Weaver Augments
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Advanced and Superior Weaver items have special and diverse properties that are available to them called Augments. Unless otherwise stated, the benefits of Weaver Augments function only while wielding said armor/clothing or wielding/using the augmented item. These Augments do not normally cost additional Components although they can require specific props, specific component types, or modifications to one’s Armor or Weaver prop.
Advanced Weaver Items may have one Weaver Augment. Superior Weaver Items may have two Weaver Augments.
Basic Weaver Items may not have any Augments.
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When an Advanced Weaver Item (Armor, Animus Crown, or Banner) is created or maintained via upkeep, you may place a Weaver Augment on it. Similarly, a Superior Weaver 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 Weaver Augments require specific skills to be placed upon items. For example, the Multiweave Augment requires that the item’s crafter has the Expert Weaver skill.
Using certain Workshops can waive the Skill requirement for some Augments. For example, by using an Herbshop, one can waive the Skill Requirement for the Insulator Weapon Augment.
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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. 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.
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At a basic level, wearing Body Armor, Heavy Armor, or Ultraheavy Armor allows one to use their Armored HP value instead of their normal HP value for determining one’s maximum HP. A Character’s Armored HP value is usually normal HP +2, although some Skills and Weave Augments may improve this. Take note that a Player Character’s maximum HP may never be increased beyond 10 HP.
You may only be wearing one Armor at a time. It takes at least 10 minutes to don one or switch Armors.
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The Armor Expertise Skill of the Scrapper (Warrior), Survivor (Ranger), and Weaver (Builder) Disciplines allows for the use of Aegis Points while wearing armor.
Aegis Points represent proficient armor use, angling one’s body to deflect or mitigate attacks. Fitting or Refitting one’s armor, a 10 minute activity, allows one to regain one’s maximum Aegis Points.
Using Aegis: Invoke “Aegis” and expend an Aegis Point to negate the damage or the effect of all attacks received within the last second. You must also take two steps away from the source of the attacks. You are unable to use Aegis to defend yourself if any of those attacks are Ambush attacks (blows that come from behind and hit your back torso)
Unless explicitly stated and allowed, you may never have more than 5 Aegis points.
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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 Eldritchcraft Weapon or Eldritch Vial, require an Adept Attunement (ATN)-- these refer to the Adept skills found in the Arcanist class (e..g Infusion Adept, etc). Therefore, these items require magical energy and training to make.
That said, 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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Apex Weave Augments: these utilize energy fields or intricate devices to protect or augment their wearer.
Crabshell Array (Heavy/UH armor)
Elegbani Regalia (animus crown/clothing)
Macana Banner (banner):
Owlsight Array (any armor/clothing)
Oyalai Regalia (body armor/clothing)
Deathweave Augments: Made with deathly components and necrotheurgic energies, inimical to most forms of life. Thus, these items all have the Unliving Miasma effect.
Banshee Banner (banner)
Deathnaught Carapace (heavy/UH armor)
Ghoulish Carapace (any armor/clothing)
Spectral Shroud (animus crown or clothing)
Eldritchweave Augments: the domain of skilled spell users and Arcanists, allowing for the enhancement of their spellcasting abilities or protecting their wielders with etheric powers.
Astralline Weave (animus crown or clothing)
Crystalline Banner (banner)
Iceglass Weave (animus crown/ clothing)
Obsidian Weave (animus crown/clothing)
Exoskeleton Augments: These strengthen their wearer as well as protect them, through mechanical devices placed on the arms, the shoulders and the torso.
Atlas Wiring (any armor/clothing)
Minotaur Wiring (heavy/UH armor)
Expert Augments: refinements to crafting that emphasize protection or utility for their wearer.
Courtier Armor (body armor/clothing)
Multi Weave (any armor/clothing)
Vivid Weave (banner)
Vulture Armor (any armor/clothing)
Insulator Augments: utilize chemistry and alternative Components to protect their wearer from various energies and hazards.
Magna Proof Weave (any armor/clothing)
Void Proof Weave (any armor/clothing)
Magnaweave Augments: These use Magna-tech to diffuse kinetic force or otherworldly energies.
Magna Beacon (banner)
Magna Screen (heavy/UH armor)
Psi Weave (any armor/clothing)
Runeweaver Augments: Magical runes are carved and woven into these armors and warbanners, with each rune granting different and magical effects.
