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Mechanical DevicesCarry AssistRequires Mechanical: 1
Price: 500
Weight: 20
Carry Slots: 0
Power Source: Internal (1 volatite crystal) or External (negligible charge).
This device is integrated into your carrying rig and provides
assistance in carrying large inventories, at the expense of its own
hefty weight. When wearing this device, your carry factor is increased by 2.
You cannot use more than one Carry Assist at once.
Effects per Size Increase: The
effect on carry factor is increased by 1. Use Total Device Weight chart.
Effects of Advanced Device: Increases
the effect on carry factor
by a percentage equal to 25 times your excess degrees of Mechanical
competency.
Powered ExoskeletonRequires Mechanical: 2
Price: 1000
Weight: 15
Carry Slots: 3. All carry slots are ignored like armor while the device is being worn.
Power Source: External
This device provides mechanical assistance to your movements. It
consumes 1 charge when activated, and another 1 charge for every 15
minutes kept active. Depending on the design, it may increase STR by 2,
SPD by 2, or
each by 1. The device reduces DEX by 1 whenever worn, but only provides
its positive bonuses when powered. The device takes 1 minute to put on
or
take off. It is only effective on a character of 8 WGT or less. If its
charge is provided by an Arcjet Power Pack, it provides an extra 1 STR.
This device must be produced for a specific species
and WGT of character, and cannot be altered to fit another later.
Antecessoroids and reanimators all count as the same "species" for this
rule, akin to the rule for moderate-fit armor. Only devices for the
most locally common species and WGTs are typically available in major
cities.
You may only wear one Powered Exoskeleton, and unworn exoskeletons provide no benefit.
Effects per Size Increase:
May increase STR by 1, increase SPD by 1, or increase maximum character
WGT by 8. Decreases DEX by 1 for every 2 size increases. Increases
carry slots by 1.
Use Total Device Weight chart.
Effects of Advanced Device: Increases
the amount of STR and/or SPD by a percentage equal to 25 times your excess degrees of Mechanical
competency.
Powered LockpickRequires Mechanical: 2
Price: 500
Weight: 3
Carry Slots: 1
Power Source: Internal (1 volatite crystal) or External (negligible charge).
This device provides mechanical assistance to Lockpicking (Stealth). It
provides a +TN of 2 in the rolls for that Ability, and may be used in
lieu of a normal lockpicking kit.
Effects per Size Increase: Increases the device's +TN by 1. Increases
carry slots by 1.
Use Total Device Weight chart.
Effects of Advanced Device: Increases
the device's +TN
by a percentage equal to 25 times your excess degrees of Mechanical
competency.
Miniaturization: 1 pound, 0 carry slots. Requires Mechanical: 4.
Waterjet DeviceRequires Mechanical: 2
Price: 1100
Weight: 5
Carry Slots: 2. 2 carry slots are ignored like armor while the device is being worn.
Power Source: Internal (1 volatite crystal) or External.
This device consumes 1 charge when activated, and another 1 charge for
every 15
minutes kept active. When activated, it increases your SPD by 3, but
this bonus only applies while underwater. It is not reduced to 25% for
non-amphibious characters like normal SPD. It can be worn, or it can be
carried; if held with both hands, its SPD bonus is raised by 1. If
worn, it takes 1
minute to put on or take off. If its charge is provided by an Arcjet
Power Pack, its total SPD is increased by 25%. The device does not sink or float if dropped underwater.
You may only wear one Waterjet Device, and cannot use more than one at once.
Effects per Size Increase: Increases the SPD by 1. Increases carry slots by 1. Use Total Device Weight chart.
Effects of Advanced Device: Increases the flying SPD by a percentage equal to 25 times your
excess degrees of Mechanical competency.
Net WeaponRequires Mechanical: 3
Price: 400
Weight: 3
Carry Slots: 1
Power Source: Internal (1 volatite crystal) or External. Must
be external if device has advanced status or more than 3 size increases.
This is a ranged weapon that inflicts no damage, but binds its target
with a confining net if hit. Its offense rolls are d12/2d20/X. If at
least one size increase is made, the rolls are d12/d20/X instead.
Shields have no effect against this weapon and are not considered in
the defense roll (cover can be used as normal). If hit by this weapon,
a character is knocked down; until freed, they cannot recover from the
knockdown or do any physical actions except for trying to escape the
net. Attempting to escape is a major action that requires a d6 roll on
either STR or DEX. Allies of the netted character can attempt to help
them get free; the ally must touch the character and make the same d6
roll on either STR or DEX. If the weapon scored a critical hit, any
attempt to escape the net (or to help a character escape) must add 3
Hindrance to all rolls to do so.
