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mods [2019/08/13 16:55]
127.0.0.1 external edit
mods [2024/09/02 01:00] (current)
conan Renamed Increased Charge Capacity to Charge Cells
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 Mods (short for modifications) are tech that can be added to gear to improve its function or give it more abilities. Mods (short for modifications) are tech that can be added to gear to improve its function or give it more abilities.
-Mods are specific to item type.+Although technically you can install any Mod on any Device, most Mods are specific to certain types of item, and will only have an effect when installed on that type. It is possible to develop new Mods using the [[Research#​Invention]] system.
  
-Adding more mods increases the cost of both adding further mods and maintenance.+Adding more mods increases the cost of both adding further mods and maintenance, as detailed on the [[Devices]] page.
  
 ===== Generic Mods ===== ===== Generic Mods =====
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 These mods are widely applicable to a range of items and devices. These mods are widely applicable to a range of items and devices.
  
-  * **Increase ​Charge ​Capacity** - +2 Charge Capacity. Can be applied multiple times. +  * **Charge ​Cells** - +2 Charge Capacity. Can be applied multiple times. 
-  * **Integrity Field** - Tear 1 Charge to Resist a SUNDER call that hits this weapon, shield or device.+  * **Integrity Field** - Tear 1 Charge to Resist a [[calls_effects#​SUNDER]] call that hits this weapon, shield or device. 
 +  * **Hardened Components** - This item cannot become Broken (it can still become SUNDERED)
  
 ===== Cultural Mods ===== ===== Cultural Mods =====
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 These mods can generally be applied to any item, but can only be learned by characters who have certain cultural prerequisite skills. These mods can generally be applied to any item, but can only be learned by characters who have certain cultural prerequisite skills.
  
-  ​* **Talisman** - Dominion characters with a Talisman item may call RESIST to one EFFECT ​call or roleplay effect each day. Engineers with at least one rank of the [[Devotion Skills#​Priestly Devotion]] automatically gain knowledge of this Mod in addition to their normal allocation.+==== Dominion Cultural Mods ==== 
 + 
 +  ​* **Talisman** - Dominion characters with a Talisman item may call RESIST to one [[calls_effects#​imbue_x|IMBUE]] ​call or [[calls_effects#​roleplay_effects|roleplay effect]] each day. Engineers with at least one rank of the [[Devotion Skills#​Priestly Devotion]] automatically gain knowledge of this Mod in addition to their normal allocation. 
 + 
 +==== Commonality Cultural Mods ==== 
   * **Psi Crystal Battery** - +3 Charge Capacity. Can be applied multiple times. You must have the [[Elysian Psionic Paths#Rank 5 - Weave Crystal|Weave Crystal]] psionic power to learn this Mod.   * **Psi Crystal Battery** - +3 Charge Capacity. Can be applied multiple times. You must have the [[Elysian Psionic Paths#Rank 5 - Weave Crystal|Weave Crystal]] psionic power to learn this Mod.
   * **Psi Crystal Capacitor** - You may spend psi points in place of Charges when using this item. You must have the [[Elysian Psionic Paths#Rank 5 - Weave Crystal|Weave Crystal]] psionic power to learn this Mod.   * **Psi Crystal Capacitor** - You may spend psi points in place of Charges when using this item. You must have the [[Elysian Psionic Paths#Rank 5 - Weave Crystal|Weave Crystal]] psionic power to learn this Mod.
-  * **Psi Crystal Matrix** - A weapon with this mod can be used with the [[Elysian Psionic Paths#​Resonant Blade]] ​psionic ​powers. You must have the [[Elysian Psionic Paths#Rank 5 - Weave Crystal|Weave Crystal]] psionic power to learn this Mod.+  * **Psi Crystal Matrix** - This mod infuses psi crystals through a devices mechanisms, allowing it to be manipulated ​with certain specific ​psionic ​abilities. You must have the [[Elysian Psionic Paths#Rank 5 - Weave Crystal|Weave Crystal]] psionic power to learn this Mod
 +     * A melee weapon with a Psi Crystal Matrix can be used with the [[Elysian Psionic Paths#​Resonant Blade]] psionic powers.
  
