Alternative Crafting System

By Serrin Morg, in Star Wars: Edge of the Empire RPG

Hey all,

First ever post. Big fan of the game, and the system in general, but I have a tendency to get frustrated with some of the more abstract segments of the game. I also have something of a fixation with crafting in characters. Somewhat frustrated with the inability to create many of the existing items out of the book, I took it upon myself to put together a homebrew solution. Below is the result of several manic hours of non-stop brainstorming and typing. Hope y'all like it.

See Later Post for v2.0

Star Wars Expanded Crafting Rules:

The base rules in Star Wars allow characters to produce all manner of handmade, unique equipment. But what about pre-existing equipment? Some characters may want to make their own Backhand Shock Gloves or Armored Clothing to cut down on costs, and some equipment simply cannot be recreated with the existing crafting systems. If players wish to create equipment found in the Star Wars Role-Playing Game, use the following steps.

Step 1: Acquire Schematic

In the base system, characters work largely from universal principles and tweak basic designs in desirable ways. If a character wishes to create something specific, they will require a schematic for the item in question. A schematic can be acquired in one of two ways: by purchasing one on the open or black markets, or by reverse-engineering an existing sample.

Purchasing a schematic works like purchasing any other piece of equipment. A schematic has a Rarity equal to the Rarity of its corresponding equipment +2. Schematics for Restricted equipment are also Restricted. The Price of a schematic is equal to 250 times its corresponding equipment’s Rarity if Unrestricted or 1,000 times its corresponding equipment’s Rarity if Restricted.

Reverse-engineering a schematic requires a functional, undamaged sample of the equipment itself. Disassembling the equipment requires an amount of time equal to the equipment’s Craft Time and a successful Mechanics skill check with a difficulty equal to the equipment’s Craft Check. Each uncancelled Failure results in one level of damage to the equipment, requiring the character to repair it before attempting to disassemble it again. Despair coupled with a failed check destroys the equipment entirely, while a Despair on a successful check means a crucial component is irreparably damaged in the process; increase the difficulty of the following Knowledge (Education) check by 1. Additional Successes beyond the first reduce the disassembling time by two hours each (to a minimum of 1 hour). Every two uncancelled Advances generated on the disassembly check grants a Boost Die on the following Knowledge (Education) check, while every two uncancelled Threats generated inflicts a Setback Die.

After the sample has been successfully disassembled, the character must attempt a Knowledge (Education) check with the same difficulty and time as the item’s disassembly to draw up a suitable schematic. Additional Successes beyond the first reduce the time required just like in the item’s disassembly. Failure indicates the character cannot glean the necessary information from his disassembled sample, and must reassemble (treat as repairing Major damage but with no cost), then disassemble the item again. A Triumph grants some unique insight into the item’s design, reducing the difficulty of its Craft Check by 1 (to a minimum of Easy) while a Despair upgrades the Craft Check's difficulty once. Reduce or increase the cost of materials (see below) by 5% per uncancelled Advance or Threat respectively. Despair coupled with uncancelled Failures means that the character believes they have created a working schematic, but any items created with it (at the same time, difficulty, and cost) will immediately break upon their first use.

Step 2: Acquire Materials

Once a character has a proper schematic, they can acquire the materials they will need to craft the item in question. These are typically purchased, but some or all of the necessary materials may also be scavenged at the GM’s discretion. The necessary materials' price is equal to 50% of the completed item’s price, modified by the quality of the schematic. The Rarity of the materials is equal to the Rarity of the completed item -2. Materials for the construction of Restricted items are also Restricted.

Step 3: Construction

With a suitable schematic and the appropriate materials, all that is left is to construct the item itself. The character must succeed on a Mechanics check with a difficulty as shown on the table below. Single-use items (such as stimpacks, grenades, and missiles) have their Check difficulty increased by two (to a maximum of Formidable); Time remains unchanged.

Completed Item Price Check Time

100cR or less Easy 2 hours

101cR to 500cR Average 4 hours

501cR to 1,000cR Hard 8 hours

1,001cR to 5,000cR Daunting 16 hours

More than 5,000cR Formidable 1 day (24 hours)

At the GM’s discretion, particularly simple or complex items (such as a Truncheon or Disruptor) may be treated as one step more or less expensive for the purposes of determining the Check (minimum Simple, maximum Formidable) and Time (minimum 2 hours, maximum 2 days); the actual value of the item and the cost of its materials remain unchanged.

