Weapon Mods

Created by Narset a month ago, last updated a month ago

Description

believe it or not mods for weapons. Using The Electrum Archive as rules. Should be simple to change to something else.

Roll it!
Range Description
1 Electromagnetic shielding: This item is immune to electromagnetic pulses. <5> Tinker II
2 Engraved: This item is engraved with a scene from the life of the ancient.
3 Extradimensional: This item has recently materialized, inheriting some properties from its home dimension.
4 Desecrated: This object has been desecrated by vandals.
5 Fitted with suspensors: When powered, this item is weightless. <7> Tinker III
6 Gigantic: This item is much heavier than usual and can only be equipped by colossal creatures. [Additional details vary based on item]
7 Jacked: When equipped by a robot, cyborg, or mutant with the ability to generate electricity or access to grid power, this item can draw power. <4> Tinker II
8 Jewel-Encrusted: This item is much more valuable than usual and grants the wearer +3 reputation with water barons.
9 Lacquered: This item repels liquids and cannot rust. <1> Tinker I
10 Magnetized: This item floats around you. <3> Tinker II
11 Overloaded: This item has increased performance but consumes extra charge, generates heat when used, and has a chance to break relative to its charge draw.[+D6, +1 Cell, usage die minimum -1] <5> Tinker II
12 Painted: This item is painted with a depiction of a historical event.
13 Phase-Harmonic: This weapon can affect both in-phase and out-of-phase objects. <6> Tinker II
14 Slender: This item weighs less than normal. +1 speed
15 Sturdy: This item cannot break or crack, though it can still be destroyed.
16 Willowy: This item weighs much less than normal. +2 speed / takes up less inventory space
17 Electromagnetic shielding: This item is immune to electromagnetic pulses.
18 Counterweighted: Adds +1-3 to hit. Melee only <2> Tinker I
19 Displacer: When powered, this weapon randomly teleports its target 1-4 tiles away on a successful hit. <6> Tinker II
20 Electrified: When powered, this weapon deals additional electrical damage on hit. <2> Tinker I
21 Flaming: When powered, this weapon deals additional heat damage on hit. <2> Tinker I
22 Freezing: When powered, this weapon deals cold damage on hit. <2> Tinker I
23 Masterwork: This weapon is more likely to score critical hits [+1 to crit range] <1> Tinker I
24 Morphogenetic: When powered and used to perform a successful, damaging hit, this weapon attempts to daze all other creatures of the same species as your target on the local map. Compute power on the local lattice increases the effectiveness of this effect. <7> Tinker III
25 Nulling: When powered, this item astrally burdens its wielder/target. Compute power on the local lattice increases the effectiveness of this effect. <6> Tinker II
26 Psionic: Bound weapon, Crit causes spirit check, on fail enemy is drained, Weapon dissipates after use]
27 Serrated: This weapon has a chance to dismember opponents. Melee Only <3> Tinker I
28 Sharp: +1 AP Melee Only <1> Tinker I
29 Fitted with beamsplitter: This weapon has a 3-way spread with each shot at -1 penetration. <6> Tinker II
30 Drum-loaded: This weapon may hold additional ammo. [Ammo usage die is 5-6] <2> Tinker I
31 Liquid-cooled: This weapon's rate of fire is increased,[+2 damage to high tier ranged] but it requires pure water to function. When fired, D10 [7] chance that 1 ration is consumed. <3> Tinker I
32 Nanite Ammo: Chance to dismember upon Crit. D10[2] <5> Tinker III
33 Scoped: This weapon has increased accuracy. [short to long / long to advantage on shot] <1> Tinker I
34 Airfoil: This item can be thrown at +1 throwing range. <1> Tinker I
35 Phase-conjugate: This explosive shifts phase immediately before detonating. <6> Tinker II
36 Co-Processor: When powered, this item grants +1 Archive and provides 1 unit of compute power to the local lattice. <6> Tinker II
37 Disguise: This item makes its wearer appear to be a <creature name>. <6> Tinker III
38 Fitted with cleats: +2-4 to saves vs. forced movement, knockdown, knockback, and being restrained. <1> Tinker I
39 Fitted with filters: This item protects against breathing in dangerous gases. Helm/Mask <2> Tinker I
40 Gesticulating: +2 Body but disallows the use of the Floating Nearby equipment slot. <3> Tinker I
41 Lanterned: This item provides light. <2> Tinker I
42 Nav: When powered and booted up, this item enhances navigation. <3> Tinker I
43 Padded: +2 damage removed using Shake It Off skill. D10 [5] to resist being stunned Helm <1> Tinker I
44 Polarized: The item offers protection against visual flash effects. Helm/Mask/Eyewear <2> Tinker I
45 Recycling: This item collects, purifies, and stores up to (D6 1/2) pips of sustenance Body slot <3> Tinker I
46 Refractive: This item has a chance to refract light-based attacks. Body slot <5> Tinker II
47 Reinforced: +1 AV Armor <2> Tinker I
48 Serene visage: +1 Spirit and stores up to a moderate spell. Charges at noon. Headwear <3> Tinker I
49 Six-Fingered: +1 Agility Armor <3> Tinker I
50 <on shields> Spiked: Allows a shield slam attack, D6, effectively dual wielding while armed. can cause bleed. <on gauntlets> Spiked: Unarmed attacks performed while this item is equipped cause bleeding. <3> Tinker I
51 Spring-loaded: +1 movement Armor <2> Tinker I
52 Terrifying visage: grants talent intimidation. Headwear <3> Tinker I
53 Visored: +1 AV on helm <1> Tinker I
54 Wooly: This item grants resistance to heat and cold. <2> Tinker I
55 High-capacity: This item has increased charge capacity. If Already have Recharge +1, if no Recharge then Recharge [5] <1> Tinker I
56 Radio-powered: This item can be recharged via broadcast power. This object has a broadcast power receiver that can pick up electrical charge either from satellites if not too far underground or from a nearby broadcast power transmitter. <4> Tinker II
Roll it!