Custom-Made Equipment: Difference between revisions
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==Custom-Made Equipment== | ==Custom-Made Equipment== | ||
In addition [[Equipment Modifiers|Equipment quality]] cost multipliers and skill modifiers, several other features can be added to almost any gadget for which both cost and weight are given (not drugs, etc.). Multiple modifications are possible; e.g., "expensive" and "styling" commonly occur together. Each modifier has a "cost factor" ([[CF]]). To find final cost, multiply the modified item's list cost by (1 + total [[CF]]). If total [[CF]] is below -0.8, treat it as -0.8; thus, final cost cannot be below 20% of list cost. | In addition to [[Equipment Modifiers|Equipment quality]] cost multipliers and skill modifiers, several other features can be added to almost any gadget for which both cost and weight are given (not drugs, etc.). Multiple modifications are possible; e.g., "expensive" and "styling" commonly occur together. Each modifier has a "cost factor" ([[CF]]). To find final cost, multiply the modified item's list cost by (1 + total [[CF]]). If total [[CF]] is below -0.8, treat it as -0.8; thus, final cost cannot be below 20% of list cost. | ||
===Cheap and Expensive Gadgets=== | ===Cheap and Expensive Gadgets=== | ||
Cheap gadgets use inexpensive materials. They're either clunky (weight is ×1.5) or fragile and finicky (weight is unchanged, but apply -2 to [[HT]] and halve [[DR]]). Either way, [[CF]] is -0.5. | Cheap gadgets use inexpensive materials. They're either clunky (weight is ×1.5) or fragile and finicky (weight is unchanged, but apply -2 to [[HT]] and halve [[DR]]). Either way, [[CF]] is -0.5. |
Revision as of 19:59, 3 November 2014
Custom-Made Equipment
In addition to Equipment quality cost multipliers and skill modifiers, several other features can be added to almost any gadget for which both cost and weight are given (not drugs, etc.). Multiple modifications are possible; e.g., "expensive" and "styling" commonly occur together. Each modifier has a "cost factor" (CF). To find final cost, multiply the modified item's list cost by (1 + total CF). If total CF is below -0.8, treat it as -0.8; thus, final cost cannot be below 20% of list cost.
Cheap and Expensive Gadgets
Cheap gadgets use inexpensive materials. They're either clunky (weight is ×1.5) or fragile and finicky (weight is unchanged, but apply -2 to HT and halve DR). Either way, CF is -0.5.
Expensive gadgets are made of lighter, stronger materials. Weight is ×2/3. CF is +1. Neither option is available for weapons or armor.
Disguised
A gadget or a weapon may be disguised as something of similar shape; e.g., a knife built into a belt buckle. Finding the hidden item requires the Search skill. CF is +1 for a mass-produced item, +4 for a custom-built one.
Quality
The quality grades for tools and gear have associated CFs: 0 for basic, +4 for good, and +19 for fine.
Rugged
A "ruggedized" gadget is built to withstand abuse, harsh weather, and damage. It has a shockproof and/or waterproof case, heavy-duty framework or fasteners, etc. This gives +2 to HT and doubles normal DR. Weight is ×1.2. CF is +1. This option isn't available for clothing, weapons, or armor, except as specifically noted.
Styling
Any gear can have a more fashionable appearance: inlaid jewels, hand-tooled leather, embroidery, brocade work, silver or gold plate, etc. This is common for presentation-grade weapons. Styling grants a bonus to reaction rolls from collectors and potential buyers, and to Merchant skill rolls made as Influence rolls on such people: +1 to rolls for +1 CF, +2 for +4 CF, or +3 for +9 CF.
For detailed options, see Decorated Equipment.