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    Y M T T G O E T Z R T Y C R L O S C R E R N D K OR Y L Y N N H U E L L

    ncased ill a heavy suit of steam-po wered arm or, the

    Ironhead is a special~st m echanik wh~ has built and

    custom ized arm or tailored to his unique tastes andpersonal needs. W hile within his arm or an l r o n head s strengthis that of m any men, and he can have an entire m echanik s shopof tools and component s affixed to his armor s hull. ronheads

    ar e em ployed in heavy manufacturing jobs - the strength of theirarmor helps them handle incredible work loads-and as heaV Ilyar mored mechaniks on the battlefield.

    Som e Ironheads begin their quest for perfection with relativelysimple suits of steam-powered arm or, but their enthusiasm forimprovement means that, in short order, various parts

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    NEW REER

    IRONHEAD Prerequisites: Dwa rf or HumanAbilities: Ironhead Kings Nations and Gods , p. 181 and Tinkere r p. 34

    Connections: Connections mec ha niks association

    Military Ski lls: Grea t Weapo n 1 or Ligh t Artillery 1

    Occupational Skills: C raft metalwo rking 1 a nd Mechanikal Engineering 1

    A suit of ironhead armor with a si ngle equipment upgrade

    Fabr icator p . 34 Ironhead Kings Nations and Gods, p . 18 1 ,

    Makeshif t Engineering p. 34 , Patc h Up p. 34 , Powerst ra in p. 34 ,

    Rock Steady p . 34 , Steam Jockey Kings Nations and Gods p, 181 ,

    Craft metalworking 4, Craft gu nsmithing 3 , General Skil ls 4 ,

    Mechanikal Engineering 4, Researc h 3

    Ir onh e ad s are a u niqu e br ee d ofme c hanik a l e nt h u sia sts di s ting u ished

    by th e s tea m- p o we re d ar mor th e y ob ses si v el y b ui ld a nd impro v e

    upon. Neve r sa ti sf ie d t o leav e s u c h a p ro je c t in a n im p e rf e ct s ta te, an

    Ironh e ad is c on stan tl y fin e -tunin g a n d tw ea ki n g h is armor .

    Th e Ir o nh e a d charact er co ul d b e a

    m e mb e r of a m e rc e n a ry co m pan y

    w h o ta kes contract s to f ina n ce th e

    nev er -e nding refin e m e nt o f his

    armor or a m an ob se sse d wi th

    te s tin g it s capabi li ties ag ains t all

    mann e r of str es s a n d s tra in -al w a ys see k in g n ew s ituat ions in

    wh ic h t o ana ly z e th e limi ts o f h is

    c reation. W h a tever his circums tances,

    th e lif e of ad v en tur e ge neral ly suits th e

    Iro n h ea d , pro v ided h e ha s s u ff icient down- tim e

    to di sa sse mble, imp ro ve, and rebui ld the true ob ject of hi s passio n.

    Pl ayi n g a n lronh ea d : The l ro nh e ad ca ree r i s d ef in e d b y hi s

    armor a nd the abi liti es tha t a llow h im to im pr ove it . Hi s sta rt in g

    abil i ti es allow h im to u se the arm o r and make i t e a s ier for hi m

    to modif y it to su it h is n e eds , a n d fu rth e r abi lit ies e n h ance his

    cap a bi lit ie s w hi le u sin g it . As an Iron h ea d ga in s e xp e rience, he

    wi ll h av e m u ltipl e oppor tu n it ies to a lt e r his a rm or thro u g h th eTinker e r ab ili ty, but to t ruly ge t th e mo s t o u t o f it he shou ld pi c k

    up th e Po w ers train a bilit y as Soo n a s pos s ib le.

    Vet e ra n Ironhead s ga in a c cess to th e a bilit y S team Sa v ant , w hi c h

    a llo w s the lronh ea d to pus h his armor to incredib le leng th s

    w it hout wo rr yi n g ab o ut any ad vers e conseq uen ces.

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    N E W BILITIESF BRIC TOR

    Prerequisite: INT 5, Mechanikal Engineering 2

    The character can reroll failed Mechanikal Engineering rolls

    to repair or dismantle steam-powered armor. Each roll can be

    rerolled only once as a result of Fabricator. Additionally, his

    armor regains an additional point when he repairs damage.

    M K E SH IF T E N G IN E E RI NG

    Prerequisite: Mechanikal Engineering 1

    The character is adept at finding rare or expensive replacement

    parts to repair his armor. Given a day to find the parts in a town

    or industrialized settlement , the character can find an y parts

    needed (or something close enough he can bodge it together).

