Engineering

Engineering can create the following items:

  • Explosives
  • Automatons
  • Doohickeys

Engineers can also Tinker with items to enhance them.

Item Enhancements by Slot

Only Engineers may benefit from these enhancements.

Boots

Rocket Boots

You strap rockets to your boots. When you click your heels together, you strike a flint which ignites the rockets. At least, that's the plan...

  • Effect: Encounter, free; you gain +6/12/18/24/30 squares of movement for 1/2/3/4 round(s), or you may jump 12/24/36/48 squares in one move action.
  • Malfunction: 15% chance, you fly 6/12/18/24/30 squares straight into the sky and suffer 30/60/90/120% max hp in falling damage on the way down.
  • Cost: 5 sp / 2 gp / 5 gp / 12 gp / 25 gp

Cloak

Flexweave Underlay

You weave into your cloak a webbing of firm, yet flexible metal rods. When you fall, the cloak will billow out, causing the rods to lock, turning the cloak into a primitive parachute, slowing your descent. It isn't perfect, but it can turn a deadly fall into merely a painful nuisance.

  • Effect: Immediate, triggered by a fall of more than 10 feet; falling damage reduced by 50/75/90/100/100%, and you can glide 1/2/3/4/5 times as many squares horizontally as you fell vertically, to a maximum flight time of 10/20/30/40/50 rounds.
  • Malfunction: 0% chance; however, after use, the rods remain locked and must be painstakingly reset (a 5-minute action), or they will not function again.
  • Cost: 5 sp / 2 gp / 5 gp / 12 gp / 25 gp

Armor

Quickflip Deflection Plates

These compact metal studs respond to an electrical charge, causing them to instantly unfold into metal plates. It's as good as wearing plate mail, but without all lugging around all that heavy metal! Of course, they aren't quite as durable as actual plate mail, and they're a pain in the ass to reset, but...worth it!

  • Effect: Encounter, immediate; you gain absorb 50/75/90/100/100% (all) for 1 round, or for a maximum of 1/2/3/4/5 individual hits.
  • Malfunction: 0% chance; however, the plates must be reset as a 5-minute action before becoming usable again.
  • Cost: 5 sp / 2 gp / 5 gp / 12 gp / 25 gp

Dynamic Reflection Plating

Sure, people will laugh when they see shiny glass all over your armor. But when you turn it on, who's laughing now? Well, probably nobody...I mean, you laughing would kind of make it pointless to be invisible.

  • Effect: Encounter, free; you become invisible. Ends if you attack, suffer damage, move faster than 50% base speed, or 5/10/25/50/100 rounds elapse.
  • Malfunction: 5% chance: you shed bright light in a 60' radius, making it clear to all where you are.

Helmet

Synaptic Intensifier

Easily mountable on the inside of any hat or helmet, these electrodes, when activated, gently encourage your brain to work a little bit faster. (Disclaimer: should not be operated for more than a few seconds at a time. Goblin Research Labs is not responsible for any brain damage, psychological disorders, resurrection of dead flesh, or unexpected acquisition of superpowers)

  • Effect: Encounter, immediate, 1 round; you gain +10/20/30/40/50 to Int, Wis, and Cha, but you suffer 1 point of Strain. If used more than once per day, Strain cost is cumulative.
  • Malfunction: 0% if used once/day; 5% chance per point of Strain already accumulated by this enhancement: causes minor brain damblage.
  • Cost: 5 sp / 2 gp / 5 gp / 12 gp / 25 gp

Mind Amplification Dish

Everybody knows that a good tin-foil hat will foil (ha!) mind reading. Well this augment takes things a step further, harnessing the well-understood psionically-active powers of tin to allow you to turn the tide against those who would contest the mental powers of an Engineer!

