Modifications
Weapon Modifications
|
Modifying a weapon to serve it's purpose better is rarely a poor idea. So long as you have the coin.
Light weapons can have two modifications, where as one handed and two handed weapons can have three modifications each.
Alchemical Edge
Item Slots: Same as base weapon. Cost: 760sp Weapon Type: All Description: Ignore 2 points of armour. |
Alchemical Injector
Item Slots: Same as base weapon. Cost: 850sp Weapon Type: All Description: Add a reservoir to a weapon that allows one of its attack to add an alchemical item's effect. |
Cable-Backed Bow
Item Slots: Same as base weapon. Cost: 130sp Weapon Type: Bows and Crossbows Description: A bow with this modification has cabling of sinews or plant fibres, allow even inferior woods to take more strain by relieving strain and increasing tension. A cable-backed bow deals an additional 2 damage. |
Chain
Item Slots: As the base weapon +2 Cost: 90 sp. Weapon Type: Light Blades, Light Blunt Weapons, Light Hammers. Description: Increase the range of the weapon to 1m at a cost of 1 AP, and return it to melee range for the same. |
Composite Bow
Item Slots: Half of base weapon. Cost: 210 sp. Weapon Type: Bows and Crossbows Description: A mixture of woods, horns and sinew makes this smaller bow compressed, easy to draw and powerful. Reduce the AC Cost to fire it by 1. |
Curtana Formed
Item Slots: Same as base weapon -1 Cost: 300sp Weapon Type: Any Melee Weapon Description: These weapons are unusual in that they function almost symbolicly, and are in fact designed to do less harm - swords are blunted and squared to the tip, axe blades are dull, mace heads are of lighter materials, etc. All Curtana formed weapons deal -2 Damage, but improve any healing Magic used while holding the by an additional 1d5. |
Double Weapon
Item Slots: Same as base weapons. Cost: Same as combined weapon total plus 50sp. Weapon Type: Any two single handed weapons Description: Combine any single handed Melee or Ranged weapons into a single weapon. You can use either weapon by spending 1 AP to switch between them, or use the Dual-Wielding or Blade and Barrel Talents depending on the combination. This counts as one modification for each double weapon. |
Extra Barrel
Item Slots: Same as base weapon +1 Cost: 180sp Weapon Type: Firearms Description: Add an additional barrel to a firearm. The weapon can be fired a second time at it's normal AP cost before it needs to be reloaded, which takes an additional 1AP. |
Fuller
Item Slots: Same as base weapon -1 Cost: 30sp Description: A simple and common modification to many bladed weapons. It reduces the Item Slots by 1. |
Poppet
Item Slots: Same as base weapon +1 Cost: 115 sp. Weapon Type: Any melee weapon. Description: A small figure attached to the weapon somewhere, it allows blood shed to be used for a Curse. |
Sight
Item Slots: Same as base weapon. Cost: 150sp Weapon Type: Ranged Weapons Description: When used with a ranged weapon this sight aids in aiming, adding +5 to hit. |
Rifled Barrel
Item Slots: Same as base weapon. Cost: 350sp Weapon Type: Firearms Description: This grooved barrel causes shots to spin, improving there accuracy. On non-scatter firearm shots it adds +5% to hit and doubles the range. |
Tears of the Wounded
Item Slots: Same as base weapon +1 Cost: 180sp Weapon Type: Melee Weapons. Description: This fancifully named modification sees either a groove or an internal chamber inside the weapon, filled with alchemically treated mercury or lead shot, allowing the weapons weight to be brought to bear more easily but making its balance difficult to predict. This adds +2 damage but inflicts a -5 miss penalty to any melee weapon. |
Armour Modifications
|
Armour can have 3 modifications per set, shields can have 1 modification.
