Weaponry Augments

 
  • Advanced and Superior Weaponry have special and diverse properties that are available to them called Augments. Unless otherwise stated, the benefits of Weaponry Augments function only while wielding said Weaponry and using them for the actions that they enhance, not just holding them while sheathed. These Augments do not cost additional Components although they can require specific weapon props, specific component types, or modifications to one’s weapon prop.

    Advanced Weaponry Items may have one Weaponry Augment while Superior Weaponry Items may have two Weaponry Augments.

    Basic Weaponry Items may not have any Augments. In fact, Weapons under the Sunder effect act as though they are Basic Weaponry.

  • When an Advanced Weaponry Item (Weapon, Shield, or Ammo Pack) is created or maintained via upkeep, you may place an Advanced Weaponry Augment on it. Similarly, a Superior Weaponry Item 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.

    However, all Weaponry Augments require specific skills to be placed upon items. For example, the Chainsaw Augment requires the War Mechanic skill. On the other hand, they do not require specific skills to use.

    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 Chemical Weapon Augment.

  • You may not have two identical Augments on the same Weapon although you can benefit from identical Augments if you have them on different weapons that you are currently wielding (not just holding)

  • Unless otherwise and explicitly stated, bonuses to an attack, a healing effect, or a Resolve effect cannot increase it beyond 5 points. Examples to this are Smite attacks with a Longarm, a Heavy Melee Weapon, or a Medium Weapon held in both hands -- these allow for an attack for up to 7 points of damage.

  • 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.

    For example: the Eldritch Amplifier Augment has the Astral Component affinity. This means, when making a Superior Scrap Kit with this Augment, at least one of the Components that you use has to have the Astral-type on it.

  • Some Augments, such as Arcane Gadget or 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.


  • Apex Tech Augments: Experimental new technologies wrought by the Technocracia and their peers, a step above Magna-Tech, though their costs can be prohibitive.

    • Celso Caster (siege)

    • Celso Flare (firearm)

    • Elegbani Catapult (ranged)

    • Oyali Cleaver (melee)

    • Templanza Barrier (shield)

    Chemical Augments: utilize volatile and hazardous dusts and liquids to achieve strange elemental effects in weaponplay

    • Chem Caster (siege)

    • Inferno Weapon (melee/ammo)

    • Nitro Weapon (melee/ammo)

    Eldritchcraft Augments: Uses potent sorcery in their design as well as esoteric materials, such as iceglass or crystal.

    • Astralline Weapon (melee/ammo)

    • Eldritchcraft Barrier (shield)

    • Eldritchcraft Caster (siege)

    • Iceglass Weapon (melee/ammo)

    • Lifewater Scepter (rune wand)

    • Obsidian Weapon (melee/ammo)

    Expert Augments: Refinements upon the construction of a weapon, focusing on durability or deadliness.

    • Arrow Caster (siege)

    • Reinforced Weapon (any weaponry)

    • Vorpal Weapon (any weaponry)

    Magna-Tech Augments: Use energies offensively or defensively, depending on the crafter’s whim.

    • Magna Blaster (firearm)

    • Magna Cleaver (melee)

    • Magna Proof Frame (shield)

    • Rail Caster (siege)

    • Void Proof Frame (shield)

    Mechanized Augments: Use the simplest of Magna Tech and/or intricate mechanisms to improve the user’s damage and prowess.

    • Autofire Weapon (pistol, shortarm, crossbow)

    • Chainsaw/Gravhammer (melee)

    • Galvanized Weapon

    • Gatling Caster (siege)

    • Grav Barrier (shield)

    Runic Augments: Enhanced and empowered with sorcerous runes, allowing for impressive abilities and greater functionality.

    • Rune-Forged Bulwark (shield)

    • Rune-Forged Weapon (melee/ranged)

    • Skeletal Weapon (melee/ammo)

    • Verdant Wand (Rune Wand)

    Necrotech Augments: Made with deathly components and necrotheurgic energies, inimical to most forms of life. Thus, these weapons all have the Unliving Miasma effect.

    • Banshee Shrieker (ranged)

    • Ghoulish Weapon (melee)

    • Spectral Caster (siege)

    • Revenant Shield (shield)

    Xenotech Augments: These are alive and symbiotic, with limited sentience despite their abominable natures. Wielding these monstrosities allows for magical prowess even for non-Arcanists.

