Crafting will be done mostly through the vanilla rules (pg 74 Special Modifications Source Book) with some minor alterations.

  • Crafting time specified is the time it takes to create an item at a fully equipped workshop. Trying to create items without access to a workshop will take longer and may also add Setbacks and even upgrade the difficulty of the check to create the item.
  • Before crafting begins, the artificer can specify a single quality worth One Advantage. As long as the roll is a success, the item created will have this trait.
  • Crafting rolls will be made privately by the GM. The player will learn the net positive results. The GM will keep the negative results private taking, note of the negative effects added to an item. Some will be apparent straight away (eg. qualities such as Cumbersome or Heavy), others will only be discovered from use of the item (eg. qualities such as Ammunition Inefficient or Dangerously Volatile). This rule goes for all crafted items, including droids.
    (eg. PC crafts a blaster pistol. On the roll he gets a Success, two Advantage and a Despair. The player gets to spend the Success and Advantages on the traits they wish and the GM spends the Despair on what ever they decide is appropriate. In this case we say it is spent on adding the Ammunition Inefficient quality. The GM will note this attribute of the crafted weapon. When the player uses the weapon and makes a roll that shows a net result that can activate this quality, it can be activated revealing the fault in the weapon’s construction.)
  • Selling price is calculated as per the rules on page 91 of Special Modifications.
    Negative attributes that have yet to be identified or that have not been disclosed will not affect the cost of the item, however, they may cost the Player in different ways when the person who buys it discovers the flaw. If the flaws in an item are too dangerous, it might not be possible to sell it to anyone who knows about the items flaws (eg. Dangerously Volatile)