====== Crafting ======
===== Rules =====
==== Step 1: Select Template ====
The player first chooses a template from one of the tables; this will tell the materials/cost of building, hard hard it is (Check required), and what type of item results upon success. It's up to players / GM to come up with specific of how exactly the item works, details of its construction, appearance, etc.
There is no specific time requirement for selecting a template; this is up to GM/player discretion. Also up to GM discretion is whether a given template is available; generally most should be made available, but for more interesting story purposes, the GM (or player) can require the character to spend time researching / adventuring to acquire the knowledge / blueprints required for a given template.
==== Step 2: Acquire Materials ====
Crafting cost is based on the "Material Price / Rarity" column for the selected template. For mechanical purposes, the materials count as a single item w/ the listed cost & rarity.
Again, GM/player creativity applies here; materials may not need to be actually paid for to be acquired (salvaging, theft, being gifted w/ them, etc).
Again, no specific time limit is listed for this step; it takes however much time the PC requires to physically obtain the materials.
==== Step 3: Construction ====
After obtaining materials, the PC must make the associated check (listed on the chosen Template) to actually construct the item. If the character succeeds, the item is fully functional & has the profile listed on the corresponding table. If the character fails, the end result is unusable, and the materials are lost.
There are also suggestions for "Spending Results" for any `ad`, `tr`, `th`, and/or `de` generated during the check. Crafters may first choose how to spend `ad` & `tr`, then the GM can spend `th` & `de` to add flaws. Unless a limit is specified, an option may be selected any number of times, and its effects stack.
Construction time is determined by the time listed in the Template. Every `su` beyond the fist reduces the time by 2 hours (to minimum of 1 hour).
For particularly complex machines, such as droid, multiple checks might be required for construction. See [[rules:crafting#additional_rules2|Droid Crafting Additional Rules]] for more details.
====== Brawl & Melee Weapons ======
===== Templates =====
^Name^Material Price/Rarity^Check^Time^Examples^
|Fist Weapon|10 / 0|Average (`di``di`) Mechanics or Survival|4 hours|Brass knuckles, punch dagger|
|Blunt Weapon|5 / 0|Easy (`di`) Mechanics or Survival|6 hours|Club, staff|
|Shield|10 / 0|Average (`di``di`) Mechanics or Survival|8 hours|Buckler, riot shield|
|Bladed Weapon|10 / 0|Average (`di``di`) Mechanics or Survival|16 hours|Axe, knife, sword|
|Vibro-weapon|200 / 3|Hard (`di``di``di`) Mechanics|1 day (24 hours)|Vibro-axe, vibroknife, vibrosword|
|Powered Melee Weapon|400 / 4|Daunting (`di``di``di``di`) Mechanics|2 days (48 hours)|Electrostaff, force pike|
===== Profiles =====
^Name^Skill^Dam^Crit^Range^Encum^HP^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 Results =====
^Result^Description^
|`ad` or `tr`|**Practice Makes Perfect:** `bo` on next check made w/ same skill before end of session\\ **Two-Handed:** +1 damage, +2 encumbrance, requires 2 hands to wield (can only be selected once)\\ **Lightweight:** -1 encumbrance (min 1)\\ **Knockdown Quality:** gains Knockdown quality (can only be selected once)|
|`ad``ad` or `tr`|**Lessons Learned:** reduce character's next crafting check by 1\\ **Defensive Quality:** gains Defensive 1 quality (or increase its Defensive by 1, max 5)\\ **Customizable:** +1 hard point (can only be selected once)\\ **Pierce Quality:** gains Pierce 1 quality (or increase Pierce by 1)\\ **Vicious Quality:** gains Vicious 1 quality (or increase Vicious quality by 1, max 5)\\ **Stun Quality:** gains Stun 1 quality (or increase Stun quality by 1)|
|`ad``ad``ad` or `tr`|**Efficient Construction:** retains supplies worth 50% of item's Material Price (can only be selected once)\\ **Ensnare Quality:** gains Ensnare 1 quality (or increase Ensnare by 1)\\ **Deflection Quality:** gains Deflection 1 quality (or increase Deflection by 1, max 3)\\ **Destructive:** +1 damage (can only be selected once).|
|`ad``ad``ad``ad` or `tr`|**Accurate Quality:** gains Accurate 1 quality (or increase Accurate by 1, max 3)\\ **Lethal:** -1 critical rating, min 1 (can only be selected once)\\ **Sunder Quality:** gains Sunder quality (can only be selected once)\\ **Schematic:** create schematic that permanently reduces difficulty of creating weapons of this template by 1 (min of Simple (-))|
|`tr``tr`|**Concussive Quality:** gains Concussive 1 quality (can only be selected once)\\ **Integral Attachment:** add +1 hard point, then install 1 applicable weapon attachment that requires <= 1 hard point. No check is required to obtain attachment, and cost is 0 credits.|
|`th` or `de`|**Exhausting Effort:** characters suffers 3 strain after Step 3: Construction\\ **Heavy:** +1 weapon encumbrance|
|`th``th` or `de`|**Cumbersome Quality:** gains Cumbersome 1 quality (or increase Cumbersome by 1)\\ **Hard to Modify:** increase difficulty of checks to mod attachments by 1|
|`th``th``th` or `de`|**Wear and Tear:** crafting tools damaged 1 step\\ **Difficult to Repair:** increase difficulty of checks to repair this weapon by 1\\ **Inaccurate Quality:** gains Inaccurate 1 quality (or increase Inaccurate by 1)|
|`th``th``th``th` or `de`|**Brittle:** on result of `de` from a combat check using this weapon, it becomes damaged one level|
|`de``de`|**Hidden Flaw:** at some point in future, GM may flip Destiny Point to have weapon fracture or break (counts as suffering major damage, becomes unusable). Once weapon repaired, this flaw is removed.|
====== Ranged Weapons======
===== Additional Rules =====
Any weapon with the Limited Ammo quality is crafted with a number of rounds equal to its Limited Ammo quality.
