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Chapter 7: Equipment



Power Alterations



Liquid Crystal


Liquid Crystal Dagger

Power Alteration
  • Damage: 1d8 +STR
  • Empowerment Cost: 2 EP (toggle)
  • Silver Credits: 190sc

The K-LC Series Liquid Crystal Dagger is used as a quickly available melee weapon.

To initially integrate the Liquid Crystal Dagger, the user is exposed to a series of empowered crystals that alters part of their hand. Common side effects include polished metallic skin, or lines of crystalline ridges along the hand.

Once integrated, a dagger can flow out of the user’s hand at will and harden into a dagger-like weapon. Creating or dismissing a dagger takes a move action (or faster, if the Quick Draw feat is used).

The cost is for one crystal dagger. One may be purchased for each hand. The Liquid Crystal Dagger can be used with the Fists of Fire Spell, adding 1d8 damage.

A character can only have one liquid crystal weapon per hand active at a time.

[If you need to know you’re always armed.]



Liquid Crystal Sword

Power Alteration
  • Damage: 1d12 +STR
  • Empowerment Cost: 3 EP (toggle)
  • Silver Credits: 420sc

The M-LC Series Liquid Crystal Sword is used as an always available melee weapon.

To initially integrate the Liquid Crystal Sword, the user is exposed to a series of empowered crystals that alters part of their hand and forearm. Common side effects include polished metallic skin, or lines of crystalline ridges along the hand and forearm.

Once integrated, a sword can flow out of the user’s hand at will and harden into a sword-like weapon. Creating or dismissing a sword takes a move action (or faster, if the Quick Draw feat is used).

The cost is for one crystal sword. One may be purchased for each hand. The Liquid Crystal Sword can be used with the Fists of Fire Spell, adding 1d8 damage (the damage is capped at 1d8 when used with the spell).

A character can only have one liquid crystal weapon per hand active at a time.

[A much bigger dagger.]



Altered Body


Enhanced Strength

Power Alteration
  • Bonus: +3 Strength Attribute
  • Empowerment Cost: 1 EP (permanent)
  • Silver Credits: 800sc

The Enhanced Strength Power Alteration increases muscle mass through a permanent transformation of the body.

To integrate the Enhanced Strength, the user is exposed to a series of empowered crystals that alters the major muscle groups within the body. Common side effects include polished metallic skin, especially in the upper arms. Other side effects have included upper arms that appear crystalline in material, occasionally giving off a soft glow.

Once integrated, the character’s strength attribute score is increased by 3 points. Also, the character has 1 less available Empowerment Point, as it is permanently used by the Power Alteration.

Enhanced Strength may only be selected once.

[Too expensive to be standard issue.]

[But plenty of seasoned mercenaries have this done.]



Steel Skin

Power Alteration
  • Bonus: +2 AC, +1d6 DR
  • Empowerment Cost: 2 EP (permanent)
  • Silver Credits: 1,000sc

The Steel Skin Power Alteration increases durability through a permanent transformation of the body.

To integrate Steel Skin, the user is exposed to a series of empowered crystals that alters their bone structure and skin surface. Common side effects include polished metallic skin, especially in the chest and head region.

Once integrated, the character gains a +2 bonus to their base Armour Class. The character also gains +1d6 Damage Reduction. Both of these bonuses stack on top of worn armour.

Empowerment cost: the character has 2 less available Empowerment Points, as they are permanently used by the Power Alteration.

Steel Skin may only be selected once.

[Something comforting about always having some armour.]



Altered Eyes


Night Sight

Power Alteration
  • Bonus: Can see 60 feet in darkness.
  • Empowerment Cost: 2 EP (toggle)
  • Silver Credits: 450sc

Night Sight Power Alteration duplicates the effects of the shadow spell See in Dark. It allows the user to see fairly well, even in complete darkness.

To integrate Night Sight, the user is exposed to a series of empowered crystals that alters their eyes. Common side effects include a soft white, yellow or red glow around the eyes when the Night Sight is active.

Once integrated, night sight can be activated at will as a free action. When active, the character gains the ability to see normally even in complete darkness up to 60 feet. It costs 2 Empowerment points to maintain this Power Alteration.

[Have they created any stand alone gear that lets you see in the dark?]

[Nothing successful yet. Other than a flashlight.]



Enhanced Vision

Power Alteration
  • Bonus: +1d4 to some sight skills
  • Empowerment Cost: 1 EP (permanent)
  • Silver Credits: 400sc

Enhanced Vision Power Alteration increases the user’s overall visual acuity, increasing their ability to see and notice fine details.

To integrate Enhanced Vision, the user is exposed to a series of empowered crystals that permanently alters their eyes. Common side effects include the eyes becoming silvery and mirror like in appearance.

Once integrated, the character gains a +1d4 bonus to all Spot, Tracking, Detect Forgery and Analyze Evidence checks.

Additionally, Enhanced Vision allows the user to see 20 feet through mundane or magical fog.

Empowerment cost: the character has 1 less available Empowerment Point, as it is permanently used by the Power Alteration.

[Plenty of Warden Investigators and Bounty Hunters with this.]



About Power Alterations

Perception and Noticeably

Power Alterations are less common than the ubiquitous Comlink, despite being introduced around the same time. There are likely several factors for this, such as that Power Alts are more costly than other equipment and address needs not specific to everyday life.

Most Power Alterations result in some visual representation, such as metallic skin or strange looking eyes. Most civilians see and dismiss them as something soldiers get. This is similar to the Eldlandrian perception that anyone with a large arm tattoo must be a gruff sailor. Occasionally these side effects are mistaken for Visual Traits from magical pollution, as the two can resemble each other.

Toggle and Permanent

All weapons, armour and equipment is toggle by default, unless otherwise stated. This means that a character can empower an item and temporarily put their EP towards turning it on. Whenever they want to, they can spend a move action and unempower one or more items - gaining back the EP to spend one something else.

Some Power Alterations have a permanent EP cost. This means the Power Alteration is always on and the Empowerment Points cannot be spent elsewhere.


Reading Stats

Liquid Crystal Dagger: Common Name

Power Alteration: Type
  • Damage: 1d8 +STR: (This weapon) roll one eight sided dice and add your character's Stength Modifier for the damage result.
  • Empowerment Cost: 2 EP (toggle): In order for this dagger to be formed into a weapon, it requires two Empowerment Points.
    Toggle: this means the Power Alteration can be turned on and off.
  • Silver Credits: 190sc: How many Silver Credits the item typically costs.

Additional information about the device.

[Unofficial comments scribbled in the margins.]






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