    The character can purchase parts, weapons, and gear at half the

    normal price.

    P T CH U P

    Prerequisite: Ironhead

    The character can attempt temporary repairs to his steam-

    powered armor during combat. To do so, the character spends a

    full action and then makes an INT + Mechanikal Engineering rollagainst a target number of 14 . If the roll fails, nothing happens .

    If the roll succeeds, the armor immediately regains a number of

    damage boxes equal to the character s Mechanikal EngineeringSkill level , or removes the effect of a single damaged system.

    A character must have the proper tools to attempt to patch up

    his armor.

    Patch Up has no effect on destroyed steam-powered armor.

    P O W E R S T R I N

    Prerequisite: Ironhead, Mechanikal Engineering 2

    Once per turn the character can divert resources from one

    area of his steam-powered armor to another for a number of

    diffe rent effects. When the character uses this abili ty, his armor

    immediately suffers d3 damage points, and he may select one of

    the following effects:

    Leg Actuators - The Ironhead can run or charge during this

    turn.

    Limb Actuators - The Ironhead gains an additional + 1 STRforone round.

    Power Reroute - A damaged system functions normally this

    turn.

    Throw - Perform a throw power attack IK RP G: Core R ules,

    p . 313) this turn .

    Torque - The Ironhead gains boosted STRrolls for one round.

    RO CK ST E DY

    Prerequisite: Ironhead

    While wearing steam-powered armor the character cannot be

    knocked down, and the distance he is pushed or slammed is

    reduced by I' , to a minimum of I' .

    ST E M S V N T

    Prerequisite: Ironhead, Mechanikal Engineering 3

    The character s armor no longer suffers damage when he uses the

    Powerstrain ability.

    T I N K E R E R

    Prerequisite : Mechanikal Engineering 1

    The time required to construct a suit of ironhead armor or to add

    an equipment upgrade is reduced by half.

    PATCH UP ANDROCK STEADY

    STE M POW ERED RMORSteam-powered armor has existed in one form or another for

    centuries. It has found prevalent use among mercenary companies

    and militias unable to afford warjacks, for the armor has a

    reputation for being able to dole out and receive punishment on a

    scale similar to that of a light jack . Khadoran Man-O- War armor is

    the most commonly manufactured type of steam-powered armor,

    a mass-produced version used by the military to supplement its

    warjacks in combat . Most often, though, a suit of steam-poweredarmor is a unique item cobbled together by the engineer who

    wears it . Some are retrofitted from industrially manufactured suits

    and customized beyond recognition while others are built entirely

    from scratch to the requirements of a particular engineer.

    The idiosyncrasies of a suit of steam-powered armor often

    mean only the engineer who built it can successfully pilot the

    suit, for no one else has a sufficient understanding of its inner

    workings to do so . The only commonality between these suits is

    the enormous power plant housed on the rear of the armor. Its

    external mounting keeps the intense heat of the boiler away from

    the operator within, preventing him from being burned when

    the armor is active. Most suits are bulky, heavily armored, and

    feature various mechanikal attachments.

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    IRONHEAD ARMOR

    ost: Ironh ea d armor is c o nstruct e d b y th e lr o nhead w ho wear s

    a nd is not ty picall y av a ilable for sa le .

    PD Modi fier: 3

    E F Modifier: 3

    RM Modifier: 8

    escription : lr o nh ea d a rmor is a hea vy s u it of m e ch a nicall y

    g mented ar m o r po were d b y a h eavy bo ile r m o unt e d o n it s back .

    o nhead a rmor can c arr y a full fu e l-load of 3 3 pound s of coal

    d 165 p o u n d s o f wa ter. It w ill bu rn a full l oa d of fu e l in 8 hou rs

    ge neral opera tion or in 1 .5 h o u rs of c omb a t o p era ti o n. Eve ry

    y a suit of s te am-p owe red a rm or is in o pe ra tion, w h e th er in

    mbat or n o t, it should be refu e le d a nd ref il le d w ith wa te r .

    pecial Rules: A ch ara ct e r mu st h ave the lr on h e ad a bil i ty to u se

    nhead ar m or . E ac h s uit of ir o nh e ad ar mor is cu s tomiz ed t o

    e bod y o f its manuf a ctu rer and c a n onl y b e w orn b y ch a ract ers

    i th s imil a r p ro porti o n s.

