Harvesting Components (House Rules Suggestions)

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

Hello all.

In our Role-playing Group, we have couple of players who like to craft items. They even purchased a OR-Series Tech Recycling Station on the ship. So one of the things we were looking into is some rules for harvesting components/parts from existing looted weapons, armor, droids, etc. to use to construct crafted weapons, armor, droids, etc.

One of the rules I'm suggesting for harvesting components utilizes the crafting charts found in the various books to determine the initial time and difficulty to delicately take apart equipment down to its basic parts. These parts would then be organized into the type of parts that can be used to construct equipment such as: Weapon parts, Armor parts, Droid Parts, Gadget Parts, etc. The type of equipment being dismantled determines the rarity of the parts.

The difficulty to harvest the parts from the item uses the same template difficulty charts found for the construction of the item you are deconstructing. For example, a blaster would be considered an energy pistol and the difficulty to construct one is a Hard 3 purple dice roll . So the difficulty to harvest components from it would also be a Hard 3 purple dice roll .

  • The first un-cancelled success would recover 50% of the item's total available parts. For example a fully functional blaster pistol is worth 100 credits with one success. (Energy Pistols require 200 credits worth of rarity 3 materials to craft) If you are working with half a blaster, then you would reduce the total amounts of parts by half. So the above example would only recover 25 credits worth of parts with one success.
  • Each additional Success after the first, reduces the total time required by 2 hours

Uses for Advantages and Triumphs:

  • 1 Advantage or 1 Triumph: Practice Makes Perfect : The character gains a Boost on the next harvesting components check he/she makes until the end of the session
  • 2 Advantage or 1 Triumph : Lessons Learned : Reduce difficulty of the character's next harvesting components check by 1.
  • 3 Advantage or 1 Triumph : Efficient Deconstruction: recover 25% of materials up to 75% of the total amount of the equipment being disassembled. (For example, if a Monotask droid was cut in half, only 225 rarity 2 credits worth of materials can be harvested, because a whole Monotask droid chassis requires 600 rarity 2 credits to build.)
  • 4 Advantage or 1 Triumph: Deconstruction Schematic: create a schematic that permanently reduces the difficulty of checks to Harvest Components of this template by 1, to a minimum of Simple (-) (this can only be selected once).
  • 4 Advantage or 1 Triumph: Superior Parts : increase the rarity of the harvested materials by 1.

Uses for Threat and Despair:

  • 1 Threat or 1 Despair: Exhausting Effort : basically the character suffers 3 strain after harvesting is complete
  • 1 Threat or 1 Despair: Heavy (non-droid parts only): increase the crafted item's encumbrance by 1.
  • 2 Threat or 1 Despair: Difficult to Craft : Increase the difficulty of checks to craft an item from these materials by 1
  • 3 Threat or 1 Despair: Wear and Tear : the tools the character was using to harvest components are worn down or destroyed, and are damaged one step (minor damage if undamaged, from minor to moderate, or moderate to major).
  • 1 Despair: Fragile: Whenever the item built from these parts is damaged one step, it is damaged two steps instead )see page 159 of the Edge of the Empire Core Rulebook.)
  • 2 Despair: Faulty: Whenever a character uses the equipment/weapon, or attaches a mod to a weapon, or a droid uses an untrained skill, upgrade the difficulty of the check once.

I would like to find out what the community thinks and any suggestions you might have on improvements.

Edited by Zombre
Made some changes based on feedback - added difficulty section

These look pretty good and definitely reasonable!

1 hour ago, Zombre said:

Each Triumph can recover 25% of materials. (I think this can go over the amount of the equipment available, because it is a Triumph.)

That one is perhaps a bit iffy, but then again, perhaps you are so powerful and so wise you could use the Force to influence the midichlorians to create ... uh, parts?

Some of the schematics charts, such as the Crafting Gadget chart, Crafting Armor chart, Crafting Ranged Weapon, and the Crafting Brawl and Melee chart all have Efficient Construction at a cost of 3 Advantage. It says that a sizable portion of the material is unused or can be reclaimed from the process; the character retains supplies worth 50% of the Material Price needed to craft the item (this can only be selected once). Also for 4 Advantage on the Crafting Armor, Duplicate can be chosen. It allows the crafter to create one additional, identical set of armor (with all of the qualities, improvements, and flaws that the first possesses) at no extra cost.

I'm trying to reference RAW information as possible to make this flow with the other crafting charts. Maybe I use the Triumph for something else, and create something else similar to Efficient Construction.

