Artificery Enhancements
Enhancements can be flavoured as the creator wants. They might be steam-driven additions to their armour or runic enhancements. Bodily enhancements might be alchemical potions, steam-driven prosthetics or magical tattoos. It is up to you what fits the character and the world best.
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Enhancements and Modifications
A true mad scientist will rarely take resources from only one place. As a result, an item may be both upgraded by enhancements and modifications, creating some truly unusual combinations - double transforming weapons being an obvious eyebrow-raiser. As a rule, the idea of this system is to grant as much freedom as possible, and someone who has invested so much time, talents and silver into their own personalised weapon is probably someone with a very specific goal or image for their character.
With that being said, there are two circumstances where this likely won't happen. The first is a game world where such interesting steampunk weaponry wouldn't fit the tone, in which case the artificery talents are likely poor fits.
The second is if the enhancement and the modification have the same effect, such as adding or guarding against a particular kind of damage. These will not activate at the same time.
Weapon Enhancements
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Weapon Enhancements are personalized modifications to a weapon. There is no maximum number of Enhancements you can add to one weapon, beyond the maximum number you know, and if you wish you can spread the Enhancements out over multiple weapons or add them entirely to one weapon.
Each item can have the same Enhancement, but each item can only have an Enhancement once unless otherwise specified. Enhancements can be scrapped and redone as required, taking an entirely new set of modifications if so wished, or transferred over to another weapon. Adding or changing an Enhancement takes an hour per Enhancement.
Elemental Damage - Add 1d5 of either fire, cold or electric damage. Your weapon strikes add this in addition to its normal damage. This Talent may be selected more than once. Each time select a different type of damage to add.
Improved Elemental Damage - Require Elemental Damage - Select any type of damage that you have already gotten via Elemental Damage and upgrade the damage to 1d10.
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Force Blade - Requires Melee Weapon - The usually solid parts of a weapon are replaced with a shaped force variation. The weapon counts as doing Force Damage instead of Physical Damage, and increases the damage inflicted by +1.
Integrated Device - Add a Device to a weapon. A weapon with an Analyzer might glow or point to a target, and a weapon might temporary reform into the Device to use. Each Device requires 1AP less than usual if used the same turn as the weapon. Turrets and some other Devices probably won't work with this, or won't work with all weapons.
Personal Modification - Add a Modification to your item. This does not count against the limit for modifications.
Transformable - You can switch your weapon between two different weapons for 1 AP, including two-handed weapons. One will be the primary form that your Weapon Enhancements are based on, and the second can be any other weapon but must remain the same once added. It can be swapped out like any other mod.
Armour Enhancements
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Armour Enhancements modify a suit of armour or a shield. Once again these modifications can be split between your armour and your shield, and you can have the same Enhancements on both the shield and armour, but not the same modification more than once per item.
Armour Enhancements can be swapped and changed as needed, each enhancement taking an hour of work to replace with a new one the user qualifies for.
Built-In-Device - You can add a single device into your armour, allowing it to be used in a more stable fashion. In the case of weapons this removes the usual limit on it's use, but the weapon inflicts half the damage it usually does. They can be used in there more typical fashion in addition to this, costing a charge as usual. Turrets require 1 less AP to activate or aim. Other Devices gain 2 additional uses.
Extra Plating - Add +1 Armour to your gear.
Power Frame - Add a frame to your armour (or simply wear it yourself) that can provide a boost. At the cost of one Charge per three rounds and 2 AP, you can add your Physical Prowess modifier to damage with Melee and Thrown weapons.
Redline - Requires Powerframe - The Frame can be made to perform at a very high level...for a short time. This ability costs 2AP to activate and all remaining Charges. For 1 round per charge spend all Weapon Skill, Ranged Skill and Agility all get +5 and an additional +3 to Melee and Thrown damage.
This takes so much power that the Engine won't begin recovering Charges until after the next fight, or once the group has rested for the night. |
Personal Modification - Add a Modification to your item. This does not count against the limit for modifications.
Powered Armour - Requires Power Frame, Heavy Armour Talent (Enhanced Armour must be Heavy) - The suit becomes a mechanised marvel, now closer to piloted rather than worn. It adds +10 to Physical Prowess, and +3 to damage. It also adds +1 to your Agility modifier for the purpose of determining your speed.
If the Engine runs out of Charges, including the end of the Redline ability, then the suit imposes a - 5 penalty to all tests until at least one Charge has been restored.
If the Engine runs out of Charges, including the end of the Redline ability, then the suit imposes a - 5 penalty to all tests until at least one Charge has been restored.
Resistance - Upon the activation of this ability select one kind of energy damage (fire, cold or electric), gaining Resistance to that element for the duration. This cost 2 AP and 1 Charge per 3 rounds.
This ability can be selected multiple times. Each time it is selected it can be applied to a new type of damage.
This ability can be selected multiple times. Each time it is selected it can be applied to a new type of damage.
Improved Resistance - Requires Resistance - Select one type of Energy you have Resistance for. While this ability is active you can choose, for 1 additional AP per round and 1 Charge, to gain immunity instead.
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Stealth Coating - Add +10% to Stealth.
Weapon Attachment - Attack a one-handed weapon to your armour. It allows you to keep your hand free for spellcasting or other items, but can't hold a shield.
Bodily Enhancements
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Bodily Enhancements are similar to those for weapons and Armour Enhancements, but with one significant difference - they cannot be changed or modified without harming the person as these modifications are added directly to the body and mind of their user.
Mechanical Arm - Replaces a missing limb or augments an existing one. When active it functions as a normal limb, costing 1 AP per turn to use, but adds +10 to Physical Prowess for using that arm.
Mechanical Leg - Replaces a missing leg or covers an existing one. When functuioning it costs 1 AP to use, but adds +10% to Agility related tests.
Sub-Dermal Plating - Add +2 Armour when not wearing any armour. Stacks with the Unarmored Defense Talent
Physical Implant - For 2 AP gain +5 to Weapon Skill, Ranged Skill, Agility or Physical Prowess. This effect causes a noticeable change in the person using it (tattoos and glyphs glow, muscles re-shape, etc). This ability costs 2 AP to sustain.
Mental Implant - At the cost of 2 AP add +5 to Intelligence, Willpower or Fellowship.
Resistance - Upon the activation of this ability select one kind of energy damage (fire, cold or electric). This ability costs 2 AP to activate and 1 AP to sustain. You can select this ability multiple times, each time selecting a different type of energy.
Improved Resistance - Requires Resistance - Select one type of Energy you have Resistance for. While this ability is active you can choose, for 1 additional AP per round to gain Immunity instead.
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