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Crafting · Mods

Universal Armor Mods

Base Mods:

These are mods that can be put on any armor (not shield), regardless of type. The crafting cost to add these is listed after the name.

A mods:

  • Ceremonial Armor (10 points): You gain +10 bonus to negotiation and intimidation checks, but automatically fail any stealth checks.
  • Cast Off Design (10 points): After using the Block action, you may spend 0 RP to cast off the armor immediately unequipping it. The armor becomes Broken until repaired.
  • Hidden Armor (10 points): This armor looks like normal clothing to other creatures (which may make you look more vulnerable than you are).
  • Ki Concealment (20 points): Requires Manaweave Frame mod. While wearing this armor you gain presence concealment. Spending any mana immediately removes presence concealment. After losing presence concealment, you can’t regain it until you rest for the day.

B mods:

  • Mana Barrier (25 points): Requires Manaweave Frame mod. While putting on this armor, your mana and max mana is set to 0. For each mana you lose thanks to this effect, you gain 7 temporary HP. When you would regain mana or HP from resting, this temporary HP regenerates (up to a max of what you started with at the start of the arc)
  • Sensory Suit (50 points): This armor boosts the range of Mind Connection and Scry by 10x.  Also reduces the mana cost of Psychometry by 1.

Frame mods:

  • Barrier (20 points): This armor provides no passive guard bonus, but reduces the Initiative penalty by 2 and the Evasion/Dodge penalty by 4. When taking the Block action, you still receive the normal bonus the armor would provide.
  • Protective Coating (20 points): Reduces the Initiative penalty by 1 and the Evasion/Dodge penalty by 2, but only gives the passive guard increase. When taking the Block action, it does not gain an increased guard (though any other bonuses to your Block such as your Toughness still apply).
  • Manaweave (20 points): Reduces the Initiative penalty by 1 and the Evasion/Dodge penalty by 2. but reduces the wearer's current and maximum mana by 3 when equipped. Cannot be equipped if it would reduce the mana below 0.

Flamellon Mods:

Flamellon mods are special mods that can be put on armors. To put one of these mods on an item you must have sufficient items with the matching Flamelic Polarity.

Adding a layering of the required element automatically fulfills gives polarity equal to the units in the ingot. For example, adding a Salachar ingot as layering also gives you 3000 Salachar polarity.