  • Effect: Encounter, concentration, short range; you control subject's actions (Will ends). Max 2/5/10/25/50 rounds. Gain +5/10/15/20/25 Domination for this power only.
  • Reset: After any use, this item cannot be used again until it is reset (5-minute action).
  • Malfunction: 5% chance per round, cumulative: effect fails, and you are addled (-50% Int/Wis/Cha) for the same number of rounds that the enemy was compelled.
  • Cost: 5 sp / 2 gp / 5 gp / 12 gp / 25 gp

Gloves

Hyperspeed Accelerators

These finely-crafted, spring-loaded gloves are designed to quicken the motion of your hands and arms, to make all manner of activities that much faster.

  • Effect: Encounter, immediate, 1 round; you gain +100/150/200/250/300% Haste.
  • Malfunction: 0% chance, 5-minute reset. If used more than once/day, 5% chance per reset to seize up, preventing hand and arm motions until the device is removed (Str or Dex DC 30 as a free action, or DC 30 Engy check as full-round action)

Load Lifters

These bulky struts help even the weakest engineer feel mighty! Enhancing both your lifting capacity and striking power, these bad boys prove that brain is more important than brawn!

  • Effect:
    • At-will, immediate; increases Strength by +100/200/300/400/500% for the purposes of a single strenuous action, such as lifting a heavy object, bending bars, etc, to last no longer than 5 rounds.
    • Recharge 33%, augment; adds +100% damage to a Strength-based attack.
    • Each of the above uses accumulates 1 point of Fatigue and 5% malfunction chance.
  • Malfunction: 0% chance (except as given above). On malfunction, loses all powers until repaired (4-hr action)

Mechanical Weapon

You may enhance a mechanical weapon (firearm or crossbow) in the same manner as a Blacksmith can enhance metal weapons. The cost and effect are the same.

Crafted Items

Gadgets

Grapnel Gun

Any fool can use a grappling hook. The grapnel gun is for a special kind of fool: one who knows that any piece of technology can be improved by adding explosives.

  • Item type: wielded, one-hand
  • Uses: As a swift action, you may fire a grappling hook and line to any point within long range. The hook can grab a firm edge, or wrap around the line; it cannot sink into solid stone. Once fixed, you may climb the rope, as if it were a normal rope. The gun cannot be used again until the rope is re-wound and the explosive charge is re-set.
  • Malfunction: 5% chance: misfire causes close burst 5 for medium fire damage, and the hook doesn't fire. 6-15%: hook fails to affix, and falls.
  • Market Value: 1 gp

Grapnel Gun, Self-Winding

An improved grapnel gun, this one can re-wind itself using a powerful (and only slightly dangerous) motor. A particularly iron-fisted wielder can hold on while it winds, and find himself pulled up toward the hook.

  • As a Grapnel Gun, except it can wind itself. As a free action, while holding the hilt, you cause the gun to wind the rope. If the hook is affixed, this will pull the hilt toward the hook, rather than vice versa. Optionally, you may hold on, allowing the winding mechanism to pull you along with the hilt; this requires a DC 20 Strength check, otherwise the hilt slips from your hand. In any case, it takes one round to wind all the way.
  • Malfunction: 5% misfire (as normal), 6-10% affix fail, 11-15% wind jam halfway.
  • Market Value: 5 gp

Grapnel Gun MX-9000

Tired of only being able to grapple to ledges? Tired of "reasonable" limits on maximum range? Then you want the Grapnel Gun MX-9000! The line has been replaced with mithril wire, allowing for much more rope, with the same strength you've come to rely on, in the same compact space! The adamantium-tipped hook can sink into any surface, with the help of the GRX high explosive charge to launch it at super-high velocity!

(Disclaimer: Goblin Research Labs not responsible for any loss of property, limb, or immortal soul due to malfunction)

  • As a Self-Winding Grapnel Gun, except:
    • Hook can affix to any solid surface, such as a natural or worked stone ceiling or wall
    • Range is 300% long.
  • Malfunction: 10% misfire (cb10 heavy damage), 11-15% affix fail, 16-20% wind jam halfway.

Explosives

Explosives are considered thrown weapons. They do not inflict damage upon striking, but rather upon detonating.