===== Templates =====
^Name^Material Price/Rarity^Check^Time^Examples^
|Simple Projectile Weapon|10 / 0|Average (`di``di`) Mechanics or Survival|4 hours|Bow, sling, blowgun, javelin|
|Solid Projectile Weapon|50 / 2|Average (`di``di`) Mechanics|8 hours|Slugthrower, pistol, flechette pistol|
|Solid Projectile Rifle|125 / 2|Hard (`di``di``di`) Mechanics|8 hours|Slugthrower rifle, rail gun|
|Energy Pistol|200 / 3|Hard (`di``di``di`) Mechanics|12 hours|Blaster pistol|
|Energy Rifle|450 / 4|Hard (`di``di``di`) Mechanics|12 hours|Blaster rifle|
|Heavy Energy Rifle|(R) 1,000 / 6|Daunting (`di``di``di``di`) Mechanics|1 day (24 hours)|Heavy blaster rifle, disruptor rifle|
|Missile Launcher|(R) 4,000 / 7|Daunting (`di``di``di``di`) Mechanics|16 hours|Missile launcher, torpedo launcher|
|Missile|(R) 100 / 3|Hard (`di``di``di`) Mechanics|4 hours|Missile, micro-torpedo|
|Grenade|35 / 4|Hard (`di``di``di`) Mechanics|2 hours|Frag grenade, stun grenade|
|Mine|(R) 425 / 5|Hard (`di``di``di`) Mechanics|4 hours|Anti-personnel mine, ion mine|
===== Profiles =====
^Name^Skill^Dam^Crit^Range^Encum^HP^Special^
|Simple Projectile Weapon|Ranged (Light)|4|5|Short|3|0|Limited Ammo 1|
|Solid Projectile Pistol|Ranged (Light)|4|5|Short|1|0|-|
|Solid Projectile Rifle|Ranged (Heavy)|7|5|Medium|5|1|Cumbersome 2|
|Energy Pistol|Ranged (Light)|6|3|Medium|1|3|-|
|Energy Rifle|Ranged (Heavy)|9|3|Long|4|4|-|
|Heavy Energy Rifle|Gunnery|10|3|Long|6|4|Cumbersome 3|
|Missile Launcher|Gunnery|-|-|-|-|-|Uses profile of loaded missile|
|Missile|Gunnery|20|2|Extreme|7|4|Blast 10, Breach 1, Cumbersome 3, Guided 3, Prepare 1, Limited Ammo 1|
|Grenade|Ranged (Light)|8|4|Short|1|0|Blast 6, Limited Ammo 1|
|Mine|Mechanics|12|3|Engaged|3|0|Blast 4, Limited Ammo 1|
===== Spending Results =====
^Result^Description^
|`ad` or `tr`|**Practice Makes Perfect:** `bo` on next check character makes w/ same skill before end of session\\ **Ion Quality:** gains Ion quality (can only be selected once)\\ **Lightweight:** -1 weapon encumbrance (min 1)\\ **Disorient Quality:** gains Disorient quality (or increase Disorient by 1)\\ **Expanded Magazine:** if weapon has Limited Ammo quality, increase by 1|
|`ad``ad` or `tr`|**Lessons Learned:** reduce difficulty of character's next crafting check by 1\\ **Customizable:** increase hard points by 1 (can only be selected once)\\ **Increased Range:** increase range by 1 range band (max Extreme; can only be selected once)\\ **Knockdown Quality:** gains Knockdown quality (can only selected once)\\ **Vicious Quality:** gains Vicious 1 quality (or increase Vicious by 1, max 5)\\ **Stun Setting:** gains Stun setting quality (can only be selected once)|
|`ad``ad``ad` or `tr`|**Efficient Construction:** retains supplies worth 50% of item's Material Price (can only be selected once)\\ **Destructive:** +1 damage (can only be selected once)\\ **Ensnare Quality:** gains Ensnare 1 quality (or increase Ensnare by 1)\\ **Stun Quality:** gains Stun 3 quality (or increase Stun by 1)\\ **Pierce Quality:** gains Pierce 1 quality (or increase Pierce by 1)|
|`ad``ad``ad``ad` or `tr`|**Auto-Fire Quality:** gains Auto-fire quality (can only be selected once)\\ **Burn Quality:** gains Burn 1 quality (or increase Burn by 1)\\ **Lethal:** -1 critical rating, min 1 (can only be selected once)\\ **Accurate Quality:** gains Accurate 1 quality (or increase Accurate by 1, max 3)\\ **Schematic:** create schematic that permanently reduces difficulty of creating weapons of this template by 1 (min of Simple (-))|
|`tr``tr`|**Blast Quality:** gains Blast 5 (or increase Blast by 2)\\ **Concussive Quality:** gains Concussive 1 (can only be selected once)\\ **Integral Attachment:** add +1 hard point, then install 1 applicable weapon attachment that requires <= 1 hard point. No check is required to obtain attachment, and cost is 0 credits.|
|`th` or `de`|**Exhausting Effort:** characters suffers 3 strain after Step 3: Construction\\ **Heavy:** +1 weapon encumbrance\\ **Cumbersome Quality:** gains Cumbersome 1 quality (or increase Cumbersome by 1)|
|`th``th` or `de`|**Expensive:** cost to repair future damage is doubled (can only be selected once)\\ **Hard to Modify:** increase difficulty of checks to mod attachments by 1\\ **Difficult to Repair:** increase difficulty of checks to repair by 1|
|`th``th``th` or `de`|**Wear and Tear:** crafting tools are damaged one step\\ **Prepare Quality:** gains Prepare 1 quality (or increase Prepare by 1)\\ **Ammunition-Inefficient:** during conflict, GM may make weapon run out of ammo by spending `th``th``th`, in addition to standard spending of `de` discussed in rules (can only be selected once)\\ **Inaccurate Quality:** gains Inaccurate 1 (or increase Inaccurate by 1)|
|`th``th``th``th` or `de`|**Limited Ammo Quality:** gains Limited Ammo 3 quality (or decrease Limited Ammo by 1, min 1)\\ **Slow-Firing Quality:** gains Slow-Firing 1 (or increase Slow-Firing by 1)|
|`de``de`|**Dangerously Volatile:** GM may spend `de` from any combat check made w/ weapon to have it explode; weapon is destroyed, and holder + each engaged character suffers 10 damage (can only by selected once)|
====== Armor ======
===== Templates =====
^Name^Material Price / Rarity^Check^Time^Profile^
|Reinforced Clothing|25 / 0|Average (`di``di`) Mechanics or Survival|6 hours|+1 soak, +0 defense, 1 enc., 0 hard points|
|Light Armor|250 / 0|Average (`di``di`) Mechanics|12 hours|+2 soak, +0 defense, 2 enc., 0 hard points|
|Customizable Armor|500 / 4|Average (`di``di`) Mechanics|16 hours|+1 soak, +0 defense, 4 enc., 4 hard points|
|Deflective Armor|500 / 5|Average (`di``di`) Mechanics|24 hours|+1 soak, +1 defense, 2 enc., 1 hard point|
|Combat Armor|1250 / 4|Hard (`di``di``di`) Mechanics|48 hours|+2 soak, +0 defense, 4 enc., 3 hard points|
|Segmented Armor|(R) 2,500 / 6|Daunting (`di``di``di``di`) Mechanics|72 hours|+2 soak, +1 defense, 6 enc., 4 hard points|
