TEXT: LPJ9290
  Equipment quirks  
  and Flaws
  When adventurers seek weapons, armor, and other 
  equipment, they need look no further than the nearest 
  specialty store, arms dealer, or illegal market. For the 
  most part, the plasma rifle or grav car offered for sale 
  at one locale is the same plasma rifle or grav car found 
  at any shop or dealer throughout the galaxy. Weapons, 
  armor, and other equipment vary by level, price, and 
  statistics, but otherwise possess no distinguishing 
  features to set them apart from one another.
  The following optional system introduces a way for the 
  GM to differentiate similar pieces of equipment from 
  each another. The system gives individual equipment 
  a bit of personality without significantly altering game 
  statistics or item level. This helps when the GM gives 
  out equipment as treasure or salvage, and it also helps 
  to differentiate items sold by one dealer to the next.
  The system uses quirks and flaws. Quirks represent 
  minor benefits or improvements to the item, 
  some of which come into play only under specific 
  circumstances. Flaws, on the other hand, represent 
  minor problems or bugs in the equipment that can, 
  on occasion, cause complications for the user. As 
  described below, some attributes apply only to certain 
  equipment categories, such as weapons or armor, while 
  others can apply to any category that makes sense.
  To use the system, the GM applies one or two quirks 
  and an equal number of flaws to an item. The GM 
  decides if these alterations are immediately apparent or 
  if the user learns about them over time.
  Written by Mark A. Hart
  
  When designing equipment with quirks and flaws, the GM 
  should try to balance the two. Adventurers may put up with 
  a certain flaw if they view the device’s quirks and other 
  functions worth it; characters may not bother using an item if 
  it offers more disadvantages than advantages.
  EQUIPMENT QUIRKS
  Accurate [any ranged weapon]. The weapon is exceptionally 
  precise. The attack penalty for the second range increment 
  is -1, rather than -2. Range penalties beyond the second 
  increment are the standard -2.
  Ancient [any battery-powered item]. The weapon operates 
  on long-forgotten principles beyond understanding of current 
  science. Despite being powered, the device is considered to 
  possess the analog property, making it immune to abilities 
  targeting technology. The DC of any Engineering skill check 
  to repair or identify the item increases by 10.
  Brutal [melee weapons with the archaic property]. This 
  weapon features materials and crafting better capable of 
  inflicting damage than its primitive design would normally 
  permit. This weapon doesn’t suffer from the damage reduction 
  normally associated with the archaic property.
  Efficient [any battery-powered item]. The device’s battery 
  is treated as having 10% greater capacity than standard (round 
  up).
  Exotic. Strange or mysterious materials went into the item’s 
  construction, giving the equipment an unusual or alien 
  appearance. The item has +5% additional hit points, or +1 
  hardness, or +2 to its Break DC compared to a standard piece 
  of similar equipment. Due to the difficulty of working with the 
  unusual materials, the repair DC of Engineering skill checks 
  increases by +5.
  History. Although this quirk often applies to weapons and 
  armor, it can apply to any equipment. This item has a long and 
  storied history discoverable through research or investigation. 
  Perhaps it belonged to a legendary warrior or was worn by 
  a renowned hero during his final stand. This history can be 
  leveraged into at least a 5% higher selling price when dealing 
  with a collector or similar interested buyer.
  Intimidating [weapon, armor]. A creature gains a +1 
  circumstance bonus on Intimidate checks while wearing, 
  wielding, or displaying the armor or weapon.
  Lucky [weapon]. If the wielder rolls a natural 1 on an attack, 
  once per day they can reroll and take the second result.
  Named [weapon, vehicle]. The equipment has a name, 
  whether assigned by the current or previous owner. The name 
  is stamped or inscribed on the item. Often, the owner forms a 
  personal bond with the equipment, going so far as to ascribe a 
  personality to it that may manifest in the form of another quirk 
  or flaw.
