D20 Survival
Crafting
CRAFTING
Crafting encompasses everything your character makes from building his shelter to making his weapons. many skills are used for crafting. Building, Trapping, Weaponcrafting, Toolcrafting and Tailoring.
Here they are explained in more details.
BUILDING
Building is big architecture, making a shelter for yourself. There are many things you need to do to build your shelter. If the player fails, half the parts are recovered, rounded down and the building has to be rebuilt. There is an exception in the case of parts with HP, if the player fails those checks by 4 or less, he can elect to keep the building but it’s HP will be halved.
BUILDINGS
The following tables show the item in question, the materials needed, the time taken to craft it, the DC of the item, it’s base HP and repair info.
Item | Mat | T | DC | HP | Repair |
---|---|---|---|---|---|
Log wall | 5 logs, 1 ft rope, shovel, cutting tool | 2 | 10 | 30 | 1d6hp / 1 log / DC 5 |
Log door | 4 logs, 2 ft rope, cutting tool | 2 | 10 | 15 | 1d6hp / 1 log / DC 5 |
Log ceiling | 5 logs, 2 ft rope, cutting tool | 2 | 10 | 30 | 1d6hp / 1 log / DC 5 |
Plank wall | 5 planks, 20 nails, shovel, hammer | 2 | 15 | 40 | 1d6hp / 1 plank / DC 10 |
Plank door | 4 planks, 10 nails, 1 ft rope, hammer | 2 | 15 | 30 | 1d6hp / 1 plank / DC 10 |
Plank ceiling | 5 planks, 20 nails, hammer | 2 | 15 | 40 | 1d6hp / 1 plank / DC 10 |
Pallisade | 10 planks, 30 nails,shovel, hammer | 3 | 20 | 100 | 2d6hp / 1 plank / DC 10 |
Pallisade gate | 8 planks, 25 nails, hammer | 3 | 20 | 75 | 2d6hp / 1 plank / DC 10 |
Fence | 3 logs, 1 ft rope, shovel, cutting tool | 2 | 10 | 15 | 1d6hp / 1 log / DC 5 |
Fence gate | 2 logs, 1 ft rope, cutting tool | 2 | 10 | 10 | 1d6hp / 1 plank / DC 5 |
Cellar ceiling | 10 planks, 20 nails, hammer | 2 | 15 | 30 | 1d6hp / 1 plank / DC 10 |
Cellar hatch | 5 planks, 20 nails, hammer | 2 | 15 | 20 | 1d6hp / 1 plank / DC 10 |
Cellar foundation | 5 planks, 15 nails, hammer | 2 | 15 | 20 | 1d6hp / 1 plank / DC 10 |
A cellar needs 1 foundation per 4 squares
ITEMS
Item | Mat | T | DC | HP | Repair |
---|---|---|---|---|---|
Box | 5 planks, 10 nails, hammer | 2 | 10 | 10 | 1d6hp / 1 plank / DC 10 |
Firepit | 10 rocks | 1 | 5 | — | — |
Bed | 10 fur, 3 logs, 1 ft rope, cutting tool | 2 | 15 | 40 | 1d6hp / 1 plank / DC 10 |
Spike | 1 log, cutting tool | 1 | 10 | — | — |
Small cage | 2 logs, 1ft rope, cutting tool | 2 | 10 | — | — |
Large cage | 5 logs, 2 ft rope,cutting tool | 3 | 10 | — | — |
TRAPPING
Trapping skill is needed to set up a trap correctly. In the same way as building, failing to correctly build a trap will yield the player only half of the materials back. More on how trapping works after the trap has been set Here. This is a list of the types of traps and what they can catch:
Item | Mat | T | DC | HP | Repair |
---|---|---|---|---|---|
Snare trap | 3 ft rope, cutting tool, nearby tree | 1 | 10 | — | — |
Deadfall trap | Solid branch, 1 rock | 1 | 10 | — | — |
Pit trap | Ditch, forest area and 10 twigs OR 50 twigs | 2 | 15 | — | — |