|Augmentative Armor|(R) 4,500 / 8|Formidable (`di``di``di``di``di`) Mechanics|120 hours|+2 soak, +2 defense, 6 enc., 6 hard points|
===== Spending Results =====
^Result^Description^
|`ad` or `tr`|**Practice Makes Perfect:** `bo` on next check made w/ same skill before end of session\\ **Lightweight:** -1 armor encumbrance (min 1)\\ **Sealable:** Eligible to have Vacuum Sealed attachment applied to it (can only be selected once)|
|`ad``ad` or `tr`|**Lessons Learned:** reduce difficulty of character's next crafting check by 1\\ **Extra Melee Defense:** +1 melee defense (can only be selected once)\\ **Special Embellishment:** wearer adds automatic `ad` to checks for one of following skills: Charm, Coercion, Negotiation, Leadership, Resilience, or Stealth (can only be selected once)|
|`ad``ad``ad` or `tr`|**Efficient Construction** retains supplies worth 50% of item's Material Price (can only be selected once)\\ **Extra Ranged Defense:** +1 ranged defense (can only be selected once)\\ **Extra Hard Point:** +1 hard point on armor (max 2 additional)|
|`ad``ad``ad``ad` or `tr`|**Extra Soak:** +1 soak (can only be selected once)\\ **Duplicate:** create 1 additional/identical set of armor (all qualities/improvements/flaws of first) at no extra cost\\ **Armor Schematic:** create schematic that permanently reduces difficulty of creating armor of this template by 1 (min of Simple (-)) (can only be selected once)|
|`tr``tr`|**Integral Attachment:** +1 hard point to armor, install one applicable armor attachment requiring <= 1 hard point; no check is required to obtain attachment, and it costs 0 credits|
|`th` or `de`|**Exhausting Effort:** character suffers 3 strain after Step 3: Construction\\ **Heavy:** +1 armor encumbrance\\ **Poor Fit:** Donning/removing armor requires 1 additional action (can only be selected once)|
|`th``th` or `de`|**Complex:** increase difficulty of repair checks by 1\\ **Difficult to Customize:** increase difficulty of checks to modify attachments by 1\\ **Restrictive:** wearer of armor adds automatic `th` to checks for one of the following skills: Athletics, Coordination, Perception, Skulduggery, or Vigilance (can only be selected once)|
|`th``th``th` or `de`|**Wear and Tear:** crafting tools are damaged one step\\ **Fragile:** whenever armor becomes damaged, damage always counts as moderate damage unless it would be worse (can only be selected once)|
|`th``th``th``th` or `de`|**Expensive:** cost to repair armor is doubled (can only be selected once)\\ **Supply Shortage:** crafter cannot finish armor until credits spent on supplies equal to 25% of original Material Price|
|`de``de`|**Unexpected Flaw:** at some future point, GM may spend Destiny Point to cause armor to fail; armor will count as suffering major damage & become unusable. Once repaired, this flaw is removed. (can only be selected once)|
====== Vehicles and Starships ======
When building a vehicle or starship, the crafter must first construct the 3 core components: Frame, Engine, Hull. For each core component, the crafter must choose a template, acquire the materials, and perform the listed checks over the time specified.
At the GM's discretion, a PC could replace one or more core components of an existing craft, using the existing vehicle's profile as the frame, and replaces the engine and/or hull with appropriate attachments, replacing the listed elements of the craft as usual. The Assembly check uses the difficulty, time, and additional costs dictated by the craft's silhouette. A character may replace an existing engine to add two HP, replace an existing hull to add 3 HP. Some craft are too precisely built to be customized in this way - the GM is the final arbiter of what may be replaced.
===== Frame Templates / Profiles =====
The skeleton of a starship/vehicle. It is treated as an inoperable ship/vehicle until specific attachments are added during Step 4: Assembly. The frame provides the craft's baseline parameters.
^ Name ^Sil ^HT ^Max Alt. ^Sensor ^Crew ^ Enc. ^ Passengers ^ HP ^
| Speeder Bike | 2 | 3 | 15 m | Close | One pilot | 1 | 0 | 6 |
| Landspeeder | 2 | 6 | 20 m | Close | One pilot | 2 | 2 | 8 |
| Airspeeder| 2 | 5 | 100 km | Close | One pilot | 5 | 2 | 8 |
| Walker | 3 | 15 | - |Close | One pilot | 2 | 0 | 9 |
| Starfighter | 3 | 8 | * | Close | One pilot | 2 | 0 | 7 |
| Freighter | 4 | 35 | * | Close | Pilot, Co-pilot | 100 | 4 | 10 |
| Shuttle | 4 | 25 | * | Short | Pilot, Co-pilot | 50 | 10 | 10 |
| Corvette | 5 | 45 | * | Medium | 100 Officers, Pilots, and Crew | 500 | 200 | 12 |
| Frigate | 6 | 80 | * | Long | 500 Officers, Pilots, and Crew | 1,000 | 250 | 15 |
| Heavy Cruiser | 7 | 95 | * | Long | 2,000 Officers, Pilots, and Crew | 5,000 | 200 | 16 |
| Destroyer | 8 | 125 | * | Long | 30,000 Officers, Pilots, and Crew | 10,000 | 5,000 | 17 |
| Space Station | 8 | 150 | - | Long | 60,000+ administrators, technicians, and labourers | 100,000 | 40,000 | 50 |
^ Name ^ Price/Rarity ^ Check ^ Time ^
| Speeder Bike | 250/1 | `di``di` | 12 hours |
| Landspeeder | 500/2 | `di``di` | 24 hours |
| Airspeeder| 1,000/2 | `di``di``di` | 24 hours |
| Walker | 5,000/3 | `di``di``di` | 72 hours |
| Starfighter | 10,000/4 | `di``di``di` | 72 hours |
| Freighter | 50,000/3 | `di``di``di` | 240 hours|
| Shuttle | 75,000/3 | `di``di``di` | 240 hours |
| Corvette | 500,000/4 | `di``di``di``di` | 480 hours |
| Frigate | (R) 1,000,000/4 | `di``di``di``di` | 480 hours |
| Heavy Cruiser | (R) 2,500,000/5 | `di``di``di``di` | 1,200 hours (50 days) |
| Destroyer | (R) 10,000,000/6 | `di``di``di``di``di` | 1,200 hours (50 days) |
| Space Station | 50,000,000/5 | `di``di``di``di``di` | 2,400 hours (100 days) |
Space station: when the engines are set on the station, speed remains zero no matter the engine type (other attributes from the engine apply as normal).