Success indicates a fully functional item, while Failure indicates an unusable item and wasted materials. Every Success the character scores beyond the first reduces the time it takes to construct the item by 2 hours (to a minimum of 1 hour). Uncancelled Advances or Threats reduce or increase the amount of materials used by 10% each, whether or not the attempt is successful. Despair indicates an accident while the item was being constructed, causing the character to suffer a random Critical Injury. A Triumph represents a lasting familiarity with this particular design; reduce the Check difficulty by 1 (to a minimum of Simple) for all future uses of this particular schematic.

Author’s Note: While I realize this system doesn’t make it any easier to get ahold of a particular item (you must already possess a schematic, which is harder to acquire than the item itself), it may prove useful for those who wish to mass produce a few particular items they happen to go through quickly (Fragmentation Grenades, Stimpacks, Pit Droids strapped with Detonite Charges, etc) or for those who want make a partial living out of repeated Crafting and Selling. For selling preexisting items, see any of the Core books under Selling and Trading at the beginning of each Gear and Equipment chapter.

Edited by Serrin Morg

Interesting. However, you do realize that several of the career books have crafting rules for various items: Armor in Keeping the Peace , Lightsabers in Endless Vigil , several different items in Special Modifications , etc.

Absolutely. But there are many things that the existing crafting system cannot make, such as Shock Gloves, Mimetic Suits, and Stun Grenades. I just figured there should be something for more specific items found in the books.

Actually, yes, they do. Special Modifications covers constructing brawl and melee weapons, ranged weapons, droids, gadgets, and cybernetics.

I am aware. I mean to say that there specific things cannot be perfectly recreated. Shock Gloves, for example, have an Encumbrance of 0, but the base Fist Weapon Template has an Encumbrance of 1 and the Lightweight craft result cannot reduce Encumbrance below 1. Similarly, the Grenade Template is virtually identical to the Fragmentation Grenade, but while there is a Stun Setting and Stun craft result, there is no Stun Damage craft result, and thus Stun Grenades cannot be made. And there are a whole host of item-specific abilities that cannot be replicated, such as adding Setback Die to discovering a hidden item, like exists on the Holdout Blaster or the Czerka Arms A95 Stingbeam. This is meant simply as a way for characters to create specific items that cannot be replicated using the existing crafting system.

2 minutes ago, Serrin Morg said:

I am aware. I mean to say that there specific things cannot be perfectly recreated. Shock Gloves, for example, have an Encumbrance of 0, but the base Fist Weapon Template has an Encumbrance of 1 and the Lightweight craft result cannot reduce Encumbrance below 1. Similarly, the Grenade Template is virtually identical to the Fragmentation Grenade, but while there is a Stun Setting and Stun craft result, there is no Stun Damage craft result, and thus Stun Grenades cannot be made. And there are a whole host of item-specific abilities that cannot be replicated, such as adding Setback Die to discovering a hidden item, like exists on the Holdout Blaster or the Czerka Arms A95 Stingbeam. This is meant simply as a way for characters to create specific items that cannot be replicated using the existing crafting system.

Actually, the existing system does allow for the GM to create his own templates for each table. It doesn't require building a whole new construction system. All you need to do is create a new template.

My problem with the crafting system is that you are assumed to be willing to experiment and come up with something totally unrelated to what I started out to craft.

Example: I want to build a blaster pistol. Fine, 3P difficulty. If I am a great mechanic, I may have 3Y2G or better, probably with a blue or two. So I roll, get success, triumph and 3 advantage. I started out making a blaster pistol, but ended up with a blaster pistol with Burn 1 (from the Triumph) and Ensnare 1 (from 3 advantage). I'm not quite sure what I created, but mechanically it clearly operates on a totally different principle from a blaster pistol.

There are a lot of options, some of which are pretty standard, such as extended magazines, more efficient construction, increased range, stun settings, accurate, etc. which are pretty standard on blasters. The other options are for when you do want to go crazy and come up with something off-the-wall.

One disagreement I have with you proposed rules is the disassembly time. It takes way less time to take something apart than to craft an item from raw materials. The crafting rules assume that some of the parts and whatnot that go into what you are making are being created from scratch. So perhaps you have to machine a new barrel or build a new spring assembly in the hydro-spanner. I think you should drastically reduce your disassembly times.

