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'''''Natural 20'''''. “General Masterpieces” Table
'''''Natural 20'''''. “General Masterpieces” Table


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===Exhaust I - VI===
===Exaustor I - VI===
'''Craft''': Techmaturge 1 to 6<br/>
'''Ofício''': Tecmaturgo 1 a 6<br/>
'''DC''': 13, 15, 17, 19, 21, 23<br/>
'''CD''': 13, 15, 17, 19, 21, 23<br/>
'''Component''': Mecha, Metal and Craft Set<br/>
'''Componente''': Mecha, Metal e Conjunto de Ofício<br/>
'''Value''': 50, 100, 150, 250, 500, 1000 GP
'''Valor''': 50, 100, 150, 250, 500, 1000 PO
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Your Mecha has a cooling system that dissipates 1 point of Heat at the start of each of its turns, even when in combat. The Value is cumulative
Seu Mecha possui um sistema de arrefecimento que dissipa 1 ponto de Aquecimento no início de cada um de seus turnos mesmo quando em combate. O valor é cumulativo
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'''''Natural 20'''''. “General Masterpieces” Table
'''''20 natural'''''. Tabela “Obras-Primas Gerais”
</div>


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===Isolation===
===Isolamento===
''Prerequisite: Complete Shielding''
''Pré-Requisito: Blindagem Completa''
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'''Craft''': Techmaturge 3<br/>
'''Ofício''': Tecmaturgo 3<br/>
'''DC''': 17<br/>
'''CD''': 17<br/>
'''Component''': Mecha, Metal, and Craft Set<br/>
'''Componente''': Mecha, Metal, e Conjunto de Ofício<br/>
'''Value''': 150 gp
'''Valor''': 150 PO
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While inside the Mecha, the crew member gains advantage on saves against spells and abilities that need to see him. For example, if the crew member is the target of the command spell, he has advantage on the saving throw to resist the spell. Additionally, you have full coverage against attacks that target you.
Enquanto dentro do Mecha, o tripulante recebe vantagem em salvaguardas contra magias e habilidades que precisem vê-lo. Por exemplo, caso seja alvo da magia comando, o tripulante possui vantagem na salvaguarda para resistir à magia. Adicionalmente, você possui cobertura total contra ataques que tenham você como alvo.
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'''''Natural 20'''''. “General Masterpieces” Table
'''''20 natural'''''. Tabela “Obras-Primas Gerais”
</div>


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===Camouflage===
===Camuflagem===
'''Craft''': Techmaturge 1<br/>
'''Ofício''': Tecmaturgo 1<br/>
'''DC''': 15<br/>
'''CD''': 15<br/>
'''Component''': Mecha, Metal and Craft Set<br/>
'''Componente''': Mecha, Metal e Conjunto de Ofício<br/>
'''Value''': 15 gp
'''Valor''': 15 PO
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When choosing this development, you can use 1 energy point and 1 action so that your Mecha has advantage on Stealth rolls to hide in specific environments for the next hour. You can change the environment during maintenance, this involves 1 hour of work. Using this skill generates 1 Heating point. Choose 1 of the following environments: Arctic, Hill, Coast, Desert, Forest, Mountain, Swamp or Underground.
Ao escolher esse desenvolvimento, você pode utilizar 1 ponto de energia e 1 ação para que seu Mecha possua vantagem em jogadas de Furtividade para se esconder em um ambientes específicos pela próxima hora. Você pode mudar o ambiente durante uma manutenção, isso envolve 1 hora de trabalho. Utilizar essa habilidade gera 1 ponto de Aquecimento. Escolha 1 dos seguintes ambientes: Ártico, Colina, Costa, Deserto, Floresta, Montanha, Pântano ou Subterrâneo.
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'''''Natural 20'''''. “General Masterpieces” Table
'''''20 natural'''''. Tabela “Obras-Primas Gerais”
</div>


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===Charge===
===Carga===
'''Craft''': Techmaturge 1<br/>
'''Ofício''': Tecmaturgo 1<br/>
'''DC''': 15
'''CD''': 15
'''Component''': Mecha, Metal and Craft Set<br/>
'''Componente''': Mecha, Metal e Conjunto de Ofício<br/>
'''Value''': 15 gp
'''Valor''': 15 PO
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By choosing this development, the Mecha is capable of carrying cargo, whether it be a backpack or having a compartment for it. The crew member is able to interact with the carried objects as they normally would without using a Mecha.
Ao escolher esse desenvolvimento, o Mecha é capaz de carregar carga, seja uma mochila ou tendo um compartimento para isso. O tripulante é capaz de interagir com os objetos carregados como faria normalmente sem utilizar um Mecha.
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'''''Natural 20'''''. “General Masterpieces” Table
'''''20 natural'''''. Tabela “Obras-Primas Gerais”
</div>


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===Energization I - VI===
===Energização I - VI===
'''Craft''': Techmaturge 1 to 6<br/>
'''Ofício''': Tecmaturgo 1 a 6<br/>
'''DC''': 13, 15, 17, 19, 21, 23<br/>
'''CD''': 13, 15, 17, 19, 21, 23<br/>
'''Component''': Mecha, Metal and Craft Set<br/>
'''Componente''': Mecha, Metal e Conjunto de Ofício<br/>
'''Value''': 50, 100, 150, 250, 500, 1000 gp
'''Valor''': 50, 100, 150, 250, 500, 1000 PO
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For a Mecha to be able to perform some actions provided by Developments, it must have the ability to be energized. This Development allows energy capacity to be added (either through cells or cores) based on the Craft level of the same.
Para que um Mecha seja capaz de executar algumas ações providas por Desenvolvimentos, é necessário que o mesmo possua uma capacidade de ser energizado. Esse Desenvolvimento permite que seja adicionada capacidade energética (seja através de células ou núcleos) com base no nível de Ofício do mesmo.
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Each Craft level employed in this Development allows a cell (or core) to be added to the Mecha.
Cada nível de Ofício empregado nesse Desenvolvimento permite que uma célula (ou núcleo) seja adicionada ao Mecha.
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'''''Natural 20'''''. “General Masterpieces” Table
'''''20 natural'''''. Tabela “Obras-Primas Gerais”
</div>


