Author Topic: Magipunk Items  (Read 8681 times)

Offline sirpercival

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Magipunk Items
« on: January 19, 2012, 11:18:01 AM »
There are new items, and changes to existing items.  Check back here as things will be updated!

Global Change: Weapon & Armor Enhancement Bonuses
Spending gold for enhancement bonuses sucks. So, let's not.

Now, you can enchant a masterwork weapon, armor, or shield directly with properties.  Each property grants an enhancement bonus to the item equal to the plus of the property.  For example, a keen flaming longsword functions as +3 (+2 from keen and +1 from flaming), and a ghost ward shield has a +1 enhancement bonus.

Magipunk Items Index
Metamagic Crystals
Guns
Exotic Melee Weapons
Exotic Armor
Oracle Access
Vehicles
Morphling Items
Holomancer Items
DivHead Items
Dodger Items
Psykin Items
Planeswalker Items
Powerbard Items



Cred Account & Currency

Every Citizen who has reached adulthood (16 for humans, for example) has a Cred Account in the Oracle.  To access the account (for payments in & out, etc.), the Citizen receives a Cred Access Card, which is a thin adamantine rectangle with a unique arcane mark on it.  The mark cannot be erased without a DC 45 CL check. 

A CAC reader is a command word (manipulation) device that does read magic, costing 900 gp (basic startup capital for a level 1 NPC shopkeep).

In addition to the Cred Account system, there's also a normal cash (gold) economy.  This is necessary because the majority of folks are Drudges and not Citizens, so they don't get CAs.  So, you can pay for stuff with either cash or a CAC.

Note that Lifetorn and Warforged are not Citizens either.
« Last Edit: November 27, 2012, 07:18:13 AM by sirpercival »
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Offline sirpercival

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Re: Magipunk Items
« Reply #1 on: January 19, 2012, 11:18:29 AM »
Metamagic Crystals

Metamagic crystals are single-use magic items that spellcasters can use to apply metamagic to spells.  To use a metamagic crystal, a spellcaster includes it in the casting of a spell as an additional material component, which consumes the crystal; however, the spell is affected by the given metamagic feat without an increase in casting time or level.  Only one metamagic crystal may be used during any given casting.  Metamagic crystals come in several varieties (one for each metamagic feat) and three grades: least, which can be used to augment spells of up to 3rd-level; lesser, which can be used for spells of up to 6th level; and greater, which can be used on spells of 9th level or lower. 

Metamagic crystals can only be crafted by characters with levels in the Crystallographer class.

Market Price

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« Last Edit: January 19, 2012, 07:28:29 PM by sirpercival »
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Re: Magipunk Items
« Reply #2 on: January 19, 2012, 11:18:38 AM »
Guns

Energy guns come in three grades, just like normal weapons.  The damage amount and type is determined by ammunition crystals.  Simple guns can be loaded with Grade 1 crystals, martial guns can be loaded with Grade 1 or Grade 2 crystals, and exotic guns can be loaded with Grade 1, 2, or 3 crystals. Guns cannot be fired in an antimagic field.  Simple and martial guns cannot perform critical hits; however, exotic guns can crit as normal.  Reloading a gun is a move action; each ammunition crystal holds 20 charges before it must be reloaded. 

Guns and crystals are crafted with the Craft Magic Arms & Armor feat.  The damage of non-Medium guns scales as normal.