    • Brutalisk Weapon (melee)

    • Oculisk Ward (shield)

    • Psycholisk Archer (bow/crossbow)

    • Vitriolisk Caster (siege)

    • Umbralisk Cobra (firearm)


Apex Tech Augments

These augments blast enemies with fiery or electric energies or utilize refined magnetic mana tech to protect their users from environmental effects. 

-- Skill Requirement for Creation/Upkeep: Apex Tech Armaments skill

-- Creation//Upkeep Cost: Same plus Hyper-Refined Etherite* x1

*You can waive this part of the requirement if you use an Apex Lab Workshop

-- Special Limitation: Requires Magna-Field

-- Prop requirement: A dim gold or white LED light or glow-stick along a non-striking surface of the weapon. These weapons may also have wires drawn or etched along their surfaces. 

  • -- Augment Property: This irradiated thunderbolt jumps from target to target. This is a Chain 5 effect. Each inflicts “7 lightning” or “7 flame” and allows for an additional attack until all five attacks have been made or any one of them misses (or is negated). This Augment does not use or benefit from any Ammo Pack.

  • -- Augment Property 1: This augment’s properties shoot blasts of irradiated lightning and does not use or benefit from Ammo Packs. It may inflict “3 Flame” or “3 Lightning” as a Basic ranged attack. This damage’s type may not be altered, nor can this attack be turned into a Piercing attack.

    -- Augment Property 2: If this is a shortarm/longarm its damage is increased by +1 and the damage cap for its BRAs are “7 Flame” or “7 Lightning”.

    -- Augment Property 3: Apex optics give you temporary use of the Perfect Accuracy skill. If you actually have this skill, augment it and invoke its use as “Apex Accuracy”. This does not hurt the user - instead, Apex Accuracy cannot be used again until one Weapon Repair effect or a Conc-30 are used on the weapon.

  • -- Augment Property 1: Energy fields and magnetics hurl this projectile faster, this weapon’s Smite and ranged basic attacks inflict +1 damage. However, this requires a Targ-5 augmented with “Anchored” from start to finish.

    -- Augment Property 2: Gain temporary use of the Ballistic Push skill.

    -- Augment Property 3: Apex optics give you temporary use of the Perfect Accuracy skill. If you actually have this skill, augment it and invoke its use as “Apex Accuracy”. This does not hurt the user - instead, Apex Accuracy cannot be used again until one Weapon Repair effect or a Conc-30 are used on the weapon.

  • -- Augment Property 1: Smites and Death Blows with this weapon inflict +1 damage and you can choose to inflict Flame damage with it. If this is a Rune Wand, it can apply this property to the user’s damage spells.

    -- Augment Property 2: If your Smite hits and is not negated, invoke “Cleave” and perform a melee attack with this weapon against the same target like its storm god namesake. This inflicts “3 Flame” or “Mangle”, which cannot be altered nor increased.

    -- Augment Property 3: After Conc-5, you can invoke “Cleave” to put this weapon into overdrive. Your next 2 basic attacks within 3 seconds can inflict “3 Flame” or “Mangle”. This damage cannot be altered or increased and each attack must be aimed at a different target.

  • -- Augment Property 1: After Conc-30 or a Weapon Repair effect, you gain temporary use of a Resist skill of your choice (e.g. Resist Blizzard). This lasts for the next 10 minutes, the end of the current combat, or until you choose a different Resist Skill.

    -- Augment Property 2: You can use a Resist skill on others via melee touch.

    -- Augment Property 3: You gain temporary use of “Block and Bash” and “Furious Rebuke”. If you actually have both skills, you can replace these skills’ Aftereffects with melee attacks that inflict “3 Flame” or “Knockback”


Chemical Augments

These Augments utilize volatile and hazardous dusts and liquids in their creation, allowing their wielder to achieve strange elemental effects in their weaponplay. This allows blades to spark into flames or arrows to corrode their targets.

-- Skill Requirement for Creation/Upkeep: Chemical Warfare skill

  • -- Augment Property 1: Perform a Barrage 3 ranged attack. These inflict “5 Corrosive”, “5 Lightning”, “5 Frost”, or “5 Flame” each -- this output is dependent on what Vial Kit you are wearing at the time. This Augment does not use or benefit from any Ammo Pack and appears as a spewer of poisonous, freezing, or fiery gases.