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===Pulse I - VI===
===Pulso I - VI===
{| class="wikitable" style="text-align:center; margin:20px 0 20px 20px; float:right;"
{| class="wikitable" style="text-align:center; margin:20px 0 20px 20px; float:right;"
|- style="font-weight:bold;"
|- style="font-weight:bold;"
! colspan="3" | — Pulso
! colspan="3" | — Pulse
|- style="font-weight:bold; background-color:#CCC;"
|- style="font-weight:bold; background-color:#CCC;"
| Nível
| Level
| CD
| DC
| Dano
| Damage
|-
|-
| 1
| 1
Linha 662: Linha 627:
| 5d8
| 5d8
|}
|}
'''Ofício''': Tecmaturgo 1 a 6<br/>
'''Craft''': Techmaturge 1 to 6<br/>
'''CD''': 13, 15, 17, 19, 21, 23<br/>
'''DC''': 13, 15, 17, 19, 21, 23<br/>
'''Componente''': Mecha, Metal e Conjunto de Ofício<br/>
'''Component''': Mecha, Metal and Craft Set<br/>
'''Valor''': 50, 100, 150, 250, 500, 1000 PO
'''Value''': 50, 100, 150, 250, 500, 1000 gp
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Using an action, 2 energy points and receiving 2 levels of heating, it is possible to make a Pulse, through a punch that causes area damage. The attack can be made up to 10 feet away at a central point, creatures that are within 10 feet of that area must make a Dexterity saving throw DC defined by the Pulse table or take the dice defined in the Pulse table in Energy damage or just half in a success.
Usando uma ação, 2 pontos de energia e recebendo 2 níveis de aquecimento, é possível fazer um Pulso, através de um soco que causa dano em área. O ataque pode ser feito a até 10 pés em um ponto central, criaturas que estejam a até 10 pés dessa área devem fazer uma salvaguarda de Destreza CD definida pela tabela de Pulso ou recebem os dados definidos na tabela de Pulso em dano Energético ou apenas metade em um sucesso.
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'''''Natural 20'''''. “General Masterpieces” Table
'''''20 natural'''''. Tabela “Obras-Primas Gerais”
</div>


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===Weapon===
===Arma===
'''Craft''': Techmaturge 1<br/>
'''Ofício''': Tecmaturgo 1<br/>
'''DC''': 13<br/>
'''CD''': 13<br/>
'''Component''': Mecha, Metal and Craft Set<br/>
'''Componente''': Mecha, Metal e Conjunto de Ofício<br/>
'''Value''': 15 gp
'''Valor''': 15 PO
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You can install a weapon that you are proficient with on your Mecha. To install a weapon on your Mecha, you will need to have the weapon ready. Installing a weapon on a Mecha requires 1 hour of work, once installed, your Mecha can use its actions to attack with that weapon. Uninstalling a Weapon without damaging it requires an action
Você pode instalar uma arma com a qual você tenha proficiência em seu Mecha. Para instalar uma arma em seu Mecha, você precisará ter a arma pronta. Instalar uma arma em um Mecha requer 1 hora de trabalho, uma vez instalada, seu Mecha poderá utilizar suas ações para atacar com essa arma. Desinstalar uma Arma sem danificá-la requer uma ação.
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'''''Natural 20'''''. “General Masterpieces” Table
'''''20 natural'''''. Tabela “Obras-Primas Gerais”
</div>


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===Shielding Enhancement===
===Aprimoramento de Blindagem===
'''Craft''': Techmaturge 1<br/>
'''Ofício''': Tecmaturgo 1<br/>
'''DC''': 13<br/>
'''CD''': 13<br/>
'''Component''': Mecha, Metal and Craft Set<br/>
'''Componente''': Mecha, Metal e Conjunto de Ofício<br/>
'''Value''': 15 gp
'''Valor''': 15 PO
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This development makes the Mecha resistant to some type of Damage. He gains resistance to one simple damage type of your choice.  
Esse desenvolvimento torna o Mecha resistente a algum tipo de Dano. Ele recebe resistência a um tipo de dano simples à sua escolha.
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'''''Natural 20'''''. “General Masterpieces” Table
'''''20 natural'''''. Tabela “Obras-Primas Gerais”
</div>


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===Ejection Mechanism===
===Mecanismo de Ejeção===
'''Craft''': Techmaturge 1<br/>
'''Ofício''': Tecmaturgo 1<br/>
'''DC''': 13<br/>
'''CD''': 13<br/>
'''Component''': Mecha, Metal and Craft Set<br/>
'''Componente''': Mecha, Metal e Conjunto de Ofício<br/>
'''Value''': 15 gp<br/>
'''Valor''': 15 PO<br/>
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While inside the Mecha, the crew member can at any time use a bonus action or reaction when being targeted by an attack to eject themselves. When ejected, the crew member is launched 60 feet in a direction of their choosing. Using this skill generates 1 Heating point.
Enquanto dentro do Mecha, o tripulante pode a qualquer momento utilizar uma ação bônus ou reação ao ser alvo de um ataque para se ejetar. Quando ejetado, o tripulante é lançado a 60 pés em uma direção à sua escolha. Utilizar essa habilidade gera 1 ponto de Aquecimento.
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'''''Natural 20'''''. “General Masterpieces” Table
'''''20 natural'''''. Tabela “Obras-Primas Gerais”
</div>


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===Underwater Adaptation===
===Adaptação Sub Aquática===
'''Craft''': Techmaturge 2<br/>
'''Ofício''': Tecmaturgo 2<br/>
'''DC''': 15<br/>
'''CD''': 15<br/>
'''Component''': Mecha, Metal and Craft Set<br/>
'''Componente''': Mecha, Metal e Conjunto de Ofício<br/>
'''Value''': 50 gp
'''Valor''': 50 PO
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The Mecha has a swim speed of 30 feet. Additionally, while manning the Mecha, the crew member can submerge himself in water for 1 hour, after this period, the water begins to leak into the Mecha. The crew member has 1 minute to surface or they will begin to suffer the effects of drowning.
O Mecha recebe deslocamento de natação de 30 pés. Adicionalmente, enquanto estiver tripulando o Mecha, o tripulante pode submergir na água por 1 hora, após esse período, a água começa a vazar para dentro do Mecha. O tripulante tem 1 minuto para emergir ou começará a receber os efeitos de afogamento.
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'''''Natural 20'''''. “General Masterpieces” Table
'''''20 natural'''''. Tabela “Obras-Primas Gerais”
</div>


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===Defensive Projection===
===Projeção Defensiva===
'''Craft''': Techmaturge 2<br/>
'''Ofício''': Tecmaturgo 2<br/>
'''DC''': 15<br/>
'''CD''': 15<br/>
'''Component''': Mecha, Metal and Craft Set<br/>
'''Componente''': Mecha, Metal e Conjunto de Ofício<br/>
'''Value''': 50 gp
'''Valor''': 50 PO
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The crew member can use 1 Energy point and an action, bonus action or reaction, when targeted by an attack, to create a shield around the Mecha. When activating this shield, until the start of your next turn it can absorb up to 3d6 damage. If the damage exceeds its protection capacity, the spare damage is applied normally.
O tripulante pode utilizar 1 ponto de Energia e uma ação, ação bônus ou reação, quando for alvo de um ataque, para criar um escudo ao redor do Mecha. Ao ativar esse escudo, até o início de seu próximo turno ele pode absorver até 3d6 de dano, caso o dano ultrapasse sua capacidade de proteção, o dano sobressalente é aplicado normalmente.
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'''''Natural 20'''''. “General Masterpieces” Table
'''''20 natural'''''. Tabela “Obras-Primas Gerais”
</div>


