Invent Super Armaments

[Supertech]

You can make armour fit for the gods.

Prerequisites: Int 17, Supertech Invention (power), Invent Super Gear

Benefit: You can make Super armaments with up to a +10 enhancement bonus (Supertech), and up to +10 worth of Supertech armour and weapon abilities. You cannot load powers into Super Armaments. This feat applies to both weapons and protective gear (armour or shields). An enhancement bonus +1 on a weapon grants a +1 to attack and a +1 to damage. An enhancement bonus +1 on a shield or suit of armour grants a +1 to its Defence bonus, and if applicable, its Equipment Penalty.

Inventing Super Armaments requires a Laboratory and fresh materials, the cost of which equals the PDC to build or purchase the Mastercraft item + 3 for every +1 enhancement (or equivalent).

The build time of Super Armaments equals a number of hours equal to the total enhancement value, including special abilities, multiplied by 3.

To actually build the device requires a Powercraft check. The DC is the same as for building a Mastercraft item of the same kind, but add twice the enhancement bonus to the DC (i.e., DC = ordinary DC + [enhancement bonus x 2]). If you already have a Mastercraft item and you’re upgrading it to Supertech, then the DC equals 10 + [enhancement bonus x 2]).

Within any given seven-day period, the number of devices you can build is limited by the total CP cost of the powers you load into them. That number cannot exceed your Constitution modifier times ten. For example, if you have Constitution 18 (+4), then you cannot make more than 40CPs worth of devices in one seven-day period.

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