Prior to gamestart but after character approval, characters may attempt to install a number of mods equal to their Intellect or Mechanics skill (whichever is higher). This is so that Day 1 doesn't become bogged down in modding rolls, and to reflect that your characters have been using and caring for their gear prior to this.
The cost of installing the mods must still be paid.
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When modding your equipment, we will be using these streamlined rules to make things run more smoothly for you the players and for the GMs.
On a successful roll...
- Two or less Threats convert to strain taken.
- Three Threats increase the cost of modding by 10 credits.
- Advantages decrease the cost of modding by 10 credits per Advantage, or you may alternatively choose to regain Strain.
- One Triumph allows you to install the mod free of cost.
- Two or more Triumphs allows for reconstructive genius, and the item's Hard Point increases by 1. This may only be applied once per item.
On a failed roll...
- Advantages allows you to recover the cost of materials, by 20 per Advantage.
- Threats become strain taken.
- Triumph means you have learned a valuable lesson and you may upgrade your next attempt at installing that same mod, or alternatively you recover all the costs of the materials.
As a note, in the future, failing to install a mod doesn't mean you cannot attempt to install it again in the future. The costs of material are still used on a failed roll (with possibility for more costs or recouping costs as noted above), and costs must be paid again for each attempt to install the mod.
Completely Stolen: Faily’s Houserules for modding
- Meiyokashi
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- Joined: Mon Jan 04, 2021 1:05 am
Completely Stolen: Faily’s Houserules for modding
Game Master ◘ Mediator of the Light and Dark ◘ Of Triumph and Despair ◘ Of Heroes and Villains