Crafting – expanded and meddled with…

This is an older post, but it checks out. We did some play-testing of these house-rules, and they did work fairly well. It is aimed at somewhat more enabling of power-play, and it was specifically designed for armour crafting (the only crafting rules out at the time of creation and play-testing). However, I do believe they can work with weapons also, and other items, although some tweaking may be in order.

I will test these further in my current campaign.

These customised crafting rules are aimed at expanding upon, but still be in the spirit of, the crafting rules in the FFG Star Wars RPG system, giving players some more control over their crafting.

When generating new crafting templates based on existing, published or home-brewed weapons, gear, armour and so on, follow these steps:

Cost:~1/2
Rarity:-1 to -2
For example: Take the Kyuzo Energy Bow (from Forged in Battle), halve cost to 1200 and reduced the rarity by 1, and you have the start of a template for a (heavy) energy bow.
Crafting difficulty is based on original rarity:Rarity 1-2Easyadjust for complexity
 Rarity 3-4Averageadjust for complexity
 Rarity 5-6Hardadjust for complexity
 Rarity 7-8Dauntingadjust for complexity
 Rarity 9+Formidableadjust for complexity
The Kyuzo Energy Bow has an original rarity of 8, hence the difficulty would be Daunting, this could be adjusted up or down. I’d suggest to keep it at Daunting, it is not conventional, but not extremely unorthodox either.
Time:Adjust by table and what seems reasonable, err on the side of too long.
Other:Remove non-unique and non-core functionality qualities
 Consider auto-upgrade, difficulty increase or adding setback dice for unique qualities
Here the templates is basically designed and the final difficulty set.

Looking at the ranged weapons template table in Special Modifications, I consider the Heavy Energy Rifle to be similar enough, 24 hours is an appropriate time, although we may increase this to 36 if we want to signify some complexity or other in the creation of this bow.

The profile we base on the Kyuzo Energy Bow, so dmg: 9, crit 4, range long, encumbrance 6, and 2 HP. In spirit of the Heavy Energy Rifle, we also keep Cumbersome 3. The weapon has no unique qualities, but I’d consider allowing to keep one quality, to compensate for the Cumbersome 3 rating, and the base weapon’s lower damage, higher crit rating, and fewer HPs (compared to Heavy Eneryg Rifle). However, choosing to keep the Knockdown quality should warrant an added setback die to the difficulty. If we want to keep the Pierce quality instead, at a reduced rank, for instance 2 or 3, this may have they same modifier. If we are adamant to keep the Pierce 5, that could easily warrant an upgrade of the difficulty check. Keeping both qualities is not advised. We may also choose to not keep any but the Cumbersome quality for a more basic heavy energy bow template.

The following guidelines are for combining existing and new templates, as well as adding qualities to templates before the check is made, in essence potentially ensuring certain qualities to the finished crafted item.

Step 1Pick base template from which base item profile is derived. 
Step 2Determine cost and rarity of materials needed:Pick most expensive and/or rare template. Add half the cost of other template.
Step 3Determine time needed to craft item:Start with template with longest craft time and add an appropriate amount of time, I tend to go for half of second template or 6 hours, whichever is longer
Step 4Determine craft difficulty:Base this off the most difficult template and adjust further.
The idea here is that accomplished crafters, may combine different templates to create more complex items, originally intended to combine various types of armour templates. In effect gaining more benefits in one item. Adjusting the difficulty as suggested below.
CustomisationDifficulty adjustmentCost adjustmentTime adjustment
Combining 2 templates:Add 1 difficulty dieIncrease cost as per above guidelines.See above
Adding 1st new core quality (see appropriate crafting tables):Upgrade difficulty onceIncrease by total number of advantages required for chosen quality/qualities multiplied by 200, and/or by 800 per quality requiring a Triumph*Add 5 hours to crafting time per added quality.
Adding 2nd and 3rd new quality (from tables):Add 2 setback dice per additional quality or rank of same quality (max 4 setback dice)See above.See above.
Adding 4th new quality:Add challenge dieSee above.See above.
*A quality requiring 2 Advantages, costs an additional 400 credits to craft.

Using the template created above, where we in this example choose to keep the Pierce 5 quality in the template, gives us a starting difficulty of an upgraded Daunting (RPPP) mechanics check. Now we want to add the Knockdown quality, upgrading the check once more, and increasing the cost by 400 credits (1600 total). We also want to make it Accurate 1 out of the gate, adding another 800 credits to the cost, and 2 setback dice to the check, ending up at RRPPSS. For another 2 setback dice, we could also add Concussive, adding another 800 credits to the cost. Adding another quality would add a challenge die to the pool.

