when humanity (and things that look like humanity) created all manner of strange and wondrous devices. These devices, vehicles and robots occasionally surface from buried ruins, hidden Utopian Domes and even mad inventors bent on conquest.
|The neverending search for artifacts...|
The following rules are meant to allow particularly clever characters to make their own artifacts, using salvaged parts and what resources a post apocalypse gadgeteer can muster. The resulting items may not look exactly like the original, and in-fact may have very different functions and abilities, but it will work.
Artifact Creation Rules
To create his or her own artifacts, the character must be of at least 9th level and have a Tech Bonus of at least +30%. The character must have successfully identified a sample of the gadget, or one similar to it to attempt to create an item (Mutant Lords discretion).
The more complex an artifact is, the more time consuming and expensive the resulting item is. Use the following rule-of-thumb:
- Complexity class 1 (Batteries, gadgets, energy weapons, energy-grenades, non-powered armor) cost 5,000gp and 2 months to make.
- Complexity class 2 (Vehicles, robots, powered armor) cost 10,000gp and 5 months to make.
- Complexity class (Computers, medical technology, other very complex technology) cost 50,000gp and 1 year to make.
Some artifacts, robots and vehicles posses abilities that closely mimic mutations. Such items usually incorporate weird crystal arrays, orgone energy or things involving some sort of Unobtanium to make such powers work. Characters and Mutant Lords designing technologies that incorporate psychic powers should add more than a little weirdness to their inventions. A look through the strangeness that-is golden age comic books with give you some great ideas.
Such powers have an added cost, as follows:
Level 1 Powers (+1,000gp)
Level 2 Powers (+5,000gp)
Energy Retaining Cell Structure
Level 3 Powers (+10,000gp)
Complete Wing Development
Control Light Waves
Density Alteration (Others)