Post by Gravedust on Feb 11, 2023 11:00:44 GMT -8
Mechanist's Gauntlet
Steam Drill (Requires MEC)
Can be used to smash through weakened walls, and break through rubble.
The Mechanist's Gauntlet is a device that combines the function of several Tool items into a single device. Tools can be incorporated into or removed from the Gauntlet by using an Action. Tools that are incorporated into the Gauntlet can >>ONLY<< be used while the Gauntlet is equipped. Each Gauntlet has a limited number of slots where certain kinds of tools can be fitted, higher-tier versions have more. Tools that Jam while incorporated inside a Tinker's Gauntlet can be repaired while still incorporated.
Disarming Kit (Requires MEC)
Use to permanently disarm traps or trap triggers, adds [Tier *3] Disarming bonus]
Use to permanently disarm traps or trap triggers, adds [Tier *3] Disarming bonus]
Steam Drill (Requires MEC)
Can be used to smash through weakened walls, and break through rubble.
This is exhausting work, and will reduce the Morale of a character by 1 when used.
Can also be used to destroy barricades.
( Damage dealt to barricades : [D10]+[ATK]+[Pickaxe bonus] )
Jams on a roll of 1.
Repair Kit (Requires MEC)
Adds a [Tier*3] bonus to rolls made to clear Jams.
Potion Injector (Requires MEC)
Use a single potion on the owner as a free action once per round, or use a potion on an adjacent friendly character as an action.
Make a Jam roll when used.
Grapple (Requires MEC)
Use to move the character to an open square and adjacent to a Wall or Tall Obstacle up to 2+[tier] squares away. This movement is considered Flying. OR, pick up a single Item from a square inside the same range. Target square must be in LOS. M are a Jam roll when used.
Wrist Launcher (Requires MEC)
Increases the damage of thrown weapon attacks by {bonus}. Jams on a roll of 1.
Pneumatic Launcher (Requires MEC)
Increases the distance that throwable items can be thrown from 4 to 6. (This does not include throwing weapons being used to as attacks.)
Adds a [Tier*3] bonus to rolls made to clear Jams.
Potion Injector (Requires MEC)
Use a single potion on the owner as a free action once per round, or use a potion on an adjacent friendly character as an action.
Make a Jam roll when used.
Grapple (Requires MEC)
Use to move the character to an open square and adjacent to a Wall or Tall Obstacle up to 2+[tier] squares away. This movement is considered Flying. OR, pick up a single Item from a square inside the same range. Target square must be in LOS. M are a Jam roll when used.
Wrist Launcher (Requires MEC)
Increases the damage of thrown weapon attacks by {bonus}. Jams on a roll of 1.
Pneumatic Launcher (Requires MEC)
Increases the distance that throwable items can be thrown from 4 to 6. (This does not include throwing weapons being used to as attacks.)
A single item (or item stack) from the User's Inventory or the ground may be launched into an open square within 6 squares and in LOS for the purpose of transferring them. Jams on a roll of 1.
Poison Sprayer (Requires MEC)
When used, consumes 2 stacks of a Poison item to create a Vee:(2+{TIER}(Max:6) AOE, effecting any squares in it's area that are not blocked by walls or closed doors. This Aoe is considered a Poison Gas zone, (see Combat Supplemental - Zones) and all units inside the area when it is created or that end their turn in it are effected by the poison item used as though they had been hit by a weapon coated in it. The poison gas persists for 2 rounds after being created. Jams on a roll of 1.
Hand Culverin (Requires MEC)
This Tool requires Powder Bombs as ammunition. The user must have sufficient MEC to use the Powder bomb used as ammo. The Culverin fires in a cardinal direction, attacking every character in that row for [1d10 + the Bonus of the Powder Bomb used as ammo]. The effect stops at the first wall or Tall Obstacle it encounters. If the culverin shot strikes a destructible object it will damage that object and not continue after that. After firing, roll a 1D10. On a result of 1, the weapon Jams and the user suffers [level] damage.
Poison Sprayer (Requires MEC)
When used, consumes 2 stacks of a Poison item to create a Vee:(2+{TIER}(Max:6) AOE, effecting any squares in it's area that are not blocked by walls or closed doors. This Aoe is considered a Poison Gas zone, (see Combat Supplemental - Zones) and all units inside the area when it is created or that end their turn in it are effected by the poison item used as though they had been hit by a weapon coated in it. The poison gas persists for 2 rounds after being created. Jams on a roll of 1.
Hand Culverin (Requires MEC)
This Tool requires Powder Bombs as ammunition. The user must have sufficient MEC to use the Powder bomb used as ammo. The Culverin fires in a cardinal direction, attacking every character in that row for [1d10 + the Bonus of the Powder Bomb used as ammo]. The effect stops at the first wall or Tall Obstacle it encounters. If the culverin shot strikes a destructible object it will damage that object and not continue after that. After firing, roll a 1D10. On a result of 1, the weapon Jams and the user suffers [level] damage.