Arcane Background: Armorer
Arcane Skill: Armorer (Smarts) Starting Power Points: SPECIAL Starting Powers: 2 Starting Build Points: 5
The armorer is an alternate weird scientist who specializes in creating or upgrading existing equipment, vehicles, and weapons to be have new and amazing capabilities they might not have had in the past. Other characters may then use these creations in the adventure, but only if the armorer character is present in the adventure. For the armorer, “build points” replace power points. Build points are similar to power points, but they only recharge at the beginning of each new game session and are used to create an armory of equipment.
The armorer may imbue specific equipment, vehicles, and weapons with the following powers at a rate of 1 per “build point”. The equipment will have the power until the user rolls a '1' on their skill die or until the end of the session. At that point the device malfunctions and is no longer available. The armorer may choose powers to impart from the list below:
- Armor - Adds 2 points of armor to a piece of equipment or clothing. Roll a weird science roll when the device is equipped to see if there is a malfunction that destroys the device for the session.
- Armor Piercing - Adds 3 points of AP to a firearm or melee weapon.
- Blast - This ammunition blasts those within a medium burst around where the target was hit. If it is thrown a miss may deviate randomly, but if the ammunition was launched (like from a firearm) a miss has no effect.
- Boost Fighting - Adds +1 to fighting roll when the weapon is used.
- Boost Shooting - Adds +1 to shooting roll when the weapon is used.
- Healing - For 1 build point a Medpack may be created for the session. This device rolls the user's smarts attribute for success and malfunctions on a 1.
- Smite - Adds +2 damage to a weapon (melee or firearm).
- Stun - This ammunition shocks those within a medium burst around where the target was hit. If it is thrown a miss may deviate randomly, but if the ammunition was launched (like from a firearm) a miss has no effect.
Double Up: Veteran armorers may choose to use certain single powers twice on a certain piece of equipment for double the bonus. For example, the armor bonus may be added twice for a +4 armor rating on the device. However, doing so raises the dangers as well, and on a failure not only does the device malfunction but it stuns the user, possibly causing a wound.
Malfunciton: On a failure, modifications the armorer has made to a weapon or device cause it to fail. When an armor's device is used and the character rolls a 1 (regardless of Wild Die) the device malfunctions in some way. This could be as simple as destroying the weapon or device up to exploding or misfiring causing the user to be shaken depending on the capabilities of the device. This can cause a wound.