    -- Requirement: This requires a Freeze, Blast, Sludge, or Melter Vial Kit (Skill Kit Augment) instead of a Slug Pack.

  • -- Augment Property 1: Smites and Death Blows with this weapon inflict +1 damage. If applied to an Ammo Pack, this bonus also can be applied to its basic ranged attacks.

    -- Augment Property 2: Smites, Basic Ranged Attacks, and Death Blows with this weapon or ammo pack can inflict “Flame”, “Lightning” or “Rot 5”

    -- Augment Property 3: After Conc-5, you can invoke “Cleave” and set this weapon alight. Your next two basic attacks within 3 seconds can inflict “3 Flame” or “3 Lightning” or “Rot 5”. This damage cannot be altered or increased and each attack must be aimed at a different target.

    --Creation//Upkeep Cost: Same but with Fire Affinity

  • -- Augment Property 1: Smites and Death Blows with this weapon inflict +1 damage. If applied to an Ammo Pack, this bonus also can be applied to its basic attacks.

    -- Augment Property 2: Smites, Basic Ranged Attacks, and Death Blows with this weapon or ammo pack can inflict “Frost”, “Corrosive”, or “Snare 5”

    -- Augment Property 3: After Conc-5, you can invoke “Cleave” and have this weapon emit freezing or corroding gas. Your next two basic attacks within 3 seconds can inflict “3 Frost” or “3 Corrosive” or “Snare 5”. This damage cannot be altered or increased and each attack must be aimed at a different target.

    --Creation//Upkeep Cost: Same but with Wind Affinity


Eldritchcraft Augments

This type of weaponry requires and uses potent sorcery in their design as well as esoteric materials, such as iceglass or crystal. 

-- Skill Requirement for Creation/Upkeep: Eldritch Ordinance skill and any Arcane Attunement (Usually, this means that you need to be a Channeler)

-- Special Limitation: You need to have an Adept Attunement to use any of these Properties. Usually, this means that you need to be a Channeler. 

  • -- Augment Property 1: Smites and Death Blows with this weapon inflict +1 damage. If applied to an Ammo Pack, this bonus also can be applied to its basic ranged attacks. If this is a Rune Wand, you also apply its properties to damage Spells.

    -- Augment Property 2: Though energized Astralline, Smites and Death Blows with this weapon or ammo pack can inflict Psychic damage or “Silence 5”

    -- Augment Property 3: If this is a Rune Wand, the Astralline crystals improve your healing spells by +1 when they are cast on others via this weapon.

    -- Creation//Upkeep Cost: Same but with Astral Affinity

    -- Prop requirement: This weapon features crystals in its design, either appearing to be made of it or having crystalline ornamentation on its crossguard, pommel, etc

  • -- Augment Property 1: Gain temporary use of “Deft Deflection” with this item, allowing you to reduce or negate Piercing attacks that touch it. If you actually have that skill, you can “Deflect” Psychic or Shadow damage that hits this item.

    -- Augment Property 2: Gain temporary use of the Infuse Shield spell. If you actually have either spell, you may augment and prefix them with “Eldritch” so that you have one additional use of Guard before it expires.

    -- Augment Property 3: When you are subject to a healing spell, invoke “Invest Healing” to store it instead of receiving it. Regardless of how you can do so, you can store only 1 such spell for up to 10 minutes. To use it, invoke “Eldritch Heal 2” to gain that effect regardless of its initial healing. You must receive a Self-inflict a “Stun 10” as an Aftereffect. If this is a Shield, you gain an “Eldritch Heal 3” instead.

    -- Creation//Upkeep Cost: Same but with Wind Affinity

    -- Prop requirement: At least three Runes or magical symbols upon the weapon’s length or upon a tassel attached to a weapon. Their exact design is up to the prop maker, so long as it respects the setting.

  • -- Augment Property 1: Inflict “7 damage” after Targ-10.

    -- Augment Property 2: You may inflict Flame, Lightning, Frost, Shadow, Psychic, or Corrosive damage with this weapon’s attacks.

    -- Creation//Upkeep Cost: Same but with Abyssal Affinity

    -- Prop Requirements: These tend to have eldritch runes running across their surface. Their exact design is up to the prop maker, so long as it respects the setting.

