Devices
Devices are powerful, but unstable, creations of the user, and are unique in there method of functioning even if the rough idea is the same. their
Unlike most other abilities, Devices are significantly too unstable to be used long term for the most part. Most will have a number of 'charges' per device, granting a number of uses a day. These can be reset with a half-hour of downtime per item, and will usually be when the group rests.
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Alchemist's Dispenser
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The Dispenser is designed to project a number of interesting, highly unstable concoctions. And by 'project' we mean 'spray'. The Dispenser requires 4 AP to fire and inflicts 2d10 + the Intelligence modifier of the Device user, doing a single type of damage that the user wishes. It can be fired a number of times equal to the creator's Intelligence modifier in a cone 5m long, damaging everything in its path unless they can make an Agility test to avoid it.
Upgrades
Focused Nozzle - Increase the range of the cone by 5m, or alternatively change the pattern to fire a thick stream and damage everything in a 20m line.
Wide Stream - With this upgrade, the target will take half damage even on a successful agility test.
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Analyzer
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This device covers the eyes and will allow the user to see one of several things, requiring 2 AP to activate or change what it sees. When activated the Analyzer will reveal magical fields, life essences, to see in darkness or to see hidden doors. This last for 1 minute. The Analyzer has a number of charges equal to the creator's Intelligence modifier.
Upgrades
See the Unseen - The Analyzer can see invisible objects and beings.
Truesight - Add +20% to tests to see through illusions, and test automatically upon activation if an illusion is present.
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Armour Motivator
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Armour Motivators are designed to improve armour, much like the Power Frame Armour Enhancement. It increases the carrying capacity by 5. Additionally, the Motivators can be used to hit things, adding +2 damage to melee attacks and thrown attacks for one round, at the cost of one charge and 1 AP. The Armour Motivator has four charges. When it runs out of these charges it loses all benefits.
Upgrades
Backup Battery - Even with all the charges spent the Motivator continues to function.
Finer Motors - Increase To Hit by 10% when a charge is spent as well as the extra damage.
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Cutting Saw
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This potent blade is meant to cut through most things. Typically it will go through an inch of wood per round, an inch of metal or stone every three rounds, and people with unpleasant speed. The device is not really a weapon, but rapidly becomes one, inflicting 2d10+10 damage ignoring 3 points of armour for 5 AP, and must be wielded in two hands with a -10% chance to hit. The device gets a number of charges equal to the Intelligence modifier of the creator, and each charge will run the device for 1 minute.
Upgrades
Diamond Teeth - Reduce the cutting time by half, and cut through unusual materials in 5 rounds. Add +2 to damage.
Rebalance - Make the device more usable as a weapon and reduce the to-hit penalty by 5%.
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Explosive Mines
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These terrifying devices detonate upon contact, inflicting terrible damage to everything in the area. They take 3 AP to deploy safely in a 1m square next to you, and 1 round later the device arms. Anything entering this meter will cause it to detonate, inflicting 2d10+5 damage to the occupant, and 1d10+5 to everything within a 3m area around the device. The creator can make up to their intelligence modifier in Mines.
Upgrades
Flammable - Anyone caught in the blast must make an Agility test or suffer 1d5 fire damage, without armour, until they spend 5 AP putting it out
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Gatling Cannon
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The multi-barreled horror is clearly for nothing but destruction. It fires each barrel in rapid turn, as firing all of them at once would shatter an ogre's shoulder. The combined effect inflicts 2d10+7 damage to everything in a 30m line. It costs 5 AP to fire, and has 4 charges - the machinery to fire it is delicate, and firing it anymore would probably end poorly.
Upgrades
Risky Operation - Fire an additional number of times, but each time increases the chance of catastrophic weapon failure. After the last charge has been used, you can fire again, but if the roll is 90% or higher the weapon's damage is inflicted on its user. If the weapon is integrated into their armour it ignores the armour when it does it. Each additional firing drops this chance of malfunction by 5% - so the second time any roll over 85% will cause the misfire, the third 80%, etc.
Note that if the roll is also a pass on the ranged weapon test to hit your target you both get damaged. Once the weapon misfires it cannot be used again until an hour of work is put into repairing it. |
Orniphopter
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A small, backpack-esque flying machine that allows its wearer to fly for 3 AP. The user can move up to there normal speed in any direction while the Orniphopter is active, which costs 1 charge per minute. The device has a number of charges equal to the user's Intelligence modifier.
Upgrades
Efficient - The Orniphopter runs for 5 minutes per charge.
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Turrets
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Create up to your Intelligence modifier in turrets, which costs 3AP each to deploy. Each turret can attach one single-handed ranged weapon which will fire upon a single target each round, firing once per turn. If you wish to re-aim the turret it costs 3AP. Each turret has a magazine of 5 shots, and once depleted must be dismantled and restocked, taking 10 minutes each.
Upgrades
Stronger Tripods - Add any crossbow or two-handed firearm to the tripod, and add 5 to the Magazine.
Rapid Reload - Each Magazine can be restock at the cost of 10 AP.
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