    tt ing on o r re mo vi n g ironh ea d armor t akes five mi nutes. A

    a racter r e c eiv ing a ssis ta nce in t aki ng o ff t he arm or ca n do so

    e minut e fas te r f or eac h cha ra c ter ass is tin g him , to a minimum

    t w o m inut es to put o n or rem ove t he ar mor .

    o nh e ad a rmo r is h ea v y a nd p o nd e rou s . A c h a ra ct er wear ing i t

    nnot run or c har ge .

    c haract er we aring iro nhead arm o r gains + 1 STR .

    ch a ra c ter wear in g i ron h ea d arm o r ga in s six ad diti o n a l d a ma ge

    xes th a t m u st be l os t b ef ore th e c har act er star ts losi n g v italit y

    his lif e s piral . Th ese boxes repre sent a dditional p ro tection

    a nt e d b y th e arm o r. Af ter th ese bo x e s are g on e, th e w ear er

    ff e rs d a m age to hi s life s pir al nor m al ly.

    UIL DIN G IRO NH E D RM ORn h e ad s w h o w ish t o m a nuf ac tu re their ow n s uit s of iro nh ea d

    mor from scr atch mu st e nga ge i n a length y pr actic e of d rafting ,

    a fting c om ponents , a nd bu ildi n g th e a rmor. Th e p roc ess

    qui res th e I ro nhead t o h av e a rea d y suppl y o f she e t m e ta l, part srth at l east 1 ,5 00 gc, a nd acc ess to a full m e ch a nik s works ho p.

    c h a ract er m u st fir st d es ign a s ch e m a tic for hi s ironh ea d a rmo r,

    p roce ss th a t requ ires a t le as t o n e week of time sp e nt ta ki n g

    eas urem e nt s o f its int en ded weare r, de s ig n in g comp one nt s, and

    t ing comp o nent d esig n s . At t he e nd of thi s time th e charact e r

    akes an I NT + Me c h a ni ka l En g in ee ring s kill ro ll a ga in s t a tar ge tmber o f 1 5. If th e ro ll suc c e eds, h e ha s success full y d esig n e d

    s armor an d may b eg in the work o f cr a fti ng it. If th e roll fail s ,

    c an tr y aga in a ft e r a d ay s p e nt m o dif y in g h is des ig n .

    T o manu fac tur e h is a rmor , th e cha ra c te r must sp en d anoth er

    week cr af ting th e individu al c ompon e nts and fitting th e m

    toge th e r. A t th e e n d of thi s t ime th e c haract er make s a n

    IN T + Cra ft (metal wor king ) ski ll roll aga in s t a ta rge t numb e rof 17. I f t h e r oll su ccee ds , h e h as s ucc ess full y cra fted his arm or.

    If the r o ll f a ils , h e ca n tr y aga in a fte r an ot her thr ee d ay s s p e nt

    di sa s se mblin g and reb uildin g th e co mp o n e n ts.

    D M G E N D DE ST RUCT IO NRe pairin g d a ma ge to a s uit o f ir o nhead a rmor requi res a cce ss to

    she e t m eta l, s crap , a nd a full re p a ir kit . E very hou r a mechan ik

    la bors ove r a suit o f ar mor h e c a n repai r an amou n t of dam age

    e qual t o hi s Mech a nik a l E n g in eer ing s kill l eve l. I f th e c hara c ter

    h as a c cess to a mec hanik s wo rksh o p a nd /o r a s uppl y of

    re placem e nt parts , h e c a n rem ove an addi tion a l d3 d a m ag e po in ts

    ea ch hour . A me c h a ni k w ho is ass is ted in h is r epa ir e ffort s ca n

    re mo ve o n e a dditi o nal dama ge p o int f or eac h c ha rac ter a ss is tin g

    him. Th e re pair of n on- intern a l d a mag e to a s uit of a rmor cost s 1 0

    g c per h o u r p e r m ec h a nik wo rk in g on i t.

    Ironhead rmor In ternal amage Tab le

    De spit e b e in g inc re dibl y dur a bl e and r esi li e nt, ironh ea d arm or

    h o u ses a co mple x arra y o f s o ph is tic at e d m ach in e ry th a t i s s ubj ec t

    to pot en tia l dam age. W heth er d a mage i s a pplied t o th e arm or s

    d a mag e b ox es or th e wear er s life sp ira l , wh e n a charac ter

    we arin g iron h e ad a rmor s u f fers 5 or mo re d a mag e as a res ult of a

    da ma ge ro ll , a roll mu s t b e m ade o n th e ar m o r s int er n a l dam age

    ta bl e to deter min e if a n y int er n al sy stem s are also d a maged .

