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| game_mechanics:definitions:modding [2026/02/17 13:26] – created ms_wuntch | game_mechanics:definitions:modding [2026/08/12 10:54] (current) – ms_wuntch |
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| ====== Modding ====== | ====== Modding ====== |
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| [[:Game Mechanics:Definitions:Modding#Modding|Modding]] is the act of installing a [Mod] on an <wrap preview>[[:Items|Item]]</wrap>. | [[:Game Mechanics:Definitions:Modding#Modding|Modding]] is the act of installing a [Mod] on an [[:Items|Item]]. |
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| To install a [Mod] on an <wrap preview>[[:Items|Item]]</wrap> you must obtain or have in your possesion both an <wrap preview>[[:Items|Item]]</wrap> and the [Mod] you wish to install on it. The <wrap preview>[[:Items|Item]]</wrap> must also have <wrap preview>[[:Game Mechanics:Definitions:Hardpoints]]</wrap> available equal to or greater than the <wrap preview>[[:Game Mechanics:Definitions:Hardpoint Tax]]</wrap> of the [Mod] you wish to install. | To install a [Mod] on an [[:Items|Item]] you must obtain or have in your possession both an [[:Items|Item]] and the [Mod] you wish to install on it. The [[:Items|Item]] must also have [[:Game Mechanics:Definitions:Hardpoints]] available equal to or greater than the [[:Game Mechanics:Definitions:Hardpoint Tax]] of the [Mod] you wish to install. |
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| Once you have both the <wrap preview>[[:Items|Item]]</wrap> and the [Mod] you may begin [[:Game Mechanics:Definitions:Modding#Modding|Modding]]. Installing a [Mod] takes time based on the skill of the <wrap preview>[[:Character]]</wrap> performing the installation, the nature of the <wrap preview>[[:Items|Item]]</wrap> being [[:Game Mechanics:Definitions:Modding#Modding|Modded]] and the situation it is being [[:Game Mechanics:Definitions:Modding#Modding|Modded]] in. Refer to the table below for examples. | Once you have both the [[:Items|Item]] and the [Mod] you may begin [[:Game Mechanics:Definitions:Modding#Modding|Modding]]. Installing a [Mod] takes time based on the skill of the [[:Character]] performing the installation, the nature of the [[:Items|Item]] being [[:Game Mechanics:Definitions:Modding#Modding|Modded]] and the situation it is being [[:Game Mechanics:Definitions:Modding#Modding|Modded]] in. Refer to the table below for examples. |
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| Most <wrap preview>[[:Character|Characters]]</wrap> prefer to have a their <wrap preview>[[:Items]]</wrap> professionally [[:Game Mechanics:Definitions:Modding#Modding|Modded]] to avoid damaging them. Should a <wrap preview>[[:Character]]</wrap> choose to have a professional apply these [Mods], they will typically charge an additional amount, between 5 to 20% of the <wrap preview>[[:Game Mechanics:Definitions:Value]]</wrap> of the [Mod], with the [Mod] being applied safely after an <wrap preview>[[:Game Mechanics:Definitions:Appropriate]]</wrap> amount of time, see the table below for suggested times. | Most [[:Character|Characters]] prefer to have a their [[:Items]] professionally [[:Game Mechanics:Definitions:Modding#Modding|Modded]] to avoid damaging them. Should a [[:Character]] choose to have a professional apply these [Mods], they will typically charge an additional amount, between 5 to 20% of the [[:Game Mechanics:Definitions:Value]] of the [Mod], with the [Mod] being applied safely after an [[:Mechanic:Appropriate]] amount of time, see the table below for suggested times. |
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| A <wrap preview>[[:Character]]</wrap> may choose instead to [Mod] the <wrap preview>[[:Items|Item]]</wrap> themselves, when they do so it is always done under the effects of the <wrap preview>[[:Game Mechanics:Definitions:Property:Dangerous]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>. This <wrap preview>[[:Game Mechanics:Definitions:Property:Dangerous]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap> has an [Effect] the [Players] deem <wrap preview>[[:Game Mechanics:Definitions:Appropriate]]</wrap> commonly a temporary [Condition] that lasts until repaired or in more extreme cases a long term [Condition] or even destruction of the <wrap preview>[[:Items|Item]]</wrap> or [Mod]. Additional negative <wrap preview>[[:Game Mechanics:Definitions:Property|Properties]]</wrap> will apply based on how the installation is performed as <wrap preview>[[:Game Mechanics:Definitions:Appropriate]]</wrap>. See below for example <wrap preview>[[:Game Mechanics:Definitions:Property|Properties]]</wrap> and why they may apply. | A [[:Character]] may choose instead to [Mod] the [[:Items|Item]] themselves, when they do so it is always done under the effects of the [[:Game Mechanics:Definitions:Property:Dangerous]] [[:Game Mechanics:Definitions:Property]]. This [[:Game Mechanics:Definitions:Property:Dangerous]] [[:Game Mechanics:Definitions:Property]] has an [Effect] the [Players] deem [[:Mechanic:Appropriate]] commonly a temporary [[:Game Mechanics:Conditions|Condition]] that lasts until repaired or in more extreme cases a long term [[:Game Mechanics:Conditions|Condition]] or even destruction of the [[:Items|Item]] or [Mod]. Additional negative [[:Game Mechanics:Definitions:Property|Properties]] will apply based on how the installation is performed as [[:Mechanic:Appropriate]]. See below for example [[:Game Mechanics:Definitions:Property|Properties]] and why they may apply. |
