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====Crafting==== FFG actually came up with a fairly elegant system for crafting equipment. Rather than allowing you to create every item in the book for a fraction of the cost and breaking your GMs economy or by circumventing the rarity restrictions and giving yourself an item that the GM didn't make available to you ''(like T-7 disruptors for instance)'', you can instead build items from a pre-set template, which is a bare-bones item with absolutely no frills. It comes with a very cheap materials cost, a predetermined length of time to build, and a difficulty skill check in order to build the item. Your mechanically minded character ''(or Outdoorsman, since they can build low tech items)'' will generally be able to breeze through these simple checks and build themselves a desired item without much bother. You additional successes on the roll actually make the build time go more quickly, where if you end up with a net number of failures, you lose your material cost and have wasted your time. What really becomes interesting is what you spend the Advantages/Triumphs on: There are tables with a large variety of qualities that you can build into your newly crafted item, and so long as you can afford the advantage cost, you can build yourself some pretty nifty items, such as laser rifles with the ''Blast'' and ''Auto-Fire'' qualities. Mind you, your Gamemaster gets to spend Disadvantages/Despairs to make those same items suck some too. There are a number of caveats to this however, first is that your god-tier item doesn't cost any more that its base materials. So unless you have certain talents which increase your selling cost and reduce your crafting expenditure, you're not able to turn much of a profit on a low cost template, added to the fact that it takes several hours to build each item you are not likely to earn [[15,000,000 Gold a Day|10,000,000 Credits per day]] using this method. Secondly, the odds of you creating a god-tier item are pretty sketchy. Even a high level mechanic who throws five D12s at a single check can only roll ''(or convert in some cases)'' nine "Advantages" ''(as one "Success" is still required to pass the check)'' or roll five "Triumphs" at best without finding additional advantages from other sources somehow. This is not counting what the difficulty dice rolled against you, though <u>it is</u> possible to reduce the difficulty of the check to zero by taking the ''Schematic'' result several times, but you are still at the mercy of the random dice when you roll. ''(At this point the GM should be throwing Destiny points at you in the vague hope of scoring some disadvantages)'' Even without difficulty you have about the same odds of building a basic template item rapidly through high success as you do building something slowly with very high quality, odds are you'll roll a roughly even split of Success vs Advantage and end up with something roughly in the middle. Better items may be found off the shelf if you fork out some more money and take the time to look, or that come with unique rules that you simply cannot build into your own items using the template method. But crafting generally means that your brand new item is likely to be bespoke; [[Your Dudes|tailored to what you want it to be]] and allows for some oddball combinations. Droids can also be crafted using the template method though they are of comparable cost to droids off the shelf and it can take several days of work to complete, and because you are essentially building a new character it is slightly more complicated than rolling one check. Requiring a Mechanics test to first build the chassis from a selection of templates following the normal rules. ''Then'' programming the personality from a list of directives which requires a Computer checks, providing it with a selection of skills suitable to its intended job. Thankfully once the body is completed, the personality no longer costs anything and cannot be ruined by a failure, though disadvantages rolled can count as permanent penalties for the droid's available skills, or imposing negative personality traits. There are no items that explicitly help with programming either, so you're probably relying on you skills (and luck) alone to get it done, unless you can convince your GM to allow you to craft some kind of programming tool/guide with the Gadget crafting rules first. With the release of Unlimited Power, there are also crafting tables for the creation of Force Talismans and Potions. The book strongly encourages players and game masters to reflavor their items in new ways beyond those presented (as tattoos, for example). The crafting tables also include both Light and Dark Force pips for purchasing positives and negatives on new items, alongside of and in addition to the normal Advantage/Triumph, Disadvantage/Despair.
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