-===== Energy Weapons =====+[{{ :​items:​modded_blaster_e10_by_agentbsmith.jpg?​200|<​html><​font color="​black">​A modded blaster can give warriors an edge in combat</​font></​html>​}}]===== Energy Weapons =====
  
 All energy weapons can have these mods applied to them, apart from the ones that include the word "​heavy"​ in the title. Heavy abilities can only be delivered by large "​Mega"​ size darts fired from Heavy Energy Weapons. All energy weapons can have these mods applied to them, apart from the ones that include the word "​heavy"​ in the title. Heavy abilities can only be delivered by large "​Mega"​ size darts fired from Heavy Energy Weapons.
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   * **Penetrator Bolt** - Tear 1 charge to make a THROUGH call.   * **Penetrator Bolt** - Tear 1 charge to make a THROUGH call.
   * **Disruption Bolt** - Tear 2 charges to make a DISRUPT call.   * **Disruption Bolt** - Tear 2 charges to make a DISRUPT call.
 +  * **Force Bolt** - Tear 1 charge to make a STRIKE call.
   * **Kill Bolt** - Tear 4 charges to make a LETHAL call.   * **Kill Bolt** - Tear 4 charges to make a LETHAL call.
   * **Impact Bolt** - Tear 1 charge to make a STRIKEDOWN call.   * **Impact Bolt** - Tear 1 charge to make a STRIKEDOWN call.
  
-  * **Heavy ​Force Bolt** - Tear 1 charge to make a STRIKE ​call.+  * **Heavy ​Disruption ​Bolt** - Tear 1 charge to make a DISRUPT ​call.
   * **Heavy Shock Bolt** - Tear 1 charge to make a FREEZE(10) call. Can be applied multiple times, each time allowing an extra charge to be torn to increase the FREEZE duration by 10.   * **Heavy Shock Bolt** - Tear 1 charge to make a FREEZE(10) call. Can be applied multiple times, each time allowing an extra charge to be torn to increase the FREEZE duration by 10.
   * **Heavy Stun Bolt** - Tear 1 charges to make a KNOCKOUT(10) call. Can be applied multiple times, each time allowing an extra 1 charge to be torn to increase the KNOCKOUT duration by 10.   * **Heavy Stun Bolt** - Tear 1 charges to make a KNOCKOUT(10) call. Can be applied multiple times, each time allowing an extra 1 charge to be torn to increase the KNOCKOUT duration by 10.
   * **Heavy Shredder Bolt** - Tear 2 charges to make a REND call.   * **Heavy Shredder Bolt** - Tear 2 charges to make a REND call.
   * **Heavy Ruin Bolt** - Tear 2 charges to make a SUNDER call.   * **Heavy Ruin Bolt** - Tear 2 charges to make a SUNDER call.
 +  * **Heavy Suppressing Fire** - Add the [[calls_effects#​MASS calls|MASS]] modifier to a call for 3x the normal Charge Cost (the basic STRIKE call of heavy energy weapons counts as having 1 Charge Cost for the purposes of this mod). You must direct this MASS call in a 90-180 degree arc to the front of your weapon.
 +  * **Heavy Overcharge Bolt** - Add the [[calls_effects#​GLOBAL calls|GLOBAL]] modifier to a call for 3x the normal Charge Cost (the basic STRIKE call of heavy energy weapons counts as having 1 Charge Cost for the purposes of this mod). This Mod only has an effect on calls that have a locational effect (DISARM, DISRUPT, REND, STRIKE, THROUGH).
  
 ===== Melee Weapons & Shields ===== ===== Melee Weapons & Shields =====
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   * **Shock Distributors** - Reduce FREEZE duration by 2 seconds. Can be applied multiple times.   * **Shock Distributors** - Reduce FREEZE duration by 2 seconds. Can be applied multiple times.
   * **Reinforcement Pattern** - Tear 1 charge to restore 1 lost hit on a location. Can be applied multiple times to restore more hits per Charge expended (so armour with 2 of these mods can tear 2 charges to restore 2 hits on a location). Regardless of how many of these Mods are on armour, the Reinforcement Pattern ability can only be triggered once every 30 seconds.   * **Reinforcement Pattern** - Tear 1 charge to restore 1 lost hit on a location. Can be applied multiple times to restore more hits per Charge expended (so armour with 2 of these mods can tear 2 charges to restore 2 hits on a location). Regardless of how many of these Mods are on armour, the Reinforcement Pattern ability can only be triggered once every 30 seconds.
-  * **Ablative Layers** - Adds 1 Armour Hit to the armour. Can be applied once for Light, twice for Medium, ​and 3 times for Heavy armour.+  * **Ablative Layers** - Adds 1 Armour Hit to the armour. Can be applied once for Light, twice for Medium, 3 times for Heavy, and 4 times for Assault Armour.
   * **Integrity Pattern** - Tear 1 charge to call RESIST(REND).   * **Integrity Pattern** - Tear 1 charge to call RESIST(REND).
   * **Stabilisers** - Tear 1 charge to call RESIST(STRIKEDOWN).   * **Stabilisers** - Tear 1 charge to call RESIST(STRIKEDOWN).
   * **Weave Solidifier** - Tear 2 charges to activate for 30 seconds. While active, you may call RESIST(THROUGH) at no cost. Can be applied multiple times - each application after the first increases the activation duration by 15 seconds.   * **Weave Solidifier** - Tear 2 charges to activate for 30 seconds. While active, you may call RESIST(THROUGH) at no cost. Can be applied multiple times - each application after the first increases the activation duration by 15 seconds.
-  * **Deflection Generator** - Tear 4 charges to activate for 30 seconds. While active, you may call RESIST to all attacks at no cost. After 30 seconds, this Mod cannot be used again for another 30 seconds.+  * **Deflection Generator** - Tear 4 charges to activate for 30 seconds. While active, you may call RESIST to all attacks at no cost, but cannot make attacks or use any abilities. After use, this Mod cannot be used again for another 30 seconds.
  