If the check is successful, you now have a seriously nice heavy energy bow. Any advantages produced can of course be spent on other modifications, and of course, at this difficulty there is a real chance for a bunch of threats, and even despairs, making your weapon that much more … interesting.

As the summer (holiday) is coming to an end…

… in these parts of the world, I must reorientate my attention to research and students once again.

Over the last weeks I’ve published a few short posts on a project I’m working on. Two project actually.

The first project concerns various Force traditions we know from WotC days and Legends. This is currently on pause as I’m letting the various specialisations I’ve made (Jensaarai, Zeison Sha, etc) marinate in their current form and in the back of my mind. For this project I’m also going to introduce some new Force traditions, as exemplified by the Shao Meiti. My hope is that this will be a short PDF with fluff and stats for each tradition, placing them in the timeline, how to use them in the game, and how – perhaps – to orientate a game around these new specialisations (in other words, suggesting how to turn them into full-fledged careers).

The second project is related to the most recent posts. I guess you could call it the Taiban-project. It’s a new sector in the Star Wars galaxy, where my current Star Wars RPG campaign is taking place. You can find more on it over on World Anvil. I use WA because it has a setup that is very practical and useful for creating worlds, sorting articles by types and categories, as well as many useful prompts when creating various types of world elements. I hope this project leads to a good WA site, and eventually I hope to publish summaries of it in a PDF, perhaps together with the Force tradition-project, or more likely, with the revision of Cartol’s Emporium.

It could also be mentioned that a long-term plan is to completely reskin Cartol’s Emporium, to become setting agnostic. It is obvious to me that the original work has lost much of its usefulness over the years. Most starships, weapons, and armour, have already appeared elsewhere in an official manner. What is left is a scenario area, which arguably can suit many different settings. This is however not something I’m focusing on now. Cartol will first be revised for use with FFG’s Star Wars RPG, removing that which now exists officially, a process that is slow and arduous.

Now I must go back and continue on a paper for a deadline on Monday.

Jemtii – ambassadors of nature

A branch of the Church of the Force, the Jemtii

A small religious group of adherents to nature living in enclaves all over the galaxy. They live off what the land provides, cultivating only what they need to survive, for instance for medicinal purposes. They interact with the local wildlife, and on Imeneer they sometimes use the Fernix as beasts of burden, but the Jemtii tend not to domesticate or tame animals for personal benefit or that of others.

Jemtii are largely ignored by the Jedi Order and the Republic during the time before the Empire. With the rise of the Empire, and the persecution of anything related to the Jedi, and the Force, the Jemtii is also at risk of persecution. They are however mostly present in the outer rim regions and the unknown regions, following their intuition as to where the Force and Nature is at most harmony and where they can learn the most. There are a few Jemtii enclaves in the inner rim, core worlds, and other more civilised and heavily populated sectors and regions. These enclaves are facing stricter sanctions and violent persecution with the rise of the Empire.

On Imeneer the Jemtii live in an enclave east of the city.

Structure

The Meiti is considered the first among equals, however most enclaves go without the presence of a Meiti most of the time. The organisational structure of the enclaves is usually one of egalitarianism and equality. Younger and newer members are guided by more experienced members, but all enjoy the privilege to voice their concerns, observations, and experiences.

Public Agenda

To maintain balance between civilisation and nature, by devoting their lives to getting to know various ecospheres, learning about its flora, fauna, rhythms and tides, all essential aspects of the Force according to Jemtii beliefs.

Imeneer

Imeneer with its green ring, and the moon Imon.

The main inhabited planet in the Imeneer system. Imeneer is dotted with settlements of farmers and small towns, and lately, outsiders that fled the Clone Wars started to arrive.

Geography

Mountains, jungles, sinkholes, some oceans. The planet is teeming with life, small villages, farming communities, and vast stretches of wilderness and untouched nature.
The single moon of Imeneer, Imon, is habitable but not colonised.
The City (aka The Port): Imeneer is also the name the inhabitants of the largest settlement have given their city. To everyone else it is only referred to as “the city” or “the port,” as it is, after all, the site of the planet’s only spaceport. The city is sizeable, with tens of thousands of inhabitants.
Tiff: a large farming community in the southern hemisphere of Imeneer. Trades mainly through the city, but also accommodates merchants locally.
Guild Town: a forestry community far to the west of the city, high-output production since the Empire took over.
Keno’s Redoubt: an old abandoned shadowport, derelict and mostly empty.