Max Speed by Silhouette: 0=3, 1=4, 2=5, 3=6, 4=4, 5-7=3, 8+=2 (these speeds trump other factors that otherwise indicate higher speeds).
==== Spending Results when Crafting Frames ====
^Result^Effect^
|`ad` | **Lessons Learned:** The character learns something valuable, and gains `bo` on the next check the character makes with the same skill before the end of the session. \\ **Larger Scope:** Increase the craft's silhoutte by one (once only).|
|`ad``ad`| **Extra Hard Point:** Add one HP to the craft (once only). \\ **Integrated Improvement:** Increase or decrease the crew or passenger capacity by half, rounded up (once only). \\ **Reinforced Construction:** Increase the craft's HT by one.|
|`ad``ad``ad`|**Hard Work Recognized:** The frame catches the attention of high-ranking Engineers; increase the crafter's Duty by 2. \\ **Efficient Construction:** A significant portion of the material is unused/reclaimable - the character retains supplies worth 50% of the Price needed to craft the item (once only). \\ **Elegant Design:** Reduce the craft's silhouette by 1 (once only). |
|`tr`|**Too Big to Hurt:** Add the Massive 1 special rule to the craft or increase the value of this rule by one (once only). \\ **Schematic:** Create a schematic that permanently reduces the difficulty of creating frames of this template by one (to a minimum of **Simple: -**). \\ **Modifiable:** Reduce the difficulty of checks to modify attachments on this vehicle by one (to a minimum of **Easy: `di`**).|
|`th`|**This is a Tough One:** Upon Completing Step 4: Assembly, the character suffers 5 strain.|
|`th``th`|**Difficult to Integrate:** When a character attempts Step 4: Assembly using this core component, upgrade the difficulty of the Mechanics check once.|
|`th``th``th`|**Difficult to Repair:** Increase the Difficulty of checks to repair this craft once.|
|`de`|**Faulty Wiring:** The GM may spend `th``th`t`th` or `de` that a character generates on a Piloting check with this craft to have it suffer the "Major System Failure" Crit result.|
===== Engines =====
Installing an Engine adds modifiers to the frame and is necessary for operation.
^Name^Base Modifiers^Mod Options^HP req^
|Single Ion Coil|Speed 1; Defense 0/0/0/0; SS 3 x silhouette|3 "Increase Speed by 1" (max 6) mods; 3 "Increase SS by silhouette" mods|2|
|Electron Baffled Engine|Speed 2; Defense 0/0/0/2; SS 5 x silhouette|2 "Increase Speed by 2" (max 6) mods, 2 "Increase SS by silhouette" mods; 2 "Increase aft defense" mods|4|
|Ion Turbine Engine|Speed 1; Defense 1/0/0/0; SS 10 x silhouette|1 "Increase Speed by 1" (max 6) mod; 5 "Increase SS by silhouette" mods; 2 "Increase fore defense by 1" mods|3|
|Fusial Thrust Engine|Speed 3; Defense 1/0/0/0; SS 4 x silhouette|2 "Increase speed by 1" (max 6) mods; 2 "Increase aft defense by 1" mods|3|
|High-Performance Repulsor Cluster|Speed 4; **Cannot be mounted on starships**; Defense 0/0/0/0; SS 2 x silhouette|2 "Increase speed by 1" (max 6) mods; 1 "Increase SS by silhouette" mod; 1 "Increase fore defense by 1" mod; 1 "Increase aft defense by 1" mod|4|
|Ion Drive Array|Speed 4; Defense 0/0/0/0; SS 2 x silhouette|2 "Increase speed by 1" (max 6) mods; 1 "Increase SS by silhouette" mod; 1 "Increase fore defense by 1" mod; 1 "Increase aft defense by 1" mod|4|
^Name^Price/Rarity^Check^Time^
|Single Ion Coil|500/2|`di`|24 hours|
|Electron Baffled Engine|1,000/3|`di``di`|48 hours|
|Ion Turbine Engine|2,000/3|`di``di`|48 hours|
|Fusial Thrust Engine|2,500/4|`di``di``di`|60 hours|
|High-Performance Repulsor Cluster|3,000/4|`di``di``di`|120 hours (5 days)|
|Ion Drive Array|5,250/5|`di``di``di``di`|120 hours (5 days)|
==== Hyperdrive Modules ====
Hyperdrives are treated as a starship attachment.
**Price/Rarity:** 3,000/3 (Class 8); 6,000/4 (Class 4)
**Base Modifiers:** Add one primary hyperdrive and astromech droid socket (starfighters only)
**Mod Options:** 4 x "Reduce primary hypedrive rating by 1 (min 0.5)" mods; 1 "Add Class 14 backup hyperdrive rating by 1" mod.
