FFG Star Wars RPG: Crafting Containers House Rules

You can craft just about anything with the crafting rules in Fantasy Flight’s Star Wars RPG, but there aren’t any hard rules for crafting containers. From Utility belts to military backpacks, these templates will let you craft something a little bit better than standard market containers.

Of course, check with your GM before using these templates.

Container Templates

Utility Belt: 10 credits, Easy Mechanics check, 2 hours, Increase wearer’s encumbrance threshold by 1
Load Bearing Gear: 30 credits, Average Mechanics check, 6 hours, Increase wearer’s encumbrance threshold by 2
Backpack: 40 credits, Average Mechanics check, 10 hours, Increase wearer’s encumbrance threshold by 4
Military Backpack: 60 credits, Hard Mechanics check, 16 hours, Increase wearer’s encumbrance threshold by 6

Spending Advantage, Triumph, Threat, and Despair when crafting containers.

1 Advantage or 1 Triumph
  • Practice Makes Perfect: The character learns something valuable, and gains 1 Blue die on the next check he makes with the same skill before the end of the session.
2 Advantages or 1 Triumph
  • Lessons Learned: Reduce the difficulty of the character’s next crafting check by 1.
  • Utility Pouch: The container has special pouch that can hold any item with 0 encumbrance. It only takes an incidental action to draw that item. (Can only be selected once.)
  • Hidden Storage: The container has a hidden compartment that can hold 1 encumbrance worth of items. Two Black dice are added to any checks to find items hidden in that compartment. Each time you purchase this increase the encumbrance hidden by 1. The amount hidden cannot be greater than half the encumbrance threshold increase.
  • Custom Fit: The wearer adds one automatic advantage for one of the following skills. Athletics, Coordination, Resilience, Stealth, or Survival. (May be selected only once.)
3 Advantages or 1 Triumph
  • Efficient Storage: The container increases the wearer’s encumbrance threshold by +1. (Can only be selected twice.)
  • Micro-Repulsors: Add 1 Blue die to any Athletics checks used to lift and carry heavy objects or creatures.
  • Quick Release Straps: The container can be donned with a maneuver or dropped to the ground with an incidental.
4 Advantages or 1 Triumph
  • Integrated Equipment: Pick one piece of equipment the crafter has on hand to integrate into the container. The item’s encumbrance isn’t counted against the wearer’s threshold. The GM may rule that certain pieces of equipment can still be used without having to draw them out of the container. Equipment must have an encumbrance equal to or lower than 1 for utility belts, 2 for load bearing gear, 3 for backpacks, or 4 for military backpacks. (May only be selected once.)

2 Triumphs

  • Integrated Weapon Mount: Pick one weapon the crafter has on hand. A special mount is integrated into the container to hold the weapon. When stored in the mount the weapon’s encumbrance does not count against the wear’s threshold. The weapon can also be drawn or stored with an incidental action. The weapon must have an encumbrance equal to or lower than 2 for utility belts, 3 for load bearing gear, 4 for backpacks, and 6 for military backpacks. (May only be selected once.)
1 Threat or 1 Despair
  • Exhausting Effort: Upon completing Step 3: Construction, the character suffers 3 strain.
  • Poor Fit: Donning or removing the container requires 1 additional  action (this can only be selected once.)
2 Threats or 1 Despair
  • Complex: The container is difficult to maintain. Increase the difficulty to repair this item by 1.
  • Restrictive: The wearer of this container adds automatic threat to checks for one of the following skills: Athletics, Coordination, Resilience, Stealth, or Survival. (This may be selected only once.)
3 Threats or 1 Despair
  • Wear and Tear: The tools the character use using to craft the armor are worn down or destroyed, and are damaged one step (minor damage if undamaged, from minor to moderate, or moderate to major.)
  • Fragile: The container has a substantial vulnerability that can be exploited; whenever the armor becomes damaged, the damage always counts as moderate damage unless it would be worse.
  • Cumbersome: The container has the Cumbersome 2 quality. Each additional purchase of this flaw increases the Cumbersome quality by +1.
4 Threats or 1 Despair
  • Supply Shortage: The character runs our of equipment midway through constructing the container. The crafter cannor finish it until he has a chance to acquire more supplies and spends credits equal to 25% of the Material Price on these additional supplies (this can only be selected once).
2 Despairs
  • Unexpected Flaw: The container has a serious problem the crafter does not detect. At some point in the future, the GM may spend a Destiny Point to cause the container to fail. When he does so, the container counts as suffering major damage, and thus becomes unusable. Once the container had been repaired, this flaw is removed and cannot be exploited again this way. (This can only be selected once.)

 

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