TEXT:  
  SAVAGE GEAR DAMAGE 
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos 
  and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or 
  suitability for purpose of this product. 
   
   
  This Setting Rule applies to all gear used in Trait rolls where the 
  GM deems it possible that the action could result in damage to 
  the gear. This will most often be weapons, but other items, such 
  as lock picks or rope, can be affected as well. 
   With this Setting Rule, equipment has three states: 
  ▪ 
  Normal: The gear works as normal. 
  ▪ 
  Damaged: The character suffers a -1 to any Trait roll 
  using the Damaged gear. 
  ▪ 
  Broken: The equipment is impossible to use for it’s 
  intended purpose until it is repaired. 
  DAMAGING EQUIPMENT 
  When the player makes a Trait roll using equipment that the GM 
  determines could be damaged by the action taken and the roll 
  results in a Critical Failure, the equipment is Damaged. 
  A Damaged tool gives a -1 penalty to any Test it is being used 
  for. 
  BREAKING EQUIPMENT 
  A Damaged tool that is Damaged a second time is now Broken 
  and cannot normally be used until it is repaired. 
   A weapon may still be used to attack, but it counts as an 
  improvised weapon (see Improvised Weapons in the Savage 
  Worlds core rules). 
  REPAIRING EQUIPMENT 
  Damaged gear can be repaired with a successful Repair roll and 
  1d4 hours. A raise repairs the gear in half the time. A failed roll 
  means that the time was wasted, but the character can try again, 
  spending more time. 
   A Critical Failure means the task is beyond the character’s 
  current skill and the character must either wait until their Repair 
  skill increases or have the equipment be repaired by someone 
  else. 
   Repairing Broken gear is much more difficult and gives a -4 
  penalty to the Repair roll but otherwise works the same as 
  repairing Damaged equipment. 
  ITEM QUALITY 
  The above rules are for items of standard quality. For equipment 
  that is of lower or higher quality, the following modifications are 
  made. 
  EXPERT QUALITY 
  This gear generally costs three times as much as standard quality 
  and allows the player to make a roll using a d6 (no Wild Die) for 
  the equipment to resist being Damaged. 
   Repairing this quality of gear gives a -2 penalty to the Repair 
  roll. This is cumulative with the normal -4 penalty to repair a 
  Broken piece of gear. 
   
   
   
  MASTERWORK QUALITY 
  Masterwork gear costs five times as much as the standard quality 
  equipment and allows the player to make a roll using a d10 (no 
  Wild Die) for the equipment to resist being Damaged. 
   Masterwork gear can only be repaired by a character with the 
  Mr. Fix It Edge from the Savage Worlds core rules. 
  POOR QUALITY 
  No one intentionally sells this type of gear and it becomes 
  Broken the first time it’s use results in a Critical Failure. 
  MAGICAL EQUIPMENT 
  Magical equipment must be either expert or masterwork quality 
  and follows all the normal rules for that level of quality. 
   Additionally, magical equipment allows the roll of a Wild Die 
  when resisting being Damaged (so an expert long sword would 
  roll a d6 for being expert quality and a d6 Wild Die for being 
  magical). 
  REPAIRING MAGICAL EQUIPMENT 
  Repairing Damaged or Broken magical gear also requires the 
  character to have the Artificer Edge, or to have someone helping 
  that has the Artificer Edge. In addition to the normal Repair roll, 
  a separate roll using the skill related to the appropriate Arcane 
  Background must be made. A failure on either roll indicates a 
  failure to repair the equipment. 
  FRAGILE EQUIPMENT 
  A new descriptor becomes available with this Setting Rule: 
  Fragile. Items made of particularly weak or breakable material 
  (such as a wooden stake, obsidian dagger, etc) become Damaged 
  when the Trait die comes up as a 1 on the Trait roll regardless of 
  the Wild Die result. 
  EDGE CHANGES 
  When using this Setting Rule, the Mr. Fix It Edge from the 
  Savage Worlds core rules works as written, but with the added 
  information below: 
   MR. FIX IT: The character can repair items of masterwork 
  quality with a -4 penalty to the roll (i.e., a -2 penalty including 
  the +2 bonus given from this Edge). This is cumulative with the 
  normal -4 penalty to repair a Broken piece of gear. 
  REPAIR MODIFIERS SUMMARY 
  QUALITY 
  WITHOUT MR. FIX IT 
  WITH MR. FIX IT 
  Poor 
  N/A (-4 Broken) 
  N/A (-2 Broken) 
  Normal 
  -0 (-4 Broken) 
  +2 (-2 Broken) 
  Expert 
  -2 (-6 Broken) 
  +0 (-4 Broken) 
  Masterwork 
  N/A 
  -2 (-6 Broken) 
   
   
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Core/Adventurer's Guild/Savage Worlds - Adventurer's Guild - Savage Gear Damage.pdf