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Gadgeteering Chart

Device/Weapon Options
R&D Option
7 +1 bonus on attack roll3
7 +4 bonus on Skill ckeck3
9 +1 Feat access during operation2
3 +1 damage3
3 +50% ammunition capacity2
5 +50% range4
10 Compact design: +5 to Spot DCs to notice the item when worn
7 Disguise true appearance (sword cane, umbrella pistol, etc.); +5 to Spot DCs to pierce the
disguise
15 Change damage from lethal to nonlethal (or vice versa) with no penalty on attack roll
Vehicle Weapon Options
R&D Option
10 +1 bonus on attack roll3
5 +1 damage3
5 +50% ammunition capacity2
7 +50% range4
10 Disguise true appearance (support beam, smokestack, etc.); +5 to Spot DCs to pierce the disguise
Vehicle Options
R&D Option
1 +1 passenger1
2 +25% cargo capacity1
10 +25% speed (safe and max)8
10 +1 maneuver5
15 +2 hardness3
10 Conceal existing armor (purchase DC equal to armor level)
1 Personal-scale weapons mount (e.g., machine gun) 1
5 Vehicle-scale weapons mount (e.g., 3-inch cannon) 1
1 Conceal existing personal-scale weapons mount
5 Conceal existing vehicle-scale weapons mount
10 Heavy industrial equipment (e.g. mining drill, crane)
2 Living quarters (barracks, 4 occupants) 1
3 Living quarters (luxury, 1 occupant) 1
20 Mobile laboratory1
20 Support facilities for one smaller vehicle (e.g., biplane hangar in a zeppelin) 1
10 Improved fuel efficiency (2x normal)5
50 Extra movement mode (e.g., submersible biplane or aero-car)

1 The option allows multiple levels. The level limit depends on the vehicle. Due to vehicles’ wide range of sizes,
the GM must apply common sense.
2 Two-level limit.
3 Three-level limit.
4 Four-level limit.
5 Five-level limit.
8 Eight-level limit.
Modification
Effect
Name R&D
Advanced Aim (AA) The weapon’s quality or design provides extreme precision.
7 When aiming for a full round action, they receives a +2 to hit
This weapon has the strength or a quality that makes its
Armor Defeating (AD)
attack ignore armor. Damage ignores the first 10 points of
Hardness / Damage reduction. However, soft targets only
14 suffer ½ damage as shots pass right through them.
-The effects stack with AD ammo; combo to ignores the first
15 points
This weapon has the force or superiority to pierce through
Armor Piercing (AP)
armor. Its damage ignores the first 3 points of Hardness /
Damage reduction.
14
-The effects stack with AP ammo; combo to ignores the first 5
points
This quality places the action behind the trigger assembly,
Bullpup (BP)
thus making it easier to fire and conceal.
5
+1 bonus to all Autofire and Strafe Attacks
One Handed (1HN) This weapon is modified or redesigned to increase it’s grip
and center of gravity so that it can be easily fire one handed.
15 Firing this gun one handed incurs only a –1 penalty on all
attacks
This weapon is modified or designed to aid in quick reloads.
Fast-Load (FL)
Add a +2 bonus to the initiative count when taking a action to
6
reload.
Due to the High caliber or mussel velocity of its rounds, this
Takedown (TD)
gun kinetically knocks foes off their feet. On a successful
8 attack, the target must make a Reflex Save DC 10 + damage
taken, or be knocked prone.
The weapon is airtight and pressure resistant, functioning fine
Water proof (WP) 14 after being submerged.
Modified with a longer barrel or higher caliber.
Distance (DS) 7 Increased the range increment by additional 10 ft.
Automatic (AOT) Your weapon has been considerably modified to fire in Simi-
Auto or Automatic modes, depending on the length of the
8
weapon this mode can impose a –1 to a –3 penalty to fire it.
Your weapon has a longer clip or a drum of ammunition. Add
Capacity (CP) 7 10 to the weapons ammo capacity.
Dependable (DP) This weapon seems to never jam, slip from your grip, or lose
7 its usefulness. 1 critical failure can be ignored per game
This weapons destructive nature has a natural affinity to
Decapitating (D-CAP)
remove body parts. On a successful Critical, the target is
decapitated or loses a limb. The critical must be enough to
20
either kill the target or do enough damage to exceed the
targets Constitution score.
This weapon can be used to put distance between you and
Guard (GD)
incoming physical attacks. As a half a move action you can
5 use the weapon to add +2 bonus to your AC vs. Melee and
Unarmed Attacks
Wounding (WN) This weapon puts large exit wounds in its targets. Any living
target with discernible anatomy hit with this weapon will
10
continue to bleed, taking 1d4 damage each round until healed
A truly deadly and accurate weapon, improved for grater
Improved Critical (CR)
10 damage. Increase the critical threat range of chosen weapon.
Increased Durability (ID)
This weapon is fortified and harder to break. Add +10 the
6
weapons HP and increase its weight by 1lb.
This weapon has a loud booming recoil or looks powerful and
Intimidating (IM)
dangerous. It offers a +2 equipment bonus to intimidate and
7
interrogation rolls
The end or edge of this weapon has been sharpened to a
Sharpened (SP)
point or blade, it can be used as a melee weapon (damage
4
depends on size)
Rugged (RG) This weapons quality continues to operate after significant
6 damage. Add +2 Hardness
Sure Grip (SG) This weapon has a ergonomic handle or customized grips the
6 add a +2 bonus vs. disarm attempts
Reduced Weight (RW) Made from light weight polymers and some slight
5 adjustments. The weapons weight is reduced by 25%
By modifying the barrel and ammo, you double the range
Extreme Range (ER)
8 increment of this weapon.
Non-Lethal (NL) This weapon has been designed to cushion its blow and only
stun its target. The weapon deals an extra 1d6 points of
10
damage, and all damage it deals is nonlethal damage.
A Dangerous weapon is an unbalanced weapon covered in
sharp barbs, resonating energy, or spinning blades. It strike
has enough backlash to damage both the opponent and the
Dangerous (DNG) wielder.
15
This weapon deals an extra 2d6 points of damage to the
opponent and 1d6 points of damage to the wielder. Only
melee weapons can have the Dangerous Modification.
Concealed This Modification causes the weapon to shrink to 1/12 th its
normal size. This effect can be done by making the item
retractable/collapsible or transforming into another item like
clothing, jewelry, or a backpack.
18 One mechanism controls both the reduction and expansion of
the weapon. This is a standard action. Weap­ons retain their
physical properties even while reduced. Glowing items like
Æther cells can make concealing the weapon a difficult task.