Beastling Armor (body/heavy armor)
Bravery Runes (banner)
Ethercall Runes (animus crown/clothing)
Shadesilk Runes (animus crown/clothing)
Xenoweave Augments: These are alive and symbiotic, with limited sentience despite their abominable natures. Wearing these monstrosities allows for magical prowess even for non-Arcanists.
Karnolisk Carapace (Heavy Armor or UH Armor only)
Oculisk Beacon (banner)
Psycholisk Vestments (animus crown or clothing):
Umbralisk Vestments (body armor/clothing)
Apex Weave Augments
Apex Tech is the domain of the Technocracia's industrialists and scientists. Some are Macana-spec, issued primarily (but not exclusively) to the Illustrados’ military. Others are the brainchild of Saharra Sylvaine-Neptune of the SES Corporation.
-- Skill Requirement for Creation/Upkeep: Apex Tech Armorer 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 gold or white LED upon the chest, one shoulder, or on the mask or banner itself. You may also have technological wires (attached, drawn, or etched) that go across the armor or banner.
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-- Augment Property 1: Magna-tech energies ward you from harm, increasing your Maximum Aegis and HP by +1.
-- Augment Property 2: Expend an Aegis point, augmenting it as “Crabshell Aegis” to grant yourself an “Impervious-3”effect that Bane or Shadow attacks may bypass.
-- Augment Property 3: Gain temporary use of the Resist Radiation, Resist Blizzard, and Resist Magna-Storm skills.
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-- Augment Property 1: Magna-tech energies ward you from harm, increasing your Maximum Aegis and HP by +1.
-- Augment Property 2: You can increase the damage of your spells and Smite by +1 and/or change their damage-type to Flame or Lightning.
-- Augment Property 3: Like the ancient teacher god, you imbue power to humanity -- you gain temporary use of Infuse Form and Detect Method. If you actually have those spells, your Bonus Output with them affects 2 additional allies.
-- Prop Requirement: In addition to wiring-like designs, this may also have pictographs of firebirds, tortoises, and/or flamingos
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-- Augment Property 1: You may use Resist Blizzard/Resist Magnastorm as if you had them, conferring their benefits to yourself and an ally via melee touch.
-- Augment Property 2: Also, while attuned to any Counselor Aspect, you may perform a Conc-5, invoke “Macana Banner”, and then touch two melee weapons to electrify or superheat them. If needed, clarify the following “Your next basic melee attack within 30 seconds inflicts ‘2 lightning’ (or ‘2 flame’) instead of normal”
-- Augment Property 3: Any effect that would increase the amount of Resolve you grant can increase this damage except for effects that originate from your target (e.g. Willful Tenacity).
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-- Augment Property 1: Augment your Targeting count with “Anchored”, immobilizing you while increasing your Firearm, Bow, or Crossbow basic damage by +1 if all of the Targ was Anchored.
-- Augment Property 2: Your maximum Aegis is increased by +1. If this is Heavy or Ultraheavy armor, this your maximum HP is also increased by +1.
-- Augment Property 3: Invoke “Owlsight Aegis” to enter the Flying modal state for 5 counts, or 5 seconds — whichever comes first. At the end of your count, invoke “Safe Landing, Resolve 3” to gain that effect.
-- Prop Requirement: This includes goggles, glasses, or a similar accessory as well as wings that appear mechanical/metallic or a backpack-like prop that resembles back rockets. This can overlap with the Mercurio Boosters Trait’s requirements.
Deathweave Augments
Deathweave items are infused with necrotheurgic energies and deathly essence, rendering them inimical to most forms of life.
-- Skill Requirement for Creation/Upkeep: Etheric Thread 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: This item 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 items are made of bone or feature bones prominently in their construction. Some have screaming or similarly grotesque faces upon their surfaces.
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-- Augment Property 1: While attuned to any Counselor Aspect, perform a Conc-5 and invoke “Banshee Banner” to project terror via ranged packet/dart, inflicting “Piercing 2 Psychic”.
-- Augment Property 2: If you are also “Valorous”, you can expend it to invoke this property as “Banshee Howl” instead and turn it into a “Wave 3 attack”, with the option of inflicting “Piercing Knockback”
-- Augment Property 3: Any effect that would increase the amount of Resolve you grant can increase this damage except for effects that originate from your target (e.g. Ironsoul Bravado).
-- Creation//Upkeep Cost: Same but with Shadow Affinity
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-- Augment Property 1: Your maximum Aegis and maximum HP is increased by +1.
