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Mechanik’s Union

All things mechanikal, magikal, clockwerk, and mundane

Wednesday, February 8, 2012 ~ 8:41 am * PST


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‘Chemic Tattoo’s

Before the tramp of Khadoran boots echoed in the streets of Llael, the Golden Crucible labs produced a number of interesting processes which subsequently vanished when their Head Quarters was raided.  The more loyal or independent minded alchemists scattered across the Kingdoms and took their formuli with them. The process of distilling alchemical inks stable enough to be applied to human flesh without permanent damage was recently recovered from a refugee in Ord and brought to the chapter house of the Fraternal Order in Ceryl.  Its production has since suffered complications from the Strangelight workshops but nevertheless has resulted in a number of popular niche products:-

  • Illuminator: This is one of the cheapest, and thereby the most popular of inks. Derived from the same ‘chemic process that gives Balelight its glow, the patterns drawn by this Ink gives of a similar light after the limb they are attached to is shook vigorously (free action). The tattoo must take up at least a limbs worth of flesh to provide a 5ft radius of greenish illumination and must of course, be uncovered. The process remains imperfect however, and the current tattoo ink only lasts for around a week before breaking down and causing an itchy rash.  So far the Strangelight workshop has refused all offers to share processes which might prolong the inks emerald glow.  Despite its shortcomings, this ink has found many of its buyers among the dilettantes and rebellious younger nobility, who find intricate glowing body markings a scandalous new fashion trend.
  • Galvanic: One of the more expensive inks coming out of Ceryl, it has been designated as military property by Highgate. Galvanic ink only sees civilian use due to the ever present black-market, or dealings with Cygarian stormcasters.  As even the common shop assistants are subject to powerful electrical discharge from time to time. This ‘chemic uses a compound comprised of the same materials as spark powder and liniment of insulation. When the flesh it is tattooed into is subjected to direct electrical damage up to 30 points can be safely absorbed [per day]. This stored energy automatically causes 1 point of nonlethal damage (per original damage die) per round to the bearer of the tattoo regardless of any effects that mitigate subdual damage. The energy build up can be released in a touch attack similar (in all particulars save damage) to the spell ‘shocking grasp‘. If more than 30 points of electrical damage is forced to pass through the galvanic compounds in the flesh over 24 hours, they grow red hot and the damage per round becomes lethal damage. However this overheating method can allow a further 30 points of electrical damage to be absorbed [total of 60 per day]. Be warned however, if more that 60 points of electrical damage passes through the subject within 24 hours, the compounds polarize and the bearer of the tattoo looses its benefits. They instead gain a vulnerability to electrical attacks and receive double damage from that energy until the tattoo fades or is physically removed. This tattoo is a metallic silver and takes up a large portion of the upper torso, running down each arm. Tattooing over the head has been discouraged for fear of permanent damage to the brain, wearing metal accouterments on the hands is also not recommended.
  • Styptic: developed from the powerful solovins seal and several natural adhesives, this ink has found popularity amongst those in dangerous trades. When the skin covered by the tattoo is subject to piercing or slashing damage, the ‘chemics imbued within it rapidly coagulate and seal of the wound preventing bleeding damage, blood drain or wounding effects. This tattoo is a deep cyan, and covers most of the body in order to be effective against all forms of wounds. Although those trudging through steaming jungle swamps tend to prefer covering the lower portion of the body and legs to prevent the attentions of leeches and burrowing parasites.
  • Kinetic: more of an experimental compound derived in part from leatherskin and the powdered metal of destroyed animations, this ink softens the blows of enchanted arms be they arcane or mechanikaly charged. A good seller to tomb robbers and the like, despite the odd rumor of the dreaded animations being particularly attracted to those bearing this ink.  The skin covered by this ash grey tattoo gains a stiffness and rigidity similar to well cured leather, reducing manual dexterity by 1 but providing a +1 natural armor bonus (this does not stack with other effects granting a natural armor bonus). In addition, strikes from weapons (or projectiles) charged with magical potential have their enchantment bonus reduced by 1 point for the purposes of determining attack and damage for that strike. This tattoo usually covers the majority of the torso in order to provide effective protection.
  • Tracer: perhaps unsurprisingly this ink is mostly bought in bulk by the Cygaran authorities for marking dangerous prisoners of war and infamous civilian convicts.  Markedly similar in most respects to Tracer Oil, this tattoo increases the power of ‘locate’ spells cast to find the bearer (only being surrounded by 3 or more inches of lead can prevent this). It also causes them to suffer a -3 penalty to its Will save against any scrying attempt. Unlike other tattoos this ink remains active for at least a year, unless physically removed with acid, fire, or by slicing off the flesh. Due to this, this crimson coloured tattoo usually takes the form of a recognizable serial number and is placed on the face or back of the neck, where forcible removal would prove disfiguring and painful.