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===Propulsion===
===Propulsão ===
'''Craft''': Techmaturge 2<br/>
'''Ofício''': Tecmaturgo 2<br/>
'''DC''': 15<br/>
'''CD''': 15<br/>
'''Component''': Mecha, Metal and Craft Set<br/>
'''Componente''': Mecha, Metal e Conjunto de Ofício<br/>
'''Value''': 50 gp
'''Valor''': 50 PO
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The crew member can spend an action and 1 Energy point to have the Mecha float up to 15 feet off the ground for the next minute. Using this skill generates 1 Heating point.
O tripulante pode utilizar uma ação e 1 ponto de Energia para que o Mecha flutue a até 15 pés do chão pelo próximo minuto. Utilizar essa habilidade gera 1 ponto de Aquecimento.
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'''''Natural 20'''''. “General Masterpieces” Table
'''''20 natural'''''. Tabela “Obras-Primas Gerais”
</div>


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===Mechanical Hook===
===Gancho Mecânico===
'''Craft''': Techmaturge 2<br/>
'''Ofício''': Tecmaturgo 2<br/>
'''DC''': 15<br/>
'''CD''': 15<br/>
'''Component''': Mecha, Metal and Craft Set<br/>
'''Componente''': Mecha, Metal e Conjunto de Ofício<br/>
'''Value''': 50 gp
'''Valor''': 50 PO
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The crew member can use an action and 1 Energy point to have the Mecha shoot its hand, or a pincer from its chest, to grab a target within 30 feet of the Mecha. The target must make a Strength or Dexterity saving throw, on a failure it is pulled to within 5 feet of the Mecha. Using this skill generates 1 Heating point.
O tripulante pode utilizar uma ação e 1 ponto de Energia para que o Mecha dispare sua mão, ou um uma pinça de seu peito, para agarrar um alvo a até 30 pés do Mecha. O alvo deve realizar uma salvaguarda de Força ou Destreza, em uma falha é puxado para que fique a 5 pés do Mecha. Utilizar essa habilidade gera 1 ponto de Aquecimento.
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'''''Natural 20'''''. “General Masterpieces” Table
'''''20 natural'''''. Tabela “Obras-Primas Gerais”
</div>


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===War Amplifier I - III===
===Amplificador Bélico I - III===
{| class="wikitable" style="text-align:center; margin:20px 0 20px 20px; float:right;"
{| class="wikitable" style="text-align:center; margin:20px 0 20px 20px; float:right;"
|- style="font-weight:bold;"
|- style="font-weight:bold;"
! colspan="4" | — Amplificação Bélica
! colspan="4" | — War Amplification
|- style="font-weight:bold; background-color:#CCC;"
|- style="font-weight:bold; background-color:#CCC;"
| Ofício
| Craft
| Dano
| Damage
| Crítico*
| Critical*
| Característica
| Feature
|-
|-
| 2
| 2
Linha 807: Linha 724:
| 1
| 1
| 1
| 1
| style="text-align:left;" | Dano mágico
| style="text-align:left;" | Magic Damage
|-
|-
| 6
| 6
| 2
| 2
| 2
| 2
| style="text-align:left;" | Dano mágico
| style="text-align:left;" | Magic Damage
|- style="font-style:italic;"
|- style="font-style:italic;"
| colspan="4" | *A margem de crítico e o multiplicador são aumentados nesse valor
| colspan="4" | *The critical range and multiplier are increased at this Value
|}
|}
'''Ofício''': Tecmaturgo 2, 4, 6<br/>
'''Craft''': Techmaturge 2, 4, 6<br/>
'''CD''': 15<br/>
'''DC''': 15<br/>
'''Componente''': Mecha, Metal e Conjunto de Ofício<br/>
'''Component''': Mecha, Metal and Craft Set<br/>
'''Valor''': 75, 250, 1500
'''Value'': 75, 250, 1500 gp
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When building this Development, choose a weapon with which you are proficient: With the expenditure of 1 energy point and 1 bonus action, for the next minute when using this weapon while you man the mecha, the weapon receives some benefits based on the formula level.
Ao construir esse Desenvolvimento, escolha uma arma com a qual você tenha proficiência: Com o gasto de 1 ponto de energia e 1 ação bônus, pelo próximo minuto ao utilizar essa arma enquanto você tripula o mecha, a arma recebe alguns benefícios baseados no nível da fórmula:
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'''''Natural 20'''''. “General Masterpieces” Table
'''''20 natural'''''. Tabela “Obras-Primas Gerais”
</div>


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===Advanced Mobility===
===Mobilidade Avançada===
'''Craft''': Techmaturge 3<br/>
'''Ofício''': Tecmaturgo 3<br/>
'''DC''': 17<br/>
'''CD''': 17<br/>
'''Component''': Mecha, Metal and Craft Set<br/>
'''Componente''': Mecha, Metal e Conjunto de Ofício<br/>
'''Value''': 100 gp
'''Valor''': 100 PO
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When building this Development, choose between: Flying, Climbing or Excavation. Using 1 energy point and 1 action, the Mecha gains 30 feet (15 for flight) of movement in the chosen type for 1 hour.
Ao construir esse Desenvolvimento, escolha entre: Voo, Escalada ou Escavação. Utilizando 1 ponto de energia e 1 ação, o Mecha recebe 30 pés (15 para voo) de deslocamento no tipo escolhido por 1 hora.
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'''''Natural 20'''''. “General Masterpieces” Table
'''''20 natural'''''. Tabela “Obras-Primas Gerais”
</div>


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===Enhanced Camouflage===
===Camuflagem Aprimorada===
'''Craft''': Techmaturge 3<br/>
'''Ofício''': Tecmaturgo 3<br/>
'''DC''': 17<br/>
'''CD''': 17<br/>
'''Component''': Mecha, Metal and Craft Set<br/>
'''Componente''': Mecha, Metal e Conjunto de Ofício<br/>
'''Value''': 100 gp
'''Valor''': 100 PO
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The crew member can use an action and 3 Energy points to make him and the Mecha invisible for 10 minutes. Using this skill generates 1 Heating point.
O tripulante pode utilizar uma ação e 3 pontos de Energia para que ele e o Mecha fiquem invisíveis por 10 minutos. Utilizar essa habilidade gera 1 ponto de Aquecimento.
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'''''Natural 20'''''. “General Masterpieces” Table
'''''20 natural'''''. Tabela “Obras-Primas Gerais”
</div>


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===Advanced Sensor===
===Sensor Avançado===
'''Craft''': Techmaturge 3<br/>
'''Ofício''': Tecmaturgo 3<br/>
'''DC''': 17<br/>
'''CD''': 17<br/>
'''Component''': Mecha, Metal and Craft Set<br/>
'''Componente''': Mecha, Metal e Conjunto de Ofício<br/>
'''Value''': 100 gp
'''Valor''': 100 PO
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When building this Development, choose between 15 feet of blindsense or 25 feet of seismic sense, using an action and 3 Energy points the mecha receives this choice for 1 minute. Using this skill generates 1 Heating point.
Ao construir esse Desenvolvimento, escolha entre 15 pés de percepção às cegas ou 25 pés de sentido sísmico, utilizando uma ação e 3 pontos de Energia o mecha recebe essa escolha por 1 minuto. Utilizar essa habilidade gera 1 ponto de Aquecimento.
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'''Natural 20'''. “General Masterpieces” Table
'''20 natural'''. Tabela “Obras-Primas Gerais”
</div>


