@opencharacter/orc-sf-2e 0.0.0-stage → 0.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +39 -0
- package/README.md +254 -2
- package/content/ammunition/battery-advanced.yaml +4 -0
- package/content/ammunition/battery-commercial.yaml +4 -0
- package/content/ammunition/battery-elite.yaml +4 -0
- package/content/ammunition/battery-superior.yaml +4 -0
- package/content/ammunition/battery-tactical.yaml +4 -0
- package/content/ammunition/chem-tank-advanced.yaml +4 -0
- package/content/ammunition/chem-tank-commercial.yaml +4 -0
- package/content/ammunition/chem-tank-elite.yaml +4 -0
- package/content/ammunition/chem-tank-superior.yaml +4 -0
- package/content/ammunition/chem-tank-tactical.yaml +4 -0
- package/content/ammunition/projectile-ammo.yaml +4 -0
- package/content/ancestries/android.yaml +31 -0
- package/content/ancestries/barathu.yaml +26 -0
- package/content/ancestries/human.yaml +13 -0
- package/content/ancestries/kasatha.yaml +26 -0
- package/content/ancestries/lashunta.yaml +24 -0
- package/content/ancestries/pahtra.yaml +27 -0
- package/content/ancestries/shirren.yaml +27 -0
- package/content/ancestries/skittermander.yaml +29 -0
- package/content/ancestries/vesk.yaml +27 -0
- package/content/ancestries/ysoki.yaml +28 -0
- package/content/archetypes/envoy.yaml +3 -0
- package/content/archetypes/mystic.yaml +3 -0
- package/content/archetypes/operative.yaml +5 -0
- package/content/archetypes/solarian.yaml +3 -0
- package/content/archetypes/soldier.yaml +3 -0
- package/content/archetypes/witchwarper.yaml +5 -0
- package/content/armor/aegis-series.yaml +14 -0
- package/content/armor/armored-coat.yaml +13 -0
- package/content/armor/bulky-flight-suit.yaml +13 -0
- package/content/armor/carbon-skin.yaml +12 -0
- package/content/armor/ceramic-suit.yaml +14 -0
- package/content/armor/decorative-armor.yaml +14 -0
- package/content/armor/defiance-series.yaml +14 -0
- package/content/armor/defrex-hide.yaml +14 -0
- package/content/armor/flight-suit.yaml +12 -0
- package/content/armor/freebooter-armor.yaml +14 -0
- package/content/armor/hardlight-series.yaml +13 -0
- package/content/armor/kyokor-plating.yaml +14 -0
- package/content/armor/microcord-armor.yaml +13 -0
- package/content/armor/quilted-armor.yaml +13 -0
- package/content/armor/scaled-plate.yaml +14 -0
- package/content/armor/second-skin.yaml +12 -0
- package/content/armor/shotalashu-armor.yaml +14 -0
- package/content/armor/swarmsuit.yaml +14 -0
- package/content/armor/tempweave.yaml +12 -0
- package/content/armor/thinplate.yaml +14 -0
- package/content/armor/travel-suit.yaml +11 -0
- package/content/armor/vesk-scales.yaml +12 -0
- package/content/augmentations/artificial-immortalizer.yaml +7 -0
- package/content/augmentations/autodreamer.yaml +4 -0
- package/content/augmentations/autorecognition-lens.yaml +4 -0
- package/content/augmentations/cardiac-accelerator.yaml +4 -0
- package/content/augmentations/cloaking-skin-advanced.yaml +4 -0
- package/content/augmentations/cloaking-skin-commercial.yaml +4 -0
- package/content/augmentations/cloaking-skin-tactical.yaml +4 -0
- package/content/augmentations/cognition-accelerator.yaml +7 -0
- package/content/augmentations/cosmic-connector.yaml +7 -0
- package/content/augmentations/darkvision-capacitors-commercial.yaml +4 -0
- package/content/augmentations/darkvision-capacitors-tactical.yaml +4 -0
- package/content/augmentations/datajack-advanced.yaml +4 -0
- package/content/augmentations/datajack-commercial.yaml +4 -0
- package/content/augmentations/datajack-tactical.yaml +4 -0
- package/content/augmentations/dermal-plating-advanced.yaml +4 -0
- package/content/augmentations/dermal-plating-commercial.yaml +4 -0
- package/content/augmentations/dermal-plating-elite.yaml +4 -0
- package/content/augmentations/dermal-plating-paragon.yaml +4 -0
- package/content/augmentations/dermal-plating-superior.yaml +4 -0
- package/content/augmentations/dermal-plating-tactical.yaml +4 -0
- package/content/augmentations/dermal-plating-ultimate.yaml +4 -0
- package/content/augmentations/dragon-gland-advanced.yaml +4 -0
- package/content/augmentations/dragon-gland-commercial.yaml +4 -0
- package/content/augmentations/dragon-gland-elite.yaml +4 -0
- package/content/augmentations/dragon-gland-superior.yaml +4 -0
- package/content/augmentations/dragon-gland-tactical.yaml +4 -0
- package/content/augmentations/dragon-gland-ultimate.yaml +4 -0
- package/content/augmentations/gill-sheath.yaml +4 -0
- package/content/augmentations/hearing-aid.yaml +4 -0
- package/content/augmentations/hideaway-limb-commercial.yaml +4 -0
- package/content/augmentations/hideaway-limb-tactical.yaml +4 -0
- package/content/augmentations/hypernerves.yaml +12 -0
- package/content/augmentations/laser-eye.yaml +4 -0
- package/content/augmentations/moodskin.yaml +4 -0
- package/content/augmentations/muscle-invigorator.yaml +12 -0
- package/content/augmentations/nano-optics-node.yaml +4 -0
- package/content/augmentations/photosynthetic-skin.yaml +4 -0
- package/content/augmentations/presence-intensifier.yaml +17 -0
- package/content/augmentations/prosthetic-limb.yaml +4 -0
- package/content/augmentations/psychoactive-eyes-commercial.yaml +4 -0
- package/content/augmentations/psychoactive-eyes-tactical.yaml +4 -0
- package/content/augmentations/regenerative-rune-splice.yaml +4 -0
- package/content/augmentations/retinal-reflectors.yaml +4 -0
- package/content/augmentations/shielding-skin-advanced.yaml +4 -0
- package/content/augmentations/shielding-skin-commercial.yaml +4 -0
- package/content/augmentations/shielding-skin-tactical.yaml +4 -0
- package/content/augmentations/speed-suspension-advanced.yaml +4 -0
- package/content/augmentations/speed-suspension-commercial.yaml +4 -0
- package/content/augmentations/speed-suspension-tactical.yaml +4 -0
- package/content/augmentations/telepathy-node.yaml +4 -0
- package/content/augmentations/ultralight-wings-advanced.yaml +10 -0
- package/content/augmentations/ultralight-wings-commercial.yaml +10 -0
- package/content/augmentations/ultralight-wings-superior.yaml +10 -0
- package/content/augmentations/ultralight-wings-tactical.yaml +10 -0
- package/content/augmentations/venom-spur.yaml +4 -0
- package/content/augmentations/vocal-modulator.yaml +10 -0
- package/content/augmentations/voice-amplifier.yaml +10 -0
- package/content/augmentations/wildwise-graft.yaml +4 -0
- package/content/backgrounds/artist.yaml +18 -0
- package/content/backgrounds/athlete.yaml +18 -0
- package/content/backgrounds/bounty-hunter.yaml +18 -0
- package/content/backgrounds/brutaris-player.yaml +18 -0
- package/content/backgrounds/city-slicker.yaml +18 -0
- package/content/backgrounds/cleaner.yaml +18 -0
- package/content/backgrounds/comedian.yaml +18 -0
- package/content/backgrounds/cook.yaml +18 -0
- package/content/backgrounds/corporate-agent.yaml +18 -0
- package/content/backgrounds/cyberborn.yaml +19 -0
- package/content/backgrounds/detective.yaml +18 -0
- package/content/backgrounds/diplomat.yaml +18 -0
- package/content/backgrounds/disciple.yaml +39 -0
- package/content/backgrounds/doctor.yaml +18 -0
- package/content/backgrounds/dream-prophet.yaml +18 -0
- package/content/backgrounds/electrician.yaml +18 -0
- package/content/backgrounds/emissary.yaml +18 -0
- package/content/backgrounds/gambler.yaml +18 -0
- package/content/backgrounds/gene-splicer.yaml +31 -0
- package/content/backgrounds/grifter.yaml +18 -0
- package/content/backgrounds/hacker.yaml +18 -0
- package/content/backgrounds/icon.yaml +18 -0
- package/content/backgrounds/laborer.yaml +18 -0
- package/content/backgrounds/miner.yaml +18 -0
- package/content/backgrounds/outlaw.yaml +18 -0
- package/content/backgrounds/prisoner.yaml +18 -0
- package/content/backgrounds/raised-by-belief.yaml +39 -0
- package/content/backgrounds/recluse.yaml +18 -0
- package/content/backgrounds/scientist.yaml +18 -0
- package/content/backgrounds/smuggler.yaml +18 -0
- package/content/backgrounds/socialite.yaml +18 -0
- package/content/backgrounds/space-pirate.yaml +18 -0
- package/content/backgrounds/spacefarer.yaml +18 -0
- package/content/backgrounds/street-rat.yaml +18 -0
- package/content/backgrounds/teacher.yaml +31 -0
- package/content/backgrounds/tech-support.yaml +18 -0
- package/content/backgrounds/timelost.yaml +16 -0
- package/content/backgrounds/trooper.yaml +19 -0
- package/content/backgrounds/vidgamer.yaml +18 -0
- package/content/boosts/cha.yaml +5 -0
- package/content/boosts/con.yaml +5 -0
- package/content/boosts/dex.yaml +5 -0
- package/content/boosts/int.yaml +5 -0
- package/content/boosts/str.yaml +5 -0
- package/content/boosts/wis.yaml +5 -0
- package/content/classes/envoy.yaml +127 -0
- package/content/classes/mystic/connections/akashic.yaml +101 -0
- package/content/classes/mystic/connections/elemental.yaml +102 -0
- package/content/classes/mystic/connections/healing.yaml +101 -0
- package/content/classes/mystic/connections/rhythm.yaml +98 -0
- package/content/classes/mystic/connections/shadow.yaml +98 -0
- package/content/classes/mystic.yaml +115 -0
- package/content/classes/operative.yaml +206 -0
- package/content/classes/solarian.yaml +115 -0
- package/content/classes/soldier.yaml +116 -0
- package/content/classes/witchwarper/anchors/core-memories.yaml +257 -0
- package/content/classes/witchwarper/anchors/focal-point.yaml +31 -0
- package/content/classes/witchwarper/anchors/tangible-object.yaml +31 -0
- package/content/classes/witchwarper/paradoxes/analyst.yaml +101 -0
- package/content/classes/witchwarper/paradoxes/anomaly.yaml +101 -0
- package/content/classes/witchwarper/paradoxes/lost-history.yaml +101 -0
- package/content/classes/witchwarper/paradoxes/precog.yaml +101 -0
- package/content/classes/witchwarper.yaml +128 -0
- package/content/conditions/blinded.yaml +8 -0
- package/content/conditions/clumsy.yaml +8 -0
- package/content/conditions/concealed.yaml +4 -0
- package/content/conditions/confused.yaml +4 -0
- package/content/conditions/controlled.yaml +2 -0
- package/content/conditions/dazzled.yaml +4 -0
- package/content/conditions/deafened.yaml +8 -0
- package/content/conditions/doomed.yaml +4 -0
- package/content/conditions/drained.yaml +12 -0
- package/content/conditions/dying.yaml +6 -0
- package/content/conditions/encumbered.yaml +4 -0
- package/content/conditions/enfeebled.yaml +8 -0
- package/content/conditions/fascinated.yaml +8 -0
- package/content/conditions/fatigued.yaml +8 -0
- package/content/conditions/fleeing.yaml +2 -0
- package/content/conditions/frightened.yaml +12 -0
- package/content/conditions/glitching.yaml +40 -0
- package/content/conditions/grabbed.yaml +5 -0
- package/content/conditions/hidden.yaml +4 -0
- package/content/conditions/immobilized.yaml +4 -0
- package/content/conditions/invisible.yaml +4 -0
- package/content/conditions/off-guard.yaml +9 -0
- package/content/conditions/paralyzed.yaml +5 -0
- package/content/conditions/persistent-damage.yaml +33 -0
- package/content/conditions/petrified.yaml +2 -0
- package/content/conditions/prone.yaml +10 -0
- package/content/conditions/quickened.yaml +4 -0
- package/content/conditions/restrained.yaml +5 -0
- package/content/conditions/sickened.yaml +30 -0
- package/content/conditions/slowed.yaml +4 -0
- package/content/conditions/stunned.yaml +4 -0
- package/content/conditions/stupefied.yaml +14 -0
- package/content/conditions/suppressed.yaml +14 -0
- package/content/conditions/unconscious.yaml +21 -0
- package/content/conditions/untethered.yaml +5 -0
- package/content/conditions/wounded.yaml +4 -0
- package/content/consumables/10th-rank-spell-gem.yaml +9 -0
- package/content/consumables/1st-rank-spell-gem.yaml +9 -0
- package/content/consumables/2nd-rank-spell-gem.yaml +9 -0
- package/content/consumables/3rd-rank-spell-gem.yaml +9 -0
- package/content/consumables/4th-rank-spell-gem.yaml +9 -0
- package/content/consumables/5th-rank-spell-gem.yaml +9 -0
- package/content/consumables/6th-rank-spell-gem.yaml +9 -0
- package/content/consumables/7th-rank-spell-gem.yaml +9 -0
- package/content/consumables/8th-rank-spell-gem.yaml +9 -0
- package/content/consumables/9th-rank-spell-gem.yaml +9 -0
- package/content/consumables/abysium-ammunition-high-grade.yaml +4 -0
- package/content/consumables/abysium-ammunition-standard-grade.yaml +4 -0
- package/content/consumables/abysium-grenade-missile-high-grade.yaml +4 -0
- package/content/consumables/abysium-grenade-missile-standard-grade.yaml +4 -0
- package/content/consumables/adamantine-ammunition-high-grade.yaml +4 -0
- package/content/consumables/adamantine-ammunition-standard-grade.yaml +4 -0
- package/content/consumables/adamantine-grenade-missile-high-grade.yaml +4 -0
- package/content/consumables/adamantine-grenade-missile-standard-grade.yaml +4 -0
- package/content/consumables/advanced-glow-up-spell-amp.yaml +9 -0
- package/content/consumables/advanced-resist-energy-spell-amp.yaml +9 -0
- package/content/consumables/bone-serum.yaml +4 -0
- package/content/consumables/celebrity-serum.yaml +11 -0
- package/content/consumables/cellular-stimulant-spell-amp.yaml +9 -0
- package/content/consumables/cold-iron-ammunition-high-grade.yaml +4 -0
- package/content/consumables/cold-iron-ammunition-low-grade.yaml +4 -0
- package/content/consumables/cold-iron-ammunition-standard-grade.yaml +4 -0
- package/content/consumables/cold-iron-grenade-missile-high-grade.yaml +4 -0
- package/content/consumables/cold-iron-grenade-missile-low-grade.yaml +4 -0
- package/content/consumables/cold-iron-grenade-missile-standard-grade.yaml +4 -0
- package/content/consumables/commando-serum.yaml +4 -0
- package/content/consumables/commercial-cairn-form-spell-amp.yaml +9 -0
- package/content/consumables/commercial-glow-up-spell-amp.yaml +9 -0
- package/content/consumables/commercial-resist-energy-spell-amp.yaml +9 -0
- package/content/consumables/djezet-ammunition-high-grade.yaml +4 -0
- package/content/consumables/djezet-ammunition-standard-grade.yaml +4 -0
- package/content/consumables/djezet-grenade-missile-high-grade.yaml +4 -0
- package/content/consumables/djezet-grenade-missile-standard-grade.yaml +4 -0
- package/content/consumables/dull-yellow-ore-ammunition-high-grade.yaml +4 -0
- package/content/consumables/dull-yellow-ore-ammunition-standard-grade.yaml +4 -0
- package/content/consumables/dull-yellow-ore-grenade-missile-high-grade.yaml +4 -0
- package/content/consumables/dull-yellow-ore-grenade-missile-standard-grade.yaml +4 -0
- package/content/consumables/electromag-grenade-advanced.yaml +11 -0
- package/content/consumables/electromag-grenade-commercial.yaml +11 -0
- package/content/consumables/electromag-grenade-elite.yaml +11 -0
- package/content/consumables/electromag-grenade-paragon.yaml +11 -0
- package/content/consumables/electromag-grenade-superior.yaml +11 -0
- package/content/consumables/electromag-grenade-tactical.yaml +11 -0
- package/content/consumables/electromag-grenade-ultimate.yaml +11 -0
- package/content/consumables/feline-senses-spell-amp.yaml +9 -0
- package/content/consumables/flash-grenade-advanced.yaml +12 -0
- package/content/consumables/flash-grenade-commercial.yaml +12 -0
- package/content/consumables/flash-grenade-elite.yaml +12 -0
- package/content/consumables/flash-grenade-paragon.yaml +12 -0
- package/content/consumables/flash-grenade-superior.yaml +12 -0
- package/content/consumables/flash-grenade-tactical.yaml +12 -0
- package/content/consumables/flash-grenade-ultimate.yaml +12 -0
- package/content/consumables/fly-spell-amp.yaml +9 -0
- package/content/consumables/frag-grenade-advanced.yaml +11 -0
- package/content/consumables/frag-grenade-commercial.yaml +11 -0
- package/content/consumables/frag-grenade-elite.yaml +11 -0
- package/content/consumables/frag-grenade-paragon.yaml +11 -0
- package/content/consumables/frag-grenade-superior.yaml +11 -0
- package/content/consumables/frag-grenade-tactical.yaml +11 -0
- package/content/consumables/frag-grenade-ultimate.yaml +11 -0
- package/content/consumables/haste-spell-amp.yaml +9 -0
- package/content/consumables/hypopen-advanced.yaml +4 -0
- package/content/consumables/hypopen-commercial.yaml +4 -0
- package/content/consumables/hypopen-elite.yaml +4 -0
- package/content/consumables/hypopen-superior.yaml +4 -0
- package/content/consumables/hypopen-tactical.yaml +4 -0
- package/content/consumables/hypopen-ultimate.yaml +4 -0
- package/content/consumables/incendiary-grenade-advanced.yaml +11 -0
- package/content/consumables/incendiary-grenade-commercial.yaml +11 -0
- package/content/consumables/incendiary-grenade-elite.yaml +11 -0
- package/content/consumables/incendiary-grenade-paragon.yaml +11 -0
- package/content/consumables/incendiary-grenade-superior.yaml +11 -0
- package/content/consumables/incendiary-grenade-tactical.yaml +11 -0
- package/content/consumables/incendiary-grenade-ultimate.yaml +11 -0
- package/content/consumables/infiltrator-serum.yaml +17 -0
- package/content/consumables/invisibility-spell-amp.yaml +9 -0
- package/content/consumables/jump-spell-amp.yaml +9 -0
- package/content/consumables/medpatch-advanced.yaml +19 -0
- package/content/consumables/medpatch-commercial.yaml +12 -0
- package/content/consumables/medpatch-elite.yaml +19 -0
- package/content/consumables/medpatch-superior.yaml +19 -0
- package/content/consumables/medpatch-tactical.yaml +19 -0
- package/content/consumables/medpatch-ultimate.yaml +19 -0
- package/content/consumables/noqual-ammunition-high-grade.yaml +4 -0
- package/content/consumables/noqual-ammunition-standard-grade.yaml +4 -0
- package/content/consumables/noqual-grenade-missile-high-grade.yaml +4 -0
- package/content/consumables/noqual-grenade-missile-standard-grade.yaml +4 -0
- package/content/consumables/orichalcum-ammunition-high-grade.yaml +4 -0
- package/content/consumables/orichalcum-grenade-missile-high-grade.yaml +4 -0
- package/content/consumables/sharpshooter-serum-commercial.yaml +4 -0
- package/content/consumables/sharpshooter-serum-tactical.yaml +4 -0
- package/content/consumables/shimmerstone-ammunition-high-grade.yaml +4 -0
- package/content/consumables/shimmerstone-ammunition-standard-grade.yaml +4 -0
- package/content/consumables/shimmerstone-grenade-missile-high-grade.yaml +4 -0
- package/content/consumables/shimmerstone-grenade-missile-standard-grade.yaml +4 -0
- package/content/consumables/shimmerstone-serum.yaml +4 -0
- package/content/consumables/shrink-spell-amp.yaml +9 -0
- package/content/consumables/siccatite-ammunition-high-grade.yaml +4 -0
- package/content/consumables/siccatite-ammunition-standard-grade.yaml +4 -0
- package/content/consumables/siccatite-grenade-missile-high-grade.yaml +4 -0
- package/content/consumables/siccatite-grenade-missile-standard-grade.yaml +4 -0
- package/content/consumables/silver-ammunition-high-grade.yaml +4 -0
- package/content/consumables/silver-ammunition-low-grade.yaml +4 -0
- package/content/consumables/silver-ammunition-standard-grade.yaml +4 -0
- package/content/consumables/silver-grenade-missile-high-grade.yaml +4 -0
- package/content/consumables/silver-grenade-missile-low-grade.yaml +4 -0
- package/content/consumables/silver-grenade-missile-standard-grade.yaml +4 -0
- package/content/consumables/smoke-grenade-advanced.yaml +4 -0
- package/content/consumables/smoke-grenade-commercial.yaml +4 -0
- package/content/consumables/smoke-grenade-elite.yaml +4 -0
- package/content/consumables/smoke-grenade-paragon.yaml +4 -0
- package/content/consumables/smoke-grenade-superior.yaml +4 -0
- package/content/consumables/smoke-grenade-tactical.yaml +4 -0
- package/content/consumables/smoke-grenade-ultimate.yaml +4 -0
- package/content/consumables/sprayflesh.yaml +4 -0
- package/content/consumables/tactical-cairn-form-spell-amp.yaml +9 -0
- package/content/consumables/tactical-glow-up-spell-amp.yaml +9 -0
- package/content/consumables/tactical-resist-energy-spell-amp.yaml +9 -0
- package/content/crystals/cycling.yaml +5 -0
- package/content/crystals/gluon-advanced.yaml +13 -0
- package/content/crystals/gluon-commercial.yaml +13 -0
- package/content/crystals/gluon-superior.yaml +13 -0
- package/content/crystals/gluon-tactical.yaml +13 -0