Spiked pit trap | Ditch, forest area and 10 twigs OR 50 twigs, 5 spikes | 3 | 15 | — | — |
Small cage trap | Small cage, 1 ft rope, bait | 1 | 10 | — | — |
Large cage trap | Large cage, 2 ft rope, bait | 2 | 15 | — | — |
To determine if a trap works, every trap has a DC, every day, the GM has to roll a straight d20 along with any bonuses that may apply from using bait. Upon success, the GM rolls to see which animal was caught. Here is a table demonstrating this:
Trap | forest | plains | mountains |
---|---|---|---|
Snare trap DC10, Baitable | D4 Rabbit(1), Skunk(2), Squirrel(3), Fox(4) | Nothing | Nothing |
Deadfall trap DC10, Baitable | D4 Rabbit(1), Skunk(2), Squirrel(3), Fox(4) | D6 Rabbit(1-2), Skunk(3), Squirrel(4), Fox(5),chicken(6) | Nothing |
Pit trap, DC5, not baitable | D6 Deer(1), Elk(2), Bear(3), Fox(4), Sheep(5),Boar(6) | D6 Deer(1), Elk(2), Bear(3), Fox(4), Sheep(5),Boar(6) | Nothing |
Spiked pit trap, DC5, not baitable | D6 Deer(1), Elk(2), Bear(3), Fox(4), Sheep(5),Boar(6) | D6 Deer(1), Elk(2), Bear(3), Fox(4), Sheep(5),Boar(6) | Nothing |
Small cage trap, DC5, needs bait | D4 Rabbit(1), Skunk(2), Squirrel(3), Fox(4) | D4 Rabbit(1), Skunk(2), Squirrel(3), Fox(4) | Nothing |
Large cage trap, DC10, needs bait | D6 Deer(1), Elk(2), Bear(3), Fox(4), Sheep(5),Boar(6) | D6 Deer(1), Elk(2), Bear(3), Fox(4), Sheep(5),Boar(6) | Nothing |
Unspiked pit traps and cage traps catch the animal alive, meaning that the player will need to kill the animal. Animals cannot climb pits or break cages though so it is assumed the player will kill the animal, he still has to attack to account for weapon durability and the potential destruction of the meat.
WEAPONCRAFTING
Weaponcrafting lets you make the weapons necessary to fend off wild beasts, hunt or kill hostile tribals.
When you make a weapon, the base DC for it is a baseline of quality, as illustrated in this chart:
DC difference | Quality Bonus/Penalty | HP Bonus/Penalty |
---|---|---|
10-14 under DC | -3 | -75% |
5-9 under DC | -2 | -50% |
1-4 under DC | -1 | -25% |
0-4 over DC | 0 | base HP |
5-9 over DC | +1 | +25% |
10-14 over DC | +2 | +50% |
15-19 over DC | +3 | +75% |
Here are the weapons you can craft and the required materials:
Item | Mat | T | DC | HP | Repair |
---|---|---|---|---|---|
Club | 1 log, cutting tool | 3 | 5 | 10 | 1d6/log/DC10 |
Knife | Solid branch, 1 sharp stone | 3 | 10 | 10 | 1d6/sharp stone/DC10 |
Axe | 2 solid branch, 1 sharp stone, 2 ft string, cutting tool | 3 | 15 | 15 | 1d6/sharp stone/DC10 |
Spear | 3 solid branch, 1 sharp stone, 1 ft string | 3 | 15 | 20 | 1d6/sharp stone/DC10 |
Javelin | 2 solid branch, 1 sharp stone, 1 ft string | 2 | 10 | 10 | 1d6/sharp stone/DC10 |
Bow | 1 solid branch, 3 ft string, cutting tool | 2 | 20 | 5 | 1d6/1 ft string/DC15 | Arrow | 1 solid branch, sharp stone, 1 feather | 1 | 5 | 1 | — |
Bows are special in that they do not take durability damage when they are used in an attack. Arrows in the other hand do.
More info on the weapons particularly can be found here .