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===Aquatic Mobility===
===Mobilidade Aquática===
'''Craft''': Techmaturge 4<br/>
'''Ofício''': Tecmaturgo 4<br/>
'''DC''': 19<br/>
'''CD''': 19<br/>
'''Component''': Mecha, Metal and Craft Set<br/>
'''Componente''': Mecha, Metal e Conjunto de Ofício<br/>
'''Value''': 250 gp
'''Valor''': 250 PO
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When building this Development, the mecha receives the same characteristics as the Underwater Adaptation. If you already have the feature, you receive an additional 30 feet of swimming distance and can submerge for 8 hours, after this period the crew member has 1 hour to emerge, being subject to the same problems as the Sub Aquatic Adaptation.
Ao construir esse Desenvolvimento, o mecha recebe as mesmas características que a Adaptação Sub Aquática. Caso já possua a característica, recebe 30 pés de deslocamento de natação adicionais e pode submergir por 8 horas, após esse período o tripulante possui 1 hora para emergir, estando sujeito aos mesmos problemas que a Adaptação Sub Aquática.
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'''''Natural 20'''''. “General Masterpieces” Table
'''''20 natural'''''. Tabela “Obras-Primas Gerais”
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===Thermomechanical Converter===
===Conversor Termomecânico===
'''Craft''': Techmaturge 4<br/>
'''Ofício''': Tecmaturgo 4<br/>
'''DC''': 19<br/>
'''CD''': 19<br/>
'''Component''': Mecha, Metal and Craft Set<br/>
'''Componente''': Mecha, Metal e Conjunto de Ofício<br/>
'''Value''': 250 gp
'''Valor''': 250 PO
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This Development means that the Mecha, instead of dissipating Heating, uses it to enhance its functioning. For each point of Heat above 6, the Mecha receives an increase in its Strength Value equal to +2. When reaching 10 Heating points, it restores its full speed, but can no longer perform actions until the Heating completely dissipates.
Esse Desenvolvimento faz com que o Mecha ao invés de dissipar o Aquecimento, utilize o mesmo para potencializar seu funcionamento. Para cada ponto de Aquecimento acima de 6, o Mecha recebe um aumento em seu valor de Força igual a +2. Ao alcançar 10 pontos de Aquecimento ele restaura o deslocamento total, mas não pode mais executar ações até dissipar totalmente o Aquecimento.
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'''''Natural 20'''''. “General Masterpieces” Table
'''''20 natural'''''. Tabela “Obras-Primas Gerais”
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===Symbiotic Shielding===
===Blindagem Simbiótica===
'''Craft''': Techmaturge 5<br/>
'''Ofício''': Tecmaturgo 5<br/>
'''DC''': 21<br/>
'''CD''': 21<br/>
'''Component''': Mecha, Metal and Craft Set<br/>
'''Componente''': Mecha, Metal e Conjunto de Ofício<br/>
'''Value''': 500 gp
'''Valor''': 500 PO
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This Development means that, when a beneficial spell is cast on the crew member, the Mecha receives the same effects as the spell. The effects should be discussed with the DM.
Esse Desenvolvimento faz com que, quando uma magia benéfica é conjurada no tripulante, o Mecha receba os mesmos efeitos da magia. Os efeitos devem ser discutidos com o Mestre.
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<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
'''''Natural 20'''''. “General Masterpieces” Table
'''''20 natural'''''. Tabela “Obras-Primas Gerais”
</div>


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==Petricite==
==Petricita==
Some additional developments can be made with Petricite:
Alguns desenvolvimentos adicionais podem ser feitos com a Petricita:
===Magic Storage===
===Armazenamento Mágico===
'''Craft''': Techmaturge 3<br/>
'''Ofício''': Tecmaturgo 3<br/>
'''DC''': 17<br/>
'''CD''': 17<br/>
'''Component''': Mecha, Petricite and Craft Set<br/>
'''Componente''': Mecha, Petricita e Conjunto de Ofício<br/>
'''Value''': 500 gp
'''Valor''': 500 PO
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This development made exclusively with Petricite makes the mecha capable of storing magic. Each spell cast against the Mecha that is countered grants the Mecha the level of the spell used in points. Spells that are reduced grant the mecha half (rounded down) the level of the reduced spell. The maximum Storage a Mecha can have is 30 points, if it exceeds this limit, it goes into self-destruct mode.
Esse desenvolvimento feito exclusivamente com Petricita torna o mecha capaz de armazenar magia. Cada magia lançada contra o Mecha que seja anulada concede ao Mecha o nível da magia usada em pontos. Magias que são reduzidas, concedem ao mecha metade (arredondado para baixo) do nível da magia reduzida. O máximo de Armazenamento que um Mecha pode possuir é de 30 pontos, caso ultrapasse esse limite, ele entra em modo de autodestruição.
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*'''''Experimental'''''. When entering Overheat, or exceeding maximum Magic levels, the Mecha goes into self-destruct mode.  
*'''''Experimental'''''. Ao entrar em Superaquecimento, ou exceder os níveis máximos de Magia, o Mecha entra em modo de autodestruição.  
*'''''Self-Destruct''''': After 1 turn, the Mecha explodes, dealing 4d8 + 1d8 for each heat level and spell level it has stored within 25 feet. Creatures in the area must make a DC 18 Constitution saving throw, on a success they take only half damage.  
*'''''Autodestruição''''': Após 1 turno, o Mecha explode, causando 4d8 + 1d8 para cada nível de aquecimento e nível de magia que tenha armazenado em um raio de 25 pés. Criaturas na área devem fazer uma salvaguarda de Constituição CD 18, em um sucesso recebem apenas metade do dano.
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<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
'''''Natural 20'''''. “General Masterpieces” Table
'''''20 natural'''''. Tabela “Obras-Primas Gerais”
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===Heavy Runic Steel Alloy===
===Liga de Aço Rúnico Pesada===
'''Craft''': Techmaturge 5<br/>
'''Ofício''': Tecmaturgo 5<br/>
'''DC''': 21<br/>
'''CD''': 21<br/>
'''Component''': Mecha, Petricite and Craft Set<br/>
'''Componente''': Mecha, Petricita e Conjunto de Ofício<br/>
'''Value''': 1500 gp
'''Valor''': 1500 PO
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This Development causes Cantrips and spells from level 1 to 5 to have no effect, spells from level 6 to 9 have their damage reduced by 50% or their Saving throws increased by 5.
Esse Desenvolvimento faz com que Truques e magias de nível 1 a 5 não tenham efeito, magias do nível 6 ao 9 tenham seu dano reduzido em 50% ou sua Salvaguarda aumentada em 5.
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<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
'''''Natural 20'''''. “General Masterpieces” Table
'''''20 natural'''''. Tabela “Obras-Primas Gerais”
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===Magic Pulse===
===Pulso Mágico===
''Prerequisite: Pulse, Magic Storage''
''Pré-Requisito: Pulso, Armazenamento Mágico''
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'''Craft''': Techmaturge 4<br/>
'''Ofício''': Tecmaturgo 4<br/>
'''DC''': 19<br/>
'''CD''': 19<br/>
'''Component''': Mecha, Petricite and Craft Set<br/>
'''Componente''': Mecha, Petricita e Conjunto de Ofício<br/>
'''Value''': 750 gp
'''Valor''': 750 PO
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Instead of using an action, 2 energy points and receiving 2 levels of heating as is necessary to perform a Pulse, the Mecha can now use an action and 2 levels of magic to execute Pulse, without receiving heating in the process. Pulse damage can increase by 1d8 for each additional level of magic or energy used. For each additional level of magic used, the Mecha receives 1 level of heat.
Ao invés de usar uma ação, 2 pontos de energia e receber 2 níveis de aquecimento como é necessário para desferir um Pulso, o Mecha passa a poder utilizar uma ação e 2 níveis de magia para executar Pulso, não recebendo aquecimento no processo. O dano do Pulso pode aumentar em 1d8 para cada nível adicional de magia ou energia utilizado. Para cada nível adicional de magia utilizado, o Mecha recebe 1 nível de aquecimento.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
'''''Natural 20'''''. “General Masterpieces” Table
'''''20 natural'''''. Tabela “Obras-Primas Gerais”
</div>