- package/content/crystals/graviton-commercial.yaml +11 -0
- package/content/crystals/graviton-tactical.yaml +11 -0
- package/content/crystals/photon-commercial.yaml +11 -0
- package/content/crystals/photon-tactical.yaml +11 -0
- package/content/crystals/quasar.yaml +7 -0
- package/content/crystals/striking-advanced.yaml +8 -0
- package/content/crystals/striking-commercial.yaml +8 -0
- package/content/crystals/striking-tactical.yaml +8 -0
- package/content/crystals/weapon-potency-advanced.yaml +8 -0
- package/content/crystals/weapon-potency-commercial.yaml +8 -0
- package/content/crystals/weapon-potency-tactical.yaml +8 -0
- package/content/effects/bring-it-on.yaml +14 -0
- package/content/effects/get-em.yaml +17 -0
- package/content/effects/glitched.yaml +8 -0
- package/content/effects/speed-circumstance-penalty.yaml +8 -0
- package/content/effects/speed-status-penalty.yaml +8 -0
- package/content/effects/taking-cover.yaml +19 -0
- package/content/effects/treated-disease.yaml +25 -0
- package/content/effects/treated-poison.yaml +25 -0
- package/content/feats/ancestry/adaptable-limbs.yaml +5 -0
- package/content/feats/ancestry/adapted-augmentations.yaml +4 -0
- package/content/feats/ancestry/adapted-cantrip.yaml +5 -0
- package/content/feats/ancestry/adaptive-adept.yaml +7 -0
- package/content/feats/ancestry/advanced-general-training.yaml +12 -0
- package/content/feats/ancestry/advanced-targeting-system.yaml +4 -0
- package/content/feats/ancestry/advantageous-assault.yaml +4 -0
- package/content/feats/ancestry/all-hands-on-deck-skittermander.yaml +4 -0
- package/content/feats/ancestry/all-hands-on-deck.yaml +4 -0
- package/content/feats/ancestry/allsix.yaml +4 -0
- package/content/feats/ancestry/alluring-pheromones.yaml +4 -0
- package/content/feats/ancestry/android-lore.yaml +23 -0
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upgrades.basic-environmental-protection.name: '{base}, basic Environmental Protection'
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upgrades.filtered-rebreather-tactical.name: '{base}, filtered Rebreather (Tactical)'
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upgrades.filtered-rebreather-advanced.name: '{base}, filtered Rebreather (Advanced)'
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upgrades.filtered-rebreather-superior.name: '{base}, filtered Rebreather (Superior)'
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upgrades.filtered-rebreather-elite.name: '{base}, filtered Rebreather (Elite)'
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upgrades.radiation-buffer-superior.name: '{base}, radiation Buffer (Superior)'
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upgrades.thermal-capacitor-commercial.name: '{base}, thermal Capacitor (Commercial)'
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upgrades.thermal-capacitor-tactical.name: '{base}, thermal Capacitor (Tactical)'
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upgrades.thermal-capacitor-advanced.name: '{base}, thermal Capacitor (Advanced)'
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upgrades.thermal-capacitor-superior.name: '{base}, thermal Capacitor (Superior)'
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upgrades.active-camouflage-commercial.name: '{base}, active Camouflage (Commercial)'
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upgrades.active-camouflage-tactical.name: '{base}, active Camouflage (Tactical)'
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upgrades.active-camouflage-advanced.name: '{base}, active Camouflage (Advanced)'
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upgrades.adaptive-energy-shielding.name: '{base}, adaptive Energy Shielding'
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upgrades.auto-cpr-unit.name: '{base}, auto-CPR Unit'
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upgrades.cloaking-device-commercial.name: '{base}, cloaking Device (Commercial)'
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upgrades.cloaking-device-tactical.name: '{base}, cloaking Device (Tactical)'
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upgrades.darkvision-visor.name: '{base}, darkvision Visor'
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upgrades.energy-shielding-commercial.name: '{base}, energy Shielding (Commercial)'
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upgrades.energy-shielding-tactical.name: '{base}, energy Shielding (Tactical)'
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upgrades.energy-shielding-advanced.name: '{base}, energy Shielding (Advanced)'
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upgrades.explosive-defense-unit.name: '{base}, explosive Defense Unit'
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+
upgrades.force-field-elite.name: '{base}, force Field (Elite)'
|
|
32
|
+
upgrades.force-field-ultimate.name: '{base}, force Field (Ultimate)'
|
|
33
|
+
upgrades.force-field-paragon.name: '{base}, force Field (Paragon)'
|
|
34
|
+
upgrades.glamer-projector.name: '{base}, glamer Projector'
|
|
35
|
+
upgrades.jetpack-commercial.name: '{base}, jetpack (Commercial)'
|
|
36
|
+
upgrades.jetpack-tactical.name: '{base}, jetpack (Tactical)'
|
|
37
|
+
upgrades.jump-jets.name: '{base}, jump Jets'
|
|
38
|
+
upgrades.load-lifter-commercial.name: '{base}, load Lifter (Commercial)'
|
|
39
|
+
upgrades.load-lifter-tactical.name: '{base}, load Lifter (Tactical)'
|
|
40
|
+
upgrades.load-lifter-advanced.name: '{base}, load Lifter (Advanced)'
|
|
41
|
+
upgrades.maneuvering-unit-commercial.name: '{base}, maneuvering Unit (Commercial)'
|
|
42
|
+
upgrades.maneuvering-unit-tactical.name: '{base}, maneuvering Unit (Tactical)'
|
|
43
|
+
upgrades.maneuvering-unit-advanced.name: '{base}, maneuvering Unit (Advanced)'
|
|
44
|
+
upgrades.maneuvering-unit-superior.name: '{base}, maneuvering Unit (Superior)'
|
|
45
|
+
upgrades.mobility-enhancer.name: '{base}, mobility Enhancer'
|
|
46
|
+
upgrades.animated-intelligence-commercial.name: '{base}, animated Intelligence (Commercial)'
|
|
47
|
+
upgrades.animated-intelligence-tactical.name: '{base}, animated Intelligence (Tactical)'
|
|
48
|
+
upgrades.animated-intelligence-advanced.name: '{base}, animated Intelligence (Advanced)'
|
|
49
|
+
upgrades.bipod-commercial.name: '{base}, bipod (Commercial)'
|
|
50
|
+
upgrades.bipod-tactical.name: '{base}, bipod (Tactical)'
|
|
51
|
+
upgrades.bipod-advanced.name: '{base}, bipod (Advanced)'
|
|
52
|
+
upgrades.entropic-destabilizer-commercial.name: '{base}, entropic Destabilizer (Commercial)'
|
|
53
|
+
upgrades.entropic-destabilizer-tactical.name: '{base}, entropic Destabilizer (Tactical)'
|
|
54
|
+
upgrades.fear-projector-commercial.name: '{base}, fear Projector (Commercial)'
|
|
55
|
+
upgrades.fear-projector-tactical.name: '{base}, fear Projector (Tactical)'
|
|
56
|
+
upgrades.fireburst-chamber.name: '{base}, fireburst Chamber'
|
|
57
|
+
upgrades.flaming-module-commercial.name: '{base}, flaming Module (Commercial)'
|
|
58
|
+
upgrades.flaming-module-tactical.name: '{base}, flaming Module (Tactical)'
|
|
59
|
+
upgrades.frost-module-commercial.name: '{base}, frost Module (Commercial)'
|
|
60
|
+
upgrades.frost-module-tactical.name: '{base}, frost Module (Tactical)'
|
|
61
|
+
upgrades.ghost-killer.name: '{base}, ghost Killer'
|
|
62
|
+
upgrades.holy-module-commercial.name: '{base}, holy Module (Commercial)'
|
|
63
|
+
upgrades.holy-module-tactical.name: '{base}, holy Module (Tactical)'
|
|
64
|
+
upgrades.loudener-commercial.name: '{base}, loudener (Commercial)'
|
|
65
|
+
upgrades.loudener-tactical.name: '{base}, loudener (Tactical)'
|
|
66
|
+
upgrades.merciful.name: '{base}, merciful'
|
|
67
|
+
upgrades.quicklock.name: '{base}, quicklock'
|
|
68
|
+
upgrades.retrieval-boosters.name: '{base}, retrieval Boosters'
|
|
69
|
+
upgrades.shock-module-commercial.name: '{base}, shock Module (Commercial)'
|
|
70
|
+
upgrades.shock-module-tactical.name: '{base}, shock Module (Tactical)'
|
|
71
|
+
upgrades.silencer-commercial.name: '{base}, silencer (Commercial)'
|
|
72
|
+
upgrades.silencer-tactical.name: '{base}, silencer (Tactical)'
|
|
73
|
+
upgrades.smugglers-grip-commercial.name: "{base}, smuggler's Grip (Commercial)"
|
|
74
|
+
upgrades.smugglers-grip-tactical.name: "{base}, smuggler's Grip (Tactical)"
|
|
75
|
+
upgrades.snipers-scope-commercial.name: "{base}, sniper's Scope (Commercial)"
|
|
76
|
+
upgrades.snipers-scope-tactical.name: "{base}, sniper's Scope (Tactical)"
|
|
77
|
+
upgrades.snipers-scope-advanced.name: "{base}, sniper's Scope (Advanced)"
|
|
78
|
+
upgrades.snipers-scope-superior.name: "{base}, sniper's Scope (Superior)"
|
|
79
|
+
upgrades.truesight-sight-commercial.name: '{base}, truesight Sight (Commercial)'
|
|
80
|
+
upgrades.truesight-sight-tactical.name: '{base}, truesight Sight (Tactical)'
|
|
81
|
+
upgrades.undermounted-grenade-launcher-commercial.name: '{base}, undermounted Grenade Launcher (Commercial)'
|
|
82
|
+
upgrades.undermounted-grenade-launcher-tactical.name: '{base}, undermounted Grenade Launcher (Tactical)'
|
|
83
|
+
upgrades.undermounted-grenade-launcher-advanced.name: '{base}, undermounted Grenade Launcher (Advanced)'
|
|
84
|
+
upgrades.undermounted-grenade-launcher-superior.name: '{base}, undermounted Grenade Launcher (Superior)'
|
|
85
|
+
upgrades.uniclamp.name: '{base}, uniclamp'
|
|
86
|
+
augmentations.dragon-gland-commercial.name: Dragon Gland (Commercial)
|
|
87
|
+
augmentations.dragon-gland-tactical.name: Dragon Gland (Tactical)
|
|
88
|
+
augmentations.dragon-gland-advanced.name: Dragon Gland (Advanced)
|
|
89
|
+
augmentations.dragon-gland-superior.name: Dragon Gland (Superior)
|
|
90
|
+
augmentations.dragon-gland-elite.name: Dragon Gland (Elite)
|
|
91
|
+
augmentations.dragon-gland-ultimate.name: Dragon Gland (Ultimate)
|
|
92
|
+
augmentations.gill-sheath.name: Gill Sheath
|
|
93
|
+
augmentations.laser-eye.name: Laser eye
|
|
94
|
+
augmentations.photosynthetic-skin.name: Photosynthetic Skin
|
|
95
|
+
augmentations.shielding-skin-commercial.name: Shielding Skin (Commercial)
|
|
96
|
+
augmentations.shielding-skin-tactical.name: Shielding Skin (Tactical)
|
|
97
|
+
augmentations.shielding-skin-advanced.name: Shielding Skin (Advanced)
|
|
98
|
+
augmentations.ultralight-wings-commercial.name: Ultralight Wings (Commercial)
|
|
99
|
+
augmentations.ultralight-wings-tactical.name: Ultralight Wings (Tactical)
|
|
100
|
+
augmentations.ultralight-wings-advanced.name: Ultralight Wings (Advanced)
|
|
101
|
+
augmentations.ultralight-wings-superior.name: Ultralight Wings (Superior)
|
|
102
|
+
augmentations.venom-spur.name: Venom Spur
|
|
103
|
+
augmentations.wildwise-graft.name: Wildwise Graft
|
|
104
|
+
augmentations.autodreamer.name: Autodreamer
|
|
105
|
+
augmentations.autorecognition-lens.name: Autorecognition Lens
|
|
106
|
+
augmentations.cardiac-accelerator.name: Cardiac Accelerator
|
|
107
|
+
augmentations.darkvision-capacitors-commercial.name: Darkvision Capacitors (Commercial)
|
|
108
|
+
augmentations.darkvision-capacitors-tactical.name: Darkvision Capacitors (Tactical)
|
|
109
|
+
augmentations.datajack-commercial.name: Datajack (Commercial)
|
|
110
|
+
augmentations.datajack-tactical.name: Datajack (Tactical)
|
|
111
|
+
augmentations.datajack-advanced.name: Datajack (Advanced)
|
|
112
|
+
augmentations.dermal-plating-commercial.name: Dermal Plating (Commercial)
|
|
113
|
+
augmentations.dermal-plating-tactical.name: Dermal Plating (Tactical)
|
|
114
|
+
augmentations.dermal-plating-advanced.name: Dermal Plating (Advanced)
|
|
115
|
+
augmentations.dermal-plating-superior.name: Dermal Plating (Superior)
|
|
116
|
+
augmentations.dermal-plating-elite.name: Dermal Plating (Elite)
|
|
117
|
+
augmentations.dermal-plating-ultimate.name: Dermal Plating (Ultimate)
|
|
118
|
+
augmentations.dermal-plating-paragon.name: Dermal Plating (Paragon)
|
|
119
|
+
augmentations.hearing-aid.name: Hearing Aid
|
|
120
|
+
augmentations.hideaway-limb-commercial.name: Hideaway Limb (Commercial)
|
|
121
|
+
augmentations.hideaway-limb-tactical.name: Hideaway Limb (Tactical)
|
|
122
|
+
augmentations.nano-optics-node.name: Nano-Optics Node
|
|
123
|
+
augmentations.prosthetic-limb.name: Prosthetic Limb
|
|
124
|
+
augmentations.retinal-reflectors.name: Retinal Reflectors
|
|
125
|
+
augmentations.speed-suspension-commercial.name: Speed Suspension (Commercial)
|
|
126
|
+
augmentations.speed-suspension-tactical.name: Speed Suspension (Tactical)
|
|
127
|
+
augmentations.speed-suspension-advanced.name: Speed Suspension (Advanced)
|
|
128
|
+
augmentations.vocal-modulator.name: Vocal Modulator
|
|
129
|
+
augmentations.voice-amplifier.name: Voice Amplifier
|
|
130
|
+
augmentations.cloaking-skin-commercial.name: Cloaking Skin (Commercial)
|
|
131
|
+
augmentations.cloaking-skin-tactical.name: Cloaking Skin (Tactical)
|
|
132
|
+
augmentations.cloaking-skin-advanced.name: Cloaking Skin (Advanced)
|
|
133
|
+
augmentations.moodskin.name: Moodskin
|
|
134
|
+
augmentations.psychoactive-eyes-commercial.name: Psychoactive Eyes (Commercial)
|
|
135
|
+
augmentations.psychoactive-eyes-tactical.name: Psychoactive Eyes (Tactical)
|
|
136
|
+
augmentations.regenerative-rune-splice.name: Regenerative Rune Splice
|
|
137
|
+
augmentations.telepathy-node.name: Telepathy Node
|
|
138
|
+
augmentations.artificial-immortalizer.name: Artificial Immortalizer
|
|
139
|
+
augmentations.cognition-accelerator.name: Cognition Accelerator
|
|
140
|
+
augmentations.cosmic-connector.name: Cosmic Connector
|
|
141
|
+
augmentations.hypernerves.name: Hypernerves
|
|
142
|
+
augmentations.muscle-invigorator.name: Muscle Invigorator
|
|
143
|
+
augmentations.presence-intensifier.name: Presence Intensifier
|
|
144
|
+
worn.aeon-stone-guiding.name: Aeon Stone (Guiding)
|
|
145
|
+
worn.aeon-stone-life-giving.name: Aeon Stone (Life-Giving)
|
|
146
|
+
worn.aeon-stone-navigating.name: Aeon Stone (Navigating)
|
|
147
|
+
worn.aeon-stone-projecting.name: Aeon Stone (Projecting)
|
|
148
|
+
worn.aeon-stone-uplifting.name: Aeon Stone (Uplifting)
|
|
149
|
+
worn.akashic-lens-commercial.name: Akashic Lens (Commercial)
|
|
150
|
+
worn.akashic-lens-tactical.name: Akashic Lens (Tactical)
|
|
151
|
+
worn.akashic-lens-advanced.name: Akashic Lens (Advanced)
|
|
152
|
+
worn.antigrav-harness-commercial.name: Antigrav Harness (Commercial)
|
|
153
|
+
worn.antigrav-harness-tactical.name: Antigrav Harness (Tactical)
|
|
154
|
+
worn.antigrav-harness-advanced.name: Antigrav Harness (Advanced)
|
|
155
|
+
held.divas-microphone-commercial.name: "Diva's Microphone (Commercial)"
|
|
156
|
+
held.divas-microphone-tactical.name: "Diva's Microphone (Tactical)"
|
|
157
|
+
held.divas-microphone-advanced.name: "Diva's Microphone (Advanced)"
|
|
158
|
+
worn.duo-enhancers.name: Duo-Enhancers
|
|
159
|
+
worn.hardlight-handwraps-commercial.name: Hardlight Handwraps (Commercial)
|
|
160
|
+
worn.hardlight-handwraps-tactical.name: Hardlight Handwraps (Tactical)
|
|
161
|
+
worn.hardlight-handwraps-advanced.name: Hardlight Handwraps (Advanced)
|
|
162
|
+
worn.hardlight-handwraps-superior.name: Hardlight Handwraps (Superior)
|
|
163
|
+
worn.hardlight-handwraps-elite.name: Hardlight Handwraps (Elite)
|
|
164
|
+
worn.hardlight-handwraps-ultimate.name: Hardlight Handwraps (Ultimate)
|
|
165
|
+
worn.hardlight-handwraps-paragon.name: Hardlight Handwraps (Paragon)
|
|
166
|
+
worn.null-space-chamber-commercial.name: Null Space Chamber (Commercial)
|
|
167
|
+
worn.null-space-chamber-tactical.name: Null Space Chamber (Tactical)
|
|
168
|
+
worn.null-space-chamber-advanced.name: Null Space Chamber (Advanced)
|
|
169
|
+
worn.null-space-chamber-superior.name: Null Space Chamber (Superior)
|
|
170
|
+
held.pain-journal-commercial.name: Pain Journal (Commercial)
|
|
171
|
+
held.pain-journal-tactical.name: Pain Journal (Tactical)
|
|
172
|
+
held.programmers-plushie-commercial.name: "Programmer's Plushie (Commercial)"
|
|
173
|
+
held.programmers-plushie-tactical.name: "Programmer's Plushie (Tactical)"
|
|
174
|
+
held.programmers-plushie-advanced.name: "Programmer's Plushie (Advanced)"
|
|
175
|
+
held.reusable-grenade-shell.name: Reusable Grenade Shell
|
|
176
|
+
consumables.cellular-stimulant-spell-amp.name: Cellular Stimulant Spell Amp
|
|
177
|
+
consumables.cellular-stimulant-spell-amp.choices.spell.prompt: Spell
|
|
178
|
+
consumables.commercial-glow-up-spell-amp.name: Commercial Glow Up Spell Amp
|
|
179
|
+
consumables.commercial-glow-up-spell-amp.choices.spell.prompt: Spell
|
|
180
|
+
consumables.jump-spell-amp.name: Jump Spell Amp
|
|
181
|
+
consumables.jump-spell-amp.choices.spell.prompt: Spell
|
|
182
|
+
consumables.shrink-spell-amp.name: Shrink Spell Amp
|
|
183
|
+
consumables.shrink-spell-amp.choices.spell.prompt: Spell
|
|
184
|
+
consumables.invisibility-spell-amp.name: Invisibility Spell Amp
|
|
185
|
+
consumables.invisibility-spell-amp.choices.spell.prompt: Spell
|
|
186
|
+
consumables.tactical-glow-up-spell-amp.name: Tactical Glow Up Spell Amp
|
|
187
|
+
consumables.tactical-glow-up-spell-amp.choices.spell.prompt: Spell
|
|
188
|
+
consumables.fly-spell-amp.name: Fly Spell Amp
|
|
189
|
+
consumables.fly-spell-amp.choices.spell.prompt: Spell
|
|
190
|
+
consumables.commercial-resist-energy-spell-amp.name: Commercial Resist Energy Spell Amp
|
|
191
|
+
consumables.commercial-resist-energy-spell-amp.choices.spell.prompt: Spell
|
|
192
|
+
consumables.feline-senses-spell-amp.name: Feline Senses Spell Amp
|
|
193
|
+
consumables.feline-senses-spell-amp.choices.spell.prompt: Spell
|
|
194
|
+
consumables.commercial-cairn-form-spell-amp.name: Commercial Cairn Form Spell Amp
|
|
195
|
+
consumables.commercial-cairn-form-spell-amp.choices.spell.prompt: Spell
|
|
196
|
+
consumables.haste-spell-amp.name: Haste Spell Amp
|
|
197
|
+
consumables.haste-spell-amp.choices.spell.prompt: Spell
|
|
198
|
+
consumables.advanced-glow-up-spell-amp.name: Advanced Glow Up Spell Amp
|
|
199
|
+
consumables.advanced-glow-up-spell-amp.choices.spell.prompt: Spell
|
|
200
|
+
consumables.tactical-resist-energy-spell-amp.name: Tactical Resist Energy Spell Amp
|
|
201
|
+
consumables.tactical-resist-energy-spell-amp.choices.spell.prompt: Spell
|
|
202
|
+
consumables.tactical-cairn-form-spell-amp.name: Tactical Cairn Form Spell Amp
|
|
203
|
+
consumables.tactical-cairn-form-spell-amp.choices.spell.prompt: Spell
|
|
204
|
+
consumables.advanced-resist-energy-spell-amp.name: Advanced Resist Energy Spell Amp
|
|
205
|
+
consumables.advanced-resist-energy-spell-amp.choices.spell.prompt: Spell
|
|
206
|
+
held.1st-rank-spell-chip.name: '1st-rank spell chip'
|
|
207
|
+
held.2nd-rank-spell-chip.name: '2nd-rank spell chip'
|
|
208
|
+
held.3rd-rank-spell-chip.name: '3rd-rank spell chip'
|
|
209
|
+
held.4th-rank-spell-chip.name: '4th-rank spell chip'
|
|
210
|
+
held.5th-rank-spell-chip.name: '5th-rank spell chip'
|
|
211
|
+
held.6th-rank-spell-chip.name: '6th-rank spell chip'
|
|
212
|
+
held.7th-rank-spell-chip.name: '7th-rank spell chip'
|
|
213
|
+
held.8th-rank-spell-chip.name: '8th-rank spell chip'
|
|
214
|
+
held.9th-rank-spell-chip.name: '9th-rank spell chip'
|
|
215
|
+
consumables.1st-rank-spell-gem.name: '1st-rank spell gem'
|
|
216
|
+
consumables.1st-rank-spell-gem.choices.spell.prompt: Spell
|
|
217
|
+
consumables.2nd-rank-spell-gem.name: '2nd-rank spell gem'
|
|
218
|
+
consumables.2nd-rank-spell-gem.choices.spell.prompt: Spell
|
|
219
|
+
consumables.3rd-rank-spell-gem.name: '3rd-rank spell gem'
|
|
220
|
+
consumables.3rd-rank-spell-gem.choices.spell.prompt: Spell
|
|
221
|
+
consumables.4th-rank-spell-gem.name: '4th-rank spell gem'
|
|
222
|
+
consumables.4th-rank-spell-gem.choices.spell.prompt: Spell
|
|
223
|
+
consumables.5th-rank-spell-gem.name: '5th-rank spell gem'
|
|
224
|
+
consumables.5th-rank-spell-gem.choices.spell.prompt: Spell
|
|
225
|
+
consumables.6th-rank-spell-gem.name: '6th-rank spell gem'
|
|
226
|
+
consumables.6th-rank-spell-gem.choices.spell.prompt: Spell
|
|
227
|
+
consumables.7th-rank-spell-gem.name: '7th-rank spell gem'
|
|
228
|
+
