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Gadget: Mecha

De Runarcana Wiki
Esta página é uma versão traduzida da página Aparatos: Mecha. Sua tradução está 100% completa.

This article complies with version 0.95 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.

Mecha 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:

Immunities and Resistances
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

Turbo Chemtank

The Turbo Chemtank is a Mecha, being a Gadget powered by chemtech and Scintila. Once produced, it can be used by anyone.

Instead of using a Self-Charging Core, the Chemtank consumes 1 ml of Shimmer Fuel per hour of use outside of combat. Once in combat, it consumes 5 ml every 10 turns. Additionally, any feature that requires the use of energy can be performed by consuming 5 ml of Shimmer from the Chemtank's reservoir for 1 energy point.

A Turbo Chemtank can hold up to 1 liter of Shimmer Fuel. The Shimmer used for the Chemtank is not pure Shimmer. The process of producing Shimmer Fuel, for those who have the recipe, is a level 5 Alchemy effect and every 10ml of Shimmer + 100 GP produces 50ml of Shimmer Fuel.

For mechanical purposes, the Chemtank is a medium-sized Mecha with the following advancements:

  • Pneumatic Enhancement III
  • Armor Enhancement III
  • 2x Weapon
  • Exhaust II
  • Insulation

Additionally, when using this Gadget, you can access the following effects by spending Shimmer using a bonus action:

Shimmer Discharge. By consuming 10ml to 30ml of Shimmer, it is possible to gain 30 feet of movement and the following benefits (cumulatively) for 2d4 rounds:

  • 10ml. 1 extra attack
  • 20ml. 1 additional bonus action
  • 30ml. 1 additional action

Chemtech Blades. By spending 10 ml of Scintillation, the equipped Blades become Vibrum for 2d4 rounds with the enhancements: Stellar, Fatal Vibration, Vibrium.

Shimmer Semi-Infusion. By spending 10ml of Shimmer, you gain resistance to all damage (except true damage) until the start of your next turn.

Every 5 rounds inside a Chemotank in combat, you must make a DC 15 Wisdom Saving Throw, on a failure, you gain 1 long-lasting madness trait.

Every 8 hours while inside a Chemotank, you must make a DC 15 Wisdom Saving Throw; on a failed save, you gain 1 short-lived madness trait.

If you roll a natural 1 on any Madness saving throw, you gain 1 permanent Madness trait and 1 level of Shimmer Addiction.