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MODIFICATIONPRICEMOD TYPENOTE

Autotargeting

4,000Weapon
+1 to hit

Boosted

2,000
Weapon
+2 damage

Bubbleseal

5,000
Armor
functions as vacc suit for 1 hour

Concealed

Special
Any
conceals item as different item of same mass

Customized

1,000
Weapon/Armor
+1 to hit/ +1 AC for specific character

Extended Magazine

500
Weapon
doubles magazine capacity

Flexible

5,000
Armor
-1 Enc for specific character, +2 Enc for all others

High Efficiency

Special
Any
duration devices last 50% longer

Infinite Magazine

10,000 + Special
Weapon
infinite ammunition

Infinite Power

5,000 + Special
Any Powered
infinite power source

Phasing

10,000 + Special
Weapon
+1 to hit

Polymorphic Blending

5,000 + Special
Armor
disguises armor as any other armor or clothing


Mods have a minimum Fix skill required to install or maintain them; a Customized mod requires Fix-1, for example, while a Flexible mod takes Fix-2. Without this skill level, the tech can’t build or install the mod, and they can’t maintain it properly either.Building and installing a mod requires a well-equipped TL4 workshop. It’s not necessary to have a full-fledged fabrication plant, but the sort of resources that a professional repair tech or vehicle shop have are necessary to assemble and adjust the tech. Such a shop can usually be rented for 100 credits a day, or bought outright in a city or other urban area for 25,000 credits. A starship’s “Workshop” ship fitting will also qualify.

Mods have a cost in credits or salvage. A tech with access to a normal TL4 parts market can buy components with a credit cost, but certain highly sophisticated mods require pretech components that can only be salvaged from certain ancient Mandate-era technological devices. Not just any device will do for gathering these components; these micronized fusion taps, antigrav nodules, impact flexors, and polymorphic state controllers are found in only certain Mandate tech or in rare ancient caches of unused components. A tech will usually have to find these components as part of an adventure, because those who have them need them for their own purposes and will not part with them for ordinary monetary compensation. The specific details of these parts don’t matter for mod use, and they’re simply tracked as “salvage”. If a mod requires three units of salvage, any three units will work, and it’s not normally necessary for a tech to track down specific components. Mods take time to build and install. It takes one week per minimum skill level of the mod to build and install it in the desired device. Thus, a Customized mod takes a week to put in, while a Flexible mod takes two. 

If a tech does nothing other than work, eat, and sleep, they can halve these times, and an additional assistant with at least Fix-0 skill can further halve the time.

Mods must be custom-built to specific objects. A tech cannot build a “generic” mod and then just attach it to a device; it must be carefully designed to fit exactly with that specific item, and sometimes even with a specific user.


Mods and Maintenance

Mods require maintenance to keep functioning correctly. Overclocked hardware, bleeding-edge tech, and experimental adjustments just don’t have the field durability of more standard gear, so a tech must apply daily attention to the modded hardware if it’s not to fail. A normal TL4 toolbox is required to maintain mods, but no special parts are needed.

A tech’s Maintenance score is equal to the total of their Intelligence and Constitution modifiers plus three times their Fix skill level. The smarter and the longer a tech can work, the more maintenance they can perform, but their overall expertise as a technician is the most crucial element. A tech can maintain a number of mods equal to their Maintenance score without cutting into their adventuring time or otherwise encumbering their off-duty hours. This maintenance is assumed to take place during downtime and doesn’t need to be tracked specifically in play. If they do nothing but maintenance, they can double their score, but this kind of dedication requires sixteen-hour workdays.

If a mod goes without maintenance for 24 hours, it stops working. If a mod goes without maintenance for a week, the entire device it’s attached to stops working, as the untuned mod has made it useless or dangerous to use. Weapons can no longer be used in combat, armor no longer gives protection, seizes up, or is too dangerous to wear, and other devices simply stop functioning. 

A maintenance backlog on a device can be cleared by an  hour of work by a technician capable of maintaining it.