SW Weapon Crafting

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Melee Weapons

Templates

Two-Handed. Change a weapon to a two-handed version, increasing weapon damage by 1 and encumbrance by 2.

Item Price/Rarity Check Difficulty Time Profile
Fist Weapon 10 credits/0 Mechanics or Survival Difficulty-die.pngDifficulty-die.png 4 hours Brawl • Dam +1 • Crit 4 • Engaged • Enc 1 • HP 0 • One-handed, Disorient 3
Blunt Weapon 5 credits/0 Mechanics or Survival Difficulty-die.png 6 hours Melee • Dam +2 • Crit 5 • Engaged • Enc 3 • HP 1 • One-handed, Disorient 2
Shield 10 credits/0 Mechanics or Survival Difficulty-die.pngDifficulty-die.png 8 hours Melee • Dam +0 • Crit 5 • Engaged • Enc 1 • HP 4 • One-handed, Defensive 1
Bladed Weapon 10 credits/0 Mechanics or Survival Difficulty-die.pngDifficulty-die.png 16 hours Melee • Dam +1 • Crit 3 • Engaged • Enc 2 • HP 1 • One-handed
Vibro-Weapon 200 credits/3 Mechanics Difficulty-die.pngDifficulty-die.pngDifficulty-die.png 24 hours Melee • Dam +1 • Crit 2 • Engaged • Enc 2 • HP 3 • One-handed, Pierce 2, Vicious 1
Powered Melee Weapon 400 credits/4 Mechanics Difficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.png 48 hours Melee • Dam +2 • Crit 3 • Engaged • Enc 3 • HP 5 • One-handed, Stun 3

Results

Results marked with an asterix can only be chosen once.

After making the crafting check, the craftsman may purchase one additional Advantage-result.png per rank of the Skill used in the crafting by taking an equal number of Threat-result.png. These are unique in that they do not cancel one another out.

Result Effect
Success-result.png Success*. The item is constructed successfully.
Additional Successes. Reduce crafting time by 2 hours per additional success.
Advantage-result.png or Triumph-result.png Practice Makes Perfect. You learn something valuable, and gain Boost-die.png on the next check you make with the same skill before the end of the session.
Lightweight. Reduce weapon encumbrance by 1 (min 1).
Quality. Weapon gains the Knockdown quality (this may only be gained once).
Advantage-result.pngAdvantage-result.png or Triumph-result.png Lessons Learned. Reduce the difficulty of your next crafting check by 1.
Customizable*. Increase the weapon's hard points by 1.
Quality. Increase the weapon's rating of one of the following Qualities once: Defensive (max 3), Pierce, Vicious (max 5), Stun.
Advantage-result.pngAdvantage-result.pngAdvantage-result.png or Triumph-result.png 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%.
Destructive*. Increase the weapon's damage by 1.
Quality. Increase the weapon's rating of one of the following Qualities once: Deflection (max 3), Ensnare.
Advantage-result.pngAdvantage-result.pngAdvantage-result.pngAdvantage-result.png or Triumph-result.png Lethal*. Reduce the weapon's Critical rating by 1.
Quality. Increase the weapon's rating of one of the following Qualities once: Accurate (max 3), Sunder*.
Weapon Schematic*. Create a schematic that permanently reduces the difficulty of checks to create weapons of this template by 1, to a minimum of Simple (–).
Triumph-result.pngTriumph-result.png Integral Attachment. Add +1 hard point to the weapon, then install one applicable weapon attachment that requires 1 or fewer hard point. No check is required to obtain the attachment, and it costs 0 credits.
Quality. Increase the weapon's rating of one of the following Qualities once: Concussive*.
Threat-result.png or Despair-result.png Exhausting Effort. Upon completing construction of the weapon, you suffer 3 Strain.
Heavy. Increase weapon encumbrance by +1.
Threat-result.pngThreat-result.png or Despair-result.png Difficult to Customize. Increase the Difficulty of checks to modify attachments on this weapon by 1.
Quality. Increase the weapon's rating of one of the following Qualities once: Cumbersome.
Threat-result.pngThreat-result.pngThreat-result.png or Despair-result.png Wear and Tear. The tools used to craft this armor are worn down or destroyed, and are damaged by one step.
Difficult to Repair*. Increase the Difficulty of all checks to repair this armor by 1.
Quality. Increase the weapon's rating of one of the following Qualities once: Inaccurate.
Threat-result.pngThreat-result.pngThreat-result.pngThreat-result.png or Despair-result.png Fragile*. Whenever the weapon becomes damaged, upgrade any minor damage to moderate.
Despair-result.pngDespair-result.png Unexpected Flaw. The armor 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 armor to fail. When it does, this counts as the armor suffering major damage. Once this has been repaired, the flaw is removed.


