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== MAGICAL DEVICES == Elves are the only folks that practice and understand the process of the ancient art of crafting traditional magical items one would find in your typical fantasy setting. Divine spellcasters also use this method but only rarely in the Iron Kingdoms. This process often takes years though and only the long lived and patient people could ever master it. Humans and most other races use Mechanikal devices which are much faster, cheaper and easier to create. This form of magic runs on arcane batteries or turbines but things like steamjacks also require coal or another energy source to help power them. A Elf character or Aracne Background: Divine with the '''''Artificer''''' edge would be able to craft magical devices but this takes x5 times as long as creating an arcane rune device and cost at least three times as much. [[File:IK.RuneBlade.jpg|350px|right]]'''''RUNE PLATING ITEMS''''' – normal magic item creation in the Iron Kingdoms is rare and special. Dwarf, Human and Gobber magic users types instead create magic powered by an Arcane Battery and etched with a Rune Plate. Anyone with an Arcane Background (Arcane Magic) and the Mechanika skill can create the following, depending on their rank. An arcane casters knows ½ her Meckanika skill in batteries and/or plate types (and/or Steamjacks, see Steamjacks below). They learn a new one whenever they raise their skill and can also through studying a formula. This takes 4 days per Rank (Novice 4, days, Seasoned 8 days, etc.) of complete devoted study, generally in a Mechankia Workshop or Library. The basic cost of a mechanika formula is 150 copper for a Novice, 500 copper for a Seasoned, 1,000 copper for a Veteran, 2,500 copper for a Heroic and 15,000 copper for a Legendary. Characters cannot learn formula compounds of a higher rank then they are. If they know the mechanika formula, a mechanika can create one within a Mechanika or Rune-Plate Workshop for ½ the cost with a week of dedicated work per Rank (Novice a week, Seasoned two weeks, etc.). Critical Failure always destroys all the material and may deal 1d6 x50 copper of damage to the Workshop per Rank (2d6 for Seasoned, etc.). A crafter can gain the aid of non-Arcane mechanika craftsmen to lower the time require. One skilled mechanika will reduce the time to 6/days per Rank, two skilled mechanika reduce the time to 5/days per rank and four or more skilled mechanika reduce the time to 4/days per rank. Generally Min Skill of Mechanika d6 earn around 246cp a week (or 35cp a day). Rune Plate magic requires Power Points to active and maintain, just like a power. A spell caster can use their own Power Points or an arcane battery anyone can use a magical item. <u>'''STANDARD ARCANE BATTERIES'''</u> Arcane Batteries and Turbines can be recharged by any Arcane Spell Caster pumping 2 personal Power Points to recharge 1PP into a battery. They can also be recharged at a charging station in most industrial city. This normally takes 15 minutes per Power Point and cost 10 copper each PP. Also see Field Chargers. Most Rune Plate equipment may only have one Arcane Battery attacked to it at one time unless noted in the description of the items. An Arcane spell caster can use its own Power Point to fuel these affects of a Rune-Plating magical item or the battery (if included, for prices of items below most do not include a battery unless shown in the description). Non-Arcane casters require a battery to power these devices. *'''Small''' [Novice]: this small battery will fit into a Medium sized weapon’s hilt or handle, etc. Power Points: 5, Wt. 1, Cost 200 *'''Moderate''' [Seasoned]: this battery will fit onto a belt and includes a 1 to 3ft power cord to connect to the Rune Plated mechanik device. Power Points: 10, Wt. 5, Cost 500 *'''Medium''' [Veteran]: a heavier battery that can be worn on a reinforced belt or small backpack and includes a 1 to 3ft power cable to connect to the device. Power Points: 15, Wt. 15, Cost 1,000 *'''Heavy''' [Heroic]: backpack power battery with power cable. Power Points: 20, Wt. 25, Cost 2,500 *'''Super''' [Legendary]: these batteries are only semi-portable and used to power only the most power hungry arcane devices. Include multiple 5 to 10ft power cables. Power Points: 30, Wt. 75, Cost 10,000 <u>'''STANDARD ARMOR RULE-PLATING'''</u> :'''Arcane Resistance''' [Seasoned]: worn armor only. When activated the user imposes a -2 to any spell casting affects used against him. Activation cost 2PP with a duration of 5 rounds. Cost +1,000. :'''Charged Field''' [Veteran]: worn armor only. When activated creates an electrical damage field (as Power SWAE pg. 174) around the wearer. Deals 2d4 electrical damage. Costs 1PP to activate with a duration of 5 rounds. Cost +1,500. '''''Advanced Charged Field''''' [Heroic] increases the damage to 2d6 but also increase the PP to activate to 2. Cost +6,000. :'''Defender''' [Seasoned]: worn armor or shields. As the Deflection power (SWAE pg. 158). When activate the wearer is -2 to be hit by all attacks (melee and ranged). Costs 3PP to activate with a duration of 5 rounds. Cost 1,000. '''''Advanced Defender''''' [Veteran] increases the penalty of attacks to -4 with a cost to active increased to 4PP. Cost +4,000. :'''Lighten''' [Novice]: this rune when activate lightens the weight of worn armor by 25% and reduces any penalties to Athletics and Stealth by ½. Costs 1PP to active with a duration of 10 rounds. Cost +500. :'''Protective''' [Seasoned]: worn armor only. Similar to the Protective power (SWAE pg. 165) these bonus do stack with normal armor worn. When activate add +2 Armor Points to the wearers total. Cost 2PP to activate with a duration of 5 rounds. Cost +2,500. '''''Advanced Protection''''' [Veteran] increase the armor point bonus to +4 with an increase cost to activation to 3PP. Cost +7,500. :'''Servo-Boosters''' [Seasoned]: worn armor only. Enhancers increase the wearer’s strength. When activated increase uses Strength by +2 steps. Cost 3PP to activate with a duration of 5 rounds. Cost +4,000. :'''Stealth''' [Seasoned]: worn armor only. These runes not only eliminate all penalties to Stealth when active they enhance the users Stealth abilities. When activated no penalty to Stealth and increase the user Stealth by +2 steps. Costs 2PP to active with a duration of 5 rounds. Cost +2,500. :'''Warcaster Armor, Light''' [Veteran]: Base AP+3, Wt. 40 (10lbs from arcane batteries), Min Str d6, Full Body. When activated the armor’s weight does not count as encumbrance for the wearer. The suit also grants access to the following Armor Rune-Plates (that use the base rules for range, PP cost, duration and effect) – Arcane Resistance, Protection and Servo-Boost. If the wearer has the Warcaster Edge it can use the following Rune-Plate upgrades on a Steamjack under its control (spending the same PP for activation, duration and affect) – Accuracy, Penetrating and Puissance. The wearer can use its own power points or the suits to activate these powers when the suit is active. Only an Arcane Spell caster can activate the suit. Standard build includes two Moderate Arcane batteries incorporated into the armor that don’t count towards encumbrance when suit is powered. It costs 2PP to activate the suit with a duration of 10 rounds. Cost 10,000. :'''Warcaster Armor, Heavy''' [Legendary]: Base AP+4, Wt. 75 (30lbs from arcane batteries), Min Str d8, Full Body. When activated the armor’s weight does not count as encumbrance for the wearer. The suit also grants access to the following Armor Rune-Plates (that use the base rules for range, PP cost, duration and effect) – Arcane Resistance, Protection and Servo-Boost. If the wearer has the Warcaster Edge it can use the following Rune-Plate upgrades on a Steamjack under its control (spending the same PP for activation, duration and affect) – Accuracy, Penetrating and Puissance. The wearer can use its own power points or the suits to activate these powers when the suit is active. Only an Arcane Spell caster can activate the suit. Standard build includes two Medium Arcane batteries incorporated into the armor. These batteries don’t count towards the user’s encumbrance when suit powered. It costs 4PP to active the suit with a duration of 10 rounds. Cost 25,000. <u>'''STANDARD WEAPON RUNE-PLATING'''</u> :'''Accuracy''' [Seasoned]: minor magical upgrade to weapons. When activated adds +1 to either Athletics (throwning), Fighting or Shooting skill (most be chosen when rune created). Cost 1PP to activate with a duration of 10 rounds. Cost +2,000. '''''Advanced Accuracy''''' [Heroic] increases the bonus to +2 but also the PP