All explosives have the following weapon stats, unless noted otherwise:

  • One-handed
  • Int-based
  • Range: normal for a thrown weapon (1 square per Strength point)
  • Targeting: special; there is no need to hit an enemy directly, but rather simply targeting a square suffices to place the explosion.
  • Delay: all bombs can be set to a variable delay. The minimum is 0; that is, the bomb explodes immediately upon arriving in the destination square. The maximum is 5 rounds.

Black Powder Bomb

A simple bomb containing black powder, lit by a fuse.

  • Item Type: Weapon, ranged, one-handed
    • Weapon Stats: Int-based, +100 Hit Power
  • Effect: Causes a burst 3, inflicting heavy physical damage.
  • Malfunction: 5% chance, or 15% chance if thrown. If it malfunctions, it has a 50% chance to do nothing, and a 50% chance to cause a cloud of smoke (2x2 squares) that obscures vision for 3 rds.
  • Market Value: 1 sp

Pyrite Grenade

This stick-like grenade contains filings of Pyrite, which become searing hot projectiles after it explodes.

  • Item Type: Weapon, ranged, one-handed
    • Weapon Stats: Int-based, +100 Hit Power
  • Effect: Causes a burst 3, inflicting heavy physical damage plus heavy ongoing fire damage for 3 rounds.
  • Malfunction: 5% chance, or 15% chance if thrown. If it malfunctions, it has a 50% chance to do nothing, and a 50% chance to cause a geyser of fire (em 3) that causes heavy fire damage each round for 3 rounds.
  • Market Value: 5 sp

Firearms

Firearms are ranged weapons. Only engineers are proficient with them.

All firearms are breech or muzzle-loaded with all-in-one bullets or shells. Clip size is 1. Reloading is a free action.

Pistol

  • One-handed ranged weapon. Can dual wield.
  • Medium damage (Dex-based) with normal bullets.
  • +5 Hit, +10 Hit Power, +5 Critical Power, -15 Haste
  • Can shoot special bullets (see "Ammunition")
  • Malfunction: 5% chance. If it malfunctions, it has a 75% chance to jam, requiring a standard action to clear, and a 25% to backfire, inflicting medium damage on you.
  • Market Value: 1 gp

Rifle

  • Two-handed ranged weapon.
  • Heavy damage (Dex-based) with normal bullets.
  • +10 Hit, +20 Hit Power, +10 Critical Power, -25 Haste
  • Can shoot special bullets (see "Ammunition")
  • Malfunction: 5% chance. If it malfunctions, it has a 75% chance to jam, requiring a standard action to clear, and a 25% to backfire, inflicting medium damage on you.
  • Market Value: 2 gp

Shotgun

  • Two-handed ranged weapon.
  • Heavy damage (Dex-based) with normal shells.
  • +20 Hit Power, +35 Critical Power, -25 Haste
  • Double normal range penalty (-2% hit per square)
  • Can shoot special shells (see "Ammunition")
  • Malfunction: 5% chance. If it malfunctions, it has a 75% chance to jam, requiring a standard action to clear, and a 25% to backfire, inflicting medium damage on you.
  • Market Value: 2 gp

Double Shotgun

  • Two-handed ranged weapon.
  • Heavy damage (Dex-based) with normal shells.
  • +20 Hit Power, +35 Critical Power, -25 Haste
  • Hits twice with one attack (costs double ammo)
  • Reload time is swift, not free
  • Double normal range penalty (-2% hit per square)
  • Can shoot special shells (see "Ammunition")
  • Malfunction: 5% chance. If it malfunctions, it has a 75% chance to jam, requiring a standard action to clear, and a 25% to backfire, inflicting medium damage on you.
  • Market Value: 4 gp

Ammunition

Ammunition is used by Firearms.

If the firearm malfunctions, the ammunition is ruined, but not destroyed. It can be reconstituted by re-crafting the item, using the ruined shell or bullet as a material, and paying 50% of the normal materials cost.