-- Augment Property 2: Gain temporary use of the Iron Recovery skill and the Armored Rush skills, allowing you to swiftly self-revive or to charge into gunfire.
-- Augment Property 2: Augment and invoke Aegis as “Spectral Aegis” to replace its effects and grant yourself a “Impervious-3 effect” that Bane, Psychic, or Flame attacks may bypass.
-- Augment Property 4: Receiving a Cure Blight effect also grants you the Quick Patch status
-- Creation//Upkeep Cost: Same but with Death Affinity
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-- Augment Property 1: Your maximum Aegis is increased by +1. If this is Heavy or Ultraheavy armor, this your maximum HP is also increased by +1.
-- Augment Property 2: When you complete a Death Blow or succeed in damaging a foe with a Melee Smite, you can opt to invoke and gain “Heal 1” as an Aftereffect. As an item effect, this cannot be increased unless otherwise specified.
-- Augment Property 3: Gain temporary use of the Iron Fortitude skill and Grim Recovery and this armor is counted as Heavy Armor for that skill.
-- Augment Property 4 Receiving a Cure Blight effect also grants you the Quick Patch status
-- Creation//Upkeep Cost: Same but with Death Affinity
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-- Augment Property 1: Gain temporary use of the Obfuscate Presence, Obfuscate Exodus, and Distracting Defenses, allowing you to hide, flee, or redirect enemy attacks.
-- Augment Property 2: You may use Aegis proactively as “Spectral Aegis” to grant yourself a “Impervious-3” effect that Psychic or Flame attacks may bypass.
-- Augment Property 3: Your maximum HP is increased by +1.
-- Augment Property 4: Receiving a Cure Blight effect also grants you the Quick Patch status
-- Creation//Upkeep Cost: Same but with Shadow Affinity
Eldritchweave Augments
These Augments are the domain of skilled spell users and Arcanists, allowing for the enhancement of their spellcasting abilities.
-- Skill Requirement for Creation/Upkeep: Etheric Thread skill or Empowered Arcana (Animancy) 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.
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-- Augment Property 1: These crystals ward you from harm. Your maximum HP is increased by +1.
-- Augment Property 2: Your Heal and Resolve spells are improved by +1 when used on others.
-- Augment Property 3: Expend Aegis or Focus to instantly imbue a Wave 3 effect via touch, imbuing your choice of “Cure Strike”, “Painful Revive” or a “Heal 3”. Invoke this ability as “Astralline Aegis” or “Astralline Focus”
-- Creation//Upkeep Cost: Same but with Astral Affinity
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-- Augment Property 1: While wielding this Warbanner and attuned to any Etheric Sphere, your Damage, Healing, and Resolve spells are improved by 1 point when used on others.
-- Augment Property 2: If you are also attuned to any Counselor Aspect, you can shield allies from Flame, Frost, or Lightning attacks. To do this, touch the affected ally (non-self) within 2 seconds of the attack and self-inflict “2 damage” to negate it. Invoke this defense as “Crystal Banner: negate”.
-- Creation//Upkeep Cost: Same but with Astral Affinity
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-- Augment Property 1: These crystals ward you from harm. Your maximum HP is increased by +1.
-- Augment Property 2: Your spells inflict +1 damage and can be converted to inflict Frost damage.
-- Augment Property 3: Through ice magics, gain temporary use of the Obfuscate Form and Infuse Ground spells. You can also expend Aegis in lieu of Focus, augmenting and prefixing the one of the two spells with “Crystalline”, but only if you have learned that spell.
-- Creation//Upkeep Cost: Same but with Wind Affinity
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-- Augment Property 1: These crystals ward you from harm. Your maximum HP is increased by +1.
-- Augment Property 2: Your spells inflict +1 damage and can be converted to inflict Flame damage.
-- Augment Property 3: Whenever you use a Ranged Smite or cast a damage spell, you can opt to launch poisonous shards as an Aftereffect: with a packet/foam dart inflict “Rot 15” or “3 Flame” or “3 Corrosive” -- these cannot be improved or altered.
-- Creation//Upkeep Cost: Same but with Fire Affinity
Exoskeleton Augments
A powerful magnetic mana charge allows these armors to strengthen their wearer as well as protect them, through mechanical devices placed on the arms, the shoulders and the torso.