Ink Cost Craft
Illuminator 20 gp DC 18
Galvanic 610 gp DC 26
Styptic 320 gp DC 23
Kinetic 545 gp DC 24
Tracer 300 gp DC 20

CREATE ALCHEMICAL TATTOO [ITEM CREATION]

Prerequisite: brew potion, 8 ranks in heal, 5 ranks in craft: caligraphy

Benefit: You can suspend  alchemicals into an ink solution to be impregnated under the skin of a humanoid for later release. Acids, drugs, poisons and the like cannot be used in this way. Creating alchemical Inks requires a Craft: Alchemy check (DC 10 + 1/2 original crafting check to create the alchemical or alchemicals), or risk ruining the base material.   Inks can be tattooed onto the flesh of a living humanoid with a Craft: calligraphy check (DC10 + 1/2 the creation check). This does nonlethal damage equal to the Craft: calligraphy DC and takes half as many hours to complete. These hours need not be consecutive, and the effects and duration of the tattoo ink only begins after completion.  Alchemical Inks remain active for a number of days equal to the check required to create them (not the check to apply them), unless their description indicates otherwise. After this time they fade and remain only as a pale outline in the flesh, only after this has occurred can the tattoo be reapplied (creatures cannot benefit from more than one ink at a time). Unless one or more alchemical used in creation is considered magical, tattoos are not effected by dispel magic or similar effects.

Special: combat alchemists may select this as one of their bonus feats

Article #910 by TT on November 21, 2010 @ 05:15 PM

This article is categorically filed under Alchemical

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Repulsion Gel

Since some of the ‘deeper’ research and development labs of the Strangelight Workshop got a’hold of the new raw materials being shipped in from Zu a number of new experimental mixtures have been cautiously placed on sale in some of the more trusted shopfronts under the Strangelight name. This bright orange and faintly luminous gel was developed from the properties of rubber. The elastic qualities of polyisoprene are mores suitable than the common gutta-percha used in the Kingdoms for insulation and waterproof seals.

Commonly found in its stabilized liquid form, this gel is kept in a pressurized metal cylinder with a single solid crystal porthole at the mid-point. A simple release valve at the top can be manipulated to spray a surface or object with the gel. A single full cylinder contains enough gel to cover around 20ft of surface area. After contacting the air, the gel takes 1d4 rounds to destabilize and form a solid rubberized seal (this does not function underwater or in airless environments). Removing an object stuck down in the gel after it hardens takes a strength check [DC20]. Doors sealed over with this hardened gel have a similar strength check requirement in addition to whatever else is necessary to open them in the first place. They are also considered airtight.

However the truly miraculous properties of this alchemical is found when force is applied to a surface covered with the hardened gel:

  • Throwing an object at a surface coated with this gel, or an object coated with this gel for that matter, causes it to rebound with increased force. (eg. a rock thrown 10ft would rebound and travel 20ft, but would be treated as a falling object rather than as a ranged attack) Its ballistic trajectory after impact is determined as a random grenade-like effect.
  • Making a single running jump check using a coated surface as a springboard doubles the distance jumped.
  • Landing on a coated surface negates half of the falling damage as well as propelling the object twice the distance in the opposite direction from impact. Landing repeatedly on the same spot has a similar effect, doubling the height of each jump. However a balance check [DC10 + jump check] must be made after using this method of locomotion to resist falling prone when landing on solid ground once more.*
  • A surface coated with the gel provides illumination similar to a candle. Impacts on the gel cause a small increase in this effulgence from the point of impact, which soon fades back to the background glow.
  • Bludgeoning weapons coated with this gel do only half damage and require a balance check be made by both the wielder and the target [DC10 + attack roll] to resist being knocked prone.

However bullets, arrows and other objects dealing slashing or piercing damage are not effected by the gel. These projectiles simply pierce the hardened gel and shatter against or stick into the surface it is coating.  The gel remains chemically viable until 1d4 hours after application, at which point it loses its glow and becomes extremely brittle. In liquid form, the gel is highly flammable and will burn for 1 round dealing 1d6 fire damage to whatever it is in contact with (sticking to it much like alchemical fire). Once hardened it will melt only if put in contact with open flames, not heated metal or other indirect sources. After losing its properties, the gel is completely inert. The rebounding properties of the gel can also be suppressed by dispel magic as if it were a magical effect.

*caution advised by the Strangelight workshops do not combine two coated surfaces in your endeavours, increasing positive returns deemed hazardous to your health.

