Skill Kit Augments
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Wearing a Skill Kit such as an Herb Kit or a Scrap Kit is required for certain actions such as crafting or healing. For example, the Weapon Maker skill requires a Scrap Kit to make Weaponry items while the Treat Injury skill requires an Herb Kit for its functions. You may only be wearing one Skill Kit at a time and it takes at least 5 minutes to do so or to switch Kits.
Unless otherwise stated, the benefits of Skill Kit Augments function only while wearing said augmented item.
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Advanced and Superior Skill Kits have special properties that are available to them called Augments. These Augments do not normally cost additional Components although they can require specific weapon props, specific component types, or modifications to one’s Skill Kit prop.
Basic Skill Kits may not have any Augments. Advanced Skill Kits may have one Augment. Superior Skill Kits may have two Augments.
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Some Skill Kits grant the Temporary Use of specific Skills. What this means is that these Skills can be activated or benefitted from as though the Kit user had those Skills and had those Skills’ requirements.
On the other hand, having the Temporary Use of Skill does not allow for that Skill to be used as a requirement for other Skills/abilities. Similarly, effects that would halve the Targ/Conc count of an Augment or waive its Self-inflicted effects do not do so for the Skills it grant Temporary use of.
For Example: Having the Ethertronic Engineeing Skill or the Hyper Refined Chemistry Skill would not halve the Conc requirement of the Owlsight Goggles’ “Keen Preception”. Furthermore, the user of these Goggles would not be able to use “Keen Perception” as a requirement for their Skills unless they actually learned it themselves. -
You may not have two identical Augments on the same Item.
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Unless otherwise and explicitly stated, bonuses to an attack, a healing effect, or a Resolve effect cannot increase it beyond 5 points. There may be exceptions to this, but they are specific to certain situations or conditions.
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When an Advanced Skill Kit is created or maintained via upkeep, you may place an Advanced Skill Kit Augment on it. Similarly, a Superior Skill Kit may be created or maintained with one or two Augments. As mentioned above, this does not require additional Components although they may change or add to what Component types are to be used.
Using certain Workshops can waive the Skill requirement for some Augments. For example, by using an Herb Shop, one can waive the Skill Requirement for the Insulator Weapon Augment
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There are many kinds of Augments but there are three main categories:
-- Gadget Augments are useful gizmos and mechanisms that are usually placed on Scrap Kits
-- Kit Augments are special tools that allow some utility or enhance Skills you already have.
-- Vial Augments involve volatile chemicals that are used on distant enemies or nearby allies.
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When a Creation//Upkeep Cost lists a Component Affinity such as Lightning Affinity or Abyssal Affinity, it refers to an alteration to the normal Cost. The specified Component type is allowed to be used in the Creation or Upkeep in the title -- this makes it easier to make the item.
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Some Augments, such as the Eldritch Vial, require certain Builder skills AND an Adept Attunement. The latter represents the magical energy that the creation or upkeep of these Augments needs. There are different types of Adept Attunements, the “Projection Adept” attunement comes from the Projection Sphere of magic. This means that making items with these magical Augments requires magical Skill and energy.
That said, in the scope of Nueva Ciencia, magic and engineering can often interweave with one another. Certain Erudite-level Skills in the Builder class can allow a magic-less crafter to make or upkeep items with magical Augments, provided that some stipulations are fulfilled. This function is often called “Etheric Expertise” and represents a pseudo-magical insight to the workings of that specific Discipline.
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Arcane Gadget: Use magic-infused technology to see beyond sight, or hide from view
Talismanic Jewelry (scrap)
Talismanic Lens (scrap)
Talismanic Obscurer (scrap)
Chemical Vial: lob weaponized chemicals at their enemies
Freeze Vial (herb)
Melter Vial (herb)
Clockwork Gadget: turn a gauntlet/bracer into grappling hooks, lights, or hacksaws
Hook Bracer (scrap)
Saw Bracer (scrap)
Eldritch Vial: Inflict strange effects on enemies, striking at minds or preventing healing.
Agony Vial (herb)
Grave Vial (herb)
Eldritchtech Gadget: Amplify spell use via eldritch lores and ingenious technology
Eldritch Funneler (scrap)
Eldritch Intensifier (scrap)
Eldritch Manifester (scrap)
Elemental Vial: Blast enemies with miniature explosives or congealing ooze.
Blast Vial (herb)
Sludge Vial (herb)
Ethertronic Gadget: Use engineering to gain technical prowess or manifest energy.
Hummingbird Gloves (scrap)
Mucaro/Owlsight Goggles (scrap)
Obtali Belt (scrap)
Expert Kit Augments: Allow for extra utility or use skills as though you had them
Magna-Batt (any kit)
Med Kit (herb)
Repair Kit (scrap)
Safety Kit (herb)
Healing Vial: Heal a patient with curative chemicals
Lazarus Vial (herb)
Regen Vial (herb)
Hyper-refined Vial: Enhance or greatly heal with chemicals
Combat Stim Vial (herb)
Medical Recombiner Vial (herb)
Magna Powered Gadget: Using magnetic mana, gain strength or harness energy.
