Mech Powers

Join groups of warforged as they roam the Mournlands in search of proof of their God's divine hand in the creation of Eberron!
User avatar
shai-hulud
EPIC Contributor
EPIC Contributor
Posts: 5791
Joined: Tue Jun 07, 2005 7:47 am
Location: Waterbury, CT

Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 6:09 pm

Nozzle
Cost: 10 gp
Assistants: 0
Size: Diminutive (2)
Weight: 1 lb.

A nozzle lets the character switch the output channel of an attack. It can be used to turn a pump on and off. When added to a device with more than one output source, such as a pump and billows, it lets the character switch between different forms of attack (e.g., a cone attack or line attack). The switch is made as a free action, provided the player declares what kind of attack he is making before each roll. If he does not declare, the attack is automatically the same as whatever the previous attack was. A nozzle can only switch between two options.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

User avatar
shai-hulud
EPIC Contributor
EPIC Contributor
Posts: 5791
Joined: Tue Jun 07, 2005 7:47 am
Location: Waterbury, CT

Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 6:11 pm

Optical Orb
Cost: 275 gp
Assistants: 0
Size: Diminutive (3)
Weight: 2 lbs.

An optical orb is a glass eye set in a metal base. It can perceive the world around it. It is semi-animate and will turn in place to watch moving objects. It can be destroyed easily--hardness 5 with 3 hit points.

An optical orb combined with an imagemaker can transmit its sights over long distance. Two optical orbs combined with two images makers can create a two-way video link.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

User avatar
shai-hulud
EPIC Contributor
EPIC Contributor
Posts: 5791
Joined: Tue Jun 07, 2005 7:47 am
Location: Waterbury, CT

Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 6:14 pm

Pilot Light
Cost: 120 gp
Assistants: 1
Size: Tiny (6)
Weight: 6 lbs.

This device produces a small flame. The flame cannot be extinguished unless it is submerged or cut off from a supply of oxygen. Even then, it can be immediately relit with any spark.

The flame is too small to be used as a light source; it illuminates only a 5 foot square. It can be used as a last-resort melee weapon, however, like a torch. It causes 1d4 points of fire damage but cannot ignite a fire unless the target is stationary for 2 rounds.

A pilot light requires a fuel source. It can hold enough fuel for 10 shots before requiring reloading. If the fuel source is ruptured, it will explode. The explosion has the same area as the flame, centered on the wearer. It causes double damage to everything within the area (all but the wearer may make a Reflex save at DC 14 to take half damage). The fuel source is well protected and won't rupture in normal combat. A long fall, a piercing attack from behind, and extreme heat may rupture the fuel tank.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

User avatar
shai-hulud
EPIC Contributor
EPIC Contributor
Posts: 5791
Joined: Tue Jun 07, 2005 7:47 am
Location: Waterbury, CT

Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 6:19 pm

Pump
Cost: 35 gp
Assistants: 1
Size: Small (12)
Weight: 2 lbs.

Adding a pump allows the elemental engine's output to be launched at a distance. A pump combined with a pilot light creates a flamethrower. A pump combined with a water source creates a hose. A pump combined with a light source creates a spotlight.

A pump can accept anything as an input: heat, light, cold, water, steam, electricity, flames, or anything else. The pump lets the character shoot that energy at a distance. The pump's maximum range is the area of the input divided by 5.

For example, a pilot light has a 5 foot square area. That's 25 square feet. If sent through a pump, the pilot light could be channeled into an attack with a range of 5 feet. If an amplifier were added, the pilot light's new area would be 10 feet square, and its range in the pump would be 20 feet. Adding a second amplifier extends its range to 80 feet.

A pump's range increment is 40 feet. Its maximum range is always limited by the rules above, regardless of range increment.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

User avatar
shai-hulud
EPIC Contributor
EPIC Contributor
Posts: 5791
Joined: Tue Jun 07, 2005 7:47 am
Location: Waterbury, CT

Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 6:22 pm

Ranger
Cost: 240 gp
Assistants: 0
Size: Diminutive (3)
Weight: 2 lbs.

A ranger is a collection of springs and bearing fitted to a short barrel. The ranger acts like an adjustable sight. Devices fitted with rangers gain a +1 enhancement bonus to any attack at a range of 20 feet or more. Bonuses from multiple rangers on the same device do not stack.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

User avatar
shai-hulud
EPIC Contributor
EPIC Contributor
Posts: 5791
Joined: Tue Jun 07, 2005 7:47 am
Location: Waterbury, CT

Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 6:28 pm

Rotor Arm
Cost: 500 gp
Assistants: 0
Size: Small (12)
Weight: 10 lbs.

A rotor arm is a metal rod that rotates. A normal elemental engine can support a steel rod up to 5 feet in length. The rotor arm can rotate at various speeds.

At its highest setting, the rotor arm has a number of uses. Held in front of the character, it rotates fast enough to deflect incoming shots, granting a +1 shield bonus to AC.

Additionally, it is a powerful melee weapon (sort of like a steampunk weed-whacker) that causes 1d8 damage on a successful attack. Because the rod rotates from a fixed point, however, it threatens the two corner squares in front of the character, but not the square directly in front of him. Any attack made with a rotor arm automatically attacks both corner squares in one action at no penalty. This ability can't be "turned off"--all attacks made with the rotor arm affect both sides of the character, whether friends or foes are there.

