The Star Wars Saga Edition RPG Databank

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Crafting Rules

March 18th, 2008

Designed by Nathan “Valheru” Early and revised by Matthew “Tao” Myers.
Based on the rule suggestions of Rodney “Moridin” Thompson. Updated to match the rules given on the WotC.com Web Enhancement.

Craft: An application of the Knowledge and Mechanics skills used to build something unique or original. To be used when it is important or obvious that the item in question might be mechanically the same as a manufactured item, but will be different in a non-game benefit fashion. (Such as, crash landing on a planet and scavenging the ship wreck/escape pod for the parts needed to build survival gear, a character that builds all of his own equipment, etc.)

Step One: Design the item.

Roll a related Knowledge Skill with a DC equal to repairing the item. Most things will be covered under Knowledge (Technology), but some things such as Explosives would be covered under other knowledges. (Explosives would require Knowledge (Physical Sciences for the chemistry of chemical explosives like C4 and grenades, or for the physics for explosives such as Thermal Detonators.)

DC Modifiers

Schematics for a similar item: -5 (Such as having the Schematics for a heavy blaster pistol when building a custom heavy blaster pistol.)
Lack of schematics: +5 (Not having any pre-existing plans to base your design off of. A completely unique weapon design.)
Scavenged materials: +5 (Pulling parts from a junk yard, or wrecked spaceship)
Insufficient materials: Impossible (Standing in the middle of the desert with a light bulb, water, and a match; you cannot build a flashlight. GM is always the final arbitrator for when materials available are insufficient.)

Failure that exceeds the base DC but fails the modified DC have a flaw and will stop working if you roll a Natural 1 when using the item. You can get the item working again with a repair check. If you fail the design step by ten or more, the design looks like it will work, but has a critical flaw. Either it will automatically fail when powered up, explode first time used, or have a weakness such as a small thermal exhaust port two meters wide. (Okay, these rules don’t cover building the Death Star, but I had to mention it.)

This is a trained only use of the Knowledge skill and requires the Tech Specialist Feat.

Step one needs to only be done the first time building an item from non-scavenged materials. After you’ve designed your own custom heavy blaster pistol, you don’t need to redesign it. Items created from scavenged materials need to be custom designed everytime, becuase the same materials/quality of materials won’t be available the next time (Although previous custom designs do count as schematics for this purpose).

The time required for designing a new item is based on the item’s size: small hand held devices and weapons require one full day, objects of medium size require three days, objects of large size require one week, objects of huge size require one month, and so on. This time need not be continuous, and may be spread out as needed.

Step Two: Gather the Materials.

If buying the required parts on an industrialized planet, spend credits equal to the final cost of the item, including the cost of any upgrades.

If scavenging parts you make a Perception check DC 20 representing one hour of searching for and gathering usable parts. A success represents 10 credits worth of usable parts that may be used towards the construction of the item in question. For every 5 points that your check exceeds the DC, you locate an additional 10 credits worth of usable parts.

The check DC is modified by the size and quality of the site.

Above Average Site +0
Average Site +5
Below Average +10

A graveyard of hundreds of derelict starships might be an above average site, a junk yard an average site, and the debris left after a space battle would be a below average site, if the GM allows it at all. Due to the random nature of locating parts while scavenging, construction cannot begin until the full credit value has been gathered. The GM is also free to limit the number of times you can search a site. A below average site might only allow one or two check while a starship graveyard might allow for virtually unlimited scrounging.

Scavenging for parts can only be attempted by a character trained in the Mechanics skill.

Step Three: Assembly

Make a Mechanics check, as if to Repair an Object. The project starts at a negative value equal to its full hit points. Each check builds onto the item until it reaches full HP. The item cannot be used until it is at full HP.

This is a trained only use of the Mechanics skill.

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Entry Filed under: Optional Rules

3 Comments

Add your own

  • 1. Neandrew  |  June 14th, 2008 at 8:48 pm

    Just thought I’d say I realy like these!

  • 2. DjinnJah  |  July 19th, 2008 at 4:20 pm

    Looking for something like this for a while now, Thanks! :smile:

  • 3. Tenor  |  July 31st, 2008 at 12:33 am

    Total hotness!


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