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Most Rune Plate equipment may only have one Arcane Battery attacked to it at one time unless noted in the description of the items.
 
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.
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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 the battery is not included). 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
 
*'''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
 
*'''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
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:'''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.
 
:'''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.
 
:'''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.
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:'''Warcaster Armor, Light''' [Veteran]: Base AP+3, Wt. 30 (+10), 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.
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:'''Warcaster Armor, Heavy''' [Legendary]: Base AP+4, Wt. 45 (+30), 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.
  
  

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