  Possessive. The equipment refuses to work correctly for 
  anyone other than its rightful owner. Even if the equipment 
  works for someone else, it does so in fits and starts. If anyone 
  other than the owner attempts to fire or otherwise use the 
  equipment, they must first succeed at an Engineering check 
  (identify technology) with a DC equal to 10 + the item’s level 
  + the owner’s Charisma modifier. If the check fails, they 
  cannot activate the device. They can attempt another check on 
  their next turn.
  Pristine. The item appears as if it had just rolled off the 
  factory line. It features a flawless, beautiful exterior free 
  of dents, scratches, or imperfections. This quirk may also 
  represent a new, fashionable, or state-of-the-art design in 
  high demand—and thus difficult to acquire. The person 
  wearing or carrying the device gains a +2 circumstance 
  bonus to Diplomacy skill checks made to change attitude 
  or +2 to Disguise checks when the GM deems the situation 
  appropriate.
  Reliable. The device never quits. It works when soaked, 
  frozen, layered in mud, or even after years of neglect. In any 
  situation where the item would become broken, it gains a 
  saving throw with a +4 luck bonus to resist this condition.
  Responsive [vehicles]. The vehicle’s steering and control 
  systems are exceptional. The driver gains a +1 circumstance 
  bonus to Piloting skill checks with this vehicle. In addition, 
  taking control of the vehicle requires only a swift action, 
  rather than a move action.
  Supercharged [weapon with the powered property]. When 
  rolling damage with this weapon, a number of 1s equal to the 
  item’s level can be rerolled once per day. The second roll must 
  be used.
  Tricky. Activating the equipment requires special steps not 
  apparent to an inexperienced user, even if they’ve used that 
  model before. For example, a hover pod requires an extra 
  step before it turns on; anyone unfamiliar with the pod must 
  spend an additional action to activate it. Even then, the device 
  activates on the first attempt only for its owner.
  Ultralight [one-handed weapon without the operative 
  property]. The weapon is constructed with ultralight, 
  advanced materials and boasts an elite layout, gaining the 
  
  operative property. This quirk can only be applied to a 
  one-handed melee weapon with a bulk of L.
  Unique. The equipment is one-of-a-kind. It may have been a 
  prototype, or it may be the last of its model in existence. The 
  item can be sold for +10% more than its standard value. The 
  DC for repairing the device increases by +5. Reduce by 5 the 
  DC of Culture checks made to locate or identify this item.
  EQUIPMENT FLAWS
  Alien. The item was designed with another species in mind, 
  thus making it more difficult to use or activate. The DC to 
  Engineering checks to identify the item, disable it, or repair it 
  increase by 5.
  Breached Containment [battery-powered weapon or 
  armor]. The device’s energy containment suffers from some 
  sort of damage or flaw. As a result, the item exudes small 
  amounts of harmful radiation after normal usage. After any 
  situation where the device is activated, the wielder or wearer 
  must make a Fortitude saving throw as if exposed to radiation, 
  with the radiation dependent on the item’s level: 1-8 represents 
  low level radiation, 9-14 equals medium level, 15-18 equals 
  high level, and equipment of level 19 or higher emits severe 
  radiation levels.
  Bulky. The item is built larger than necessary, perhaps due to 
  outdated tech or inferior materials. Increase the device’s bulk 
  by 10% (round up). If the item normally has a bulk of L, it 
  instead has a bulk of 1.
  Complex. Thanks to poor design, the equipment proves more 
  difficult or confusing to operate than necessary. The user 
  suffers a -1 penalty on any skill check made while using this 
  device.
  Cursed. Functionally, the object works as intended, but on 
  occasion it rebels against its user. Whenever an individual rolls 
  a natural 1 on any d20 roll with this device, they must spend 
  a Resolve Point or suffer a -2 penalty on their next check 
  with that device. This flaw cannot be repaired or removed; 
  a complete teardown of the equipment reveals no obvious 
  defects. The expenditure of RP represents a sacrifice or similar 
  tribute to mollify the item’s spirit and evade the curse.