Nimble
Item Slots: Same as base armour -1. Cost: 100 sp. Description: Reducing the armour of a suit can help with motion. Reduce the Agility penalty of the suit by half, rounded down. |
Armour Spikes
Item Slots: Same as base armour +1. Cost: 120 sp. Description: Armour Spikes inflict 1d10+1 damage, and count as Light Blades. If the target is grappled then they may make a single attack against the grappler each turn, at no AP cost. |
Additional Runes
Item Slots: Same as base armour. Cost: 130 sp. Description: When added to a set of Mage's Robes this adds an additional Talent to the robe for the purposes of its bonus. |
Throwing
Item Slots: Same as base Shield. Cost: 180 sp. Description: Allows the shield to be used as a throwing weapon. |
Gambeson
Item Slots: Same as base Armour +3 Cost: 90 sp. Description: Added to medium and heavy armour, this addition adds the chance to apply Leather special material effects. |
Unusual Materials
|
Adamantine
Cost: 1100 sp. Material Type: Metal Description: At first glance this dark metal might seem a midnight grey, but as the light strikes it reveals a rainbow of shades Double the number of Item Slots used by the item, and a double-handed weapon or heavy armour requires a Physical Prowess score of 50 or higher. Weapons made of Adamantine add +3 damage, and reduce any armour of there victims by 3 as well. Armour made of Adamantine increases the armour by 2, and ignores any ability to reduce the armour rating - including Adamantine weapons. |
Black Terracotta
Cost: 350 sp. Material Type: Metal Description: A mix of clay and a strange powder, when fired correctly, is harder, sharper and lighter than steel - and stylishly black! Metal weapons made of Black Terracotta inflict +1 damage and take half the item slots of the usual weapon. It also doesn't count as metal |
Bonnacon Leather
Cost: 250 sp. Material Type: Leather Description: The thickened hide of the bannacon is highly prized by leather makers for allowing a material nearly as strong as steel, but lighter and more flexible. Leather armour made from Bonnacon Leather gains +1 Armour. |
Crucible Steel
Cost: 280 sp. Material Type: Metal Description: This uncomonly hard style of steel is gorgeously patterned, adding greatly to its allure - and is far harder and resistant than normal steel. Metal weapons made of Crucible Steel inflict +2 damage. Metal armour offers an additional 1 Armour. |
Dodano Wood
Cost: 140 sp. Material Type: Wood Description: Cut from the sacred trees near the temple of Oracles, this wood allows brief glimpses of the future - enough to save yourself, perhaps. Three times a day add +10% to Dodge or Parry. |
Dragon Hide
Cost: 760 sp. Material Type: Leather, Metal. Description: This toughened hide provides excellent protection, adding +2 to armour especially from the type of damage the dragon in question afflicted, adding +3 armour against Fire, Electric, Cold, Force or Physical damage as the dragon it is from. It also tends to upset Dragons, who are not fond of being made into armour. |
Focusing Crystal
Cost: 600 sp. Material Type: Metal, Wood Description: A melee weapon replaces the 'active' part of the weapon - the blade of a sword, the haft of a staff, the head of a hammer. This weapon instead replaces its normal damage type with an elemental damage type. |
Magebane Crystals
Cost: 730 sp. Material Type: Leather, Metal, Wood. Description: These crystals are grown into a base material, giving it an appearance of another substance studded with flickering motes. Magebane weapons, when they inflict injuries to a target, increase the use of any Magic talents by 1d3 Ation Points until the end of the targets next turn. These do not stack. Magebane armour adds +1, +2 or +3 Armour, depending on if it's Light, Medium or Heavy - however, the wearer also takes an AP penalty to use Spell talents equal to the bonus. |
Orichalcum
Cost: 240 sp. Material Type: Metal Description: A deep brass coloured metal that refuses to tarnish. Conducts electrical powers well, and Any attack inflicting Electric damage with this weapon increases the damage by 1d5. Armour including Orichalcum is 2 higher when dealing with Electric damage. |
Shadow Tree Bark
Cost: 230 sp. Material Type: Leather. Description: When treated with the correct alchemical ingredients this tree bark makes an interesting armour. Add +5% to Stealth and Dodge. |
Wyvern Scale
Cost: 430 sp. Material Type: Leather, Metal. Description: This toughened hide provides fine protection, adding +1 to the Armour and an additional +1 against Fire, Cold, Electric or Force damage, chosen upon creation. |
Titanbone
Cost: 500 sp. Material Type: Metal, Wood Description: These long, flexible lengths of bone remain white and gleaming when found. Weapons made of Titanbone add +1d5 force damage to an attack. Armour made of Titanbone repels blows to it - the attacker must make an Easy (+20) Physical Prowess test on each successful melee strike, and on a failure drops there weapon |