-- Skill Requirements for Creation/Upkeep: Repair Smith skill
-- Creation//Upkeep Cost: Same but with Lightning Affinity
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-- Augment Property 1: This grants a +1 to your maximum Aegis. If this is heavy or ultraheavy armor, then you also get +1 to your maximum HP.
-- Augment Property 2: Your melee Smite attacks are increased by +1
-- Augment Property 3: Gain temporary use of the Strength skill, Melee Fighter, and Great Strength skills. If you actually have Great Strength, Focused Strength imbues you with “Resolve 3” as an Aftereffect.
--Prop Requirement: Gloves, gauntlets, or bracers need to be worn. Also, the armor needs a dim blue or white LED or glowstick to represent their powered nature.
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-- Augment Property 1: Your maximum Aegis and HP are increased by +1.
-- Augment Property 2: Gain temporary use of the Strength skill, Armored Dodge, and the Armored Rush skill. As an Aftereffect to Armored Rush, the first melee attack you perform within 10 seconds after it ends inflicts your melee “Smite” damage or “Piercing Knockback”.
-- Augment Property 3: When you use Aegis defensively or for Armored Rush, augment it as “Minotaur Aegis” or “Minotaur Rush” -- as an Aftereffect, invoke “Negate” against the next three Lightning or Ranged attacks that hit you within the next 10 seconds.
--Prop Requirement: Gloves, gauntlets, or bracers need to be worn. Also, the armor needs a dim blue or white LED or glowstick to represent their powered nature. A horned helm is optional but preferred.
EXPERT Augments
These are refinements to the weaving process, emphasizing protection or utility for their wearer. In the case of Warbanners, they alter and improve their wielder’s abilities and allow them a greater tool set to support their allies.
--Skill Requirements for Creation/Upkeep: Expert Weaver skill
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-- Augment Property 1: This increases your maximum Aegis by +1. If this is Body Armor, also increase maximum HP by +1.
-- Augment Property 2: Gain temporary use of the Masked Mind, Camouflage, and the Veiled Visage skills.
-- Augment Property 3: You can move in a way that confuses attackers. You gain temporary use of the Art of War and the Nimble Defense skills, but the Aftereffects are not Piercing.
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-- Augment Property 1: Add +1 to the wearer’s maximum Aegis, unless it is 5 Aegis.
-- Augment Property 2: Add +1 to the wearer’s maximum HP, unless it is 10 HP, this is +2 to maximum HP instead if it is applied to Heavy or Ultraheavy Armor.
-- Augment Property 3: When you use Aegis, augment and invoke it as “Multi Weave Aegis”. As an Aftereffect, you may respond with “Negate” against three Physical damage attacks you receive within the next 10 seconds.
-- Augment Property 4: When someone grants you Patch Aegis, you may opt to gain “Resolve 1” as an Aftereffect. This cannot be increased unless otherwise specified
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-- Augment Property 1: You can use “Resist Fear” as though you had it, conferring its benefits to yourself and an ally via melee touch.
-- Augment Property 2: Also, while attuned to Inspiring or Soothing Aspect, you can perform a Conc-5 and invoke “Vivid Banner” to imbue “Resolve 1” via melee touch or ranged packet/dart. Effects that would improve the Resolve that you grant via Skills can increase this, up to the Resolve Cap.
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-- Augment Property 1: This grants a +1 to your maximum Aegis and maximum HP.
-- Augment Property 2: Gain temporary use of the Scrounger and the Trapspringer Skills. The latter is upgraded as though you had Uncanny Defenses.
-- Augment Property 3: When you are Perceiving, you gain 2 additional “Unveils”. If you use an Inquiry or Examine skill, you may ask 1 additional question from that skill’s list as an Aftereffect.
-- Prop Requirement: This requires eyewear such as goggles or a mask whose themes match the armor/clothing prop.
Insulator Augments
These Augments deviate from the norm by utilizing chemistry and alternative Components. These allow an Armor to protect their wearer from various energies and hazards.
--Skill Requirements for Creation/Upkeep: Thermal Clothier
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-- Augment Property 1: This grants a +1 to your maximum Aegis. If this is heavy or ultraheavy armor, then you also get +1 to your maximum HP.
-- Augment Property 2: Gain temporary use of the Resist Radiation, Resist Fear, and Resist Magna-storm skills.
-- Augment Property 3: 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.
-- Creation//Upkeep Cost: Same but with Wind Affinity
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-- Augment Property 1: This grants a +1 to your maximum Aegis. If this is heavy or ultraheavy armor, then you also get +1 to your maximum HP.