Cost: 2000gp+

Craft: alchemy DC 30 / Brew Potion [jump, spider climb, levitate]

Article #886 by TT on November 13, 2010 @ 03:57 AM

This article is categorically filed under Alchemical

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Grenade: Mulciberian Diffuser

This glass and metal banded grenade has a rather narrow band of usefulness, but one that makes it eminently suitable to the modern battlefield. A product of Llaelese combat alchemists in exile (some rumor even the wolf himself used something similar), they combine arcane brewing and a simple impact activated grenade shell to deliver a torrent of thaumaticaly active goo onto its target and the adjacent squares.  Any metal that hasn’t received magi reinforcement or is part of some mechanikal construct will melt and run like thick muddy water, reforming moments later into solid metal in whatever form gravity has dictated. For a Sword-knight clumping around in his full-plate, there are few more devastating effects than having his armor melt and reform into a iron prison around him. Equally useful if you wish to disarm that pistol slinging gunman busy trying to fill you full of holes. These device is also useful for weakening metal supports and crippling vehicular transports.

Melt Metal Grenade:

  • Range - thrown [ranged touch splash]
  • Weight - 1 lbs
  • Damage - none
  • Special - all non-magical ferrous metal objects within 5ft of the target square (up to 50lb*) melts and runs as if under the effect of the spell ‘melt metal‘. The metal returns to its previous solid state after 1 round in whatever form gravity or manipulation has dictated and gives off no heat throughout. If the item was worn by a creature and no effort was made to remove the liquid metal, that creature suffers a -1 to dexterity & -5ft to speed per 5lb of metal reformed. Items in a creatures possession get a Will Save [DC 18] to resist the transformation.

* if there is more than 50lb of metal within the radius, the effect focuses on the largest metal object and reduces it by 50lb.

Cost: 2025gp

Craft: Demolitions DC 7  / Alchemy DC 25 / Brew Potion <combat alchemist>

Article #728 by TT on October 14, 2010 @ 04:58 AM

This article is categorically filed under Alchemical

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Grenade: Instant Iceberg

Between military salvage operations and Ordic salvagers preying on the ironclad carcasses left by the clashing of the kingdoms, there has been more activity in the depths than ever before. Which means of course, more contact with their less agreeable denizens. A fire and forget method for blocking up submerged corridors, plugging holes and inconveniencing pursuing beasties was in demand, and to some extent this explosive fulfills them. It it far larger than your average grenade, more of a large clay jug than anything. Instead of a stopper there is a small winding key for a air-tight clockwork flint striker, set to spin in approximately 6 seconds [1 round] after being wound. The impressive bit is all hidden away in layers of clay and glass. Within the clay casing is enough flashfreeze to solidify some 200 gallons or more of water. Suspended in the center of this alchemical mix are two glass containers, one within the other. The inner tube is full of spark powder and is what the flint striker ignites when it spins. The striker also shatters the inner glass tube, exposing the sudden intense heat to the mixture of liquefied true air in the outer glass tube. This in turn promotes a rapid expansion which shatters the entire device apart and spreads the flashfreeze into the surrounding environment. Freezing all water within a 10ft radius of the blast almost instantly, leaving a large rough ball of ice in its wake

Ice Grenade:

  • Range - thrown*
  • Weight - 4 lbs
  • Damage - 1d6 [cold]
  • Saving Throw - Reflex DC 16
  • Special - Freezes a 10ft radius from point of effect into a ball of  ice [Str Check DC15 to fracture a 5ft square]. Anything within the radius of the blast is encased in ice and trapped unless it breaks free, it takes 1d6 points of cold damage each round it is encased.

*can only be effective underwater or against mostly water targets such as elementals.

Cost: 120gp [40gp true air, 5gp spark powder, 25gp sealed clockwork flint striker, 48gp flashfreeze x4, 2gp casing]

Craft: Demolitions DC 6  / Alchemy DC 15

Article #705 by TT on October 05, 2010 @ 10:21 PM

This article is categorically filed under Alchemical

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Grenade: Maglock Melter

Necessity is the mother of all invention, and when you have Khadoran Warjacks stomping around your streets necessity is the word. The Khadorans stranglehold on red powder production in Llael presented a distinct problem to the resistance movements. After all, it takes a lot of powder to make a dent in a Khadoran ‘jack or demolish a reinforced bridgehead. Thermite reactions had been in development since 588 AR as a way of getting pure iron without the use of carbon in smelting. Using a mixture of powdered rust and magnesium to produce an intense exothermic reaction over a small area, it has only risen in popularity after the invasion reduced the availability of red powder for reactions.

