Wed 07 Oct 2020, 17:26
Personally I “roll up” a few items for each vendor (either in advance or on-the-fly, as needed). Our group has come up with some “quality descriptors” for crafted Gear to allow quick notation of various upgrades. Below is copied from our crafting options table but gives you an idea. (I fully understand if you start sing Daft Punk while reading the qualities since that always happens to me).
Crafting Options:
NOTE: you can mix & match applicable options on a single piece of gear during creation if you have the successes available. This is most often done with wearable gear like headgear and suits. Guns, harpoons and lasers can be built as either pistols (Light item, 1h) or rifles (+1 max range, Normal item, 2h) as desired.
¥ this option may be chosen more than once for a single piece of gear.
§ this requires an Industrial Bot or the use of the Workshop Ark Project to built.
[] {Durable} - the gear can be used more than once and follows the normal breakage rules. Any crafted gear that does not have this option is Fragile. Can NOT be added to Explosives.
[] {Better} - the Gear bonus is increased by 1.
[] {Bigger} - the capacity of the gear is doubled and the Gear’s size category is increased by one step. Scrap rafts & balloons may have this option multiple times.
[] {Charger}§ - adds a hand crank generator to the (electric) Gear, requires an Action after every use to recharge. This increases size category of the Gear by one step. This is the only option that can be added to an existing piece of Gear (takes 1 Watch and has Hard -2 difficultly).
[] {Longer} - the max range of the Gear is increased by 1 step.
[] {Sleeker}§ - the Gear is streamlined & elegant, reducing the size category by one step. This option can only be taken when creating a single piece of Gear (no batches). Prominent possession gives a +1 MOD to Bargaining Position.
[] {Smarter}§ - adds a pin, pressure switch or timer to an explosive charge in place of the normal fuse. You declare what activity will trigger it at creation. The explosive charge loses the Fragile quality but still only gets a single use.
[] {Deadlier} - the weapon’s base dmg is increased by 1.
[] {Harder}¥ - the Armor value of the suit or headgear is increased by +1.
[] {Safer}¥ - the Protection value of the suit or headgear is increased by +1.
[] {Warmer}¥ - the bonus to Endure cold of the suit is increased by +1.
[] {Louder}¥ - the Blast Power of an explosive charge is increased by +3.
[] {Softer}¥ - the bonus of the suit to Sneak is increased by +1.
[] {Faster}¥ - the gun or harpoon has an additional barrel & may Shoot once more before needing to be reloaded or reset, respectively. Crossbows may be given this option once. Having this option increases the size category of the weapon by 1 step and it now requires an Action to ready/reload/reset. The Rapid Fire Talent will reduce this back to a Maneuver.