Brawl and Melee Weapon Crafting
Table of Contents
Brawl and Melee Weapon Templates
Brawl and Melee Weapon Template Profiles
on Brawl and Melee Weapon Crafting
Brawl and Melee Weapon Templates
Name | Material Price/Rarity | Check | Time | Examples |
---|---|---|---|---|
Fist Weapon | 10 credits/0 | Average () Mechanics or Survival check | 4 hours | brass knuckles, punch dagger |
Blunt Weapon | 5 credits/0 | Easy () Mechanics or Survival check | 6 hours | club, staff |
Shield | 10 credits/0 | Average () Mechanics or Survival check | 8 hours | buckler, riot shield |
Bladed Weapon | 10 credits/0 | Average () Mechanics or Survival check | 16 hours | axe, knife, sword |
Vibro-weapon | 200 credits/3 | Hard () Mechanics check | 24 hours | vibro-ax, vibroknife, vibrosword |
Powered Melee Weapon | 400 credits/4 | Daunting () Mechanics check | 48 hours | electrostaff, force pike |
Brawl and Melee Weapon Template Profiles
Name | Skill | Dmg. | Crit. | Range | Encum. | Hard P. | Special | Hands Required |
---|---|---|---|---|---|---|---|---|
Fist Weapon | Brawl | +1 | 4 | Engaged | 1 | 0 | Disorient 3 | One-handed |
Blunt Weapon | Melee | +2 | 5 | Engaged | 3 | 1 | Disorient 2 | One-handed |
Shield | Melee | +0 | 5 | Engaged | 1 | 4 | Defensive 1 | One-handed |
Bladed Weapon | Melee | +1 | 3 | Engaged | 2 | 1 | One-handed | |
Vibro-weapon | Melee | +1 | 2 | Engaged | 2 | 3 | Pierce 2, Vicious 1 | One-handed |
Powered Melee Weapon | Melee | +2 | 3 | Engaged | 3 | 5 | Stun 3 | One-handed |
Spending , , , and on Brawl and Melee Weapon Crafting
Symbols | Effect |
---|---|
or | Practice Makes Perfect: The character learns something valuable, and gains on the next check they make with the same skill before the end of the session. Two-Handed: Increase the weapon's damage by 1 and encumbrance by 2; it becomes a weapon that requires two hands to wield (this can only be selected once). Lightweight: Reduce the weapon's encumbrance by 1 (to a minimum of 1). Knockdown Quality: The weapon gains the Knockdown quality (this can only be selected once). |
or | Lessons Learned: Reduce the difficulty of the character's next crafting check by 1. Defensive Quality: The weapon gains the Defensive 1 quality (or increase its Defensive quality by 1, to a maximum of 3). Customizable: Increase the weapon's hard points by 1 (this can only be selected once). Pierce Quality: The weapon gains the Pierce 1 quality (or increase its Pierce quality by 1). Vicious Quality: The weapon gains the Vicious 1 quality (or increase its Vicious quality by 1, to a maximum of 5). Stun Quality: This weapon gains the Stun 1 quality (or increase the value of its Stun quality by 1). |
or | Efficient Construction: A sizeable 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). Ensnare Quality: The weapon gains the Ensnare 1 quality (or increase its Ensnare quality by 1). Deflection Quality: The weapon gains the Deflection 1 quality (or increase its Deflection quality by 1, to a maximum of 3). Destructive: Increase the weapon's damage by 1 (this can only be selected once). |
or | Accurate Quality: The weapon gains the Accurate 1 quality (or increase its Accurate quality by 1, to a maximum of 3). Lethal: Reduce the weapon's critical rating by 1, to a minimum of 1 (this can only be selected once). Sunder Quality: The weapon gains the Sunder quality (this can only be selected once). Schematic: Create a schematic that permanently reduces the difficulty of creating weapons of this template by 1 (to a minimum of Simple [-]). |
Concussive Quality: The weapon gains the Concussive 1 quality (this can only be selected once). Integral Attachment: Add +1 hard point to the weapon, then install one applicable weapon attachment that requires 1 or fewer hard points. No check is required to obtain this attachment, and it costs O credits. | |
or | Exhausting Effort: Upon completing Construction, the character suffers 3 strain. Heavy: Increase the weapon's encumbrance by 1. |
or | Cumbersome Quality: The weapon gains the Cumbersome 1 quality (or increase its Cumbersome quality by 1). Hard to Modify: Increase the difficulty of checks to modify attachments to this weapon by 1. |
or | Wear and Tear: The tools the character was using to craft the weapon are worn down or destroyed, and are damaged one step (undamaged to Minor, Minor to Moderate, Moderate to Major). Difficult to Repair: Increase the difficulty of checks to repair this weapon by 1. Inaccurate Quality: The weapon gains the Inaccurate 1 quality (or increase its Inaccurate quality by 1). |
or | Brittle: On a result of from a combat check using the weapon, it becomes damaged one level. |
Hidden Flaw: At some point in the future, the GM may flip a Destiny Point to have the weapon fracture or break. When the GM does so, the weapon counts as suffering Major damage and thus becomes unusable. Once the weapon has been repaired, this flaw is removed and cannot be exploited again. |