  • -- Augment Property 1: Smites, and Death Blows with this weapon inflict +1 damage. If applied to an Ammo Pack, this bonus also can be applied to its basic attacks. If this is a Rune Wand, you can apply its properties to Spells.

    -- Augment Property 2: Smites, and Death Blows with this weapon or ammo pack can inflict Frost damage or “Snare 5”

    -- Augment Property 3: Whenever you inflict damage via Smite or a spell, you can opt petrify enemies as an Aftereffect: via a packet/foam dart, inflict “Snare 10” or “3 Frost” or 3 Shadow” -- these cannot be improved or altered but they have no targeting restriction. If this is a melee weapon, you can opt to inflict this effect via melee attack.

    -- Creation//Upkeep Cost: Same but with Wind Affinity

    -- Prop requirement: This weapon features crystals in its design, either appearing to be made of it or having crystalline ornamentation on its crossguard, pommel, etc

  • -- Augment Property 1: The watery essences within this rune wand empower your own vital energies. The healing and resolve that you grant to others through spells are improved by +1 when used through this rune wand.

    -- Augment Property 2: After casting an Imbue Heal or Cure Wounds spell, immediately imbue a “Painful Revive” or “Cure Strike” upon a target you touch with this Rune Wand. This is an Aftereffect to the Healing or Cure spell.

    -- Creation//Upkeep Cost: Same but with Water Affinity

  • -- Augment Property 1: Smites, and Death Blows with this weapon inflict +1 damage. If applied to an Ammo Pack, this bonus also can be applied to its basic attacks. If this is a Rune Wand, you can apply its properties to Spells.

    -- Augment Property 2: Smites and Death Blows with this weapon or ammo pack can inflict Flame damage, or “Rot 5”

    -- Augment Property 3: Through volcanic magics, gain temporary use of the Project Storm and Infuse Ground spells. If you know those spells, you can poison it so that its attack inflicts “Piercing Rot” or “Piercing Hobble”

    -- Creation//Upkeep Cost: Same but with Fire Affinity

    -- Prop requirement: This weapon features crystals in its design, either appearing to be made of it or having crystalline ornamentation on its crossguard, pommel, etc


EXPERT Augments

These Augments are available to those who have the Advanced Weaponry skill.  They are refinements upon the construction of a weapon, focusing on durability or deadliness.

--Skill Requirements for Creation/Upkeep: Expert Weaponer skill

  • -- Augment Property 1: Perform a Targ-7 to inflict “7 damage” or “Snare 10” with your attack. This becomes a Targ-5 with a weapon stand.

    -- Augment Property 2: This weapon uses Arrow Packs instead of Slug Packs and appears as a giant crossbow

  • -- Augment Property 1: Invoke “Reinforced” when this weapon is hit by a Sunder effect. It takes two “Sunders” within 10 seconds of each other or a “Master Sunder” to break this item instead.

    -- Augment Property 2: Gain the temporary use of Deft Deflection against things that hit this item. If you already have that skill, you become able to use it on Psychic and Shadow damage.

    -- Augment Property 3: Gain the temporary use of Battle Bracing while wielding this. If you already have that skill, Battle Bracing grants one more Resolve than normal when you use Parry or Block defenses.

  • -- Augment Property 1: Smites using this weapon deal +1 damage. If applied to an Ammo Pack, this Augment also can be applied to its ranged basic attacks.

    -- Augment Property 2: (Heavy/Stave weapon or Ammo Pack) The bonus to Smite and BRA damage is increased by another +1 if this is Superior-quality.


Magna-Tech Augments

Magna-Tech weaponry harnesses the new sciences and magnetic mana energy.  These weapons utilize and emit potent energies in their usage. These energies can be used offensively or defensively, depending on the crafter’s whim.

Skill Requirement for Creation/Upkeep: Magna-forged Munitions skill

-- Creation//Upkeep Cost: Same but with Lightning Affinity

-- Special Limitation: Requires Magna-Field

-- Prop requirement: A dim blue or white LED light or glow-stick along a non-striking surface of the weapon.

  • -- Augment Property 1: Smites using this weapon deal +1 damage. It can also electrify its projectiles, inflicting “Lightning” with its Basic Ranged Attacks or Smites.

