Chemistry? Potion making? Something like that

By Blackbird888, in Star Wars: Edge of the Empire RPG

An idea I had. And yeah, I know that I mostly just copied the stats from the books, but this is just a prototype. This really needs some more work, so any suggestions are appreciated.

6/18/2016

Version three of the biochem rules.

Edited by Blackbird888

Very nice. Not too OP, except possibly the strain reliever which could become an absolute must have considering how easy it is to make so the different extra benefits that could be stacked on it.

I could reduce the uses from 5 to 3 on that one. And to be honest, the 'extra benefit' bonus is a placeholder, and I'm not to fond of it. If I can think of something more specific, I'd change it.

Updated already, with reduced effects for the strain reliever, and a few edits. Also, name change, referencing the crew skill from TOR

The only other point to note would be that Knowledge (Education) would be a good choice of skill to be used to manufacture these. After all it is the Chemistry skill if there was one, the Knowledge Specialisation skill with Education is a very thematic way to become better at making these. Xenology just seems more like the skill to administer the drugs.

have you considered different skills for different recipes too?

have you considered different skills for different recipes too?

Example of what you mean?

Special Modifications might have some charts that help out with ideas for this in regards to difficulty and dice pool outcomes, etc.

Special Modifications might have some charts that help out with ideas for this in regards to difficulty and dice pool outcomes, etc.

Yeah. Will glean ideas when that drops. It's getting gear creation rules, right? Seeing as gear is a bit more diverse, where as all armor follows the same guidelines, that'll probably be the biggest help.

Gear, but that cybertech spec supposedly can make bionics, so maybe that'll give some guidance as well.

Special Modifications might have some charts that help out with ideas for this in regards to difficulty and dice pool outcomes, etc.

Yeah. Will glean ideas when that drops. It's getting gear creation rules, right? Seeing as gear is a bit more diverse, where as all armor follows the same guidelines, that'll probably be the biggest help.

Im realising the skills are so broad that I'm barking up the wrong tree so to speak, sorry for that.

A Doctor or Scientist is going to be much better at making drugs than a Survivalist though. so possibly different Difficulties or Upgrades for different skills. But the Survivalist is going to be much better at acquiring raw ingredients in tricky or remote areas.

A setback guideline depending on the equipment available would be a good addition too. 2 boost for a lab, 1 for a clean environment, 0 for a domestic kitchen, 1 setback for dirty equipment, 1 setback for limited equipment, 2 setback for working without technology (at a campfire?)

I'd just use Knowledge (Education). Anything that causes more use of the Knowledge skills is a good thing. Plus, I think sometimes people think Knowledge skill = university or even civilization. Knowledge could be Coruscant U or it could be the fact you were the son of some tribal medicine man on a primitive world.

Edited by 2P51

I'd just use Knowledge (Education). Anything that causes more use of the Knowledge skills is a good thing. Plus, I think sometimes people think Knowledge skill = university or even civilization. Knowledge could be Coruscant U or it could be the fact you were the son of some tribal medicine man on a primitive world.

True that. Medicine is more about administering the drug, not manufacturing.

Survival is about identifying the plants that have an effect, but its not as precise as a knowledge skill

Xenology is all about physiology, history and psychology of species

Education is advanced Learning

Special Modifications might have some charts that help out with ideas for this in regards to difficulty and dice pool outcomes, etc.

Yeah. Will glean ideas when that drops. It's getting gear creation rules, right? Seeing as gear is a bit more diverse, where as all armor follows the same guidelines, that'll probably be the biggest help.

Im realising the skills are so broad that I'm barking up the wrong tree so to speak, sorry for that.

A Doctor or Scientist is going to be much better at making drugs than a Survivalist though. so possibly different Difficulties or Upgrades for different skills. But the Survivalist is going to be much better at acquiring raw ingredients in tricky or remote areas.

A setback guideline depending on the equipment available would be a good addition too. 2 boost for a lab, 1 for a clean environment, 0 for a domestic kitchen, 1 setback for dirty equipment, 1 setback for limited equipment, 2 setback for working without technology (at a campfire?)

I'd just use Knowledge (Education). Anything that causes more use of the Knowledge skills is a good thing. Plus, I think sometimes people think Knowledge skill = university or even civilization. Knowledge could be Coruscant U or it could be the fact you were the son of some tribal medicine man on a primitive world.

True that. Medicine is more about administering the drug, not manufacturing.

Survival is about identifying the plants that have an effect, but its not as precise as a knowledge skill

Xenology is all about physiology, history and psychology of species

Education is advanced Learning

Well, I'm basing the guide almost whole cloth from armor crafting. Those use Survival and Mechanics for several of the armors. KtP made a comparison with one of the armors possibly being made of forged metal and composites (Mechanics), or made from Krayt dragon bones and scales (Survival). So, disinfectant balm can be a lotion or ointment crafted in a kitchen or lab (Education or Medicine), or it could an herbal remedy made with a mortar and pestle (Survival). The actual rules are a bit more in depth than what I put down, so it's just a matter of how the group using the guides interprets it.

I could probably add a paragraph mentioning what you brought up, leaving it to the group to decide how to go about it.

Updated already, with reduced effects for the strain reliever, and a few edits. Also, name change, referencing the crew skill from TOR

We don’t yet have enough examples from FFG as to how they’re going to handle crafting.

So, while I think this is an interesting idea, I’m not inclined to actually do anything in this space for the moment. I’ll wait until I see more examples to work from.

But it is an interesting idea, and I think you’ve got a good starting concept.

Choose template. Buy stuff. Roll dice and select options from a list.

We've gotten two batches of crafting rules that follow those steps. Safe to say we have a pretty clear image of how they're handling crafting.

We've gotten two batches of crafting rules that follow those steps. Safe to say we have a pretty clear image of how they're handling crafting.

Two batches? I know about armor making in KtP. Where’s the other example?

A poor batch could make the user drowsy or sick, you could create some 1 Threat and 2 Threat options:

2 Threat: Minor side effect; User Suffers/Recovers 1 Strain when consuming a dose of the drug.

3 Threat: Moderate side effect: User gains 1 setback/boost to all checks for the next 2 rounds.

2 Despair: Major Side effect: User gains 1 setback/boost to all checks for the remainder of the encounter.

Since the GM will have say over the use of Threat/Despair the negative effects will apply to healing drugs, whilst the positive effect will work on the poisons.

We've gotten two batches of crafting rules that follow those steps. Safe to say we have a pretty clear image of how they're handling crafting.

Two batches? I know about armor making in KtP. Where’s the other example?

Lightsabers?

A poor batch could make the user drowsy or sick, you could create some 1 Threat and 2 Threat options:

2 Threat: Minor side effect; User Suffers/Recovers 1 Strain when consuming a dose of the drug.

3 Threat: Moderate side effect: User gains 1 setback/boost to all checks for the next 2 rounds.

2 Despair: Major Side effect: User gains 1 setback/boost to all checks for the remainder of the encounter.

Since the GM will have say over the use of Threat/Despair the negative effects will apply to healing drugs, whilst the positive effect will work on the poisons.

Hmm. Good ideas.

And yeah, lightsaber crafting. Also, from the Special Modifications announcement:

Special Modifications at last offers more detailed guidelines for making weapons, droids, cybernetics, and other devices, including ways to spend dice results that affect both process and the final product. Weapon and device crafting involves choosing a template, procuring materials, and finally, construction.

Updated with some of Richardbuxton's suggestions, along with some editing and two new templates.

Updated; check first post.

Just stumbled across these rules - absolutely love them.

How did I never see this topic?