Tech Upgrades
Tech Upgrades are a special category of Enchantments that are specifically of mundane, non-magical nature. They follow the same rules as Enchantments, with the following exceptions:
- Tech Upgrades have a fixed Rank. The stated Rank is required for its materials and other effects.
- Tech Upgrades of the same type don't stack.
- Players may only craft Tech Upgrades of a Rank equal to or lower than (Smithing / 4), rounded up. The GM may also decide that players need to have blueprints, possess specialized forging knowledge or otherwise must meet narrative requirements before they can craft specific Tech Upgrades.
- A weapon can have multiple Tech Upgrades installed as long as their combined Ranks don't exceed the weapon's Rank (Rank 0 Tech Upgrades count as half a Rank for that purpose).
- Equipment with installed Tech Upgrades don't count as possessing an Enchantment. However, the Rank of the Enchantment the weapon can wield is reduced by the combined Rank of all Tech Upgrades that are installed on it (so a Rank 3 weapon with a Rank 2 Tech Upgrade could only have a Rank 0 or Rank 1 Enchantment).
- Weapon Spirits cannot be given Tech Upgrades.
- Installing a Tech Upgrades costs the Equipment's main material (Wood, Metal, Ancient Parts) instead of Monster Parts, and the Gem is replaced by a different material depending on the Tech Upgrade. That material cannot replace the main materials when calculating costs.
Bayonet
Equipment Type: Any Weapon
Rank: 2
Material Cost: Metal
Effect: Immediately after moving at least 3 spaces, you may, as a Standard Action, perform Strike with this weapon, using the following stats: Accuracy 4, ATK -1, Piercing Edge, ignore (weapon Rank) points of Armor, or half that many points against targets with Extreme or Impervious Armor.
Elongated Haft
Equipment Type: Melee Weapon
Rank: 2
Material Cost: Same as Weapon
Effect: A one-handed Weapon gains Sweeping. A two-handed Weapon gains Long.
Experimental Weapon
Equipment Type: Any Weapon
Rank: 3
Material Cost: A different Weapon not inhabitated by a Weapon Spirit, of the same Rank as the to-be-upgraded Weapon
Effect: The two Weapons become one, taking the higher of both Accuracy and Attack and gaining both Edges, but taking the lower of Durability and losing all keywords (however, see Special). The Weapon used as a cost loses its Enchantments, Tech Upgrades and other special effects (like those granted by Crafting Styles) in the process.
Special: If both Weapons are of different Types, the wielder must decide at the beginning of each turn which Type applies until their next turn. If either or both Weapons are two-handed, the combined Weapon becomes two-handed, gaining Sweeping as long as it is of the Melee Type. As long as the combined Weapon is of the Arcane Type, it gains Wizardly. If either or both Weapons had the Defensive keyword, take the lower of both Accuracy and Attack instead, but take the higher of Durability and the combined Weapon gains Defensive.
Extremely Durable
Equipment Type: Any Weapon
Rank: 2
Material Cost: Any Gem
Effect: The weapon gains +2 Durability.
Special: Additional instances of Extremely Durable on the same weapon provide only +1 Durability after the first.
Grappling Hook
Equipment Type: Any Weapon, or Torso Armor
Rank: 2
Material Cost: Metal or Ancient
Effect: Attaches a spring-powered Grappling Hook plus Rope to the Weapon or arm. The Grappling Hook has the same Rank as the weapon/armor. After using it, a minor action (when Metal is used) or free action (when Ancient is used) is required to prepare the Grappling Hook for another use.
High-Impact Head
Equipment Type: Blunt Weapon
Rank: 2
Material Cost: Ruby
Effect: You may use Cadence's Shovel Strike with this weapon even if you haven't learned it. Treat it as a Technique costing 8 Stamina and dealing (Weapon + Combat) typeless damage.
Integrated Lantern
Equipment Type: Any Weapon
Rank: 0
Material Cost: Any Gem
Effect: The Weapon also counts as a Lantern of the same Rank.
Integrated Storage
Equipment Type: Torso or Leg Armor
Rank: 1
Material Cost: Metal
Effect: Choose a category of Weapons when installing this Upgrade, like Sword or Boomerang. The upgraded armor counts as a Belt slot for the chosen Weapon category.
Iron Wing
Equipment Type: Torso Armor
Rank: 2
Material Cost: Monster Part
Effect: As a minor action, you unfold or retract the Iron Wing, becoming able to glide but reducing your movement by 1 while it's unfolded.
Klein Compartment
Equipment Type: Any Weapon
Rank: 0
Material Cost: Any Gem
Effect: The Weapon also counts as a Bottle of the same Rank.
Secondary Tools
Equipment Type: Any Weapon
Rank: 1
Material Cost: Varies
Effect: The Weapon also counts as a Harvesting Tool of your choice, of the same Rank. The Material Cost depends on the chosen Harvesting Tool.
Secret Chamber
Equipment Type: Melee or Arcane weapon
Rank: 2
Material Cost: Same as Weapon
Effect: Installs a miniature crossbow into the weapon's body. As a Standard Action, perform Shoot Arrow with this weapon with Projectile 6. After using it, a Standard Action is required to properly prepare the weapon for another Shoot Arrow.
Segmented
Equipment Type: Any Weapon
Rank: 0
Material Cost: Same as Weapon
Effect: Thanks to being reworked into collapsible segments, when not in use, the weapon can be stored (and hidden) with additional ease.
Sheikah Whistle
Equipment Type: Any Weapon
Rank: 0
Material Cost: Monster Part
Effect: The Weapon also counts as a Musical Instrument of the same Rank.
Shovelry's Virtue
Equipment Type: Any Weapon
Rank: 0
Material Cost: Metal
Effect: The Weapon also counts as a Shovel of the same Rank.
Surprise Mechanism
Equipment Type: Any Weapon
Rank: 2
Material Cost: Ancient
Effect: The Weapon can be planted like a trap. Whenever you plant the weapon-trap as a Standard Action, define a trigger and an area within 5 spaces of the weapon-trap not larger than Line 4, Cone 2, or Blast 2. Whenever the trigger gets fulfilled in the area, you may use a free action to perform a valid Basic Attack of your choice against the triggering entity (for Shoot Arrow, it is assumed you prepared enough ammunition beforehand within the trap, consuming an arrow of your choice from your Pack). The weapon-trap can be safely received by you and your allies with a minor action; enemies must spend a Standard Action to succeed on a Mechanics roll against (10 + weapon Rank) to disarm the weapon-trap or they count as triggering the trap and standing in the defined area right now. If disarmed, or if the surrounding structure gets damaged enough, the weapon-trap falls to the ground and becomes harmless.
Special: If the triggering entity is not aware of the weapon-trap, you may perform a Sneak Attack instead of a Basic Attack, even if the target is otherwise aware of you.
Twin String
Equipment Type: Bow or Crossbow
Rank: 3
Material Cost: Cloth
Effect: After a Shoot Arrow Basic Attack, you may use your minor action to use the Shoot Arrow Basic Attack again. The second Shoot Arrow has -1 Accuracy and its damage is halved before substracted by Defense.