**Hard Points Required:** 1
==== Spending Results when Crafting Engines ====
^Result^Effect^
|`ad`|**Lessons Learned:** The character learns something valuable, gains `bo` on the next mechanics check the character makes this session.|
|`ad``ad`|**Enhanced Output:** Increase the craft's speed by 1 (max 6)\\**Fine-Tuned Circuits:** Increase the craft's SS by 1|
|`ad``ad``ad`|**Efficient Construction:** Materials are unused or reclaimed from the process; retain supplies worth 50% of the Material Price needed to craft the item (once only)\\**Enhanced Power to Deflectors:** Increase each vehicle defense zone's rating by 1 or one zone's defense rating by 2 (once only)\\**Easy to Repair:** Reduce the difficulty of checks to repair Crits this craft suffers by 1 (min Simple - )|
|`tr`|**Fine-Tuned:** Remove `se` from Piloting checks caused by navigation hazards and difficult terrain (only once)\\**Schematic:** Create a schematic that permanently reduces the difficulty of creating engines of this template by 1 (min Simple - )|
|`th`|**This is a Tough One:** Upon completing Step 4: Assembly, the character suffers 5 strain|
|`th``th`|**Difficult to Integrate:** When a character attempts Step 4: Assembly using this core component, upgrade the difficulty of the Mechanics check once.\\**Treacherous to Repair:**Upgrade the difficulty of checks to repair Crits this craft is suffering once (only once)|
|`th``th``th`|**Unreliable Output:** GM may spend `th``th``th` or `de` that the pilot generates on a Piloting check with this craft to have it suffer the "Power Fluctuations" Crit result (only once)|
|`de`|**Prone to Failure:** GM may spend `de` that a character generates on a Piloting check with this craft to have it suffer the "Engines Down" crit result (only once)\\**Fuel Hog:** Whenever this vehicle suffers 1 or more system strain, it suffers that amount plus 1 instead.|
===== Hulls =====
Profiles, Templates
^Name^Base Modifiers^Mod Options^HP^
|Sleek Carapace|Armor: 0; Handling: +2|1 "Increase armor by 1" mod; 1 "Increase aft defense by 1" mod; 1 "Increase Handling by 1" mod|2|
|Expanded-Capacity Holds|Armor: 1; Handling: -2; +25 Encumbrance Capacity, +25 Passenger Capacity|2 "Increase Armor by 1" mods; 10 "Increase Encumbrance Capacity by silhouette" mods; 8 "Increase Passenger Capacity by silhouette" mods|4|
|Lightly Armored Hull|Armor: 1; Handling: -1|2 "Increase armor by 1" mods; 1 "Increase Encumbrance Capacity by silhouette" mod; 2 "Increase Passenger Capacity by silhouette" mods; 1 "Increase Handling by 1" mod|3|
|Deflective Plating|Armor: 2; Handling: -2|2 "Increase Armor by 1" mods; 1 "Increase Fore Defense by 1" mod; 1 "Increase Hull Trauma Threshold by silhouette" mod|4|
|Combat Plating|Armor: 3; Handling: -3|3 "Increase Armor by 1" mods; 1 special rule - "Massive +1" mod; 2 "Increase Hull Trauma Threshold by silhouette" mods|5|
^Name^Price/Rarity^Check^Time^
|Sleek Carapace|450/3|`di``di`|24h per Silh|
|Expanded-Capacity Holds|500/2|`di``di`|24h per Silh|
|Lightly Armored Hull|500/4|`di``di`|48h per Silh|
|Deflective Plating|700/5|`di``di``di`|72h per Silh|
|Combat Plating|1,500/7|`di``di``di`|96h per Silh|
==== Spending Results when Crafting Hulls ====
^Result^Effect^
|`ad` or `tr`|**Lessons Learned:** Gain `bo` no next Mechanics check before the end of the sesson\\**Cargo Pods:** Increase encumbrance capacity by its silhouette. If a freighter, increase encumbrance by 2xSilh (`tr` = 4x Silh)|
|`ad``ad`|**Extra Hard Point:** Add one HP (once only)\\**Layered Plating:** Armor +1 (select # of times = to silhouette)|
|`ad``ad``ad`|**Efficient Construction:** Reclaim\unused material - retain 50% of the price needed to craft the hull (once only)\\**Maneuvering Fins:** Increase Handling by 1 (max +3)|
|`tr`|**Integrated System:** Add +1 HP, then install one applicable vehicle attachment for free that requires 1 or less HP. No check required.\\**Schematic:** Permanently reduce the difficulty of creating hulls of this template by 1 (minimum Simple - )\\**Too Tough to Hurt:** Special rule - Massive +1 (only once per vehicle)|
|`th`|**This is a Tough One:** After Step 4: Assembly, character suffers 5 strain.|
|`th``th`|**Difficult to Integrate:** Upgrade the difficulty of the Mechanics check once for Step 4: Assembly.|
|`th``th``th`|**Tight Quarters:** Add `se` to all checks except Piloting and Gunnery made while aboard this vehicle (once only).|
|`de`|**Loose Plating:** GM may spend `de``de` that the pilot generates on a Piloting check with this craft to suffer the "Destabilized" Crit.|
===== Assembling Vehicles and Starships =====
^Frame Silh^Mech. Check^Time^Additional Resources Needed^
|0-1|`di``di`|24h|-|
|2|`di``di``di`|48h|1,000 credits|
|3|`di``di``di`|120h|10,000 credits|
|4|`di``di``di``di`|240h|25,000 credits and a team of 5+|
|5-6|`di``di``di``di`|1,200h|100,000 credits, team of 100+|
|7-9|`di``di``di``di``di`|2,400h|2,000,000 credits, team of 5,000+|
==== Spending Results on Assembly ====
^Result^Effect^
|`ad`|**Lessons Learned:** gain `bo` on the next mechanics check the character makes before the end of the session\\ **Improved Safety Features:** Whenever a character in this vehicle would suffer wounds or strain from a Crit the vehicle suffers, as a result of working on the vehicle, or other similar occurrences, the character suffers 2 fewer wounds or strain to a minimum of 1. This does not apply to strain or wounds suffered voluntarily (only once).|
|`ad``ad`|**Customized Controls:** Choose a pilot; that character adds `bo` to Piloting checks made with this craft (once only)\\ **Under Budget:** Retain 25% of the credit cost from the Additional Resources Needed column (can choose twice)|
|`ad``ad``ad`|**Distinctive Style:** Crew of the craft add `bo` to Charm, Coercion, and Negotiation checks made in the presence of the vessel (only once).\\**Ahead of Schedule:** Reduce the time required for Assembly by 25% (minimum of one hour)|
|`tr`|**Masterful Construction:** If this craft suffers the "Vaporized" Crit or otherwise be instantaneously destroyed, it suffers the "Breaking Up" Crit instead.\\**Assembly Plans:** The crafter fashions a detailed manual covering how the item was assembled, including tips learned in the effort. This permanently reduces the difficulty of assembling starships and vehicles of this silhouette by one (minimum Simple - )|