Barrier Belt (scrap)
Ogre Gauntlets (scrap)
Tesla Gauntlets (scrap)
Spectral Gadget: Bind deathly energy to this gadget, allowing minor eldritch powers.
Spectral Augur (any kit)
Spectral Phylactery (any kit)
Spectral Reclaimer (any kit)
Swarm Vial: Incredibly short-lived creatures that die mere seconds after being released.
Fire Bat Vial (herb)
Rage Worm Vial (herb)
Void Fly Vial (herb)
Symbiotic Gadget: These infest their wearer but grant them power and enhancements
Symbiotic Amplifier (any kit)
Symbiotic Manipulator (any kit)
Symbiotic Motivator (any kit)
Venom Vial: Apply to weaponry to hinder or harm enemies.
Freeze Venom (herb)
Melter Venom (herb)
Volatile Gadget: Use unstable chemicals and machinery for defense and escape
Rocket Belt (scrap)
Smoke Belt (scrap)
Arcane Gadget AugmentS
Some of these Gadgets allow their users some degree of sorcerous perception or arcane protection while others are primarily defensive gadgets allowing their users to protect themselves or evade attackers.
-- Skill Requirements for Creation/Upkeep: Arcane Artifice, or Empowered Arcana (Talismanry), Xenotech Armory, Xenotech Fleshweaver
-- Creation//Upkeep Cost: Same with Astral Affinity
-- Any of the listed skills above: Waive the self-inflicted effects from when you use the properties of this Augment.
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-- Augment Property 1: Gain temporary use of the Project Shield spell. This costs the usual 1 Focus and self-inflicts 2 Shadow.
-- Augment Property 2: You may also augment and prefix Project Shield with “Jeweled”. This grants you 1 additional use of Etheric Guard. Furthermore, as an Aftereffect to each Guard, you can imbue “Resolve 2” to an ally via melee touch instead of inflicting a Knockback. This cannot be increased unless specified otherwise
-- Augment Property 3: Invoke “Backlash, Master 7 Psychic” as a Reaction when someone completes a Death Blow or Scavenge on you. -- this is otherwise as per Project Halo’s similar function.
-- Prop Requirement: In addition to one’s Scrap Kit, this appears as a gemmed amulet and two rings -- all of which are worn and all have the same or similar color of gem.
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Use the Obfuscate Aura spell to negate inquiries upon your person. As a step effect after using this, vocally inflict “Blind” to your inquirer. Using this self-inflicts “2 Shadow”.
-- Prop Requirement: In addition to one’s Scrap Kit, this requires goggles, spectacles, or a monocle that is engraved with runes.
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-- Augment Property 1: Gain temporary use of Detect Presence and Detect Secret to see spirits, ambushes and information. This self-inflicts “2 Shadow” and costs the usual 1 Focus.
-- Augment Property 2: While using the above, you get 2 additional Unveilings with Detect Presence and can ask a 2nd question as an Aftereffect with Detect Secret.
-- Augment Property 3: You gain the benefit of the Keened Defenses skill, allowing you extra defenses whenever you use Focus on a Sense/Examine/Inquiry skill.
-- Prop Requirement: In addition to one’s Scrap Kit, this requires goggles, spectacles, or a monocle that is engraved with runes.
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-- Augment Property 1: Gain temporary use of Obfuscate Presence to hide and Obfuscate Exodus to elude pursuit. This self-inflicts “2 Shadow” and costs the usual 1 Focus. Obfuscate Exodus
-- Augment Property 2: Using the spells above, you may bring one additional ally with you, provided that the mobility, equipment and positional requirements are fulfilled.
-- Augment Property 3: Gain temporary use of Obfuscate Aura to negate inquiry effects. This self-inflicts “2 Shadow” as well as the usual 1 Focus.
-- Prop Requirement: In addition to one’s Scrap Kit, this appears as a gemmed amulet and two rings -- all of which are worn and all have the same or similar color of gem.
Chemical Vial AugmentS
With a few moments and their prodigious expertise, a wearer of these augmented Skill Kits can lob weaponized chemicals at their enemies.
-- Skill Requirements for Creation/Upkeep: Expert Chemist
-- Expert Chemist: Halve the required Concentration when you use these Augments. While affected by this skill, the required count may not be lowered further.
-- Explosive Elementalist: These Augments inflict Piercing attacks instead.
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-- Augment Property: After a Targ-10, invoke “Vial” and throw a spell packet that inflicts “3 Frost”, “Mangle 10”, or “Hobble 10”. This cannot be increased unless specified otherwise
-- Creation//Upkeep Cost: Same except with Wind Affinity.
-- Prop Requirements: Clear plastic vials upon one’s belt or bag with blue or white liquid in them.
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-- Augment Property: After a Targ-10, invoke “Vial” and throw a spell packet that inflicts “3 Corrosive”, “3 damage” or “3 Flame”. This cannot be increased unless specified otherwise
-- Creation//Upkeep Cost: Same except with Fire Affinity.
-- Prop Requirements: Clear plastic vials upon one’s belt or bag with red or orange liquid in them
Clockwork Gadget AugmentS
In skilled hands, these are able to act as grappling hooks, lighting devices, or even hacksaws depending on their configuration.
