Weaponsmithing: Difference between revisions

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* 11 - 20: Repair a moderately damaged weapon or build a moderately complex weapon such as a basic blaster or vibroblade
* 11 - 20: Repair a moderately damaged weapon or build a moderately complex weapon such as a basic blaster or vibroblade
* 21 - 30: Repair a heavily damaged weapon or build a highly complex weapon such as drone projectiles or guided missiles.
* 21 - 30: Repair a heavily damaged weapon or build a highly complex weapon such as drone projectiles or guided missiles.
* 31+: Repair a critically damaged weapon or build an extremely complex weapon such as a lightsaber without use of the Force.  
* 31+: Repair a critically damaged weapon or build an extremely complex weapon such as a lightsaber.
== Modifiers ==
== Modifiers ==
* GM may add to the difficulty of the roll per the complexity of the weapon during repair attempts.
* GM may add to the difficulty of the roll per the complexity of the weapon during repair attempts.
* A Force User may add Telekinesis dice to the roll for constructing a lightsaber.
* A Force User may add Telekinesis dice to the roll for constructing a lightsaber.

Latest revision as of 02:21, 21 September 2023

This skill determines a character's prowess in designing, building, modifying, and repairing weapons.

Specializations

Blasters

Guns that fire bolts of plasma or other energy.

Firearms

Guns that fire physical ammunition.

Projectiles

Projectile weaponry such as missiles and grenade launchers.

Melee Weaponry

Melee weapons such as staffs or vibroblades.

Benchmarks

  • 1 - 10: Repair a minorly damaged weapon or build a simple weapon such as melee weapons with no machinery
  • 11 - 20: Repair a moderately damaged weapon or build a moderately complex weapon such as a basic blaster or vibroblade
  • 21 - 30: Repair a heavily damaged weapon or build a highly complex weapon such as drone projectiles or guided missiles.
  • 31+: Repair a critically damaged weapon or build an extremely complex weapon such as a lightsaber.

Modifiers

  • GM may add to the difficulty of the roll per the complexity of the weapon during repair attempts.
  • A Force User may add Telekinesis dice to the roll for constructing a lightsaber.