Some ideas of using Advantage and Triumph from other charts in the books:

  • Efficient Deconstruction: at a cost of 3 Advantage or 1 Triumph, recover 25% of materials up to the total amount of the equipment being disassembled.
  • Deconstruction Schematic: at a cost of 4 Advantage or 1 Triumph, create a schematic that permanently reduces the difficulty of checks to Harvest Components of this template by 1, to a minimum of Simple (-) (this can only be selected once).

Additional Threat and Despair options:

  • Heavy (non-droid parts only): at a cost of 1 Threat or 1 Despair, increase the crafted item's encumbrance by 1.
  • Difficult to build: at a cost of 2 Threat or 1 Despair, increase the difficulty of checks to build using these materials by 1.
  • Wear and Tear: at a cost of 3 Threat or 1 Despair, the tools the character was using to harvest components are worn down or destroyed, and are damaged one step (minor damage if undamaged, from minor to moderate, or moderate to major).

These are pretty interesting ideas. I don't normally give the PCs time to loot, but this would be a great way to do it if there was a story reason.

6 hours ago, Zombre said:

1 Threat or 1 Despair: Exhausting Effort : basically the character suffers 3 strain after harvesting is complete

I'm thinking this should be 1 Strain, but can be spent multiple times (i.e.: 3 Threat = 3 Strain). This keeps it on scale with combat.

So after talking to members of my group, this is what we decided.

Harvesting components will utilize the crafting charts found in the various books to determine the initial time and difficulty to delicately take apart equipment down to its basic parts. These parts would then be organized into the type of parts that can be used to construct equipment such as: Weapon parts, Armor parts, Droid Parts, Gadget Parts, etc. The type of equipment being dismantled determines the rarity of the parts.

  • The first un-cancelled success would recover 25% of the item's total available parts. For example a fully functional blaster pistol is worth 50 credits with one success. (Energy Pistols require 200 credits worth of rarity 3 materials to craft)
  • Each additional Success after the first, reduces the total time required by 2 hours

Uses for Advantages and Triumphs:

  • 1 Advantage or 1 Triumph: Practice Makes Perfect : The character gains a Boost on the next harvesting components check he/she makes until the end of the session.
  • 2 Advantage or 1 Triumph : Lessons Learned : Reduce difficulty of the character's next harvesting components check by 1.
  • 3 Advantage or 1 Triumph : Efficient Deconstruction: recover 25% of materials up to 75% of the total amount of the equipment being disassembled. (For example, if a Monotask droid was cut in half then, only 225 rarity 2 credits worth of materials can be harvested, because a whole Monotask droid chassis requires 600 rarity 2 credits to build).
  • 4 Advantage or 1 Triumph: Deconstruction Schematic: create a schematic that permanently reduces the difficulty of checks to Harvest Components of this template by 1, to a minimum of Simple (-) (this can only be selected once).
  • 4 Advantage or 1 Triumph: Superior Parts: increase the rarity of the harvested materials by 1.

Uses for Threat and Despair:

  • 1 Threat or 1 Despair: Exhausting Effort : basically the character suffers 3 strain after harvesting is complete
  • 1 Threat or 1 Despair: Heavy (non-droid parts only): increase the crafted item's encumbrance by 1.
  • 2 Threat or 1 Despair: Difficult to Craft : Increase the difficulty of checks to craft an item from these materials by 1
  • 3 Threat or 1 Despair: Wear and Tear : the tools the character was using to harvest components are worn down or destroyed, and are damaged one step (minor damage if undamaged, from minor to moderate, or moderate to major).
  • 4 Threat or 1 Despair: Fragile: Whenever the item built from these parts is damaged one step, it is damaged two steps instead )see page 159 of the Edge of the Empire Core Rulebook).
  • 2 Despair: Faulty: Whenever a character uses the equipment/weapon, or attaches a mod to a weapon, or a droid uses an untrained skill, upgrade the difficulty of the check once.
Edited by Zombre
On 11/19/2017 at 5:06 PM, whafrog said:

These are pretty interesting ideas. I don't normally give the PCs time to loot, but this would be a great way to do it if there was a story reason.

I'm thinking this should be 1 Strain, but can be spent multiple times (i.e.: 3 Threat = 3 Strain). This keeps it on scale with combat.

Exhausting Effort : Upon completing Step 3: Construction , the character suffers 3 strain. - This option is found in every single crafting chart for spending Threat or Despair, so I kept it the same with slight re-wording to fit with harvesting components.

I've done something similar with a different purpose, in order to make an ion shielded, unobtrusive repulsor fist (regular version in lords of nal hutta), well that's just a cybernetic prosthetic/appendage with the ion shielded, unobtrusive, and inbuilt weapon upgrades with the weapon be a repulsor fists repulsor, the emitter was in the palm of the hand ironman/joy-buzzer style.