-- Augment Property 2: Gain temporary use of the Resist Blizzard, Resist Toxin, or Resist Warp skills.
-- Augment Property 3: 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.
-- Creation//Upkeep Cost: Same but with Fire Affinity
Magnaweave Augments
These augments use wondrous Magna-tech to diffuse kinetic force or otherworldly energies, even redirecting attacks or befuddling inquiries.
-- Skill Requirements for Creation/Upkeep: Magna-Tech Clothier skill
-- Creation//Upkeep Cost: Same but with Lightning Affinity
-- Special Limitation: You need to be radiating a Magna-Field.
-- Prop Requirement: A blue or white LED upon the chest, one shoulder, or on the mask or banner itself. You may also have technological wires (attached, drawn, or etched) that go across the armor or banner.
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-- Augment Property 1: While generating a Magna-Field, perform a Conc-5 and invoke “Magna Beacon” to imbue “Cure Strike” on an ally by melee touch.
-- Augment Property 2: If attuned to Inspiring Aspect or Soothing Aspect, you may imbue “Resolve 1” instead. Effects that would improve the Resolve that you grant via Skills can increase this, up to the Resolve Cap.
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-- Augment Property 1: Increase an armor’s maximum Aegis and the wearer’s maximum HP by +2
-- Augment Property 2: Gain temporary use of the Nimble Defense skill.
-- Augment Property 3: Whenever you expend Aegis (except for Patch Aegis) or use Block or Parry, you can opt for the following Aftereffect: “Resolve 2” instead of the attack above.
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-- Augment Property 1: This grants a +1 to your maximum Aegis and HP.
-- Augment Property 2: Gain temporary use of the Conniving Spirit and Unflinching Spirit skills as psionic energy protects your mind.
-- Augment Property 3: Expend Aegis and invoke it as “Psi Aegis” to defend against Inquiry skills or an attack as normal. As an Aftereffect, you can opt to either:
Psi Veil: Invoke “No Effect” as a response to Inquiry skills for the next 10 minutes.
Psi Screen: Invoke “Negate” on the next 3 non-physical damage attacks you receive in the next 10 seconds.
Runeweaver Augments
These Augments are strange and magical, utilizing the otherworldly energies of the World Beyond the Fall to protect and empower their wearers. Some are of strange construction such as the skins, scales, and bones of various animals and monstrosities.
-- Skill Requirements for Creation/Upkeep: Runeweaver or Empowered Arcana (Animancy)
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-- Augment Property 1: Your melee/ranged Smite attacks inflict +1 damage, adhering to the usual limit.
-- Augment Property 2: When you use Aegis (except for Patch Aegis), perform an augmented “Beastling Smite'' as an Aftereffect immediately afterward -- this is a melee Smite and costs 0 Focus.
-- Augment Property 3: You may augment your use of Pursue Quarry or Flee the Scene with “Beastling”. This waives the Focus cost if you wounded your Pursuit target with a melee weapon within the last minute and allows you to use Flee the Scene/Pursue Quarry in Heavy and Ultraheavy armor.
-- Augment Property 4: Receiving a Cure Blight effect also grants you the Quick Patch status
-- Creation//Upkeep Cost: Same but with Earth Affinity
-- Prop Requirement: These items must predominantly include furs, skins, and/or scales. A beast’s head is encouraged but required as a shoulder piece and/or a helm.
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-- Augment Property 1: Enchanted runes grant you the temporary use of “Resist Fear” and “Resist Warp”.
-- Augment Property 2: When using either Skill, you confer its benefits to yourself and an ally via melee touch.
-- Augment Property 3: While attuned to any Counselor Aspect, you may perform a Conc-5 and invoke “Bravery Banner” to imbue an ally with a “Cure Strike” via melee touch.
-- Creation//Upkeep Cost: Same but with Astral Affinity
--Prop Requirement: At least six runes or have two tassels/cloths that feature 3 runes each. Their designs are up to the crafter, provided that they respect the setting.
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-- Augment Property 1: Runic magics soften attacks against you, increasing your maximum HP by +1.
-- Augment Property 2: Healing you grant through Skills is increased by +1, including Self-healing but this bonus will not allow you to exceed a Self Heal 3.
-- Augment Property 3: When you receive “Heal” or “Resolve”, invoke and gain “Cure Strike” as an Aftereffect unless you are somehow unable to use Active skills (e.g. Pain, Stun, etc).