consumables.7th-rank-spell-gem.choices.spell.prompt: Spell
|
|
229
|
+
consumables.8th-rank-spell-gem.name: '8th-rank spell gem'
|
|
230
|
+
consumables.8th-rank-spell-gem.choices.spell.prompt: Spell
|
|
231
|
+
consumables.9th-rank-spell-gem.name: '9th-rank spell gem'
|
|
232
|
+
consumables.9th-rank-spell-gem.choices.spell.prompt: Spell
|
|
233
|
+
consumables.10th-rank-spell-gem.name: '10th-rank spell gem'
|
|
234
|
+
consumables.10th-rank-spell-gem.choices.spell.prompt: Spell
|
|
235
|
+
consumables.silver-ammunition-low-grade.name: Silver Ammunition (Low-Grade)
|
|
236
|
+
consumables.silver-grenade-missile-low-grade.name: Silver Grenade/Missile (Low-Grade)
|
|
237
|
+
materials.silver-weapon-low-grade.name: '{base}, silver (low-grade)'
|
|
238
|
+
consumables.silver-ammunition-standard-grade.name: Silver Ammunition (Standard-Grade)
|
|
239
|
+
consumables.silver-grenade-missile-standard-grade.name: Silver Grenade/Missile (Standard-Grade)
|
|
240
|
+
materials.silver-weapon-standard-grade.name: '{base}, silver (standard-grade)'
|
|
241
|
+
consumables.silver-ammunition-high-grade.name: Silver Ammunition (High-Grade)
|
|
242
|
+
consumables.silver-grenade-missile-high-grade.name: Silver Grenade/Missile (High-Grade)
|
|
243
|
+
materials.silver-weapon-high-grade.name: '{base}, silver (high-grade)'
|
|
244
|
+
consumables.abysium-ammunition-standard-grade.name: Abysium Ammunition (Standard-Grade)
|
|
245
|
+
consumables.abysium-grenade-missile-standard-grade.name: Abysium Grenade/Missile (Standard-Grade)
|
|
246
|
+
materials.abysium-weapon-standard-grade.name: '{base}, abysium (standard-grade)'
|
|
247
|
+
consumables.abysium-ammunition-high-grade.name: Abysium Ammunition (High-Grade)
|
|
248
|
+
consumables.abysium-grenade-missile-high-grade.name: Abysium Grenade/Missile (High-Grade)
|
|
249
|
+
materials.abysium-weapon-high-grade.name: '{base}, abysium (high-grade)'
|
|
250
|
+
consumables.adamantine-ammunition-standard-grade.name: Adamantine Ammunition (Standard-Grade)
|
|
251
|
+
consumables.adamantine-grenade-missile-standard-grade.name: Adamantine Grenade/Missile (Standard-Grade)
|
|
252
|
+
materials.adamantine-weapon-standard-grade.name: '{base}, adamantine (standard-grade)'
|
|
253
|
+
consumables.adamantine-ammunition-high-grade.name: Adamantine Ammunition (High-Grade)
|
|
254
|
+
consumables.adamantine-grenade-missile-high-grade.name: Adamantine Grenade/Missile (High-Grade)
|
|
255
|
+
materials.adamantine-weapon-high-grade.name: '{base}, adamantine (high-grade)'
|
|
256
|
+
consumables.dull-yellow-ore-ammunition-standard-grade.name: Dull Yellow Ore Ammunition (Standard-Grade)
|
|
257
|
+
materials.dull-yellow-ore-weapon-standard-grade.name: '{base}, dull yellow ore (standard-grade)'
|
|
258
|
+
consumables.dull-yellow-ore-grenade-missile-standard-grade.name: Dull Yellow Ore Grenade/Missile (Standard-Grade)
|
|
259
|
+
consumables.dull-yellow-ore-ammunition-high-grade.name: Dull Yellow Ore Ammunition (High-Grade)
|
|
260
|
+
consumables.dull-yellow-ore-grenade-missile-high-grade.name: Dull Yellow Ore Grenade/Missile (High-Grade)
|
|
261
|
+
materials.dull-yellow-ore-weapon-high-grade.name: '{base}, dull yellow ore (high-grade)'
|
|
262
|
+
consumables.cold-iron-ammunition-low-grade.name: Cold Iron Ammunition (Low-Grade)
|
|
263
|
+
consumables.cold-iron-grenade-missile-low-grade.name: Cold Iron Grenade/Missile (Low-Grade)
|
|
264
|
+
materials.cold-iron-weapon-low-grade.name: '{base}, cold iron (low-grade)'
|
|
265
|
+
consumables.cold-iron-ammunition-standard-grade.name: Cold Iron Ammunition (Standard-Grade)
|
|
266
|
+
consumables.cold-iron-grenade-missile-standard-grade.name: Cold Iron Grenade/Missile (Standard-Grade)
|
|
267
|
+
materials.cold-iron-weapon-standard-grade.name: '{base}, cold iron (standard-grade)'
|
|
268
|
+
consumables.cold-iron-ammunition-high-grade.name: Cold Iron Ammunition (High-Grade)
|
|
269
|
+
consumables.cold-iron-grenade-missile-high-grade.name: Cold Iron Grenade/Missile (High-Grade)
|
|
270
|
+
materials.cold-iron-weapon-high-grade.name: '{base}, cold iron (high-grade)'
|
|
271
|
+
consumables.djezet-ammunition-standard-grade.name: Djezet Ammunition (Standard-Grade)
|
|
272
|
+
consumables.djezet-grenade-missile-standard-grade.name: Djezet Grenade/Missile (Standard-Grade)
|
|
273
|
+
materials.djezet-weapon-standard-grade.name: '{base}, djezet (standard-grade)'
|
|
274
|
+
consumables.djezet-ammunition-high-grade.name: Djezet Ammunition (High-Grade)
|
|
275
|
+
consumables.djezet-grenade-missile-high-grade.name: Djezet Grenade/Missile (High-Grade)
|
|
276
|
+
materials.djezet-weapon-high-grade.name: '{base}, djezet (high-grade)'
|
|
277
|
+
consumables.noqual-ammunition-standard-grade.name: Noqual Ammunition (Standard-Grade)
|
|
278
|
+
consumables.noqual-grenade-missile-standard-grade.name: Noqual Grenade/Missile (Standard-Grade)
|
|
279
|
+
materials.noqual-weapon-standard-grade.name: '{base}, noqual (standard-grade)'
|
|
280
|
+
consumables.noqual-ammunition-high-grade.name: Noqual Ammunition (High-Grade)
|
|
281
|
+
consumables.noqual-grenade-missile-high-grade.name: Noqual Grenade/Missile (High-Grade)
|
|
282
|
+
materials.noqual-weapon-high-grade.name: '{base}, noqual (high-grade)'
|
|
283
|
+
consumables.orichalcum-ammunition-high-grade.name: Orichalcum Ammunition (High-Grade)
|
|
284
|
+
consumables.orichalcum-grenade-missile-high-grade.name: Orichalcum Grenade/Missile (High-Grade)
|
|
285
|
+
materials.orichalcum-weapon-high-grade.name: '{base}, orichalcum (high-grade)'
|
|
286
|
+
consumables.shimmerstone-ammunition-standard-grade.name: Shimmerstone Ammunition (Standard-Grade)
|
|
287
|
+
consumables.shimmerstone-grenade-missile-standard-grade.name: Shimmerstone Grenade/Missile (Standard-Grade)
|
|
288
|
+
materials.shimmerstone-weapon-standard-grade.name: '{base}, shimmerstone (standard-grade)'
|
|
289
|
+
consumables.shimmerstone-ammunition-high-grade.name: Shimmerstone Ammunition (High-Grade)
|
|
290
|
+
consumables.shimmerstone-grenade-missile-high-grade.name: Shimmerstone Grenade/Missile (High-Grade)
|
|
291
|
+
materials.shimmerstone-weapon-high-grade.name: '{base}, shimmerstone (high-grade)'
|
|
292
|
+
consumables.siccatite-ammunition-standard-grade.name: Siccatite Ammunition (Standard-Grade)
|
|
293
|
+
consumables.siccatite-grenade-missile-standard-grade.name: Siccatite Grenade/Missile (Standard-Grade)
|
|
294
|
+
materials.siccatite-weapon-standard-grade.name: '{base}, siccatite (standard-grade)'
|
|
295
|
+
consumables.siccatite-ammunition-high-grade.name: Siccatite Ammunition (High-Grade)
|
|
296
|
+
consumables.siccatite-grenade-missile-high-grade.name: Siccatite Grenade/Missile (High-Grade)
|
|
297
|
+
materials.siccatite-weapon-high-grade.name: '{base}, siccatite (high-grade)'
|
|
298
|
+
rituals.animate-object.name: Animate Object
|
|
299
|
+
rituals.animate-object.texts.cost: rare oils (see the creature creation table)
|
|
300
|
+
rituals.animate-object.texts.secondaryChecks: Crafting
|
|
301
|
+
rituals.animate-object.description: |-
|
|
302
|
+
Cast 1 day. Cost: rare oils (see the Creature Creation Rituals table). Secondary casters: 1. Primary check: Arcana (expert). Secondary check: Crafting. Range 10 feet. Target: 1 object. You transform the target into an animated object of a level up to the maximum the Creature Creation Rituals table allows, with a type matching the object (a fire extinguisher becomes an animated fire extinguisher).
|
|
303
|
+
rituals.consecrate.name: Consecrate
|
|
304
|
+
rituals.consecrate.texts.cost: rare incense and offerings worth 20 gp × the rank
|
|
305
|
+
rituals.consecrate.texts.secondaryChecks: 'Crafting, Performance (the secondary casters must worship your deity)'
|
|
306
|
+
rituals.consecrate.description: |-
|
|
307
|
+
Cast 3 days. Cost: rare incense and offerings worth 200 credits × the spell rank. Secondary casters: 2, who must be worshippers of your religion. Primary check: Religion. Secondary checks: Crafting, Performance. Area: 40-foot-radius burst around an immobile altar, shrine or fixture of your deity. Range 40 feet. Duration 1 year.
|
|
308
|
+
|
|
309
|
+
You consecrate a site to your deity. While within the area, worshippers of your deity gain a +1 status bonus to attack rolls, skill checks, saving throws and Perception checks, and creatures anathema to your deity (such as undead) take a –1 status penalty to those rolls. If your deity's divine sanctification lets you choose holy or unholy, you can choose which the site is; if it must be holy or unholy, the site matches it. Strikes by worshippers of your deity within the area gain the site's sanctification trait, if any.
|
|
310
|
+
|
|
311
|
+
**Heightened (7th)** The area also gains the effects of the _planar seal_ spell, but it doesn't attempt to counteract teleportation by worshippers of your deity. The cost increases to 2,000 credits × the spell rank.
|
|
312
|
+
rituals.control-weather.name: Control Weather
|
|
313
|
+
rituals.control-weather.texts.secondaryChecks: Survival
|
|
314
|
+
rituals.control-weather.description: |-
|
|
315
|
+
Cast 1 day. Secondary casters: 1. Primary check: Nature (master). Secondary check: Survival. Area: 2-mile-radius circle centered on you. Duration 4d12 hours.
|
|
316
|
+
|
|
317
|
+
You alter the weather, making it calm and normal for the season or choosing up to two effects from the season's list. You can't control details such as a tornado's exact path or lightning's targets.
|
|
318
|
+
|
|
319
|
+
- **Spring** drizzle, heat, hurricane, sleet, thunderstorm, tornado
|
|
320
|
+
- **Summer** downpour, drizzle, extreme heat, hail, heat
|
|
321
|
+
- **Autumn** cold weather, fog, mild heat, sleet
|
|
322
|
+
- **Winter** blizzard, mild cold, extreme cold, thaw
|
|
323
|
+
|
|
324
|
+
**Heightened (9th)** You can create unseasonable and contradictory weather, such as extreme cold and a hurricane. You can make the weather calm and normal for a different season or choose effects from any season's list.
|
|
325
|
+
rituals.create-undead.name: Create Undead
|
|
326
|
+
rituals.create-undead.texts.cost: black onyx (see the creature creation table)
|
|
327
|
+
rituals.create-undead.texts.secondaryChecks: Religion
|
|
328
|
+
rituals.create-undead.description: |-
|
|
329
|
+
Cast 1 day. Cost: black onyx (see the Creature Creation Rituals table). Secondary casters: 1. Primary check: Arcana (expert), Occultism (expert) or Religion (expert). Secondary check: Religion. Range 10 feet. Target: 1 dead creature. You transform the target into an undead creature of a level up to the maximum the Creature Creation Rituals table allows. Each type of undead has its own version of the ritual (one for all zombies, one for corpsefolk, one for nihili and so on), and versions that create rare undead are also rare. Some undead, such as necrovites, form by their own methods and can't be created this way.
|
|
330
|
+
rituals.forge-hyperspace-beacon.name: Forge Hyperspace Beacon
|
|
331
|
+
rituals.planar-displacement.name: Planar Displacement
|
|
332
|
+
rituals.planar-displacement.texts.requirements: 'a planar key for the destination plane, used as a locus'
|
|
333
|
+
rituals.planar-displacement.texts.cost: 'rare incense, precious metals and purified chalk worth 500 gp'
|
|
334
|
+
rituals.planar-displacement.texts.secondaryChecks: 'Lore about the destination plane, Survival'
|
|
335
|
+
rituals.planar-displacement.description: |-
|
|
336
|
+
Cast 1 day. Cost: rare incense, precious metals and purified chalk worth 5,000 credits. Secondary casters: 2. Primary check: Arcana (master), Nature (master), Occultism (master) or Religion (master). Secondary checks: a Lore related to the destination plane, Survival. Area: 20-foot burst. Range 20 feet. Requirement: a planar key for the destination plane, used as a locus.
|
|
337
|
+
|
|
338
|
+
You draw a ritual circle and, when the ritual completes, shift all creatures in the area to a different plane of existence. The skill for the primary check must be one that can Recall Knowledge about the destination, such as Arcana or Nature for the destination plane. A secondary caster can be at the destination site instead of with you; if that caster succeeds at its check and you roll a success, the ritual is a critical success instead.
|
|
339
|
+
rituals.planar-servitor.name: Planar Servitor
|
|
340
|
+
rituals.planar-servitor.texts.cost: "rare incense and offerings worth 2 gp × the rank × the servitor's level"
|
|
341
|
+
rituals.planar-servitor.texts.secondaryChecks: Diplomacy
|
|
342
|
+
rituals.planar-servitor.description: |-
|
|
343
|
+
Cast 1 day. Cost: rare incense and offerings worth 20 credits × the spell rank × the target's level (see below). Secondary casters: 2. Primary check: Religion (expert). Secondary check: Diplomacy. Duration: see below.
|
|
344
|
+
|
|
345
|
+
You call on a deity (or other divine power) for aid in the form of a divine servitor of the deity's choice, with a level no greater than double the ritual's spell rank. The secondary casters explain what help you need and why; if the task is very fitting for the deity, the GM can grant a circumstance bonus to the secondary Diplomacy check or make it an automatic critical success. Using the ritual without good reason is an automatic critical failure.
|
|
346
|
+
|
|
347
|
+
On a success, you must pay the servitor according to the task's duration and danger. Payment costs at least as much as a consumable item of the creature's level, and often as much as a permanent magic item of its level to persuade it to fight beside you. Offerings should suit the deity's tastes. You can instead name a being native to the deity's realm that you know personally, with the same level limit; it might ask for something it personally wants as payment.
|
|
348
|
+
rituals.plant-growth.name: Plant Growth
|
|
349
|
+
rituals.plant-growth.texts.secondaryChecks: Farming Lore or Survival
|
|
350
|
+
rituals.plant-growth.description: |-
|
|
351
|
+
Cast 1 day. Secondary casters: 1. Primary check: Nature (expert). Secondary check: Farming Lore or Survival. Area: 1/2-mile-radius circle centered on you. Duration 1 year. You make plants in the area healthier and more fruitful, which increases farm crop yield depending on your degree of success. If cast in the area of a blight, it attempts to counteract the blight instead.
|
|
352
|
+
rituals.primal-call.name: Primal Call
|
|
353
|
+
rituals.primal-call.texts.cost: "faerie circle ingredients worth 1 gp × the rank × the creature's level"
|
|
354
|
+
rituals.primal-call.texts.secondaryChecks: 'Crafting, Diplomacy, Survival'
|
|
355
|
+
rituals.primal-call.description: "Cast 1 day. Cost: faerie circle ingredients worth 10 credits × the spell rank × the target's level. Secondary casters: 4. Primary check: Nature (master). Secondary checks: Crafting, Diplomacy, Survival. Range 100 miles. Target: 1 animal, beast, fey, fungus or plant. Duration: see _planar servitor_. This works like _planar servitor_, except you craft a faerie circle and call an animal, beast, fey, fungus or plant from within 100 miles."
|
|
356
|
+
rituals.resurrect.name: Resurrect
|
|
357
|
+
rituals.resurrect.texts.cost: "gems worth 75 gp × the target's level"
|
|
358
|
+
rituals.resurrect.texts.secondaryChecks: 'Medicine, Society'
|
|
359
|
+
rituals.resurrect.description: |-
|
|
360
|
+
Cast 1 day. Cost: gemstones worth 750 credits × the target's level. Secondary casters: 2. Primary check: Religion (expert). Secondary checks: Medicine, Society. Range 10 feet. Target: 1 dead creature of up to 10th level.
|
|
361
|
+
|
|
362
|
+
You call the target's soul back to its body. The body must be present and relatively intact, and the target must have died within the past year. If a deity has decided the target's time has come, or the target doesn't wish to return, the ritual automatically fails; you learn this after the successful Religion check and can end the ritual without paying the cost.
|
|
363
|
+
|
|
364
|
+
**Heightened (6th)** The target can be up to 12th level, and the base cost is 1,250 credits.
|
|
365
|
+
|
|
366
|
+
**Heightened (7th)** Even a small portion of the body suffices; on a success or critical success the ritual creates a new body. The target must have died within the past decade. It needs four secondary casters, each at least half the target's level. The target can be up to 14th level, and the base cost is 2,000 credits.
|
|
367
|
+
|
|
368
|
+
**Heightened (8th)** As 7th rank, but the target can be up to 16th level and the base cost is 3,000 credits.
|
|
369
|
+
|
|
370
|
+
**Heightened (9th)** No body is needed if you know the target's name and have touched a portion of its body at any time. The target must have died within the past century, and on a success it doesn't gain the negative conditions. It needs eight secondary casters, each at least half the target's level. The target can be up to 18th level, and the base cost is 6,000 credits.
|
|
371
|
+
|
|
372
|
+
**Heightened (10th)** As 9th rank, but it doesn't matter how long ago the target died. It needs 16 secondary casters, each at least half the target's level. The target can be up to 20th level, and the base cost is 10,000 credits.
|
|
373
|
+
rituals.wish.name: Wish
|
|
374
|
+
rituals.wish.texts.cost: 'fine ash, imbued pigments and a marquise-cut gem worth 100,000 gp in all'
|
|
375
|
+
rituals.wish.texts.secondaryChecks: 'Crafting, Diplomacy'
|
|
376
|
+
rituals.wish.description: |-
|
|
377
|
+
Cast 1 day. Cost: fine ash, magically imbued pigments and a marquise-cut gem worth 1,000,000 credits in total. Secondary casters: 2. Primary check: Arcana (legendary), Nature (legendary), Occultism (legendary) or Religion (legendary). Secondary checks: Crafting, Diplomacy. Range 10 feet. Target: 1 creature. You weave reality itself to grant the target's greatest desire. The target states the wish aloud at the start of the ritual and again at the end. The wish can be anything, from vast riches or casting a certain spell or ritual to destroying a whole civilization or ascending to divinity. The GM might decide the wish draws the attention of deities or other powerful creatures, who may interfere with the ritual or try to undo the wish. Even deities can't outright undo it, but they can react, for example by sending servitors to take away newly acquired riches.
|
|
378
|
+
rituals.atone.name: Atone
|
|
379
|
+
rituals.atone.texts.cost: "rare incense and offerings worth 20 gp × the target's level"
|
|
380
|
+
rituals.atone.texts.secondaryChecks: 'Nature or Religion, whichever the primary check uses (by the target, the secondary caster)'
|
|
381
|
+
rituals.atone.description: |-
|
|
382
|
+
Cast 1 day. Cost: rare incense and offerings worth 200 credits × the target's level. Secondary casters: 1, who must be the ritual's target. Primary check: Nature or Religion (expert). Secondary check: Nature or Religion, whichever the primary check uses. Range 10 feet. Target: another creature of up to 8th level who worships the same deity or philosophy as you.
|
|
383
|
+
|
|
384
|
+
You help a truly penitent creature atone for misdeeds, typically actions anathema to your deity. If the creature isn't truly penitent, the outcome is always a critical failure. The ritual uses Nature if the target is naturally inclined and Religion otherwise.
|
|
385
|
+
|
|
386
|
+
**Heightened (+1)** The maximum target level increases by 2 and the base cost by 200 credits.
|
|
387
|
+
rituals.awaken-animal.name: Awaken Animal
|
|
388
|
+
rituals.awaken-animal.texts.cost: "herbs worth 1/5 of the creature creation table's cost"
|
|
389
|
+
rituals.awaken-animal.texts.secondaryChecks: 'Lore (any), Society, Survival'
|
|
390
|
+
rituals.awaken-animal.description: |-
|
|
391
|
+
Cast 1 day. Cost: herbs worth 1/5 the value on the Creature Creation Rituals table. Secondary casters: 3. Primary check: Nature (master). Secondary checks: Lore (any), Society, Survival. Range 10 feet. Target: 1 animal of up to the level on the table. You grant the target intelligence, transforming it into a beast. If it was an animal companion or minion, it can no longer serve as one.