Edição atual tal como às 21h28min de 17 de setembro de 2024

This article complies with version 0.94 of Runarcana RPG

Although the term “mecha” is normally used to designate manned vehicles (generally with an anthropomorphic shape) it can also be used for external structures such as exoskeletons, which, unlike mechas, only partially protect the body of its crew member, similar to armor.

Mechas are classified into 2 primary types, based on their level of shielding: Partial, when they partially protect the body of their crew member or Complete, when they completely protect the body of their crew member. Still, there are mechs that can switch between the two types of shielding by transforming.

Normally a Mecha has the same size category as its creator, but it is possible to create Mechas up to the “Huge” size category and be crewed by even several creatures. Above this category, there are no known Techmaturges who have undertaken such a large amount of resources and time for execution.

Although the term “mecha” originally refers to these constructs of mechanical origin, in several cases the technology used to construct them is not purely mechanical, and may involve chemicals, living tissue, among other possibilities, which only expands the narrative possibilities of the Mechas. Still, by default all mechs, regardless of their techmaturgical line, follow the same rules.

Building a Mecha

The time and Value in OP needed to build a Mecha varies according to the size and characteristics of the Mecha, and as in any formula, it is necessary to have the Value in OP for each day of work so that it can be carried out.

A Mecha's starting values are based on its size and armor category:

Mecha Features

— Mecha base value —
Size Complete Partial
Small 250 gp 125 gp
Medium 500 gp 250 gp
Large 1.000 gp 750 gp
Huge 10.000 gp 7.500 gp

The Mecha only receives the following basic characteristics at its creation, with the possibility of more characteristics being added during this creation, adding the Value and time necessary for this:

Armor

By default, it is not possible to wear armor while using a Mecha (except in the case of a Full Shielding Mecha and two size categories above the size category of its crew member. E.g. a Small size crew member wearing armor, can crew a Large-sized mecha). A Mecha is created with little additional space so that the crew can carry objects, a backpack, or even armor, with all of these possibilities being viable when creating the development for it.

Still, it is possible that during the Mecha project the option to enter with armor is possible, for this, it is necessary to add a Value to the project based on the maximum category of armor that a standard crew member can use when manning a Mecha:

  • 0 GP - No Armor
  • +50 GP - Able to wear light armor
  • +100 GP - Able to wear medium armor
  • +150 GP - Able to wear heavy armor

This modification does not require a Development slot and is considered an integral part of the basic Mecha. A Mecha that allows the use of medium armor also allows the use of light armor or even no armor, but not heavy armor. A Mecha that allows the use of heavy armor allows any other type of armor to be used.

Mecha Defensea

When a crew member uses armor when piloting a mecha (which allows this), if it is fully armored, the armor is wrapped and protected along with the user, but its AC is not applied and any DR that the armor has is only applied damage received by the crew member.

AMecha Armor

— Armor —
AC DR Type STR GP
1 0 - - 15
2 1 Light - 25
3 1 Light 11 45
4 1 Medium 13 200
5 1 Medium 15 300
6 2 Heavy 15 350
7 2 Heavy 17 400
8 3 Heavy 19 2000

It is also possible during the creation of the Mecha, to add an Armor Value to it, the advantage of this development is that the crew member can now count on the benefit of armor with an action when joining the mecha, but as a disadvantage, this armor is attached to the Mecha, so it is important to take into consideration the design of each Mecha.

Each Armor Value on a Mecha has a minimum prerequisite of Strength (either of the Mecha or its crew member), if this Value is not reached, the crew member must have proficiency with the type of armor in question or it must be added o Defense Development for the Mecha, if a crew member does not have proficiency, Value in Strength or Development, as with armor, they will have disadvantage in any attribute test, save or attack roll involving Strength or Dexterity, and cannot cast spells.

The Value required to add armor to the Mecha during its creation is based on the AC that said armor offers. It is still possible to add layers of Armor strengthening with other Developments.

Shapes

Although most Mechas are anthropomorphic, there are Mechas that can take the form of animals, insects, or even forms not based on any organic creature. This form is defined at the time of the Mecha's creation.

Fuel

Every Mecha requires fuel for its use. The power category required is that of at least one Reactor, with the correct category of Reactor required depending on the level and size of the Mecha, with the simplest ones requiring a Category 1 Reactor while the more advanced ones may require more than one Category 5 Reactor, increasing its price and complexity considerably.

A damaged Mecha requires time and a value in GP to repair based on the damage received. A Mecha that has reached 0 hit points requires at least 50% of its Creation Value for repair if the Mecha's broken parts can be salvaged. When this is not possible, the Repair Value increases, up to a maximum of 100% which means rebuilding a Mecha from scratch.

Complete Shielding

As previously described, a Complete Shielding Mecha consists of a vehicle that the crew member is able to enter and fully protect themselves from the outside world.

Statistics

A Complete Shielding Mecha is a vehicle, has a base AC of 10 and a number of hit points based on its size and 30 feet of travel. By default, a Mecha has a Constitution and Strength Value of 10, however, if the crew member has greater Strength, this is the Mecha's Strength Value.

At the time of its construction, a Mecha does not have a Dexterity Value, with the same being the Dexterity Value of its crew member reduced by 2.