-- Creation//Upkeep Cost: Same but with Astral Affinity
--Prop Requirement: At least six runes or have two tassels/cloths that feature 3 runes each. Their designs are up to the crafter, provided that they respect the setting
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-- Augment Property 1: Runic magics soften attacks against you. increasing your maximum HP and Aegis by +1.
-- Augment Property 2: Whenever you expend Aegis or use a damage/heal/resolve spell, you can opt for the runes to activate and grant this Aftereffect: invoke “Heal 1” to gain it for yourself or imbue it on an ally you touch within the next 3 seconds.
-- Augment Property 3: You gain temporary use of Obfuscate Exodus, Infuse Armor, and Obfuscate Spirit. If you actually possess those skills, you can prefix them with “Shadesilk” to use Aegis instead of Focus.
-- Creation//Upkeep Cost: Same but with Shadow Affinity
--Prop Requirement: These items must feature at least six runes or have two tassels or cloths that feature 3 runes each. Their designs are up to the crafter, provided that they respect the setting.
Xenoweave Augments
These Augments utilize voracious, symbiotic lifeforms -- some empower their wearers and users while feeding deeply upon their flesh and vitality while others have potent psychic abilities.
-- Skill Requirements for Creation/Upkeep: Xenotech Fleshweaver skill
--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
-- 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 links its owner to this item as per “Bind by Fate”. These items inflict 1 Corrosive damage every 10 seconds that someone wears them without the necessary Symbiotic Link.
-- Prop requirements: These items 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.
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-- Augment Property 1: This grants a +1 to your maximum Aegis. If this is heavy or ultraheavy armor, then you also get +1 to your maximum HP.
-- Augment Property 2: The damage of your Melee Smites is increased by +1.
-- Augment Property 3: Gain temporary use of the Armored Rush. Great Strength, and Strength skills. Furthermore, as an aftereffect of using Armored Rush, you can gain “Resolve 3” or inflict a 0 Focus Smite (invoke as “Karnolisk Smite”). As an item effect, this cannot be increased unless otherwise specified.
-- Augment Property 4: Receiving a Cure Blight effect also grants you the Quick Patch status
-- Prop Requirement: Horns or antlers as part of one’s helm, pauldrons or any other portion of the armor. Ensure that these are combat safe.
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Oculisk Beacon (banner, Symbiotic Link)
-- Augment Property 1: While attuned to any Counselor Aspect, this alien warbanner can absorb energy attacks (i.e. non-Physical damage) that hit your allies. To do so, touch the affected ally within 2 seconds of the attack, then invoke “Oculisk Beacon: Negate” and self-inflict “2 damage”.
-- Augment Property 2: While“Valorous”, expend it to invoke “Oculisk Valor: Negate” instead - this waives the Self-Inflict and can be used to defend yourself or others from an energy attack. As an Aftereffect, imbue “Resolve 1” to yourself or an ally via melee touch. Effects that would improve the Resolve that you grant via Skills can increase this, up to the Resolve Cap.
-- Prop Requirement: One or more eyes must be part of the banner or the banner shaft.
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-- Augment Property 1: Your maximum HP is increased by +1. If this is heavy or ultraheavy armor, then you also get +1 to your maximum Aegis.
-- Augment Property 2: You may augment your defenses with “Psycholisk” so that they defend against Ambush-type attacks.
-- Augment Property 3: Your spell damage and your spell healing on others is increased by +1. You may also convert spell damage to “Psychic”.
-- Prop Requirement: A skull (preferably a bird skull) as part of one’s helm, pauldrons or any other portion of the armor. Ensure that these are combat safe.
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-- Augment Property 1: Your maximum HP and Aegis is increased by +1.
-- Augment Property 2: Gain temporary use of the Camouflage, Know thy Enemy, and Flee the Scene skills. Also, You are able to alter your Smite or Assassinate so that it inflicts “Rot 15” or “Silence 15”.
-- Augment Property 3: Perform a Targ-5, invoke “Bite” and launch a packet/foam dart that reflects this armor stretching out and striking at your foes. This attack inflicts “2 Corrosive”, “2 Shadow”, or “Pull”. Unless they are weapon Augments, bonuses to melee Smite damage can improve “Bite” up to a damage cap of 5.
-- Prop Requirement: One or more tentacles or tails as part of your armor, either curled and solidly part of the design or loose and hanging.
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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 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.
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.