|
|
392
|
+
rituals.awaken-computer.name: Awaken Computer
|
|
393
|
+
rituals.binding-circle.name: Binding Circle
|
|
394
|
+
rituals.binding-circle.texts.cost: "warding circle ingredients worth 2 gp × the rank × the creature's level"
|
|
395
|
+
rituals.binding-circle.texts.secondaryChecks: "Diplomacy or Intimidation; Arcana or Occultism, whichever the primary check doesn't use"
|
|
396
|
+
rituals.binding-circle.description: |-
|
|
397
|
+
Cast 1 day. Cost: warding circle ingredients worth 20 credits × the spell rank × the target's level. Secondary casters: 3. Primary check: Arcana (master) or Occultism (master). Secondary checks: Diplomacy or Intimidation; Arcana or Occultism (whichever the primary check doesn't use); Computers (master). Range: interplanar. Target: 1 extraplanar creature. Duration varies.
|
|
398
|
+
|
|
399
|
+
You call an extraplanar creature of a level no greater than double the ritual's rank into your circle and bargain with it, usually for a task in exchange for payment. A creature that doesn't wish to negotiate can attempt a Will save to stay on its home plane. Most demand a significant gift, especially for risky tasks; fiends and similarly wicked creatures accept lower prices if the task lets them cause havoc or evil. Money prices range from a consumable item of the creature's level for a short, simple task to a permanent magic item of its level or more to fight beside you. Some want other payment, such as permission to cast a _geas_ on you for a later favor or ownership of your soul via an infernal contract.
|
|
400
|
+
|
|
401
|
+
An additional secondary caster can create a warding circle (Crafting, same DC as a secondary check) that stops the creature from attacking or leaving the circle during the bargain. The protection ends if you take a hostile action against the creature or the circle breaks.
|
|
402
|
+
|
|
403
|
+
If a secondary caster uses Computers, you can contact and negotiate with an extraplanar creature through a computer and the infosphere. Some creatures, such as civusdaemons, answer only digital queries.
|
|
404
|
+
rituals.blight.name: Blight
|
|
405
|
+
rituals.blight.texts.secondaryChecks: Survival
|
|
406
|
+
rituals.blight.description: |-
|
|
407
|
+
Cast 1 day. Secondary casters: 1. Primary check: Nature (expert). Secondary check: Survival. Area: 1/2-mile-radius circle centered on you. Duration 1 year. You twist and stunt plants in the area so they wither, which also decreases farm crop yield. If cast in an area affected by _plant growth_, it attempts to counteract that ritual instead.
|
|
408
|
+
rituals.call-spirit.name: Call Spirit
|
|
409
|
+
rituals.call-spirit.texts.cost: rare candles and incense worth 50 gp
|
|
410
|
+
rituals.call-spirit.texts.secondaryChecks: "Occultism or Religion, whichever the primary check doesn't use"
|
|
411
|
+
rituals.call-spirit.description: |-
|
|
412
|
+
Cast 1 hour. Cost: rare candles and incense worth 500 credits in total. Secondary casters: 1. Primary check: Occultism (expert) or Religion (expert). Secondary check: Occultism or Religion, whichever the primary check doesn't use. Duration up to 10 minutes. You tear the veil to the afterlife and call a spirit from its final resting place. You must call it by name and provide a connection, such as a possession, a garment or a piece of its corpse. An unwilling spirit can attempt a Will save to avoid the call; on a critical success, a trickster spirit Impersonates the spirit you meant to call. The save DC is 2 lower if you never met the spirit in life. The spirit appears as a wispy form. Each minute of the duration you can ask it one question, and it can answer as it pleases or refuse. If the spirit isn't in the afterlife (such as an undead), every result except a critical failure uses the failure effect.
|
|
413
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+
rituals.collective-memories.name: Collective Memories
|
|
414
|
+
rituals.collective-memories.texts.cost: rare incense worth 300 gp
|
|
415
|
+
rituals.collective-memories.texts.secondaryChecks: 'Performance, Society'
|
|
416
|
+
rituals.collective-memories.description: |-
|
|
417
|
+
Cast 1 day. Cost: rare incense worth 3,000 credits in total. Secondary casters: 2. Primary check: Occultism (master). Secondary checks: Performance, Society. You tap into mortalkind's collective memories, knowledge, legends and lore about an important person, place or thing. If the subject is present, increase the degree of success of your primary check by one step. If you have only vague information about the subject beforehand, decrease it by one step. These cancel out if the subject is present but you have little to no baseline information.
|
|
418
|
+
rituals.commune.name: Commune
|
|
419
|
+
rituals.commune.texts.cost: rare incense worth 150 gp
|
|
420
|
+
rituals.commune.texts.secondaryChecks: 'Nature, Occultism or Religion, whichever the primary check uses'
|
|
421
|
+
rituals.commune.description: |-
|
|
422
|
+
Cast 1 day. Cost: rare incense worth 1,500 credits in total. Secondary casters: 1. Primary check: Computers (master), Nature (master), Occultism (master) or Religion (master). Secondary check: the same skill as the primary check (Computers, Nature, Occultism or Religion). Duration up to 10 minutes.
|
|
423
|
+
|
|
424
|
+
You call on an unknown, powerful being to answer up to seven yes-or-no questions. It answers in single words such as "Yes," "No," "Likely" and "Unknown," though its answers reflect its own agenda and could be deceptive. The being depends on the primary check skill:
|
|
425
|
+
|
|
426
|
+
- **Computers** Machine spirits, glitch gremlins and virtual artificial intelligences.
|
|
427
|
+
- **Nature** Primal spirits of nature, who know about animals, beasts, fey, fungi, plants, topography and natural resources within 3 miles.
|
|
428
|
+
- **Occultism** Planar and mysterious entities such as elementals, forgotten spirits and monitors, who know forgotten knowledge, the planes, obscure secrets and other esoterica.
|
|
429
|
+
- **Religion** Divine beings such as celestials and fiends, who know about the gods they serve and those gods' purviews; typically a servitor of your deity if you have one.
|
|
430
|
+
upgrades.basic-environmental-protection.description: Installed in armor with the exposed trait; Bulk L. Protects the wearer against the effects of space and of thick and thin atmospheres. The armor loses the exposed trait while this upgrade is installed. 10 credits.
|
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431
|
+
upgrades.filtered-rebreather-commercial.description: Installed in armor; Bulk L. Supplements the armor's environmental protections and filters out common contaminants, protecting you from most toxic atmospheres. This grade grants no save bonus. Level 0, 5 credits.
|
|
432
|
+
upgrades.filtered-rebreather-tactical.description: Installed in armor; Bulk L. Supplements the armor's environmental protections and filters out common contaminants, protecting you from most toxic atmospheres. You gain a +1 status bonus to Fortitude saves against inhaled effects. Level 1, 150 credits.
|
|
433
|
+
upgrades.filtered-rebreather-advanced.description: Installed in armor; Bulk L. Supplements the armor's environmental protections and filters out common contaminants, protecting you from most toxic atmospheres. You gain a +2 status bonus to Fortitude saves against inhaled effects. Level 6, 2,550 credits.
|
|
434
|
+
upgrades.filtered-rebreather-superior.description: Installed in armor; Bulk L. Supplements the armor's environmental protections and filters out common contaminants, protecting you from most toxic atmospheres. You gain a +3 status bonus to Fortitude saves against inhaled effects. Level 10, 24,100 credits.
|
|
435
|
+
upgrades.filtered-rebreather-elite.description: Installed in armor; Bulk L. Supplements the armor's environmental protections and filters out common contaminants, protecting you from most toxic atmospheres. You gain a +4 status bonus to Fortitude saves against inhaled effects. Level 14, 40,000 credits.
|
|
436
|
+
upgrades.radiation-buffer-commercial.description: Installed in armor; Bulk 1. A treated lead lining with integrated radiation sensors networked to your comm unit. While you wear the armor, you gain resistance 2 to poison damage from radiation effects and a +1 status bonus to Fortitude saves against radiation. Level 1, 130 credits.
|
|
437
|
+
upgrades.radiation-buffer-tactical.description: Installed in armor; Bulk 1. A treated lead lining with integrated radiation sensors networked to your comm unit. While you wear the armor, you gain resistance 4 to poison damage from radiation effects and a +2 status bonus to Fortitude saves against radiation. Level 6, 2,150 credits.
|
|
438
|
+
upgrades.radiation-buffer-advanced.description: Installed in armor; Bulk 1. A treated lead lining with integrated radiation sensors networked to your comm unit. While you wear the armor, you gain resistance 8 to poison damage from radiation effects and a +3 status bonus to Fortitude saves against radiation. Level 10, 22,100 credits.
|
|
439
|
+
upgrades.radiation-buffer-superior.description: Installed in armor; Bulk 1. A treated lead lining with integrated radiation sensors networked to your comm unit. While you wear the armor, you gain resistance 12 to poison damage from radiation effects and a +4 status bonus to Fortitude saves against radiation. Level 14, 35,000 credits.
|
|
440
|
+
upgrades.thermal-capacitor-commercial.description: Installed in armor; Bulk L. Regulates heat to protect you from extreme temperatures. You're protected from mild cold and mild heat. Level 1, 120 credits.
|
|
441
|
+
upgrades.thermal-capacitor-tactical.description: Installed in armor; Bulk L. Regulates heat to protect you from extreme temperatures. You're protected from severe cold and severe heat. Level 6, 1,800 credits.
|
|
442
|
+
upgrades.thermal-capacitor-advanced.description: Installed in armor; Bulk L. Regulates heat to protect you from extreme temperatures. You're protected from extreme cold and extreme heat. Level 10, 21,300 credits.
|
|
443
|
+
upgrades.thermal-capacitor-superior.description: Installed in armor; Bulk L. Regulates heat to protect you from extreme temperatures. You're protected from incredible cold and incredible heat. Level 14, 37,800 credits.
|
|
444
|
+
upgrades.active-camouflage-commercial.description: Installed in armor; Bulk L. Hardlight projectors shift the armor's colors and patterns to match your surroundings. You gain a +1 item bonus to Stealth checks while wearing the armor. Level 5, 500 credits.
|
|
445
|
+
upgrades.active-camouflage-tactical.description: Installed in armor; Bulk L. Hardlight projectors shift the armor's colors and patterns to match your surroundings. You gain a +2 item bonus to Stealth checks while wearing the armor. Level 9, 6,500 credits.
|
|
446
|
+
upgrades.active-camouflage-advanced.description: Installed in armor; Bulk L. Hardlight projectors shift the armor's colors and patterns to match your surroundings. You gain a +3 item bonus to Stealth checks while wearing the armor. Level 17, 140,000 credits.
|
|
447
|
+
upgrades.adaptive-energy-shielding.description: Installed in armor with the energy shielding upgrade; Bulk L. Changes the chemical composition of the armor's insulation so it reacts to different types of energy. 22,500 credits.
|
|
448
|
+
upgrades.auto-cpr-unit.description: Installed in armor; Bulk L. Monitors your vital signs and automatically administers aid. While you have the dying condition in this armor, the DC of your recovery checks is 8 + your dying value instead of 10 + your dying value. 200 credits.
|
|
449
|
+
upgrades.cloaking-device-commercial.description: Installed in armor; Bulk L. A projector that bends light around your body. Usable once per day. Level 8, 5,000 credits.
|
|
450
|
+
upgrades.cloaking-device-tactical.description: Installed in armor; Bulk L. A projector that bends light around your body. Its frequency is three times per day. Level 10, 10,000 credits.
|
|
451
|
+
upgrades.darkvision-visor.description: Installed in armor; Bulk L. A visor that wraps around your visual organs and enhances your natural senses, granting you darkvision. 150 credits.
|
|
452
|
+
upgrades.energy-shielding-commercial.description: 'Installed in armor; Bulk L. Insulation protects against one damage type: you gain resistance 5 to acid, cold, electricity, or fire, chosen by the crafter when the upgrade is made. An armor can hold several energy shielding upgrades, each for a different damage type. Level 8, 4,200 credits.'
|
|
453
|
+
upgrades.energy-shielding-tactical.description: 'Installed in armor; Bulk L. Insulation protects against one damage type: you gain resistance 10 to acid, cold, electricity, or fire, chosen by the crafter when the upgrade is made. An armor can hold several energy shielding upgrades, each for a different damage type. Level 12, 16,200 credits.'
|
|
454
|
+
upgrades.energy-shielding-advanced.description: 'Installed in armor; Bulk L. Insulation protects against one damage type: you gain resistance 15 to acid, cold, electricity, or fire, chosen by the crafter when the upgrade is made. An armor can hold several energy shielding upgrades, each for a different damage type. Level 18, 202,200 credits.'
|
|
455
|
+
upgrades.explosive-defense-unit.description: Installed in armor; Bulk L. Reinforced armor plates generate a containment field that gives you resistance 2 to area damage (acid, cold, electricity and fire damage only). You can also store a grenade in the unit and detonate it without harming yourself. 4,200 credits.
|
|
456
|
+
upgrades.force-field-commercial.description: Installed in armor; Bulk varies. Force fields absorb damage. While your force field is active, physical or energy damage you would take is applied to its Hit Points before yours (including temporary Hit Points). If you have a shield raised, the force field and the shield both take damage. If damage reduces the force field to 0 Hit Points, you take any excess damage, the force field deactivates, and it can't be activated again for 10 minutes. While active, it replenishes Hit Points at the start of each of your turns. This grade has 6 Hit Points and replenishes 2 per turn. Level 1, 200 credits.
|
|
457
|
+
upgrades.force-field-tactical.description: Installed in armor; Bulk varies. Force fields absorb damage. While your force field is active, physical or energy damage you would take is applied to its Hit Points before yours (including temporary Hit Points). If you have a shield raised, the force field and the shield both take damage. If damage reduces the force field to 0 Hit Points, you take any excess damage, the force field deactivates, and it can't be activated again for 10 minutes. While active, it replenishes Hit Points at the start of each of your turns. This grade has 14 Hit Points and replenishes 3 per turn. It also protects against critical hits (flat check DC 20). Each time you're critically hit while it's active, attempt a flat check against the DC; on a success, the hit is a normal hit instead. Level 4, 1,000 credits.
|
|
458
|
+
upgrades.force-field-advanced.description: Installed in armor; Bulk varies. Force fields absorb damage. While your force field is active, physical or energy damage you would take is applied to its Hit Points before yours (including temporary Hit Points). If you have a shield raised, the force field and the shield both take damage. If damage reduces the force field to 0 Hit Points, you take any excess damage, the force field deactivates, and it can't be activated again for 10 minutes. While active, it replenishes Hit Points at the start of each of your turns. This grade has 20 Hit Points and replenishes 4 per turn. It also protects against critical hits (flat check DC 19). Each time you're critically hit while it's active, attempt a flat check against the DC; on a success, the hit is a normal hit instead. Level 7, 3,600 credits.
|
|
459
|
+
upgrades.force-field-superior.description: Installed in armor; Bulk varies. Force fields absorb damage. While your force field is active, physical or energy damage you would take is applied to its Hit Points before yours (including temporary Hit Points). If you have a shield raised, the force field and the shield both take damage. If damage reduces the force field to 0 Hit Points, you take any excess damage, the force field deactivates, and it can't be activated again for 10 minutes. While active, it replenishes Hit Points at the start of each of your turns. This grade has 26 Hit Points and replenishes 5 per turn. It also protects against critical hits (flat check DC 18). Each time you're critically hit while it's active, attempt a flat check against the DC; on a success, the hit is a normal hit instead. Level 10, 10,000 credits.
|
|
460
|
+
upgrades.force-field-elite.description: Installed in armor; Bulk varies. Force fields absorb damage. While your force field is active, physical or energy damage you would take is applied to its Hit Points before yours (including temporary Hit Points). If you have a shield raised, the force field and the shield both take damage. If damage reduces the force field to 0 Hit Points, you take any excess damage, the force field deactivates, and it can't be activated again for 10 minutes. While active, it replenishes Hit Points at the start of each of your turns. This grade has 32 Hit Points and replenishes 6 per turn. It also protects against critical hits (flat check DC 17). Each time you're critically hit while it's active, attempt a flat check against the DC; on a success, the hit is a normal hit instead. Level 13, 30,000 credits.
|
|
461
|
+
upgrades.force-field-ultimate.description: Installed in armor; Bulk varies. Force fields absorb damage. While your force field is active, physical or energy damage you would take is applied to its Hit Points before yours (including temporary Hit Points). If you have a shield raised, the force field and the shield both take damage. If damage reduces the force field to 0 Hit Points, you take any excess damage, the force field deactivates, and it can't be activated again for 10 minutes. While active, it replenishes Hit Points at the start of each of your turns. This grade has 37 Hit Points and replenishes 7 per turn. It also protects against critical hits (flat check DC 16). Each time you're critically hit while it's active, attempt a flat check against the DC; on a success, the hit is a normal hit instead. Level 16, 100,000 credits.
|
|
462
|
+
upgrades.force-field-paragon.description: Installed in armor; Bulk varies. Force fields absorb damage. While your force field is active, physical or energy damage you would take is applied to its Hit Points before yours (including temporary Hit Points). If you have a shield raised, the force field and the shield both take damage. If damage reduces the force field to 0 Hit Points, you take any excess damage, the force field deactivates, and it can't be activated again for 10 minutes. While active, it replenishes Hit Points at the start of each of your turns. This grade has 42 Hit Points and replenishes 8 per turn. It also protects against critical hits (flat check DC 15). Each time you're critically hit while it's active, attempt a flat check against the DC; on a success, the hit is a normal hit instead. Level 19, 400,000 credits.
|
|
463
|
+
upgrades.glamer-projector.description: Installed in armor; Bulk L. Adjustable rings project magical holograms over your armor, changing its look to suit your style or the occasion. It comes with presets such as casual, corporate and fashion, and you can customize it with a computer such as the one in your comm unit. 100 credits.
|
|
464
|
+
upgrades.jetpack-commercial.description: Installed in armor; Bulk L. Boosters on your armor let you fly. They work in vacuum, including space; in zero gravity, using them removes the untethered condition and moves you in that direction at that Speed. This grade increases the jetpack's fly Speed to 40 feet, and you aren't off-guard while hovering in place. Level 5, 1,600 credits.
|
|
465
|
+
upgrades.jetpack-tactical.description: Installed in armor; Bulk L. Boosters on your armor let you fly. They work in vacuum, including space; in zero gravity, using them removes the untethered condition and moves you in that direction at that Speed. This grade increases the jetpack's fly Speed to 40 feet, and you aren't off-guard while hovering in place. Level 19, 350,000 credits.
|
|
466
|
+
upgrades.jump-jets.description: Installed in armor; Bulk L. Boosters on your armor supercharge your leaps. They work in vacuum, including space; in zero gravity, using them removes the untethered condition and moves you in that direction at that Speed. 550 credits.
|
|
467
|
+
upgrades.load-lifter-commercial.description: Installed in armor; Bulk L. Support braces let you carry more. You can carry Bulk equal to 7 + your Strength modifier without becoming encumbered, and hold and carry up to 12 + your Strength modifier total. Level 2, 550 credits.
|
|
468
|
+
upgrades.load-lifter-tactical.description: Installed in armor; Bulk L. Support braces let you carry more. You can carry Bulk equal to 7 + your Strength modifier without becoming encumbered, and hold and carry up to 12 + your Strength modifier total. Level 4, 750 credits.
|
|
469
|
+
upgrades.load-lifter-advanced.description: Installed in armor; Bulk L. Support braces let you carry more. You can carry Bulk equal to 8 + your Strength modifier without becoming encumbered, and hold and carry up to 13 + your Strength modifier total. Level 6, 2,100 credits.
|
|
470
|
+
upgrades.maneuvering-unit-commercial.description: Installed in armor; Bulk L. Internal stabilizers and jets synchronize your movements in zero gravity. You aren't off-guard or clumsy while untethered. Level 4, 800 credits.
|
|
471
|
+
upgrades.maneuvering-unit-tactical.description: Installed in armor; Bulk L. Internal stabilizers and jets synchronize your movements in zero gravity. You aren't off-guard or clumsy while untethered. When you Thrust, you move 10 feet in the chosen direction. Level 7, 3,200 credits.
|
|
472
|
+
upgrades.maneuvering-unit-advanced.description: Installed in armor; Bulk L. Internal stabilizers and jets synchronize your movements in zero gravity. You aren't off-guard or clumsy while untethered. When you Thrust, you move 15 feet in the chosen direction. Level 11, 13,400 credits.
|
|
473
|
+
upgrades.maneuvering-unit-superior.description: Installed in armor; Bulk L. Internal stabilizers and jets synchronize your movements in zero gravity. You aren't off-guard or clumsy while untethered. When you Thrust, you move 30 feet in the chosen direction. Level 15, 64,400 credits.
|
|
474
|
+
upgrades.mobility-enhancer.description: Installed in armor; Bulk L. Automated braces help you move faster in bulky armor, reducing the armor's Speed penalty by 5 feet.
|
|
475
|
+
upgrades.animated-intelligence-commercial.description: Installed in a weapon. Magical circuitry generates a virtual intelligence with a customizable personality and no free will. This weapon can act on its own when activated, with the activation ending on a failed flat check (DC 6). Level 12, 20,000 credits.
|
|
476
|
+
upgrades.animated-intelligence-tactical.description: Installed in a weapon. Magical circuitry generates a virtual intelligence with a customizable personality and no free will. The weapon has a fly Speed of 50 feet and makes Strikes with an attack modifier of +27 plus its item bonus to attack rolls. The flat check to determine whether the activation ends is DC 5 instead of DC 6. Level 16, 80,950 credits.
|
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477
|
+
upgrades.animated-intelligence-advanced.description: Installed in a weapon. Magical circuitry generates a virtual intelligence with a customizable personality and no free will. The weapon has a fly Speed of 60 feet and makes Strikes with an attack modifier of +32 plus its item bonus to attack rolls, and it provides flanking. The flat check to determine whether the activation ends is DC 4 instead of DC 6. Level 20, 700,000 credits.
|
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478
|
+
upgrades.bipod-commercial.description: Installed in a weapon with the kickback trait; Bulk 1. You set up the bipod in your square with a single Interact action using one appendage. While it's set up, you don't take the -2 penalty for firing a kickback weapon, even if your Strength is too low to avoid it. To move the weapon to a different position, you must first spend a single Interact action to retrieve the bipod. Deploying or retrieving it doesn't make you observed, as Interact normally would, as long as creatures can't see the spot where you do it. Level 0, 2 credits.