-- Skill Requirements for Creation/Upkeep: Clockwork Gadgeteer
-- Creation//Upkeep Cost: Same with Fire Affinity
-- Clockwork Gadgeteer Skill: halves the required Concentration or Targeting count, though this prevents them from being reduced further.
-- Prop Requirement: A bracer (or glove) and a Scrap Kit with gears or other mechanical themed ornamentation.
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-- Augment Property 1: After Targ-10, invoke “Hook” and inflict “3 damage” or “Pull” via packet/foam dart. The Pull can be useful in bringing fallen allies to safety.
-- Augment Property 2: As above but bypass a “Climb 20” (or less) obstacle instead.
-- Augment Property 3: You may deploy and use an electric based OOG light, including an Advanced or a Superior Lantern, though this requires that this hand is either holding nothing or just the lantern. While useful in many respects, this can be difficult to use in combat.
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-- Augment Property 1: After iConc-30, while in arm’s reach of your target, invoke “Saw” to do one of the following: (1) “Greater Disarm” , (2) Sunder a weapon, or (3) destroy an Advanced Rope/Chain
-- Augment Property 2: You can perform a Death Blows without a wielded weapon
-- Augment Property 3: You may deploy and use an electric based OOG light, including an Advanced or a Superior Lantern, though this requires that this hand is either holding nothing or just the lantern. While useful in many respects, this can be difficult to use in combat.
Eldritch Vial Augments
These Augments are imbued not only with unstable chemicals but potent magic, making them the domain of Arcanists or those with access to a magical Workshop.
-- Skill Requirements for Creation/Upkeep: Eldritch Alchemy or Eldritch Elixirist and an Adept Attunement (Usually, this means that you need to be a Channeler)
-- Eldritch Alchemy or Eldritch Elixirist: Halve the required Concentration when you use these Augments. While affected by this skill, the required count may not be lowered further.
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-- Augment Property: After a Targ-15, invoke “Vial” and throw a spell packet that inflicts “Pain”, “Rot,” or “Silence”
-- Creation//Upkeep Cost: Same except with Shadow Affinity.
-- Prop Requirements: Clear plastic vials upon one’s belt or bag with dark or green liquid in them.
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-- Augment Property: After a Targ-10, invoke “Vial” and throw a spell packet that inflicts “Piercing 3 Shadow”, “Piercing 3 Frost”, or “Piercing 3 Psychic”. This cannot be increased unless specified otherwise
-- Creation//Upkeep Cost: Same except with Death Affinity.
-- Prop Requirements: Clear plastic vials upon one’s belt or bag with dark or green liquid in them.
Eldritchtech Gadget AugmentS
Sought out by many Talismongers, Eldritch Amplifiers allow an individual to modify their spells as per the Metamagic Augmentation skill.
-- Skill Requirements for Creation/Upkeep: Eldritch Gadgetry, Empowered Arcana, or Xenotech Savant; and an Adept Attunement (Usually, this means that you need to be a Channeler).
-- Creation//Upkeep Cost: Same with Shadow Affinity
-- Eldritch Gadgetry, Empowered Arcana (Talismanry), or Xenotech Savant Skill: Waive the self-inflicted damage from when you use the properties of this Augment.
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-- Augment Property 1: Augment a damage spell with “Altered” so that its damage inflicts your choice of Flame, Frost, Lightning, Shadow, or Corrosive. Using this augment self-inflicts “2 Shadow”.
-- Augment Property 2: Augment a healing spell with “Altered” to change its healing to imbue a “Cure Wounds” or “Painful Revive” instead, with the self-inflict effect above.
-- Augment Property 3: Augment a damage, Resolve, or healing spell, prefixing the spell with “Grounded” This turns it into a Barrage 3 melee spell, allowing you to inflict its effects a total of 3 times. You must launch all of these attacks before 5 seconds have elapsed and without moving your feet, though its damage/healing/Resolve is capped at 3 points. This self-inflicts “2 shadow”
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-- Augment Property 1: Augment a healing or resolve spell with “Rejuvenating” to improve healing or Resolve by +1, if it grants one or the other. Doing this self-inflicts “2 Shadow”.
-- Augment Property 2: Augment your damage spells with “Galvanized”. This increases their damage by 2 points but self-inflicts “2 shadow”
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-- Augment Property 1: Augment the spell with “Prophesied” so that if it is negated by a Defense or misses, you may strike with it again as an Aftereffect. This is usable once per minute and self-inflicts “2 Shadow”.
-- Augment Property 2: Alternatively, you can deliver your packet/foam dart spells through melee touch.
-- Augment Property 3: Augment your Melee or Touch spells with "Displaced" - it can be delivered via Spell Packet. Using this augment self-inflicts "2 Shadow".
Elemental Vial AugmentS
Those who master the especially volatile chemicals call themselves “Elementalists”, after the ancient alchemists of old. The vials they employ are especially unstable and especially dangerous, blasting their enemies with powerful and explosive potency.