|`th`|**This is a Tough One:** Upon completing Assembly, the character suffers 5 strain|
|`th``th`|**Finicky Interface:** Increase the difficulty of checks to modify attachments to this craft by one (once only)\\**Doesn't Look Like Much:** Decrease the price that any buyer is willing to pay for this craft by 50% (once only)|
|`th``th``th`|**Complex Construction:** Increase the difficulty of checks to repair this craft once (once only)\\**Specialized:** The crafter chooses one environment of operation (space, low atmosphere, high atmosphere, etc); Outside this environment, the pilot adds `se` to Piloting checks made with this vehicle (once only).|
|`de`|**Defective Seals:** GM may spend `de``de` generated on a piloting check to have it suffer "Major Hull Breach" crit (once only).|
====== Gadgets ======
==== Templates & Profiles ====
^ Name ^ Material Price / Rarity ^ Check ^ Time ^ Encumbrance ^ Effect ^ Examples ^
| Simple Tool | 50 / 1 | Easy (`di`) Mechanics | 2 hours | 4 | Choose a General skill; tool allows characters to makes checks w/ the skill. At GM's discretion, this tool counts as the right tool for the job | Climbing gear, datapad, hand scanner, emergency medpac, toolkit, slicer gear |
| Specialist Tool | 400 / 4 | Average (`di``di`) Mechanics | 10 hours | 8 | Choose a General skill. Add automatic `su` to checks w/ that skill. | Bacta tank, scanner dish, table saw, welding gear |
| Precision Instrument | 150 / 3 | Hard (`di``di``di`) Mechanics | 16 hours | 5 | Choose a General skill. Remove `se``se` from checks w/ that skill | Microscope, thermal cloak, scanner goggles |
==== Spending Results ====
| `ad` or `tr` | **Lightweight:** -1 gadget encumbrance (min 1)\\ **Practice Makes Perfect:** `bo` on next check made w/ same skill before the end of session|
| `ad``ad` or `tr` | **Compact:** If gadget of encumbrance <=3, add `se` to checks others make to find on wearer's person (max `se``se``se`)\\ **Lessons Learned:** reduce difficulty of next crafting check by 1|
| `ad``ad``ad` or `tr` | **Efficient Construction:** retains supplies worth 50% of original Material Price (can only be selected once)\\ **Safety Features:** add automatic `ad` to checks w/ the General skill chosen for this tool (can only be selected once)|
| `ad``ad``ad``ad` or `tr` | **Inbuilt Weapon:** choose a weapon of <= 2 encumbrance that character posses & build into gadget; add `se` to checks to determine that the gadget contains a weapon (can only be selected once)|
| `tr``tr` | **Supreme Craftsmanship:** Choose a General skill; upgrade checks made w/ that skill w/ this tool once|
| `th` or `de` | **Exhausting Effort:** character suffers 3 strain after Step 3: Construction\\ **Heavy:** +1 gadget encumbrance|
| `th``th` or `de` | **Difficult to Repair:** increase difficulty of repair checks on this gadget by 1\\ **Delicate:** GM may spend `th``th` or `de` from any check w/ this gadget to have it become damaged one step (can only be selected once)|
| `th``th``th` or `de` | **Unpresentable:** decrease base price others are willing to pay for this item by 50% (can only be selected once)|
| `th``th``th``th` or `de`| **Fragile:** whenever item would damage one step, it's damaged 2 steps instead (can only be selected once)|
| `de``de` | **Faulty:** when used for a check, upgrade difficulty of the check once|
===== Cybernetics =====
==== Additional Rules ====
Cybernetics must be installed to provide the listed benefits.
A full medical facility can usually install cybernetics without a check. However, in other less-than-ideal circumstances, a PC might need to make a check.
Installing a cybernetic requires at least basic med supplies (such as emergency medpac). The character must spend 6 hours & make a Hard (`di``di``di`) Medicine check. Increase the difficulty twice if the character is operating on themself. On success, the cybernetic is attached & functional. On failure, the cybernetic doesn't take & suffers minor damage. GM may spend `th` to inflict 3 strain or 1 wound on the patient, and may spend `de` to have the patient suffers a Critical Injury from the botched surgery.
==== Templates & Profiles ====
^ Name ^ Material Price / Rarity ^ Check ^ Time ^ Effect ^ Examples ^
| Prosthetic Replacement | 1,000 / 3 | Hard (`di``di``di`) Mechanics | 12 hours | replace functionality of lost limb or organ | Prosthetic limb or organ |
| Cybernetic Appendage | 5,000 / 5 | Daunting (`di``di``di``di`) Mechanics | 2 days (48 hours) | Replaces arm or leg; +1 Brawn or Agility; can only benefit from 1 cyberarm & 1 cyberleg this way | Enhanced arm, leg, or other limb |
| Cybernetic Implant | 1,500 / 6 | Daunting (`di``di``di``di`) Mechanics | 2 days (48 hours) | Provides 1 rank in a chosen General skill | Brain implant, enhanced senses |
==== Spending Results ====
| `ad` or `tr` | **Practice Makes Perfect:** `bo` to next check made w/ same skill before end of session|
| `ad``ad` or `tr` | **Integrated Tool:** Choose a General skill; allows a character to makes checks w/ the skill; at GM's discretion, this tool counts as the right tool for the job.\\ **Unobtrusive:** Add `se` to checks to determine that the character has the cybernetic installed|
| `ad``ad``ad` or `tr` | **Tailored:** if built for a specific being, does not require a check to be installed in that being|
| `ad``ad``ad``ad` or `tr` | **Inbuilt Weapon:** Choose a weapon <= 2 encumbrance that the character possesses to built into cybernetic; add `se` to checks to determine the cybernetic conceals the weapon (can only be selected once)|
| `tr``tr` | **Ion-Shielded:** does not shut down when affected by weapons w/ the Ion quality|
| `th` or `de` | **Exhausting Effort:** character suffers 3 strain after Step 3: Construction|
| `th``th` or `de` | **Difficult to Install:** increase difficulty of any check to install this by 1|
| `th``th``th` or `de` | **Wear and Tear:** crafting tools are damaged one step|
| `de``de` | **Severe Feedback:** when making a check using the cybernetic, character suffers 1 strain|
===== Droids =====
==== Additional Rules ====
Droid crafting follows the first 3 crafting steps per normal. After Step 3: Construction in completed successfully, the PC is left with a lifeless chassis. The character may proceed to Step 4: Program Directives at any point to finish the droid.