Seems like a lot of work to provide PCs the opportunity to make exact duplicates of existing items. I'd be more inclined to just slap a reasonable base Difficulty on the check and let em roll it. Use a similar time frame from the crafting rules and call it done. Successes reduce time involved, Triumphs/Advantages have options already laid out in the Skill description for Mechanics. Seems like creating rules for rules that really already exist. Always read the Skill, lotsa posts I read are covered right there.

Edited by 2P51

The templates can also churn out approximations for the weapons Only requiring you to add templates for specific things, example the template for powered weapons cannot create Force Pikes and the vibroknucklers cannot be created with the fist or vibro weapon templates.

Edited by syrath

One thing that I think the current system needs is the ability to trade disadvantages for extra advantage. Many of the book weapons will offer that little something extra but come with a disadvantage of some kind. That can't be recreated with the current system.

Perhaps let all advantage and disadvantage set and and the player can cancel as they see fit.

3 hours ago, Ahrimon said:

One thing that I think the current system needs is the ability to trade disadvantages for extra advantage. Many of the book weapons will offer that little something extra but come with a disadvantage of some kind. That can't be recreated with the current system.

Perhaps let all advantage and disadvantage set and and the player can cancel as they see fit.

I think they avoided it to reduce complexity but for a house rule it's certainly functional.

Yeah being able to have advantages AND threats on the crafting roll result makes for the most interesting gear, I think.

Edited by Tom Cruise
22 hours ago, Edgookin said:

My problem with the crafting system is that you are assumed to be willing to experiment and come up with something totally unrelated to what I started out to craft.

Example: I want to build a blaster pistol. Fine, 3P difficulty. If I am a great mechanic, I may have 3Y2G or better, probably with a blue or two. So I roll, get success, triumph and 3 advantage. I started out making a blaster pistol, but ended up with a blaster pistol with Burn 1 (from the Triumph) and Ensnare 1 (from 3 advantage). I'm not quite sure what I created, but mechanically it clearly operates on a totally different principle from a blaster pistol.

Did you ever make the perfect sandwich? How many odd looking, weird tasting sandwiches you had to make to get the right one every time?

53 minutes ago, RusakRakesh said:

Did you ever make the perfect sandwich? How many odd looking, weird tasting sandwiches you had to make to get the right one every time?

I never set out to make a ham and swiss sandwich and ended up with a reuben.

Just now, Edgookin said:

I never set out to make a ham and swiss sandwich and ended up with a reuben.

:lol: :lol: :lol: ROFLMAO!!! :lol: :lol: :lol:

The point is that the specific options you used in your example are but a few out of many options to choose from, many of which are standard potions for Blasters.

Hey again,

Didn't really want to let this thing die, so I decided to try a second workup, taking into account some people's concerns and criticisms. Let me know what you think.

Star Wars Expanded Crafting Rules v2.0:

The base rules in Star Wars allow characters to produce all manner of handmade, unique equipment. But what about pre-existing equipment? Some characters may want to make their own Backhand Shock Gloves or Armored Clothing to cut down on costs, and some equipment simply cannot be recreated with the existing crafting systems. If players wish to create equipment found in the Star Wars Role-Playing Game, use the following steps.

Step 1: Specify Design

Characters may work to create specific items directly out of existing books or may seek to create unique variants to better suit their needs. The character selects an existing piece of equipment as described in a supplement, then decide whether they wish to create it as a base item or as a variant.

If the item is going to be standard, then move on to Step 2: Acquire Materials . For variants, the character selects any and all applicable modifications they desire from the assorted “Spending Symbols When Crafting” tables found in various books (see Special Modifications , Keeping the Peace , etc). After selecting which modifications the device will receive, tally and cancel the total number of Advances and Threats, Triumphs and Despairs; use Advances and Threats instead of Triumphs and Despairs whenever possible. Triumphs and Despairs cancel each other for this purpose.

Example: Serrin the Chiss Engineer wishes to produce a weapon that will drop Droids in no time. He selects the Ion Blaster as his base item and designates it as a variant. He then selects the Increased Range (2 Advances), Burn Quality (4 Advances), and Limited Ammo Quality (4 Threats) options from the “Spending Symbols on Ranged Weapon Crafting” table found in the Special Modifications sourcebook. Serrin’s Player explains to his GM that this weapon fires positronic goo at Droids within medium range, causing them to suffer Ion Damage even after the initial impact. With his three selected qualities, Serrin’s Player notes a net of 2 Advances (6 Advances – 4 Threats), as this will become important later.

