Fabricate: Universal Gathering & Crafting Framework for Foundry VTT
Build the crafting system you want!
Fabricate is a system-agnostic gathering, crafting, gathering, and salvage framework for Foundry VTT. It gives GMs the tools to build anything from a handful of simple recipes to enormous interconnected crafting systems, while giving players a polished experience directly integrated with their characters.
Alchemy, Smithing, Cooking, Enchanting, Herbalism, Monster harvesting, Rune-carving, Engineering, Potion brewing, or Scavenging - whatever you want, you write the rules, and Fabricate runs them.

Craft in an integrated player experience
Players don't need to manage macros or switch between different module and foundry windows. Instead, they have everything they need in one combined application window. Fabricate can determine which recipes a character or player can see, which they have learned, which prerequisites they meet, and which ingredients they actually have in their inventory.
Players can:
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Browse and search available recipes
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Discover and learn new recipes during play
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Select the ingredients they want to use
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See their progress towards every recipe requirement
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Craft directly from their character
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Receive different results depending on how well they perform, or what ingredients they use
A crafting system becomes part of the game rather than something managed outside it.


Turn missing ingredients into adventures
Found the perfect recipe but don't have everything you need? Fabricate's Shopping List compares recipe requirements against the character's real inventory and lets players keep track of missing materials. Those missing ingredients can become reasons to explore, gather, hunt monsters, salvage equipment, trade with merchants or negotiate with NPCs.
Make recipes part of character progression
Recipes don't have to be available to everyone from the beginning. Fabricate includes recipe knowledge and discovery systems which allow recipes to be hidden, learned and unlocked through prerequisites.
A recipe might be:
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Found in an abandoned laboratory
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Taught by a master artisan
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Unlocked after learning another technique
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Restricted by character abilities or knowledge
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Revealed as a reward during an adventure
Crafting knowledge can become something characters earn through gameplay.
Build anything from a simple roll to a multi-stage craft
Fabricate does not prescribe one crafting mechanic. A recipe can require no check at all, a single check, multiple independent checks, chained stages, or progressive resolution where a roll is spent down an ordered list of results (with optional complications). Roll results can be interpreted through configured difficulties, ranges, exact results and reusable outcomes.
That means a crafting attempt might produce:
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Failure and wasted materials
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A partial or inferior result
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The intended item
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Additional quantities
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A superior version
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An exceptional outcome unique to your crafting system
Tools matter
A tool can be required to craft, provide bonuses when the character knows how to use it, gated behind proficiencies, consume limited uses, and even break through use. Fabricate validates the character's equipment before crafting and handles the resulting consumption and breakage afterwards.
Blacksmith's hammers, alchemist's supplies, enchanted chisels, repair kits or specialised machinery can therefore become meaningful parts of your crafting system and its economy. With canvas interactables, you can also model tools like an enormous, fixed arcane runeforge, or the conflux of two magical leylines, without ever adding them to a character's inventory.

Take things apart again
Fabricate also supports Salvage. Salvage is a player-facing workflow for breaking components back down into useful materials. Players can inspect what an item can produce, select quantities and salvage multiple items in bulk. Crafting, gathering and salvage can form a complete resource loop for games built around scavenging, repairs, harvesting monster parts, or resource management and scarcity.

Powerful tools for GMs
Behind the player experience is Fabricate's Manager, where GMs can build and maintain their crafting systems. Configure recipes, components, tools, essences, checks, outcomes, currencies and other shared rules from a dedicated authoring interface. Fabricate supports reusable configuration so that large systems don't require every recipe to reinvent the same mechanics.
World-level resources allow common concepts such as currencies to be shared across crafting systems, while search, filtering, previews and bulk-management tools make larger collections manageable. Fabricate has also undergone substantial performance work specifically to keep large crafting datasets and Actor inventories responsive.

Gathering
Fabricate's gathering framework closes the loop on obtaining those final crafting materials. GMs can build gathering environments and activities around factors such as location, region, time, weather and danger, connecting the resources characters find in the world with the recipes they ultimately want to create.

Designed for your game
Fabricate is a framework for building your own crafting systems, in any game system or world setting. Whether your game needs three recipes for brewing potions or thousands of interconnected components, Fabricate is designed to let you model the mechanics you need to run and present them through one consistent player experience.