When unmanned, a Mecha automatically fails any saving throw except Strength or Constitution. A Mecha can have immunities and resistances to some types of damage chosen during its construction, see the Optional Rule: Immunities and Resistances. All Mecha are immune to the Frightened, Charmed, Poisoned, Intoxicated, and Bleed conditions. This does not make the Mecha crew member immune to these conditions.

Optional Rule: Immunities and Resistances

This optional rule adds an additional characteristic to Mechas, an interaction with damage types, offering versatility and unique characteristics.

Based on the techmaturgical line used, the Complete Shielding Mecha has some resistances, vulnerabilities and immunities. These characteristics are related to the armor itself, although a Mecha can be composed of several techmaturgical lines in its composition, when created, the armor has the following characteristics based on its line:

— Imunidades e Resistências —
Line Vulnerability Resistance Immunity
Ascendant shadow solar radiant
Axiomata opposite* primary elemental in creation primary elemental in creation
Azakana radiant shadow necrotic
Buhru necrotic electric shadow
Celestial force and necrotic solar and lunar radiant
Crystal thunder fire electric
Floral fire electric acid
Dark Ice psychic necrotic or poison ice
True Ice electric, psychic fire acid, ice
Hemomantic poison electric necrrotic
Hextech electric necrrotic or poison psychic
Marine Life acid electric fire
Nature fire electric acid
Petricite thunder primary elemental in creation force
Chemtech necrotic psychic or poison electric
Voidborn acid and lunar fire and radiant electric
*The element opposite to the simple elemental chosen at creation

When using a Complete Shielding Mecha, the crew member receives the following characteristics:

  • A Mecha has a carrying capacity one size category larger than its own.
  • When inside a Mecha, it takes damage for you
  • To enter or leave a Mecha you need to use an action.
  • Upon entering the Mecha, its Physical Attribute Values and speed receive the following changes:
    • Strength becomes that of the Mecha or the Crewman, whichever is greater, up to a limit of 20
    • Dexterity becomes the crewman's Dexterity -2
    • Mecha Constitution is unchanged
  • You maintain your values of Intelligence, Wisdom, and Charisma.
  • While inside a Mecha, you take on its hit points. When destroyed, you are forced out of your Mecha, and return to the number of hit points you had before entering the Mecha. However, if you exit the Mecha as a result of it being destroyed, all excess damage will be transferred to you. For example, if your Mecha takes 10 damage and only has 1 health left, you are forced out and take 9 damage. As long as the excess damage doesn't reduce you to 0 hit points, you won't fall Unconscious. When destroyed, you must make a DC 12 Strength or Dexterity saving throw, on a failure you take 2d6 bashing damage due to being inside the Mecha at the time of its destruction, and are Prone.
  • You retain the benefits of all features from class, origin, or other sources, and can use them if the Mecha form is physically capable of doing so.
  • You retain the benefits of all features from class, origin, or other sources, and can use them if the Mecha form is physically capable of doing so.
  • Attack or AoE skills and spells that target you hit your Mecha instead of you. If a creature tries to hit you while inside your Mecha, you take 3/4 cover and the creature makes the attack roll at disadvantage.
  • Spells that affect you while you are in the Mecha are at the DM's discretion as to whether their effect is reduced, nullified or normalized.

Partial Shielding

As described previously, a Partial Shielding Mecha consists of an exoskeleton or even a vehicle in which the crew member receives protection but is not isolated from the outside world, normally docking with it. By default, a Partial Shielding Mecha's AC is the same as its crew member, and the amount of hit points that mecha has is based on its size.

Its speed is 30 feet of displacement and by default, a Mecha has a Constitution and Strength Value equal to 10, however, if the crew member has greater Strength, this is the Mecha's Strength Value.

When using a Partial Shielding Mecha, the crew member receives the following characteristics:

  • A Mecha's hit points are defined by its size and build.
  • When inside a Partial Shielding Mecha, the damage is split half on the crew member and half on the mecha
  • A Mecha has a carrying capacity one size category larger than its own.
  • To enter or leave a Mecha you need to use an action.
  • Upon entering the Mecha, its physical attribute values and speed receive the following changes:
    • Strength becomes that of the Mecha or the Crewman, whichever is greater, up to a limit of 20
    • Dexterity becomes the crewman's Dexterity
  • You maintain your Intelligence, Wisdom, and Charisma Values.
  • While using a Mecha, you share damage taken with the Mecha. If a Partially Shielding Mecha has its hit points reduced to 0, it is broken and does not provide any benefit to the crew member.
  • You retain the benefits of all features from class, origin, or other sources, and can use them if the Mecha form is physically capable of doing so.
  • All your equipment stays with you and can be used normally.
  • Attack or AoE skills and spells that target you hit you and your Mecha.
  • Spells that affect you while you are in the Mecha are at the DM's discretion regarding your interaction with the Mecha.

Heating

— Mecha Heating —
Level Effect
2 Speed -5 feet
4 Speed -10 feet
6 Speed -15 feet
8 Disadvantage on attack rolls and saving throws
10 Your speed becomes 5 feet
12 Overheated

The Mechas have a Heating system, when they reach maximum Heating, they go into inactivity mode, requiring time for it to cool down and be operated again.

Warm-Up. A Mecha has two movement patterns, a normal pattern that does not generate Heat and an accelerated pattern that does. When entering combat, a Mecha generates 1 Heating point for each attack made or received. Your Heat levels last for 1 minute. You decrease 1 level of Heating if you go 1 turn without making an attack with your Mecha or if you are not hit by one.

All speeds your Mecha has are reduced by Heating effects.

When Overheated, you must perform a DC 15 Dexterity saving throw, on a failure you fall from your Mecha and take 2d6 fire damage. On a success, you exit your Mecha normally. An Overheated Mecha must go at least 3 rounds without being used to reduce a Heating level, when it stops being Overheated, it returns to decreasing Heating levels normally.

Hit Points

— Hit Pointsa —
Size Complete Partial
Small 6 3
Medium 8 4
Large 10 5
Huge 12 6

The Mecha has a total of life points equal to its Shielding Value (which is defined by the size and type of armor) times the Craft level of its creation, plus any Modifiers that Developments made on the Mecha may have. Among the development modifiers, there can be several features that can add fixed values or even multiplicative Values.

HP = Shielding * Craft + Development Modifiers

Example. A Complete Shielding Medium Mecha created at Craft level 4 has a total of 4*8 hit points, thus totaling 32 base hit points. A Partial Shielding Medium Mecha created with Craft level 4 has a total of 4*5 health points, thus totaling 20 points.

Repairing a Mecha

— Supply —
Size Dice Cost
Small d6 2 gp
Medium d8 5 gp
Large d10 20 gp
Huge d12 50 gp

Repairing a Mecha requires Craft tools, repair supplies, and a DC 15 Craft roll for Mechas of the same Craft level as the Techmaturge. At the end of 1 hour of work, the Mecha recovers a number of hit points equal to the Craft level employed times the Mecha's hit die.


Mecha of different levels modify the DC based on the level difference, +2 for each level above and -1 for each level below.