Step 2: Acquire Materials

Once a character has specified their design, they can acquire the materials they will need to craft the item in question. These are typically purchased, but some or all of the necessary materials may also be scavenged at the GM’s discretion. The necessary materials' price is equal to 50% of the completed item’s price, plus an additional 5% or 25 credits for each net Advance (whichever is greater) or minus 5% for each net Threat. Uncancelled Triumphs or Despairs add 10% or 50 credits to material price or subtract 10% from material price. The Rarity of the materials is equal to the Rarity of the base item -2. Materials for the construction of Restricted items are also Restricted.

Example: Serrin is ready to acquire materials for what he’s decided to call the Stati-Gel Launcher. The base cost for his materials is 125 credits (50% of a standard Ion Blaster) plus an extra 10% (5% times 2 net Advances) of his base material cost or 50 credits (25 credits times 2 net Advances), whichever is greater. His materials will cost 175 credits and have a Rarity of only 1, two less than the 3 of a standard Ion Blaster.

Step 3: Construction

With a suitable design and the appropriate materials, all that is left is to construct the item itself. The character must succeed on a Mechanics check with a difficulty as shown on the table below. If the item is designated as a variant, increase the difficulty by one step. Single-use items (such as stimpacks, grenades, and missiles) have their Check difficulty increased by two (to a maximum of Formidable); Time remains unchanged.

Base Item Price Check Time

100cR or less Easy 2 hours

101cR to 500cR Average 4 hours

501cR to 1,000cR Hard 8 hours

1,001cR to 5,000cR Daunting 16 hours

More than 5,000cR Formidable 1 day (24 hours)

At the GM’s discretion, particularly simple or complex items (such as a Truncheon or Disruptor) may be treated as one step more or less expensive for the purposes of determining the Check (minimum Simple, maximum Formidable) and Time (minimum 2 hours, maximum 2 days); the actual value of the item and the cost of its materials remain unchanged.

For every two uncancelled Advances in the item’s design, upgrade the difficulty of the Mechanics check by 1, or downgrade the difficulty by 1 for every two uncancelled Threats. If the number of uncancelled Advances or Threats is odd, add a Setback die (if net Advances) or a Boost die (if net Threats). Uncancelled Triumphs upgrade the difficulty by 2, while uncancelled Despairs downgrade the difficulty by 2. If the check is successful, the item is created. Spend additional Successes, Advances, Threats, Triumphs, and Despairs generated on this roll in the same ways described in the description of the Mechanics skill, found in any of Fantasy Flight’s Core Rulebooks.

Example: The time has come for Serrin to make his Mechanics check to see if he can properly make his Stati-Gel Launcher. Because an Ion Blaster has a base value of 250 credits, the base difficulty for construction would be an Average check that requires 4 hours. But because Serrin has designated his weapon as a variant Ion Blaster, the difficulty is increased to a Hard check that requires 8 hours. The Stati-Gel Launcher has a net 2 Advances in its design, upgrading the difficulty of the check to 2 Difficulty Die and 1 Challenge Die. If Serrin had also decided to include the Lightweight option (total net 3 Advances), the check would also include a Setback die. If successful, the final product will use the Ranged (Light) skill, deal 10 damage, have a Crit Rating of 5, a Range of Medium, an Encumbrance of 3, 3 Hard Points, and the Burn 1, Disorient 5, Ion, and Limited Ammo 3 qualities.

Author’s Note: Having read a lot of the feedback and opinions found in this thread, I decided to do away with the “Schematic” concept entirely and go for something that allowed characters to create things a little more to their specified designs.

Edited by Serrin Morg
13 hours ago, Edgookin said:

I never set out to make a ham and swiss sandwich and ended up with a reuben.

Its a subtle difference, but you should have a work with your chef..- GM. Spending Advantage and Threat should mean something, and you can stick to a more realistic approach, like I have before. If you are making magnetic boots, then use the "success on skill check" template, and use the roll result to say "I made boots, and they are magnetic now because of this advantages".

Crafting from basic templates can take up to five days.