    D6 RESULT

    No internal systems are damaged -

    No additional penalty.

    2A random equipment upgrade is crippled and no

    longer functions.

    Arm Damaged - One of the arms is crippled .

    3Randomize which arm is damaged. Until the

    damage is repaired the character suffers -3 toattack rolls made with the damaged arm.

    Lossof Power - The steam pressu r e has been

    4

    compromised resulting in a severe loss of power to

    the armor. Until repaired the character loses thearmor s STRbonus.

    Movement Damaged - The vessel s movement5 systems have been damaged. Until repaired the

    character suffers -I SPD and DEF.

    Boiler Leak - The armor s boiler has beendamaged resulting in steam dangerously venting

    6into the suit itself. Until the armor is removed the

    character wearing the armor suffers d3 damagepoints at the end of each of his turns. Outside ofcombat he suffers this damage once per minute.

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    DE ST RO YIN G lRO N HE D RM OR

    If a suit of ironhead armor has no more damage boxes and suffers

    damage to all of its internal systems it is effectively destroyed,

    reduced to inert scrap and trapping the wearer inside. A c haracter

    trapped in a suit of ironhead armor must make a STR or Escape

    Artist roll against a target number of 14 to free himself from thearmor. Another character can attempt to free a character trapped

    in destroyed ironhead armor by making a Mechanikal Engineering

    skill roll against a target number of 14. If the roll succeeds, he

    successfully disassembles enough of the armor to free the wearer.

    Salvage

    Wrecked ironhead armor can be salvaged for its component

    parts. Dismantling a suit of armor for salvage requires an hour

    of labor followed by a successful INT + Mechanikal Engineeringroll against a target number of 14. If the roll fails, the character

    can try again after another 30 minutes of work. If the mechanik

    has access to a full mechaniks shop he gains +2 to his roll.Equipment Upgrades salvaged from a wrecked suit of armor can

    be integrated into a new suit in half the normal time.

    IRO NHE D UPG R DE SThe following upgrades are specialized equipment and

    modifications for ironhead armor that enable a character to

    customize his armor for his specific needs.

    Equipment integrated into ironhead armor can be controlled by the

    character wearing the armor from within the armor s control area.

    Unless otherwise noted, ironhead armor can have each equipment

    upgrade only once.

    DDIN G E QUIPM EN T U PGR DE SMounting equipment upgrades requires a great deal of time and

    investment on the part of the Ironhead. When an Ironhead selects

    an upgrade from the following list, he must spend six hours in

    a mechanik s workshop building and modifying his armor to

    accommodate the new upgrade . Ironheads typically fashion their

    upgrades from scrap material and sca v enged components rather

    than purchasing them.

    An Ironhead must have a ready supply of sheet metal and scraps

    for the construction of an upgrade worth its cost in gc. He makes

    a Mechanikal Engineering skill roll against a target number

    determined by the specific upgrade being added. If the mechanik

    has access to a full mechanik s shop, he gains +2 to his roll.

    IN TE GR TIO N F IL UR E T BL E

    Adding equipment to a suit of ironhead armor can be quite

    difficult, as the upgrades are typically not a part of the armor s

    initial designs. Often the lronhead must bolt his intended

    equipment onto less-than-ideal areas or quickly fabricate

    support structures to hold it. Sometimes the Ironhead s jury-rigged construction cannot support the equipment he wants

    to incorporate, and when these builds fail the result may be

    catastrophic . When a character fails a Mechanikal Engineering

    skill roll to add an equipment upgrade, he must then roll on the

    following table. ~ ) ~ ~-- ~ ~ ~

    RESULT ~~ ~ ___ L ~

    No Significant Failure - The character can retry theroll after an hour spent modifying his design.

    Costly Malfunction - During testing, anexpensive component breaks. The total cost of

    2 the upgrade increases by 50 gc, an~aractercan retry the roll after an hour spent repairing

    the damaged component.

    Component Destroyed - The pieces used in the

    3construction of the upgrade are destroyed. The

    character must pay the cost of the upgrade againto build the upgrade.

    Boiler Leak - The armor s boiler has been damaged,resulting in steam being dangerously vented

    4into the suit itself. Until the armor isrepaired, acharacter wearing the armor suffers d3 damagepoints at the end of each .ofhis turns. Outside ofcombat he suffers this damage once per minute.