|
|
479
|
+
upgrades.bipod-tactical.description: Installed in a weapon with the kickback trait. Bulk 1. A bipod lets weaker wielders use powerful weapons at the cost of mobility. Set it up in your square with a single Interact action using one appendage. While it is set up, you don't take the –2 penalty for firing a kickback weapon, even if your Strength is too low to avoid it. To move the weapon to a different position you must first spend a single Interact action to retrieve the bipod. Deploying or retrieving it doesn't automatically make you observed, as long as you don't do so where creatures can see it. This quick-folding grade lets you retrieve the bipod as a free action instead. Level 1, 100 credits.
|
|
480
|
+
upgrades.bipod-advanced.description: Installed in a weapon with the kickback trait. Bulk 1. A bipod lets weaker wielders use powerful weapons at the cost of mobility. Set it up in your square with a single Interact action using one appendage. While it is set up, you don't take the –2 penalty for firing a kickback weapon, even if your Strength is too low to avoid it. To move the weapon to a different position you must first spend a single Interact action to retrieve the bipod. Deploying or retrieving it doesn't automatically make you observed, as long as you don't do so where creatures can see it. This automatic grade lets you deploy or retrieve the bipod as a free action instead. Level 2, 450 credits.
|
|
481
|
+
upgrades.entropic-destabilizer-commercial.description: Installed in a weapon. Tendrils of dark energy coat the weapon and its ammunition. When you hit with the weapon, add 1d4 void damage. On a critical hit, the target also takes 2d4 persistent void damage; if the target has a shield raised, the shield takes the same persistent damage (its wielder rolls the flat check to end it, or the GM does if no one holds the shield). Unlike normal void damage, this void damage erodes objects, constructs and the like. Level 8, 5,000 credits.
|
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482
|
+
upgrades.entropic-destabilizer-tactical.description: Installed in a weapon. Tendrils of dark energy coat the weapon and its ammunition. When you hit with the weapon, add 1d4 void damage. On a critical hit, the target also takes persistent void damage (4d4 at this grade); if the target has a shield raised, the shield takes the same persistent damage (its wielder rolls the flat check to end it, or the GM does if no one holds the shield). Unlike normal void damage, this void damage erodes objects, constructs and the like. At this grade the weapon's void damage ignores the target's void resistance or immunity. Level 15, 65,000 credits.
|
|
483
|
+
upgrades.fear-projector-commercial.description: Installed in a weapon. An integrated hologram projector makes the weapon's wounds look worse than they are. When you critically hit with the weapon, the target becomes frightened 1. Level 5, 1,600 credits.
|
|
484
|
+
upgrades.fear-projector-tactical.description: Installed in a weapon. An integrated hologram projector makes the weapon's wounds look worse than they are. When you critically hit with the weapon, the target becomes frightened 2. Level 12, 20,000 credits.
|
|
485
|
+
upgrades.fireburst-chamber.description: Installed in a grenade launcher or a two-handed weapon with an undermounted grenade launcher. Bulk L. It lets you direct the detonation of a grenade inside the launcher. Price 750 credits.
|
|
486
|
+
upgrades.flaming-module-commercial.description: Installed in a weapon. The module overheats the weapon's striking edge and ammunition, dealing an additional 1d6 fire damage, plus 1d10 persistent fire damage on a critical hit. Level 8, 5,000 credits.
|
|
487
|
+
upgrades.flaming-module-tactical.description: Installed in a weapon. The module overheats the weapon's striking edge and ammunition, dealing an additional 1d6 fire damage, plus 2d10 persistent fire damage on a critical hit. Fire damage from the weapon, including the persistent damage, ignores the target's fire resistance. Level 15, 65,000 credits.
|
|
488
|
+
upgrades.frost-module-commercial.description: Installed in a weapon. The module siphons heat from the weapon's striking edge and ammunition, dealing an additional 1d6 cold damage. On a critical hit, the target is also slowed 1 until the end of your next turn unless it succeeds at a DC 24 Fortitude save. Level 8, 5,000 credits.
|
|
489
|
+
upgrades.frost-module-tactical.description: Installed in a weapon. The module siphons heat from the weapon's striking edge and ammunition, dealing an additional 1d6 cold damage. On a critical hit, the target is also slowed 1 until the end of your next turn unless it succeeds at a DC 34 Fortitude save. Cold damage from the weapon ignores the target's cold resistance. Level 15, 65,000 credits.
|
|
490
|
+
upgrades.ghost-killer.description: Installed in a weapon. Lets the weapon harm creatures without physical form; incorporeal creatures almost always have a specific vulnerability to ghost killer weapons. Incorporeal creatures can touch, hold and wield ghost killer weapons, unlike most physical objects. Price 750 credits.
|
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491
|
+
upgrades.holy-module-commercial.description: Installed in a weapon. The module channels celestial power, dealing an additional 1d4 spirit damage, or an extra 2d4 against an unholy target. If you are unholy, you are enfeebled 2 while carrying or wielding the weapon. On a critical hit, the target is also dazzled (blinded if unholy) until the end of your next turn unless it succeeds at a DC 28 Fortitude save. Level 11, 14,000 credits.
|
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492
|
+
upgrades.holy-module-tactical.description: Installed in a weapon. The module channels celestial power, dealing an additional 1d4 spirit damage, or an extra 2d4 against an unholy target. If you are unholy, you are enfeebled 2 while carrying or wielding the weapon. On a critical hit, the target is also dazzled (blinded if unholy) until the end of your next turn unless it succeeds at a DC 35 Fortitude save. Level 16, 80,000 credits.
|
|
493
|
+
upgrades.loudener-commercial.description: Installed on a weapon without a silencer. Bulk L. A cone fitted over the muzzle or hilt uses acoustic pulses to amplify the weapon's attacks, dealing an extra 1d6 sonic damage. On a critical hit, the target must succeed at a DC 24 Fortitude save or be deafened for 1 minute (1 hour on a critical failure). Level 8, 5,000 credits.
|
|
494
|
+
upgrades.loudener-tactical.description: Installed on a weapon without a silencer. Bulk L. A cone fitted over the muzzle or hilt uses acoustic pulses to amplify the weapon's attacks, dealing an extra 1d6 sonic damage. On a critical hit, the target must succeed at a DC 34 Fortitude save or be deafened for 1 minute (permanently on a critical failure). Sonic damage from the weapon ignores the target's sonic resistance. Level 15, 65,000 credits.
|
|
495
|
+
upgrades.merciful.description: Installed in a weapon. The weapon gains the nonlethal trait and can't make lethal attacks; any persistent damage it would deal is negated. On a critical hit, the target becomes fascinated with the wielder for 1 minute, flooded with guilt and remorse (a mental effect). If you have the weapon's critical specialization effect, you choose whether to use it or this effect. Price 700 credits.
|
|
496
|
+
upgrades.quicklock.description: Installed in a weapon. Bulk L. Multiple tracking devices and extra processors speed up the weapon's targeting. While wielding it, you are quickened, but you can use the extra action only to make a Strike with the weapon. Price 100,000 credits.
|
|
497
|
+
upgrades.retrieval-boosters.description: Installed in a thrown weapon. After you make a thrown Strike with the weapon, stabilizers and boosters propel it back into your free hand (or other appendage). If your hands are full when it returns, it falls to the ground in your space. Price 550 credits.
|
|
498
|
+
upgrades.shock-module-commercial.description: Installed in a weapon. The circuit safely courses electricity through the weapon, dealing an extra 1d6 electricity damage. On a critical hit, electricity arcs out to deal the same amount of electricity damage to up to two other creatures of your choice within 10 feet of the target. Level 8, 5,000 credits.
|
|
499
|
+
upgrades.shock-module-tactical.description: Installed in a weapon. The circuit safely courses electricity through the weapon, dealing an extra 1d6 electricity damage. On a critical hit, electricity arcs out to deal 2d10 electricity damage to the target and to up to two other creatures of your choice within 10 feet of it. Electricity damage from the weapon ignores resistance to electricity (including the other creatures' on a critical hit). Level 15, 65,000 credits.
|
|
500
|
+
upgrades.silencer-commercial.description: Installed in a ranged weapon without a loudener. Bulk L. A cylinder of internal sound baffles keeps the weapon from making a loud noise when fired, though creatures it hits might still cry out. Level 0, 10 credits.
|
|
501
|
+
upgrades.silencer-tactical.description: "Installed in a ranged weapon without a loudener. Bulk L. A cylinder of internal sound baffles keeps the weapon from making a loud noise when fired, though creatures it hits might still cry out. This grade is a hybrid item with the magical and tech traits: shots magically dampen sound around them. On a critically successful Strike, the target becomes unable to make sound; it can't use sonic attacks or actions with the auditory trait, and can't cast spells that need incantations or sounds, except subtle spells. The target can resist with a successful DC 27 Will save. Level 9, 7,500 credits."
|
|
502
|
+
upgrades.smugglers-grip-commercial.description: Installed in a one-handed weapon (grip). The grip makes the weapon easy to conceal; it gains the concealed trait. Level 2, 400 credits.
|
|
503
|
+
upgrades.smugglers-grip-tactical.description: "Installed in a one-handed weapon (grip). The weapon gains the concealed trait. This grade is a hybrid item with the extradimensional, magical and tech traits: as an Interact action you can pull the weapon into an extradimensional space, leaving a palm-sized disk behind and gaining a +4 item bonus to your Stealth check to Conceal the Object. You can't draw the weapon while it is stored, but you can retrieve it with an Interact action. Level 6, 2,600 credits."
|
|
504
|
+
upgrades.snipers-scope-commercial.description: Installed in a weapon (sight). Bulk L. A telescopic sight helps you view distant targets. Level 1, 150 credits.
|
|
505
|
+
upgrades.snipers-scope-tactical.description: Installed in a weapon (sight). Bulk L. A telescopic sight helps you view distant targets. It grants a +1 item bonus to visual Perception checks to Seek creatures through the scope. Level 3, 700 credits.
|
|
506
|
+
upgrades.snipers-scope-advanced.description: Installed in a weapon (sight). Bulk L. A telescopic sight helps you view distant targets. It grants a +2 item bonus to visual Perception checks to Seek creatures through the scope, and Adjust Sight increases the weapon's range increment by 20 feet or 40 feet, depending on the weapon's range. Level 9, 8,000 credits.
|
|
507
|
+
upgrades.snipers-scope-superior.description: Installed in a weapon (sight). Bulk L. A telescopic sight helps you view distant targets. It grants a +3 item bonus to visual Perception checks to Seek creatures through the scope, and Adjust Sight increases the weapon's range increment by 40 feet or 80 feet, depending on the weapon's range. Level 17, 160,000 credits.
|
|
508
|
+
upgrades.truesight-sight-commercial.description: Installed in a weapon (sight). Crystal lenses infused with spells as they are cut sit in an autofocusing sight. You gain a +1 item bonus to visual Perception checks to Seek when looking through the scope. Level 8, 8,000 credits.
|
|
509
|
+
upgrades.truesight-sight-tactical.description: Installed in a weapon (sight). Crystal lenses infused with spells as they are cut sit in an autofocusing sight. You gain a +2 item bonus to visual Perception checks to Seek when looking through the scope. When you activate See the Truth, the GM secretly rolls a counteract check with a +20 counteract modifier and counteract rank 7 against each illusion, morph or polymorph effect in the area, only to determine whether you see through it, not to end the effect. Level 13, 30,000 credits.
|
|
510
|
+
upgrades.undermounted-grenade-launcher-commercial.description: Installed in a two-handed weapon. Bulk 1. A bracket-mounted grenade launcher, usually used for fragmentation grenades but also good for smoke grenades, flashbangs and similar. Unlike a dedicated launcher, loading it takes 10 minutes, as the grenade is reassembled into ammunition on a reusable firing cap; a loaded grenade can be removed only by disassembling it, which destroys it. This grade has a range of 20 feet. Level 0, 50 credits.
|
|
511
|
+
upgrades.undermounted-grenade-launcher-tactical.description: Installed in a two-handed weapon. Bulk 1. A bracket-mounted grenade launcher, usually used for fragmentation grenades but also good for smoke grenades, flashbangs and similar. Unlike a dedicated launcher, loading it takes 10 minutes, as the grenade is reassembled into ammunition on a reusable firing cap; a loaded grenade can be removed only by disassembling it, which destroys it. This grade has a range of 30 feet and the tracking +1 trait. Level 2, 250 credits.
|
|
512
|
+
upgrades.undermounted-grenade-launcher-advanced.description: Installed in a two-handed weapon. Bulk 1. A bracket-mounted grenade launcher, usually used for fragmentation grenades but also good for smoke grenades, flashbangs and similar. Unlike a dedicated launcher, loading it takes 10 minutes, as the grenade is reassembled into ammunition on a reusable firing cap; a loaded grenade can be removed only by disassembling it, which destroys it. This grade has a range of 40 feet and the tracking +2 trait. Level 10, 8,200 credits.
|
|
513
|
+
upgrades.undermounted-grenade-launcher-superior.description: Installed in a two-handed weapon. Bulk 1. A bracket-mounted grenade launcher, usually used for fragmentation grenades but also good for smoke grenades, flashbangs and similar. Unlike a dedicated launcher, loading it takes 10 minutes, as the grenade is reassembled into ammunition on a reusable firing cap; a loaded grenade can be removed only by disassembling it, which destroys it. This grade has a range of 50 feet and the tracking +3 trait. Level 16, 79,000 credits.
|
|
514
|
+
upgrades.uniclamp.description: Installed in a weapon. Bulk L. An all-purpose clamp for holding gear such as a fire extinguisher, flashlight, musical instrument or comm unit. When you install it, you securely attach one piece of non-magical tech gear of up to 1 Bulk. You can activate the attached item using the same hands you use to wield the weapon, while still wielding it. It doesn't work with weapons or shields, and the GM may rule that some items don't fit certain weapons. Price 100 credits.
|
|
515
|
+
augmentations.dragon-gland-commercial.description: "A magical gland, modified for a creature of your ancestry, is implanted at the back of your throat. When it is biocrafted, choose your breath weapon's damage type: acid, cold, electricity, fire or sonic. It grants a breath weapon activation. At this grade the damage is 1d6 and the DC is 15. Level 1, 150 credits."
|
|
516
|
+
augmentations.dragon-gland-tactical.description: "A magical gland, modified for a creature of your ancestry, is implanted at the back of your throat. When it is biocrafted, choose your breath weapon's damage type: acid, cold, electricity, fire or sonic. It grants a breath weapon activation. At this grade the damage is 2d6 and the DC is 16. Level 2, 300 credits."
|
|
517
|
+
augmentations.dragon-gland-advanced.description: "A magical gland, modified for a creature of your ancestry, is implanted at the back of your throat. When it is biocrafted, choose your breath weapon's damage type: acid, cold, electricity, fire or sonic. It grants a breath weapon activation. At this grade the damage is 4d6 and the DC is 23. Level 7, 3,300 credits."
|
|
518
|
+
augmentations.dragon-gland-superior.description: "A magical gland, modified for a creature of your ancestry, is implanted at the back of your throat. When it is biocrafted, choose your breath weapon's damage type: acid, cold, electricity, fire or sonic. It grants a breath weapon activation. At this grade the damage is 6d6 and the DC is 29. Level 12, 18,200 credits."
|
|
519
|
+
augmentations.dragon-gland-elite.description: "A magical gland, modified for a creature of your ancestry, is implanted at the back of your throat. When it is biocrafted, choose your breath weapon's damage type: acid, cold, electricity, fire or sonic. It grants a breath weapon activation. At this grade the damage is 10d6 and the DC is 37. Level 17, 135,000 credits."
|
|
520
|
+
augmentations.dragon-gland-ultimate.description: "A magical gland, modified for a creature of your ancestry, is implanted at the back of your throat. When it is biocrafted, choose your breath weapon's damage type: acid, cold, electricity, fire or sonic. It grants a breath weapon activation. At this grade the damage is 14d6 and the DC is 43. Level 20, 610,000 credits."
|
|
521
|
+
augmentations.gill-sheath.description: Oxygen-filtering nodules line the outside of your lungs. If you breathe in water, the sheath filters oxygen into your lungs, letting you breathe underwater or in air. Price 200 credits.
|
|
522
|
+
augmentations.laser-eye.description: A laser eye taken from an akashic dragon (or other creature) is implanted in your body. You gain a laser eye unarmed attack that deals 1d4 fire damage with a range increment of 60 feet. It is in the laser group and has the agile, concealable, fire, tech and unarmed traits. Price 770 credits.
|
|
523
|
+
augmentations.photosynthetic-skin.description: Specialized nanites in your surface cells convert solar radiation into nourishment. You don't need to eat, and you're never fatigued from hunger or starvation, as long as you spend at least 1 hour per day basking in direct sunlight; you can bask during a normal 8-hour rest. Price 300 credits.
|
|
524
|
+
augmentations.shielding-skin-commercial.description: Your skin is biologically engineered to protect your whole body, brain included, from harmful effects. You gain a +1 item bonus to saving throws. The bonus doesn't stack with armor; it is meant for unarmored characters. Level 8, 3,450 credits.
|
|
525
|
+
augmentations.shielding-skin-tactical.description: Your skin is biologically engineered to protect your whole body, brain included, from harmful effects. You gain a +2 item bonus to saving throws. The bonus doesn't stack with armor; it is meant for unarmored characters. Level 14, 35,000 credits.
|
|
526
|
+
augmentations.shielding-skin-advanced.description: Your skin is biologically engineered to protect your whole body, brain included, from harmful effects. You gain a +3 item bonus to saving throws. The bonus doesn't stack with armor; it is meant for unarmored characters. Level 20, 495,000 credits.
|
|
527
|
+
augmentations.ultralight-wings-commercial.description: Foldable wings attached to your shoulder blades or similar let you lift your weight and assist flight. Deploy them with an Interact action; you can't deploy or use them while wearing more than light armor. While they are deployed and you aren't encumbered, you gain a fly Speed of 20 feet and a +1 item bonus to Acrobatics checks to Maneuver in Flight. Level 3, 600 credits.
|
|
528
|
+
augmentations.ultralight-wings-tactical.description: Foldable wings attached to your shoulder blades or a similar spot lift your weight and aid flight. Deploy them with an Interact action; you can't deploy or use them while wearing more than light armor. While deployed and you're not encumbered, you gain a fly Speed of 30 feet and a +1 item bonus to Acrobatics checks to Maneuver in Flight. Level 6, 2,500 credits.
|
|
529
|
+
augmentations.ultralight-wings-advanced.description: Foldable wings attached to your shoulder blades or a similar spot lift your weight and aid flight. Deploy them with an Interact action; you can't deploy or use them while wearing more than light armor. While deployed and you're not encumbered, you gain a fly Speed of 40 feet and a +2 item bonus to Acrobatics checks to Maneuver in Flight. Level 9, 7,000 credits.
|
|
530
|
+
augmentations.ultralight-wings-superior.description: Foldable wings attached to your shoulder blades or a similar spot lift your weight and aid flight. Deploy them with an Interact action; you can't deploy or use them while wearing more than light armor. While deployed and you're not encumbered, you gain a fly Speed of 60 feet and a +2 item bonus to Acrobatics checks to Maneuver in Flight. Level 12, 20,000 credits.
|
|
531
|
+
augmentations.venom-spur.description: A retractable spur on one of your appendages delivers a poisonous sting. You gain a venom spur unarmed attack that deals 1d6 piercing plus 1d4 persistent poison damage. It is in the brawling group and has the finesse, poison and unarmed traits. 320 credits.
|
|
532
|
+
augmentations.wildwise-graft.description: A soft purple fungus attaches to your vocal cords and sends fine filaments into your brain. You can ask questions of, receive answers from, and use Diplomacy with animals, plants and fungi. The communication is rudimentary and yields only basic responses such as "hungry," "over there" or "frightened." 250 credits.
|
|
533
|
+
augmentations.autodreamer.description: A microchip in your nervous system activates when you sleep, immersing you in constant lucid dreams unless you choose to sleep normally. Once per day, when you awaken after a full 8 hours of sleep, you count as having spent a day of downtime retraining. The dreams draw only on your own experiences, so they can't be used for retraining that needs an instructor or specialized knowledge. 13,000 credits.
|
|
534
|
+
augmentations.autorecognition-lens.description: An artificial eye lens wired into your brain tracks a database of names and faces as you meet people. Once you've learned someone's name and appearance, a tiny HUD shows you their name whenever you look at them, as long as you're aware of their presence and their appearance hasn't changed dramatically (GM's discretion). It doesn't help you see or identify people who are hiding or disguising themselves. It doesn't count toward your implant limit. 5 credits.
|
|
535
|
+
augmentations.cardiac-accelerator.description: An implant integrated into your heart. You can trigger it to briefly overclock your cardiovascular system. 1,300 credits.
|
|
536
|
+
augmentations.darkvision-capacitors-commercial.description: Replacement cybernetic eyes that grant you darkvision. They work by emitting low-powered ultraviolet lasers that their receptors detect; creatures that can see ultraviolet light can see these lasers. Level 3, 600 credits.
|
|
537
|
+
augmentations.darkvision-capacitors-tactical.description: Replacement cybernetic eyes that grant you darkvision. They include a wide-spectrum ocular implant that lets you see infrared and ultraviolet light, including the lasers of other darkvision capacitors. You gain darkvision and a +2 item bonus to Perception checks to Seek if they involve sight. Level 5, 1,600 credits.
|
|
538
|
+
augmentations.datajack-commercial.description: A programmable data port installed in your body for accessing computers and digital storage devices. Any handheld computer can connect to it; larger systems usually need an adapter cable. You need no interface to access the system, since it connects directly to your nervous system, but you still attempt any skill checks for operating it, such as Computers to access a system. Some closed systems allow no direct data access. Level 1, 100 credits.
|
|
539
|
+
augmentations.datajack-tactical.description: A programmable data port installed in your body for accessing computers and digital storage devices. Any handheld computer can connect to it; larger systems usually need an adapter cable. You need no interface to access the system, since it connects directly to your nervous system, but you still attempt any skill checks for operating it, such as Computers to access a system. Some closed systems allow no direct data access. You gain a +1 item bonus to Computers checks when accessing a system through it. Level 4, 750 credits.
|
|
540
|
+
augmentations.datajack-advanced.description: A programmable data port installed in your body for accessing computers and digital storage devices. Any handheld computer can connect to it; larger systems usually need an adapter cable. You need no interface to access the system, since it connects directly to your nervous system, but you still attempt any skill checks for operating it, such as Computers to access a system. Some closed systems allow no direct data access. You gain a +2 item bonus to Computers checks when accessing a system through it. Level 8, 4,200 credits.