-- Skill Requirements for Creation/Upkeep: Explosive Elementalist
-- Explosive Elementalist: Halve the required Targeting when you use these Augments. While affected by this skill, the required count may not be lowered further.
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-- Augment Property: After a Targ-15, invoke “Vial” and throw a spell packet that inflicts “Piercing Knockback”, “5 Flame”, or “5 Lightning”. This cannot be increased unless specified otherwise
-- Creation//Upkeep Cost: Same except with Fire Affinity.
-- Prop Requirements: Clear plastic vials upon one’s belt or bag with orange or red liquid in them.
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-- Augment Property: After a Targ-15, invoke “Vial” and throw a spell packet that inflicts “Snare 10”, “5 Corrosive”, “5 Frost” or “Blind 10”. This cannot be increased unless specified otherwise
-- Creation//Upkeep Cost: Same except with Earth Affinity.
-- Prop Requirements: Clear plastic vials upon one’s belt or bag with dark or green liquid in them.
Ethertronic Gadget AugmentS
Created through the technologies of the Illustrados and through engineering genius, these devices can allow their users to exhibit technical ability, project defensive energy fields, or find minute details.
-- Skill Requirements for Creation/Upkeep: Ethertronic Engineering or Hyper-refined Chemistry
-- Creation//Upkeep Cost: Same plus Hyper Refined Etherite* x1
*You can waive this part of the requirement if you use an Apex Lab Workshop
-- Ethertronic Engineering Skill or Hyper-refined Chemistry: Waive the Self-inflicted damage and halve the required Concentration or Targeting count, though this prevents them from being reduced further. This does not affect Skills granted by the Augment.
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-- Augment Property 1: Gain temporary use of the Junk Diver skill and Trap Springer skill as though you had them. With goggles/spectacles, this includes the ability to Dive into Ancient Tech.
-- Augment Property 2: Also, after an Conc-10, invoke “Jolt” to imbue a “Painful Revive” on an ally via melee touch or “3 Lightning” on an enemy via packet/foam dart. This cannot be increased unless specified otherwise
-- Augment Property 3: This radiates a Magna-field and inflicts Magna-field Sickness.
-- Prop Requirement: Goggles/spectacles and gloves/bracers as well as a dim gold or white LED or glow stick upon this Skill Kit. A similar light upon the gloves/bracers is encouraged but not required.
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-- Augment Property 1: Gain temporary use of the Iron Concentration, Steady Concentration, Keen Perception, and Corpse Reader skills.
-- Augment Property 2: After an “Iron Targ-10, add +1 to ranged basic attack damage (knife pack, bow, crossbow, or firearm) if the Conc is wholly augmented with “Iron”.
-- Augment Property 3: If you use Iron Conc-10 with Keen Perception, you can use it despite Magna-Field Sickness.
-- Augment Property 4: This radiates a Magna-field and inflicts Magna-field Sickness.
-- Prop Requirement: Goggles/spectacles and a dim gold or white LED or glow stick upon this Skill Kit.
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-- Augment Property 1: Perform a QConc-60 and invoke “Stim” to imbue yourself with a “Heal 5” or “Cure Wound”.
-- Augment Property 2: Also, you may use the Iron Fortitude skill as though you had and were wearing the right armor.
-- Augment Property 3: After a Conc-30 and self-inflicting “2 Lightning”, you are considered to have one of the following skills for the next hour: (1) Resist Blizzard, (2) Resist Magna-Storm, or (3) Resist Radiation skills as though you had them.
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This is an Affliction caused by continued exposure to a Magnetic Mana field, causing minor hallucinations and dizziness. If the source of the Magna-field is removed, the afflicted easily recovers after one month.
Effect: you are unable to use Sense-type Skills (e.g. Keen Perception) and the Iron Defiance skill
EXPERT Kit Augments
These are made with refinements to the crafting process, allowing for additional utility and allowing their wearer some abilities that they might not personally possess.
-- Skill Requirements for Creation/Upkeep: Expert Brewer, Expert Chemist, Expert Doctor, Expert Tinker, Expert Weaponer, or Expert Weaver
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-- Augment Property 1: You generate a Magna-Field and thereby suffer from Magna-field Sickness.
-- Augment Property 2: Whenever you use Skill Kit-based Craft-Ritual actions, augmenting them with Bonus Output produces 2 more Products or Effects (4 total)
-- Augment Property 3: You may use an electric based OOG light. including an Advanced or a Superior Lantern, though this requires that this hand is either holding nothing or just the lantern. While useful in many respects, this can be difficult to use in combat.
-- Creation//Upkeep Cost: Same with Lightning Affinity
-- Prop Requirement: A dim blue or white LED light or glow-stick upon this Skill Kit.
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This is an Affliction caused by continued exposure to a Magnetic Mana field, causing minor hallucinations and dizziness. If the source of the Magna-field is removed, the afflicted easily recovers after one month.
Effect: you are unable to use Sense-type Skills (e.g. Keen Perception) and the Iron Defiance skill
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-- Augment Property 1: Gain temporary use of Treat Injury to heal allies.
-- Augment Property 2: If you have learned Treat Injury, you can better apply your medical knowledge. Your Healing on others via skill or spell is increased by +1.