The Maglock uses a small perforated metal tube of spark powder as its primary ignition source, set off in this case by a clockwork flint striker wound up from a keyslot in the grenades upper casing. The clockwork is set to 6 seconds as standard, and note that without a winding key it cannot be activated. This tube is wrapped with magnesium ribbon, which is  ignited by the spark powder and in turn serves to activate a shaped charge satchel of the compound mixture. The grenade casing itself is a flattened half-sphere with four hinged flanges on each compass point. A thin metal handle runs along the upper casing and incorporates a simple clockwork winder at the central point, which can be set to a maximum of 1min before detonation. However the most important part of this munition rests in the flanges, as each of them has a powerful magnetic lodestone embedded within it, allowing the grenade once thrown to adhere to ferrous metal surfaces with great tenacity.

When the compound powder ignites, it burns a molten hole through the surface it rests on and continues into whatever rests behind it. Should this be a Warjack, the damage to the internal mechanisms can be crippling. Not to mention the sort of damage it could deal to any unfortunate steam armored soldiers that get this device attached to them. Fortunately for those in the firing line, the radius of this grenade is very limited. It can only do full damage if attached to an object, otherwise it can only damage something in the same 5ft square as itself and grants a Reflex saving throw for half damage. Although on the plus side for the user, as this item is purely alchemical it cannot be dispelled by that enraged warcaster bearing down on you.

Maglock Melter Grenade:

  • Range - thrown
  • Weight - 2 lbs
  • Damage - 4d6+6 [fire]
  • Saving Throw - Reflex DC 14
  • Special - bypasses objects hardness | no splash damage | no saving throw for attached target | Strength DC 20 to remove from ferrous metal surface | 50% chance of sticking to ferrous metal surface if thrown at it, 100% chance if placed.

Cost: 150gp

Craft: Demolitions DC 7  / Alchemy DC 20

Article #609 by TT on August 30, 2010 @ 04:56 AM

This article is categorically filed under Alchemical

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Steam Armor: Arcwrights Alchemical Arbitrator

This oddly stripped down suit of steam armor has a rather grisly history behind its current schematics. The design was first seen in use by a mercenary group working out Llaelese territory in 603 AR. The group was mainly comprised of rejects from other more successful mercenary groups, those drummed out for laziness, ill discipline and in some cases severe psychotic breaks. The mercs were finally decimated and disbanded 3 years later during the final push by Khador into Llael, it was then uncovered that the group had been employing prisoners as enslaved shock troops. Fitted into a form of steam armor and pumped full of alchemicals, these men would achieve superhuman strength and speed at the cost of deteriorating physical condition and mental health.

After the interrogation of one of the mercenary commanders was leaked, it became apparent that this device had first been created by a well meaning mechanik and alchemist named Boris ‘Badger’ Arcwright. It was designed to make the less stable individuals in the group more pliable and useful in combat. The suits each had a simple cerebral matrix built into them, which would lock up the entire armor on a recognised voice command preventing the wearer from turning on his comrades. It was only later that alchemicals were introduced into the system, and dangerous narcotics filtered into the users daily regime to make them both dependant and obedient. If the users weren’t psychotic when they went into the suits, the daily doses of powerful arcane stimulants and mind altering drugs soon made it hard to tell. A few even started developing dangerous mutations and odd warping effects from their repeated exposure.

This improved version has thankfully been altered from its original murderous design, but the principals remain the same. The suit itself lacks the heavy armor plating and fortification of normal light steam armor, instead focusing on augmenting the users speed and strength. The key to the suits abilities lies in the large cylindrical tank affixed to the back of the suits torso section, and the mechanikal filtration mask that replaces the suits helm. The tank splits open when the lock is disengaged to reveal the steam engine of the armor has been plumbed into a complex pumping and filtration system. There are 6 pressurized tanks in circular group in the upper section of the tank, which run into a selective valve system built around a small cerebral matrix. Vulcanized rubber tubing runs along and under the armors back-plate and over the shoulders to meet with the lower half of the filtration mask.

The matrix is trained to throw a series of valves in the engine when it hears the wearer give a numbered command word, usually ‘activate 1-6′. This releases a steady supply of the pressurized mix in the tank into an arcane atomizer, powered by the roiling energy of a standard accumulator furnace. The resulting gaseous mix is pumped into the sealed mask imbuing the wearer with the effects of the contained alchemical or potion. This whole process takes only a swift action. Each tank can contain enough of a alchemical or potion for 3 uses before it is empty, but must be refilled under the pressure of a hand pump or more advanced mechanism with a Craft: Alchemy check [DC14]. Anything corrosive to the metal tanks, or unable to be effective via ingestion/inhalation has no effect save ruining the engine or asphyxiating the user. A tank can also contain 3min worth of air supply but have to be activated as a standard action, due to the necessity of routing it past the atomizer.