|
|
541
|
+
augmentations.dermal-plating-commercial.description: "Hardened plates protect your skin. A limb with dermal plating functions as a shield: you can Raise a Shield with it for a +1 circumstance bonus to AC until the start of your next turn without needing a hand, and you can use the Shield Block reaction with it. This grade has Hardness 5. After you use Shield Block, the plating is damaged and can't be used for 24 hours while nanites repair it. Level 1, 180 credits."
|
|
542
|
+
augmentations.dermal-plating-tactical.description: "Hardened plates protect your skin. A limb with dermal plating functions as a shield: you can Raise a Shield with it for a +1 circumstance bonus to AC until the start of your next turn without needing a hand, and you can use the Shield Block reaction with it. This grade has Hardness 10. After you use Shield Block, the plating is damaged and can't be used for 24 hours while nanites repair it. Level 4, 900 credits."
|
|
543
|
+
augmentations.dermal-plating-advanced.description: "Hardened plates protect your skin. A limb with dermal plating functions as a shield: you can Raise a Shield with it for a +1 circumstance bonus to AC until the start of your next turn without needing a hand, and you can use the Shield Block reaction with it. This grade has Hardness 15. After you use Shield Block, the plating is damaged and can't be used for 24 hours while nanites repair it. Level 7, 3,240 credits."
|
|
544
|
+
augmentations.dermal-plating-superior.description: "Hardened plates protect your skin. A limb with dermal plating functions as a shield: you can Raise a Shield with it for a +1 circumstance bonus to AC until the start of your next turn without needing a hand, and you can use the Shield Block reaction with it. This grade has Hardness 20. After you use Shield Block, the plating is damaged and can't be used for 24 hours while nanites repair it. Level 10, 9,000 credits."
|
|
545
|
+
augmentations.dermal-plating-elite.description: "Hardened plates protect your skin. A limb with dermal plating functions as a shield: you can Raise a Shield with it for a +1 circumstance bonus to AC until the start of your next turn without needing a hand, and you can use the Shield Block reaction with it. This grade has Hardness 25. After you use Shield Block, the plating is damaged and can't be used for 24 hours while nanites repair it. Level 13, 27,000 credits."
|
|
546
|
+
augmentations.dermal-plating-ultimate.description: "Hardened plates protect your skin. A limb with dermal plating functions as a shield: you can Raise a Shield with it for a +1 circumstance bonus to AC until the start of your next turn without needing a hand, and you can use the Shield Block reaction with it. This grade has Hardness 30. After you use Shield Block, the plating is damaged and can't be used for 24 hours while nanites repair it. Level 16, 90,000 credits."
|
|
547
|
+
augmentations.dermal-plating-paragon.description: "Hardened plates protect your skin. A limb with dermal plating functions as a shield: you can Raise a Shield with it for a +1 circumstance bonus to AC until the start of your next turn without needing a hand, and you can use the Shield Block reaction with it. This grade has Hardness 35. After you use Shield Block, the plating is damaged and can't be used for 24 hours while nanites repair it. Level 19, 360,000 credits."
|
|
548
|
+
augmentations.hearing-aid.description: A device that fits into your ear canal or another suitable auditory organ. Commonly available at printing kiosks, it restores or enhances hearing. It doesn't count toward your implant limit. 5 credits.
|
|
549
|
+
augmentations.hideaway-limb-commercial.description: A hidden compartment in one of your limbs (arm, leg, tail or similar), protected by a passcode. It holds items of negligible Bulk and light Bulk items small enough to fit or that can be folded or contracted to fit; a leg typically holds more than an arm, and your size adjusts capacity at the GM's discretion. When closed, the seam is hard to detect, giving you a +1 item bonus to Stealth checks to Conceal an Object in it. It can foil a cursory pat down, but many security checkpoints scan for such devices. Level 1, 140 credits.
|
|
550
|
+
augmentations.hideaway-limb-tactical.description: A hidden compartment in one of your limbs (arm, leg, tail or similar), protected by a passcode. It holds items of negligible Bulk and light Bulk items small enough to fit or that can be folded or contracted to fit; a leg typically holds more than an arm, and your size adjusts capacity at the GM's discretion. When closed, the seam is hard to detect, giving you a +1 item bonus to Stealth checks to Conceal an Object in it. It can foil a cursory pat down, but many security checkpoints scan for such devices. When you Draw an item from it that can be activated or used with a single action, you can use it as part of the same action (for example, draw a weapon, then Strike with it). Level 5, 1,400 credits.
|
|
551
|
+
augmentations.nano-optics-node.description: A crystalline nanocarbon node implanted in your occipital lobe, linked to your optic nerves by microscopic fibers. You can activate it to overlay your normal vision with X-ray data. Deactivating the overlay is a single action with the concentrate trait. 12,000 credits.
|
|
552
|
+
augmentations.prosthetic-limb.description: A prosthesis that replaces a missing or damaged limb; common, available at printing kiosks on many worlds, in many materials and sizes. It restores function, including the ability to install other augmentations in it, but is no more durable than and works no differently from the limb it replaces. It can replace a lost limb, or you can have a limb removed to replace it. It doesn't count toward your implant limit. 5 credits.
|
|
553
|
+
augmentations.retinal-reflectors.description: Sheets of reflective material implanted in your visual organs enhance your vision without changing your appearance. You gain low-light vision and a +1 item bonus to Perception checks to Seek if they involve sight. 200 credits.
|
|
554
|
+
augmentations.speed-suspension-commercial.description: High-performance cybernetics replace the joints and tendons in your legs, giving you a +5-foot item bonus to your land Speed. Level 4, 800 credits.
|
|
555
|
+
augmentations.speed-suspension-tactical.description: High-performance cybernetics replace the joints and tendons in your legs, giving you a +10-foot item bonus to your land Speed. Level 8, 4,000 credits.
|
|
556
|
+
augmentations.speed-suspension-advanced.description: High-performance cybernetics replace the joints and tendons in your legs, giving you a +15-foot item bonus to your land Speed. Level 12, 16,000 credits.
|
|
557
|
+
augmentations.vocal-modulator.description: Miniature actuators and hyper-resonant chambers reshape your voice box, letting you change the pitch, timbre and tone of your voice to imitate accents or pronounce alien languages. When you use Deception to Impersonate, you gain a +1 item bonus if the change in your voice also helps your disguise (GM's discretion). 90 credits.
|
|
558
|
+
augmentations.voice-amplifier.description: Greatly increases the volume of your voice. Switching it on or off takes an action with the concentrate trait. While active, it grants a +1 item bonus to Intimidation checks and lowers the DCs of Perception checks to hear you speak by 5. 500 credits.
|
|
559
|
+
augmentations.cloaking-skin-commercial.description: Many of your pores are replaced with magically regulated holographic projectors that sync when activated to match your surroundings, rendering you invisible. Level 8, 5,000 credits.
|
|
560
|
+
augmentations.cloaking-skin-tactical.description: Many of your pores are replaced with magically regulated holographic projectors that sync when activated to match your surroundings, rendering you invisible. You can activate the _cloaking skin_ up to three times per day. Level 10, 10,000 credits.
|
|
561
|
+
augmentations.cloaking-skin-advanced.description: Many of your pores are replaced with magically regulated holographic projectors that sync when activated to match your surroundings, rendering you invisible. You can activate the _cloaking skin_ up to three times per day, and you gain the effects of 4th-rank _invisibility_. Level 12, 20,000 credits.
|
|
562
|
+
augmentations.moodskin.description: Magically infused nanites in your skin react to your mood by changing your pigmentation. The change is gradual, typically taking at least 30 seconds to shift fully from one color to another. The colors for each mood can be customized at installation. It doesn't count toward your implant limit. 35 credits.
|
|
563
|
+
augmentations.psychoactive-eyes-commercial.description: Your irises are injected with psychoactive dyes that create a kaleidoscopic effect, or your eyes are replaced with delicate magitech devices. You can activate them to enthrall those you look upon, with effects that vary by the item's type. Level 3, 500 credits.
|
|
564
|
+
augmentations.psychoactive-eyes-tactical.description: Your irises are injected with psychoactive dyes that create a kaleidoscopic effect, or your eyes are replaced with delicate magitech devices. You can activate them to enthrall those you look upon, with effects that vary by the item's type. Level 6, 2,250 credits.
|
|
565
|
+
augmentations.regenerative-rune-splice.description: Your genes are enchanted with microscopic runes that you can activate to recover from traumatic injury. 6,500 credits.
|
|
566
|
+
augmentations.telepathy-node.description: "A pebble-sized, rune-carved device of treated alloys and crystal implanted in your brain's communication center. You gain limited telepathy with a range of 30 feet: you can communicate mentally with creatures within 30 feet that share a language with you. It gives no access to their thoughts and conveys no more than normal speech would. 200 credits."
|
|
567
|
+
augmentations.artificial-immortalizer.description: An extra organ that merges with and enhances your circulatory and immune systems. When you succeed at a Fortitude save against an ongoing disease or poison, you recover completely, regardless of its current stage. When you get this augmentation, you either increase your Constitution modifier by 1 or increase it to +4, whichever gives the higher value. 150,000 credits.
|
|
568
|
+
augmentations.cognition-accelerator.description: A miniature supercomputer augments your brain's processing. You gain a +3 item bonus to checks to Recall Knowledge with any skill. When you get this augmentation, you either increase your Intelligence modifier by 1 or increase it to +4, whichever gives the higher value; this grants additional trained skills and languages as normal for raising Intelligence. You choose them when the augmentation is installed, and they can't be changed. 150,000 credits.
|
|
569
|
+
augmentations.cosmic-connector.description: Opens your mind to the underlying truths of the universe. When you get this augmentation, you either increase your Wisdom modifier by 1 or increase it to +4, whichever gives the higher value. 150,000 credits.
|
|
570
|
+
augmentations.hypernerves.description: Enhances your muscles and nervous system for dramatically better flexibility and reaction time. You gain a +3 item bonus to Acrobatics checks. When you get this augmentation, you either increase your Dexterity modifier by 1 or increase it to +4, whichever gives the higher value. 150,000 credits.
|
|
571
|
+
augmentations.muscle-invigorator.description: Keeps your muscles in peak condition. You gain a +3 item bonus to Athletics checks. When you get this augmentation, you either increase your Strength modifier by 1 or increase it to +4, whichever gives the higher value. 150,000 credits.
|
|
572
|
+
augmentations.presence-intensifier.description: Strengthens your personality, intensifying the parts of you that form the core of your identity. You gain a +2 item bonus to Diplomacy and Intimidation checks. When you get this augmentation, you either increase your Charisma modifier by 1 or increase it to +4, whichever gives the higher value. 150,000 credits.
|
|
573
|
+
worn.aeon-stone-guiding.description: Worn. A precisely shaped crystal that, when invested, orbits your head (or another visible body part if you have no head) rather than being worn. You can stow an _aeon stone_ with an Interact action; an orbiting stone can be snatched from the air with a successful Disarm against you. A stowed or removed stone stays invested, but its effects are suppressed until it orbits you again. Each stone also has a resonant power when slotted into specific items, such as weapons with the aeon trait. This gold star's resonant power lets you cast _guidance_ as an occult innate cantrip. Level 15, 61,000 credits.
|
|
574
|
+
worn.aeon-stone-life-giving.description: Worn. A precisely shaped crystal that, when invested, orbits your head (or another visible body part if you have no head) rather than being worn. You can stow an _aeon stone_ with an Interact action; an orbiting stone can be snatched from the air with a successful Disarm against you. A stowed or removed stone stays invested, but its effects are suppressed until it orbits you again. Each stone also has a resonant power when slotted into specific items, such as weapons with the aeon trait. This nacreous tapered cylinder lets you hold your breath twice as long and grants a +1 item bonus to saves against inhaled poisons; its resonant power lets you cast _life seal_ as a divine innate spell once per day. Level 7, 3,500 credits.
|
|
575
|
+
worn.aeon-stone-navigating.description: Worn. A precisely shaped crystal that, when invested, orbits your head (or another visible body part if you have no head) rather than being worn. You can stow an _aeon stone_ with an Interact action; an orbiting stone can be snatched from the air with a successful Disarm against you. A stowed or removed stone stays invested, but its effects are suppressed until it orbits you again. Each stone also has a resonant power when slotted into specific items, such as weapons with the aeon trait. This deep purple helicoid prism gives you a +2 item bonus to Piloting checks to Navigate; its resonant power lets you cast _seek the stars_ as a divine innate cantrip. Level 16, 95,000 credits.
|
|
576
|
+
worn.aeon-stone-projecting.description: Worn. A precisely shaped crystal that, when invested, orbits your head (or another visible body part if you have no head) rather than being worn. You can stow an _aeon stone_ with an Interact action; an orbiting stone can be snatched from the air with a successful Disarm against you. A stowed or removed stone stays invested, but its effects are suppressed until it orbits you again. Each stone also has a resonant power when slotted into specific items, such as weapons with the aeon trait. This opalescent sapphire cone projects empathy to 100 feet that creatures understand regardless of language, conveying a type and intensity of emotion such as "mild anger" or "deep sadness." When you Sense the Motive of a creature within 30 feet, you detect the presence or absence of its thoughts as though you cast the 1-action version of _detect thoughts_. Its resonant power lets you cast _mind skewer_ as a 1st-rank occult innate spell once per day. Level 13, 22,000 credits.
|
|
577
|
+
worn.aeon-stone-uplifting.description: Worn (invested). A precisely shaped crystal that orbits your head (or another visible body part if you have no head) instead of being worn. You can stow it with an Interact action; an orbiting stone can be snatched out of the air with a successful Disarm against you. A stowed or removed stone stays invested but its effects are suppressed until it orbits you again. This deep-blue prism with cloudy inclusions is light as a feather. Its resonant power (when slotted into a suitable item) gives you a +1 item bonus to Acrobatics checks. Level 5, 1,600 credits.
|
|
578
|
+
worn.akashic-lens-commercial.description: Worn eyepiece. Contact lens, spectacles or other eyewear that projects a data display, cycling through information with virtual intelligence and eye tracking. You gain a +1 item bonus to Recall Knowledge checks with the skill chosen when you use Database Scan. Level 3, 555 credits.
|
|
579
|
+
worn.akashic-lens-tactical.description: Worn eyepiece. Contact lens, spectacles or other eyewear that projects a data display, cycling through information with virtual intelligence and eye tracking. You gain a +1 item bonus to Recall Knowledge checks with the skill chosen when you use Database Scan. This grade's _akashic download_ spell is 4th rank. Level 9, 5,555 credits.
|
|
580
|
+
worn.akashic-lens-advanced.description: Worn eyepiece. Contact lens, spectacles or other eyewear that projects a data display, cycling through information with virtual intelligence and eye tracking. This grade's item bonus to Recall Knowledge checks with the skill chosen when you use Database Scan is +2, and its _akashic download_ spell is 4th rank. Level 15, 55,555 credits.
|
|
581
|
+
worn.antigrav-harness-commercial.description: Worn garment, Bulk 1. A web of synthweave straps useful in extreme environments. You gain a +1 item bonus to Acrobatics checks, and you aren't off-guard or clumsy while untethered in zero-g. Level 6, 2,100 credits.
|
|
582
|
+
worn.antigrav-harness-tactical.description: Worn garment, Bulk 1. A web of synthweave straps useful in extreme environments. You aren't off-guard or clumsy while untethered in zero-g. This grade's item bonus to Acrobatics checks is +2, and Gravity Alteration lasts 1 minute. Level 12, 16,500 credits.
|
|
583
|
+
worn.antigrav-harness-advanced.description: Worn garment, Bulk 1. A web of synthweave straps useful in extreme environments. You aren't off-guard or clumsy while untethered in zero-g. This grade's item bonus to Acrobatics checks is +3, and Gravity Alteration lasts 1 minute and can lower or raise the gravity level by up to two steps. Level 18, 220,600 credits.
|
|
584
|
+
held.divas-microphone-commercial.description: Held in 1 hand, Bulk L. A crystal microphone and speaker that amplifies your voice so all listeners within 500 feet hear you clearly, even over ambient noise. It doesn't extend the range or area of other auditory or linguistic effects, and physical barriers still block or muffle your voice. It grants a +1 item bonus to Performance checks attempted with it. Level 4, 750 credits.
|
|
585
|
+
held.divas-microphone-tactical.description: Held in 1 hand, Bulk L. A crystal microphone and speaker that amplifies your voice so all listeners within 500 feet hear you clearly, even over ambient noise. It doesn't extend the range or area of other auditory or linguistic effects, and physical barriers still block or muffle your voice. This grade's item bonus to Performance checks attempted with it is +2, and its _sonic scream_ spell is 4th rank (DC 27). Level 10, 9,500 credits.
|
|
586
|
+
held.divas-microphone-advanced.description: Held in 1 hand, Bulk L. A crystal microphone and speaker that amplifies your voice so all listeners within 500 feet hear you clearly, even over ambient noise. It doesn't extend the range or area of other auditory or linguistic effects, and physical barriers still block or muffle your voice. This grade's item bonus to Performance checks attempted with it is +3, and its _sonic scream_ spell is 8th rank (DC 38). Level 18, 190,400 credits.
|
|
587
|
+
worn.duo-enhancers.description: Worn armbands or gloves, Bulk L. A linked pair of bracers, wristbands, gloves or similar garments fitted to the limb you wield weapons with. One has a screen showing data on your weapons; the other holds magical crystals. When you wield a weapon in the hand wearing the display, that weapon's grade (such as tactical) is replicated onto the weapon wielded in the crystal hand, but only for its extra damage dice and tracking trait (an item bonus to attack rolls). Other properties, such as damage type, ammo or upgrades, aren't replicated. It works only if you wear both enhancers and ends as soon as you stop wielding a weapon in one of those hands, so it doesn't apply to thrown attacks or to a weapon you hold but don't wield (for example, a two-handed weapon held in one hand). 500 credits.
|
|
588
|
+
worn.hardlight-handwraps-commercial.description: Worn gloves. Handwraps of hardlight, adjustable to any visible color and wearable on other body parts. They enhance your unarmed attacks as if they were manufactured weapons, letting you add an upgrade to them; treat the handwraps as melee weapons in the brawling group with light Bulk for this purpose. This grade has 1 upgrade slot. Level 0, 5 credits.
|
|
589
|
+
worn.hardlight-handwraps-tactical.description: Worn gloves. Handwraps of hardlight that enhance your unarmed attacks as if they were manufactured weapons, letting you add an upgrade to them; treat the handwraps as melee weapons in the brawling group with light Bulk for this purpose. This grade has 1 upgrade slot, and your unarmed attacks gain the tracking +1 trait. Level 2, 355 credits.
|
|
590
|
+
worn.hardlight-handwraps-advanced.description: Worn gloves. Handwraps of hardlight that enhance your unarmed attacks as if they were manufactured weapons, letting you add an upgrade to them; treat the handwraps as melee weapons in the brawling group with light Bulk for this purpose. This grade has 2 upgrade slots, your unarmed attacks gain the tracking +1 trait, and their damage increases to two dice (normally 2d4 instead of 1d4; if your fists use a different die or you have other unarmed attacks, use two of that die size). Level 4, 1,005 credits.
|
|
591
|
+
worn.hardlight-handwraps-superior.description: Worn gloves. Handwraps of hardlight that enhance your unarmed attacks as if they were manufactured weapons, letting you add an upgrade to them; treat the handwraps as melee weapons in the brawling group with light Bulk for this purpose. This grade has 2 upgrade slots, your unarmed attacks gain the tracking +2 trait, and their damage increases to two dice (use two of the attack's damage die size). Level 10, 10,005 credits.
|
|
592
|
+
worn.hardlight-handwraps-elite.description: Worn gloves. Handwraps of hardlight that enhance your unarmed attacks as if they were manufactured weapons, letting you add an upgrade to them; treat the handwraps as melee weapons in the brawling group with light Bulk for this purpose. This grade has 3 upgrade slots, your unarmed attacks gain the tracking +2 trait, and their damage increases to three dice (use three of the attack's damage die size). Level 12, 20,005 credits.
|
|
593
|
+
worn.hardlight-handwraps-ultimate.description: Worn gloves. Handwraps of hardlight that enhance your unarmed attacks as if they were manufactured weapons, letting you add an upgrade to them; treat the handwraps as melee weapons in the brawling group with light Bulk for this purpose. This grade has 3 upgrade slots, your unarmed attacks gain the tracking +3 trait, and their damage increases to three dice (use three of the attack's damage die size). Level 16, 100,005 credits.
|
|
594
|
+
worn.hardlight-handwraps-paragon.description: Worn gloves. Handwraps of hardlight that enhance your unarmed attacks as if they were manufactured weapons, letting you add an upgrade to them; treat the handwraps as melee weapons in the brawling group with light Bulk for this purpose. This grade has 4 upgrade slots, your unarmed attacks gain the tracking +3 trait, and their damage increases to four dice (use four of the attack's damage die size). Level 19, 400,005 credits.
|
|
595
|
+
worn.null-space-chamber-commercial.description: Worn. A sleek black device that clips to a backpack, purse or key ring; a button press opens a circular portal to an extradimensional pocket space. You Interact with it to stow or remove items. It can be opened and closed only from the outside. When opened in an atmosphere with air, it fills with 10 minutes' worth of air for every Bulk of capacity left. Stored items give no benefits until retrieved. Connected to a computer, it displays a readout of its contents. This grade holds 25 Bulk. Level 4, 750 credits.
|
|
596
|
+
worn.null-space-chamber-tactical.description: Worn. A sleek black device that clips to a backpack, purse or key ring; a button press opens a circular portal to an extradimensional pocket space. You Interact with it to stow or remove items. It can be opened and closed only from the outside. When opened in an atmosphere with air, it fills with 10 minutes' worth of air for every Bulk of capacity left. Stored items give no benefits until retrieved. Connected to a computer, it displays a readout of its contents. This grade holds 50 Bulk. Level 7, 3,000 credits.
|
|
597
|
+
worn.null-space-chamber-advanced.description: Worn. A sleek black device that clips to a backpack, purse or key ring; a button press opens a circular portal to an extradimensional pocket space. You Interact with it to stow or remove items. It can be opened and closed only from the outside. When opened in an atmosphere with air, it fills with 10 minutes' worth of air for every Bulk of capacity left. Stored items give no benefits until retrieved. Connected to a computer, it displays a readout of its contents. This grade holds 100 Bulk. Level 11, 12,000 credits.
