Armor Slots by Armor Type

Armor Type Clothing Material Upgrades Enhancement Fitting Aspect Shield Upgrades Shield Enhancements Grip Weapon Enhancements Notes
Clothing x x x x x
Armor x x x x x
Shield x x x x x

o – these weapons get one of the slots marked with o, creators choice.

Weapon Slots by Weapon Type

Weapon Type Grip Material Barrel Scope Magazine Body Head Enhancement Bow Crossbow Muzzle Receiver Upgrades Launcher Tank Nozzle Notes
Shotgun x a x e a x x
Flamer x e b x x
Missile & Grenade Launcher x a e b x x
Melee/Unarmed and throwing Weapons x x x x x
Bayonet s x x x x x
Shocker s x x x x
Light Crossbow and Single Shot artillery x a x e x b
Sling & Slingshot x e x x
Firearms, hand cannons & Light Machinegun x x a x e a x
Bow x a x e x b

a – This is an add-on, not a modifier.
s – This weapon benefits from the grip of the weapon it is attached to.
o – these weapons get one of the slots marked with o, creators choice.
e – if these weapons benefit from an Enhancement, the Enhancement of the weapon overwrites any Enhancement from the ammo.
b – artillery weapons cannot have silencers and compressors attached to their muzzle, but can add bashing muzzles like bayonets. These are add-ons, not modifiers.

Your crafting tier represents the maximum tier of item or enhancement you can craft. When you craft your own equipment you reduce the cost of that modification or gear by 25% (minimum 1).

Crafting Weapons & Armor At each tier you can craft weapons or armor equal to or less than the cost of the modifications at that tier.

Tier Wealth Cost Maximum Modifiers
1 4 1
2 8 3
3 12 6
4 16 10
5 20 15

Dual weapons Dual weapons are weapons with 2 different types of weapon built in, or the same weapon on the weapon twice. For instance a gunblade or a dual Axe with an Axe Blade at each head. When using one of these weapons you can use one weapon as its standard weapon, or both weapons using two weapon fighting rules. If a ranged and a melee weapon are attached they follow the rules for their respective weapons, they do not use bashing or bashing rules.

Each weapon must be upgraded separately, except for the grip which the weapons share.

The properties for each weapon remain the same, except for WU, which is calculated by adding the WU of each weapon together.

The cost of a dual weapon is calculated by adding each weapons cost together.

Crafting weapons, armor and modifications costs 75% the base cost of the upgrade in raw material(rounded up, minimum 1). Generally players should be allowed to do one permanent upgrade per level(whether smithing/magic or both) and can craft 1 consumable from each crafting he is trained in (demolitions and potions). Consumables are crafted in batches of up to 3 at a time.

Each piece of weapon or armor has various slots that one can add upgrades too. Each slot can have a maximum of 1 upgrade. You can change out old upgrades for newer ones but include the old one when determining your total cost of upgrades. Optionally, GMS may allow you to upgrade like modifications by reducing the cost of the upgrade by 1/3 the previous upgrades base cost(rounded down). Your GM is the final arbiter for which mods can upgrade from each other, and whether or not he even wishes to allow mod upgrading.

For instance, the player and GM agree that the melee upgrades Sharpened (AP -1), Puncturing (AP -2) and Penetrating (AP -3) are all in the same modification family. The player adds Sharpened (base cost 3) first for a total cost of 4 wealth (adding it to his dagger, which adds 1). Later on when he aquire some money he decides to upgrade it to Puncturing, which has a base cost of 11. He adds + 1 for the weapon already having a mod (Sharpened) and another + 1 for the weapon itself, for a total of 13. He then gets to subtract 1 (for Sharpened base 3/3) for a total cost of 12. Finally he decides to make the final upgrade to penetrating. By this point he has added 3 more modifications to the weapon. So he takes the base cost of Penetrating (13) and adds 1 for each modification on the weapon (4 total, one for each new mod + Puncturing) and an additional + 1 for the item, for a total of 18 (13 + 4 + 1). He then gets to subtract 3 (Puncturing 11/3 = 3.6 rounds down to 3) giving him a final cost of 15.

You may have 1 enhanced item in each slot – head, arms, body and legs. If your enhanced items are implants, you can change old upgrades for newer ones and scrap them for half their raw value.


BASICS 2.0 underableedingsun