Rules for Mastercraft Equipment are on page 130-1 of the rulebook.
This gear is intended for experienced characters, and is not generally available at the start of the campaign. Please talk with the GMs if you have a specific exception that fits with your character creation.
Each level of enhancement adds three to the DC. E.g. Colt Walker Dragoon is normally DC15, but with custom grip (+ 1 enhancement) will cost DC18.
Items with +1 enhancement are considered “common” and available by the regular rules. Items with +2 or +3 bonus are available but must be specially made (i.e. may take more time to find than the standard 1 hour per DC). Items above +3 exist only with GM permission.
Mastercraft gear has an additional minimum Wealth cost equal to its overall bonus. This updates table 5.1 (pg 126) as follows. E.g. a character with Wealth 5 would pay 1d6+2 wealth points to acquire a Walker with custom grip.
|Object/Service Purchase DC||Wealth Bonus Decrease|
|Equal or less than current Wealth Bonus||0 points|
|1-10 points higher than current Wealth Bonus||1 point|
|11-15 points higher than current Wealth Bonus||1d6 points|
|16+ points higher than current Wealth Bonus||2d6 points|
|Purchase DC 15+||+1 point|
|Mastercraft bonus of +N||+N points|
When selling a piece of mastercraft gear, the rules are unchanged. I.e. the custom-grip Walker would count as an item of DC15 (DC18 – 3 for “used in good condition”) when sold.
COMMON GEAR considered MASTERCRAFT
- Fancy spurs (DC13) : Mount takes no damage on successful Spur Mount action
- Fancy Saddle & bridle (DC19) : +1 equipment bonus to Ride rolls
- Fancy Holster : +1 equipment bonus to Initiative during a fast-draw round