-- Augment Property 3: When you grant Painful Revive on an ally, you may also imbue a “Heal 1” effect upon them as an Aftereffect. This cannot be increased unless specified otherwise
-- Creation//Upkeep Cost: Same with Earth Affinity
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-- Augment Property 1: Gain temporary use of Improvised Repair and Disarm Device
-- Augment Property 2: If you have learned Disarm Device, its Conc count is reduced to Conc-15
.-- Augment Property 3: Whenever you use Scrap Kit-based Craft-Ritual actions, augmenting them with Bonus Output produces 2 more Products or Effects (4 total)
-- Creation//Upkeep Cost: Same with Lightning Affinity
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-- Augment Property 1: Gain temporary use of Extinguish Element and Brewtender
-- Augment Property 2: If you actually have that skill, you can augment “Quench” as “Quench Energy” so that it works on Lightning and Shadow damage for 3 points or less;. This does not apply to “Focused Quench” defense.
-- Augment Property 3: When you use Herb Kit-based Craft-Ritual actions, augmenting them with Bonus Output produces 2 more Products or Effects (4 total)
-- Creation//Upkeep Cost: Same with Earth Affinity
Healing Vial AugmentS
These Chemicals are beneficial to humans, although their volatility also renders their application as time consuming.
-- Skill Requirements for Creation/Upkeep: Curative Chemicals or Hyper Refined Chemistry
-- Creation//Upkeep Cost: Same except with Astral Affinity.
-- Curative Chemicals or Hyper Refined Chemistry: Halve the required Concentration (round down) when you use these Augments. While affected by these skills, the required count may not be lowered further.
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-- Augment Property 1: After a Conc-10, invoke “Vial” and deliver its effects upon an ally you touch. Imbue your choice of “Heal 3” “Painful Revive” or “Cure Strike”.
-- Augment Property 2: Except for the Painful Revive effect, You can use this on yourself if you double the Conc count.
-- Prop Requirements: Clear plastic vials upon one’s belt or bag with red or green liquid in them.
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-- Augment Property: After a Conc-10, invoke “Vial” and deliver its effects upon yourself or upon an ally you touch. Imbue your choice of “Heal 2”, “Cure Strike”, or “Cure Wounds”.The latter can regrow severed appendages but the former cannot be increased
-- Prop Requirements: Clear plastic vials upon one’s belt or bag with red or green liquid in them.
Hyper-refined Vial AugmentS
The Technocracia’s chemists and engineers are less interested in the offensive applications of Chem Vials, but in improving their enhancement abilities.
-- Skill Requirements for Creation/Upkeep: Hyper Refined Chemistry, Apex-Tech Additive, or High-Tech Medicine
-- Creation//Upkeep Cost: Same plus Hyper Refined Etherite* x1
*You can waive this part of the requirement if you use an Apex Lab Workshop
-- Hyper Refined Chemistry, Apex-Tech Additive or High-Tech Medicine: Halve the required Concentration/Targeting (rounding down) when you use these Augments. While affected by these skills, the required count may not be lowered further.
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-- Augment Property 1: After a Conc-15, invoke “Stim” and deliver its effects upon an ally you touch. Imbue your choice of “Heal 5”, “Resolve 2” “Cure Strike”, or “ Painful Revive”. The imbued Resolve/Healing may not be increased. If you use this Vial on yourself, you only imbue a “Heal 2” or a “Cure Strike” because you cannot reach the proper injection areas.
-- Augment Property 2: Expend 1 Focus and invoke “Stim” to instantly grant “Painful Revive” to two allies that you touch in quick succession, representing a desperate but precise delivery of combat medicine.
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-- Augment Property 1: After a Conc-15, invoke “Stim” and deliver its effects upon yourself or upon an ally you touch. Imbue your choice of “Heal 2” or “Cure Wound”. The healing cannot be increased but this can regrow severed limbs.
-- Augment Property 2: After a Conc-15, invoke “Stim” and deliver its effects upon yourself or upon an ally you touch.. Within the next minute, they may use the Strength and Great Strength skills as though they had them or their next melee attack inflicts either “3 damage” or “Knockback” - clarify this benefit if necessary.
-- Augment Property 3: After a Conc-15, invoke “Stim” and deliver its effects upon an ally you touch.. Clarify to them, if needed, that they have a 0 Focus use of “Smite” within the next minute. However, it is augmented and prefixed with “Stimmed” -- it has a maximum damage of 5 and cannot have an Aftereffect.
Magna Powered Gadget AugmentS
Through these items, mere humans can gain the strength of beasts or harness magna-tech energy to their own ends.
-- Skill Requirements for Creation/Upkeep: Metabionic Gadgeteer or Ethertronic Engineering
-- Creation//Upkeep Cost: Same with Lightning Affinity
-- Metabionic Gadgeteer or Ethertronic Engineering: Halve this Gadget’s required Concentration count, Targeting count and waive this Gadget’s Self-inflicted damage when you use them. Those counts cannot be reduced further. This does not affect Skills granted by the Augment.
