Equipment may be modifed in the following ways:
Weapons
*If Magic is possible, you can raise the
Accuracy
of a weapon by paying 10 points for each +1 extra Accuracy (maximum +2).
*If Magic is possible, you can raise the
Damage
of a weapon by paying 5 points for each +1 extra Damage (maximum +3). This
only adds to the Wounds done by the weapon, not its overall Damage class.
*If Magic is possible, you can raise the
Damage
Class of a weapon by paying 25 points to raise it by one class. No
weapon may be raised by more than one Damage Class.
Armor
*If Magic is possible, you can raise the
Armor
Class of a piece of Armor by paying 25 points to raise it by one class.
No Armor can be raised by more than one Class.
Technological solutions
*Some equipment can be added to guns to increase
their accuracy or damage:
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Explosive Bullets | +1 Damage Class |
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Reloads |
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Hollow-Point Bullets | +1 point of Damage |
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Reloads |
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Laser Sight | +1 Accuracy |
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Scope | +1 Accuracy (must aim for 1 turn) |
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Silencer | Can only fit on pistols (not rifles or submachineguns); -1 Accuracy |
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Magic Items
*When Magic or Miracles are allowed,
you may create a magic item with an allowed spell-like ability. You must
purchase an item that could reasonably hold the spell ("Boots of Speak
with Dead" don't make sense for example, but Boots of Great Leap do), though
you must pay 5 times its normal price. If magic is placed in a waterskin
or canteen, it is considered to be a potion. Then, simply purchase the
spells or miracles at normal cost (as if you were a Magic-User or Cleric).
Spells are "cast" exactly like they would be by such characters. You must
have the GameMaster approve your item, and he may place a limit on it (the
ring "wants" to be lost, a potion might take a couple of minutes to take
effect, etc.) The more costly the item is, the fewer limits the GM is likely
to place on it. Here are some items not in the Gear lists that can make
fine magic vessels:
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Amulet |
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Boots |
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Ring |
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Scroll |
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Spectacles (glasses) |
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Wand |
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Super-Equipment
*When Superpowers are allowed, you may
create super-equipment in a similar way (after all, Iron Man ain't got
no friggin' powers without his armor). You pay normal cost for the item,
but 1½ times the price (rounded up) for the Superpower you install
into it (instead of twice the cost as usual). The item must be from an
appropriate TL. You cannot use "sales" in combination with installed Superpowers.