Need the mod itself and the item you want to install it on.
The right kind of tools and/or workbench.
The right kind of rank, attribute and perk.
Common recipes are known to everyone as standard.
Uncommon recipes are learned by purchasing certain perks while advancing the character.
Rare recipes can only be learned from specific people or by finding a copy of the recipe written down; these only become available at the GM's discretion and may be granted as a reward or found as a note or holotape while scavenging.
Perform a difficulty 1 skill test using (INT) + whatever skill is listed in the mod's description.
Takes one hour to mod an item but you can spend 2(AP) to reduce the time in half.
A complication increases the time by a half hour per complication rolled.
On Failed test: The mod isn't installed and you roll 1(CD). rolling an effect damages the mod and it cannot be used.
Armor can have two mods: 1 material and 1 utility.
Clothing that can be modded can only have 1 mod.
Ranged weapons get a variety of mods but only one mod of each type.
Melee weapons can have one mod.
Robots get one mod per location except the torso can have one Armor mod and up to three interal mods.
Some mods can cancel out a quality that the item currently has.
The qualities do not stack with existing qualities.
One exception to the rule about qualities stacking is piercing.
Each mod that grants the 'Piercing X' quality, it adds +1 piercing to the item.
Mods that alter range do so by one step.
No weapon can have a range longer than extreme or shorter than close.