=== Step 4: Program Directives ===
This step is required to add actual intelligence to the lifeless chassis. The character chooses one of the [[rules:crafting#droid_directive_templates|Droid Directive Templates]] and makes the listed check over the amount of time required.
If the character fails, the only thing lost is the time. Step 4 may be attempted again at the next available opportunity.
If the character succeeds, the droid is brought online after the number of hours listed; every `su` on the check beyond the first reduces the time by 2 hours (to a minimum of 1). The droid is then an NPC possessing the characteristics & attributes detailed in its Chassis Template & Directive Template.
Spending `ad`, `tr`, `th`, and `de` from the Directive Programming check follows the guidelines in the [[rules:crafting#spending_droid_programming_results|Spending Droid Programming Results]] table; as with Step 3, the player first spends `ad` & `tr`, then the GM spends `th` & `de`.
==== Chassis Templates ====
^Name^Material Price / Rarity^Check^Time^
|Monotask Chassis|600 / 2|Average (`di``di`) Mechanics|1 day (24 hours)|
|:::|**Minion**\\
type: npc
brawn: 1
agility: 1
intellect: 1
cunning: 1
willpower: 1
presence: 1
soak: 2
wounds: 3
meleedefense: 0
rangeddefense: 0
\\ **Abilities**: Droid (doesn't need to eat/breath/drink, survive in vacuum/underwater, immune to poisons/toxins), Silhouette 0|||
|Labor Chassis|3,500 / 3|Average (`di``di`) Mechanics|2 days (48 hours)|
|:::|**Minion**\\
type: npc
brawn: 3
agility: 1
intellect: 2
cunning: 1
willpower: 1
presence: 1
soak: 4
wounds: 7
meleedefense: 0
rangeddefense: 0
\\ **Abilities**: Droid (doesn't need to eat/breath/drink, survive in vacuum/underwater, immune to poisons/toxins), Silhouette 1|||
|Combat Chassis|(R) 3,250 / 4|Hard (`di``di``di`) Mechanics|2 days (48 hours)|
|:::|**Minion**\\
type: npc
brawn: 2
agility: 2
intellect: 1
cunning: 1
willpower: 1
presence: 1
soak: 4
wounds: 4
meleedefense: 0
rangeddefense: 0
\\ **Abilities**: Droid (doesn't need to eat/breath/drink, survive in vacuum/underwater, immune to poisons/toxins), Silhouette 1|||
|Specialist Chassis|4,500 / 3|Daunting (`di``di``di``di`) Mechanics|3 days (56 hours)|
|:::|**Rival**\\
type: npc
brawn: 1
agility: 1
intellect: 2
cunning: 2
willpower: 2
presence: 2
soak: 3
wounds: 11
meleedefense: 0
rangeddefense: 0
\\ **Abilities**: Droid (doesn't need to eat/breath/drink, survive in vacuum/underwater, immune to poisons/toxins), Silhouette 1|||
|Advanced Combat Chassis|(R) 32,500 / 7|Formidable (`di``di``di``di``di`) Mechanics|10 days (240 hours)|
|:::|**Nemesis**\\
type: npc
brawn: 4
agility: 3
intellect: 3
cunning: 3
willpower: 1
presence: 1
soak: 7
wounds: 19
strain: 10
meleedefense: 0
rangeddefense: 1
\\ **Abilities**: Droid (doesn't need to eat/breath/drink, survive in vacuum/underwater, immune to poisons/toxins), Silhouette 1|||
==== Spending Droid Chassis Results ====
^Result^Description^
|`ad` or `tr`|**Practice Makes Perfect:** `bo` to next check w/ same skill before end of session\\ **Reinforced Chassis:** +1 droid wound threshold\\ **Unobtrusive:** gain 1 rank of Indistinguishable talent (can only be selected once)|
|`ad``ad` or `tr`|**Lessons Learned:** reduce difficulty of character's next crafting check by 1\\ **Deflective Carapace:** +1 melee defense (max 2)\\ **Narrow Profile:** +1 ranged defense (max 2)|
|`ad``ad``ad` or `tr`|**Armor Plating:** +1 soak (can only be selected once)\\ **Unusual Size:** +1 or -1 silhouette, min 0 (can only be selected once)\\ **Modular Hardware:** choose 1 cybernetic implant; droid is already installed w/ it at no additional cost (can only be selected once)|
|`ad``ad``ad``ad` or `tr`|**Chassis Schematic:** create schematic that permanently reduces difficulty of creating droids of this template by 1 (min of Simple (-))\\ **Superior Hardware:** +1 to any 1 droid characteristic (max 6)|
|`tr``tr`|**Doppelganger:** build 1 additional/identical droid as part of construction process|
|`th` or `de`|**Exhausting Effort:** character suffers 3 strain after finishing Step 3: Construction\\ **Specialized Hardware:** `se` to droid skill checks for which it has no rank in applicable skill|
|`th``th` or `de`|**Difficult to Customize:** increase difficulty of checks to install cybernetics by 1|
|`th``th``th` or `de`|**Wear and Tear:** crafting tools suffer one step of damage|
|`th``th``th``th` or `de`|**Delicate Mechanisms:** increase difficulty of repair checks by 1\\ **Erratic Power Core:** once per session, GM may spend `de` from any droid check to have it shut down until end of encounter (can only be selected once)|
|`de``de`|**Volatile Power Core:** when droid suffers Critical Injury, +50 to result. If result kills droid, it explodes & each engaged character takes 10 damage (can only be selected once)|
==== Droid Directive Templates ====
^Name^Check^Time^
|Labor Directives|Easy (`di`) Computers|8 hours|
|:::|**Skills:** 2 ranks in any one General skill. If droid is a minion, add this skill to its group skills instead||
|Combat Directives|Average (`di``di`) Computers|16 hours|
|:::|**Skills:** 1 rank in 3 different combat skills (if a minion, add to group skills instead)\\ **Talents:** Body Guard 1 (once per round, may perform Body Guard maneuver: suffer 1 strain to upgrade difficulty of all combat checks against one engaged ally until start of droid's next turn)||
|Translation Directives|Hard (`di``di``di`) Computers|1 day (24 hours)|
|:::|**Skills:** 1 rank in 3 different Knowledge skills, Charm 1. If a minion, add these skills to its group skills instead.\\ **Talents:** Convincing Demeanor 1 (remove `se` from Deception & Skulduggery checks), Kill with Kindness 1 (remove `se` from Charm & Leadership checks)||
|Repair Directives|Hard (`di``di``di`) Computers|1 day (24 hours)|
|:::|**Skills:** Computers 1, Mechanics 2. If a minion, add these to group skills instead.\\ **Talents:** Gearhead 1 (remove `se` from Mechanics checks), Solid Repairs 1 (when repairing hull trauma w/ a Mechanics check, repair 1 additional hull trauma)||