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-- Augment Property 1: Gain access to the augmented “Magna Block” and the “Magna Guard” defenses. Each one costs 1 Focus to use and self-inflicts “2 Lightning” but neither requires you to wield a weapon or shield.
-- Augment Property 2: After Conc-10, invoke “Jolt” and self-inflict 2 Lightning. This inflicts a ”Cure Strike” upon yourself. If you are touching an ally with your hand or weapon, imbue a “Cure Strike” or “Painful Revive” effect upon them instead.
-- Augment Property 3: This radiates a Magna-field and inflicts Magna-field Sickness.
-- Prop Requirement: A dim blue or white LED or glow stick upon this Skill Kit.
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-- Augment Property 1: You may use the Strength skill as though you had it. After a Conc-6, inflict a melee “Knockback” while using a melee weapon with both hands.
-- Augment Property 2: Your melee Smites’ damage is increased by +1, if your weapon is held in both hands.
-- Augment Property 3: This radiates a Magna-field and inflicts Magna-field Sickness.
-- Prop Requirement: A dim blue or white LED or glow stick upon this Skill Kit as well as two gloves or gauntlets.
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-- Augment Property 1: After a Targ-10, invoke “Jolt” and throw a spell packet that inflicts “2 Lightning” or “Knockback”. This cannot be increased unless specified otherwise
-- Augment Property 2: While Downed or Critical, invoke “Backlash; Master, 7 Lightning” to inflict that effect unto someone who completes a Scavenge or melee Death Blow upon you. If this brings them to 0 HP, their action is negated. “Superior Disarm” will render this function unusable for 1 minute.
-- Augment Property 3: This radiates a Magna-field and inflicts Magna-field Sickness.
-- Prop Requirement: A dim blue or white LED or glow stick upon this Skill Kit as well as one or two gloves or gauntlets.
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This is an Affliction caused by continued exposure to a Magnetic Mana field, causing minor hallucinations and dizziness. If the source of the Magna-field is removed, the afflicted easily recovers after one month.
Effect: you are unable to use Sense-type Skills (e.g. Keen Perception) and the Iron Defiance skill.
Spectral Gadget AugmentS
These Gadgets allow their users to glean answers from the dead, protect one’s self while dying, and perform minor Necrotheurgy to resurrect their deceased allies.
-- Skill Requirements for Creation/Upkeep: Eldritch Gadgetry, Eldritch Alchemy, or Xenotech Savant and either the Necrotheurgic Anchor Attunement (Usually, this means that you need to be a Channeler) or the Bone Garden Workshop.
-- Creation//Upkeep Cost: Same with Shadow Affinity
-- Special Limitation - Unliving Miasma: The weapon inflicts a deathly essence to its wielder and prevents their maximum HP from exceeding 7 HP, reducing it if necessary. You are immune to this negative effect if you already have a Necrotic Stigmata or a Necrotheurgic Anchor.
-- Any of the listed Skills above: Halve this Gadget’s Self-inflicted Control effect and completely waive this Gadget’s Self-inflicted damage when you use them. The former cannot be reduced further.
-- Prop Requirement: Adorn your Skill Kit with at least three bones and/or skulls, human or animal.
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-- Augment Property 1: Self-inflict “2 Shadow” to use Detect Secret and Detect Presence spells as if you had them, letting you discern the unseen and speak to spirits.
-- Augment Property 2: While using the above, you get 2 additional Unveilings with Detect Presence and can ask a 2nd question as an Aftereffect with Detect Secret.
-- Augment Property 3: You are able to expend your Craft-Ritual action to Augment the Rituals of up to five bonded Arcanists and/or unbonded Necrothurgists.
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-- Augment Property 1: You gain the Medical Redemption skill, except that you can only use it to imbue a “Greater Revive” on 1-5 dead allies.
-- Augment Property 2: Whenever you successfully imbue a “Painful Revive” on another person, self-inflict “2 Shadow” and invoke “Reclaimer” — immediately afterward, imbue another target via melee touch with a “Painful Revive”
-- Augment Property 3: Your healing skills and spells are increased by +1 when used on others.
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-- Augment Property 1: When you receive a Healing spell, you may “store” it for up to one hour instead of being healed by it immediately. To use it, invoke “Soultrap” and gain a “Heal 3”. Afterward, self-inflict a “Stun 10”. This cannot be increased unless specified otherwise.
-- Augment Property 2: While Downed or Critical, invoke “Backlash; Master, 7 Shadow” as a Reaction to inflict it when someone who completes a Scavenge or melee Death Blow upon you. If this brings them to 0 HP, their action is negated. “Superior Disarm” will render this function unusable for 1 minute.
-- Augment Property 3: You gain temporary use of the Iron Fortitude skill as though you had it and are wearing the necessary armor.
Swarm Vial AugmentS
Abhorrent yet wondrous in their scope, Swarm Vials are no mere liquids but incredibly short-lived creatures that die mere seconds after being released from their vials.
