Gadget Crafting



Gadget Templates

NameMaterial Price/RarityCheckTime
Simple Tool50 credits/1Easy () Mechanics check2 hours
Specialist Tool400 credits/4Average () Mechanics check10 hours
Precision Instrument150 credits/3Hard () Mechanics check16 hours

Gadget Template Profiles

NameEncumbranceEffectExamples
Simple Tool4Choose a General skill: the tool allows a character to make checks with the skill. At the GM's discretion, this tool counts as the right tool for the job.climbing gear, datapad, hand scanner, emergency medpac, toolkit, slicer gear
Specialist Tool8Add automatic to checks with that skill.bacta tank, scanner dish, table saw, welding gear
Precision Instrument5Choose a General skill. Remove from checks with that skill.microscope, thermal cloak, scanner goggles

Spending , , , and on Gadget Crafting

SymbolsEffect
or Lightweight: Reduce the encumbrance of the gadget by 1 (to a minimum of 1).

Practice Makes Perfect: The character learns something valuable, and gains on the next check they make with the same skill before the end or the session.
or Compact: If the gadget is of encumbrance 3 or smaller, add to checks other characters make to find it on the wearer's person (to a maximum of ).

Lessons Learned: Reduce the difficulty of the character's next crafting check 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).

Safety Features: Add automatic to checks with the General skill chosen for this tool (this can only be selected once).
or Inbuilt Weapon: Choose a weapon of encumbrance 2 or lower that the character possesses to build into the gadget; add to checks to determine that the gadget contains a weapon (this can only be selected once).
Supreme Craftsmanship: Choose a General skill; upgrade checks with that skill, made with this tool, once.
or Exhausting Effort: Upon completing Construction, the character suffers 3 strain.

Heavy: Increase the encumbrance or the gadget by 1.
or Difficult to Repair: Increase the difficulty of checks to repair this gadget by 1.

Delicate: The GM may spend or from any check to have it become damaged one step (undamaged to Minor, Minor to Moderate, Moderate to Major) (this can only be selected once).
or Unpresentable: Decrease the base price others are willing to pay for this item by 50% (this can only be selected once).
or Fragile: Whenever this item would be damaged one step, it is damaged two steps instead (this can only be selected once).
Faulty: Whenever a character uses this tool for a check, upgrade the difficulty of the check once.