus any penalties or bonuses you've gained). Multiple sessions can be rolled for at once if time is permited (e.g, downtime, travel, long Rests).   Failure
Rolling a Failure on the roll simply means you don't get anywhere, and the materials aren't consumed (the gold is at the start of whole process no matter what).   Critical Failure adds 1 additional Session to the overall amount needed to succeed.   Success
Sucess on the Rolls means you've completed the roll needed to keep moving on or complete the item.   Rolling a Crit Success doubles the amount of Completed Sessions done (e.g. if Crafting Quickly for a level 1 character, they gain 4 Completed Sessions instead of 1).  

Finishing Touch

  Do not forget to name your newly crafted item, if it is very special to you.  

Crafting Example(s)

  You are trying to make a piece of Mithral Chain Mail for no gp cost at a Smithy. The Item and Magic Power Levels total to 1, and Chain Mail itself is Basic, ergo it is 5 Sessions by default with a DC of 11. The Mithral, however, is an uncommon material that adds +4 to the Crafting DC and a +20 to the Crafting Sessions amount. That equation looks like:  
vs 10+4 by ((1+0+0+4)*5)/1
or
vs DC of 10 + ((IPL + MPL + Rarity + Other) by (IPL + MPL + Rarity + Other) * 5) divided byGP Mod
  Over the course of 25 Sessions, or 4 days of normal adventuring (with 4 Long Rests) / 2 of no adventuring (with 8 Long Rests), you would be able to craft the item after 25 successful rolls, succeeding on a crafting DC of 15 each time.   However, If you are a lvl 1 character who had help with another level 1 character, and both Crafted Quickly and succeeded on each roll despite the extra d6 penalty dice, this could've been shortened to 8 hours, 4 Short Rests, or 1 Long Rest.   If the full gold price is spent, this is shortened further 2 Shorts Rests, a 1 Short rest before or after a Long Rest, or 1 Short rest with at least 1 Critical Success.  

Altering an Existing Item

  To an alter an existing item that's already built (such as a changing a wooden sword into a one that uses a special material), you simply half everything but the DC and it's modifiers, and craft as normal (half the Sessions, half the materials; same DC for the item + materials already involved + the materials that will be involved, Flaws, and less/more time spent from gold cost). In doing this, you add half the item's base Bulk to the item (e.x. 1 Bulk item because 1.5 Bulk after, then 2 Bulk after< then 2.5, so on and so forth).   There is no limit to how many times you can do this to a single item, only the properties (and weight of the item) and complexity of the item (through it's ever increasing DC) has their limits.  

Dismantling an Item

  Dismantling an item takes the same DC as above, but at 1/5th the time/sessions. You only retrieve 1 Bulk, or half the item's weight (whichever is smaller) in each kind of Material used in the item's creation. If you critically fail on the check, you lose all maerials and the item itself.   Note: Dismantling premade items is also a way of gaining materials to build other items.

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