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 |
|
4 hours |
Brawl • Dam +1 • Crit 4 • Engaged • Enc 1 • HP 0 • One-handed, Disorient 3
|
Blunt Weapon |
5 credits/0 |
Mechanics or Survival |
|
6 hours |
Melee • Dam +2 • Crit 5 • Engaged • Enc 3 • HP 1 • One-handed, Disorient 2
|
Shield |
10 credits/0 |
Mechanics or Survival |
|
8 hours |
Melee • Dam +0 • Crit 5 • Engaged • Enc 1 • HP 4 • One-handed, Defensive 1
|
Bladed Weapon |
10 credits/0 |
Mechanics or Survival |
|
16 hours |
Melee • Dam +1 • Crit 3 • Engaged • Enc 2 • HP 1 • One-handed
|
Vibro-Weapon |
200 credits/3 |
Mechanics |
|
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 |
|
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 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
|
|
Success*. The item is constructed successfully. Additional Successes. Reduce crafting time by 2 hours per additional success.
|
or |
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. Lightweight. Reduce weapon encumbrance by 1 (min 1). Quality. Weapon gains the Knockdown quality (this may only be gained once).
|
or |
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.
|
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%. 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.
|
or |
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 (–).
|
|
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*.
|
or |
Exhausting Effort. Upon completing construction of the weapon, you suffer 3 Strain. Heavy. Increase weapon encumbrance by +1.
|
or |
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.
|
or |
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.
|
or |
Fragile*. Whenever the weapon becomes damaged, upgrade any minor damage to moderate.
|
|
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 |
|
4 hours |
Ranged (Light) • Dam 4 • Crit 5 • Short • Enc 3 • HP 0 • Limited Ammo 1
|
Solid Projectile Pistol |
50 credits/2 |
Mechanics |
|
8 hours |
Ranged (Light) • Dam 4 • Crit 5 • Short • Enc 1 • HP 0 • –
|
Solid Projectile Rifle |
125 credits/2 |
Mechanics |
|
8 hours |
Ranged (Heavy) • Dam 7 • Crit 5 • Medium • Enc 5 • HP 1 • Cumbersome 2
|
Energy Pistol |
200 credits/3 |
Mechanics |
|
12 hours |
Ranged (Light) • Dam 6 • Crit 3 • Medium • Enc 1 • HP 3 • –
|
Energy Rifle |
450 credits/4 |
Mechanics |
|
16 hours |
Ranged (Heavy) • Dam 9 • Crit 3 • Long • Enc 4 • HP 4 • –
|
Heavy Energy Rifle |
1000 credits/6R |
Mechanics |
|
24 hours hours |
Gunnery • Dam 10 • Crit 3 • Long • Enc 6 • HP 4 • Cumbersome 3
|
Missile Launcher |
4000 credits/7R |
Mechanics |
|
16 hours |
Gunnery • Dam – • Crit – • – • Enc 7 • HP 4 • Uses profile of loaded missile
|
Missile |
100 credits/3R |
Mechanics |
|
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 |
|
2 hours |
Ranged (Light) • Dam 8 • Crit 4 • Short • Enc 1 • HP 0 • Blast 6, Limited Ammo 1
|
Mine |
425 credits/5R |
Mechanics |
|
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 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
|
|
Success*. The item is constructed successfully. Additional Successes. Reduce crafting time by 2 hours per additional success.
|
or |
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. 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.
|
or |
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)
|
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%. 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.
|
or |
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 (–).
|
|
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*.
|
or |
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.
|
or |
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.
|
or |
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.
|
or |
Fragile*. Whenever the weapon becomes damaged, upgrade any minor damage to moderate.
|
|
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.
|