Weapon         Cost      Critical      Range Increment     Size       Weight    Grade   
Revolver40 gp --  30 feetLight3 lb.Simple
Musket60 gp --  50 feet2-h8 lb.Simple
Pistol100 gp --  40 feetLight3 lb.Martial
Rifle200 gp --  100 feet2-h8 lb.Martial
Assault rifle300 gp19-20/x3 70 feet1-h5 lb.Exotic
Launcher800 gpx4 150 feet2-h12 lb.Exotic

Ammunition    Cost     Damage    Grade
Ballistic, Grade 1 Basic45gp1d41
Ballistic, Grade 1 Targeted90gp1d21
Ballistic, Grade 1 Splash90gp1d61
Ballistic, Grade 1 HEX135gp2d41
Ballistic, Grade 2 Basic90gp1d82
Ballistic, Grade 2 Targeted180gp1d42
Ballistic, Grade 2 Splash180gp1d102
Ballistic, Grade 2 HEX270gp2d82
Ballistic, Grade 3 Basic450gp2d83
Ballistic, Grade 3 Targeted900gp1d83
Ballistic, Grade 3 Splash900gp2d103
Ballistic, Grade 3 HEX1350gp4d83
Energy, Grade 1 Basic105gp1d41
Energy, Grade 1 Targeted210gp1d21
Energy, Grade 1 Splash210gp1d61
Energy, Grade 1 HEX315gp2d41
Energy, Grade 2 Basic210gp1d82
Energy, Grade 2 Targeted420gp1d42
Energy, Grade 2 Splash420gp1d102
Energy, Grade 2 HEX630gp2d82
Energy, Grade 3 Basic1050gp2d83
Energy, Grade 3 Targeted2100gp1d83
Energy, Grade 3 Splash2100gp2d103
Energy, Grade 3 HEX3150gp4d83

Ballistic Crystals: Ballistic crystals deal piercing damage, and require a normal ranged attack.

Energy Crystals:  Energy crystals are available in acid, cold, electricity, fire, and sonic damage.  Force crystals are available, but cost 50% extra and deal damage of one die size lower.  Energy crystals require a ranged touch attack.

Grade 3 energy crystals: All grade 3 energy crystals (other than force crystals) have a rider effect based on the energy type:
  • Acid -- DC 15 Fort save or be sickened for 1 round
  • Cold -- DC 15 Fort save or be blinded for 1 round
  • Electricity -- DC 15 Reflex save or be entangled for 1 round
  • Fire -- DC 15 Reflex save or catch on fire for 1 round
  • Sonic -- DC 15 Fort save or be deafened for 1 round

Targeted crystals: Targeted crystals seek out their mark, and are highly accurate.  To fire a targeted crystal, you need only hit the square your opponent is in, at AC 10.  In addition, using a targeted crystal halves any miss chance your opponent has (though you still must attack the correct square).

Splash crystals: Splash crystals are less accurate, but burst and deal damage to an area.  They impose a -2 penalty to the attack roll, but deal half damage to all squares within 5 feet.

HEX crystals: High-explosive crystals do massive damage to their targets.  They deal double damage to objects.




Automatic Weapon
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« Last Edit: May 08, 2012, 03:42:45 AM by sirpercival »
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Re: Magipunk Items
« Reply #3 on: January 19, 2012, 11:18:52 AM »
Exotic Armor

Using any of the exotic armors below requires the appropriate Exotic Armor Proficiency feat, or the associated armor check penalty applies to attack rolls and Strength- and Dex-based ability and skill checks as normal.

Exotic Armors are crafted using the Engineering (Armorsmithing) skill; they are automatically masterwork items, and the price and benefit are included in the statistics below.  The DC to craft an exotic armor is 15 + the armor bonus.  They can be enchanted or made out of special materials as normal; they count as heavy armor for determining the price.