    Failure Feedback - The failing system causes a chain5 reaction of failures in the armor. Another randomly

    determined equipment upgrade is destroyed.

    Catastrophic Failure - A critical component breaksduring the construction process, causing a series of

    6 failures throughout the armor . The character mustspend a full week adjust ing his armor before it is

    operational again.

    E QU IPM E NT U PG R DE S

    ABLATIVE ARMOR

    Cost: 250 gc

    Effect: The armor gains +3 damage boxes. This upgrade can be

    taken more than once.

    Adding ablative armor requires an hour of labor followed by a

    successful INT + Mechanikal Engineering roll against a difficulty of 12 .

    AMPHIBIOUS CONSTRUCTIONThe target number to add an equipment upgrade increases by a

    cumulative +1 for each upgrade after the first. Cost: 300 gc

    If the roll succeeds, the Ironhead has constructed and integrated

    the new component. If the roll fails, he must roll on the Integration

    Failure Table to determine the consequences of his failure.

    Effect: The armor is outfitted with a fully enclosed control area

    with waterproof Seals, r eserve air tanks, and a helmet with a

    thick glass viewport, allowing the armor to function for up to five

    minutes while fully submerged. The character cannot swim while

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    the armo r but can w alk at hi s normal rat e. While c ompletel y

    ri thin deep wat e r th e char acter cannot be t a rget e d by rang e d or

    ag ic attack s, c annot mak e ran ge d a tt a ck s, a nd c an onl y mak e

    m e lee attacks ag ain s t oth e r ch aract e rs in de e p wat e r. Whil e

    co mpl e tel y w ithin de ep w a te r, th e c h aracter doe s not block LOS .

    A d din g amphibious c on s tructi o n r e quir es s ix hour s of labo r

    o llow e d b y a succe ss ful INT + M e chanikal Engine e ring roll

    a ga inst a t a rget numb er of 1 4 .

    RT I LL E RY M O UN T

    C ost: 200 g c

    Ef fect: Th e a rmor gain s a mount that c an a c commod a te a light

    te amjack r a nged we a pon (sold sepa ra tel y). The cha racte r use s

    h is POI + Light A rtill e ry s kill t o m a k e att a cks w ith a mounted

    w eapon. W eapons on a n artillery mount ha v e an A tta ck Modifier

    of -2.

    T h e mount e d we apon f o llo ws all o ther norm a l rul es for r e lo a din g,

    remo va l, and replacement as outlined in th e IK RPG : Cor e Rul es.

    A ddin g an artill e ry m o unt re qui res an hour of la b o r f o llo we d b y

    a suc ces sful I N T + M ec hanikal En g in ee rin g r oll ag ain s t a t a rg e tn umb er of 14 .

    C RGO CR N E

    Cost: 150 g c

    E ffect: Th e a rm or gain s a c a rgo cran e cap a ble of liftin g up to 4

    to ns. The p ow er d ra w o f th e car g o cran e requires the ch ar act e r to

    d ivert po wer from oth er sys tems . The character cannot mo ve and

    us e th e car g o cr a n e in the s a me a ctivation.

    A ddin g a c a rgo c ran e r equi res two h o urs of lab o r follow e d by

    a suc ces sful I N T + M ec hanikal Engin ee rin g roll a gain s t a ta rgetnumb er of 12 .

    C OR RO SI VE S HI EL D IN G

    Cost : 200 g c

    Effect: The a rmor grants Immunity:

    C orr osi on .

    Addin g corro s ive s hi e ldin g requi res 30

    minutes of labor followed b y a successful

    IN T + Me ch a nikal Engine er ing r o ll a ga inst

    a tar ge t number o f 12 .

    E JE CT IO N R IG

    Cost : 400 gc

    Effect : Th e a rmor i s outfitted with e xplosi ve bolt s desi g ned to

    rapidl y re lea se its oc cupant b y blo w in g armor e d sec tion s of th e

    control a re a cl ear . The charact e r c a n activate the e je ction rig to

    rem ov e the s te am-po we re d armor as a quick a ction , e ve n if thearmor i s destr oy ed .

    U si ng th e ri g parti a lly disass embl e s th e steam-powered armor

    in the proc ess . B e fo re th e c h a ra c te r can put th e armor back

    on , he must spend 3 0 minut es gath e rin g and reas se mbling the

    compon e nts o f th e a rmo r.

    Addin g a n ej ec tion rig r e quir es si x hour s of l a bor foll ow ed b y

    a succe ss ful I N T + Mech a nik a l En gi nee ring roll a g ainst a tar g etnumber o f 14 .