|
|
598
|
+
worn.null-space-chamber-superior.description: Worn. A sleek black device that clips to a backpack, purse or key ring; a button press opens a circular portal to an extradimensional pocket space. You Interact with it to stow or remove items. It can be opened and closed only from the outside. When opened in an atmosphere with air, it fills with 10 minutes' worth of air for every Bulk of capacity left. Stored items give no benefits until retrieved. Connected to a computer, it displays a readout of its contents. This grade holds 150 Bulk. Level 13, 24,000 credits.
|
|
599
|
+
held.pain-journal-commercial.description: Held in 2 hands, Bulk L. A synthetic leather journal powered by your raw emotions. After spending 1 day writing in it, select Diplomacy, Intimidation or Performance; the choice can't be changed. Reading directly from the journal projects your painful memories and gives you a +1 item bonus to checks using the selected skill. Level 7, 3,333 credits.
|
|
600
|
+
held.pain-journal-tactical.description: Held in 2 hands, Bulk L. A synthetic leather journal powered by your raw emotions. After spending 1 day writing in it, select Diplomacy, Intimidation or Performance; the choice can't be changed. Reading directly from the journal projects your painful memories. This grade's item bonus to checks using the selected skill is +2, and its _share pain_ spell is 7th rank (DC 34). Level 15, 66,666 credits.
|
|
601
|
+
held.programmers-plushie-commercial.description: Held, stowed, or within arm's reach, Bulk L. A miniature plush, often resembling a programmer's avatar or a popular media character, that helps organize your thoughts. You gain a +1 item bonus to Computers checks. Level 3, 550 credits.
|
|
602
|
+
held.programmers-plushie-tactical.description: Held, stowed, or within arm's reach, Bulk L. A miniature plush that helps organize your thoughts. This grade's item bonus to Computers checks is +2, and its _lock_ spell is 3rd rank (DC 25). Level 8, 4,550 credits.
|
|
603
|
+
held.programmers-plushie-advanced.description: Held, stowed, or within arm's reach, Bulk L. A miniature plush that helps organize your thoughts. This grade's item bonus to Computers checks is +3, and its _lock_ spell is 7th rank (DC 35). Level 14, 38,550 credits.
|
|
604
|
+
held.reusable-grenade-shell.description: Held in 1 hand, Bulk 1. A reusable shell housing an installed grenade. You throw the shell to explode the grenade, using the grenade's range, damage and other effects. The shell remains and repairs the grenade over 24 hours, during which you can't install another grenade. The shell is too large for a grenade launcher. 80 credits.
|
|
605
|
+
consumables.cellular-stimulant-spell-amp.description: 'Held in 1 hand, Bulk L. A spell ampoule: a ready-to-use magic injection that confers the benefits of a spell of the specified rank. This one confers a 1st-rank _cellular stimulant_ spell (DC 15). Level 1, 30 credits.'
|
|
606
|
+
consumables.commercial-glow-up-spell-amp.description: 'Held in 1 hand, Bulk L. A spell ampoule: a ready-to-use magic injection that confers the benefits of a spell of the specified rank. This one confers a 1st-rank _glow up_ spell. Level 1, 50 credits.'
|
|
607
|
+
consumables.jump-spell-amp.description: 'Held in 1 hand, Bulk L. A spell ampoule: a ready-to-use magic injection that confers the benefits of a spell of the specified rank. This one confers a 1st-rank _jump_ spell. Level 2, 60 credits.'
|
|
608
|
+
consumables.shrink-spell-amp.description: 'Held in 1 hand, Bulk L. A spell ampoule: a ready-to-use magic injection that confers the benefits of a spell of the specified rank. This one confers a 2nd-rank _shrink_ spell. Level 3, 120 credits.'
|
|
609
|
+
consumables.invisibility-spell-amp.description: 'Held in 1 hand, Bulk L. A spell ampoule: a ready-to-use magic injection that confers the benefits of a spell of the specified rank. This one confers a 2nd-rank _invisibility_ spell. Level 4, 200 credits.'
|
|
610
|
+
consumables.tactical-glow-up-spell-amp.description: 'Held in 1 hand, Bulk L. A spell ampoule: a ready-to-use magic injection that confers the benefits of a spell of the specified rank. This one confers a 3rd-rank _glow up_ spell. Level 5, 210 credits.'
|
|
611
|
+
consumables.fly-spell-amp.description: 'Held in 1 hand, Bulk L. A spell ampoule: a ready-to-use magic injection that confers the benefits of a spell of the specified rank. This one confers a 4th-rank _fly_ spell. Level 5, 250 credits.'
|
|
612
|
+
consumables.commercial-resist-energy-spell-amp.description: 'Held in 1 hand, Bulk L. A spell ampoule: a ready-to-use magic injection that confers the benefits of a spell of the specified rank. This one confers a 2nd-rank _resist energy_ spell. Level 6, 450 credits.'
|
|
613
|
+
consumables.feline-senses-spell-amp.description: 'Held in 1 hand, Bulk L. A spell ampoule: a ready-to-use magic injection that confers the benefits of a spell of the specified rank. This one confers a 3rd-rank _feline senses_ spell. Level 7, 530 credits.'
|
|
614
|
+
consumables.commercial-cairn-form-spell-amp.description: 'Held in 1 hand, Bulk L. A spell ampoule: a ready-to-use magic injection that confers the benefits of a spell of the specified rank. This one confers a 4th-rank _cairn form_ spell. Level 7, 720 credits.'
|
|
615
|
+
consumables.haste-spell-amp.description: 'Held in 1 hand, Bulk L. A spell ampoule: a ready-to-use magic injection that confers the benefits of a spell of the specified rank. This one confers a 3rd-rank _haste_ spell. Level 8, 900 credits.'
|
|
616
|
+
consumables.advanced-glow-up-spell-amp.description: 'Held in 1 hand, Bulk L. A spell ampoule: a ready-to-use magic injection that confers the benefits of a spell of the specified rank. This one confers a 5th-rank _glow up_ spell. Level 9, 1,100 credits.'
|
|
617
|
+
consumables.tactical-resist-energy-spell-amp.description: 'Held in 1 hand, Bulk L. A spell ampoule: a ready-to-use magic injection that confers the benefits of a spell of the specified rank. This one confers a 4th-rank _resist energy_ spell. Level 10, 1,800 credits.'
|
|
618
|
+
consumables.tactical-cairn-form-spell-amp.description: 'Held in 1 hand, Bulk L. A spell ampoule: a ready-to-use magic injection that confers the benefits of a spell of the specified rank. This one confers a 6th-rank _cairn form_ spell. Level 11, 3,200 credits.'
|
|
619
|
+
consumables.advanced-resist-energy-spell-amp.description: 'Held in 1 hand, Bulk L. A spell ampoule: a ready-to-use magic injection that confers the benefits of a spell of the specified rank. This one confers a 7th-rank _resist energy_ spell. Level 14, 5,850 credits.'
|
|
620
|
+
held.1st-rank-spell-chip.description: "Installed in a computer or comm unit. Lets the device cast one 1st-rank spell; a device holds only one spell chip. Casting uses a Cast a Spell activity with the spell's normal actions while you hold the device in one hand. The spell must be on your spell list and of your tradition; you use your spell attack modifier and spell DC, and must still have any locus the spell requires. It can't hold cantrips or rituals, and its traits vary with the spell. Activate: Cast a Spell; Frequency once per day, plus overclock. Overclocking is using it again the same day: Cast the Spell, then roll a DC 10 flat check; on a success the chip is broken, on a failure it is destroyed. Overclocking a chip already overclocked that day destroys it automatically (even if repaired) and no spell is cast. Level 3, 600 credits."
|
|
621
|
+
held.2nd-rank-spell-chip.description: "Installed in a computer or comm unit. Lets the device cast one 2nd-rank spell; a device holds only one spell chip. Casting uses a Cast a Spell activity with the spell's normal actions while you hold the device in one hand. The spell must be on your spell list and of your tradition; you use your spell attack modifier and spell DC, and must still have any locus the spell requires. It can't hold cantrips or rituals, and its traits vary with the spell. Activate: Cast a Spell; Frequency once per day, plus overclock. Overclocking is using it again the same day: Cast the Spell, then roll a DC 10 flat check; on a success the chip is broken, on a failure it is destroyed. Overclocking a chip already overclocked that day destroys it automatically (even if repaired) and no spell is cast. Level 5, 1,600 credits."
|
|
622
|
+
held.3rd-rank-spell-chip.description: "Installed in a computer or comm unit. Lets the device cast one 3rd-rank spell; a device holds only one spell chip. Casting uses a Cast a Spell activity with the spell's normal actions while you hold the device in one hand. The spell must be on your spell list and of your tradition; you use your spell attack modifier and spell DC, and must still have any locus the spell requires. It can't hold cantrips or rituals, and its traits vary with the spell. Activate: Cast a Spell; Frequency once per day, plus overclock. Overclocking is using it again the same day: Cast the Spell, then roll a DC 10 flat check; on a success the chip is broken, on a failure it is destroyed. Overclocking a chip already overclocked that day destroys it automatically (even if repaired) and no spell is cast. Level 7, 3,600 credits."
|
|
623
|
+
held.4th-rank-spell-chip.description: "Installed in a computer or comm unit. Lets the device cast one 4th-rank spell; a device holds only one spell chip. Casting uses a Cast a Spell activity with the spell's normal actions while you hold the device in one hand. The spell must be on your spell list and of your tradition; you use your spell attack modifier and spell DC, and must still have any locus the spell requires. It can't hold cantrips or rituals, and its traits vary with the spell. Activate: Cast a Spell; Frequency once per day, plus overclock. Overclocking is using it again the same day: Cast the Spell, then roll a DC 10 flat check; on a success the chip is broken, on a failure it is destroyed. Overclocking a chip already overclocked that day destroys it automatically (even if repaired) and no spell is cast. Level 9, 7,000 credits."
|
|
624
|
+
held.5th-rank-spell-chip.description: "Installed in a computer or comm unit. Lets the device cast one 5th-rank spell; a device holds only one spell chip. Casting uses a Cast a Spell activity with the spell's normal actions while you hold the device in one hand. The spell must be on your spell list and of your tradition; you use your spell attack modifier and spell DC, and must still have any locus the spell requires. It can't hold cantrips or rituals, and its traits vary with the spell. Activate: Cast a Spell; Frequency once per day, plus overclock. Overclocking is using it again the same day: Cast the Spell, then roll a DC 10 flat check; on a success the chip is broken, on a failure it is destroyed. Overclocking a chip already overclocked that day destroys it automatically (even if repaired) and no spell is cast. Level 11, 15,000 credits."
|
|
625
|
+
held.6th-rank-spell-chip.description: "Installed in a computer or comm unit. Lets the device cast one 6th-rank spell; a device holds only one spell chip. Casting uses a Cast a Spell activity with the spell's normal actions while you hold the device in one hand. The spell must be on your spell list and of your tradition; you use your spell attack modifier and spell DC, and must still have any locus the spell requires. It can't hold cantrips or rituals, and its traits vary with the spell. Activate: Cast a Spell; Frequency once per day, plus overclock. Overclocking is using it again the same day: Cast the Spell, then roll a DC 10 flat check; on a success the chip is broken, on a failure it is destroyed. Overclocking a chip already overclocked that day destroys it automatically (even if repaired) and no spell is cast. Level 13, 30,000 credits."
|
|
626
|
+
held.7th-rank-spell-chip.description: |-
|
|
627
|
+
Installed in a computer or comm unit; each device holds only one spell chip. It lets the device cast one spell of 7th rank. Hold the device in one hand and Cast a Spell with the normal number of actions. The spell must be on your spell list and of your tradition, and you use your spell attack modifier and spell DC. If the spell has a locus, you must still have that locus. A chip can't hold cantrips or rituals; its traits match the spell inside.
|
|
628
|
+
|
|
629
|
+
**Activate** Cast a Spell; **Frequency** once per day, plus overclock. Using the chip more than once per day requires overclocking: Cast the Spell again, then roll a DC 10 flat check. On a success the chip is broken; on a failure it's destroyed. Overclocking a chip already overclocked that day destroys it automatically (even if repaired) and no spell is cast.
|
|
630
|
+
|
|
631
|
+
Level 15, 65,000 credits.
|
|
632
|
+
held.8th-rank-spell-chip.description: |-
|
|
633
|
+
Installed in a computer or comm unit; each device holds only one spell chip. It lets the device cast one spell of 8th rank. Hold the device in one hand and Cast a Spell with the normal number of actions. The spell must be on your spell list and of your tradition, and you use your spell attack modifier and spell DC. If the spell has a locus, you must still have that locus. A chip can't hold cantrips or rituals; its traits match the spell inside.
|
|
634
|
+
|
|
635
|
+
**Activate** Cast a Spell; **Frequency** once per day, plus overclock. Using the chip more than once per day requires overclocking: Cast the Spell again, then roll a DC 10 flat check. On a success the chip is broken; on a failure it's destroyed. Overclocking a chip already overclocked that day destroys it automatically (even if repaired) and no spell is cast.
|
|
636
|
+
|
|
637
|
+
Level 17, 150,000 credits.
|
|
638
|
+
held.9th-rank-spell-chip.description: |-
|
|
639
|
+
Installed in a computer or comm unit; each device holds only one spell chip. It lets the device cast one spell of 9th rank. Hold the device in one hand and Cast a Spell with the normal number of actions. The spell must be on your spell list and of your tradition, and you use your spell attack modifier and spell DC. If the spell has a locus, you must still have that locus. A chip can't hold cantrips or rituals; its traits match the spell inside.
|
|
640
|
+
|
|
641
|
+
**Activate** Cast a Spell; **Frequency** once per day, plus overclock. Using the chip more than once per day requires overclocking: Cast the Spell again, then roll a DC 10 flat check. On a success the chip is broken; on a failure it's destroyed. Overclocking a chip already overclocked that day destroys it automatically (even if repaired) and no spell is cast.
|
|
642
|
+
|
|
643
|
+
Level 19, 400,000 credits.
|
|
644
|
+
consumables.1st-rank-spell-gem.description: Held in 1 hand, light Bulk. A latticed gemstone in a silicon casing, encoded with one specific spell of 1st rank. Hold it in one hand and Cast a Spell with the normal number of actions. The spell must be on your spell list and of your tradition, and you use your spell attack modifier and spell DC. The gem can be used once and is destroyed as part of the casting. It can't hold cantrips or rituals; its traits match the spell inside. Level 1, 40 credits.
|
|
645
|
+
consumables.2nd-rank-spell-gem.description: Held in 1 hand, light Bulk. A latticed gemstone in a silicon casing, encoded with one specific spell of 2nd rank. Hold it in one hand and Cast a Spell with the normal number of actions. The spell must be on your spell list and of your tradition, and you use your spell attack modifier and spell DC. The gem can be used once and is destroyed as part of the casting. It can't hold cantrips or rituals; its traits match the spell inside. Level 3, 120 credits.
|
|
646
|
+
consumables.3rd-rank-spell-gem.description: Held in 1 hand, light Bulk. A latticed gemstone in a silicon casing, encoded with one specific spell of 3rd rank. Hold it in one hand and Cast a Spell with the normal number of actions. The spell must be on your spell list and of your tradition, and you use your spell attack modifier and spell DC. The gem can be used once and is destroyed as part of the casting. It can't hold cantrips or rituals; its traits match the spell inside. Level 5, 300 credits.
|
|
647
|
+
consumables.4th-rank-spell-gem.description: Held in 1 hand, light Bulk. A latticed gemstone in a silicon casing, encoded with one specific spell of 4th rank. Hold it in one hand and Cast a Spell with the normal number of actions. The spell must be on your spell list and of your tradition, and you use your spell attack modifier and spell DC. The gem can be used once and is destroyed as part of the casting. It can't hold cantrips or rituals; its traits match the spell inside. Level 7, 700 credits.
|
|
648
|
+
consumables.5th-rank-spell-gem.description: Held in 1 hand, light Bulk. A latticed gemstone in a silicon casing, encoded with one specific spell of 5th rank. Hold it in one hand and Cast a Spell with the normal number of actions. The spell must be on your spell list and of your tradition, and you use your spell attack modifier and spell DC. The gem can be used once and is destroyed as part of the casting. It can't hold cantrips or rituals; its traits match the spell inside. Level 9, 1,500 credits.
|
|
649
|
+
consumables.6th-rank-spell-gem.description: Held in 1 hand, light Bulk. A latticed gemstone in a silicon casing, encoded with one specific spell of 6th rank. Hold it in one hand and Cast a Spell with the normal number of actions. The spell must be on your spell list and of your tradition, and you use your spell attack modifier and spell DC. The gem can be used once and is destroyed as part of the casting. It can't hold cantrips or rituals; its traits match the spell inside. Level 11, 3,000 credits.
|
|
650
|
+
consumables.7th-rank-spell-gem.description: Held in 1 hand, light Bulk. A latticed gemstone in a silicon casing, encoded with one specific spell of 7th rank. Hold it in one hand and Cast a Spell with the normal number of actions. The spell must be on your spell list and of your tradition, and you use your spell attack modifier and spell DC. The gem can be used once and is destroyed as part of the casting. It can't hold cantrips or rituals; its traits match the spell inside. Level 13, 6,000 credits.
|
|
651
|
+
consumables.8th-rank-spell-gem.description: Held in 1 hand, light Bulk. A latticed gemstone in a silicon casing, encoded with one specific spell of 8th rank. Hold it in one hand and Cast a Spell with the normal number of actions. The spell must be on your spell list and of your tradition, and you use your spell attack modifier and spell DC. The gem can be used once and is destroyed as part of the casting. It can't hold cantrips or rituals; its traits match the spell inside. Level 15, 13,000 credits.
|
|
652
|
+
consumables.9th-rank-spell-gem.description: Held in 1 hand, light Bulk. A latticed gemstone in a silicon casing, encoded with one specific spell of 9th rank. Hold it in one hand and Cast a Spell with the normal number of actions. The spell must be on your spell list and of your tradition, and you use your spell attack modifier and spell DC. The gem can be used once and is destroyed as part of the casting. It can't hold cantrips or rituals; its traits match the spell inside. Level 17, 30,000 credits.
|
|
653
|
+
consumables.10th-rank-spell-gem.description: Held in 1 hand, light Bulk. A latticed gemstone in a silicon casing, encoded with one specific spell of 10th rank. Hold it in one hand and Cast a Spell with the normal number of actions. The spell must be on your spell list and of your tradition, and you use your spell attack modifier and spell DC. The gem can be used once and is destroyed as part of the casting. It can't hold cantrips or rituals; its traits match the spell inside. Level 19, 80,000 credits.
|
|
654
|
+
consumables.silver-ammunition-low-grade.description: 'Silver ammunition deals additional damage to creatures with a weakness to silver and ignores the resistance of creatures such as devils. Low-grade. Craft requirement: 2 credits of silver. Level 2, 40 credits.'
|
|
655
|
+
consumables.silver-grenade-missile-low-grade.description: 'A silver grenade or missile deals additional damage to creatures with a weakness to silver and ignores the resistance of creatures such as devils. Low-grade. Craft requirement: 6 credits of silver. Level 2, 120 credits.'
|
|
656
|
+
materials.silver-weapon-low-grade.description: 'A silver weapon deals additional damage to creatures with a weakness to silver and ignores the resistance of creatures such as devils. Low-grade. Price is 400 credits plus 40 credits per Bulk. Craft requirement: 20 credits of silver plus 2 credits per Bulk. Level 2, 400 credits.'
|
|
657
|
+
consumables.silver-ammunition-standard-grade.description: 'Silver ammunition deals additional damage to creatures with a weakness to silver and ignores the resistance of creatures such as devils. Standard-grade. Craft requirement: 110 credits of silver. Level 10, 880 credits.'
|
|
658
|
+
consumables.silver-grenade-missile-standard-grade.description: 'A silver grenade or missile deals additional damage to creatures with a weakness to silver and ignores the resistance of creatures such as devils. Standard-grade. Craft requirement: 330 credits of silver. Level 10, 2,640 credits.'
|
|
659
|
+
materials.silver-weapon-standard-grade.description: 'A silver weapon deals additional damage to creatures with a weakness to silver and ignores the resistance of creatures such as devils. Standard-grade. Price is 8,800 credits plus 880 credits per Bulk. Craft requirement: 1,100 credits of silver plus 110 credits per Bulk. Level 10, 8,800 credits.'
|
|
660
|
+
consumables.silver-ammunition-high-grade.description: 'Silver ammunition deals additional damage to creatures with a weakness to silver and ignores the resistance of creatures such as devils. High-grade. Craft requirement: 4,500 credits of silver. Level 16, 9,000 credits.'
|
|
661
|
+
consumables.silver-grenade-missile-high-grade.description: 'A silver grenade or missile deals additional damage to creatures with a weakness to silver and ignores the resistance of creatures such as devils. High-grade. Craft requirement: 13,500 credits of silver. Level 16, 27,000 credits.'
|
|
662
|
+
materials.silver-weapon-high-grade.description: 'A silver weapon deals additional damage to creatures with a weakness to silver and ignores the resistance of creatures such as devils. High-grade. Price is 90,000 credits plus 9,000 credits per Bulk. Craft requirement: 45,000 credits of silver plus 4,500 credits per Bulk. Level 16, 90,000 credits.'
|
|
663
|
+
consumables.abysium-ammunition-standard-grade.description: "Abysium is a blue-green metal with a green luminescence that damages creatures' immune systems. Abysium ammunition must be loaded into an empty upgrade slot of the weapon, reducing the weapon's available upgrades by one. On a successful Strike it deals an extra 1d4 poison damage, and on a critical hit the target is sickened 1. Standard-grade. Craft requirement: 250 credits of abysium. Level 11, 2,000 credits."
|
|
664
|
+
consumables.abysium-grenade-missile-standard-grade.description: "Abysium is a blue-green metal with a green luminescence that damages creatures' immune systems. It is safely contained in an outer shell. A grenade or missile of it deals an extra 1d4 poison damage on a successful Strike, and on a critical hit the target is sickened 1. Standard-grade. Craft requirement: 750 credits of abysium. Level 11, 6,000 credits."
|
|
665
|
+
materials.abysium-weapon-standard-grade.description: "Abysium is a blue-green metal with a green luminescence that damages creatures' immune systems. An abysium weapon is safely contained in an outer shell but has one fewer upgrade slot. It deals an extra 1d4 poison damage on a successful Strike, and on a critical hit the target is sickened 1. Standard-grade. Price is 20,000 credits plus 2,000 credits per Bulk. Craft requirement: 2,500 credits of abysium plus 250 credits per Bulk. Level 11, 20,000 credits."