The tank itself is armored enough not to worry about the tanks rupturing accidentally, but deliberate attacks which can bypass the DR and hardness on the tank could cause such an event. In which case roll 1d6 to determine which container ruptures. If the tubing is somehow pierced, melted or cut, the armors special ability can no longer function. The filtration mask can be unsealed as a standard action which provokes an attack of opportunity. The armor has all the airtight properties of the more common aquatic adaptation rig, but lacks the buoyancy effects. Meaning that as long as one of the containers in the tank has an air supply, the steam engine can run even if submerged. Two tanks must be active for submergence to be viable, one for the user to breath and one for the engine.

Exotic Armor – Light Steam Armor:

  • AC – 14
  • DR – -2/serricsteel
  • Spell Failure – 100%
  • Armor Check - -2
  • HP - 20
  • Speed - 30ft
  • Strength – 23
  • Cost – 16500gp
  • Weight - 120lb.
  • Activation - 15min
  • Special – Alchemical Adaptation Engine [can contain 6 beneficial alchemical liquids or arcane potions, with 3 uses of each stored. Activating and in-biding from the device is a swift action.]
Item Cost Weight
Chassis
stripped down
5000gp 100lb.
Powerplant
performance 1500gp 10%
Rigs
alchemical adaptation 10000gp 10lb.
Total 16500gp* 120lb.

*not including ‘chemicals or fuel.

Item Cost Weight
AA Engine
pressure tanks 1200gp 6lb.
alchemical atomizer
4800gp 1lb.
cerebral selector
500gp 2lb.
‘chemical pump
3300gp 2lb.
vulcanized tubing
200gp 1lb.
Total 10000gp 10lb.


Optional Rule ‘Toxic’:-
using even the improved suit over a long period is hazardous to the users health. The suits alchemical functions can be used ‘safely’ over a number of days equal to the users constitution bonus. Removing the suit for an equal number of days or receiving a restoration type spell removes the build up of dangerous chemicals in the users bloodstream. If the user exceeds the critical number of days they must make a Fortitude Save [DC 10 + number of days active] every day they continue to use the suit. A successful save means the user only takes 1d4 points of intelligence and wisdom damage at the end of the day. A failed save results in the user taking 1d6 points of intelligence and wisdom drain, and permanently gaining the acidic ‘Arcane-Blood’ template from Dragon Magazine #350. After this terrible degeneration the user becomes inured to the toxic effects of the rig and the penalties no longer apply.

Article #485 by TT on August 03, 2010 @ 09:37 AM

This article is categorically filed under Alchemical, Mechanika

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CF’s ‘Jack Cracker Explosives

It is undeniable that the demand for serricsteel, both normal and quenched, are in high demand for anti-’jack purposes. Although many Rhulic smithies are thrilled at the increase of production and sales, Glenrock Copperfist brooded long and hard in his office, thinking about a cheaper, yet equally effective way to defeat ‘Jack plating. Although technically a failure, yet still one of his favorite inventions, the old weaponsmith would often be seen twirling his Masterkey Pistol between his fingers, and it was the fiery Incinerator charges for this weapon that inspired him to create what he would proudly call the ‘Jack Cracker Explosive Device.

The components of the weapon are deceivingly simple, yet the application and results can be devastatingly brilliant. Starting with what is essentially a heavily reinforced steel bucket or bell, this canister is filled with roughly an entire rifler’s pound of blasting powder, and nearly twice that amount of incendiary powder over it. The final layer is actually a concave plate of brass, secured in place by an iron ring. The rear part of the ‘bucket’ has a small hole drilled into it for a clockwork detonator, not unlike the kind found on grenades. When complete, the whole package looks nothing less then a giant, 10 pound grenade with a shiny bottom, but the results of this device are much more sinister then its appearance.

Essentially, the ‘Jack Cracker is a shaped explosive charge that turns a copper plate into a molten projectile capable of tearing through metal as if it were rice paper. When the detonator ignites the charge, all of the explosive force of the powder is focused in one direction. With all the force of the blast, and the heat of the incendiary powder focused at the copper, all of this energy turns the plate into a superheated bolt of slag that melts its way through just about any form of fabricated material.

Due to the unwieldy nature of the weapon, its application is best suited in defensive or premeditated tactics. In other words, this device can either be used as a mine with a pressure sensitive trigger, or as a bomb with a magnetic clamp that locks onto the frame of a machine.