If the Mecha has its hit points reduced to less than half, when the repair is done by a Techmaturge with a lower Craft level, the Mecha's level is reduced to the maximum that the Techmaturge is capable of, thus reducing the Mecha's capabilities. Move according to its new level.

Each level below decreases the DC by 1. At the end of 1 hour, a Value is spent on supplies according to the Repair table and 1 full hit die is recovered per Craft level.

Magic

A Mecha can be repaired with the repair cantrip and the repair damage spell with only half the spell's effectiveness, since a Mecha is not a living construct. As an Optional Component of the repair damage spell (which is consumed during casting), a repair charge can be used so that the spell has its full effect applied.

The repair alone cantrip is only capable of repairing damage less than 1 hit die of the Mecha, restoring its functionality but not its hit points. Any damage above this cannot be repaired with the trick alone, but it is still possible to use this trick with repair charges.

When using the repair cantrip, having a repair charge available, the cantrip causes the charge to be used and one hit die of the Mecha is recovered per charge, having the advantage of time spent for this.

Development

Below are the developments that can be made to a Mecha. Each of these formulas is capable of carrying out a specific development in Mecha.

When you choose the Mecha formula for the Techmaturge Craft, you also receive a number of Development formulas equal to your Intelligence bonus times your Techmaturge Craft level.

Development Spaceso

The maximum Developments that a Mecha is capable of having is equal to the Craft level used during the construction of the Mecha + half of the techmaturge's Intelligence modifier.

List of Developments

Below are some developments. Each Development uses one space (unless stated otherwise in the formula). Some Developments have several levels linked to the Craft level, each of these Developments requires knowledge of the formula for it, but improvements to these Developments when applied to the Mecha, do not take up additional space, maintaining the use of only the original space (except if the formula declare otherwise).

Pneumatic Enhancement I, II, III

— Attribute —
Craft Attribute GP Craft Atrribute GP
1 11 25 3 18 300
1 12 50 3 19 375
1 13 75 3 20 450
1 14 100 5 21 575
1 15 125 5 22 700
1 16 150 5 23 825
3 17 225 5 24 950

Craft: Techmaturge 1, 3, 5
DC: 13, 17, 21
Component: Mecha, Metal, and Craft Set
Value: 25, 75,125 gp

Each time this development is chosen, choose 1 attribute between Strength or Constitution, the Mecha receives +1 to the Value of the chosen attribute. The maximum Attribute Values that a Mecha can achieve in this way is limited by its Craft level, 16 for 1st, 20 for 3rd and 24 for 5th.

Each improved attribute counts as a Development space. Ex. A Mecha with Strength increased to 26 will use 1 Development slot, while a Mecha that has Strength increased to 14 and Constitution increased to 12 will use two Development slots.

Mechas with Constitution above 10 add their Constitution modifier times their Craft level to their Hit Points.

Natural 20. “General Masterpieces” Table

Shielding Strengthening I-VI

— Shielding Strengthening —
Craft AC DR HP Complete HP Partial GP
1 +1 - 4 2 50
2 +1 1 8 4 100
3 +2 1 12 6 500
4 +2 2 16 8 2500
5 +3 2 20 10 12.500
6 +3 3 24 12 50.000

Craft: Techmaturge 1 to 6
DC: 13, 15, 17, 19, 21, 23
Component:Mecha, Metal, and Craft Set
Value: 50, 100, 500, 2500, 12.5000, 50.000 gp

Each level of this Formula grants certain benefits to your Mecha.

Natural 20. “General Masterpieces” Table

Exhaust I - VI

Craft: Techmaturge 1 to 6
DC: 13, 15, 17, 19, 21, 23
Component: Mecha, Metal and Craft Set
Value: 50, 100, 150, 250, 500, 1000 GP

Your Mecha has a cooling system that dissipates 1 point of Heat at the start of each of its turns, even when in combat. The Value is cumulative

Natural 20. “General Masterpieces” Table

Isolation

Prerequisite: Complete Shielding

Craft: Techmaturge 3
DC: 17
Component: Mecha, Metal, and Craft Set
Value: 150 gp

While inside the Mecha, the crew member gains advantage on saves against spells and abilities that need to see him. For example, if the crew member is the target of the command spell, he has advantage on the saving throw to resist the spell. Additionally, you have full coverage against attacks that target you.

Natural 20. “General Masterpieces” Table

Camouflage

Craft: Techmaturge 1
DC: 15
Component: Mecha, Metal and Craft Set
Value: 15 gp

When choosing this development, you can use 1 energy point and 1 action so that your Mecha has advantage on Stealth rolls to hide in specific environments for the next hour. You can change the environment during maintenance, this involves 1 hour of work. Using this skill generates 1 Heating point. Choose 1 of the following environments: Arctic, Hill, Coast, Desert, Forest, Mountain, Swamp or Underground.

Natural 20. “General Masterpieces” Table

Charge

Craft: Techmaturge 1
DC: 15 Component: Mecha, Metal and Craft Set
Value: 15 gp

By choosing this development, the Mecha is capable of carrying cargo, whether it be a backpack or having a compartment for it. The crew member is able to interact with the carried objects as they normally would without using a Mecha.

Natural 20. “General Masterpieces” Table

Energization I - VI

Craft: Techmaturge 1 to 6
DC: 13, 15, 17, 19, 21, 23
Component: Mecha, Metal and Craft Set
Value: 50, 100, 150, 250, 500, 1000 gp

For a Mecha to be able to perform some actions provided by Developments, it must have the ability to be energized. This Development allows energy capacity to be added (either through cells or cores) based on the Craft level of the same.

Each Craft level employed in this Development allows a cell (or core) to be added to the Mecha.

Natural 20. “General Masterpieces” Table

Pulse I - VI

— Pulse —
Level DC Damage
1 15 1d8
2 15 2d8
3 17 3d8
4 17 4d8
5 19 5d8
6 21 5d8

Craft: Techmaturge 1 to 6
DC: 13, 15, 17, 19, 21, 23
Component: Mecha, Metal and Craft Set
Value: 50, 100, 150, 250, 500, 1000 gp

Using an action, 2 energy points and receiving 2 levels of heating, it is possible to make a Pulse, through a punch that causes area damage. The attack can be made up to 10 feet away at a central point, creatures that are within 10 feet of that area must make a Dexterity saving throw DC defined by the Pulse table or take the dice defined in the Pulse table in Energy damage or just half in a success.

Natural 20. “General Masterpieces” Table

Weapon

Craft: Techmaturge 1
DC: 13
Component: Mecha, Metal and Craft Set
Value: 15 gp

You can install a weapon that you are proficient with on your Mecha. To install a weapon on your Mecha, you will need to have the weapon ready. Installing a weapon on a Mecha requires 1 hour of work, once installed, your Mecha can use its actions to attack with that weapon. Uninstalling a Weapon without damaging it requires an action

Natural 20. “General Masterpieces” Table

Shielding Enhancement

Craft: Techmaturge 1
DC: 13
Component: Mecha, Metal and Craft Set
Value: 15 gp

This development makes the Mecha resistant to some type of Damage. He gains resistance to one simple damage type of your choice.

