TW Rework for Enchanting and Such

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Sgt 86Delta
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TW Rework for Enchanting and Such

Post by Sgt 86Delta »

Some enchanters, such as the Scathach Druids, Mystic Kuznya, the Alchemist from the Palladium World, Arcane Artificers from Shaintar, and others have the capacity to enchant almost any non-technological device into a magically enchanted (or, more commonly, magic) item. This permanent enhancement can add bonuses to certain trait rolls, add damage, trappings, or add to static traits like Pace or Parry. Most magic items do not use for their abilities. (Clarification - The Sarge) The wielder simply gains the abilities after becoming attuned (a short adjustment period of an hour or so).
  • True relics are outside the scope of an adventurer’s life, but one trained in the creation of magical items might still manage a few devices during his travels. This is most often done by crafting an item by hand and then etching mystical runes and symbols upon it while imbuing it with their personal Essence. This takes great time and energy, however, and more often than not results in failure. Still, a diligent artificer can make some truly amazing devices.
  • On taking this Edge, the hero may craft (or modify) an item that adds +1 to the user’s relevant trait roll, increases the damage of a weapon by +1, increases the bonus of armor by +1, or stores 5 Essence (Power Points) for the owner to use, if they are an arcane user of the same type as the Artificer. These Power Points recover at the usual rate (1 per hour). Assuming the artificer is always “fiddling” with devices (not locked in a dungeon, for example), and has adequate tools (normally a box that weighs around 20lbs), he may make a Knowledge (Magic) roll at -4, and a relevant Knowledge (Crafting) roll at -2 at the end of any session in which he earns an Advance. If successful, the artificer adds another +1 to any item of his choice. This could be his own blade, the cloak of another, or any other item of his choice. The item now adds that bonus to the user’s relevant trait or damage roll, or armor rating. No item may have more than a +3 bonus. (Such devices are relics and outside the scope of this ability.)
Preparation: The Techno-Wizard needs
parts costing one-tenth of the item’s initial
(list) price. The procedure takes 3d12 hours
for personal weapons or gear, or 2d6 days
for vehicular weapons, gear, and vehicles
(including robot armor and power armor).

Build Roll: The Techno-Wizard makes
a roll using the lower of Knowledge
(Engineering), Knowledge (Arcana), or
Techno-Wizardry; this is the standard
roll for TW design and is called a Build
roll. On a failure, the time and parts are
wasted, but on a success the conversion is
complete. If the Techno-Wizard gets a raise,
he may add one Minor Upgrade (see below).
Melee weapons can be converted to TW
devices, but have little impact unless Minor
Upgrades are applied; except when charged,
they count as magical against creatures
vulnerable to such.
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
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