Apparel Mods

[Apparel Mods] are a type of [Item]. [Apparel Mods] may be installed on your [Apparel] with the help of merchants or with a [Character's] own skill through the process of [Modding].

On this page you will find a list of all [Apparel Mods] sorted by [Subtype]. Each [Mod] is delivered in the format below:

Mod Name
[Giga-Corp Name] - Giga-Corp Slogan
[Archetype] Archetype Name [Subtype] Subtype Name
[Requirement] [Hardpoint Tax] [Value] [Upkeep]
[Brawn]: 0 0 0c 0c
[Traits]
Traits
Effects
Effects and their descriptions
  • Mod Name: The name of the [Mod].
  • Archetype: The broad category a [Mod] falls into. Determines what [Items] a [Mod] may be installed in.
  • Value: The [Value] in [Credits] to purchase the [Mod]. Unless specified through effects such as [Signature Range] this does not include other modifiers to price or the cost of installation. See [Modding] for more info.
  • Requirements: The [Stat Requirement] of the [Mod]. When installed in an [Item], the higher of the two [Requirements] must be met to use the [Item].
  • Traits: The [Mod's] [Traits]. When installed in an [Item] these [Traits] are applied to any [Checks], [Attacks], [Saves] or [Tests] the [Item] is involved in as [Appropriate].
  • Effect: The [Mod's] effects. When installed in an [Item] these [Effects] are applied when the [Item] is used as [Appropriate].
  • Giga-Corp Name: Which [Gigacorp] primarily makes the [Mod]. Most [Mods] are produced by nearly all of the [Corps], the manufacturer listed is usually the brand most associated with that [Mod], you should feel empowered to personalise your [Mods] however you see fit, including which [Corp] made it.
  • Subtype: A more narrow descriptor of the [Mods] type. Determines what [Items] a [Mod] may be installed in.
  • Upkeep: The [Value] in [Credits] to maintain the [Mod]. [Upkeep] is paid each 10 [Period] [Cycle], if you cannot or choose not to pay the [Upkeep] for a [Mod], it becomes functionally useless. Any benefits such as [Traits] and effects are inactive until you pay its [Upkeep]. Unpaid [Upkeep] can be paid at anytime to restore the functions of a [Mod] as [Appropriate].
  • Hardpoint Tax: The total [Hardpoints] required by a [Mod] to be installed on an [Item]. An [Item] must have an equal or greater amount of [Hardpoints] than the [Hardpoint Tax] of a [Mod] to install it.

Mod Name
[Giga-Corp Name] - Giga-Corp Slogan
[Archetype] Archetype Name [Subtype] Subtype Name
[Mk] [Requirement] [Hardpoint Tax] [Value] [Upkeep]
Mk.1 [Brawn]: 0 0 0c 0c
Mk.2 [Brawn]: 0 0 0c 0c
[Traits]
Traits
Effects
Effects and their descriptions
  • Mod Name: The name of the [Mod].
  • Archetype: The broad category a [Mod] falls into. Determines what [Items] a [Mod] may be installed in.
  • Value: The [Value] in [Credits] to purchase the [Mod]. Unless specified through effects such as [Signature Range] this does not include other modifiers to price or the cost of installation. See [Modding] for more info.
  • Requirements: The [Stat Requirement] of the [Mod]. When installed in an [Item], the higher of the two [Requirements] must be met to use the [Item].
  • Mk: The [Mk] of the [Mod]. This determines how powerful the effects of a [Mod] are. An existing [Mod] can be [Augmented] to a higher [Mk]
  • Traits: The [Mod's] [Traits]. When installed in an [Item] these [Traits] are applied to any [Checks], [Attacks], [Saves] or [Tests] the [Item] is involved in as [Appropriate].
  • Effect: The [Mod's] effects. When installed in an [Item] these [Effects] are applied when the [Item] is used as [Appropriate].
  • Giga-Corp Name: Which [Gigacorp] primarily makes the [Mod]. Most [Mods] are produced by nearly all of the [Corps], the manufacturer listed is usually the brand most associated with that [Mod], you should feel empowered to personalise your [Mods] however you see fit, including which [Corp] made it.
  • Subtype: A more narrow descriptor of the [Mods] type. Determines what [Items] a [Mod] may be installed in.
  • Upkeep: The [Value] in [Credits] to maintain the [Mod]. [Upkeep] is paid each 10 [Period] [Cycle], if you cannot or choose not to pay the [Upkeep] for a [Mod], it becomes functionally useless. Any benefits such as [Traits] and effects are inactive until you pay its [Upkeep]. Unpaid [Upkeep] can be paid at anytime to restore the functions of a [Mod] as [Appropriate].
  • Hardpoint Tax: The total [Hardpoints] required by a [Mod] to be installed on an [Item]. An [Item] must have an equal or greater amount of [Hardpoints] than the [Hardpoint Tax] of a [Mod] to install it.

Restrictions

[Mods] have restrictions on what types of [Item] they may be installed on, this is indicated by the [Mods's] [Archetype] and [Subtype], if a [Mod] shares an [Archetype] AND [Subtype] with the [Item] you wish to install it on, you may do so, if it does not share an [Archetype] or [Subtype] then you may not.

Requirements

Both [Mods] and Items have Brawn Requirements. when adding a [Mod] to an [Item], the greater of the two Brawn Requirements is the [Item's] new Brawn Requirement

Example: A Mk.1 Woven Plastic Plating has a Brawn Requirement of 4 and if installed in a set of Fly Duds, Which has a Brawn Requirement of 1, would increase the Requirement to 4.

List of Apparel Mods

Light Armour Mods

Medium Armour Mods

Heavy Armour Mods

Industrial Armour Mods

Light Clothing Mods

Medium Clothing Mods

Heavy Clothing Mods

Industrial Clothing Mods

Light Robe Mods

Medium Robe Mods

Heavy Robe Mods

Industrial Robe Mods

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