to active is increase to 2. Cost +10,000. :'''Continual Light''' [Novice]: hand weapons only. Minor magical effect, when activated sheds bright light in a 5” radius around the device, dim light for another 5” past that. Cost 1PP to activate with a duration of one hour. Cost +300. :'''Defensive''' [Seasoned]: hand weapons or shields only. Minor magical affected when activated adds +1 to Parry. Cost 1PP to activate with a duration of 10 rounds. Cost +500 :'''Flame Tongue''' [Veteran]: Hand weapons only. When activated flame burst from weapon and add +d8 fire damage to any target successfully struck. Cost 1PP to activate with a duration of 5 rounds. Cost +1,500 :'''Frost Bane''' [Veteran]: Hand weapons only. When activated frozen ice forms along weapon and adds +d8 cold damage to any target successfully struck. Cost 1PP to active with a duration of 5 rounds. Cost +1,500 :'''Lightning Weapon''' [Veteran]: Hand weapons only. When activated lightning crackles along weapon and adds +d8 electrical damage to any target successfully struck. Cost 1PP to active with a duration of 5 rounds. Cost +1,500 :'''Penetrating Weapon''' [Seasoned]: Any weapon. Minor magical effect when activated increase the weapon AP-2. Costs 1PP to activate with a duration of 10 rounds. Cost +750. :'''Puissance''' [Seasoned]: Any weapon. Minor magical effect, when activated adds +2 to the damage of any weapon. Costs 1PP to active with a duration of 10 rounds. Cost +750. '''''Advanced Puissance''''' [Heroic] increase the damage dealt by the weapon when active to +4 but also increases the PP to active to 2. Cost +6,000. :'''Silver''' [Novice]: Any weapon. Solid silver weapons are too easy to break so a rune-plated enhancement is often used to cancel that. Cost 1PP to active with a duration of 10 rounds. Cost +1,000. :'''Warning''' [Seasoned]: Hand weapons only. Minor magical upgrade. When activated automatically glows or buzzes when a specific enemy type is within 100” (200 yards), no stealth roll. Enemy types can include various Human Nations and creature types (see the Slayer edge). Cost 1PP to active with a duration of one hour. Cost +5 <u>'''STANDARD MISCELLANEOUS MAGICAL ITEMS'''</u> While most of these items run on Arcane Batteries there are a few (like the Arcane Field Chargers and Steam Powered Armor that run on burning Coal instead!). :'''Alchemist Goggles''' [Seasoned]: these grey tinted goggle device will aid in identify any alchemy compound or elixir and can see finite details. Add +2 to any Alchemy check to identify an alchemist compound and +2 to Notice and Research when looking for fine detailed clues. Costs 1PP to activate with a duration of 10 rounds. Cost 1,500, Wt. 2. :'''Arcane Barrier Generator''' [Heroic]: this heavy metallic rod is placed in the ground to work as the Barrier spell, when activated the basics create a Toughness 10 barrier that is 5” long and 2” tall. However all modifiers listed under Barrier power (are allowed when this device is activate at the PP increase listed there. It takes 3PP to activate the basic barrier with a duration of 5. Cost 8,000, Wt. 20. :'''Arcane Detector''' [Novice]: these metal rod like devices work per the Detect Arcane Power when activate senses all magical affects (including rune plates, etc.) within 20”. If the arcane is being concealed in some way this is a contested Smarts check. Costs 2PP to activate with a duration of 5 rounds. Cost 500, Wt. 2. :'''Arcane Disruptor''' [Veteran]: these square metal boxes work as the Dispel Arcane Power when activated its effect arcane skill is a d10 opposed by the target’s arcane skill. Divine magic imposes a -2 penalty on the skill check. Costs 2PP to activate and there is no duration. Cost 2,000, Wt. 5. :'''Arcane Field Charger''' [Seasoned[: this device can recharge a small arcane battery at 1PP per 15 minutes, a moderate arcane battery at 1PP per 30 minutes and a medium arcane battery at 1PP per hour. The charger requires 10lbs of Coal per hour it operates. Cost 1,500, Wt. 15. :'''Arcane Field Charger, Semi-Portable''' [Veteran]: this heavier arcane charger can recharge four small, or three moderate or two medium batteries at the same time at the same speed as the base model plus or it can recharge a heavy arcane battery at 1PP per two hours or a super arcane battery at 1PP per four hours. Requires 25lbs of Coal