    -- Augment Property 2: Invoke “Storm” to instantly blast a foe with Magnetic Mana -- this is a ranged attack that inflicts “Knockback”. Bows and Crossbows can inflict this as a melee attack if they are combat safe. You cannot use this attack again until you complete a Conc-10 or imbue it with a “Repair Weapon” effect.

    -- Augment Property 3: If applied to a ranged weapon, this weapon’s BRA can exceed 5 up to a new damage cap of 7. However, beyond 5 damage, it cannot be made into a Piercing attack.

  • -- Augment Property 1: Smites and Death Blows with this weapon inflict +1 damage. Through electrifying magnatech, Smites with this weapon can inflict your choice of Lightning damage or a “Piercing Knockback”.

    -- Augment Property 2: If your Smite hits and is not negated, invoke “Cleave” and perform a melee attack with this weapon against the same target to fry their nerves. This inflicts “Hobble” or “Silence” or “Mangle”, which cannot be altered nor increased.

    -- Augment Property 3: After Conc-5, you can invoke “Cleave” to put this weapon into overdrive. Your next 3 basic attacks within 3 seconds can inflict “Knockback 5”, “Silence 5”, or “Mangle 5”. Each attack must be aimed at a different target.

  • -- Augment Property 1: Through infra-resonant magna-tech, you gain Temporary use of the Resist Radiation, Resist Fear, and Resist Magna-storm Warp skills. You can use your Resist-type skills on an ally via melee touch.

    -- Augment Property 2, Augment your Block or Aegis defense with “Magna Proof” so that you can respond with “Negate” on 1-3 Lightning, Psychic, or Flame attacks during the next 10 seconds as an Aftereffect.

    -- Augment Property 3: When you receive “Heal” or “Resolve” from spells, invoke and gain “Cure Strike” or “Heal 1” as an Aftereffect unless you are somehow unable to use Active skills (e.g. Pain, Stun, etc).

  • -- Augment Property: After a Targ-7, inflict “ 7 damage”, “7 lightning”, or “Knockback 15”. This becomes a Targ-5 with a weapon stand.

    -- Prop requirements: These tend to have long barrels.

  • -- Augment Property 1: Through ultra-resonant magna-tech, you gain temporary use of the Resist Blizzard, Resist Toxin, or Resist Warp skills. You can use your Resist-type skills on an ally via melee touch.

    -- Augment Property 2: Augment your Block or Aegis defense with “Void Proof” so that you can respond with “Negate” on 1-3 Frost, Corrosive, or Shadow attacks during the next 10 seconds as an Aftereffect.

    -- Augment Property 3: You gain temporary use of the Furious Rebuke and Nimble Defenses skill as your magna-field energy field redirects energy and projectiles. If you have both skills already, then you can replace the Aftereffect with “Knockback” or “Piercing Knockback” for Nimble Defenses.


Mechanized Augments

These weapons include auto fire guns and chainsaw swords, both being examples of human industry used for the protection of humanity.

-- Skill Requirement for Creation/Upkeep: War Mechanic skill

  • -- Augment Property 1: After a minimum of Targ-7, augment a basic attack -- you replace it with a “Barrage 3” effect, inflicting “3 damage” per attack using this weapon. The damage type may be altered, but it cannot be increased, turned into Piercing, or changed into a Control effect.

    -- Augment Property 2: After a minimum of Targ-7, you can concentrate a river of bullets into a single target. This is a basic ranged attack with a +1 bonus to damage and a damage cap of 7. This maneuver has accuracy issues so it cannot be made into a Piercing attack or changed into a Control effect, but its damage can be altered as above.

    -- Creation//Upkeep Cost: Same but with Lightning Affinity

    --Prop Requirements: These guns tend to be bulky and may feature multiple barrels

  • -- Augment Property 1: After a Conc-5, invoke “Chainsaw” (or Grav-hammer) to revv up your weapon. This augments your next 2 basic attacks within 3 seconds so they inflict “3 damage” or “Mangle”. The attacks’ damage type may be altered by Smite bonuses, but it cannot be increased or turned into Piercing.

    -- Augment Property 2: “Chainsaw” (or Grav-Hammer) can inflict a “Basic Disarm” on a basic lock/trap/rope/chain — this destroys it without anything to salvage.

    -- Creation//Upkeep Cost: Same but with Lightning Affinity

    -- Prop Requirements: Grav Weapons look much like normal weapons, although they feature a blue or white LED. Chainsaw weapons look like Chainsaws.

