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game_mechanics:definitions:modding [2026/06/12 10:53] – external edit 127.0.0.1game_mechanics:definitions:modding [2026/08/12 10:54] (current) ms_wuntch
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 ====== Modding ====== ====== Modding ======
  
-[[: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]].
  
-To install a [Mod] on an <wrap preview>[[:Items|Item]]</wrap> you must obtain or have in your possession 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.
  
-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.
  
-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.
  
-<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 <wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap> that lasts until repaired or in more extreme cases a long term <wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap> 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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 |  4 - 8+ [Hours]  |  100 - 140+  |  [Hourly]  |[[:Game Mechanics:Definitions:Modding#Modding|Modding]] higher [Class] 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 <wrap preview>[[:Items:Equipment:Weapons:Pistol]]</wrap> with 3 <wrap preview>[[:Game Mechanics:Definitions:Hardpoints]]</wrap> 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 <wrap preview>[[:Game Mechanics:Definitions:Value]]</wrap> 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 <wrap preview>[[:Items:Equipment:Weapons:Pistol]]</wrap> and [[:Items:Equipment:Equipment Mods:Ammo Drum]] with the vendor, returning 2 [Hours] later to pickup their [[:Game Mechanics:Definitions:Modding#Modding|Modded]] <wrap preview>[[:Items:Equipment:Weapons:Pistol]]</wrap>.\\ +<WRAP round box> 
-\\ +**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]]
-**Example 2**: Earl buys the [[:Items:Equipment:Equipment Mods:Ammo Drum]] and performs the [[:Game Mechanics:Definitions:Modding#Modding|Modification]] on their <wrap preview>[[:Items:Equipment:Weapons:Pistol]]</wrap> by themself instead. To do so they begin a <wrap preview>[[Skills:Tech]]</wrap> [Ritual] of [Severity] 55 with an [Hourly] [Interval] under the effects of the <wrap preview>[[:Game Mechanics:Definitions:Property:Dangerous]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>. 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 <wrap preview>[[:Game Mechanics:Definitions:Property:Disadvantage]]</wrap><wrap preview>[[:traits:Fickle]]</wrap> and <wrap preview>[[:traits:Unreliable]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property|Properties]]</wrap>. The [Players] agree that performing the [[:Game Mechanics:Definitions:Modding#Modding|Modification]] in these conditions is somewhat dangerous and thus, the <wrap preview>[[:Items:Equipment:Weapons:Pistol]]</wrap> will gain an [Appropriate] repairable <wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap> if the <wrap preview>[[:Game Mechanics:Definitions:Property:Dangerous]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap> is triggered.+</WRAP
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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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 ^  Suggested Properties  ^  Situation  ^ ^  Suggested Properties  ^  Situation  ^
-|  <wrap preview>[[:Game Mechanics:Definitions:Property:Disadvantage]]</wrap> or <wrap preview>[[:traits:Fickle]]</wrap>  |[[:Game Mechanics:Definitions:Modding#Modding|Modding]] without the [Appropriate] tools.| +|  [[:Game Mechanics:Definitions:Property:Disadvantage]] or [[:traits:Fickle]]  |[[:Game Mechanics:Definitions:Modding#Modding|Modding]] without the [[:Mechanic:Appropriate]] tools.| 
-|  <wrap preview>[[:traits:Poor]]</wrap> or <wrap preview>[[:traits:Unreliable]]</wrap>  |[[:Game Mechanics:Definitions:Modding#Modding|Modding]] without the [Appropriate] surroundings such as a workshop.| +|  [[:traits:Poor]] or [[:traits:Unreliable]]  |[[:Game Mechanics:Definitions:Modding#Modding|Modding]] without the [[:Mechanic:Appropriate]] surroundings such as a workshop.| 
-|  <wrap preview>[[:traits:Poor]]</wrap> or <wrap preview>[[:traits:Unreliable]]</wrap>  |[[:Game Mechanics:Definitions:Modding#Modding|Modding]] while in a high pressure situation.| +|  [[:traits:Poor]] or [[:traits:Unreliable]]  |[[:Game Mechanics:Definitions:Modding#Modding|Modding]] while in a high pressure situation.| 
-|  <wrap preview>[[:Game Mechanics:Definitions:Property:Disadvantage]]</wrap> or <wrap preview>[[:traits:Fickle]]</wrap> and <wrap preview>[[:traits:Imploding]]</wrap> or <wrap preview>[[:traits:Troubles]]</wrap>  |[[:Game Mechanics:Definitions:Modding#Modding|Modding]] while lacking the [Appropriate] tools and surroundings.| +|  [[: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.| 
-|  <wrap preview>[[:traits:Poor]]</wrap> or <wrap preview>[[:traits:Unreliable]]</wrap> and <wrap preview>[[:traits:Imploding]]</wrap> or <wrap preview>[[:traits:Troubles]]</wrap>  |[[:Game Mechanics:Definitions:Modding#Modding|Modding]] in a high pressure situation.| +|  [[:traits:Poor]] or [[:traits:Unreliable]] and [[:traits:Imploding]] or [[:traits:Troubles]]  |[[:Game Mechanics:Definitions:Modding#Modding|Modding]] in a high pressure situation.| 
-|  <wrap preview>[[:Game Mechanics:Definitions:Property:Disadvantage]]</wrap>  <wrap preview>[[:traits:Imperfection]]</wrap>  <wrap preview>[[:traits:Troubles]]</wrap>  <wrap preview>[[:traits:Poor]]</wrap>  |[[: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.| +|  [[: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 <wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrading Properties|Upgrade]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property|Properties]]</wrap> as [Appropriate].  ||+|  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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