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== UPGRADES ==
 
== UPGRADES ==
 
With the '''Tech Specialist''' feat, characters (or NPC with the feat the characters want to hire) can modify and upgrade their gear. The following are loose rules and outline on how to do this.</br>
 
With the '''Tech Specialist''' feat, characters (or NPC with the feat the characters want to hire) can modify and upgrade their gear. The following are loose rules and outline on how to do this.</br>
''Quick note'' - there are different levels of upgrades. Not all levels provide an in-game effect, but they still must be made in order to gain higher level benefits. Each level cost so many credits and takes so much time (work). There is also a DC required which is a Technology skill check. Failure means that the credits and time were wasted. See individual upgrades below.</br>
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''Quick note'' - there are different levels of upgrades. Not all levels provide an in-game effect, but they still must be made in order to gain higher level benefits. Each level cost so many credits and takes so much time (work). There is also a DC required which is a Technology skill check. Failure means that the credits and time were wasted. See individual upgrades below.
Also for "credits worth of x" always round up.  
 
  
 
'''WEAPONS'''
 
'''WEAPONS'''
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:'''Level 3''': Cost 1,000 credits. Takes 1 hour per 100 credits the weapon is worth. DC20: +2 to hit or +5 to damage or +50% to range or critical hit on a 19-20.  
 
:'''Level 3''': Cost 1,000 credits. Takes 1 hour per 100 credits the weapon is worth. DC20: +2 to hit or +5 to damage or +50% to range or critical hit on a 19-20.  
 
'''ARMOR'''</br>
 
'''ARMOR'''</br>
:'''Level 1''': Cost 500 credits. Takes 1 hour per 500 credits of armor. DC15: +2 to Damage Threshold or +2 equipment bonus to saving throws vs. radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons (most be a full body suit) or install Helm system for hands free comlink or Low-Light Vision or IR Vision or +2 to either Vision or Hearing Perception checks.
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:'''Level 1''': Cost 500 credits. Takes 1 hour per 500 credits of armor. DC15: +2 to Damage Threshold or +2 equipment bonus to saving throws vs. radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons or install Helm system for hands free comlink or Low-Light Vision or IR Vision or +2 to either Vision or Hearing Perception checks.
:'''Level 2''': Cost 1,000 credits. Takes hour per 300 credits worth of armor. DC20: +1 to Armor Class or +4 equipment bonus to saves vs. environmental condition as listed above or two level 1 upgrades (as listed above).
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:'''Level 2''': Cost 1,000 credits. Takes hour per credits worth of armor. DC20: +1 to Armor Class or two level 1 upgrades (as listed above).
:'''Level 3''': Cost 2,500 credits. Takes hour per 200 credits worth of armor. DC20: Two level 2 upgrades (as listed above) or ''Resistance'' (PHB pg. 194) to one type of damage: Cold, Fire, Radiation or Pressure.
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:'''Level 3''': Cost 2,500 credits. Takes hour per credits worth of armor. DC20:
 
'''MISC GEAR'''  
 
'''MISC GEAR'''  
 
:'''Level 1''': Cost 500 credits. Takes hour per credits worth of gear. DC15:
 
:'''Level 1''': Cost 500 credits. Takes hour per credits worth of gear. DC15:

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