‘Jack Cracker Stats:

Damage- 3d10 piercing / 3d10 fire

Range- 5ft (melee touch)

Critical- 18-20 x3

Special- Ignores all hardness

Mine Configuration: The ‘Jack Cracker must be placed into the ground and covered over with dirt, foliage, or other debris with a Craft (Nature, Geography, or Tactics) check, and every success of 2 over the DC carries over to the difficulty of it being spotted (minimum DC 10). This action takes at least 2 full rounds with a DC (16), and every extra round used to hide the device lessons the check by 2 (Minimum DC10). The fuse can then be attached to either a tripwire, a lever, or other pressure sensitive device needed for the enemy ‘Jack to activate. A Craft (Demo) DC (14) can be used to arm it, or a Craft (Mechanika) DC (16) can be used to arm it with 2 Standard actions. A rogue or similar class with the trap-finding ability can arm it with a Move action. When a ‘Jack trips the fuse, it is entitled to a Reflex Save (DC16) for half damage.

Saboteur Configuration: Instead of the device needing to be hidden with a pressure sensitive fuse, the Cracker is mounted to a steel frame with 4 magnetic cylinders. This process may be slightly noisy, as the strength of the magnets needed to hold the device solidly to the target may make a loud clang, which can be noticed with a Listen check of (DC10) in a 30 ft radius. A Strength or Dexterity check (DC16) used to carefully place the device onto its target may increase the Listen Check (DC12). Once secure, a trip wire or timer may be used to arm the weapon with the same checks or DC’s as above. If the device goes off while the ‘Jack is deactivated or unaware of the Cracker, this attack is considered an automatic critical hit with no save.

Costs-

Reinforced Steel Bucket/Cast Iron Bell: 1-10GP

16oz copper Plate: 50SP-2GP

Rifler’s Pound (Blasting Powder): 25GP

Incendiary Powder: 60GP

Clockwerk Detonator: 5GP

Saboteur Mounting Frame: 10GP

Total Cost: 102-113GP

Assembly: Craft (Demo) check (DC 24)

Article #371 by AnimaRaptor on July 22, 2010 @ 11:26 AM

This article is categorically filed under Alchemical, Mechanika

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CF’s ‘Masterkey’ Pistol Kit

Although the work of the Copperfists have involved keenly honed barrels, intricate reloading mechanisms and robust firepower, nothing discourages a dwarf more then trying to get through a lock with dainty little picks and prys. Granted, the deft, silent fingers of a gobber rogue or a Caspian bodger could prove useful in silently infiltrating a lair or when time is a luxury, but sometimes when impatience wins over will power or when a barricaded door blocks one’s escape, a less subtle yet equally useful tool maybe needed. The Masterkey Pistol Kit uses metal-melting firepower to blast its way through locks, door hinges, or anything else that might get in the way of an adventurer in a hurry.

The heart of the kit is a modified incendiary round called an ‘Incinerator’ charge.  By mixing the usual blasting powder mix of a a bullet with metal shavings and a liberal dose of the alchemical component used for incendiary ammunition. The result is an intense blast of flame and superheated slag which can very quickly melt through various thicknesses of metal or similar materials. When used with a gun, the resulting blast looks more like a sparkling, crackling  gout of flame exiting the business end of the weapon. Originally, this design was made to be used as a way to melt through armor much like a bodger with a blowtorch, but with the volatile nature of the charge, combined with the extremely short effective range, and the immense strain and wear it put in the weapon’s barrel proved the risks unworthy of the rewards. However, the ability for these charges to melt and shear metal clean through saw other uses instead.

The pistol is a shortened, thick barreled military pistol with a side-by-side double barrel configuration.  Designed specifically for the use of the Incinerator charge, there are two noticeable details on the weapon. First, the barrels are 2-3 times thicker in diameter then a normal pistol; the interior lining of the barrel is made of alchemicaly heat tempered steel, enshrouded in copper  heat shield. Secondly, this shield flares, extends and wraps around the handle of the pistol, much like the basket guard hilt. This helps dissipate the heat of the charge as well as protects the user from burning himself from any back blast. The firing mechanism, the trigger, and even the handle themselves are also thickened and heat tempered to maintain durability. Due to the specific design and craft of the weapon, it is considered a Masterwork Military Pistol and incurs the usual +1 attack bonus. If desired, the weapon may be used as a normal military pistol.

When used together, this combination of charge and weapon can blast away door hinges, locks, shackles, or any other mundane metallic device that so happens to be in the way. Statistically, the Masterkey Pistol ignores Hardness up to 8, deals 2d8 fire damage to metallic or similar objects, and instantly lights any other easily flammable material as per a flare gun. Metallic objects with a Hardness greater then 8 are instantly weakened to half it’s hardness for 3 rounds, where it gains 1 point of Hardness back for every 2 rounds of it cooling. An Exotic Proficiency is needed to operate and fire the weapon without taking 1d6 fire damage to the user, and a Craft (Small Arms) check (DC12) is needed to reload the weapon (1 standard action each barrel).

