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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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