|Navigation Directives|Hard (`di``di``di`) Computers|3 days (72 hours)|
|:::|**Skills:** Astrogation 2, Computers 1, Piloting (Space) 1. If a minion, add these to group skills instead.\\ **Talents:** Galaxy Mapper 1 (remove `se` from Astrogation checks; Astrogation checks take 50% less time), Technical Aptitude 1 (computer-related tasks take 25% less time).||
|Healing Directives|Daunting (`di``di``di``di`) Computers|3 days (72 hours)|
|:::|**Skills:** Knowledge (Xenology) 1, Medicine 2. If minion, add to group skills instead.\\ **Talents:** Bacta Specialist 1 (patients under droid's supervision heal 1 additional wound each time they heal a wound), Surgeon 1 (when healing wounds w/ Medicine check, heal 1 additional wound)||
|Elimination Directives|Formidable (`di``di``di``di``di`) Computers|7 days (168 hours)|
|:::|**Nemesis:** If its chassis doesn't already make it a nemesis NPC, become a nemesis; gains strain threshold equal to wound threshold.\\ **Skills:** 4 ranks in each of 3 different Combat skills, Cool 2, Knowledge (Xenology) 1, Mechanics 2, Stealth 2.\\ **Talents:** Adversary 2 (upgrade difficulty of all combat check against this target twice), Lethal Blows 3 (+30 to any Critical Injury rolls made against opponents.||
==== Spending Droid Programming Results ====
^Result^Description^
|`ad` or `tr`|**Random Positive Quirk:** +1 randomly selected positive personality trait from [[rules:crafting#droidpersonality|Droid Personality Traits]] (can only be selected once)\\ **Archival Functions:** add 1 new Knowledge skill to droid at rank 1 (if minion, add to group skills instead) (can only be selected once)|
|`ad``ad` or `tr`|**Adaptive Programming:** +1 rank to any skill droid possesses; cannot be applied to minion droids\\ **Broad Utility:** add 1 new General skill to droid at rank 1 (if minion, add to group skills instead) (can only be selected once)\\ **Positive Quirk:** +1 positive personality trait of crafter invention or choice from [[rules:crafting#droidpersonality|Droid Personality Traits]] (can only be selected once)|
|`ad``ad``ad` or `tr`|**Defensive Programming:** add 1 new Combat skill to droid at rank 1 (if minion, add to group skills instead) (can only be selected once)\\ **Behavioral Optimization:** +1 rank to any ranked talent droid posses (can only be selected once)|
|`tr``tr`|**Program Pattern:** create program that permanently reduces difficulty by 1 of programming droids w/ this directive (min Simple [-])|
|`th` or `de`|**"Eccentric":** add 1 randomly selected negative personality traid from [[rules:crafting#droidpersonality|Droid Personality Traits]] (can only be selected once)|
|`th``th` or `de`|**Poor Listening Skills:** `se``se` to checks to give this droid orders (can only be selected once)|
|`th``th``th` or `de`|**Negative Quirk:** add 1 negative personality trait of GM's invention or choice from [[rules:crafting#droidpersonality|Droid Personality Traits]] (can only be selected once)\\ **Limited Programming:** droid upgrades difficulty of skill checks for which it has no ranks once|
|`de``de`|**Unknown Flaw:** add one secret negative personality trait of GM's invention or choice from [[rules:crafting#droidpersonality|Droid Personality Traits]]; GM is responsible for how -- if ever -- trait comes into play.|
{{anchor:droidpersonality}}
==== Droid Personality Traits ====
^d100^Positive Trait^Negative Trait^
|1 - 10|**Loyal:** puts creator's needs above its own, and always looks for ways to help - whether asked or not|**Cowardly:** sets survival as top priority, and shies away from any potential danger|
|11 - 20|**Resourceful:** adapts to problems quickly, and doesn't get trapped in its own overly narrow programming|**Overly Literal:** fails to grasp nuances of language beyond its direct meaning|
|21 - 30|**Patient:** unlike organic beings, droids are theoretically immortal if properly maintained. Thus, a droid can have a capacity for patience that even the most long-lived organic beings lack.|**Arrogant:** whether it believes itself to have been built better than other droids or it believes that droids are intrinsically superior to more temporary life forms, this droid has a high opinion of its own abilities|
|31 - 40|**Enthusiastic:** has a boundless capacity to see opportunities, and frequently points them out|**Impulsive:** has a boundless capacity to see opportunities, and it usually acts on them without warning|
|41 - 50|**Compassionate:** very caring, and seeks to nurture the best in those around it|**Ruthless:** might be spiteful, or might just see emotion as inefficient, but this droid destroys anything that gets in its way|
|51 - 60|**Efficient:** abhors waste, and does everything in the most timely and precise manner it can muster|**Lazy:** droids are built to fulfill certain purposes, but this droid isn't particularly interested in doing so if it can avoid it|
|61 - 70|**Well-Mannered:** always maintains perfect etiquette, even when dealing w/ individuals it does not particularly like|**Abrasive:** dealing w/ this droid is extraordinarily frustrating. Whether it answers w/ sarcasm or not at all, its words and actions are always barbed.|
|71 - 80|**Cheerful:** a good attitude is the first step to success (or so says this droid, anyway)|**Pessimistic:** Apparent doom lurks around every corner for this droid, and it expresses this belief at every opportunity|
|81 - 90|**Reliable:** always comes through for its creator or friends|**Unhinged:** the only certainty w/ this droid is that its decisions can't be predicted|
|91 - 95|The GM invents or chooses one positive personality trait|The player invents or chooses one negative personality trait|
|96 - 100|The player invents or choose one positive personality trait and then rolls again on this table|The GM invents or choose one negative personality trait and then rolls again on this table|