Ranged Weapons

Templates

Item Price/Rarity Check Difficulty Time Profile
Simple Projectile Weapon 10 credits/0 Mechanics or Survival Difficulty-die.pngDifficulty-die.png 4 hours Ranged (Light) • Dam 4 • Crit 5 • Short • Enc 3 • HP 0 • Limited Ammo 1
Solid Projectile Pistol 50 credits/2 Mechanics Difficulty-die.pngDifficulty-die.png 8 hours Ranged (Light) • Dam 4 • Crit 5 • Short • Enc 1 • HP 0 • –
Solid Projectile Rifle 125 credits/2 Mechanics Difficulty-die.pngDifficulty-die.pngDifficulty-die.png 8 hours Ranged (Heavy) • Dam 7 • Crit 5 • Medium • Enc 5 • HP 1 • Cumbersome 2
Energy Pistol 200 credits/3 Mechanics Difficulty-die.pngDifficulty-die.pngDifficulty-die.png 12 hours Ranged (Light) • Dam 6 • Crit 3 • Medium • Enc 1 • HP 3 • –
Energy Rifle 450 credits/4 Mechanics Difficulty-die.pngDifficulty-die.pngDifficulty-die.png 16 hours Ranged (Heavy) • Dam 9 • Crit 3 • Long • Enc 4 • HP 4 • –
Heavy Energy Rifle 1000 credits/6R Mechanics Difficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.png 24 hours hours Gunnery • Dam 10 • Crit 3 • Long • Enc 6 • HP 4 • Cumbersome 3
Missile Launcher 4000 credits/7R Mechanics Difficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.png 16 hours Gunnery • Dam – • Crit – • – • Enc 7 • HP 4 • Uses profile of loaded missile
Missile 100 credits/3R Mechanics Difficulty-die.pngDifficulty-die.pngDifficulty-die.png 4 hours Gunnery • Dam 20 • Crit 2 • Extreme • Enc – • HP – • Blast 10, Breach 1, Cumbersome 3, Guided 3, Prepare 1, Limited Ammo 1
Grenade 35 credits/4 Mechanics Difficulty-die.pngDifficulty-die.pngDifficulty-die.png 2 hours Ranged (Light) • Dam 8 • Crit 4 • Short • Enc 1 • HP 0 • Blast 6, Limited Ammo 1
Mine 425 credits/5R Mechanics Difficulty-die.pngDifficulty-die.pngDifficulty-die.png 4 hours Mechanics • Dam 12 • Crit 3 • Engaged • Enc 3 • HP 0 • Blast 4, Limited Ammo 1

Results

Results marked with an asterix can only be chosen once.

After making the crafting check, the craftsman may purchase one additional Advantage-result.png per rank of the Skill used in the crafting by taking an equal number of Threat-result.png. These are unique in that they do not cancel one another out.

Result Effect
Success-result.png Success*. The item is constructed successfully.
Additional Successes. Reduce crafting time by 2 hours per additional success.
Advantage-result.png or Triumph-result.png Practice Makes Perfect. You learn something valuable, and gain Boost-die.png on the next check you make with the same skill before the end of the session.
Lightweight. Reduce weapon encumbrance by 1 (min 1).
Quality. Increase the weapon's rating of one of the following Qualities once: Ion*, Disorient, Limited Ammo.
Advantage-result.pngAdvantage-result.png or Triumph-result.png Lessons Learned. Reduce the difficulty of your next crafting check by 1.
Customizable*. Increase the weapon's hard points by 1.
Increased Range*. Increase the weapon's Range band by 1.
Quality. Increase the weapon's rating of one of the following Qualities once: Knockdown*, Stun Setting*, Vicious (max 5)
Advantage-result.pngAdvantage-result.pngAdvantage-result.png or Triumph-result.png 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%.
Destructive*. Increase the weapon's damage by 1.
Quality. Increase the weapon's rating of one of the following Qualities once: Ensnare, Stun (3 when first purchased), Pierce.
Advantage-result.pngAdvantage-result.pngAdvantage-result.pngAdvantage-result.png or Triumph-result.png Lethal*. Reduce the weapon's Critical rating by 1.
Quality. Increase the weapon's rating of one of the following Qualities once: Accurate (max 3), Auto-Fire*, Burn.
Weapon Schematic*. Create a schematic that permanently reduces the difficulty of checks to create weapons of this template by 1, to a minimum of Simple (–).
Triumph-result.pngTriumph-result.png Integral Attachment. Add +1 hard point to the weapon, then install one applicable weapon attachment that requires 1 or fewer hard point. No check is required to obtain the attachment, and it costs 0 credits.
Quality. Increase the weapon's rating of one of the following Qualities once: Blast (5 when first purchased), Concussive*.
Threat-result.png or Despair-result.png Exhausting Effort. Upon completing construction of the weapon, you suffer 3 Strain.
Heavy. Increase weapon encumbrance by +1.
Quality. Increase the weapon's rating of one of the following Qualities once: Cumbersome.
Threat-result.pngThreat-result.png or Despair-result.png Difficult to Customize. Increase the Difficulty of checks to modify attachments on this weapon by 1.
Quality. Increase the weapon's rating of one of the following Qualities once: Cumbersome.
Threat-result.pngThreat-result.pngThreat-result.png or Despair-result.png Wear and Tear. The tools used to craft this armor are worn down or destroyed, and are damaged by one step.
Difficult to Repair*. Increase the Difficulty of all checks to repair this armor by 1.
Quality. Increase the weapon's rating of one of the following Qualities once: Inaccurate.
Threat-result.pngThreat-result.pngThreat-result.pngThreat-result.png or Despair-result.png Fragile*. Whenever the weapon becomes damaged, upgrade any minor damage to moderate.
Despair-result.pngDespair-result.png Unexpected Flaw. The armor 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 armor to fail. When it does, this counts as the armor suffering major damage. Once this has been repaired, the flaw is removed.