Equipment Modifications

Find information on items and equipment.

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Equipment Modifications

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Post by BlazingStarX »

Gadget adaptations
Adding gadgets to weapons add versatility and capability to them in unique ways.

Name: Collapsible/Retractable
Effect: This weapon is designed to fold into a concealable form that can be used on the spot or retracted into some sort of device on the person. This weapon is considered "concealed" without a roll at all times when collapsed or retracted. Limited to 3-slot or less weapons. Note, the wearer must still pass a Sleight of Hand roll when being actively Searched.
DC: 50% of base weapon
Cost: 50% of base weapon.

Name: Reloadable Poison Lacing
Effect: A small poison cartridge may be loaded into the handle of the weapon and set to discharge poison onto the blade. This may also be a separate canister that weapons can be dipped into to load poison for small weapons.
DC: 25% of base weapon
Cost: 25% of base weapon + poison cost

Name: Emergency Potion Trigger
Effect: A small, reloadable trigger is built into the handle of the weapon that can dispense one potion of choice into the person holding the weapon as a free action.
DC: 25% of base weapon
Cost: 25% of base weapon. Each potion loaded is bought separately.

Name: Suppression Module
Effect: The weapon is lined with a series of conducting wires and a power source is planted in the grip of the weapon. When activated, all damage is considered non-lethal.
DC: 25% of base weapon
Cost: 25% of base weapon

Name: Stun Mechanism
Effect: Restricted to Club-class weapons. An alteration on the suppressing module creates an electric shock. This is applied to Clubs ONLY to create Riot Batons, which are nonlethal suppressing devices as well as stunning rods. When activated, all damage on the weapon is considered non-lethal, and each attack (regardless of number of hits) has a 50% chance of making the target forfeit its next action (51+ = loss of action).
DC: 30% of base weapon
Cost: 30% of base weapon

Name: Type 2 Gravity-Powered Energy Upgrade
Effect: Restricted to Hammer-class weapons. This powerful upgrade to a weapon took homage from the powerful Gravity Hammers of the Jiralhanae from the Covenant. While not as powerful as the original, the Type 2 GEU deals Acute "Knockback" status with each use to up to 3 enemies. This is not automatic, and each use requires 1 round of cooldown before it can be engaged again.
DC: 75% of base weapon
Cost: 75% of base weapon

Name: Nigellan Dissident Stasis System
Effect: Restricted to Club-class weapons. The Nigellan Police Force created a nanomachine-powered capture device, which creates a stunning field of stasis-controlling nanomachine swarms that prevents a target from moving once captured. If a target is struck with this device, the target is unable to take any action until the device is deactivated or the target is released.
DC: 200% of base weapon
Cost: 200% of base weapon
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Magic Slots
Magic Slots are used by Materia users, Magicite users, and Card Mages. These can be placed on almost any type of equipment, whether it's armor, weapons, guns, or accessories.

To add these to a piece of equipment, the DC is met by the Artisan skill that the slot is being added to. If working on a weapon, Artisan: Weaponsmithing; if working on armor, Artisan: Armorsmithing, etc.

Name: ( ) No Growth
Effect: Allows equipping of Materia. A single Materia can be kept in this slot, and while equipped it does not receive AP gain.
DC: 50(1 checkpoint)
Cost: 2% of base equipment
Augmentation Slots Needed: 1

Name: ( ) ( ) No Growth
Effect: Allows equipping of Materia. Materia slotted in these gains no AP.
DC: 100(2 checkpoints)
Cost: 4% of base equipment
Augmentation Slots needed: 2

Name: ( )=( ) No Growth
Effect: Allows equipping of Materia. Materia slotted in these do not receive AP gain. These slots are "linked," meaning that if a Support Materia or a special Materia is placed in one slot with an effect dependent on the other slot, the two will work together and exchange spiritual energy.
DC: 200(2 checkpoints)
Cost: 6% of base equipment
Augmentation Slots Needed: 2

Name: ( ) Normal Growth
Effect: Allows equipping of Materia. A normal growth slot allows a slotted Materia to earn AP gain at the normal 1:1 rate.
DC: 250(1 checkpoint)
Cost: 3% of base equipment
Augmentation Slots Needed: 1

Name: ( ) ( ) Normal Growth
Effect: Allows equipping of Materia. Materia slotted in these gains AP at normal 1:1 rate.
DC: 450(2 checkpoints)
Cost: 6% of base equipment
Augmentation Slots needed: 2

Name: ( )=( ) Normal Growth
Effect: Allows equipping of Materia. A normal growth slot allows a slotted Materia to earn AP gain at the normal 1:1 rate. These slots are "linked," meaning that if a Support Materia or a special Materia is placed in one slot with an effect dependent on the other slot, the two will work together and exchange spiritual energy.
DC: 600(2 Checkpoints)
Cost: 10% of base equipment
Augmentation Slots Needed: 2

Name: ( ) Double Growth
Effect: Allows equipping of Materia. A double-growth slot allows a Materia placed inside to receive AP at a 2:1 rate for faster growth.
DC: 1000(1 Checkpoint)
Cost: 5% of base equipment
Augmentation Slots Needed: 1

Name: ( ) ( ) Double Growth
Effect: Allows equipping of Materia. Materia slotted in these gains no AP.
DC: 2000(2 checkpoints)
Cost: 10% of base equipment
Augmentation Slots needed: 2

Name: ( )=( ) Double Growth
Effect: Allows equipping of Materia. A double-growth slot allows a Materia placed inside to receive AP at a 2:1 rate for faster growth. These slots are "linked," meaning that if a Support Materia or a special Materia is placed in one slot with an effect dependent on the other slot, the two will work together and exchange spiritual energy.
DC: 3000(2 Checkpoints)
Cost: 15% of base equipment
Augmentation Slots Needed: 2

Name: ( ) Triple Growth
Effect: Allows equipping of Materia. One of the most difficult to forge into equipment, the Triple Growth slot allows a Materia placed inside to receive AP at a 3:1 rate for accelerated growth.
DC: 2500(1 Checkpoint)
Cost: 15% of base equipment
Augmentation Slots Needed: 2

Name: (| |) Esper Slot
Effect: Allows the item to hold an esper to facilitate esper learning.
DC: 500(1 checkpoint)
Cost: 5000
Augmentation Slots Needed: 1

Name: [ ] Card Capture
Effect: This makes the item capable of capturing cards for card mages.
DC: 500(1 checkpoint)
Cost: 5000
Augmentation Slots Needed: 1
BlazingStarX
Posts: 24
Joined: January 15th, 2013, 4:13 am

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