Crafting template examples

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Game mechanic model.png This article covers a game mechanic model.

This is a template for a model or group of models based on designed Mechanics templates. They represent "content" of objects or classes of objects or types of objects to be implemented in the game. For example, if the game has a class of Objects called "Weapons" then this page might represent a list of Weapon-type objects.

Examples of Crafting Tasks. See Crafting for definition of terms. PLEASE add more examples.


Generic Task Template for Crafting

This could be modified extended for any specific Craft template, for example to add orthogonal results, or specific "fumble" on super-failure. Note that if the base difficult is shifted (in increments of 50 to another difficulty "level" then it's "super success/failure" rates may (and probably will) change. Note that Q quality of result is a separate roll after the success. In all cases "skill" = modified current skill. Minimum quality of item is always 1.

Trivial crafts

P(normal success) = 0.998, quality of result (Q) = ([0.75*skill] + roll/4)/20 round off to nearest integer.
P(super failure) = 0.001 - lose all starting material
P(super success) = 0.001 - quality of result = max, time halved.

Easy crafts

P(normal success) = Skill+50, Q = ([skill/2] + Roll/2)/20.
P(super failure) = 0.01 - lose all starting material
P(super success) = 0.01 - quality of result = max, time halved.
P(failure) = (otherwise; - min = 0.02) - you may try again

Standard crafts

P(normal success) = Skill, Q = ([skill/4] + roll/2)/20.
P(super failure) = 0.01 - lose all starting material
P(partial success) = Skill*2/3 (min = 0.02, max = skill-98) - you may try again (lose only time)
P(super success) = 0.01 - quality of result = max, time halved.
P(failure) = (otherwise; min = 0.02) - lose 1/2 of starting material

Example, Skill = 50, Standard difficulty:

0-1   - Super success
2-52  - Normal Success
52-85 - Partial Success (33 = 2/3*50)
86-98 - Failure
99    - Super failure

Example, Skill = 100, Standard difficulty:

0-1   - Super success
2-94  - Success
95-96 - Partial Success
97-98 - Failure
99    - Super failure

Example, Skill = 0, Standard difficulty:

0-1   - Super success
2-3   - Success
4-5   - Partial Success
6-98  - Failure
99    - Super failure

Hard crafts

P(normal success) = Skill/3, Q = (roll/2)/20.
P(super failure) = 0.05 (max: P(failure)- lose all starting material, take 10 points to DFS (randomly determined which)
P(partial success) = Skill/2 - you may try again with cumulative -5 to difficulty
P(super success) = 0.05 - Q = 50-roll/2)/20, Increase skill (100-X)/10.
P(failure) = (otherwise, min: 0.05) - lose 1/2 of starting material

Example, Skill = 100, Hard difficulty

0-5   - Super success
6-39  - Success
40-90 - Partial Success
91-96 - Failure
97-99 - Super failure

Impossible crafts

P(normal success) = Skill/20, Q = (roll/4)/20.
P(super failure) = 0.10 - lose all starting material, break all tools, take 10 points to DFS (randomly determined which)
P(partial success) = Skill/10 - you may try again with cumulative -5 to difficulty
P(super success) = 0.05 - Q = (25 + roll/2)/20, Increase skill (100-X)/10.
P(failure) = (otherwise, min: 0.10) - lose 1/2 of starting material

Example, Skill = 100, Impossible difficulty

0-5   - Super success
6-11  - Success
12-22 - Partial Success
23-88 - Failure
89-99 - Super failure

Sewing and Needle making

Repair Clothing: Reversible, Intensive; time: 30min per damaged location; skill Sewing (easy)

Damaged Garment + Thread (1 unit per damaged location) --(Needle)--> Repaired garment

Notes: You can get thread this way by destroying whole or partially damaged garments!.

Make Leather Gloves: Reversible(10% wastage), Intensive, time: 8 hrs, skill Sewing (average)

0.5kg leather + Thread (2 units) --(Needle)--> Leather Gloves

Make fur lined Leather Gloves: Reversible(10% wastage), Intensive, time: 16 hrs, skill Sewing (average)

0.5kg leather, 0.5 kg fur/wool + Thread (4 units) --(Needle)--> Lined Leather Gloves

Notes: Needle not needed for reverse Tools:

Scissors: +10% in either direction
Bone needle: -5%
Wooden needle: -10%

Make Needle

Make wooden needle: Irreversible, Intensive, time: 10 min; Woodcarving

"0" kg wood --(knife)-->wooden needle

Make bone needle: Irreversible, Intensive, time: 30 min, Carving (Bone Carving)

"0" kg bone --(knife)--> bone needle

Make metal needle: Irreversible, Intensive, time: 1 hr, Metalworking (easy)

"0" kg scrap metal --(metal working tools)--> metal needle

Make metal needle from fish hook: Reversible, Intensive, time: 5 minutes, Metalworking (trivial)

fishook <--(pliers)--> metal needle

Cure Leather

Cure Hide: Irreversable, Unintensive, time: 2 day, Leatherworking (Hard)

1kg Animal Hide --> 1 kg Leather (poor quality)


Knife: +10%
Salt: +20%/1day 
Scrap materials(wood or metal): +20%
Tanning chemicals (various): (increase quality by 2 levels)

Note: With proper tools Hard -> Easy.

