Perk Tables
Melee Weapons
Martial Ranged Weapons
Simple Firearms
Weapon Upgrades
Weapons come in four tiers, tier 0 through tier 3. All weapons described under Equipment are considered tier 0 weapons. Higher tiers can be purchased or discovered during your adventures, whether through finding a lost weapon locker, using a weapon smithing toolkit to make the upgrade yourself, or obtaining the services of a weaponsmith.
Weapon Upgrade Costs
| Tier | Cost (gl) | Slot Gained | Weaponsmithing DC |
|---|---|---|---|
| Tier 0 | See Equipment | None | — |
| Tier 1 | 1,000 gl | Slot 1 | 13 |
| Tier 2 | 2,000 gl | Slot 2 | 15 |
| Tier 3 | 5,000 gl | Slot 3 | 17 |
Cost. The cost of upgrading your weapon is detailed in the Weapon Upgrade Costs table. This cost must be paid, even if you perform the upgrade yourself. The glimmer is spent creating the necessary materials for the upgrade.
Hiring a trained weaponsmith to make an upgrade for you might incur an additional cost for their service, at your Architect’s discretion.
How to Upgrade. Upgrades must be made one tier at a time; you cannot skip tiers. To perform an upgrade yourself, make an Intelligence (weaponsmithing) toolkit check against the DC shown in the Weapon Upgrade Costs table. The upgrade is completed over the course of an hour if you succeed. If you fail the ability check, you don’t upgrade the weapon and you lose half the glimmer the upgrade normally costs.
Upgrading a weapon’s tier does not provide any inherent bonuses to that weapon. The only bonuses you get for upgrading a weapon’s tier come from the perk you pick (see Perks).
DCs. The DCs listed in the Weapon Upgrade Costs table is the base DC. Your Architect may choose to increase this DC due to situational circumstances (i.e. trying to upgrade a weapon while aboard a crashing spaceship).
Perks
Upgrading an eligible weapon unlocks a new perk slot for that weapon. Completing a tier 1 upgrade unlocks Slot 1, completing tier 2 unlocks Slot 2, and completing tier 3 unlocks Slot 3.
At the same time as the upgrade completes, you must select an appropriate perk from the weapon’s perk table. The perk you pick will grant your weapon certain effects. Because of the way weapons are constructed, not all weapons can be built with all perks, and not all perks can be used in conjunction with each other. Therefore, all weapons which can be upgraded have their own individual perk table, which you can find later in this chapter.
Terminology and Rules
Many perks involve specific game terminology or rules, described here. These terms and rules also apply to sources such as class features or feats.
Increase or Decrease Damage Die Size
The amount of dice you roll for damage stays the same, but the size of those dice either go up one (increase the damage die size) or down one (decrease the damage die size). When increasing damage die sizes, a d4 becomes a d6, a d6 becomes a d8, a d8 becomes a d10, and a d10 becomes a d12. Damage die sizes cannot be increased beyond d12.
When told to decrease damage die sizes, a d12 becomes a d10, a d10 becomes a d8, a d8 becomes a d6, and a d6 becomes a d4. Damage die sizes cannot be decreased below d4.
Increase or Decrease Range Band
When a weapon’s range band is increased, this means close-range weapons become medium-range weapons, and medium-range weapons become long-range weapons. Range bands cannot be increased beyond long.
When told to decrease a weapon’s range band, a long-range weapon becomes a medium-range weapon, and a medium-range weapon becomes a close-range weapon. Range bands cannot be decreased below close.
Increasing or decreasing a weapon’s range band does not inherently alter the actual range values of the weapon.
Increase or Decrease Ranges
All Ranges
The effective, extended, and maximum ranges of the weapon all increase or decrease by the amount specified. A range value can never be less than 0.
When told to increase or decrease range values by halves, always round down to the nearest multiple of 5.
Specific Range
If a perk increases or decreases only a specific range of a weapon, only that range’s value is affected. For example, a perk that alters the effective range of a weapon only affects the first number listed in the weapon’s range values.
A weapon’s effective range cannot be made greater than its extended range, and a weapon’s extended range cannot be made greater than its maximum range. Likewise, a weapon’s extended range cannot be made less than its effective range, and a weapon’s maximum range cannot be made less than its extended range.
Perpetual and Situational Effects
Each perk has some combination of perpetual or situational effects. By default, you must be wielding the weapon for you to benefit from its situational perk effects, and you must be in the situation described. For example, if a perk says the damage die size of the weapon is increased when you take a shot with it while Aiming, you stop benefiting from this perk if you stop Aiming. Another example: if a perk grants you a bonus +3 to attack and damage rolls for the next minute, this ends early if you stop wielding the weapon.
However, perpetual effects are not lost if you stow, store, or otherwise stop wielding the weapon, and there is no situation you need to maintain to keep the effects.
Your weapon always stops benefiting from a perk if you remove the perk from it.
Perks Don’t Overlap
You cannot gain the effects of a perk more than once. If you’re wielding multiple weapons with the same perk, you must choose which weapon gets to cause/benefit from that perk.
Referencing Tier 0 Stats
Some perks reference the tier 0 stats of a weapon. These are the base stats of a weapon with no perks, which can be referenced via the weapon tables in Equipment.
