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This Setting Rule applies to all gear used in Trait rolls where the MASTERWORK QUALITY
GM deems it possible that the action could result in damage to Masterwork gear costs five times as much as the standard quality
the gear. This will most often be weapons, but other items, such equipment and allows the player to make a roll using a d10 (no
as lock picks or rope, can be affected as well. Wild Die) for the equipment to resist being Damaged.
With this Setting Rule, equipment has three states: Masterwork gear can only be repaired by a character with the
▪ Normal: The gear works as normal. Mr. Fix It Edge from the Savage Worlds core rules.
▪ Damaged: The character suffers a -1 to any Trait roll
using the Damaged gear. POOR QUALITY
▪ Broken: The equipment is impossible to use for it’s No one intentionally sells this type of gear and it becomes
intended purpose until it is repaired. Broken the first time it’s use results in a Critical Failure.
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