1. Downtime

Crafting

Given materials and time, characters can create a variety of equipment, and those with expertise can produce come exceptional items. JONE has its own house rules for crafting that can be found in the JONE Crafting Document. This includes a step by step guide on how to craft, as well any specific rules or limitations related to crafting. It also contains each crafting category and all of their crafting templates.

This wiki entry will also provide the crafting steps below as a quick reference but is not a replacement for the details provided in that document.

Step 1: Template & Required Materials

1A) Select Template

Select a Template that best fits the item you're attempting to create. To the right is a comprehensive list of all the available Template Types and their corresponding Improvement and Flaw Tables.

Note on Lightsabers: Lightsabers are a Jedi's weapon, and therefore are the most important weapon in our Crafting System. There are additional rules related to crystals, trials, and initial saber crafting here.

1B) Acquiring Materials

Only Restricted templates must be acquired offworld, utilizing the Brokering Downtime rules. Lightsaber materials can be acquired at the Jedi Temple on Dantooine, regardless of Rarity.

1C) Bulk Crafting (Optional)

Certain templates can be bulk crafted to reduce administrative burden on both players and GMs. Ammunition, Minion Droid Chassis, and Potions can all be crafted in bulk. When bulk crafting, only a single crafting roll is actually rolled, and the results are applied to each item in the bulk crafting. The credits and hours must still be paid as if you were crafting each item individually.

For example, when crafting 4 pieces of Solid Projectile Ammunition, the price would be 200 credits, and the hours cost would 16 (50cr and 4 hours each).

1D) Bulk Programming of Minion Droids

When programming a droid minion group, the hours cost is determined as following: The first minion is programmed at full hour cost for the directives. Every minion thereafter costs 50% of the hour cost.

For example, a group of 4 monotask chassis programmed for Navigation Directives would cost 120 hours. 48 hours for the first minion, and 24 hours for each of the remaining three.

Step 2: Include Experimental Designs

2A) Choose Experimental Design (Optional)

You may select one improvement as an Experimental Design. The Experimental Design comes coupled with flaw(s) of equivalent total value in Threat and Despair chosen by the GM. Double Triumph improvements may not be selected. Details on improvements and flaws are specific to each crafting subcategory, which can be found in the JONE Crafting document.

Step 3: Additional Factors (Optional)

3A) Calculate Risk

You may take some calculated risks crafting the item in order to add Boost to the check or to Upgrade your pool. Each die you add or change in this manner adds a negative upgrade to the template difficulty, changing a difficulty die into a challenge die. These benefits may stack for a total of four negative upgrades, two positive upgrades, and 2 Boost dice.The Caclulate Risk table can be found in the JONE Crafting document.

3B)Extra Material Sourcing

You may increase the amount of credits invested into the item by performing Extra Material Sourcing. Doing so allows you to add one additional Boost. Each die added in this manner adds 25% to the base crafting cost of the item. This may only be taken once.

3C) Cutting Corners

After determining Extra Material Sourcing and Calculated Risks, you may decrease the amount of credits invested into the item by Cutting Corners. Each instance of Cutting Corners adds a setback to the check but decreases the material costs in a set amount. You can only decrease the cost by a maximum of 10%.

3D) Tools

On any given crafting check, up to two tools may be used. Specialist Tools and Precision Instruments follow the Simple Tool requirements for GM discretion regarding their use. For most implementations of a skill, the tool will be, on some level, viable for use, unless the use-case presents a glaring mechanical or narrative problem. The same type of tool may not stack on the same crafting check (i.e. you may not have two Specialist Tools on the same check).

Note on Tool Adjacent Items and NPCs: Certain items that qualify as "gear," but aren't explicitly tools, are considered tools for the purposes of the two tool restriction. Droids or other NPC assistance, Armor Attachments like "Utility Arm," and Improvements on Cybernetics are all examples of tool-like gear. There may be other that are not listed. The table to the right should cover most obvious options.

Note on 'Right Tools for the Job': Crafting will often call for 'The Right tools for the Job'. In the event that you wish to use tools which do not meet that criteria, the Temple has facilities that confer the benefits of having the right tools for the job (making the check possible in the first place, Not adding Boosts).

3E) Assisting & Crafting For Others

Assistance: Characters may want to team up for a crafting check. In these cases, both the crafter and the assistant are required to pay the full 100% of the the Final Hour cost.

Crafting For Others: Crafters may be commissioned to build items for other PCs (with the exception of Lightsabers). If the benefactor of the crafting check would not like to assist, they must still pay 50% of the the Final Hour cost.

Assistance from Droids: In the case of owned Droid NPCs providing assistance, the Crafter may always choose to either be the one making the check or assisting on the check, though they spend the 100% of the hours as if they were the Crafter.

Step 4: Roll For It!

4A) Success, Failure, and Flaw(s)

If you succeed, the item is crafted. Extra successes may to used to decrease total time required by 2 Hours per extra success, to a minimum of one hour.

If you fail, the item is not crafted and the majority of the time and credits are wasted, though you recover 50% of total credits spent. You may also use unspent Advantages on the relevant cost-recovering result on the roll table.

What If You Fail?: First of all, you get 50% of credits back, with advantages/Triumph being available to increase that up to 100% of credits and 50% of time. Secondly, every table has a Lesson's Learned, decreasing the next attempt of next attempt at crafting this template by 1.

Secondarily, there are many avenues available to increase your chances of success for follow-up attempts, including: Calculated Risks, Extra Material Sourcing, building tools, securing assistance. Additionally, All Threat Equity, which would have been spent in the case of a success, is ignored. This does not remove rolled threats and despair, however.

4B) Order of Operations

With a successful roll, the item is now ready for Improvements and Flaws. Improvements are generated from Advantages and Triumphs, while Flaws are generated from Threats and Despairs. Improvements are determined before Flaws, including Threat and Despair Equity from Experimental Design. 4C and 4D have greater details on spending relevant results.

4C) Advantages & Triumphs

Advantages and Triumphs may be spent on the relevant Improvement table. Aside from the Rolled Improvements, Advantages and Triumphs may also be used to reduce the total credit cost by 5% per Advantage or 15% per Triumph, to a maximum of 90% cost savings.

Additionally, Advantages and Triumphs can be spent on the corresponding Custom Spends spends to the right. Custom spends need to be approved by the GM at the time of crafting and will often be limited in scope. We encourage these spends to pursue particular narrative rather than mechanical effects. Various examples have been included in the Improvement Tables as ideas for custom spends. These examples are general in nature but are provided as 'launching points' or inspiration for how to consider the narrative of your items.

4D) Threats & Despairs

Primarily the GM will spend Threats and Despairs from the Roll Result on Flaws on the related table. In the event that no Flaw is narratively or mechanically compelling, they may spend these on negative Custom Spends table to the right.

Step 5: Record Your Results

5A) Recording

Track the final hours and credits spent in the Downtime posting in #Downtime-Table. Add the completed item's sheet to your character sheet. Record hours and credits spent on the Holoterminal.