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| | ==== Timeline Examples ==== |
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| | |< - 20% 15% 15% 50% >| |
| | ^ Pro Timeline ^ Severity ^ Interval ^ Type of Augment ^ |
| | | 1 - 3+ [Hours] | 50 - 80+ | [Hourly] |[[:Game Mechanics:Definitions:Modding#Modding|Modding]] most Items.| |
| | | 4 - 8+ [Hours] | 100 - 140+ | [Hourly] |[[:Game Mechanics:Definitions:Modding#Modding|Modding]] higher [Class] Items.| |
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| | **Example**: Earl the Earnest has a [[:Items:Equipment:Weapons:Pistol]] with 3 [[:Game Mechanics:Definitions:Hardpoints]] available and wants to [[:Game Mechanics:Definitions:Modding#Modding|Modify]] it with an [[:Items:Equipment:Equipment Mods:Ammo Drum]]. Earl goes to a vendor, buying the [[:Items:Equipment:Equipment Mods:Ammo Drum]] for its listed [[:Game Mechanics:Definitions:Value]] of 5,000c. Earl requests the vendor perform the [Mod] [[:Game Mechanics:Definitions:Modding#Modding|Installation]] and is charged 5% of the 5,000c, an additional 250c. Earl leaves their [[:Items:Equipment:Weapons:Pistol]] and [[:Items:Equipment:Equipment Mods:Ammo Drum]] with the vendor, returning 2 [Hours] later to pickup their [[:Game Mechanics:Definitions:Modding#Modding|Modded]] [[:Items:Equipment:Weapons:Pistol]]. |
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| | **Example 2**: Earl buys the [[:Items:Equipment:Equipment Mods:Ammo Drum]] and performs the [[:Game Mechanics:Definitions:Modding#Modding|Modification]] on their [[:Items:Equipment:Weapons:Pistol]] by themself instead. To do so they begin a [[Skills:Tech]] [Ritual] of [Severity] 55 with an [Hourly] [Interval] under the effects of the [[:Game Mechanics:Definitions:Property:Dangerous]] [[:Game Mechanics:Definitions:Property]]. The conditions in which Earl is performing the [[:Game Mechanics:Definitions:Modding#Modding|Modification]] are not great as they are missing the correct tools and don't have a workshop to perform the [[:Game Mechanics:Definitions:Modding#Modding|Modification]] in. This means their [Ritual] will additionally be performed under the [[:Game Mechanics:Definitions:Property:Disadvantage]], [[:traits:Fickle]] and [[:traits:Unreliable]] [[:Game Mechanics:Definitions:Property|Properties]]. The [Players] agree that performing the [[:Game Mechanics:Definitions:Modding#Modding|Modification]] in these conditions is somewhat dangerous and thus, the [[:Items:Equipment:Weapons:Pistol]] will gain an [Appropriate] repairable [[:Game Mechanics:Conditions|Condition]] if the [[:Game Mechanics:Definitions:Property:Dangerous]] [[:Game Mechanics:Definitions:Property]] is triggered. |
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| | ==== Situational Modifier Examples ==== |
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| | |< - 40% 60% >| |
| | ^ Suggested Properties ^ Situation ^ |
| | | [[:Game Mechanics:Definitions:Property:Disadvantage]] or [[:traits:Fickle]] |[[:Game Mechanics:Definitions:Modding#Modding|Modding]] without the [[:Mechanic:Appropriate]] tools.| |
| | | [[:traits:Poor]] or [[:traits:Unreliable]] |[[:Game Mechanics:Definitions:Modding#Modding|Modding]] without the [[:Mechanic:Appropriate]] surroundings such as a workshop.| |
| | | [[:traits:Poor]] or [[:traits:Unreliable]] |[[:Game Mechanics:Definitions:Modding#Modding|Modding]] while in a high pressure situation.| |
| | | [[:Game Mechanics:Definitions:Property:Disadvantage]] or [[:traits:Fickle]] and [[:traits:Imploding]] or [[:traits:Troubles]] |[[:Game Mechanics:Definitions:Modding#Modding|Modding]] while lacking the [[:Mechanic:Appropriate]] tools and surroundings.| |
| | | [[:traits:Poor]] or [[:traits:Unreliable]] and [[:traits:Imploding]] or [[:traits:Troubles]] |[[:Game Mechanics:Definitions:Modding#Modding|Modding]] in a high pressure situation.| |
| | | [[:Game Mechanics:Definitions:Property:Disadvantage]] [[:traits:Imperfection]] [[:traits:Troubles]] [[:traits:Poor]] |[[:Game Mechanics:Definitions:Modding#Modding|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 [[:Game Mechanics:Upgrading or Downgrading:Upgrading Properties|Upgrade]] [[:Game Mechanics:Definitions:Property|Properties]] as [[:Mechanic:Appropriate]]. || |
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