A flying character hit by the net will fall instead
of being stunned, and will always be knocked down by the fall,
regardless of damage.
Very large creatures may add Easing to all defense rolls against this
weapon. The amount of Easing is 1/25 of their WGT. If the Easing would
be more than 5, they are immune to the device with no need to roll.
Once fired, the
net must be retrieved and reloaded. Reloading the net takes 5 major
actions, thus it is typically done after combat.
A fired net cannot be attacked using Damaging Objects rules until the
victim escapes it. If a net is lost or destroyed but the empty weapon
is retained, a new net may be created for 1/10 the cost of the original
weapon.
Effects per Size Increase: Adds 1 Hindrance to all rolls to escape the net (or to help a character
escape). Also cancels 1 Easing from a large target's WGT during defense
rolls. Increases carry slots by 2. Use Total Device Weight chart. Use Ranged Weapon Device STR Requirements chart.
Effects of Advanced Device: Increases
the effect on Hindrance and Easing (from any size increases) by a percentage equal to 25 times your excess degrees of Mechanical
competency.
Aerodynamic Flight DeviceRequires Mechanical: 3
Price: 1600
Weight: 10
Carry Slots: 2. 2 carry slots are ignored like armor while the device is being worn.
Power Source: External
When activated, this device permits flight with a flying SPD of 4, at a
cost of 1 charge per round. This flight is based on physical mechanics,
such as wings or arcjet thrust. The device must be "worn," and takes 1
minute to put on or take off. The maximum weight lifted by the device
is 400 pounds. If its charge is provided by an Arcjet Power Pack, its SPD is increased by 25%.
You may only wear one Aerodynamic Flight Device, and unworn devices provide no benefit.
You cannot rush using the flying SPD from this device if you have 2 degrees of
encumbrance, and you
cannot use this device at all if you have more than 2 degrees. Its
physics are ineffective underwater and it does not contribute to
underwater SPD.
Effects per Size Increase: May
either increase the flying SPD by 2, or increase the maximum weight by
200. Charge consumption per turn is increased by 1 for every 2 size
increases. Increases carry slots by 1. Use Total Device Weight chart.
Effects of Advanced Device: Increases the flying SPD by a percentage equal to 25 times your
excess degrees of Mechanical competency.
Motorized Blade Melee Weapon Modification
Requires Mechanical: 3
Price: 700
Weight: 3
Carry Slots: 1
Power Source: Internal (1 volatite crystal) or External.
This
device describes mechanical alterations to a melee weapon to enhance
its cutting ability. It may be activated or deactivated as a free
action; it consumes 1 charge when activated, plus 1 charge for every
minute kept active. In order to actually gain the effects of the
device, you must grant your target 1 degree of melee advantage over
you, as if using a Bite attack. If you do this and successfully hit,
your weapon's damage is increased by 3 times the weapon's SR (drive is
unchanged). If the charge is provided by an Arcjet Power Pack, the damage increase is 4 times the weapon's SR instead.
This
device cannot be used with Sweeping Offense (Close Combat). The weapon
cannot be used with any effect that
adds energy damage to a melee weapon, even if the device is currently
deactivated.
The melee weapon must have an SR of at least 2, and
must not have the Blunt or Overprecise tags. It cannot be a Standux weapon. Due to the extra bulk and
inferior balance, the weapon's Offense and Defense ratings are reduced
to 50% (prior to any reduction from external power cable, if
applicable), or a minimum of 1.
Size increases cannot be applied.
Effects of Advanced Device: Increases extra damage by a percentage equal to 25 times your
excess degrees of Mechanical competency.
Motorized Hammer Melee Weapon Modification
Requires Mechanical: 4
Price: 800
Weight: 3
Carry Slots: 1
Power Source: Internal (1 volatite crystal) or External.
This
device describes mechanical alterations to a melee weapon to strengthen
its impact. It must be charged as a free action; this consumes 1 charge
and takes 1 round to complete, though the weapon can be used normally
in the meantime. Once charged, the next time the weapon hits a target,
it will have its damage and drive each increased by 2 times the
weapon's SR. If the charge is provided by an Arcjet Power Pack, the
damage and drive increase is 3 times the weapon's SR instead.
If used during Sweeping Offense (Close Combat), the device
is effective only on one of the targets hit. The weapon cannot
be used with any effect that
adds energy damage to a melee weapon, even if the device is not in use.
The melee weapon must have an SR of at least 2, and
must have the Blunt tag. It cannot be a Standux weapon. Due to the extra bulk and inferior
balance, the weapon's Offense and Defense ratings are reduced to 50%
(prior to any reduction from external power cable, if applicable), or a
minimum of 1.
Size increases cannot be applied.
