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Modification and Customization of Weapons

A skilled individual can take a store-bought weapon and tinker with it, tuning its galvening coils, shaving off weight, and otherwise fiddling with its design to optimize its performance. Such adjustments may improve the weapon considerably, depending on how much time and money the hero wishes to spend on it.   Weapons can be customized or personalized. You can customize a weapon for others. You can personalize a weapon only for yourself.   Customized Weapons: A customized weapon has been tinkered with to increase its performance. Any user who picks up the weapon benefits from its improvements.   Personalized Weapons: A personalized weapon has been tailored to the specific needs of the owner. This process improves its performance- but only for that individual. For other users, the weapon's normal statistics apply, as if the weapon had not been modified at all. Because personalizing a weapon alters a number of attributes to strike a precise balance for a particular user, you cannot customize some features and personalize others- if any modification is a personalization, they all are.   Weapon Modification Limits
Weapon Group Maximum Customized Modifications Maximum Personalized Modifications Skill DC to Modify
Blaster Pistol 2 3 15
Blaster Rifle 1 2 15
Heavy Weapons 1 Cannot be personalized 20
Vibro Weapons 1 2 10
Slugthrowers 1 2 10
Simple 0 1 5
Simple(grenades) 0 0 -
Exotic 0 1(with GM permission) 20

What Can Be Modified

When you modify a weapon, you can change any of the following attributes (Some attributes do not apply to certain types of weapons). You may person any of these modifications two or more times unless otherwise specified.
  • Increase the range increment by half the base range increment (rounding down to the closest even number). For example, you could increase the range increment of a blaster rifle from 10 meters to 14 meters.
  • Increase damage rolls by +1. This modification incurs a -1 penalty on all attack rolls with the weapon.
  • Expand the weapon's threat range by 1 (for example, changing the threat range of a plaster pistol from 20 to 19-20). This may be done only once per weapon.
  • Reduce the weapon's weight by half. This may be done only once per weapon.
  • Increase the weapon's accuracy, giving it a +1 bonus to attack rolls. This modification incurs a -1 penalty on all damage rolls.
  • Lessen the weapon's multi-fire penalty by 1. This may only be done once per weapon.
  • Lessen the weapon's Rapid Shot feat penalty by 1. This may be done only once per weapon.
  • Increase the weapon's Fortitude save DC by +2.
  • Make the weapon more durable, increasing its hardness by 2 and its wound points 2.
 

Making the Modification

Success, and the time required to make the modification, are determined as for crafting an item, but either the Repair Skill or the appropriate Craft skill may be used. If you have five or more ranks in both the Repair skill and the appropriate Craft skill, you have a +2 synergy bonus on your skill check. If a tech specialist with the appropriate mastercraft ability is working on the modification, a +2 circumstance bonus also applies. If you don't have the proper tools, you take a -5 penalty on the check.   To make the modification, follow these steps.
  1. Find the item's price, either from Chapter Seven of the Revised Core Rulebook, The Arms and Equipment Guide, or from the GM. Do not multiply it by 10, as you would for a standard Craft check.
  2. Pay one-quarter of the item's price for raw materials.
  3. Determine the price of the modified item. A modified weapon's cost is increased by 50% of the weapon's base cost for each modification. For example, a blaster pistol costs 500 credits. A blaster pistol with one modification costs 750 credits and a blaster pistol with two modifications costs 1,000 credits.
  4. Make an appropriate skill check to reflect one day's work against the table given above.
  If the check succeeds, multiply the check result by your skill modifier ( Skill Ranks + Intelligence Modifier+ Miscellaneous Modifiers ). If that number equals or exceeds the modified item's price, you have completed the modification. If your check result X your skill modifier is lower than the modified item's price, then that number presents progress that has been made this day toward completing the modification. Subtract the amount of progress from the modified item's price and record the new reduced value. At the end of the next day of work, make another check. Each day, you make more progress until the day when your check result X your skill modifier equals or exceeds the modified item's remaining value. At that point, you have completed the modification.   Upon completion of the modification, make a final skill check (again, using the DC from the above table ), to determine if the item functions as intended. If the check fails, the modification does not work and all the time, money, and effort is wasted. If the check fails by 5 or more, the item was broken in the process of modification and must be repaired ( or jury-rigged) jut to bring it back up to its basic functionality.   You may take 10 on skill checks for modifying a weapon, but you may NOT take 20 regardless of the skill you use.   A master-crafted weapon may be further customized or personalized, working from the base cost of the master-crafted weapon. A weapon may be further customized or personalized, provided that the weapon has not reached its maximum number of customizations.
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While a weapon is being modified, it is useless, but it can be made operational by jury-rigging. A jury-rigged weapon has all the properties of the weapon before the modification was begun.

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