Teeming with life in the jungles and oceans, from the curious and capable Sciper to the mysterious and efficient hunter the Fernix.

History

The earliest known settlers arrived on Imeneer some 600 years ago, outsiders and refugees from some long-forgotten conflict and destructive events. Over the years towns have appeared and disappeared again, as people migrate, lives changes, fortune change and people gather in larger density.   The Old Republic had only the minimum of contact and provided nothing of practical consequence for centuries. Even when Czerka Corporation arrived, the Republic remained distant, until the Jedi showed some interest.   With the rise of the Empire, a new era is being ushered in. At least that is what the posters and Holonet say.

Imeneer has see very few visitors over its time, although the occasional big-game hunters and privileged individuals with access to time, money, and a vehicle to traverse the outer rim on a whim, do appear on the planet.

Shao Meiti – Nature’s Emissaries

A pragmatic and mysterious order, the story goes that the Shao Meiti is a branch of the Jal Shey tradition appearing many centuries ago, primarily operating in the outer rim regions. The Shao Meiti did not generally carry lightsabers, but members still attuned themselves to Kyber crystals in different, yet still personal ways, connecting ever deeper with the Force.

The Shao Meiti has similarities to the pragmatic and intellectual pursuits of the Jal Shey but have combined them with an orientation towards natural phenomena, flora, and fauna. In this regard, they appear more spiritual, yet their practices are firmly rooted in science, combined with the insights provided to them from the Force.

The Shao Meiti moved away from the endeavours of civilisations and organisations, seeing themselves more as negotiators and ambassadors to the primal aspects of life and nature. They work towards balance and harmony, often seeking worlds and areas with conflict between civilisation and nature, and as they see it: within the Force. Seeking to strike a balance, to arbitrate on behalf of the flora and fauna, as well as vergences in the Force, and old remnant civilisations. With the rise of the Empire the Shao Meiti quickly went underground, hiding among environment organisations, agricultural settlements, and recent colonisation efforts in the outer rim.

A following has grown forth around the Shao Meiti. An organised group of believers, who believe in the Force and the need for harmony and balance between primal nature and developed societies of sentients. Calling themselves the Jemtii, this organisation has spread across the galactic frontier. Most members are not Force sensitive, but still follow the teachings of Dhainyz – the founder of the Shao Meiti – and establish small enclaves on worlds where they see their mission is needed.

Jemtii enclaves are mostly run by and consists of devoted followers that are not Force sensitive, but all enclaves have at some time had visiting members, and even leaders, who are real Shao Meiti. The Shao Meiti prefer to remain in the background, and more often lead a solitary and nomadic lifestyle than those of the Jemtii followers. Nonetheless, the Jemtii is quietly guided by Shao Meiti practitioners, often going by the title “Meiti” among the enclaves.

The Meiti primarily functions as a way to find new apprentices for the Shao Meiti, but also to keep an eye out on Imperial activities in their area of the galaxy. Their relationship with the Jedi was mostly neutral and distant, with the execution of Order 66 the Shao Meiti understood what was happening, and had a strong sense of who and what was behind it. Self-preservation mandated that they had to consider what to do with potential surviving Jedi that could turn up. It was left up to each member of the order to choose the best course of action in their position.

It is possible for player characters to be taken on by a Shao Meiti mentor. For a more thorough treatment on how to use and expand on the use of mentors in your game, see the book Disciples of Harmony. Presented below are the benefits and drawbacks of having a Shao Meiti mentor, based on Disciplies of Harmony

Shao Meiti Mentor

Benefit: Reduce the cost to purchase Control upgrades to the Alter, Ebb/Flow, Farsight, and Sense Force power by 5 XP, to a minimum of 5 XP.

Drawback (15 XP): Shao Meiti shun unnecessary technological accoutrements and celebrate what nature can provide. When a character generates Conflict while utilising non-primitive technology to do so, they generate an additional 2-3 Conflict. Furthermore, table 9-2 in the F&D core rulebook now applies to all aspects of nature (flora, fauna, vergences, etc).

Non-primitive technology means any technology that uses chemical, electronic, or other energy-based mechanisms. This means that all energy weapons, including lightsabers, as well as most slugthrowers, and vibroweapons, are considered non-primitive.