Equipment Modifiers
The quality of your equipment modifies your skill rolls for tasks that normally require equipment:
No equipment: -10 for technological skills, -5 for other skills. Note that many skills cannot be used at all without equipment!
Improvised equipment: -5 for technological skills, -2 for other skills.
Basic equipment: No modifier. This is the case most of the time.
Good-quality equipment: +1. Costs about 5x basic price.
Fine-quality equipment: +2. Costs about 20 x basic price.
Best equipment possible at your TL: +TL/2, round down (minimum +2). Not usually for sale!
If you have “basic” or better equipment that is not in perfect condition, the following modifiers apply in addition to quality modifiers:
Missing important items: -1 per item.
Damaged equipment: -1 to -3.
Equipment modifiers reflect the quality of:
Special “tools of the trade,” for criminal, military, and espionage skills such as Disguise, Explosives, Forgery, Forward Observer, Holdout, and Lockpicking.
The contents of your backpack, for outdoor skills like Fishing and Survival.
Your instruments or lab, for scientific and medical skills such as Alchemy, Diagnosis, Meteorology, Navigation, and Surgery.
Your shop or toolkit, for Armoury, Carpentry, Electrician, Electronics Repair, Engineer, Machinist, Masonry, Mechanic, Smith, and other skills used to build or repair things.
Your studio, for artistic skills – Artist, Jeweler, Photography, etc.
Example: For First Aid skill:
“improvised” might mean leaves and clean mud;
“basic,” sterile bandages;
“good,” a standard first-aid kit;
“fine,” a crash kit (found in most ambulances); and
“best,” an entire hospital.
Missing antiseptic would give -1, while a first-aid kit salvaged from a wrecked vehicle might give -1 or worse for damaged equipment.