Statistics
- Fort
- +1 every other level
- Will
- +1 every level
- Skills
- Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
- Skill Points per Level
- 4
Artifice
Your powers are known as "infusions".
- They are quasi-magical in nature.
- This means that, although they rely on quasi-magical properties (such as the energy contained within phlogiston), they are not full magical effects, and cannot be dispelled, disjoined, or suppressed by antimagic.
- They augment existing items.
- Rather than replacing your worn and held items, infusions augment them.
- For example, you can infuse any belt with the Invisibility Belt infusion, granting the belt the power of that infusion, without losing any powers the belt already had.
- You gain free knowledge of two infusions per level.
- You may purchase knowledge of more infusions at the going rate for scrolls.
- Whenever you gain knowledge of an infusion, it may either be one of the ones already created below, or a custom-made infusion (see Creating Your Own Infusions).
List of Infusions
Infusions must be "slotted" into one of the following slots:
- Head: circlet, hat, helm.
- Eyes: goggles, glasses, lenses.
- Neck: amulet, pendant, choker.
- Shoulders: cloak, coat, mantle.
- Chest: shirt, armor.
- Arm (2x): bracer, bracelet, cuff.
- Finger (2x): ring
- Waist: belt, girdle, cord.
- Feet: boots, shoes, slippers.
- Projectile Ammunition (3x): bullet, quarrel, arrow.
- Melee Weapon (3x): sword, dagger, club, axe, etc.
For now, there are no restrictions on which seeds can be used with which slots. This may change; there may be certain seeds that work better in certain slots.
Rank 1
- Assault
- Fire Bullet: At-will, std, medium range; medium fire damage.
- Burning Bullet: Recharge 33%, std, medium range; medium fire damage plus medium ongoing fire damage 3 rds. (Seed: Blast x2, Ongoing Damage, Empower, Increase Cooldown).
- Flame Strike Bullet: Recharge 33%, std, medium range, circle 3; heavy fire damage, plus same next turn. (Blast x2, -1 cooldown, +1 area, -1 delay).
- Debilitation
- Transmogrification Ray: Recharge 33%, swift, medium range; subject is polymorphed into a useless animal. Fort ends, damage ends. (Seed: Transform)
- Web Launcher: Encounter, swift, long range, circle 6, 3 rds; subjects suffer 50% movement penalty while inside area. (Snare, +1 for area, -1 for cooldown)
- Defense
- Invisibility Belt: Encounter, swift; you become invisible until you attack or suffer damage, or until 5 rounds have passed. (Seed: Invisibility, no extras).
- Mirror Image Generator: Encounter, swift, 5 rds; you create 4 illusionary duplicates of yourself, which duplicate your motions, so as to confuse your enemies. The images have 1 hp each, and are immune to area effects. (Seed: Duplication, +2 for extra images, -1 for Reduce, -1 for non-independent images)
Rank 2
- Assault
- Exploder Bullet: At-will, std, medium range; medium fire damage in a burst 3.
Rank 3
- Defense
- Invisibility Belt, mk 3: At-will, swift; you become invisible until you attack or suffer damage, or until 5 rounds have passed. (Seed: Invisibility, Reduce Cooldown x2).
Creating Your Own Infusions
Process:
- Choose one or more seeds.
- Choose zero or more extras.
- Calculate the final rank by tallying the individual cost of each seed and extra.
Seeds
Seeds describe a basic effect. Some may have multiple settings; that is, they may do more at rank 3 than at rank 1.
By default, all seeds listed have a rank cost of 1.
- Assault
- Blast: At-will, std, medium range; inflicts medium damage of a normal elemental type (fire, lightning, frost).
- Strike: At-will, std, melee range; inflicts heavy damage of a normal elemental type (fire, lightning, frost).
- Debilitation
- Concealment: Recharge 33%, swift, medium range, circle 3; area grants concealment, due to fog, darkness, or similar effect.
- +1 rank: grants total concealment.
- +2 ranks: you and your allies can see through it.
- Snare: Recharge 33%, swift, long range; subject suffers 50% movement penalty, Fort ends.
- Variant: Circle 3, no save, applies only while in area, 3 rds.
- +1 rank: 75% movement penalty.
- +2 ranks: 90% movement penalty.
- Transform: Recharge 33%, swift, medium range; transforms subject into something useless. For instance, a human might become a sheep, or a sword might become a dead fish. Fort ends, damage ends, max duration 5 rounds.
- +2 ranks: Eliminate 5-round maximum.
- +2 ranks: Target form is something useful, that you choose, of similar mass and category (creature or object).
- Defense
- Invisibility: Encounter, swift; you become invisible until you attack or suffer damage, or until 5 rounds have passed.
- +2 ranks: eliminates 5 round restriction.
- +2 ranks: eliminates attack and damage restriction.
- Invulnerability: Daily, immediate; you become invulnerable, but unable to act, for 1 round.
- Shield: Encounter, swift; you gain Absorb 100% (all), to a limit of medium damage.
- For -1 rank, you may decrease the Absorb to 50%.
- For -1 rank, you may change the Absorb type to a single damage type (i.e. fire, frost, physical, arcane, etc).
- Mobility
- Blink: Encounter, move; you teleport within short range.
