Usable both by Super-Scientists and GMs and players building Signature Items, these rules may be used to quantify just how much a super-tech item costs. These rules stand apart and do not stack with technowizardry or Enchanted item construction rules. Wild Card PC Super-Scientists are limited to their power list, just like Wild Card PC Techno-Wizards. All super-tech items suffer from technical difficulties and are either -4 to be repaired, or -2 to be repaired and the item must have a Quirk.
Signature Items are not limited to any particular power list.
Experimental Super-Technology Items
Super-Scientists are weird scientists using Arcane Background (Weird Science). Rather than involving themselves in matters arcane, Super-Scientists delve into the cutting edge of technology and other sciences. Their trappings must be based on advanced scientific and technological concepts. Any Super-Scientist can make super-tech items. Crafting an Super-tech item is a fairly straightforward process, though not quick.
Preparation: The Super-Scientist needs parts costing one-third of the item’s initial (list) price. The procedure takes 6d12 hours for personal weapons or gear, or 2d6 weeks for larger installations, such as furniture, vehicles or their components, seige gear, or building parts (such as super-tech vault doors and super-tech alarm systems for the castle armory).
Base Super-Technology Item
Not all super-tech items have powers or extra trappings. Some are simply exotic technological swords. Choose an item that has the appropriate effect and say it works by super-science instead of its base item's power source. Generally this works with all melee and ranged weapons, armor, and even vehicles, power armor, robots and robot vehicles. A hover cycle might become an Anti Gravity Skimmer that can operate in space just as easily as on the planet, etc. Cost is based on the original item. Other items will have to be adjudicated by the GM for cost.
- Build Roll: The Super-Scientist makes a roll using the lower of Knowledge (Electronics), Knowledge (Engineering), or the Weird Science arcane skill; this is the standard roll for Super-tech Item design and is called a Build roll. On a failure, the time and parts are wasted, but on a success the Super-tech item is complete. If the Craftsman gets a raise, he may add one Minor Upgrade (see below). Melee weapons can be converted to Super-tech devices, but have little impact unless Minor Upgrades are applied, except that they count as magical against creatures vulnerable to such. note these devices are "always on" and require no external power to function.
Minor Upgrades add a small magical benefit to a super-tech item. Adding a Minor Upgrade to a super-tech item costs 5,000 credits in parts and requires 3d12 hours. Super-tech items are limited to a number of slots based on the super-scientist's rank, shown in the chart below.
- Novice: Two Minor Qualities
Seasoned: One Major Quality, Two Minor Qualities
Veteran: Two Major Qualities, Two Minor Qualities
Heroic: Three Major Qualities, Two Minor Qualities
Legendary: Four Major, Two Minor Qualities
- +1 to a specific Trait roll appropriate to the item.
+1 damage to a weapon.
+2 armor to armor, shield, or clothing.
+1 Parry to a shield or close combat weapon.
Add one additional E-Clip Port (for short E-Clips only) or one small super-capacitor that provides 5 Power Points. †
Halve the weight of the item (reduce to one quarter if taken twice; reduce to one eighth if the item got a raise during creation).
Apply a Trapping to the device.
Other Minor Upgrades as allowed by the GM.
Starting at Veteran Rank, Super-Scientists can add more powerful abilities to super-tech items. Modification takes 2d6 days + 1d6 per 10,000 credit cost of the Major Upgrade. Cost depends on the specific upgrade (listed below). The Super-Scientists makes a Build roll (lowest of Knowledge (Electronics), Knowledge (Engineering), and the Weird Science arcane skill) but at −4 for a Major Upgrade. Failure wastes the time and parts; success installs the upgrade; on a raise, the Super-Scientists may choose to add a Minor Upgrade and then only if the Super-tech item has a space to add one.
- Add a power to device (Cost: 20,000 credits per Rank of power).* # &
Add an Edge to device (Cost: 20,000 credits per Rank of Edge).* &
+1 die type to a specific Trait appropriate to the item (Cost: 10,000 credits).
Add one additional E-Clip Port (for Long E-Clips only) or one large super-capacitor that provides 10 Power Points. (Cost: 30,000 credits). †
Add the equivalent of a personal weapon or piece of personal gear to a device. For every ten pounds (round down) add one die type to the device's minimum Str rating, and multiply the cost by 1.5 to get the implanted version cost. The weapon comes with it's own E-Clip or ammunition port, which may be logically located anywhere on the device.
Other Major Upgrades as allowed by the GM (Cost: Varies).
† It takes one action to reinsert an e-clip assuming one is handy. Super Capacitors do not come with additional E-Clip ports, but do require power from E-Clips to charge their energy storage matrix. A short E-Clip recharges 5 Power Points instantly. A long E-Clip recharges 10 Power Points instantly. The weapon must still also have a full long E-clip inserted to power the base item. Each 20% of a short E-Clip's capacity is 1 Power Point. Each 10% of long E-Clip's capacity is 1 Power Point. Round fractions down. E-Clip purchase and recharge costs are listed on page 89 of TLPG.
# Availability of powers is limited to the super-scientists's power list.
& Master of Magic is not generally available for Super-Tech items. Instead use the Power Mastery edge (see house rules).