|
|
666
|
+
consumables.abysium-ammunition-high-grade.description: "Abysium is a blue-green metal with a green luminescence that damages creatures' immune systems. Abysium ammunition must be loaded into an empty upgrade slot of the weapon, reducing the weapon's available upgrades by one. On a successful Strike it deals an extra 1d4 poison damage, and on a critical hit the target is sickened 2. High-grade. Craft requirement: 12,000 credits of abysium. Level 17, 24,000 credits."
|
|
667
|
+
consumables.abysium-grenade-missile-high-grade.description: "Abysium is a blue-green metal with a green luminescence that damages creatures' immune systems. It is safely contained in an outer shell. A grenade or missile of it deals an extra 1d4 poison damage on a successful Strike, and on a critical hit the target is sickened 2. High-grade. Craft requirement: 36,000 credits of abysium. Level 17, 72,000 credits."
|
|
668
|
+
materials.abysium-weapon-high-grade.description: "Abysium is a blue-green metal with a green luminescence that damages creatures' immune systems. An abysium weapon is safely contained in an outer shell but has one fewer upgrade slot. It deals an extra 1d4 poison damage on a successful Strike, and on a critical hit the target is sickened 2. High-grade. Price is 240,000 credits plus 24,000 credits per Bulk. Craft requirement: 120,000 credits of abysium plus 12,000 credits per Bulk. Level 17, 240,000 credits."
|
|
669
|
+
consumables.adamantine-ammunition-standard-grade.description: "Shiny black adamantine ammunition blasts through obstacles. It treats any object it hits as having half its usual Hardness, unless the object's Hardness is higher than 5. Standard-grade. Craft requirement: 175 credits of adamantine. Level 11, 1,400 credits."
|
|
670
|
+
consumables.adamantine-grenade-missile-standard-grade.description: "Shiny black adamantine grenades and missiles blast through obstacles. They treat any object they hit as having half its usual Hardness, unless the object's Hardness is higher than 5. Standard-grade. Craft requirement: 525 credits of adamantine. Level 11, 4,200 credits."
|
|
671
|
+
materials.adamantine-weapon-standard-grade.description: "A shiny black adamantine weapon blasts through obstacles. It treats any object it hits as having half its usual Hardness, unless the object's Hardness is higher than 5. Standard-grade. Price is 14,000 credits plus 1,400 credits per Bulk. Craft requirement: 1,750 credits of adamantine plus 175 credits per Bulk. Level 11, 14,000 credits."
|
|
672
|
+
consumables.adamantine-ammunition-high-grade.description: "Shiny black adamantine ammunition blasts through obstacles. It treats any object it hits as having half its usual Hardness, unless the object's Hardness is higher than 8. High-grade. Craft requirement: 6,750 credits of adamantine. Level 17, 13,500 credits."
|
|
673
|
+
consumables.adamantine-grenade-missile-high-grade.description: "Shiny black adamantine grenades and missiles blast through obstacles. They treat any object they hit as having half its usual Hardness, unless the object's Hardness is higher than 8. High-grade. Craft requirement: 20,250 credits of adamantine. Level 17, 40,500 credits."
|
|
674
|
+
materials.adamantine-weapon-high-grade.description: "A shiny black adamantine weapon blasts through obstacles. It treats any object it hits as having half its usual Hardness, unless the object's Hardness is higher than 8. High-grade. Price is 135,000 credits plus 13,500 credits per Bulk. Craft requirement: 67,500 credits of adamantine plus 6,750 credits per Bulk. Level 17, 135,000 credits."
|
|
675
|
+
consumables.dull-yellow-ore-ammunition-standard-grade.description: 'Dull yellow ore is the dull yellow remains of a planet, often found in a crescent shape. Weapons made of it gain the critical (mental) trait. Standard-grade. Craft requirement: 115 credits of dull yellow ore. Level 11, 920 credits.'
|
|
676
|
+
materials.dull-yellow-ore-weapon-standard-grade.description: "Dull yellow ore is the dull yellow remains of a planet, often found in a crescent shape; a basic chakram of it is made from unrefined ore unsuitable for any other weapon. Weapons made of it gain the critical (mental) trait. A standard-grade chakram applies the mental critical weapon specialization in addition to its group's normal critical specialization effect. Price is 9,200 credits plus 920 credits per Bulk. Craft requirement: 1,150 credits of dull yellow ore plus 115 credits per Bulk. Level 11, 9,200 credits."
|
|
677
|
+
consumables.dull-yellow-ore-grenade-missile-standard-grade.description: 'Dull yellow ore is the dull yellow remains of a planet, often found in a crescent shape. Weapons made of it gain the critical (mental) trait. Standard-grade. Craft requirement: 345 credits of dull yellow ore. Level 11, 2,760 credits.'
|
|
678
|
+
consumables.dull-yellow-ore-ammunition-high-grade.description: "Dull yellow ore is the dull yellow remains of a planet, often found in a crescent shape. Weapons made of it gain the critical (mental) trait, and high-grade versions apply the mental critical weapon specialization in addition to the group's normal critical specialization effect. High-grade. Craft requirement: 4,800 credits of dull yellow ore. Level 17, 9,600 credits."
|
|
679
|
+
consumables.dull-yellow-ore-grenade-missile-high-grade.description: "Dull yellow ore is the dull yellow remains of a planet, often found in a crescent shape. Weapons made of it gain the critical (mental) trait, and high-grade versions apply the mental critical weapon specialization in addition to the group's normal critical specialization effect. High-grade. Craft requirement: 14,400 credits of dull yellow ore. Level 17, 28,800 credits."
|
|
680
|
+
materials.dull-yellow-ore-weapon-high-grade.description: "Dull yellow ore is the dull yellow remains of a planet, often found in a crescent shape; a basic chakram of it is made from unrefined ore unsuitable for any other weapon. Weapons made of it gain the critical (mental) trait, and high-grade ones apply the mental critical weapon specialization in addition to the group's normal critical specialization effect. You can craft, buy or improve a _fear projector_ upgrade permanently installed in a high-grade chakram of it for half the normal price, without using an upgrade slot. Price is 96,000 credits plus 9,600 credits per Bulk. Craft requirement: 48,000 credits of dull yellow ore plus 4,800 credits per Bulk. Level 17, 96,000 credits."
|
|
681
|
+
consumables.cold-iron-ammunition-low-grade.description: 'Cold iron ammunition deals additional damage to creatures with a weakness to cold iron, such as devils and gremlins. Low-grade. Craft requirement: 2 credits of cold iron. Level 2, 40 credits.'
|
|
682
|
+
consumables.cold-iron-grenade-missile-low-grade.description: 'A cold iron grenade or missile deals additional damage to creatures with a weakness to cold iron, such as devils and gremlins. Low-grade. Craft requirement: 6 credits of cold iron. Level 2, 120 credits.'
|
|
683
|
+
materials.cold-iron-weapon-low-grade.description: 'A cold iron weapon deals additional damage to creatures with a weakness to cold iron, such as devils and gremlins. Low-grade. Price is 400 credits plus 40 credits per Bulk. Craft requirement: 20 credits of cold iron plus 2 credits per Bulk. Level 2, 400 credits.'
|
|
684
|
+
consumables.cold-iron-ammunition-standard-grade.description: 'Cold iron ammunition deals additional damage to creatures with a weakness to cold iron, such as devils and gremlins. Standard-grade. Craft requirement: 110 credits of cold iron. Level 10, 880 credits.'
|
|
685
|
+
consumables.cold-iron-grenade-missile-standard-grade.description: 'A cold iron grenade or missile deals additional damage to creatures with a weakness to cold iron, such as devils and gremlins. Standard-grade. Craft requirement: 330 credits of cold iron. Level 10, 2,640 credits.'
|
|
686
|
+
materials.cold-iron-weapon-standard-grade.description: 'A cold iron weapon deals additional damage to creatures with a weakness to cold iron, such as devils and gremlins. Standard-grade. Price is 8,800 credits plus 880 credits per Bulk. Craft requirement: 1,100 credits of cold iron plus 110 credits per Bulk. Level 10, 8,800 credits.'
|
|
687
|
+
consumables.cold-iron-ammunition-high-grade.description: 'Cold iron ammunition deals additional damage to creatures with a weakness to cold iron, such as devils and gremlins. High-grade. Craft requirement: 4,500 credits of cold iron. Level 16, 9,000 credits.'
|
|
688
|
+
consumables.cold-iron-grenade-missile-high-grade.description: 'A cold iron grenade or missile deals additional damage to creatures with a weakness to cold iron, such as devils and gremlins. High-grade. Craft requirement: 13,500 credits of cold iron. Level 16, 27,000 credits.'
|
|
689
|
+
materials.cold-iron-weapon-high-grade.description: 'A cold iron weapon deals additional damage to creatures with a weakness to cold iron, such as devils and gremlins. High-grade. Price is 90,000 credits plus 9,000 credits per Bulk. Craft requirement: 45,000 credits of cold iron plus 4,500 credits per Bulk. Level 16, 90,000 credits.'
|
|
690
|
+
consumables.djezet-ammunition-standard-grade.description: Ammunition made of djezet, a rust red metal that is liquid at room temperature and highly reactive to magic. A critical hit against a prepared or spontaneous spellcaster makes the target lose one prepared spell or one spontaneous spell slot unless it succeeds at a Will save (DC 30). The slot is chosen at random from the caster's three highest spell ranks (then from the spells prepared in that rank, for a prepared caster). Standard grade. Level 12, 1,800 credits.
|
|
691
|
+
consumables.djezet-grenade-missile-standard-grade.description: Grenade or missile made of djezet, a rust red metal that is liquid at room temperature and highly reactive to magic. A critical hit against a prepared or spontaneous spellcaster makes the target lose one prepared spell or one spontaneous spell slot unless it succeeds at a Will save (DC 30). The slot is chosen at random from the caster's three highest spell ranks (then from the spells prepared in that rank, for a prepared caster). Standard grade. Level 12, 5,400 credits.
|
|
692
|
+
materials.djezet-weapon-standard-grade.description: Weapon made of djezet, a rust red metal that is liquid at room temperature and highly reactive to magic. A critical hit against a prepared or spontaneous spellcaster makes the target lose one prepared spell or one spontaneous spell slot unless it succeeds at a Will save (DC 30). The slot is chosen at random from the caster's three highest spell ranks (then from the spells prepared in that rank, for a prepared caster). Standard grade. Level 12, 18,000 credits plus 1,800 credits per Bulk.
|
|
693
|
+
consumables.djezet-ammunition-high-grade.description: Ammunition made of djezet, a rust red metal that is liquid at room temperature and highly reactive to magic. A critical hit against a prepared or spontaneous spellcaster makes the target lose one prepared spell or one spontaneous spell slot unless it succeeds at a Will save (DC 40). The slot is chosen at random from the caster's three highest spell ranks (then from the spells prepared in that rank, for a prepared caster). High grade. Level 18, 22,000 credits.
|
|
694
|
+
consumables.djezet-grenade-missile-high-grade.description: Grenade or missile made of djezet, a rust red metal that is liquid at room temperature and highly reactive to magic. A critical hit against a prepared or spontaneous spellcaster makes the target lose one prepared spell or one spontaneous spell slot unless it succeeds at a Will save (DC 40). The slot is chosen at random from the caster's three highest spell ranks (then from the spells prepared in that rank, for a prepared caster). High grade. Level 18, 66,000 credits.
|
|
695
|
+
materials.djezet-weapon-high-grade.description: Weapon made of djezet, a rust red metal that is liquid at room temperature and highly reactive to magic. A critical hit against a prepared or spontaneous spellcaster makes the target lose one prepared spell or one spontaneous spell slot unless it succeeds at a Will save (DC 40). The slot is chosen at random from the caster's three highest spell ranks (then from the spells prepared in that rank, for a prepared caster). High grade. Level 18, 220,000 credits plus 22,000 credits per Bulk.
|
|
696
|
+
consumables.noqual-ammunition-standard-grade.description: Ammunition made of noqual, a light, strong metal that breaks the bonds of magic. Against summoned creatures and spell effects that can be damaged by physical attacks, a Strike gains a circumstance bonus to damage equal to twice the number of weapon damage dice. On a critical hit, the target spellcaster's concentration is disrupted and it becomes stupefied 1 for 1 round. Standard grade. Level 12, 1,600 credits.
|
|
697
|
+
consumables.noqual-grenade-missile-standard-grade.description: Grenade or missile made of noqual, a light, strong metal that breaks the bonds of magic. Against summoned creatures and spell effects that can be damaged by physical attacks, a Strike gains a circumstance bonus to damage equal to twice the number of weapon damage dice. On a critical hit, the target spellcaster's concentration is disrupted and it becomes stupefied 1 for 1 round. Standard grade. Level 12, 4,800 credits.
|
|
698
|
+
materials.noqual-weapon-standard-grade.description: Weapon made of noqual, a light, strong metal that breaks the bonds of magic. Against summoned creatures and spell effects that can be damaged by physical attacks, a Strike gains a circumstance bonus to damage equal to twice the number of weapon damage dice. On a critical hit, the target spellcaster's concentration is disrupted and it becomes stupefied 1 for 1 round. Standard grade. Level 12, 16,000 credits plus 1,600 credits per Bulk.
|
|
699
|
+
consumables.noqual-ammunition-high-grade.description: Ammunition made of noqual, a light, strong metal that breaks the bonds of magic. Against summoned creatures and spell effects that can be damaged by physical attacks, a Strike gains a circumstance bonus to damage equal to twice the number of weapon damage dice. On a critical hit, the target spellcaster's concentration is disrupted and it becomes stupefied 1 for 1 round. High grade. Level 18, 24,000 credits.
|
|
700
|
+
consumables.noqual-grenade-missile-high-grade.description: Grenade or missile made of noqual, a light, strong metal that breaks the bonds of magic. Against summoned creatures and spell effects that can be damaged by physical attacks, a Strike gains a circumstance bonus to damage equal to twice the number of weapon damage dice. On a critical hit, the target spellcaster's concentration is disrupted and it becomes stupefied 1 for 1 round. High grade. Level 18, 72,000 credits.
|
|
701
|
+
materials.noqual-weapon-high-grade.description: Weapon made of noqual, a light, strong metal that breaks the bonds of magic. Against summoned creatures and spell effects that can be damaged by physical attacks, a Strike gains a circumstance bonus to damage equal to twice the number of weapon damage dice. On a critical hit, the target spellcaster's concentration is disrupted and it becomes stupefied 1 for 1 round. High grade. Level 18, 240,000 credits plus 24,000 credits per Bulk.
|
|
702
|
+
consumables.orichalcum-ammunition-high-grade.description: Ammunition made of orichalcum. Because of its temporal properties, you can buy and install a _quicklock_ weapon upgrade that works only with orichalcum ammunition and weapons for half the normal price. Orichalcum weapons have an extra upgrade slot. High grade. Level 18, 22,500 credits.
|
|
703
|
+
consumables.orichalcum-grenade-missile-high-grade.description: Grenade or missile made of orichalcum. Because of its temporal properties, you can buy and install a _quicklock_ weapon upgrade that works only with orichalcum ammunition and weapons for half the normal price. Orichalcum weapons have an extra upgrade slot. High grade. Level 18, 67,500 credits.
|
|
704
|
+
materials.orichalcum-weapon-high-grade.description: Weapon made of orichalcum. It has an extra upgrade slot. Because of orichalcum's temporal properties, you can buy and install a _quicklock_ weapon upgrade that works only with orichalcum ammunition and weapons for half the normal price. High grade. Level 18, 225,000 credits plus 22,500 credits per Bulk.
|
|
705
|
+
consumables.shimmerstone-ammunition-standard-grade.description: Ammunition made of shimmerstone, a psychically active but brittle crystalline ore that radiates a calming aura. Shimmerstone weapons gain the caster trait. Mental spells cast by a character wielding a shimmerstone weapon or a weapon loaded with shimmerstone ammunition make the weapon deal mental damage until the end of your next turn or until you cast another spell. You can buy and install a _merciful_ weapon upgrade that works only with high-grade shimmerstone ammunition and weapons for half the normal price, without using an upgrade slot. Standard grade. Level 12, 920 credits.
|
|
706
|
+
consumables.shimmerstone-grenade-missile-standard-grade.description: Grenade or missile made of shimmerstone, a psychically active but brittle crystalline ore that radiates a calming aura. Shimmerstone weapons gain the caster trait. Mental spells cast by a character wielding a shimmerstone weapon or a weapon loaded with shimmerstone ammunition make the weapon deal mental damage until the end of your next turn or until you cast another spell. You can buy and install a _merciful_ weapon upgrade that works only with high-grade shimmerstone ammunition and weapons for half the normal price, without using an upgrade slot. Standard grade. Level 12, 2,760 credits.
|
|
707
|
+
materials.shimmerstone-weapon-standard-grade.description: Weapon made of shimmerstone, a psychically active but brittle crystalline ore that radiates a calming aura. Shimmerstone weapons gain the caster trait. Mental spells cast by a character wielding a shimmerstone weapon or a weapon loaded with shimmerstone ammunition make the weapon deal mental damage until the end of your next turn or until you cast another spell. You can buy and install a _merciful_ weapon upgrade that works only with high-grade shimmerstone ammunition and weapons for half the normal price, without using an upgrade slot. Standard grade. Level 12, 9,200 credits plus 920 credits per Bulk.
|
|
708
|
+
consumables.shimmerstone-ammunition-high-grade.description: Ammunition made of shimmerstone, a psychically active but brittle crystalline ore that radiates a calming aura. Shimmerstone weapons gain the caster trait. Mental spells cast by a character wielding a shimmerstone weapon or a weapon loaded with shimmerstone ammunition make the weapon deal mental damage until the end of your next turn or until you cast another spell. You can buy and install a _merciful_ weapon upgrade that works only with high-grade shimmerstone ammunition and weapons for half the normal price, without using an upgrade slot. High grade. Level 18, 9,600 credits.
|
|
709
|
+
consumables.shimmerstone-grenade-missile-high-grade.description: Grenade or missile made of shimmerstone, a psychically active but brittle crystalline ore that radiates a calming aura. Shimmerstone weapons gain the caster trait. Mental spells cast by a character wielding a shimmerstone weapon or a weapon loaded with shimmerstone ammunition make the weapon deal mental damage until the end of your next turn or until you cast another spell. You can buy and install a _merciful_ weapon upgrade that works only with high-grade shimmerstone ammunition and weapons for half the normal price, without using an upgrade slot. High grade. Level 18, 28,800 credits.
|
|
710
|
+
materials.shimmerstone-weapon-high-grade.description: Weapon made of shimmerstone, a psychically active but brittle crystalline ore that radiates a calming aura. Shimmerstone weapons gain the caster trait. Mental spells cast by a character wielding a shimmerstone weapon or a weapon loaded with shimmerstone ammunition make the weapon deal mental damage until the end of your next turn or until you cast another spell. You can buy and install a _merciful_ weapon upgrade that works only with high-grade shimmerstone ammunition and weapons for half the normal price, without using an upgrade slot. High grade. Level 18, 96,000 credits plus 9,600 credits per Bulk.
|
|
711
|
+
consumables.siccatite-ammunition-standard-grade.description: Ammunition made of siccatite, which is constantly surrounded by shimmering heat (hot siccatite) or a corona of rime (cold siccatite). It automatically gains a _flaming module_ (hot) or _frost module_ (cold) weapon upgrade that deals 1d8 damage instead of 1d6. Standard grade. Level 11, 1,400 credits.
|
|
712
|
+
consumables.siccatite-grenade-missile-standard-grade.description: Grenade or missile made of siccatite, which is constantly surrounded by shimmering heat (hot siccatite) or a corona of rime (cold siccatite). It automatically gains a _flaming module_ (hot) or _frost module_ (cold) weapon upgrade that deals 1d8 damage instead of 1d6. Standard grade. Level 11, 4,200 credits.
|
|
713
|
+
materials.siccatite-weapon-standard-grade.description: Weapon made of siccatite, which is constantly surrounded by shimmering heat (hot siccatite) or a corona of rime (cold siccatite). It automatically gains a _flaming module_ (hot) or _frost module_ (cold) weapon upgrade that deals 1d8 damage instead of 1d6. A thermal dynafan's design makes siccatite easy to use in its heatsink; you can buy or craft a pair of connected thermal dynafans as if it were a single weapon with 2 Bulk. Standard grade. Level 11, 14,000 credits plus 1,400 credits per Bulk.
|
|
714
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+
consumables.siccatite-ammunition-high-grade.description: Ammunition made of siccatite, which is constantly surrounded by shimmering heat (hot siccatite) or a corona of rime (cold siccatite). It automatically gains a _tactical flaming module_ (hot) or _tactical frost module_ (cold) weapon upgrade that deals 1d8 damage instead of 1d6. High grade. Level 17, 15,000 credits.
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715
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+
consumables.siccatite-grenade-missile-high-grade.description: Grenade or missile made of siccatite, which is constantly surrounded by shimmering heat (hot siccatite) or a corona of rime (cold siccatite). It automatically gains a _tactical flaming module_ (hot) or _tactical frost module_ (cold) weapon upgrade that deals 1d8 damage instead of 1d6. High grade. Level 17, 45,000 credits.
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716
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+
materials.siccatite-weapon-high-grade.description: Weapon made of siccatite, which is constantly surrounded by shimmering heat (hot siccatite) or a corona of rime (cold siccatite). It automatically gains a _tactical flaming module_ (hot) or _tactical frost module_ (cold) weapon upgrade that deals 1d8 damage instead of 1d6. A thermal dynafan's design makes siccatite easy to use in its heatsink; you can buy or craft a pair of connected thermal dynafans as if it were a single weapon with 2 Bulk. High grade. Level 17, 150,000 credits plus 15,000 credits per Bulk.
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717
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rituals.forge-hyperspace-beacon.description: "Cast 7 days. Cost: UPBs and offerings worth 100,000 credits in total. Secondary casters: 2. Primary check: Computers. Secondary checks: Crafting, Religion, Technology Lore. Range 40 feet. Target: 1 constructed space station. You consecrate the station by installing sacred hardware and syncing it to hyperspace, turning it into a hyperspace beacon that allows swifter travel to the surrounding region of space. The ritual requires at least 3 casters, and as many as 12 are known to perform it regularly. If the number of casters isn't a multiple of 3, the ritual automatically fails."
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718
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rituals.awaken-computer.description: 'Cast 1 day. Cost: UPBs or digital media worth 1/5 the value on the Creature Creation Rituals table. Secondary casters: 3. Primary check: Computers (master). Secondary checks: Lore (any), Society, Survival. Range 10 feet. Target: 1 computer or tech creature of up to the level on the table. You grant the target intelligence, transforming it into a free-willed creature with the tech trait. If it was a minion, it can no longer serve as one, and it is freed from all orders and programming it had. Offering digital media instead of UPBs creates a virtual creature.'
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