- Speed: Encounter, free, 3 rds; you gain +6 to your base speed.
- +1 rank: +100% to speed (cumulative).
- Utility
- Duplication: Encounter, swift, reserve; you create an illusionary duplicate of yourself. The image duplicates your motions, so as to be indistinguishable to the real you. The image has 1 hp, and are immune to area effects. It can move independently of you, as long as it stays within medium range.
- +1 rank: Doubles number of images (cumulative).
- -1 rank: Images cannot move independently of you; they stay in the same square, and cannot confuse enemies' area attacks.
- Rank 2+: The image is capable of attacking, using an infusion you create, whose cost is added to the total.
Extras
By default, extras apply to all seeds. However, you may target an extra at an individual seed if you wish. That means it affects only that seed; its rank modification remains unchanged.
- Empower: +1 rank. Increases damage by one category: i.e., light to medium, medium to heavy. Cannot increase beyond heavy.
- Weaken: -1 rank. Decreases damage by one category: i.e., medium to light, heavy to medium. Cannot decrease below light.
- Enlarge: +1 rank. Increases range by one category: i.e., touch to short, short to medium, medium to long. Cannot increase beyond long.
- Reduce: -1 rank. Decreases range by one category: i.e. long to medium, medium to short, short to touch. Cannot decrease below touch.
- Extend: +1 rank. Increases duration by 100%. Compounds exponentially. No effect on instantaneous effects.
- Reserve: +x ranks. Converts duration-based effect into reserve effect. +1 if normal duration is greater than 10 minutes, +2 if greater than 5 rounds, +3 otherwise. Invalid for hostile effects.
- Shorten: -1 rank. Reduces duration by 50% (rounding down). Cannot reduce below 1 round.
- If duration is Reserve, reduces to 5 rounds.
- Affects Others: +1 rank. Converts a self-only effect into a touch effect. (For further range modifications, see Enlarge).
- Self Only: -1 rank. Converts a touch or ranged effect into a self-only effect. (It is acceptable to gain extra ranks from Reduce as well, if original range was greater than touch)
- Improve Cooldown: +1 rank. Reduces cooldown by one category: i.e. daily to encounter, encounter to recharge 33%, recharge 33% to at-will.
- Lengthen Cooldown: -1 rank. Increase cooldown by one category: i.e. at-will to recharge 33%, recharge 33% to encounter, encounter to daily.
- Burst: +1 rank. Converts single-target effect into a burst 3.
- Cone: +1 rank. Converts single-target effect into a cone 6.
- Line: +1 rank. Converts a single-target effect into a line 10.
- Widen: +1 rank. Increases area by 100%; i.e. burst 3 to burst 6, cone 6 to cone 12, line 10 to line 20. Compounds exponentially (i.e. 3-6-12-24-etc).
- Narrow: -1 rank. Decreases area by 50% (rounding down); i.e. burst 6 to burst 3, cone 4 to cone 2, etc. An area of 1 square is the same as being single-target.
- Single Target: -1 rank. Converts an area effect into a single-target effect. May stack with Narrow.
- Ongoing Damage: +0 ranks. Converts an instant damage into an ongoing damage effect for 3 rounds, inflicting one rank less than the original damage (i.e. heavy to medium, medium to light).
- Delayed Blast: -1 rank. Effect is delayed 1-5 rounds after it is cast.
- Seeking: +1 rank. Targeted effect does not require a roll to hit.
- No Save: +3 ranks. Eliminates a "Fort ends" or "Will ends". Invalid if it leaves no way to exit the effect (such as a maximum duration).
- Variant: +2 ranks. Eliminates save, replacing it with a duration of 3 rds. Invalid for loss-of-control effects.
- Extra Save: -1 rank. Adds a "Fort ends" or "Will ends". Cannot add a redundant save (i.e. two "Fort ends").
- Unusual Element: +1 rank. Modifies energy effect to use an unusual element, such as arcane, shadow, psychic, poison, or holy.
- Peculiar Element: +2 ranks. Modifies energy effect to use a unique element that almost no one will have resistance to, such as chaos, silver fire, or sonic.
Nitro
Everybody needs a little Nitro now and then!
Merely by combining a portable generator, a small (read: minimally volatile) tank of phlogiston, ample tubing to connect up all your gear, and, of course, a shitload of gears, you can wire up a whole big load of OOMPH to your infusions when you need it most!
Your Nitro generator produces combo points called Nitro. To conserve fuel, you only activate it in combat. Thus, you begin combat with 0 points, but can generate more, to a maximum of 5.
By default, you generate 1 point of Nitro per round. However, you may choose to use a special kind of generator, which may grant you more Nitro when certain conditions arise:
- Magitek Generator: This generator synergizes the worlds of magic and technology! Best of both worlds! Whenever someone casts a spell on you (with a casting time of at least swift), you gain 1 Nitro!
- Kinetic Converter: This generator absorbs incoming kinetic energy (read: fists, bullets, etc) affecting your immediate region (read: your face). Each time you are hit by physical damage, you gain 1 Nitro!
- Old-fashioned Hand-Cranker: This oldie-but-goodie sports a crankshaft, allowing you to rev it up the ol' fashioned way. You may spend a swift or standard action to gain 1 Nitro!