BUILD & REPAIR RULES RULES CHANGE
I've been a bit peeved about the fact that there are no good rules for creating already existing items or bulding something new so I hammered together a new version of the rules and changed tools a bit.
Toolkits have been changed to be more like medkits and more modifiers have been added to B/R tests to even things out. Use toolkits like Medkits when using Toolkits to repair vehicles/drones - the reason for this is that repairing a vehicle is basically the same thing - although the base time for repairing a vehicle is a bit longer than just "healing" someone.
Toolkit Availability Cost
Toolkit (Rating 1-6) - Rating x 100Y
Toolkit Supplies - 50Y
Toolkit supplies must be changed every time one of the following situations apply:
After Each Standard Test: Roll a D6 and a dice roll of 1 = Switch Refill
Boxes repaired more than toolkit rating = Switch Refill
Extended test rolls more than toolkit rating = Switch Refill
Whenever an item has been built = Switch Refill
REPAIRING ITEMS AND VEHICLES
Damage / Device Damage / Treshold
Simple / Malfunction -1 / 2
Basic / Easy Fix -2 / 4
Complex / Common Repair -3 / 8
Intricate / Serious Damage -4 / 12
Exotic / Broken Beyond Repair -5 / 16
Device Rating (Maglocks etc) - / See Rules
Working Conditions Dice Pool
Distracting (Indoor / Poor lighting / Stressed) 1
Poor (Street or Wilderness) 2
Bad (Combat, Bad Weather, Swamp) 3
Terrible (Fire, Severe Storm) 4
Superior (Garage, Calm Situation, Good light) +1
Tools and/or Parts Are: Dice Pool
Inadequate (Toolkit with no refills) 2
Unavailable or not allowed (No Tools available, Parts are Missing) 4
Superior or more (Working Toolkit) +Toolkit Rating
Plans or Reference Material: Dice Pool:
Available +1
Augmented Reality Enhanced +2
Working From Memory: Dice Pool
Superior Intellect 7+ +1
Logic 5+ +0
Logic 14 (5 Logic)
BUILD & REPAIR RULES CREATING ITEMS
In order to create gear, weapons and armor from scratch one need tools, time and base materials. Obtaining the parts is a separate test that defines the cost of the parts needed.
Make a B/R test against a chosen threshold depending on the availability. The cost of the needed parts are equal to [Item Base Cost / Net Successes+1] Round Up. Base time to find the needed parts are equal to [Item Availability/2] (this can easily be modified by the GM depending on location, the rarity of the needed parts or how much time the character actually has to look for them).
Availability Treshold
1-4 1
5-8 2
9-12 3
13+ 4
BUILDING NEW ITEMS
A few slight differences have been added when building items, especially regarding Shops and Facilities.
Shops are designed to create batches of items and Facilities are designed to create large quantities while the regular toolkit can be used to repair single items or have enough items to create one object.
Toolkit: Each Net Success: No more than 1 item total
Workshop: Each Net Success: +1 Item
Facility: Each Net Success: +10 Items
Note: You can never create more items than you have parts.
Device Type Base Time Treshold
Electronics 1H Device Rating X2
Melee Weapons / Thrown (Sword, Club) 1H 10+Damage Bonus
Melee Weapons (Hi-Tech, Monowhips) 6H 10+Damage Code
Projectile Weapons 6H 10+Damage Code
Firearms, Standard (Gunpowder, tazers) 6H 10+Damage Code
Firearms (Grenades, Rockets) 6H 10+Damage Code
Firearms, Hi-Tech (Pain inducers etc) 12H 10+Damage Code
Explosives 1H Desired Rating X2
Armour 6H Armour Rating X2
Working Conditions Dice Pool
Distracting (Indoor / Poor lighting / Stressed) -1
Poor (Street or Wilderness) -2
Bad (Combat, Bad Weather, Swamp) -3
Terrible (Fire, Severe Storm) -4
Superior (Workbench, Laboratory, Good light) +1
Tools and/or Parts Are
(Modifiers Stack) Dice Pool
Inadequate (Toolkit with no refills) -2
Unavailable or not allowed (No Tools available / Missing Parts) -4
Dangerous (Corrosive Chemicals, Acid etc) -2
Superior or more (Working Toolkit) +Toolkit Rating
Workshop (Fully stocked Workshop/Garage) +1
Facility (Small production plant) +2
Employees (Facility Only Teamwork Test) +1 to +6
[u/]Building Material Modifier (Modifiers Stack) Base Time Change[/u]
Creating from scratch (Creating parts from scratch) +5
Pre-Fabricated Materials (Scrounged for parts etc) -
Contains Hi-Tech Parts (Plutonium, Microwave, Laser Rifle) +5
Plans or Reference Material: Dice Pool
Available +1
Augmented Reality Enhanced +2
Working From Memory: Dice Pool
Superior Intellect 7+ +1
Logic 5+ +0
Logic 14 (5 Logic)
Crap, that didn't look right