Brawl and Melee Weapon Crafting



Brawl and Melee Weapon Templates

NameMaterial Price/RarityCheckTimeExamples
Fist Weapon10 credits/0Average () Mechanics or Survival check4 hoursbrass knuckles, punch dagger
Blunt Weapon5 credits/0Easy () Mechanics or Survival check6 hoursclub, staff
Shield10 credits/0Average () Mechanics or Survival check8 hoursbuckler, riot shield
Bladed Weapon10 credits/0Average () Mechanics or Survival check16 hoursaxe, knife, sword
Vibro-weapon200 credits/3Hard () Mechanics check24 hoursvibro-ax, vibroknife, vibrosword
Powered Melee Weapon400 credits/4Daunting () Mechanics check48 hourselectrostaff, force pike

Brawl and Melee Weapon Template Profiles

NameSkillDmg.Crit.RangeEncum.Hard P.SpecialHands Required
Fist WeaponBrawl+14Engaged10Disorient 3One-handed
Blunt WeaponMelee+25Engaged31Disorient 2One-handed
ShieldMelee+05Engaged14Defensive 1One-handed
Bladed WeaponMelee+13Engaged21One-handed
Vibro-weaponMelee+12Engaged23Pierce 2, Vicious 1One-handed
Powered Melee WeaponMelee+23Engaged35Stun 3One-handed

Spending , , , and on Brawl and Melee Weapon Crafting

SymbolsEffect
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.