Lead Bullet

  • Effect: Allows normal damage with a firearm.
  • Malfunction: No additional chance beyond firearm malfunction chance.
  • Market Value: 1 sp for 5 bullets

Fireball Rounds

The quintessential magic bullet.

  • Effect: Inflicts half normal damage as fire damage in a burst 3, plus same ongoing for 3 rounds.
  • Malfunction: No additional chance beyond firearm malfunction chance.
  • Market Value: 1 sp

Frost Nova Rounds

Iced that guy.

  • Effect: Inflicts half normal damage as frost damage in a burst 3, plus rooted (Fort ends).
  • Malfunction: No additional chance beyond firearm malfunction chance.
  • Market Value: 1 sp

Lightning Rounds

Your last chance to take home the grand prize.

  • Effect: Inflicts normal damage as lightning damage in a medium line.
  • Malfunction: No additional chance beyond firearm malfunction chance.
  • Market Value: 1 sp

Other Ranged Weapons

Teys Mibro TMB-5 Shocker

Tired of getting lip from unruly types? Need to show some big bruiser what for? Or just want to have a night of fun? Then you need the TMB-5 Shocker! This little gun carries a big punch. It doesn't kill (usually), but leaves 'em wishing they were dead, and totally unable to fight back, resist you robbing them blind, etc.

(Disclaimer: Teys Mibro is not responsible for any civil unrest caused by abuse of this device)

  • Item Type: Weapon, ranged, one-handed
  • Effect: Recharge 33%, swift, short range, requires ammo; subject is stunned (Fort ends). Lightning resistance or immunity applies.
    • Ammunition: each charge allows for one shot, costs 1 sp, and has a reload time of 1 swift action.
  • Malfunction: 5% chance: shocks you instead.
  • Market Value: 3 gp

Siege Weapons & Ammunition

Rocket Launcher

  • Fires rockets.
  • Reload time: 1 standard action
  • Normal range penalties.
  • Malfunction: 5% chance rocket is a dud. 10% chance rocket flies off course (1d8 to determine direction, 1d6*10% of distance flown to determine how far from intended square it lands)
  • Market Value: 10 gp

Rocket

  • Inflicts 250% heavy physical in burst 2, 100% in burst 5, 50% in burst 10
  • Plus push 5 (modified by damage percentage)
  • Sets all combustibles in blast area on fire, plus spreads flaming shrapnel randomly in burst 20
  • Inflicts siege damage on buildings and fortifications.
  • Market Value: 5 sp

Frost Rocket

  • Freezes all subjects in burst 10.
  • Subjects suffer heavy frost damage on turn start.
  • Fort ends frozen; reduces to rooted. Fort ends rooted, reduces to chilled (-50% movement). Fort ends chilled. Max one save/rd.
  • Ground is covered with ice, becoming slippery terrain.
  • Market Value: 1 gp

Seeking Rocket

  • As a normal Rocket, but it tracks a target or square you choose. No chance to fly off course or miss.
  • Market Value: 2 gp

Golems

See Golems.

Vehicles

Vehicles are like Mounts, but are exclusive to engineers. Only engineers may operate them; however, some vehicles can support passengers.

The history of engineered vehicles began with the horseless carriage: a simple enough idea, the horseless carriage replaces a horse with a motor, powered by a fire elemental caught in a spinning flywheel, connected to the axles of the carriage through clockwork. The elemental is normally at rest, but when phlogiston is injected into his prison, he comes to live, spinning faster and faster in an attempt to escape. This creates the drive needed to push the carriage.

Many variations on this concept exist, but the core concept remains the same: a bound elemental produces the essential torque, and must be fed phlogiston continuously.

Phlogiston
  • Effect: Provides fuel for a vehicle engine. Mileage varies by vehicle.
  • Market Value: 1 sp per vial (12 oz.), or 1 gp per gallon (128 oz.).
  • Created by: Alchemists.