Skin and butcher animal: Irreversable, Intensive: 10min/kg, Butchery

10 kg animal (dead) --Knife--> 1 kg Animal Hide + 5 Kg Meat (Raw) + 1 kg Bone + 1 kg Sinew

Notes: Animal products (except bone) decay very fast, unless cured (similar to "Cure Hide"), although leaving them out in the snow ought to be good enough!

Making Fire

Note that for basic "survival" fires this is abstracted into basic outdoor survival skill roll, although items in Players' inventory will give a bonus to survival roll.

Making a fire, Irreversible, Intensive(30 minutes), Outdoorsman (Hard).

(Fuel) --(spark)--> Fire.

Tools & Modifiers:

Lighter or Fire - +100% 5 minutes (makes task trivial)
Sparker - +80% 5 minutes (do we really need this)
Flint & Steel - +40%, 15 minutes (makes task standard)
Chemical starter - +80%, 5 minutes (if you pass Chemistry skill check when item is found)
Magnifying glass / photo lense / glasses - 20 minutes
Lens made out of ice - 2 hours (this task is really tedious)
If fuel is wet OR exposed to rain - -50%, double time.


  • With a spark tool above, you are using friction+tinder, that's why it's a "Hard" task that takes 30 minute!
  • Fuels are Burnable objects and are rated according to Energy content (E; kJ/kg) and Maximum intensity (Imax) where:
t=E/I, time fire will burn = total energy cost/intensity.  

Player can set an intensity <= Imax such that the fire burns hotter but shorter. This may be useful for some tasks that need a hot fire. Conversly, if you need the fire to last at least a certain time, you have to set a lower intensity (or get more fuel). "Feeding" fire is handled automatically as Fire itself is a type of spark.

Brewing Beer

(note this is simplified for the game, with no filtering, etc. Note that "beer" here means some alcoholic sludge that may or may not be beer or wine or mead or mash. It's effectively 3-15% alcohol depending. Also, technically you can use stuff that has naturally occuuring yeast on it instead of separate yeast... (pruno, lambic), some fermentations don't require heat, etc. If someone wants to code all these templates and "game balance" them, be my guest!

Irreversible(no scavenge), Non-intensive task; time: 3 days; Brewing skill.

(1kg sugar source) + 2L pot(empty) + yeast + (heat source) + 2L water -> (heat source) + pot(1L beer).

Notes: type of sugar source (fruit, grain, etc.) and quality of water effects quality of product. Tools:

Spoon = +5 bonus to Brewing skill.

Sub task: Bottle beer

(Reversible, intensive task; time: 1 min; no skill)

2L pot(beer) + 10 x 0.2L bottles(empty) -> pot + bottles(beer)

Notes: total capacity of pot >= total capacity of bottles.

Sub task: distill alcohol

(Reversible, Non-intensive task; time: 2 hr/L liquor; Distilling/Chemistry skill)

pot(10L beer) + Still + (heat source) -> 1L liquor + Still + (heat source)

Note: this is technically "reversible" without the still by adding water to the liquor... but silly.

Build A Still

(Irreversible(Scavengable), intensive task; time: 8 hours; Distilling/Chemistry + Jury Rigging/Engineering skill - very difficult)

(Drum or Barrel) + funnel + tubing -> Still


     Hand Tools (reduce time to 4 hours, difficulty to standard).
     Power Tools (reduce time to 2 hours, difficulty to easy).
     Schematics (still) - removes Distilling/Chemistry skill task.

Scavenges to: funnel + tubing + 5Kg scrap metal

Note: Without Distilling or Chemistry skill success or schematic, you don't know how to make a still.

Waterproof thread

Thread with ++ quality, decent stuff for shoes This tasks takes about 5 minutes and 10g of wax or tar for 1m of thread

Thread + wax or tar -> waterproof thread


This takes at least few hours (to few days). The rule is: colder water and longer time produces stronger gelatine - from lumps that barely seize through various glues and binding mediums to rubber-like substance that can be formed (with addition of glycerin) into tool parts, like rollers.

Animal gristle and/or skin + Water + low heat source (process is extremely slow, takes week or so) -> Gelatin solution

and later

Gelatin solution + big sheet of metal or glass -> Gelatin

Same thing makes fish or skin glue for gluing wood, skins and paper

Bone glue

Basically same process as gelatine. Vinegar is used to squueze last drips of binding power out of hardest parts of gristle (joints and tendons mainly)

Vinegar + bones + water + heat source + container -> bone glue + container

Sealed Jar

20 minutes for a batch (warming up water, mixing ingredients) + 60s for every piece

Jar + Glycerin + Gelatin + water + heat source -> Sealed jar

Animal fat

Speed depends on firepower, but in case of an ordinary wood stove its about 2h/10kg of raw lard or bacon. Rendering animal fat is trivial, but anyways:

Fresh meat + large metal or ceramic container + jars + heat source -> greaves + canned fat + container

Ball Mill

Stationary device used to make fine powders. Good one if we will use blackpowder as a currency. Takes 2h to make this real. Ball mill of this kind is very slow, depending on what goes in it may take week to mill a batch (batch is about 10% of drum volume). Source of motion may be wind turbine, animal, water, or some fancy apparatus that uses tree waving in the wind...

