rpgs:star_wars:sw_ffg_tips
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Table of Contents
Tips
Character creation
- max characteristics at start 4
- no similar specialistion on one character, example: no Infiltrator+Marauder, Ace:Pilot+Smuggler:Pilot, etc.
- attributea can only be raised once after character creation
reduce the difficulty in modding
- Special Modifications (Pg 94) adds rules for a workshop. Not only does this count as always having the right tools for the job (for a single skill), but advanced benefits can downgrade the difficulty of the check once and grant boosts on future checks in the right circumstances.
- Stay on Target (Pg 45) has a Custom Tool Kit, which adds a boost die to repair or maintain a specific item/vehicle. Your GM could allow that to apply to modding a specific weapon's attachments.
- Keeping the Peace (pg 53) adds the Jedi-Multitool, which adds an automatic advantage to checks to mod or repair lightsabers.
- Special Modifications (Pg 52) and Fully Operational (Pg 48) both add the Intelligent Toolbox, which reduces the time for crafting and other mechanic related checks by 50%
- Savage Spirits (Pg 49) adds the weapon maintenance kit, which adds 2 boost dice to checks to repair or modify a specific weapon type (slugthrower, blaster, etc)
- Using a droid or NPC with higher ranks in Mechanics, or higher Intellect than you for a skilled assist check, augmenting your Int and Mechanics with whichever is higher of theirs.
- The crafting-focused specializations also have a variety of talents that can improve your odds of succeeding on crafting/modifying.
rpgs/star_wars/sw_ffg_tips.1695607334.txt.gz ยท Last modified: by michaelsd
