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