SW Cybernetics Crafting

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Item Price/Rarity Check Difficulty Time Profile
Prosthetic Replacement 1000 credits/3 Mechanics Difficulty-die.pngDifficulty-die.pngDifficulty-die.png 12 hours Replace functionality of lost limb or organ.
Cybernetic Appendage 5000 credits/5 Mechanics Difficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.png 48 hours Replaces limb. Increase Brawn or Agility by 1 for checks that use that limb.
Cybernetic Implant 1500 credits/6 Mechanics Difficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.png 48 hours Implant provides one rank in one Skill.


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.
Advantage-result.pngAdvantage-result.png or Triumph-result.png Lessons Learned. Reduce the difficulty of your next crafting check by 1.
Integrated Tool. Choose a General skill. This implant allows a character to make checks with that skill if it requires tools. If it does not, this implant counts as having the right tools for the job.
Unobtrustive. Add Setback-die.png to checks to determine that the character has the implant installed.
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%.
Inbuilt Gear. Choose a piece of equipment of encumbrance 2 or lower; this implant mimics the effect of that gear. The gear may cost no more than 1000 credits, although purchasing this multiple times doubles the value with each purchase.
Tailored*. If built for a specific individual, this implant does not require a check to be installed in them.
Advantage-result.pngAdvantage-result.pngAdvantage-result.pngAdvantage-result.png or Triumph-result.png Inbuilt Weapon*. Choose a weapon of encumbrance 2 or lower possessed by the crafter to install into a limb implant. Add Setback-die.png to checks to determine that the character has the weapon installed.
Triumph-result.pngTriumph-result.png Ion Shielded*. This implant does not shut down as normal when affected by weapons with the Ion quality.
Threat-result.png or Despair-result.png Exhausting Effort. Upon completing construction of the weapon, you suffer 3 Strain.
Threat-result.pngThreat-result.png or Despair-result.png Difficult to Install. Increase the Difficulty of checks to install this implant by 1.
Threat-result.pngThreat-result.pngThreat-result.png or Despair-result.png Wear and Tear. The tools used to craft this implant are worn down or destroyed, and are damaged by one step.
Threat-result.pngThreat-result.pngThreat-result.pngThreat-result.png or Despair-result.png Fragile*. Whenever the implant becomes damaged, upgrade any minor damage to moderate.
Severe Feedback*. When spending Threat-result.png on actions that may involve this implant to inflict Strain, half of the total Strain (round down) is also taken as Damage.
Despair-result.pngDespair-result.png 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.