(source of slow rotary motion) + stones, glass or metal balls + sealable drum/container <--> Ball mill


It takes 20 minutes to do that, including boiling water.

Starch + water + heat source -> glue

Strong detergent

10-15 minutes.

Lye + soap -> strong detergent

Nice smelling detergent, also disinfectant

Soap + pine oil + water -> Nice smelling detergent


Lye is strong alkali solution. Apart from being strong alkali, when diluted it may be used for cleaning floor, concrete, roof tiles, heavy organic stuff in general, like algae or dung.

Wood ash + cloth + hollow bucket -> Lye + hollow bucket + rag


This will smell horrible in most of cases, add pine resin or pine oil for to scent it. Vegetable oil makes slimy soaps, animal fat makes hard ones, all are stinky. Fresh soap needs to lie on a shelf to be used, its aggressive, alkali and really liquidy. Using litmus (tea? red cabbage juice?) will help to increase quality of the soap.

It takes 2 hours to make a batch, but it takes week and two weeks to make "usable" and "normal" soap.

Lye + fat (may be almost any fat, really) + water + heat source + container -> Glycerin + soap + heat source + container


1 to 2g per cow per day. Be patient.

Cow dung + cow pee + wood ash + lots of time -> Saltpeter


Why not get fancy? Come on!

Takes 15 minutes to do a batch

Glycerin + Alcohol + Perfume + jar -> Brillantine in jar


Bowdrill is old firestarting device. If kept dry, it may take 10-30s to start a fire with it. However making one takes about 30 minutes.

Piece of cordage (50 cm)+ two sticks (hardwood, may not be dry)+ piece of softwood board -> bowdrill

Weak Battery

(metals are scavengable) - takes only single minute to do it!

(Fruit or vegetable) + piece of zinc (also galvanized steel, like old roof pipes ot tin cans) + piece of copper -> Battery

This battery should be enought to power up small radio, but also things like old clock with crystal display.

Simple microscope

Its really simple tool. Making it is one thing, but adjusting it is something totally different. It takes a minute to pour water into something, take a droplet and sit or stand comfortably, but it takes 10 minutes to actually see something with this. Works only above zero.

(water) + anything that holds a droplet, small piece of metal, leaf, needle, stick, basically anything <--> Really simple temporary microscope

(Yes, that is working also in real world)

Small Guitar

This projects takes whole day.

(box or metal tin) + (flat and long piece of wood) + (string or wire) + nails <--> small guitar

Simple radio

This project takes 4 to 6 hours. "Bluing" razor or preparing piece of copper is a process of oxidizing it with a small flame.

long, thin wire + "blued" razor blade or prepared piece of copper + earplugs/headphones + candle or other small flame source <--> simple radio + candle or other small flame source
 (better with capacitor used) (even better if diode is used instead of blued razor)

Weaving baskets, pottery, brick making

Just like that. Takes resources, time and practice.


Takes an hour to entangle a pair of this things together

12-14 sticks + thread <--> pair of simple snow shoes

Birch bark oil

Usable as a grease or machine lubricant, fuel (sooty), also as a "general purpose medicine", or even preservative. Used to be very popular. It takes an hour for a batch. Efficiency is around 10% of mass. Also pine bark can be used, this results in pine oil.

Birch bark + drum or can + heat source -> birch bark oil + same drum or can

Rosin, turpentine

Very similar process to getting birch bark oil, just slower. Takes 4 hours to do that.

Resin + small still + heat source -> rosin + turpentine 
Resin + tin can + heat source -> rosin


Takes few hours to do that (approx. 2 hours for every 10l of wood used, but not longer than 12 hours)

Wood in small pieces + big oil drum + heat source -> Tar + charcoal + big oil drum


Takes 30 minutes per liter to get rid of lumps of pigment. Using litmus-type of probe makes it 45 min/1l, but raises quality of the paint, making it more durable and easier to coat

Sour milk + hydrated lime + pigment -> paint (suitable for wood and walls)
As pigment can be used many things, from clay and various minerals or earths, through juices and stews, to milled charcoal or soot.
Hydrated lime is lime, just slacked (for a month to a year) in a pit. Also plaster can be used. Or maybe even concrete, who knows...

Skin treatment

Animal skin > mechanical treatment > rawhide

Animal skin > tanning > leather

Mechanical treatment takes about a week of intensive labour, but requires no extra tools (PC can eg. treat a patch of skin with hands, while walking. There are some helpfull substances, like mayonnaise, that will ease the process. Tanning needs taninn. Taninn can be easily extracted from oak bark just by milling bark and soaking in water (willow, birch, sspruce as well). There is needed 5x more bark (in weight) than skin. It takes few months to whole year to make leather this way. there are two ways - one is soaking skin in tanning solution, other is making a pit and storing there skins with separated with layers of wet bark.

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