====== Mods ====== Mods (short for modifications) are tech that can be added to gear to improve its function or give it more abilities. 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, as detailed on the [[Devices]] page. ===== Generic Mods ===== These mods are widely applicable to a range of items and devices. * **Charge Cells** - +2 Charge Capacity. Can be applied multiple times. * **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 ===== These mods can generally be applied to any item, but can only be learned by characters who have certain cultural prerequisite skills. ==== 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 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** - 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. [{{ :items:modded_blaster_e10_by_agentbsmith.jpg?200|A modded blaster can give warriors an edge in combat}}]===== 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. * **Shock Bolt** - Tear 1 charge to make a FREEZE(5) call. Can be applied multiple times, each time allowing an extra charge to be torn to increase the FREEZE duration by 5. * **Penetrator Bolt** - Tear 1 charge to make a THROUGH 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. * **Impact Bolt** - Tear 1 charge to make a STRIKEDOWN 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 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 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 ===== ==== General Mods ==== * **Penetrator Matrix** - Tear 1 charge to make a THROUGH call. Weapons only. * **Shock Matrix** - Tear 1 charge to make a FREEZE(5) call. Can be applied multiple times, each time allowing an extra charge to be torn to increase the FREEZE duration by 5. Weapons only. ==== Type-specific Mods ==== * **Disruption Matrix** - Tear 1 charge to make a DISRUPT call. Small Melee Weapons only. * **Convulsor Matrix** - Tear 1 charge to call DISARM. Medium Melee Weapons only. * **Force Matrix** - Tear 1 charge to call STRIKE. Large Melee Weapons only. * **Impact Matrix** - Tear 1 charge to call STRIKEDOWN. Large Melee Weapons only. * **Stun Matrix** - Tear 2 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. Large Melee Weapons only. * **Shredder Matrix** - Tear 2 charges to call REND. Large Melee Weapons only. * **Ruination Matrix** - Tear 2 charges to call SUNDER. Large Melee Weapons only. * **Reflection Matrix** - Tear 2 charges to call SUNDER to a melee weapon that strikes this shield. Shields only. * **Compensator Matrix** - You may move at full speed while under fire using this shield. Shields only. * **Force Absorption Matrix** - You may call RESIST to STRIKEDOWN and REPEL attacks that strike this shield. Shields only. * **Energy Absorption Matrix** - Reduce the duration of FREEZE and KNOCKOUT attacks that strike this shield by 10 seconds for each time this mod is applied. Shields only. * **Resistance Matrix** - Tear 1 charge to call RESIST to a Call that strikes this shield. Shields only. * **Repulsor Matrix** - Tear 2 charges to call REPEL to a character that strikes this shield with a melee weapon. Shields only. ===== Armour ===== * **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. * **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). * **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. * **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 ===== * **Field Strengthener** - Energy Field gains 1 Field Hit. * **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. ===== Scanners ===== * **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. * **//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}}