Rule: Repairing & Customizing gear

Repairing

The level of repair an item requires depends on how badly damaged it is.
  • Repairs: Necessary when an item has been damaged or Broken.
 
Light Repairs   Requires a Crafting roll :
Success :
The item is restored and it is fully functional.
Failure :
The item remains damaged.
 
Extensive Repairs   Requires a Crafting roll :
Success :
The item is restored and it is fully functional.
Failure :
Roll on the Crafting Mishap Table.
 

Customizing gear

Certain gear can be enhanced with special abilities, improving their effectiveness or giving them unique traits. These modifications are uncommon and expensive.   Each of those gear can only have a limited number of Custom Abilities:
  • Weapon: Up to 3 total abilities (including inherent Weapon Abilities).
  • Armor: 1 Custom Ability max.
  • Shield: 1 Custom Ability max.
 
Some Custom Abilities are restricted to a specific types of weapon, armor or shield. Unarmed Weapons cannot be customized.
 
Custom Weapon Abilities
It is possible to find, or commission, weapons with enhancements that improve combat effectiveness or give them a dual purpose.

Combination

Combination merges the benefits of two Weapon Types, making them difficult and expensive to forge.
Your GM may deem some combinations impossible. Common sense should be the guide.
 
  • Combination Weapons inherit the properties of their two constituent weapons in the following way:
    • The Weapon Abilities of both.
    • The usage restrictions of both.
    • Take up the Inventory Slots from the largest of the two weapons.
    • The Extra Damage of the most effective weapon.
    For example, a Master-Arc Combination Weapon would gain a +1 to Attack rolls (Master), be able to target two foes up to 10 feets (Arc), require both hands to use (Arc), and take up 3 Inventory Slots (Arc).
  •  
  • If any Missile and Melee Weapon Types are combined, you must choose which mode of attack you are using for your Action (i.e Melee or Missile).
    • These weapons only benefit from Missile Weapon Abilities when making Missile attacks.
    • These weapons only benefit from Melee Weapon Abilities when making Melee attacks.
    • The Extra Damage value used is taken from the base weapon appropriate to your chosen mode of attack.
 
Concealed and Thrown Weapons can only be combined with each other, due to their small size. Combining two weapons that each have an inherent Weapon Ability will take you to the 3 Ability limit.
  Cost: (Price of Weapon Type 1 + Price of Weapon Type 2) x 2.

Shoddy

Hastily and carelessly made, these weapons are easy on the purse but unreliable in battle.  
  • These weapons break when you get an unmodified 1 on your Attack roll.
Cost: (Weapon Price + Custom ability Costs, if any) ÷ 2 (rounded up).

Disguised

The weapon appears like a walking stick, jewelry, or other harmless item until carefully inspected or used.  
  • Discerning this weapon’s real function requires a mistrustful person to make a successful Insight Check.
Cost: Weapon Price + 5.

Dangerous

While all weapons are inherently harmful, these weapons are made to inflict maximum damage at the expense of the wielder’s safety.
Only available for Melee Weapons.
 
  • This weapon’s threshold to deal Extra Damage is lowered by 2.
  • You take 1 Heart of Damage whenever you get an unmodified 1 or 2 on your Attack roll.
Cost: Weapon Price + 10.

Utility

This allows a weapon to also function as a simple tool.
For example, a Fishing Rod Spear or a Shovel Sword.
Your GM may deem some combinations impossible. Common sense should be the guide.
 
  • Utility weapons take up as many Inventory Slots as the largest of their two components.
Cost: Weapon Price + Tool Price + 5.

Secret Compartement

A small hidden cavity, can be incorporated into the pommel, grip or guard of a weapon.  
  • A Secret Compartment allows you to stow small items like one dose of a consumable, a gem, or a folded treasure map.
  • Discerning this Secret Compartment requires a mistrustful person to get an unmodified 1 or 2 on an Insight Check.
  • Any stowed items are protected from water, fire, and other physical trauma and dosn't take Slot to be carried.
  • If the weapon is destroyed, whatever is stored inside will fall out.
Cost: Weapon Price + 5.

Rapid Fire

Reloading Mechanical Missile weapons in the middle of combat is an onerous task. This technological advancement reduces the need to do it quite so often.  
  • Rapid Fire weapons may be fired 3 times before they need to be reloaded, which still takes their original reloading time.
Cost: Weapon Price x 10.

 
Custom Armor Abilities
Occasionally armor is forged with additional functionality. This can range from power assisted locomotion to protection from extreme environments.

Anti-Hazard

This armor protects you from extreme environments effect. Come with mild gas breathing protection.  
  • Protect you from extrem temperature like heat and cold and also from air danger, like smoke and gas.
Cost: Armor Price + 100.

