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| ==Templates== | | ==Templates== |
| {| class="wikitable" style="margin: 1em auto 1em auto;" | | {| class="wikitable" style="margin: 1em auto 1em auto;" |
− | !Item || Price/Rarity || Check || Difficulty || Time || Encumbrance || Profile | + | !Item || Price/Rarity || Check || Difficulty || Time || Enc || Profile |
| |-style="background:paleturquoise;" | | |-style="background:paleturquoise;" |
| |Simple Tool || 50 credits/1 || Mechanics || [[Image:Difficulty-die.png|12px]] || 2 hours || 4 || The tool allows the character to make checks with a General skill. At the GM's discretion, this may count as the right tool for the job. | | |Simple Tool || 50 credits/1 || Mechanics || [[Image:Difficulty-die.png|12px]] || 2 hours || 4 || The tool allows the character to make checks with a General skill. At the GM's discretion, this may count as the right tool for the job. |
Revision as of 19:18, 18 January 2021
Templates
Item |
Price/Rarity |
Check |
Difficulty |
Time |
Enc |
Profile
|
Simple Tool |
50 credits/1 |
Mechanics |
|
2 hours |
4 |
The tool allows the character to make checks with a General skill. At the GM's discretion, this may count as the right tool for the job.
|
Specialist Tool |
400 credits/4 |
Mechanics |
|
10 hours |
8 |
Choose a General skill; this item grants an automatic to checks with that skill in specific contexts (Athletics, while climbing; Medicine, treating poison; etc)
|
Precision Instrument |
150 credits/3 |
Mechanics |
|
16 hours |
5 |
Choose a General skill; this item removes from checks with that skill.
|
Results
Results marked with an asterix can only be chosen once.
After making the crafting check, the craftsman may purchase one additional per rank of the Skill used in the crafting by taking an equal number of . These are unique in that they do not cancel one another out.
Result |
Effect
|
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Success*. The item is constructed successfully. Additional Successes. Reduce crafting time by 2 hours per additional success.
|
or |
Lightweight. Reduce the Encumbrance of teh item by 1. Practice Makes Perfect. You learn something valuable, and gain on the next check you make with the same skill before the end of the session.
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or |
Lessons Learned. Reduce the difficulty of your next crafting check by 1. Compact. If the item is Encumbrance 3 or lower, add to checks to determine that the character has the implant installed; this may be purchased up to three times.
|
or |
Efficient Construction*. A sizeable portion of the material is unused or can be reclaimed from the crafting process: reduce the Material Price needed to craft the item by 50%. Precision Features*. Add automatic to checks with the General skill chosen for this item.
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or |
Inbuilt Weapon*. Choose a weapon of encumbrance 2 or lower possessed by the crafter to install into the item. Add to checks to determine that the character has the weapon installed.
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Supreme Craftsmanship. Choose a General skill. When using this item, upgrade checks with that skill when using this item.
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or |
Exhausting Effort. Upon completing construction of the weapon, you suffer 3 Strain. Heavy. Increase the Encumbrance of the item by 1.
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or |
Difficult to Repair. Increase the Difficulty of checks to repair this item by 1. Delicate*. The GM
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or |
Wear and Tear. The tools used to craft this implant are worn down or destroyed, and are damaged by one step.
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or |
Fragile*. Whenever the implant becomes damaged, upgrade any minor damage to moderate. Severe Feedback*. When spending on actions that may involve this implant to inflict Strain, half of the total Strain (round down) is also taken as Damage.
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Unexpected Flaw*. The implant has a serious problem the crafter does not detect. At some point in the future, the GM may spend a Destiny Point to cause the weapon to fail. When it does, this counts as the weapon suffering major damage. Once this has been repaired, the flaw is removed.
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