-- Skill Requirements for Creation/Upkeep: Xeno Swarm Vial or Biomantic Brewing
-- Creation//Upkeep Cost: Same except with Abyssal Affinity plus Flesh of the Empress* x1
*You can waive this part of the requirement if you use a Biomancer Hatchery Workshop
-- XenoSwarm Vial or Biomantic Brewing: Halve the required Concentration/Targeting when you use these Augments. While affected by this skill, the required count may not be lowered further.
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-- Augment Property: After a Targ-15, invoke “Swarm” and perform a Wave 3 attack with spell packets. If made within the next 5 seconds, each attack inflicts “3 Flame”, “Rot 15”, “Mangle 15”, or “3 Lightning” -- except for the 3rd attack which inflicts “5 Flame” or “5 Lightning”. This cannot be increased unless specified otherwise.
-- Prop Requirements: Clear plastic vials upon one’s belt or bag with eyeballs or fake bugs in them.
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-- Augment Property 1: After an Interlinked Conc-10 on an ally, invoke “Vial, Imbue Frenzy” and deliver its effects via a touch. If your target does not negate/refuse the Frenzy, imbue your choice of “Resolve 3” or “Cure Wounds” as an Aftereffect. This cannot be increased unless specified otherwise.
-- Augment Property 2: After an Interlinked Conc-10 on an ally, invoke “Vial, Cure Strike” or “Painful Revive” and deliver its effects via a touch.
-- Prop Requirements: Clear plastic vials upon one’s belt or bag with eyeballs or fake bugs in them.
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-- Augment Property: After a Targ-15, invoke “Swarm” and perform a Chain 3 attack with spell packets. If made within the next 5 seconds, each attack inflicts “3 Corrosive”, “Silence 15”, “Pain 15” or “3 Shadow” except for the third attack which inflicts “5 Corrosive” or “5 Shadow” instead. This cannot be increased unless specified otherwise.
-- Prop Requirements: Clear plastic vials upon one’s belt or bag with eyeballs or fake bugs in them.
Symbiotic Gadget AugmentS
Wrought by the greatest of Templar Arcanists, Xenotech items are living Symbiotes, with limited sentience despite their abominable natures. These Gadgets infest their wearer, draining nutrients from them while granting them power.
-- Skill Requirements for Creation/Upkeep: Xeno-Tech Savant, Xeno-Tech Fleshweaver, Xeno-Tech Armory, or Xeno-swarm Vials
-- Creation//Upkeep Cost: Same plus Flesh of the Empress* x1
*You can waive this part of the requirement if you use a Biomancer Hatchery Workshop
-- Special Limitation - Symbiotic Link: You must have a Symbiotic Link with this item, a process that can only be done during its creation/upkeep -- it partakes of your life essence and takes up one Attunement (labeled with the augment) per item. This Symbiotic Link also acts as though the item was Fate-Bound to its owner. These items inflict 1 Corrosive damage every 10 seconds that someone holds it without the necessary Symbiotic Link.
-- Xeno-Tech Savant, Xeno-Tech Fleshweaver, or Xeno-Tech Armory: Halve this Gadget’s required Concentration count, Targeting count and waive this Gadget’s Self-inflicted damage. The former cannot be reduced further. This does not affect Skills granted by the Augment.
-- Prop Requirement: Adorn your Skill Kit with tentacles, eyes, antennae and/or teeth.
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-- Augment Property 1: Alter your spells’ damage to add +1 to it and./or change it into Psychic or Shadow -- doing this self-inflicts “2 Corrosive”.
-- Augment Property 2: You are able to expend your Craft-Ritual action to Augment the Rituals of up to five bonded Arcanists and/or unbonded Xenothurgists.
-- Augment Property 3: When you perform a Death Blow or inflict damage with a ranged Spell, you may augment it with “Symbiotic”. This allows the Skill Kit to feed on your victim, imbuing you with a “Heal 1” as an Aftereffect if it is successful. This cannot be increased unless specified otherwise.
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-- Augment Property 1: After a qConc-20, receive a Self-inflict “2 corrosive” and invoke “Greater Disarm” or “Disarm Conjuration” as per the Disarm Device and Tech Diver skill.
-- Augment Property 2: After Targ-10, invoke “Whip” and throw a spell packet that inflicts “2 Corrosive”, “Pull” or “Knockback”. This cannot be increased unless specified otherwise.
-- Augment Property 3: Alternatively, instead of damage you can, invoke a “instant Climb 20”, which allows you to instantly ascend or rappel up to 20 counts of Climbing
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-- Augment Property 1: After a qConc-15, invoke “Symbiotic Motivator” to grant yourself “Heal 1” or a “Cure Strike” -- this self-inflicts “2 corrosive”.
-- Augment Property 2: Gain temporary use of the Iron Fortitude skill as though you had it and were wearing the right armor -- this allows you to reduce the Self-Revive count to 10 counts instead of its normal 30 counts.
-- Augment Property 3: After a qConc-30 and self-inflicting “2 Corrosive”, you are considered to have one of the following skills for the next hour: (1) Resist Toxin, (2) Resist Fear, or (3) Endure Plague. This kit is considered to be an Herb Kit for the purposes of the last skill.