Armor  Cost    Armor   
Bonus
Maximum
Dex Bonus   
Armor Check   
Penalty
Arcane Spell   
Failure
Speed   
(30 ft)
Speed   
(20 ft)
Weight
Energized Vest2500gp+7+4-530%25 ft15 ft3 lbs
Energized Suit4000gp+10+2-640%20 ft15 ft10 lbs
Fortified Vest3000gp+8+3-530%25 ft15 ft6.5 lbs
Fortified Suit6000gp+12+1-740%20 ft15 ft20 lbs
Ghost Vest2750gp+8+4-430%25 ft15 ft4 lbs
Ghost Suit5500gp+12+2-635%20 ft15 ft12 lbs
Miniaturized Vest2000gp+6+4-320%30 ft20 ft0.5 lbs
Miniaturized Suit3750gp+9+3-425%30 ft20 ft1 lb
Powered Vest3250gp+8+3-635%30 ft20 ft16 lbs
Powered Suit6500gp    +12+1-845%35 ft25 ft50 lbs
Reinforced Vest3000gp+10+2-740%20 ft15 ft15 lbs
Reinforced Suit7000gp+16+1-1050%15 ft10 ft45 lbs

Energized Armor: Energized armor provides resistance to all energy types equal to half the armor bonus.

Fortified Armor: The wearer of fortified heavy armor gains damage reduction X/--, where X is half of the armor bonus.  This DR stacks with all other sources of damage reduction.

Ghost Armor: Ghost armor applies half of its armor bonus to the wearer's touch AC.

Miniaturized Armor: Miniaturized armor can be worn beneath clothing with no penalty.  Miniaturized armor counts as light armor for the purposes of class features that depend on armor, such as a dodger's evasion (but not for the cost of special materials or for proficiency purposes).

Powered Armor: The armor check penalty from powered armor does not apply to Athletics checks.  In addition, powered armor grants a bonus vs grapple checks and bull rushes equal to half its armor bonus.

Reinforced Armor: Reinforced armor has a chance of negating critical hits and precision damage equal to 2% times its armor bonus.
« Last Edit: January 19, 2014, 08:48:57 AM by sirpercival »
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Re: Magipunk Items
« Reply #4 on: January 19, 2012, 01:13:35 PM »
Oracle Access

Oracle access points (both public and private) are built and maintained by a company of DivHeads and Magitechnicians called L.U.C.R.E. (stands for Logical Unit Community Research Enterprise).

Public Div Pool
Public Div Pools exist in kiosks all over the cities, and allow anyone with enough gp or creds to access the Oracle.  You can perform nonspecific access (checking accounts, doing searches via Gather Information), send messages, or attempt more rigorous divinations using the Oracle's predictive software.  Basic messages are retrieved by the recipient the next time they log on; Instant messages are sent directly to the recipient as long as they are on the grid (i.e., within range of an Oracle sensor); Video message conferencing can be performed in realtime with another creature who is logged on.

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Private Div Access
A personal access point to DivNet can automatically be used for normal access (as defined above), and for sending basic messages.  A Tabletop is stationary, while a Mirror is small and highly portable (weighs 2 lbs).  Both only work while on the grid.

After purchasing the item, you can then purchase marble-sized upgrade crystals which can be installed in the item to give it greater functionality.  A Tabletop or Mirror can hold up to 3 upgrades at a time, and swapping one upgrade for another takes a move action.  The available divination spells are listed in the table above.

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« Last Edit: February 14, 2012, 03:59:06 PM by sirpercival »
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Re: Magipunk Items
« Reply #5 on: February 04, 2012, 02:04:23 PM »
Morphling Items

Morph Boots
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Morph Vest
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Morphstrike Gloves
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Transmorph Collar
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« Last Edit: February 06, 2012, 10:44:47 PM by sirpercival »
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Re: Magipunk Items
« Reply #6 on: February 04, 2012, 11:52:01 PM »
Holomancer Items

Darkspike
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Vibrant Rod
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Vibrant Crystal
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« Last Edit: February 05, 2012, 10:47:37 AM by sirpercival »
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Re: Magipunk Items
« Reply #7 on: February 07, 2012, 12:05:11 AM »
DivHead Items

Oracle Spider
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Sensortrap
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« Last Edit: February 07, 2012, 09:36:02 PM by sirpercival »
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Re: Magipunk Items
« Reply #8 on: February 07, 2012, 10:09:51 AM »
Dodger Items