Buoyant

Fitted with inflatable air bags, this armor prevents you from sinking in water.  
  • You are exempt from any Checks or Contests your GM might require you to make attempting to stay afloat when wearing the armor.
  • Deliberately trying to submerge in the armor is problematic and requires a Might Check.
Cost: Armor Price + 50.

Integrated

This armor has a weapon or tool built into one of the arms.  
  • A weapon or tool can be fitted to the armor’s right or left arm.
  • Integrated items are limited to those that can be use with one hand.
  • Integrated weapons do not have to be drawn, they are always ready to use.
  • Using an integrated item does not require your hand to use, enabling you to carry an additional item in hands.
  • An integrated item does not grant you an additional Action and you must choose to use the integrated item, if it normally requires an Action to use, or the item you are holding in your hand.
Cost: Armor Price + Integrated item Price + 50.

Spiked

The spikes that cover this Armor are more than decoration. The wearer is harder to grab or swallow.  
  • Any creature attempting to grab, squeeze, swallow or otherwise smash against you takes 1 Heart of Damage while doing so.
  • Your Unarmed attacks now strike like a Standard Weapon.
Cost: Armor Price + 75.

Cargo

This armor has a built in storage space in a chest or back cavity to protect valuable, or easily damaged, items.  
  • The armor provides you with an additional 3 Inventory Slots.
  • Any stowed items are protected from water, fire, and other physical trauma.
  • If the armor is destroyed, whatever is stored inside will fall out.
Cost: Armor Price + 15.

Magnificent / Resplendent

This armor is a work of art, either gilded, covered in gems, or sculpted like a fearsome beast.  
  • This armor has an Aura of 12, or 14 for more expensive versions.
  • You can use your armor’s Aura in place of your own for Checks and Contests where an impressive physical appearance is a factor.
Magnificent (Aura 12) Cost: Armor Price + 25.
Resplendent (Aura 14) Cost: Armor Price + 50.

Shadowed

This armor is engineered to avoid noisy movement, and colored to help it blend into the shadows. Heavy duty protection need not come at the expense of stealth.  
  • This armor provides a Minor Bonus (+2) when you are:
    • Making rolls to hide in shadow.
    • Attempting Stealthy Movement
    • Attempting an Ambush
Cost: Armor Price + 15.

Mechanical Motion

A system of levers, pistons, gears, and chains allow this armor to move under its own power. Peoples pilot these oversized suits rather than wear them.
Only available for Heavy and Superheavy.
 
  • Despite the usual size restriction, Small Species can use Heavy and Superheavy Armor without penalty if fitted with Mechanical Motion.
  • It takes an hour to adjust the armor to a pilot’s measurements. It will need to be adjusted again if a different pilot wants to use it.
  • Mechanical Motion provides:
    • +2 to your Strength Aptitude.
    • You have Supernatural Strength, giving you Advantage on all Strength Check or Contest.
    • +1 to your Heart Total.
    • The ability to use combat gear as if a Large Species.
 
This armor requires routine maintenance or it will lock up. Your GM will determine when maintenance is required, usually after five or so Fights or a long, arduous Journey. Maintenance requires an evening and a single use of a Engineer Kit by someone with the Engineering Crafting Discipline. Failure to do so will result in a Disadvantage on all actions attempted while wearing the armor.

Cost: Armor Price x 10.

 
Custom Shield Abilities
While shields have a raw simplicity that makes innovation difficult, some craftsmen still find a way to incorporate an extra trick.

Assault

These shields are spiked, have a sharp edge, or are otherwise weaponized.
Only available for Standard Shields.
 
  • During a Fight, at the beginning of your Turn, you can choose to wield this shield as a Standard Weapon.   Doing so means :
    • You will not benefit from the Shield’s Defense Bonus on your opponent’s next Turn.
    • You can still use it to Parry.
    • If you miss an Attack, you can Attack with it or another held weapon as if Dual Wielding.
Cost: Shield Price x 2.

Barricade

Immense bulwarks that can be propped up and used as cover. Popular with wielders of ranged weapons with slow reload times.
Only available for Large Shields.
 
  • Thanks to a kickstand, or other stabilizing device, this Shield can stand on its own. You can set it down and take cover behind it.   While behind cover :
    • The Shield will automatically Parry all Missile attacks directed at you.
    • You can make Missile attacks from behind the Shield.
    • You cannot Parry nor receive the Shield's Defense Bonus for Melee attacks.
  • If you have Combat gear allowance for the Shield, setting it down or picking it up does not require an Action, allowing you to Move and take Actions normally on your Turn.
Cost: Shield Price x 20.

 
   
 
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