  • -- Augment Property 1: Microgears and magnetics can strengthen your BRA or your ranged Smite with this weapon. Those attacks’ damage is increased by +1 if you start and finish a Targ-5 with “Anchored”, preventing your feet’s movement or any other augments on the Targ count.

    -- Augment Property 2: You can choose to overclock this item’s mechanisms. allowing this weapon’s BRA to exceed 5 damage, up to a new damage cap of 7. However, beyond 5 damage, it cannot be made into a Piercing attack.

    -- Creation//Upkeep Cost: Same but with Lightning Affinity

  • -- Augment Property 1: Perform a “Barrage 5” attack. Each inflicts “5 damage”. The damage may not be increased. This requires a Slug Pack to function.

    -- Augment Property 2: Concentrate fire into two channels to increase its damage. This is only two attacks but this inflicts 7 damage instead.

    -- Creation//Upkeep Cost: Same but with Lightning Affinity

    -- Prop Requirements: These guns tend to resemble mini-guns or light machine guns, being bulky and/or featuring multiple barrels.

  • -- Augment Property 1: After a Conc-15 or a “Repair Weapon” effect, you gain a 0 Focus use of the “Guard” defense that expires if unused within the 10 minutes. Augment and invoke this defense as “Grav Guard”. You cannot use this attack again until you complete a Conc-15 or imbue it with a “Repair Weapon” effect.

    -- Augment Property 2: Gain the temporary use of Deft Deflection against things that hit this item. If you already have that skill, you become able to use it on Psychic and Shadow damage.

    -- Creation//Upkeep Cost: Same but with Lightning Affinity


Necrotech Augments

Necrotech Weaponry is made with Death components and necrotheurgic energies, rendering it inimical to most forms of life.

-- Skill Requirement for Creation/Upkeep: Eldritch Ordinance skill and either the Necrotheurgic Anchor Attunement (Usually, this means that you need to be a Channeler) or the Bone Garden Workshop.

-- 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. 

Prop Requirements: These weapons and shields are made of bone or feature bones prominently in their construction. Some have screaming or similarly grotesque faces upon their surfaces.

  • -- Augment Property 1: Invoke “Fear” to instantly blast a foe with an unholy wail-- this is a ranged attack that inflicts “Knockback” or “2 Psychic”. Bows and Crossbows can inflict these as melee attacks if they are combat safe. You cannot use this attack again until you complete a Conc-10 or imbue it with a “Cure Wounds” effect.

    -- Augment Property 2: You can alter your Smites and ranged basic attacks to inflict Psychic damage or a “Pull” instead as the wraiths within your weaponry affect their projectiles.

    -- Augment Property 3: If this is an ammo pack, your Smites and basic ranged attacks with this ammunition have their damage increased by +1

    -- Augment Property 4: If Sundered, this item can be repaired via a Spell that cures Wounds.

    -- Creation//Upkeep Cost: Same but with Shadow Affinity

  • -- Augment Property 1: Smites, and Death Blows with this weapon inflict +1 damage. They can also be converted into Corrosive damage or “Rot 5”

    -- Augment Property 2: While using this weapon, augment a Death Blow with “Ghoulish”. This grants a “Heal 2” to you as an Aftereffect if your attack hit and was not negated. As an item effect, this cannot be increased unless specified otherwise.

    -- Augment Property 3: A hungry force pulls back your foe’s life force. Within the next 10 seconds after you Smite a foe, inflict a “Piercing Pull” or “3 Psychic” to your previous target via packet/foam dart -- this is an Aftereffect.

    -- Augment Property 4: If Sundered, this item can be repaired via a Spell that cures Wounds.

    -- Creation//Upkeep Cost: Same but with Death Affinity

  • -- Augment Property 1: You gain temporary use of “Block and Bash” and “Furious Rebuke”. If you actually have both skills, you can replace these skills’ Aftereffects with melee attacks that inflict “3 Psychic” or “Knockback”

    -- Augment Property 2: You gain the temporary use of the Deft Deflection skill with this shield. If you already have that skill, you may negate Piercing attacks that inflict Mangle, Pain, or Stun when they strike your shield instead of you. Invoke “Shield Negate” and you suffer a Knockback 2 instead.