  Distinctive. The equipment is garish, weird, or so exotic in 
  design as to attract attention whenever it is used. It may also 
  feature an unusual noise (such as a loud buzz or deep bass 
  hum). Such an item might leave a distinctive signature, such 
  as a specific damage pattern or easily recognizable tread. 
  Bystanders and witnesses will remember seeing this device 
  and its owner at any noteworthy event. Anyone attempting to 
  gather information regarding this device or its wielder gains as 
  +4 circumstance bonus to their Diplomacy check.
  Experimental. The device represents a prototype or a version 
  that never made it past testing. It could also be a custom-built, 
  bespoke item. It functions normally, but if it suffers the broken 
  condition, the repair DC increases by 5. The GM may rule the 
  device cannot be repaired due to lack of spare components.
  Illegal. The item uses technology or components illegal or 
  forbidden in civilized, law-abiding regions of the galaxy. Any 
  individual arrested while in possession of this device suffers 
  a -4 penalty to Bluff or Diplomacy checks made to avoid 
  detention or further punishment.
  Inaccurate [ranged weapon]. The greater the range to its 
  target, the worse this weapon’s accuracy. The weapon’s range 
  increments are reduced by 10%.
  Inefficient [any battery-powered item]. The device draws 
  too much power with each activation. With each use, this item 
  draws one extra charge from the battery.
  Jury-Rigged. Duct tape, scrap parts, and prayer hold the 
  device together. Each time the device is used, there is a 
  non-cumulative 10% chance it fails to function and becomes 
  broken.
  Over-Heated [any non-archaic ranged weapon]. The 
  weapon becomes hotter to the touch with each successive 
  firing. After the first round of firing in combat, the weapon 
  overheats on a d20 roll of 1, gaining the broken condition. The 
  weapon can be repaired as a standard action with a successful 
  Engineering check with the (DC = 10 + the item’s level). In 
  addition, the wielder must wear gloves, gauntlets, or similar 
  hand protection or suffer 1d6 of fire damage each round they 
  fire this weapon after the first. If the wielder lets the weapon 
  cool for a full round (no action required), the weapon loses 
  this broken condition and is no longer dangerously hot to the 
  touch.
  Recoil [ranged projectile weapon]. When fired, the weapon 
  recoils violently. When the full attack action is used to make 
  two attacks with this weapon, the second attack suffers an 
  additional -1 to hit penalty, for a total penalty of -4 on the 
  first attack and -5 on the second. If this weapon possesses the 
  automatic property and is fired in this mode, all attacks made 
  after the first suffer a -1 penalty to hit.
  Temperamental [any item other than weapon or armor]. 
  The device operates unreliably. It glitches without warning, 
  while at other times it functions beyond its design. Whenever 
  the wielder makes a skill check using this item, they must first 
  make a Charisma check with a DC equal to 10 + the item’s 
  
  level. If they succeed, they add 1d4 to the check. If they fail, 
  however, they subtract 1d4 from the check.
  Ugly. Outwardly, the device shows heavy wear and tear, 
  including dents, scratches, rust, and obvious damage. Despite 
  its appearances, the item functions normally. The wielder or 
  wearer suffers a -1 penalty to Diplomacy or Disguise checks 
  under circumstances the GM deems appropriate. In other 
  situations, however, this item could grant a +1 circumstance 
  bonus to Disguise checks, such as a character attempting to 
  appear destitute or rough.
  Underpowered [any battery-powered weapon]. The weapon 
  underperforms. One of its damage dice decreases by one step 
  (e.g., d8 becomes d6; d6 becomes d4).
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  Infinite Space: Equipment Quirk & Flaws, Copyright 2018, Louis Porter Jr. Design, Inc.
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