Velocipede

A velocipede, or "hobby horse", is a two-wheeled vehicle powered by humans, not by a motor. This ingenious device relies upon unknown laws of nature, thought to be related to the action of a gyroscope, to stay vertical while in motion. A humanoid works the pedals to produce torque to the front, or "drive" wheel. The gear ratio can be customized to suit riders of varying leg strength.

  • Effect: Usable as a ground mount by humanoids of any level. Produces as much fatigue as walking, but at quadruple speed. However, suffers double penalties from terrain, as compared to walking; full speed benefits are realized only on roads and flat, dry earth.
  • Market Value: 1 gp

Iron Horse

An Iron Horse is essentially a motorized Velocipede. It simply replaces the human power with a fire-bound motor. Foot pedals are replaced with stirrup-like platforms, on one of which is the clutch to engage the motor. On the other is a throttle, which controls the rate of flow of phlogiston to the motor. As the motorized velocipede does not allow foot-powered braking, the handles are fitted with cable-powered brakes. They aren't terribly effective; expert riders are expected to learn how to use sliding stops for fast braking.

  • Effect: Usable as a ground mount. Requires 5 ranks of Ride. Tactical speed is 12 squares. Overland cruising speed is 20 mph; maximum speed is higher than 50 mph, but at that speed, the motor and gearworks will suffer fatigue (10% per hour, compounding). Terrain penalties to speed are doubled.
  • Fuel Efficiency: As a idle-less vehicle, the Iron Horse does not suffer in stop-and-go traffic if the clutch is employed correctly and proper throttle discipline is used. Modern highways lack the finish required to allow for coasting, so little is gained on high-speed cruises. As such, the Iron Horse's overall mileage is 100 miles per gallon of phlogiston, regardless of speed.
  • Market Value: 10 gp

Horseless Carriage

A horseless carriage is simply a carriage, bereft of horses, which uses a fire-bound motor to drive its wheels. The most common design replaces the horse harness with a two-wheeled platform, which holds the motor and axle, and is connected to the main body by pin, able to rotate independently of the carriage and the rear two axles. The driver controls the clutch and throttle with his feet, and uses cables or levers to turn the front, or "drive" platform, which turns the carriage. Lever-operated brakes can assist the natural slowing force of friction, when needed.

A horseless carriage can carry 4-6 passengers, plus a driver. Larger models could be made easily enough, with slower speed and worse fuel efficiency.

  • Effect: Usable as a ground mount. Large vehicle (occupies 6x2 squares). Requires 5 ranks of ride. Tactical speed is 8 squares. Overland cruising speed is 15 mph; maximum speed is 40 mpg (fatigue cost: 10% per hour, compounding). Terrain penalties to speed are doubled.
  • Fuel Efficiency: Varies by weight. Base: 60 mpg, -5 per passenger or per 200 pounds of cargo.
  • Market Value: 20 gp

Feats

  • Assembly Line: If you create multiple similar items (such as bullets) in a batch, you gain a 10% discount in material cost per item, max 50%.
  • Fast Loader: You gain +25% Haste when using firearms or crossbows.
  • Natural Gunslinger: You may gain the benefits of an additional enhancement of appropriate rank when you wield a Mechanical Weapon.
  • Cogwheel: You may enhance your weapon or your armor with a cogwheel, which is a gear or series of gears. Everyone knows that gears make things cooler. You may take this talent twice, once each for weapon and armor. Cogwheels are reusable item enhancements, similar to Power Gems. Their cost is 2 gp / 5 gp / 10 gp / 25 gp / 50 gp in Engineering components (by rank). Your choices are:
    • Buzzing Cogwheel: Grants +5/10/15/20/25% Hit Chance and the same chance on a critical hit to immediately gain maximum Energy.
    • Flashing Cogwheel: Grants +5/10/15/20/25% Hit Power and the same percent chance upon suffering damage to gain a shield granting absorb 100% (all), to a limit equal to your maximum HP (max once/encounter).
    • Whirring Cogwheel: Grants +5/10/15/20/25% Haste and the same percent chance upon using any recharge ability to immediately recharge it.
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