    -- Augment Property 3: After Conc-5, you may invoke “Fear” to inflict “3 Psychic” or “Knockback 5” to an enemy via spell packet or foam dart. This damage may be not be altered but it can be increased by bonuses to spell damage, up the damage cap of 5.

    -- Augment Property 4: If Sundered, this item can be repaired via a Spell that cures Wounds.

    -- Creation//Upkeep Cost: Same but with Death Affinity

  • -- Augment Property 1: Inflicts your choice of ”5 Shadow” or “5 Psychic”. This Augment does not require an Ammo Pack, nor does it benefit from one.

    -- Augment Property 2: Gain “Heal 2” as an Aftereffect to a successful attack as it drains life energy. In order to use it again, you have to complete another Targ count (at least Targ-5). This cannot be increased unless specified otherwise.

    -- Augment Property 3: If Sundered, this item can be repaired via a Spell that cures Wounds.

    -- Creation//Upkeep Cost: Same but with Shadow Affinity


Runic Augments

These weapons are enhanced and empowered with sorcerous runes, allowing for impressive abilities and greater functionality, even with unorthodox materials.

Skill Requirements for Creation/Upkeep Rune Carver skill or Empowered Arcana skill (Talismonger)

  • -- Augment Property 1: You gain temporary use of the Resist Radiation, Resist Blizzard, and Resist Magna-storm skills. You can also bestow their effects unto an ally via melee touch.

    -- Augment Property 2: When you are subject to a healing spell, invoke “Invest Healing” to store it instead of receiving it. Regardless of how you can do so, you can store only 1 such spell for up to 10 minutes. To use it, invoke “Runic Heal 3” and to regain 3 HP, regardless of its initial effect. You must receive a Self-inflict a “Stun 10” as an Aftereffect. This cannot be increased unless specified otherwise.

    -- Creation//Upkeep Cost: Same but with Astral Affinity

    -- Prop requirement: At least three Runes or magical symbols upon the weapon’s length or upon a tassel attached to a weapon.

  • -- Augment Property 1: You may cast a damage Spell into this weapon’s runes, augmenting the spell with “Runic”. Within the next 10 seconds, inflict the spell’s damage +2 upon a target you strike with it or with packet/foam if it is a ranged weapon. This attack cannot be Piercing nor can it be more than 1 attack, but its damage cap is 7.

    -- Augment Property 2: This Weapon is also counted as a Rune Wand, allowing for Pistol Rune Wands and Stave Rune Wands.

    -- Creation//Upkeep Cost: Same but with Astral Affinity

    -- Prop requirement: At least three Runes or magical symbols upon the weapon’s length or upon a tassel attached to a weapon.

  • -- Augment Property 1: Smites and Death Blows with this weapon can inflict Shadow damage instead of their normal type.

    -- Augment Property 2: Smites and Death Blows have their damage increased by +1. If applied to an Ammo Pack, this Augment also can be applied to its basic ranged attacks. If this is a Rune Wand, also apply its properties to damage Spells.

    -- Augment Property 3: If Sundered, this item can be repaired via a Spell that cures Wounds.

    -- Creation//Upkeep Cost: Same but with Death Affinity

    -- Prop Requirements: These weapons and shields are made of bone or feature bones prominently in their construction

  • -- Augment Property 1: When you cast a healing spell with this Rune Wand, its healing on others is increased by +1

    -- Augment Property 2: When you use a “Cure Wounds” or “Cure Strike” through this Rune Wand, you can also imbue it to a different target via melee touch as an Aftereffect.

    -- Augment Property 3: If Sundered, this item can be repaired via a Spell that cures Wounds.

    -- Creation//Upkeep Cost: Same but with Herbal Affinity

    -- Prop requirement: These items are made primarily of wood and/or are wreathed in vines/ivy.


Xenotech Augments

Xenotech Weapons are alive, some reward their wielders with vitality while others spit acid and have serpentine aspects to them.

-- Skill Requirement for Creation/Upkeep: Xenotech Armory skill

--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 binds the item to their owner. These weapons inflict 1 Corrosive damage every 10 seconds that someone holds it without the necessary Symbiotic Link.

-- Prop requirements: These weapons look like they are entwined with tentacles or are themselves living creatures with eyes and/or teeth. They range in colors and appearances, but tend toward the grotesque and the malformed. It must also have a label with its linked owner’s CSN.