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When a Xenotech, Xenoweave, Symbiotic Gadget has been Fortified, it gains a measure of sentience and a psychic link to you. They receive one of the following Additional Properties of your choice when you next Upkeep them. You can change this choice during the next Upkeep -- with multiple Xeno items, see the limitation below:
Some believe that a minor entity resides within the item or that an item’s spirit temporarily awakens -- either way, it receives a name of the Bonded character’s choice (though some claim that it is the item’s choice).
Note: the RP notes below are largely internal and optional. Players can feel free to opt into doing them or to not follow them. Either way, the Character bonded to the item receives the benefit outlined below.
Limitation: You may only gain one of the Minor Sentience benefits below, regardless of how many “Sentient” items are linked to you. This reflects the dominance of one over the voices of the others. Whenever you have more than one such effect, choose the dominant Sentience for the remainder of the current Event.
Brave-- You gain the use of the Strength skill and the Resist Fear skill. This item exhorts you to do brave and dangerous feats either because it is angry all the time or because it is foolish.
Hurrying-- This item occasionally slows your perception of time down. You are able to use the Dodge defense and the Flee the Scene skill. This item exhorts you to hurry up and to be less careful.
Murderous -- This item increases the damage of your Smite attack and your Death Blow with it by +1. It coerces you to go out into the wild and kill monsters and other aberrations.
Nurturing -- This item increases the healing or Resolve you grant to others with it by +1. It exhorts you to avoid danger and chastises you for taking risks.
Paranoid-- You may use the Keen Perception and Mental Deduction skills. Furthermore, this item is paranoid or fearful and warns you against the betrayal of everything and everyone, especially your closest allies.
Quelling-- You may use the Masked Mind skill and the Camouflage skill. This item tells you to be quiet and to be careful, lest danger find you.
Venom Vial AugmentS
Favored by poisoners and assassins, Venom Vials are best suited to hindering their enemies instead of simply harming them, although they are not limited to such pursuits. Venom Vials can also be used on the weaponry of an ally instead of one’s own tools.
-- Skill Requirements for Creation/Upkeep: Venomologist
-- Venomologist: Halve the required Concentration for these Augments. While affected by this skill, the required count may not be lowered further.
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-- Augment Property: After an Interlinked Conc-10 on a melee weapon or a knife/arrow pack, invoke “Envenom” and deliver its effects via a touch, clarifying if necessary - “Within the next minute, the next attack with the imbued item inflicts <effect>” -- <effect> is your choice of “3 Frost”, “3 Shadow”, “Silence 10”, “Mangle 10” or “Hobble 10”. This cannot be increased unless specified otherwise.
-- Creation//Upkeep Cost: Same except with Wind Affinity.
-- Prop Requirements: Clear plastic vials upon one’s belt or bag with blue or white liquid in them.
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-- Augment Property: After an Interlinked Conc-10 on a melee weapon or a knife/arrow pack, invoke “Envenom” and deliver its effects via a touch, clarifying if necessary: “within the next minute, the next attack with the imbued item inflicts <effect>” -- <effect> is your choice of “3 Corrosive”, “Knockback”, “3 Lightning”. or “3 Flame”. This cannot be increased unless specified otherwise.
-- Creation//Upkeep Cost: Same except with Fire Affinity.
Volatile Gadget AugmentS
These gadgets do not rely on mechanics alone, but also on volatile chemicals to fulfill their function.
-- Skill Requirements for Creation/Upkeep: Strengthen Item
-- Creation//Upkeep Cost: Same with Fire Affinity
-- Empower Item Skill: Halve the self-inflicted effects and Concentration requirements when you use the properties of this Augment.
-- Prop Requirement: A Scrap Kit with gears or other mechanical themed ornamentation.
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-- Augment Property 1: After Conc-10, invoke “Rocket” to explosively egress and begin an Escape count, as per the Flee the Scene Skill. After this Escape count, self-inflict “2 damage” from a rough landing. You can use this skill even if you are wearing Heavy or Ultraheavy armor.
-- Augment Property 2: Use the Armored Rush skill as though you had it, expending 1 Focus and self-inflicting “2 Flame” instead of expending Aegis. Invoke this instead as “Rocket Rush”.
-- Augment Property 3: After Conc-10, invoke “Rocket” to explosively ascend or to safely descend. This allows you to bypass a Climb-20 or less obstacle or to halve (round up) fall damage.
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-- Augment Property 1: Whenever you use an Escape effect, you can augment that skill and prefix it with “Smoky”. You receive a “Self-inflict 2 Corrosive”. This allows you to bring a willing ally (or an additional ally) with you, provided that they are not immobilized or slowed down.
-- Augment Property 2: Whenever you use a defense to negate an attack upon yourself, you can augment it and prefix it with “Smoky”. You receive a “Self-inflict 2 Corrosive”. As an Aftereffect to a “Smoky” defense, you can inflict a “Blind” via a melee strike to a nearby enemy..
-- Augment Property 3: While Downed or Critical, invoke “Backlash; Master, 7 Corrosive” as a Reaction to inflict it when someone who completes a Scavenge or melee Death Blow upon you. If this brings them to 0 HP, their action is negated. “Superior Disarm” will render this function unusable for 1 minute.