    E L E C T R I C L S H I E L DI N G

    Cost: 200 g c

    Effect : Th e arm o r g ra nt s Immunit y: E lect r icit y.

    Add ing e le ctri ca l shi e ldin g require s 3 0 minut es of labor f o llow e d

    b y a su cc essful I NT + M ech a nik a l En g ineering r o ll aga in s t a

    ta rge t numb er of 12.

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    F ILS FES

    Co st: 3 0 0 g c

    Effect: T he armor suff ers sys tem d am age for ever y 7 d amage

    poin ts r ather than th e n o rma l 5 .

    Ad din g failsaf es requir es two ho u rs of lab or followed b y a s u ccess ful

    INT + Me ch anikal Engin ee rin g ro ll against a dif f icult y of 14.

    F IR E S HI EL DIN G

    Effect: T h e a rmor g rant s Immun ity : F ire.

    A ddin g fi re s h ie ldin g req u ires 30 mi n ut es o f lab or fo ll owe d by

    a success ful I N T + Mec h an ika l E nginee rin g roll a ga inst a targe tnu m b er of 12 .

    F OR CE M P L IF IE R

    Cost : 1 5 0 g c

    Effect : T h e armor g rant s an a dditi ona l + 1 STR . A ch arac ter ca n

    take th is upg rade up t o th ree ti m es.

    A ddi ng a fo rce amplif ier re qu ires 30 min ut es of l ab o r fo ll owed

    by a s u ccess fu l IN T + Mec h anika l E n g in ee rin g roll agai n st atarge t number of 12 .

    H RDE NE D C SE

    Cost: 1 50 gc

    Effect : The armor g ra nt s an a ddi ti on a l + 1 ARM m o d ifier. A

    charac ter c an take thi s up grade up t o t h ree tim es.

    A dd in g a h a rdened case req u ires an ho u r of labor f o ll owed b y

    a successf ul I N T Mec h ani ka l E n gi n eer in g roll aga in st a targe t

    n umb er o f 1 4 .

    H E V Y B O IL E R

    Co st: 4 00 g c

    Effect: The armor gain s a h eav y boil e r. The armor s f u el

    cons umpt ion incr eases b y 25 perce nt . T he target numb er of

    rei ll s to in tegr a te su bseq u ent upgra d es is reduced b y 1 , a nd th e

    charac te r ca n run or ch arge n ormal ly .

    A ddin g a he avy boil e r re qu ires six h o ur s of lab or fo ll owe d by

    a success ful I N T + Mec h anika l En g ineer ing r oll ag ain st a targe tnu mb er o f 14.

    R E C OI L C O M P EN S T O R

    Co st: 200 gc

    Effect: The attack modi f ie r of weapons on the Artill e ry M o unt i s

    reduce d t o O

    A d ding a re coil comp ensator req u ires an ho ur of l abo r fo llowe d

    by a s u ccess ful I NT + Mec h anika l Engi n ee ring roll aga in st atarget numb er of 1 4 .

    S TE M V EN T IN G

    Co s t: 1 50 g c

    E ffect : T he char act e r c an sac ri f ic e hi s mo v ement to ve nt excess

    s tea m . Place a 3 AOE ce nt ered o n th e lronhead. T h e A O E is a

    c lou d ef fect that remain s in pl ay for o n e round .

    A dd in g s tea m v en ting re q uires a n h o ur of lab or fo llo wed b y a

    su ccessful INT + Mec h ani ka l E n gi n eer ing roll aga in st a targe tnu mbe r of 12.

    T E M PE R T U RE R E GU L TO R S

    Co s t: 15 0 g c

    Effect: T he ste am-po were d armor gra nt s Immun ity : C o ld.

    A ddin g temperat u re r egu la tors re quires 30 minut es of lab o r

    fo llow ed b y a s u cc ess ful I NT Me chanikal E ngin ee ring ro ll

    agai n st a target numb er of 1 2.

    W E I GH T C O M PE N S T O RS

    Cost : 1 5 0 gc

    E ffect: Th e SPD p en a lt y of the ar m or is red uc ed b y 1 . A charac ter

    can take th is up g rad e up to th ree ti m es.

    Ad di ng w eight c om p ensa tors re qu ire s 30 m inut es of lab or

    fo llowe d b y a succ ess ful IN T .; M echanikal En gineering ro ll

    aga in st a target nu m b er of 12 .