Versatile Equipment
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Wall Slippers
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« Last Edit: February 07, 2012, 10:42:22 AM by sirpercival »
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Re: Magipunk Items
« Reply #9 on: February 07, 2012, 11:00:45 AM »
Psykin Items

Augment Gloves
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Solid-State Matrix
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« Last Edit: February 07, 2012, 11:44:46 AM by sirpercival »
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Re: Magipunk Items
« Reply #10 on: February 07, 2012, 12:22:56 PM »
Synthevolver Items

Mutagen Bracers
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Nanodose
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« Last Edit: February 25, 2012, 12:10:37 PM by sirpercival »
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Re: Magipunk Items
« Reply #11 on: February 16, 2012, 09:28:05 PM »
Exotic Melee Weapons

I give you new exotic weapons: Energy Blades and Vibro Blades! 

Energy Blades: An energy blade is simply a hilt; you load it with an energy crystal similar to those made for energy guns.  However, the crystal for an energy blade is not charged, and can be used as many times as you like.  Energy blades come in three sizes, just like normal weapons.  The energy type is determined by the crystal, and the damage is determined by the size of the weapon.  Energy blades are exotic weapons that require a melee touch attack; the wielder's Strength bonus does not apply to damage, however feats such as Power Attack apply normally.  A wielder who is not proficient with an energy blade makes a normal attack (instead of a touch attack).

An energy blade cannot be wielded in an antimagic field.  Changing the crystal an energy blade is a move action.  Energy blades and crystals are crafted with the Craft Magic Arms & Armor feat.  The damage of non-Medium energy blades scales as normal.

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Vibro Blades: A vibro blade is a non-magical blade that vibrates incredibly fast, giving it exceptional cutting power.  Each vibro blade runs on a power source that slowly recharges itself when not in use.  A vibro blade that is not activated simply functions as a normal masterwork short sword (light), longsword (one-handed), or great sword (two-handed).  Each vibro blade power source holds 5 charges; using a charge is a free action, and activates the vibro blade for 1 round.  Each charge spent takes 1 hour to recharge.

Vibro blades are crafted using the Engineering (Weaponsmithing) skill; they are automatically masterwork items, and the price and benefit are included in the statistics below.  The DC to craft a vibro blade is 20.  They can be enchanted or made out of special materials as normal, and the damage of a non-Medium vibro blade scales as normal.

Weapon         Cost      Damage       Critical      Size       Weight   
Energy dagger100 gp1d619-20/x2Light1 lb.
Energy sword200 gp1d1019-20/x21-h1 lb.
Energy greatsword   400 gp2d819-20/x22-h1 lb.
Basic crystal1400 gp -- -- -- --
Force crystal2100 gp    –2 -- -- --
Vibro knife1200 gp1d818-20/x3Light3 lb.
Vibro sword1800 gp2d618-20/x31-h6 lb.
Vibro claymore2400 gp3d618-20/x32-h12 lb.
« Last Edit: March 16, 2012, 11:31:31 AM by sirpercival »
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Offline sirpercival

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Re: Magipunk Items
« Reply #12 on: February 21, 2012, 01:35:27 PM »
Planeswalker Items

Attuning Equipment
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Storage Node
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« Last Edit: February 21, 2012, 02:25:33 PM by sirpercival »
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Offline sirpercival

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Re: Magipunk Items
« Reply #13 on: February 27, 2012, 02:54:38 PM »
Vehicles

Streetcar
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Rent-a-car
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Motorbike
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Rent-a-bike
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Flybike
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Glide Board
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« Last Edit: May 17, 2014, 07:32:45 PM by sirpercival »
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Re: Magipunk Items
« Reply #14 on: May 08, 2012, 09:46:17 AM »
Powerbard Items

Guitars
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Metachord String
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I am the assassin of productivity

(member in good standing of the troll-feeders guild)

It's begun — my things have overgrown the previous sig.