If pointed at the sky, the rotor arm creates lift. A normal rotor arm can lift up to 40 pounds at a speed of 40 feet. With the addition of binders, it can lift more weight. Nonflying characters automatically fly at clumsy maneuverability. A character can expend a skill point to improve his flying ability; each skill point increases his flying by one increment, to a maximum of good.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

User avatar
shai-hulud
EPIC Contributor
EPIC Contributor
Posts: 5791
Joined: Tue Jun 07, 2005 7:47 am
Location: Waterbury, CT

Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 6:33 pm

Scanner
Cost: 800 gp
Assistants: 2
Size: Medium (32)
Weight: 20 lbs.
Materials: At least 100 specimens of materials to be detected

A scanner can detect certain physical types in the area around it: undead, elves, dragons, metal, etc. Each scanner detects one kind of material, at a range of 100 feet.The scanner displays the material's approximate location, and an experienced reader can determine the material's quantity, too. For example, a scanner set to detect elves would show the location of nearby elves, and a skilled reader could tell how many elves were there.

The material is determined when the scanner is constructed, by including at least 100 specimens of the material to be detected in the scanner's construction. Generally the scanner will pick up the common denominator for all provided specimens. If all 100 specimens are pieces of dragons of various kinds, the scanner will pick up dragons. If, on the other hand, they are all gold dragon scales, the scanner will pick up only gold dragons. Usually this isn't a problem, but mech artificers who aren't careful (or who don't adequately scour the area to provide enough variety in their specimens) may inadvertently build the wrong kind of scanner.

Scanners can only be set to detect physical properties. Elves are physically different from dragons, so both can be detected; rogues are not physically different from fighters, so scanners cannot detect character classes. Magic and magical properties are not considered "physical" for these purposes; scanners cannot detect magic.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

User avatar
shai-hulud
EPIC Contributor
EPIC Contributor
Posts: 5791
Joined: Tue Jun 07, 2005 7:47 am
Location: Waterbury, CT

Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 6:35 pm

Spark Generator
Cost: 75 gp
Assistants: 0
Size: Small (12)
Weight: 4 lbs.

A spark generator produces a steady stream of electrical current. The current can be anywhere from tiny, harmless sparks to a taserlike charge. At its highest setting, the generator causes 1d4 points of nonlethal damage with a touch attack. Attacks against metallic creatures or targets wearing metal armor receive a +2 circumstance bonus to the attack roll.

If amplified, the spark generator causes 1d4 points of normal damage. If amplified a second time, it causes 2d4 points of normal damage. From then on it rises in increments of 1d4.

A spark generator fitted to a pump has an initial range of 5 feet, which is doubled with each amplifier.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

User avatar
shai-hulud
EPIC Contributor
EPIC Contributor
Posts: 5791
Joined: Tue Jun 07, 2005 7:47 am
Location: Waterbury, CT

Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 6:37 pm

Targeter
Cost: 320 gp
Assistants: 0
Size: Diminutive (3)
Weight: 1 lb.

A targeter automatically acquires a target for a weapon. By itself, a targeter always aims at the nearest creature, whether friend or foe. Combined with a discriminator, it will aim at the nearest enemy. Combined further with a scanner, it will aim at the nearest enemy creature of the type detected by the scanner. Further combined with a voice command and animator, the targeter-equipped weapon can be commanded to aim and fire, and it will always pick th enearest enemy of the type detected by the scanner. With an automator, it can then reload itself.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

User avatar
shai-hulud
EPIC Contributor
EPIC Contributor
Posts: 5791
Joined: Tue Jun 07, 2005 7:47 am
Location: Waterbury, CT

Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 6:40 pm

Translator
Cost: 25 gp
Assistants: 0
Size: Small (12)
Weight: 3 lbs.
Materials: Builder must know both languages to be translated.

A translator can translate one verbal language to another. It looks like an old-fashioned telephone: The user listens by holding a speaker to his ear and pointing a receiver at the speaker, then speaks into the speaker to have his speech translated. Translators are built with a specific language exchange in mind and can only translate between two languages. The builder must know both languages.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

User avatar
shai-hulud
EPIC Contributor
EPIC Contributor
Posts: 5791
Joined: Tue Jun 07, 2005 7:47 am
Location: Waterbury, CT

Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 6:43 pm

Voice Command
Cost: 100 gp
Assistants: 0
Size: Tiny (6)
Weight: 1 lb.

A voice command box lets a device receive its instructions via the mech artificer's commands, rather than manual controls. It can hear a normal voice at a range of 5 feet and a shout at 30 feet, and is trained during construction to recognize the owner's voice. It will not respond to anyone else's voice, nor will it respond if the owner's voice is somehow altered; in such a case, it would have to be completely rebuilt. Upon being built, the mech artificer must make a Mechcraft check. The result sets the DC that is needed for someone to bluff the device, to mimic the owner's voice.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

User avatar
shai-hulud
EPIC Contributor
EPIC Contributor
Posts: 5791
Joined: Tue Jun 07, 2005 7:47 am
Location: Waterbury, CT

Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 6:45 pm

Wavemaker
Cost: 65 gp
Assistants: 1
Size: Tiny (6)
Weight: 1 lb.

A wavemaker transmits and receives sounds through radio waves. A single wavemaker is useless, but two in concert can make up a walkie-talkie system. Each wavemaker can send and receive sounds over a 5-mile range, on a clear day with no obstructions. Underground use is often limited to a few dozen yards.

A device fitted with a wavemaker and voice command can be controlled by the operator at a distance, provided he also has a wavemaker. With a wavemaker, voice command, and discriminator, a decision-making device can be activated and deactivated as necessary.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

Post Reply

Return to “FFE - The Becoming God [FULL]”