  • -- Augment Property 1: Smites, and Death Blows with this weapon inflict +1 damage. They can also be converted into Shadow damage. If this is a Runewand, you may apply its relevant properties to spells that inflict damage.

    -- Augment Property 2: Imbue yourself with a “Heal 2” as an Aftereffect afterward if your Smite or Death Blow with this weapon affects your target.

    -- Augment Property 3: You gain temporary use of Armored Rush. Furthermore, if you have that skill, you can expend Focus instead of Aegis to use it, invoking it as “Brutalisk Rush”. At the end of a Brutalisk Rush, you gain a 0 Focus use of Smite that is augmented as “Brutalisk Smite”.

    -- Prop requirements: These weapons are encouraged to have fangs, mouths, claws, and similar ornamentation.

  • -- Augment Property 1: With this Shield, you may augment your Block and Aegis defense with “Oculisk” to defend against an Ambush attack.

    -- Augment Property 2: After a Conc-15 or a “Cure Wounds” effect, you gain a 0 Focus use of the “Guard” defense that expires if unused within 1 minute. Augment and invoke this defense as “Oculisk Guard”. You cannot use this attack again until you imbue it with a “Cure Wounds” or “Repair Weapon” effect.

    -- Augment Property 3: The symbiote enhances spell energies. The healing that you grant to others through spells is improved by +1. Similarly, when you receive healing from spells, you may invoke “Heal 1” or “Cure Wounds” as an Aftereffect.

    -- Augment Property 4: If Sundered, this item can be repaired via an effect that cures Wounds.

  • -- Augment Property 1: Invoke “Fear” to instantly blast a foe with a psychic scream -- this is a melee or ranged attack that inflicts “Knockback” or “Hobble” as a ranged or melee attack (if prop is combat safe). You cannot use this attack again until you complete a Conc-10 on your weapon or imbue it with “Cure Wounds”

    -- Augment Property 2: Psionic powers and alien sinew hurl this projectile faster, this weapon’s Smite and ranged basic attacks inflict +1 damage. However, this requires a Targ-5 augmented with “Anchored” from start to finish.

    -- Augment Property 3: You gain temporary use of the Detect Trace spell and Pursue Quarry. If you already have either skill, you can augment your Pursuit skills with “Psycholisk” to waive their Focus cost if you hit them at least once with this weapon in the last 10 minutes.

    -- Augment Property 4: If Sundered, this item can be repaired via an effect that cures Wounds.

    -- Prop requirements: These weapons are encouraged to have skulls, especially of birds or lizards as part of their ornamentation.

  • -- Augment Property 1: Instead of spitting acid, these Besiegers lash out with bladed appendages and snake-headed tentacles that retract after use. Perform a Barrage 3 ranged attack. These inflict “5 Corrosive”, “Pull”, “Silence 10”, or “Rot 10”. This Augment does not use or benefit from any Ammo Pack.

    -- Augment Property 2: If you hit with any of these attacks, you gain “Heal 2” as an Aftereffect. In order to use it again, you have to complete another Targ count (at least Targ-5)

    -- Augment Property 3: If Sundered, this item can be repaired via an effect that cures Wounds.

    -- Prop requirements: This weapon has serpentine hydra heads or tentacles in lieu or around its barrels.

  • -- Augment Property 1: This firearm spits accursed poison from its glands or abducts foes with its tongue. It does not use or benefit from Ammo Packs. It may inflict “3 corrosive” or “3 shadow” or “pull 15” as a ranged attack. This damage’s type may not be altered, nor can it be turned into a Piercing attack.

    -- Augment Property 2: If this is a shortarm/longarm its damage is increased by +1 and the damage cap for its BRAs are “7 Corrosive” or “7 Shadow”.

    -- Augment Property 3: The Symbiote can assist you with your aim. You gain temporary use of Steady Concentration and Iron Concentration, usable only when targeting with this weapon. If you have both, bane damage is normal damage to you during your Iron Concentration count.

    -- Augment Property 4: If Sundered, this item can be repaired via an effect that cures Wounds.

  • 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 its owner’s choice. Some claim that it is the item’s choice, subconsciously planted.

    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. If you have both, you can use the latter skill after only a Conc-5, augmenting it with “Symbiotic”. 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.