  • Arcanium
    • Quick Channel Layer (B mod, 40 points, 2000 Arcanium Polarity): Your maximum mana is increased by 1 while wearing this armor.
  • Salachar
    • Fire Armor (Frame mod, 20 points, 600 Salachar Polarity): Reduces the Initiative penalty by 1 and the Evasion/Dodge penalty by 2, but you take double damage from Water damage.
    • Refractory Plates (A mod, 35 points, 1000 Salachar Polarity): You become immune to Burning and natural heat effects.
    • Sunfire Infusion (B mod, 80 points, 4000 Salachar Polarity): All creatures ending their turn next to you take Light Fire damage.
  • Sylphsteel
    • Turbulent Air Layer (Frame mod, 20 points, 600 Sylphsteel Polarity): Reduces the Initiative penalty by 1 and the Evasion/Dodge penalty by 2, but the bonuses of this armor only apply against ranged attacks.
    • Wind's Blessing (B mod, 25 points, 1250 Sylphsteel Polarity): After you Dodge, you gain +10ft of movement speed until the end of your next turn.
    • Cloud Pillow (B mod, 25 points 1250 Sylphsteel Polarity): When you would take falling or pushback damage, you treat the distance you would fall as 30ft lower.
    • Aerolevitation Effect (B mod, 80 points, 4000 Sylphsteel Polarity): You may Hover.
  • Fulgarite
    • Lightning Armor (Frame mod, 20 points, 600 Fulgarite Polarity): Reduces the Initiative penalty by 1 and the Evasion/Dodge penalty by 2, but you take double damage from Earth damage.
    • Static Armor (B mod, 25 points, 1250 Fulgarite Polarity): Anyone ending their turn next to you is afflicted with Static 12 that triggers at the end of their next turn.
    • Franklin Badge (B mod, 50 points, 2500 Fulgarite Polarity): Any attack dealing Lightning damage that targets an ally within 30ft of you and doesn’t include you as a target suffers a -5 penalty to Accuracy.
    • Lightning Reprisal (B mod, 80 points, 4000 Fulgarite Polarity): The first time each round you take damage from a Heavy attack in melee, you may make a Light attack against the attacker.
  • Corvuskite
    • Shadow Buoyancy (Frame mod, 20 points, 600 Corvuskite Polarity): Reduces the Initiative penalty by 1 and the Evasion/Dodge penalty by 2 during the night.
    • Light Absorbing Layer (A mod, 10 points, 300 Corvuskite Polarity): You gain +5 stealth during the night (doesn’t stack with cloak).
  • Vivinthal
    • Condensation Layer (Frame mod, 20 points, 600 Vivinthal Polarity): Reduces the Initiative penalty by 1 and the Evasion/Dodge penalty by 2, but you take double damage from Lightning damage and you are considered permanently soaked.
    • Bubble Flow Armor (B mod, 25 points, 1250 Vivinthal Polarity): You gain a swim speed of 20ft and can hold your breath for twice as long.
    • Galilean Latticing (B mod, 25 points, 1250 Vivinthal Polarity): You may walk on water as if it was normal ground.
    • Fog Plates (B mod, 80 points, 4000 Vivinthal Polarity): You gain a +4 bonus to your Dodge.
  • Glacite
    • Ice Armor (Frame Mod, 20 points, 600 Glacite Polarity): Reduces the Initiative penalty by 1 and the Evasion/Dodge penalty by 2, but you take double damage from Fire damage.
    • Permafrost Mantle (B mod, 50 points, 2500 Glacite Polarity): Enemies within 5ft of you are slowed. This slow is applied during a movement if they walk within 5ft of you. Lasts until they are no longer within 5ft of you, but it applies for the entire movement if leaving the range.
  • Ghimslag:
    • Seismographic Reflex Layer (B mod, 50 points, 2500 Ghimslag Polarity): You gain 20ft of Tremorsense.
    • Rock Plates (B mod, 80 points, 4000 Ghimslag Polarity): You gain a +8 bonus to your Block.
  • Luxaeterna:
    • Luxflow Coating (A mod 20 points, 600 Luxaeterna Polarity): You radiate a bright light that illuminates up to 60ft away.
    • Triboluminescent Plates (B mod 80 points, 4000 Lux Aeterna Polarity): Undead creatures that deal damage to you take Light Holy damage in return.
  • Aetherplumes (feathers/wings with high magic concentration.  Tengu/Harpy/Fae etc):
    • Tengu Armor (A mod 35 points, 1000 Aetherplume Polarity): Your movement speed increases by 5ft while hovering or flying.
    • Aerodynamic Glider (A mod 35 points, 1000 Aetherplume Polarity): You may spend 1 RP to glide (as per the aeromancer ability)
  • Phoenix Materials (Phoenix Core):
    • Trauma Heat (B mod 80 points, 4000 Phoenix Polarity): Once per round, when you drop to 0 or lower HP while above 0 HP, you may immediately revive at 1 HP. You still gain an injury.
  • Gravity Materials (Gravity Orb):
    • Repulsive Sheeting (A mod 35 points, 1000 Gravity Polarity): When you push or pull a target, you may push or pull them for an additional 5ft.
    • Anti-Terror Field (B mod 50 points, 2500 Gravity Polarity): You gain a +4 bonus to your evasion against ranged attacks, but you cannot make any ranged attacks yourself (they automatically miss).
  • Plant (Ygdrassil Seed):
    • Dryad Bark (A mod 35 points, 1000 Plant Polarity): You can move through natural difficult terrain without losing movement.
    • Resinosis (B mod 50 points, 2500 Plant Polarity): When you take the Block action against an enemy attack, you heal for 3 HP.
  • Silver:
    • Ionic Field (B mod 25 points, 1250 Silver Polarity): Your astra corruption resistance is increased by 1.
  • Insectoid (Fae Cicada Shell):
    • Hive Mind (A mod 35, 1000 Insectoid Polarity): You gain a +1 to initiative for every allied creature (including yourself) wearing an armor with this mod (max +3).
    • Bee Armor (B mod 50 points, 2000 Insectoid Polarity): The first time each combat you take damage from an attack, the attacker becomes Dazed as bees attack it.
    • Living Armor (B mod 80, 4000 Insectoid Polarity): The first time each combat you take damage from a melee attack, you release a swarm of insects in a 5ft radius around you. The swarm remains in the same spot and any creature other than you ending its turn inside of it takes 6 full pierce damage.
  • Undead (Soulstone):
    • Reanimated Bone (B mod 25 points. 1250 Undead Polarity): When you are downed, attacks against you do not gain Full Pierce as your armor actively protects you.
    • Hands of Ptah (B mod 25 points, 1250 Undead Polarity): While you are downed, a necromantic hand activates on your armor, performing emergency medical aid, you regain 2 HP per turn.
    • False Bone Layer (B mod 80 points, 4000 Undead Polarity): Critical hits against you do not gain Full Pierce (but still do max damage)
  • Spidersilk:
    • Slippery (B mod 25 points, 1250 Spidersilk Polarity): You automatically escape from the first grapple effect against you each encounter. 
    • Sticky (B mod 50 points, 2500 Spidersilk Polarity): You gain Spider Climb while wearing this armor (as per spiderfolk racial)
  • Poison Materials (Toxic Core)
    • Poison Inlay (B mod 25 points, 1250 Poison Polarity): You may apply a poison to this armor as a Rest action. When you are hit by a melee attack, the poison explodes outwards and automatically triggers on the attacker as if you had dealt damage to them.
    • Poison Resistance (B mod 50 points, 2500 Poison Polarity): You gain 5 DR against Poison damage.
Name
Universal Armor Mods
Type
Crafting
Sub Type
Mods
Universal Armor Mods