per hour of operation. Cost 10,000, Wt. 75. :'''Darksight Goggles''' [Seasoned]: these dark shaded goggle work per the Arcane Power Darksight. When activate ignore all illumination penalties caused by darkness including magical darkness. Costs 2PP to activate with a duration of one hour. Cost 1,000, Wt. 2. :'''Farsight Goggles''' [Novice]: these red tinted goggles work per the Arcane Power Farsight. When activate can read items out to one mile away and halves all range penalties to Athletics for throwing and the Shooting skill. Cost 3PP to activate with a duration of 5 rounds. Cost 2,000, Wt. 3 :'''Flight Pack''' [Heroic]: this backpack like device works like the Arcane Power Fly granting the wearer a fly Pace of 12 while activated. Costs 4PP to activate with a duration of 5. Cost 5,000, Wt. 15. :'''Gauntlets of Lighting''' [Veteran]: these heavy looking gauntlets can fire an electrical bolt (using the Shooting skill to hit) at a range of 12/24/48 that deals 2d6 damage. This costs 1PP per bolt. The normal ROF is 1 but can be increased to 3 each bolt costing 1PP. Or can increase the damage of the bolt to 3d6 for 2PP, Can add AP-2 for +1PP or AP-4 for +2PP. Includes the Electrical Trapping for spells such that if the attacker gets a raise on their attack check the target requires a Vigor check or be Distracted and Vulnerable for one round, Metal armor also has two less Armor Point verses electrical damage. Cost 5,000, Wt. 5 each. :'''Goggles of Revelations''' [Seasoned]: these blue tinted goggles allow the wearer to see invisible foes and to see through any illusionary spells. It will detect shape-shifters and show the true-form of someone using the Shape-Shift power or a werewolf in human form. Costs 1PP to active with a duration of 5 rounds. Cost 1,500, Wt. 1 :'''Language Box''' [Seasoned]: metallic silver and orange square boxes with electrical like wiring work like the Speak Language Arcane Power. Costs 2PP to activate and have a duration of 5 minutes. Cost 1,500, Wt. 1. :'''Ring of Invisibility''' [Veteran]: these copper and gold rings allows the wearer to cast the Invisibility power (-4 bases). Cost 5PP to activate with a duration of 5 rounds. Cost 1,500, Wt. ½ :'''Rod of Might''' [Heroic]: this thick iron rod has four buttons that activate four different damaging effects. When not activated the rod counts as a War Hammer (SWAE pg. 72). The red button causes a fire to burn intensely at the end of the rod, dealing +d8 fire damage with each successful melee attack. The blue button causes electrical sparks at the end of the rod that deal +d8 electrical damage with each successful melee attack. The white button causes an intense freezing cold at the end that deal +d8 cold damage with each successful melee strike. And the Purple button causes an acid cloud like affect at the end of the rod that deals +d8 acid damage with a successful melee strike. The black button cause a black-light glow at the rods end. A successful touch attack (+2 to attack rolls but no base Str damage) causes the target to make a Vigor check or be Stunned. It costs 2PP to activate any one effect for a duration of 5 rounds. If a different button is activate any remaining duration of the current affect ends. These have the basic elemental effects listed until Magical Spells Elemental Trappings. The black button/Stunning effect as is the Stun Power (SWAE). Cost 8,000, Wt. 3. :'''Steam Powered Armor''' [Veteran]: these suits of heavy armor require burning coal to fuel them. Both offer full body protection and their weight does not count as encumbrance so long as there is coal powering the suits. Light Steam Powered Armor have AP 5, Str Min d10 (when not running on coal. When activated Str Min. is d4 and increase wearer Str by +1 die step). Cost 4,000 and weigh 100 empty (without coal). Their coal hopper on the back of the suit holds 40lbs of Coal and the suit uses 10lbs of coal per hour of operation. Heavy Steam Powered Armor have AP 7, Str Min d12+2 (when not running on coal. When activated Str Min. d6 and increase wearer Str by +1 die step), Cost 10,000 and weigh 250 empty. Their coal hopper on the back of the suit holds 100lbs of Coal and the suit uses 25lbs of coal and hour of operation. Note that Stealth is all but impossible when wearing these suits.
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