Equipment Modifiers: Difference between revisions
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===Equipment Modifiers=== | |||
The quality of your equipment modifies your skill rolls for tasks that normally require equipment: No equipment: -10 for technological skills, -5 for other skills. Note that many skills cannot be used at all without equipment! | The quality of your equipment modifies your skill rolls for tasks that normally require equipment: No equipment: -10 for technological skills, -5 for other skills. Note that many skills cannot be used at all without equipment! | ||
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:''Example: For [[First Aid]] skill, "improvised" might mean leaves and clean mud; "basic," sterile bandages; "good," a standard first-aid kit; "fine," a crash kit (found in most ambulances); and "best," an entire hospital. Missing antiseptic would give -1, while a first-aid kit salvaged from a wrecked vehicle might give -1 or worse for damaged equipment. | :''Example: For [[First Aid]] skill, "improvised" might mean leaves and clean mud; "basic," sterile bandages; "good," a standard first-aid kit; "fine," a crash kit (found in most ambulances); and "best," an entire hospital. Missing antiseptic would give -1, while a first-aid kit salvaged from a wrecked vehicle might give -1 or worse for damaged equipment. | ||
===Melee Weapon Quality=== | |||
Muscle-powered melee and thrown weapons come in several quality grades, described below. Quality influences the odds of breakage when you parry a very heavy weapon; see [[Parrying Heavy Weapons]]. The prices listed on the weapon tables buy good-quality weapons at [[TL6]] or less, fine-quality ones at [[TL7]]+. | |||
:''Cheap:'' A cheap weapon is +2 to break – and if it can be thrown, it has -1 Acc. It costs 40% of list price at [[TL6]] or less, or 20% of list price at [[TL7]]+. The mass-produced swords issued to ordinary soldiers are often of cheap quality. | |||
:''Good:'' A good weapon has no breakage modifier. This is the standard quality through [[TL6]]. At [[TL7]]+, good-quality weapons cost 40% of list price. | |||
:''Fine:'' Any fine weapon is -1 to break. A fine blade (cutting or impaling weapon) also gets +1 to cutting and impaling damage. At [[TL6]] or less, a fine-quality fencing- or sword-class weapon of any type costs 4 times list price. (Katanas are often fine!) Other weapon types cost 3 times list price if they do only crushing or impaling damage (e.g., a mace or spear), or 10 times list price if they can do cutting damage (e.g., an axe or halberd). At [[TL7]]+, all weapons are "fine" at no extra cost. | |||
:''Very Fine:'' Only fencing weapons and swords can be very fine. A very fine weapon is -2 to break and gets +2 to cutting and impaling damage. At [[TL6]] or less, very fine weapons cost 20 times list price; at [[TL7]]+, they cost only 4 times list price. | |||
:''Presentation weapons'' (decorated, bejeweled, gilded, etc.) are also available. This will further increase cost (and resale value) by 5-20 times. | |||
====See Also==== | |||
* [[Superfine Blade|Superfine Blade (TL9)]] | |||
{{TL6}}{{TL7}} | |||
[[Category:Rules]] | [[Category:Rules]] | ||
[[Category:Equipment]] | [[Category:Equipment]] |
Revision as of 08:55, 26 October 2014
Equipment Modifiers
The quality of your equipment modifies your skill rolls for tasks that normally require equipment: No equipment: -10 for technological skills, -5 for other skills. Note that many skills cannot be used at all without equipment!
- Improvised equipment: -5 for technological skills, -2 for other skills.
- Basic equipment: No modifier. This is the case most of the time.
- Good-quality equipment: +1. Costs about 5× basic price.
- Fine-quality equipment: +2. Costs about 20× basic price.
- Best equipment possible at your TL: +TL/2, round down (minimum +2). Not usually for sale!
If you have "basic" or better equipment that is not in perfect condition, the following modifiers apply in addition to quality modifiers:
- Missing important items: -1 per item.
- Damaged equipment: -1 to -3.
Equipment modifiers reflect the quality of:
- Special "tools of the trade," for criminal, military, and espionage skills such as Disguise, Explosives, Forgery, Forward Observer, Holdout, and Lockpicking.
- The contents of your backpack, for outdoor skills like Fishing and Survival.
- Your instruments or lab, for scientific and medical skills such as Alchemy, Diagnosis, Meteorology, Navigation, and Surgery.
- Your shop or toolkit, for Armoury, Carpentry, Electrician, Electronics Repair, Engineer, Machinist, Masonry, Mechanic, Smith, and other skills used to build or repair things.
- Your studio, for artistic skills – Artist, Jeweler, Photography, etc.
- Example: For First Aid skill, "improvised" might mean leaves and clean mud; "basic," sterile bandages; "good," a standard first-aid kit; "fine," a crash kit (found in most ambulances); and "best," an entire hospital. Missing antiseptic would give -1, while a first-aid kit salvaged from a wrecked vehicle might give -1 or worse for damaged equipment.
Melee Weapon Quality
Muscle-powered melee and thrown weapons come in several quality grades, described below. Quality influences the odds of breakage when you parry a very heavy weapon; see Parrying Heavy Weapons. The prices listed on the weapon tables buy good-quality weapons at TL6 or less, fine-quality ones at TL7+.
- Cheap: A cheap weapon is +2 to break – and if it can be thrown, it has -1 Acc. It costs 40% of list price at TL6 or less, or 20% of list price at TL7+. The mass-produced swords issued to ordinary soldiers are often of cheap quality.
- Good: A good weapon has no breakage modifier. This is the standard quality through TL6. At TL7+, good-quality weapons cost 40% of list price.
- Fine: Any fine weapon is -1 to break. A fine blade (cutting or impaling weapon) also gets +1 to cutting and impaling damage. At TL6 or less, a fine-quality fencing- or sword-class weapon of any type costs 4 times list price. (Katanas are often fine!) Other weapon types cost 3 times list price if they do only crushing or impaling damage (e.g., a mace or spear), or 10 times list price if they can do cutting damage (e.g., an axe or halberd). At TL7+, all weapons are "fine" at no extra cost.
- Very Fine: Only fencing weapons and swords can be very fine. A very fine weapon is -2 to break and gets +2 to cutting and impaling damage. At TL6 or less, very fine weapons cost 20 times list price; at TL7+, they cost only 4 times list price.
- Presentation weapons (decorated, bejeweled, gilded, etc.) are also available. This will further increase cost (and resale value) by 5-20 times.