Because of  the extreme nature of the weapon and the ammunition, the Masterkey Pistol deserves alot of maintenance, so the Kit comes with all the necessary tools and solvents to clean the weapon properly.  After 3 consecutive shots fired from each barrel, a special metal tempering solvent must be applied to the lining of the barrel to prevent warping, and requires a Craft (Small Arms) check (DC 16) to apply properly.  Also, a separate compound must also be applied to the trigger and firing assembly to keep it from jamming and requires a Craft (Small Arms) check (DC14) to apply properly. When used with the Kit, the user receives a +4 equipment bonus to maintaining the weapon. Failure to maintain the weapon after 3 consecutive shots may include replacing the barrel, the firing mechanism, or even worse, causing the firearm to explode, dealing full fire damage to its user and anyone in a 5 foot radius.

Statistics:

Masterkey Pistol-

Damage: 2d8 Fire

Range: 5ft (Melee)

Critical: x4

Reload: 1 Standard (Each Barrel), Craft (Small Arms) check (DC12)

Special: Ignores Hardness up to 8

Costs-

Masterkey Pistol: 1025G

Incinerator Charge: 20G Each

Gun Solvents and Maintenance: 50G

Masterkey Pistol Kit: 1200G (Includes Pistol, 10 charges, and 3 applications of solvents)

Article #361 by AnimaRaptor on July 21, 2010 @ 12:31 AM

This article is categorically filed under Alchemical, Mechanika

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Copperfist Plate Puncher Ammunition

As the use of technology rises throughout the Iron Kingdoms, it is undeniable that armor is not only thickening, but becoming tougher and tougher to get through. Steam Armor, Warcasters, and even ‘Jacks are becoming more frequently seen prowling through Immoren searching for fortune and mischief, and with such daunting targets, sometimes it takes alittle more power behind a bullet to take the enemy down.

Plate Puncher Ammunition is a highly specialized type of ammp designed to do just as it says, punch its way through plate armor, steel, and even ‘Jacks. Physically, the ammunition is a serricsteel projectile in a brass sabot casing, which means it must be paired with a breechlock mechanism. The round its self is shaped in an odd fashion, the tip a long, thin, tapered point, which ends in a broad, flat surface, much like a thumbtack. This shape makes an initial, concentrated point of impact against a hard target, then follows it up with a full punch of blunt force, inverting the material and forcing a puncture. Because of the immense amount of force needed to punch through steel, and the tremendous amount of pressure needed to fire the round effectively, this ammunition can only be fired from a long rifle, military rifle, or similar rifled firearm with a length of more then 3 feet.

When attacking a living target with an Armor Bonus of +7 more, or a mechanical construct, increase the Critical Multiplier of the weapon by 2 and the Threat Range by 1, on top of the additional +3 equipment damage bonus the round gives to the damage dice of the weapon it’s fired from. For example, a Cygnaran ranger rolls a 18 for attack against a Menite light warjack with a Military Rifle. Not only does he roll 2d8+3 for damage, but he increases his Critical Multiplier from x3 to x5.

There are two drawbacks to the great advantages of this specialized ammunition. Because of the unique, yet un-aerodynamic shape of the round, users incur a -2 penalty to attack.  Secondly, these rounds are very expensive; not only does the serricsteel material require the secret, Rhulic knowledge to forge it, but the added requirement of using sabot shells multiplies the original cost of the round by 10. Because of this, this ammunition is very rare, and is recommended for more experienced adventures, fighting very high priority targets.

Ammunition Cost:

Initial Weapon Ammo: 8-12 G

Serricsteel Plate Puncher Ammo: +10 G

Sabot Casing: x10

Projected cost per round: 180-280 G

*Note:  Because of the nature of the materials, these rounds also ignore hardness up to 15/Serricsteel.

Article #158 by AnimaRaptor on July 06, 2010 @ 10:20 PM

This article is categorically filed under Alchemical, Mechanika

5 Comments »

Ward Iron

An invention of the Order of the Golden Crucible that has been the subject of a great deal of industrial espionage in the past two decades has been a peculiar metalurgical process that resulted from attempts to reverse-engineer Rhulic magelock alloys. Called “Ward Iron” by those lucky or cunning enough to learn its secrets, this metal is the result of a careful alchemical process and confers special properties onto items crafted primarily from it:

  • Ward Iron has 30 hit points per inch of thickness and a hardness of 10.
  • Ward Iron items receive saving throws as if benefitting from a +3 enhancement bonus.
  • Any enhanted weapon used to attempt to damage a Ward Iron item (e.g. attacking an unattended object or the Sunder maneuver in combat) is subjected to a Dispel Magic check as if cast by a 15th level Wizard.
  • Armor crafted primarily from Ward Iron confers Spell Resistance on its wearer. Light Armor convers SR 11, Medium Armor confers SR 16, Heavy Armor confers SR 21.
  • Shields crafted from Ward Iron confer an enhancement bonus to any existing Spell Resistance on its bearer equal to the AC bonus of the shield (e.g. a character bearing a medium Ward Iron shield, wearing Ward Iron Breastplate armor would have Spell Resistance 18, 16 from the armor, 2 for the shield).
  • XP costs for attempting to enchant a Ward Iron item is increased by 20%. For Mechanikal augmentation, this penalty applies to the conduiting price.