TOOLCRAFTING
The player not only has to make weapons, but he also has to make many tools to survive, things like a hammer for construction (or a bad weapon). Tools with HP run the same rules as weapons as far as quality. For things without HP, rolling under the DC yields nothing.
First aid supplies are an exception where for every increment of 5 over the DC yields an extra first aid supply.
Item | Mat | T | DC | HP | Repair |
---|---|---|---|---|---|
Hammer | 1 solid branch, 1 rock, 1 ft string, cutting tool | 3 | 10 | 10 | 1d6/rock/DC10 |
Shovel | 2 solid branch, 1 rock, 1 ft string, cutting tool | 3 | 10 | 15 | 1d6/rock/DC10 |
Plank | 1 log, axe | 1 | 10 | — | — |
Nails x 5 | 5 sharp stones, rock | 2 | 10 | — | — |
First aid supply | 1 solid branch, 1 twig, 1 ft string, cutting tool | 1 | 10 | — | — |
Weaving kit | 1 solid branch, 1 twig, 1 sharp stone | 2 | 10 | 10 | cannot be repaired, HP = amount of uses |
Fishing rod | 1 solid branch, 10 ft string, 1 sharp stone | 2 | 15 | 10 | 1d6/1 ft string/DC10 |
TAILORING
Tailoring is the art of making string out of fiber or clothing from thread/fur. Clothing items follow the same rules for HP as weapons as far as the quality level based on the DC.
Item | Mat | T | DC | HP | Repair |
---|---|---|---|---|---|
string x3 ft | 1 fiber, cutting tool | 1 | 10 | — | — |
rope x1 ft | 3 ft string, cutting tool | 1 | 10 | — | — |
Waterskin | 2 leather, 1 ft string, cutting tool | 1 | 10 | — | — |
Fishing net | 15 ft string | 3 | 15 | 10 | 1d6/1 ft string/DC10 |
Cloth boots | 4 thread, weaving kit | 2 | 10 | 5 | 1d6/thread/DC10 |
Cloth pants | 10 thread, weaving kit | 4 | 10 | 10 | 1d6/thread/DC10 |
Cloth shirt | 10 thread, weaving kit | 4 | 10 | 10 | 1d6/thread/DC10 |
Cloth gloves | 4 thread, weaving kit | 2 | 10 | 5 | 1d6/thread/DC10 |
Cloth hat | 2 thread, weaving kit | 2 | 10 | 5 | 1d6/thread/DC10 |
Leather boots | 4 leather, weaving kit | 2 | 15 | 15 | 1d6/leather/DC10 |
Leather pants | 10 leather, weaving kit | 4 | 15 | 30 | 1d6/leather/DC10 |
Leather shirt | 10 leather, weaving kit | 4 | 15 | 30 | 1d6/leather/DC10 |
Leather gloves | 4 leather, weaving kit | 15 | 10 | 15 | 1d6/leather/DC10 |
Leather hat | 2 leather, weaving kit | 2 | 10 | 10 | 1d6/leather/DC10 |
Fur boots | 4 fur, weaving kit | 2 | 20 | 20 | 1d6/fur/DC10 |
Fur pants | 10 fur, weaving kit | 4 | 20 | 40 | 1d6/fur/DC10 |
Fur shirt | 10 fur, weaving kit | 4 | 20 | 40 | 1d6/fur/DC10 |
Fur gloves | 4 fur, weaving kit | 2 | 20 | 20 | 1d6/fur/DC10 |
Fur hat | 2 fur, weaving kit | 2 | 20 | 15 | 1d6/fur/DC10 |
Fur clothes has the warm property, meaning it will protect you against certain weather effects that other clothing will not.
More info on the clothing can be found here .SALVAGING
Anything you make can be unmade. Anytime you would like to destroy an item to salvage some of it’s components, you can roll the appropriate skill check that goes with that item at a base DC10, if you fail, you lose everything, if you succeed you get half of all the items rounded down, meaning that an item that only costs you 1 of something will yield you nothing. For item with durability, for every HP’s worth of damage on the item, add 1 to the DC as it is harder to salvage good usable parts from it.