A character can fire either one or both barrels of the weapon


Double-Barrelled
with a standard attack action. If both barrels are discharged
simultaneously, a single attack roll is made and the weapon
10
deals double damage on a successful hit. Each barrel must be
loaded individually.
The inside of the weapon’s barrel has spiraling grooves
Rifling Barrel
that send a bullet spinning, adding +2 to its attack vs target
4
outside of Range.
A steampower firearm is a strange contraption that
attempts a different approach for propelling a shot, with a
Steampower decidedly interesting result. Instead of using black-powder,
a steampower firearm uses compressed steam generated in
a backpack mini-furnace, feeding it to the weapon through a
rubber hose.
20 Reloading takes a standard action as the wielder pulls the
lever to feed the chamber with the steam and drops the shot
down a breech-loading barrel.

As a result, the Weapon can fire larger caliber ammo or of


exotic material. Increase Damage by one Die Type.

Craftsman Modification*

Craftsmanship (CM1) 20 This weapon was carefully made or redesigned by a true


(5 ranks in Craft)* craftsman. All attacks and damage may add a +1 bonus.
One of the most well deigned and painstakingly crafted
Master Craftsmanship 25 weapons you have ever see. All attacks and damage may add
(CM2) (10 ranks in Craft)* a +2 bonus.
A one of a kind piece. A truly superior weapon in every
Superior Craftsmanship 30
respect. All attacks and damage may add a +3 bonus.
(CM3) (15 ranks in Craft)*

Æther Modifications*
*(The following Æther Modifications require the appropriate Craft Super-Science Feat in addition to Craft Gadget)
Autonomous
As a standard action, an Autonomous weapon can be loosed
to attack on its own. It fights for 4 rounds using the base
attack bonus of the one who loosed it and then drops.
While an Autonomous weapon is activated, it cannot make
attacks of opportunity, and the person who activated it is not
considered armed with the weapon.
In all other respects, it is considered wielded or attended by
25 the creature for all maneuvers and effects that target items
(Automata)* (such as the sunder action or disarm action). While dancing,
it takes up the same space as the activating character and
can attack adjacent foes (weapons with reach can attack
opponents up to 10 feet away). The dancing weapon
accompanies the person who activated it everywhere
whether she moves. If the wielder who loosed it has an
unoccupied hand, she can grasp it while it is attacking on its
own as a free action; when so retrieved the weapon can’t
become Autonomous (attack on its own) again for 4 rounds.
Elemental Damage +1d6 of elemental Damage
15 (Fire, Ice, Electrical, Acid, or Sonic)
(Personal Weapons)*
Add extra damage on a critical, x2 critical multiplier deals
Elemental Burst
20 +1d10 points of acid damage, a x3 weapon deals +2d10, and a
(Personal Weapons)* x4 weapon deals +3d10.
Burrowing This Modification may only be placed upon ranged piercing
weapons. The heads of weapons with this ability appear as
a Drill-Bit. Upon a successful hit they Burrow through flesh
20 and bone, changing direction inside the target and dealing an
(Personal Weapons)* additional +1d6 points of damage to the target for 1d3 rounds
thereafter, unless a full round action is taken to remove the
ammunition (inflicting an additional 2 points of damage per
projectile on a successful Surgery roll DC 20).

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