The ores and reagents used in the creation of Ward Iron are rare, and supplies are exceptionally limited. The following modifiers should be used for Ward Iron items:

Type of Ward Iron Item Cost Modifier
Ammunition +60 crowns
Light armor +5,000 crowns
Medium armor +10,000 crowns
Heavy armor +15,000 crowns
Weapon +3,000 crowns
Shield +2,000 crowns

Article #26 by burrowowl on February 21, 2006 @ 01:04 AM

This article is categorically filed under Alchemical

1 Comment »

Dr. Bedard’s Wasa-Tusa ‘Jack Juice

“Ladies and gentle folk I give you to the newest miracle in Dr. Bedard’s fine line of elixirs and poultices, the long-lost Wasa-Tusa! Yes folks, this marvelous medecine not only works wonders on people and Elves, but remarkably, it is know to boost ‘Jacks of all kinds! But do not take my word for it, listen to this testimonial from Mechaniks from all over the kingdom!”

Pour a good dose of Dr. Bedard’s Wasa-Tusa ‘Jack juice into your ‘jack’s boiler and watch the flames fan! Guarrenteed to produce a quicker and happier ‘Jack!

Pour a bottle of Dr. Bedard’s Wasa-Tusa Jack Juice into the boiler of a ‘jack has the following effects for 1d4 minutes:
* Increases the speed by 1 (5 feet)
* +1 to hit and damage

It also has the following less fortunate effects:
* An extra 1/2 hour of fuel is burned up.
* At the end of the effect, the ‘Jack takes 2d4 points of damage (Fort save for half damage)

Flesh and blood beings who quaff this potent juice need to make a fort save or lose 1d4 dex and 1d4 wis for 1d6 hours. Hell, they are lucky they don’t go blind. On the plus side it works great on athlete’s foot’

Article #25 by lanval on February 19, 2006 @ 02:50 PM

This article is categorically filed under Alchemical

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Dr. Bedard’s Invigorating Elixir

When quaffed by the character, the character will feel as if he or she had had 2d4 hours of rest. This will automatically move an exhausted character into fatigued, and a double dose (4d4 hours of rest) will move fatigued character into rested.

The effects last 2d10 hours, then the crash hits. The body stress of all this will result in 2 points of Con damage, plus 1 con point per 2 hours of duration. The con damage will never lower a character’s constitution lower than 1

From the SRD:

Exhausted
An exhausted character moves at half speed and takes a -6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.

Fatigued
A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Article #23 by lanval on February 16, 2006 @ 12:28 PM

This article is categorically filed under Alchemical

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Bolsens Stiffening Wax

Ever wondered about that oh so popular cygnaran hairdo? how do they do it?
Heres how!

Bolsens Stiffening Wax, the premier hair wax, for the discerning cygnaran gent. Developed from a compound containing Beeswax, goldleaf sap and our own secret setting agents, Bolsens is guarenteed to keep your style solid in the most hair-raising circumstances! As used and approved by Lord Commander Stryker himself!

Available in three strengths:

  • Bronze – For excellent hold while retaining flexibility
  • Iron – For unyielding style in the face of adversity
  • Steel – For ultimate hold and control!

Kits contain:

  • One (1) jar Bolsens Wax Base
  • One (1) phial Bolsens Stiffening Agent
  • One (1) phial Bolsens Release Agent

Approved Usage:
Mix your desired amount of Base Wax with a few drops of Stiffening Agent. Run through hair with a Bone (Not Metal) comb, then Style as desired. Setting time 5-10 minutes dependant on temperature. To Remove, mix 3 drops of Release Agent into 1/2 pint of vegetable oil, and apply to hair. After 10 minutes, wash mixture out of hair, and
allow to dry.

Cost:
1 1/2 Crowns per kit, containing between 3-20 Applications dependant on hair length.

Coming soon! Bolsens Vibrant Dyes, add a few drops to your Hairwax to create astonishing styles in wild colours: Lightning Blue, Bloodstone red, Scorched copper, and many more!

Article #12 by SeraphyGoodness on February 08, 2006 @ 01:36 PM

This article is categorically filed under Alchemical, Mundane

2 Comments »

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