Effects of Advanced Device: Increases extra damage and drive by a percentage equal to 25 times your
excess degrees of Mechanical competency.
Self-Extracting Lance
Melee Weapon Modification
Requires Mechanical: 3 and Adamantology: 1
Price: 1000
Weight: 0
Carry Slots: 0
Power Source: None
This device describes alterations to a Standux adamant spear (see Melee Weapons),
originally intended to replace disposable lances in the inventories of
Manusia's wealthiest knights. The Standux spear ceases to be usable
when not being used in Couched Polearm Charge (Close Combat). However,
the weapon can no longer be dropped or broken as a result of that
Ability. Instead, it returns to its folded state, requiring only a free
action on your next turn to return to normal use.
Size increases cannot be applied.
Cannot receive advanced status.
Aiming AssistRequires Mechanical: 3 and Diagnostics: 1
Price: 1300
Weight: 10
Carry Slots: 2
Power Source: External (negligible charge)
This device consists of computerized stabilizers that assist you in
using ranged weapons. It provides a +TN of 3 in ranged offense rolls.
By default, this device affects any ranged weapon wielded
conventionally in your hands, except for thrown weapons. Alternatively,
it may be connected to a Hands-Free Ranged Rig device, in which case it
is effective only on the rig's weapon. It can never be used with ranged
weapons that originate from Abilities (such as arcane attacks).
You cannot use more than one Aiming Assist at once.
Effects per Size Increase: Increases the +TN by 1. Increases carry slots by 1. Use Total Device Weight chart.
Effects of Advanced Device: Increases the +TN by a percentage equal to 25 times your
excess degrees of Mechanical or Diagnostics competency (whichever is lesser).
Active Protection System
Requires Mechanical: 4 and Diagnostics: 2
Price: 1600
Weight: 10
Carry Slots: 2
Power Source: External (negligible charge)
This device consists of many swiveling launch tubes, as well as
advanced scanners. When it detects a large incoming projectile, it
automatically launches a counter-warhead towards and above it, creating
its own blast to disrupt the incoming danger. This reaction can stop
any rocket launcher projectile, vehicle cannon shell, or rocket pod AoE
rocket, and can be optionally increased in sensitivity to stop grenade
launcher projectiles as well. It cannot properly detect thrown
projectiles, nor anything smaller than a launched grenade (such as
firearm or railgun projectiles). It can be set to react only to
projectiles that directly target you, or to any projectile that targets
a character in your engagement (whether friend or foe). This setting,
as well as sensitivity to launched grenades, can be altered as a free
action.
Before progression, this device has a 90% chance to
detect and launch against a valid projectile; this percentage is
reduced by 30 if the attacker is engaged with you. If it successfully
launches, the incoming projectile is destroyed before it can detonate
properly. However, the device's own blast has a 30% chance of striking
any other engaged or grouped-up character with 12 blast damage
(equivalent
to an AoE with a failed offense roll). Every time the device
launches,
its chance of intercepting the next attack (originally 90) is reduced
by 20. To restore the chance to what it was originally, the device must
be reloaded and maintained at a city forge, at a cost of 30 coins for
each time it has launched since the last reload.
Effects per Size Increase: Each
increase allows the device to launch 1 time without decreasing the
chance of intercepting future attacks. Such launches still contribute
to the next reload cost. Increases carry slots by 1. Use Total Device
Weight chart.
Effects of Advanced Device: Any "free" launches from size increases are increased by a percentage equal to 25 times your
excess degrees of Mechanical competency.
Hands-Free Ranged RigRequires Mechanical: 5, Adamantology: 2, and Crystallurgy: 2
Price: 1800
Weight: 10
Carry Slots: 2
Power Source: External (negligible charge)
This device must be connected to a "Ranged Weapon" device specifically
created for it; they cannot be
separated nor used as a normal ranged weapon. With the features of this
device, the weapon becomes a hands-free device, able to make ranged
attacks without free hands (while still counting as being wielded
two-handed) and removing all STR requirements to wield. The primary
downside (aside from the additional weight, slots, and expense of this
device) is that a weapon normally capable of long range attacks can no
longer do so. You also cannot use the Weapon Bracing Ability with this
weapon, nor use any ranged weapon attachments or modifications. The linked weapon still applies its carry slots, and cannot fire
simultaneously with another weapon.
The weapon device attached to this device must have no more than 1 size increase.
Effects per Size Increase:
Allows the attached ranged weapon device to have 1 more size increase.
Increases carry slots by 1. Use Total Device Weight chart.
Effects of Advanced Device: Increases the maximum size increases on the attached weapon by a percentage equal to 25 times your
excess degrees of Mechanical competency.
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