Natural 20. “General Masterpieces” Table

Ejection Mechanism

Craft: Techmaturge 1
DC: 13
Component: Mecha, Metal and Craft Set
Value: 15 gp

While inside the Mecha, the crew member can at any time use a bonus action or reaction when being targeted by an attack to eject themselves. When ejected, the crew member is launched 60 feet in a direction of their choosing. Using this skill generates 1 Heating point.

Natural 20. “General Masterpieces” Table

Underwater Adaptation

Craft: Techmaturge 2
DC: 15
Component: Mecha, Metal and Craft Set
Value: 50 gp

The Mecha has a swim speed of 30 feet. Additionally, while manning the Mecha, the crew member can submerge himself in water for 1 hour, after this period, the water begins to leak into the Mecha. The crew member has 1 minute to surface or they will begin to suffer the effects of drowning.

Natural 20. “General Masterpieces” Table

Defensive Projection

Craft: Techmaturge 2
DC: 15
Component: Mecha, Metal and Craft Set
Value: 50 gp

The crew member can use 1 Energy point and an action, bonus action or reaction, when targeted by an attack, to create a shield around the Mecha. When activating this shield, until the start of your next turn it can absorb up to 3d6 damage. If the damage exceeds its protection capacity, the spare damage is applied normally.

Natural 20. “General Masterpieces” Table

Propulsion

Craft: Techmaturge 2
DC: 15
Component: Mecha, Metal and Craft Set
Value: 50 gp

The crew member can spend an action and 1 Energy point to have the Mecha float up to 15 feet off the ground for the next minute. Using this skill generates 1 Heating point.

Natural 20. “General Masterpieces” Table

Mechanical Hook

Craft: Techmaturge 2
DC: 15
Component: Mecha, Metal and Craft Set
Value: 50 gp

The crew member can use an action and 1 Energy point to have the Mecha shoot its hand, or a pincer from its chest, to grab a target within 30 feet of the Mecha. The target must make a Strength or Dexterity saving throw, on a failure it is pulled to within 5 feet of the Mecha. Using this skill generates 1 Heating point.

Natural 20. “General Masterpieces” Table

War Amplifier I - III

— War Amplification —
Craft Damage Critical* Feature
2 1 1 -
4 1 1 Magic Damage
6 2 2 Magic Damage
*The critical range and multiplier are increased at this Value

Craft: Techmaturge 2, 4, 6
DC: 15
Component: Mecha, Metal and Craft Set
'Value: 75, 250, 1500 gp

When building this Development, choose a weapon with which you are proficient: With the expenditure of 1 energy point and 1 bonus action, for the next minute when using this weapon while you man the mecha, the weapon receives some benefits based on the formula level.

Natural 20. “General Masterpieces” Table

Advanced Mobility

Craft: Techmaturge 3
DC: 17
Component: Mecha, Metal and Craft Set
Value: 100 gp

When building this Development, choose between: Flying, Climbing or Excavation. Using 1 energy point and 1 action, the Mecha gains 30 feet (15 for flight) of movement in the chosen type for 1 hour.

Natural 20. “General Masterpieces” Table

Enhanced Camouflage

Craft: Techmaturge 3
DC: 17
Component: Mecha, Metal and Craft Set
Value: 100 gp

The crew member can use an action and 3 Energy points to make him and the Mecha invisible for 10 minutes. Using this skill generates 1 Heating point.

Natural 20. “General Masterpieces” Table

Advanced Sensor

Craft: Techmaturge 3
DC: 17
Component: Mecha, Metal and Craft Set
Value: 100 gp

When building this Development, choose between 15 feet of blindsense or 25 feet of seismic sense, using an action and 3 Energy points the mecha receives this choice for 1 minute. Using this skill generates 1 Heating point.

Natural 20. “General Masterpieces” Table

Aquatic Mobility

Craft: Techmaturge 4
DC: 19
Component: Mecha, Metal and Craft Set
Value: 250 gp

When building this Development, the mecha receives the same characteristics as the Underwater Adaptation. If you already have the feature, you receive an additional 30 feet of swimming distance and can submerge for 8 hours, after this period the crew member has 1 hour to emerge, being subject to the same problems as the Sub Aquatic Adaptation.

Natural 20. “General Masterpieces” Table

Thermomechanical Converter

Craft: Techmaturge 4
DC: 19
Component: Mecha, Metal and Craft Set
Value: 250 gp

This Development means that the Mecha, instead of dissipating Heating, uses it to enhance its functioning. For each point of Heat above 6, the Mecha receives an increase in its Strength Value equal to +2. When reaching 10 Heating points, it restores its full speed, but can no longer perform actions until the Heating completely dissipates.

Natural 20. “General Masterpieces” Table

Symbiotic Shielding

Craft: Techmaturge 5
DC: 21
Component: Mecha, Metal and Craft Set
Value: 500 gp

This Development means that, when a beneficial spell is cast on the crew member, the Mecha receives the same effects as the spell. The effects should be discussed with the DM.

Natural 20. “General Masterpieces” Table

Petricite

Some additional developments can be made with Petricite:

Magic Storage

Craft: Techmaturge 3
DC: 17
Component: Mecha, Petricite and Craft Set
Value: 500 gp

This development made exclusively with Petricite makes the mecha capable of storing magic. Each spell cast against the Mecha that is countered grants the Mecha the level of the spell used in points. Spells that are reduced grant the mecha half (rounded down) the level of the reduced spell. The maximum Storage a Mecha can have is 30 points, if it exceeds this limit, it goes into self-destruct mode.

  • Experimental. When entering Overheat, or exceeding maximum Magic levels, the Mecha goes into self-destruct mode.
  • Self-Destruct: After 1 turn, the Mecha explodes, dealing 4d8 + 1d8 for each heat level and spell level it has stored within 25 feet. Creatures in the area must make a DC 18 Constitution saving throw, on a success they take only half damage.

Natural 20. “General Masterpieces” Table

Heavy Runic Steel Alloy

Craft: Techmaturge 5
DC: 21
Component: Mecha, Petricite and Craft Set
Value: 1500 gp

This Development causes Cantrips and spells from level 1 to 5 to have no effect, spells from level 6 to 9 have their damage reduced by 50% or their Saving throws increased by 5.

Natural 20. “General Masterpieces” Table

Magic Pulse

Prerequisite: Pulse, Magic Storage

Craft: Techmaturge 4
DC: 19
Component: Mecha, Petricite and Craft Set
Value: 750 gp

Instead of using an action, 2 energy points and receiving 2 levels of heating as is necessary to perform a Pulse, the Mecha can now use an action and 2 levels of magic to execute Pulse, without receiving heating in the process. Pulse damage can increase by 1d8 for each additional level of magic or energy used. For each additional level of magic used, the Mecha receives 1 level of heat.

Natural 20. “General Masterpieces” Table