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Modding [Houserule]

Posted: Wed Jun 24, 2020 9:23 am
by Faily
Prior to gamestart but after character approval, characters my 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.

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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 is 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.

Re: Modding [Houserule]

Posted: Fri Jan 08, 2021 6:51 pm
by Hatoful GM
Please note, pregaming modding still requires the purchase of materials: 100cr times the number of mods that will be in the attachment if your roll is successful.

Re: Modding [Houserule]

Posted: Sun Apr 18, 2021 5:38 pm
by Faily
As a note, in the future, failing to install a mod doesn't mean you cannot attempt to install it again in the future.