Custom Lockwork
Rework a gun's lock to lower its misfire range by 1 (not below 1; Overcharge ranges are untouched).
Rework a gun's lock to lower its misfire range by 1 (not below 1; Overcharge ranges are untouched).
Repair guns, clear clogs and fouling, and fit gun enhancements in the field.
Study a gun's lock, barrel and loading before working on it. For 1d10 hours, add 1d4 to checks to build, repair, modify or inspect guns. Inspecting a gun shows its misfire range, wear and fitted enhancements.
Build and set mechanical traps.
Build small mechanical tools: grapples, lock picks, clockwork beetles, noisemakers. All that is needed is the material.
Build a rough, temporary version of an item in a tenth of the time, at half cost, to test a design or combination before committing to it. Only items your crafting skills could already build. It breaks after 1d4 uses or one day.
Make an item work, or alter it, without the right materials or tools. The fix lasts 1d4 hours, then it needs a real repair.
Allows you to craft novice items.
Allows you to craft greater items.
Lets you create new designs from scratch. The more difficult the design, the more penalties to the skill check. All designs must meet GM approval.