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Scariks Strands40k Equipment
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== Crafting, Upkeep and Repair== To upkeep an item you test Wealth against half of its Cost. Failure is handled as for obtaining the item, success brings no further benefit. If you would be Taken Out by failure of an upkeep test you reduce the quality of the item until such a time as you can have it properly seen to. Repairing an item uses an appropriate Skill (usually Tech) and tests against half the base Cost of the item + the entire increased Cost due to Quality. Failure causes Status Stress as normal though Good items reduce the Stress by 1 and Best by 2, these items are quite rugged, the extra difficulty of their repair is many that of their artistic qualities rather than mechanical ones. The repair takes additional time as normal from the extra shifts. If you would be Taken Out by a failure to repair an item it is ruined, its quality reduced by one category. Success reduces the time needed for a repair. To craft an item you (or a client) test Wealth against half the base Cost + full Quality modifier to acquire the raw materials and parts you need, then you test an appropriate Skill (normally tech) vs half Cost to assemble the device, if you have a facility of sufficient quality you gain +1 to this roll. Failure results in Status stress as normal and if you fail with Spin you spend the full base time needed to craft and fail. Success reduces the time needed by Shifts as normal.
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