Weaponsmithing
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 without use of the Force.
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.