 ===== Energy Fields ===== ===== Energy Fields =====
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   * **Combat Repower** - Tear 1 charge to initiate a 30-second recharge cycle. After 30 seconds all field hits are restored. If you are struck during this period then the recharge fails and the charges spent are wasted. This mod may be applied multiple times, allowing you to tear 1 extra charge to reduce the recharge cycle by 10 seconds.   * **Combat Repower** - Tear 1 charge to initiate a 30-second recharge cycle. After 30 seconds all field hits are restored. If you are struck during this period then the recharge fails and the charges spent are wasted. This mod may be applied multiple times, allowing you to tear 1 extra charge to reduce the recharge cycle by 10 seconds.
  
-===== Science Devices ​=====+===== Scanners ​=====
  
-  * **Amplified Gain** - Improves device effectiveness. Extractors harvest more samples, Detectors work over wider areas, Analysers grant more detail.+  * **Detection Module** - Increases the detection range for [[Scanners#​Survey|Surveys]] to a wider area. 
 +  * **Analysis Module** - Adds a Green Card to [[Scanners#​Examine|Examinations]] performed using the Scanner. 
 +  * **Sampling Module** - Adds a Green Card to [[Scanners#​Sample|Sampling]] performed using the Scanner.
   * **Flexible Energy Containment** - Grants an additional slot for Exotic Substances. Can only be applied once.   * **Flexible Energy Containment** - Grants an additional slot for Exotic Substances. Can only be applied once.
-  * **Etheric Focus** - Changes an extractor into an Energy Interface (charges anything), and an Analyser into a Field Transducer (maximum detail on Etheric phenomena). 
-  * **Corporeal Focus** - Changes a Detector into a Mineral Scanner (detects mineral deposits over wide area), and an Analyser into a Spectrometer (maximum detail on Corporeal phenomena). 
-  * **Life Focus** - Changes a Detector into a Lifesigns Detector (detects lifesigns over local area), and an Analyser into a Diagnosis Module (allows diagnosis of most Conditions). 
  
-{{tag>​rules characters}}+  * **//Focus// Mods** - The 4 Focus Mods are special Mods that all behave in a similar way. A Scanner can only have one type of Focus Mod applied to it - after the first, different types of Focus Mod cannot be applied. If multiple Focus Mods of the same type are applied to a Scanner, they grant additional [[card_draw_system#​automatic successes]],​ __but only on odd-numbers of the same mod applied__. So a Scanner with 1 or 2 Etheric Focus Mods gets 1 automatic success, one with 3 or 4 gets 2 auto-successes,​ one with 5 or 6 gets 3 auto-successes,​ and so on. **Note that [[card_draw_system#​Automatic Successes]] can only be used by the lead character while scanning, and only an amount of times equal to their Skill Rank.** 
 +    * **Etheric Focus** - Grants 1 automatic success to [[Scanners#​Examine]] and [[Scanners#​Sample]] attempts performed on [[Etheric Science]] Phenomena using the Scanner. A Scanner with this mod cannot perform Examine and Sample attempts on Life or Corporeal Science phenomena. 
 +    * **Corporeal Focus** - Grants 1 automatic success to [[Scanners#​Examine]] and [[Scanners#​Sample]] attempts performed on [[Corporeal Science]] Phenomena using the Scanner. A Scanner with this mod cannot perform Examine and Sample attempts on Etheric or Life Science phenomena. 
 +    * **Life Focus** - Grants 1 automatic success to [[Scanners#​Examine]] and [[Scanners#​Sample]] attempts performed on [[Life Science]] Phenomena using the Scanner. A Scanner with this mod cannot perform Examine and Sample attempts on Etheric or Corporeal Science phenomena. 
 +    * **Diagnostic Focus** - Grants 1 automatic success to [[Scanners#​Examine]] and [[Scanners#​Sample]] attempts performed on character-affecting [[Conditions]] using the Scanner. A Scanner with this mod cannot perform Examine and Sample attempts on other phenomena. 
 + 
 +{{tag>​rules characters ​engineering}}
mods.1565711746.txt.gz · Last modified: 2019/08/13 16:55 by 127.0.0.1