====== Modding ====== [[:Mechanic:Modding]] is the act of installing a [[:Item:Mod]] on an [[:Item]]. To install a [[:Item:Mod]] on an [[:Item]] you must obtain or have in your possession both an [[:Item]] and the [[:Item:Mod]] you wish to install on it. The [[:Item]] must also have [[:Mechanic:Hardpoint|Hardpoints]] available equal to or greater than the [[:Mechanic:Hardpoint Tax]] of the [[:Item:Mod]] you wish to install. Once you have both the [[:Item]] and the [[:Item:Mod]] you may begin [[:Mechanic:Modding]]. Installing a [[:Item:Mod]] takes time based on the skill of the [[:Character]] performing the installation, the nature of the [[:Item]] being [[:Mechanic:Modding|Modded]] and the situation it is being [[:Mechanic:Modding|Modded]] in. Refer to the table below for examples. Most [[:Character|Characters]] prefer to have a their [[:Items]] professionally [[:Mechanic:Modding|Modded]] to avoid damaging them. Should a [[:Character]] choose to have a professional apply these [[:Item:Mod|Mods]], they will typically charge an additional amount, between 5 to 20% of the [[:Mechanic:Value]] of the [[:Item:Mod]], with the [[:Item:Mod]] being applied safely after an [[:Mechanic:Appropriate]] amount of time, see the table below for suggested times. A [[:Character]] may choose instead to [[:Item:Mod]] the [[:Item]] themselves, when they do so it is always done under the effects of the [[:Mechanic:Property:Dangerous]] [[:Mechanic:Property]]. This [[:Mechanic:Property:Dangerous]] [[:Mechanic:Property]] has an effect the [[:Mechanic:Player|Players]] deem [[:Mechanic:Appropriate]] commonly a temporary [[:Mechanics:Condition]] that lasts until repaired or in more extreme cases a long term [[:Mechanic:Condition]] or even destruction of the [[:Item]] or [[:Item:Mod]]. Additional negative [[:Mechanic:Property|Properties]] will apply based on how the installation is performed as [[:Mechanic:Appropriate]]. See below for example [[:Mechanic:Property|Properties]] and why they may apply. ==== Timeline Examples ==== |< - 20% 15% 15% 50% >| ^ Pro Timeline ^ Severity ^ Interval ^ Type of Augment ^ | 1 - 3+ [Hours] | 50 - 80+ | [Hourly] |[[:Mechanic:Modding]] most Items.| | 4 - 8+ [Hours] | 100 - 140+ | [Hourly] |[[:Mechanic:Modding]] higher [Class] Items.| **Example**: Earl the Earnest has a [[:Item:Equipment:Weapon:Pistol]] with 3 [[:Mechanic:Hardpoint|Hardpoints]] available and wants to [[:Mechanic:Modding|Modify]] it with an [[:Item:Equipment:Equipment Mod:Ammo Drum]]. Earl goes to a vendor, buying the [[:Item:Equipment:Equipment Mod:Ammo Drum]] for its listed [[:Mechanic:Value]] of 5,000c. Earl requests the vendor perform the [[:Item:Mod]] [[:Mechanic:Modding|Installation]] and is charged 5% of the 5,000c, an additional 250c. Earl leaves their [[:Item:Equipment:Weapon:Pistol]] and [[:Item:Equipment:Equipment Mod:Ammo Drum]] with the vendor, returning 2 [Hours] later to pickup their [[:Mechanic:Modding|Modded]] [[:Item:Equipment:Weapon:Pistol]]. **Example 2**: Earl buys the [[:Item:Equipment:Equipment Mod:Ammo Drum]] and performs the [[:Mechanic:Modding|Modification]] on their [[:Item:Equipment:Weapon:Pistol]] by themself instead. To do so they begin a [[Skills:Tech]] [[:Mechanic:Ability:Ritual]] of [[:Mechanic:Ability:Ritual#Severity]] 55 with an [Hourly] [[:Mechanic:Ability:Ritual#Interval]] under the effects of the [[:Mechanic:Property:Dangerous]] [[:Mechanic:Property]]. The conditions in which Earl is performing the [[:Mechanic:Modding|Modification]] are not great as they are missing the correct tools and don't have a workshop to perform the [[:Mechanic:Modding|Modification]] in. This means their [[:Mechanic:Ability:Ritual]] will additionally be performed under the [[:Mechanic:Property:Disadvantage]], [[:Mechanic:Property:Fickle]] and [[:Mechanic:Property:Unreliable]] [[:Mechanic:Property|Properties]]. The [[:Mechanic:Player|Players]] agree that performing the [[:Mechanic:Modding|Modification]] in these conditions is somewhat dangerous and thus, the [[:Item:Equipment:Weapon:Pistol]] will gain an [[:Mechanic:Appropriate]] repairable [[:Mechanic:Condition]] if the [[:Mechanic:Property:Dangerous]] [[:Mechanic:Property]] is triggered. ==== Situational Modifier Examples ==== |< - 40% 60% >| ^ Suggested Properties ^ Situation ^ | [[:Mechanic:Property:Disadvantage]] or [[:Mechanic:Property:Fickle]] |[[:Mechanic:Modding]] without the [[:Mechanic:Appropriate]] tools.| | [[:Mechanic:Property:Poor]] or [[:Mechanic:Property:Unreliable]] |[[:Mechanic:Modding]] without the [[:Mechanic:Appropriate]] surroundings such as a workshop.| | [[:Mechanic:Property:Poor]] or [[:Mechanic:Property:Unreliable]] |[[:Mechanic:Modding]] while in a high pressure situation.| | [[:Mechanic:Property:Disadvantage]] or [[:Mechanic:Property:Fickle]] and [[:Mechanic:Property:Imploding]] or [[:Mechanic:Property:Troubles]] |[[:Mechanic:Modding]] while lacking the [[:Mechanic:Appropriate]] tools and surroundings.| | [[:Mechanic:Property:Poor]] or [[:Mechanic:Property:Unreliable]] and [[:Mechanic:Property:Imploding]] or [[:Mechanic:Property:Troubles]] |[[:Mechanic:Modding]] in a high pressure situation.| | [[:Mechanic:Property:Disadvantage]] [[:Mechanic:Property:Imperfection]] [[:Mechanic:Property:Troubles]] [[:Mechanic:Property:Poor]] |[[:Mechanic:Modding]] in a desperate situation under the complete wrong environment as well as lacking the correct tools and materials. \\ Example: Trying to jerry-rig a new ammo feeder into a weapon with a fork, while under fire at a bar.| | Please note these are rough guidelines, and you should add, remove or even [[:Mechanic:Upgrade:Upgrading Properties|Upgrade]] [[:Mechanic:Property|Properties]] as [[:Mechanic:Appropriate]]. ||