Templates
Two-Handed. Change a weapon to a two-handed version, increasing weapon damage by 1 and encumbrance by 2.
Hilt Type |
Price/Rarity |
Check |
Difficulty |
Time |
Profile
|
Standard |
100 credits/4 |
Mechanics |
|
6 hours |
Lightsaber • Dam by crystal • Crit by crystal • Engaged • Enc 1 • HP 5 • One-handed
|
Precision |
150 credits/5 |
Mechanics |
|
12 hours |
Lightsaber • Dam by crystal -1 • Crit by crystal • Engaged • Enc 1 • HP 3 • One-handed, Accurate 1
|
Defensive |
300 credits/6 |
Mechanics |
|
12 hours |
Lightsaber • Dam by crystal -1 • Crit by crystal • Engaged • Enc 1 • HP 3 • One-handed, Defensive 1
|
Double-Bladed |
300 credits/5 |
Mechanics |
|
12 hours |
Lightsaber • Dam by crystal • Crit by crystal • Engaged • Enc 2 • HP 4 • Two-handed, Linked 1, Unwieldy 3, Attachments & crystals cost double
|
Pole |
150 credits/5 |
Mechanics |
|
12 hours |
Lightsaber • Dam by crystal • Crit by crystal • Engaged • Enc 2 • HP 4 • Two-handed, Cumbersome 3, Defensive 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
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Success*. The item is constructed successfully. Additional Successes. Reduce crafting time by 2 hours per additional success.
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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 lightsaber encumbrance by 1 (min 1).Two-Handed. The hilt is extended to permit use by two-hands. When using the lightsaber in two hands, increase damage by 1.
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or |
Lessons Learned. Reduce the difficulty of your next crafting check by 1. Disguised. Add to other characters' checks to identify the lightsaber hilt as such while it is not ignited. Counterweight*. Increase the lightsaber's Encumbrance by 2. It loses the Unwieldy quality and gains the Cumbersome quality at the same value.
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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%. Crossguard*. The lightsaber hilt gains a crossguard, gaining Defensive +1. The wielder can spend or to disarm a foe. Customizable*. Increase the lightsaber's hard points by 1. Delicate Balance*. THe lightsaber loses the Cumbersome quality and gains the Unwieldy quality with the same value. Personalized Design*. When the crafter wields this weapon and makes a successful check with it, they add an automatic to the results. All other wielders add to attempts to wield this lightsaber.
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or |
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 (–). Inbuilt*. The hilt is constructed as part of another item, such as a tool or weapon. Choose an appropriate item of Encumbrance 1+ and increase its encumbrance by that of the lightsaber hilt. By using a maneuver, the wielder can detach the lightsaber hilt and ignite it, or return the hilt to the item. Energy Bleed. Increase the lightsaber's Stun quality (gain at rating 2 for first purchase).
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Superior Craftsmanship*. This lightsaber gains the Superior quality. Personalized Inlay*. Reduce the difficulty of any checks to modify a lightsaber crystal in this lightsaber.
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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. xx
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Learning Experience. Failed Check. This craft learns valuable techniques in the attempt, gaining on the next attempt made to craft a hilt. They also do not need to purchase new materials if the hilt type attempted is the same as the previous one.
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or |
Exhausting Effort. Upon completing construction of the weapon, you suffer 3 Strain. Heavy. Increase weapon encumbrance by +1.
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or |
Difficult to Customize. Increase the Difficulty of checks to modify attachments on this weapon by 1. xx
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or |
Wear and Tear. The tools used to craft this weapon are worn down or destroyed, and are damaged by one step. Difficult to Repair*. Increase the Difficulty of all checks to repair this weapon by 1. xx
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or |
Fragile*. Whenever the weapon becomes damaged, upgrade any minor damage to moderate.
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Unexpected Flaw*. The weapon 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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