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mods [2024/07/31 18:35]
conan Mod weapon changes
mods [2025/06/18 01:01] (current)
conan
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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.+  * **Hardened Components** - This item cannot become Broken ​(it can still become SUNDERED)
  
 ===== Cultural Mods ===== ===== Cultural Mods =====
  
 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.
 +
 +==== 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.   * **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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   * **Disruption Matrix** - Tear 1 charge to make a DISRUPT call. Small Melee Weapons only.   * **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.   * **Convulsor Matrix** - Tear 1 charge to call DISARM. Medium Melee Weapons only.
 +
   * **Force Matrix** - Tear 1 charge to call STRIKE. Large 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.   * **Impact Matrix** - Tear 1 charge to call STRIKEDOWN. Large Melee Weapons only.
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   * **Shredder Matrix** - Tear 2 charges to call REND. 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.   * **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.   * **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.   * **Compensator Matrix** - You may move at full speed while under fire using this shield. Shields only.
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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 1 Charge ​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.   * **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, but cannot make attacks or use any abilities. After use, 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 ​that affect any other characters or external objects (you may still use abilities that affect you and your carried or worn equipment, or allow you to RESIST other effects). After use, this Mod cannot be used again for another 30 seconds.
  
 ===== Energy Fields ===== ===== Energy Fields =====
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   * **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.
  
-  * **//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 an additional automatic ​success, __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.+  * **//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.     * **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.     * **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.
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     * **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.     * **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}}+{{tag>​rules characters ​engineering}}
mods.1722447332.txt.gz · Last modified: 2024/07/31 18:35 by conan