MagiTechnology is a means developed by the scientists of the Veston Imperium to tap into and harness the Flow of Magic in spite of the Imperial population's inability to access the Flow naturally like most living things. Because of this, MagiTechnology is primarily developed, manufactured, and maintained within the dominion of the Veston Imperium. Still the arcanists at Brighthurst have acquired a number of pieces over the years in an attempt to reverse engineer the makings of the amazing technology.
MagiTechnology is an advanced form of equipment that requires its own proficiency to use. Classes such as the
Magitech Gunner or Feats like
MagiTech Adept are one such way to learn proficiency with this powerful equipment. All born citizens of the Veston Imperium receive implants at birth that allow them to use MagiTechnology as naturally as normal equipment. Still with the advanced technology being used, it takes a devoted amount of focus and energy to use as well as the time to customize the settings and forms to an individuals personal use, because of that every piece of MagiTechnology must be attuned to the user. The exception to this being the MagiTech Gunner, whose expertise with their own custom built equipment allows them to bypass the attunement required to utilize the equipment.
Weaponry
MagiTech Weaponry was developed by the Veston Imperium for the purpose of augmenting their forces with abilities that mimic magical abilities. While the
Magitech Gunner class is capable of customizing these weapons even further, a standard MagiTech gun comes preinstalled with a cantrip that can be used as part of an attack action made with a MagiTech weapon. Once the number of specified MagiShot slots for the weapon are consumed, the weapon will need to be recharged using a MagiTech Cannister, which can either be purchased from the Imperium, scavenged from Imperial enemies or created by a MagiTech Gunner.
MagiTech ranged weapons do not require the user to carry extra ammunition. They are built to construct a projectile from manipulation of the ambient flow around them. This process does require time however and thus the weapons do often have the Loading trait, with the exception of the Gatling Blaster which has a multi-chamber design that cycles through barrels as such that the ammunition has been constructed by the time the specific barrel has to be fired again.
Martial Melee Weapons
Weapon |
Cost |
Damage |
Weight |
MagiShot Slots |
Default Cantrip |
Properties |
MagiTech Blade |
250 SP |
1d10 slashing |
5 lbs |
2 |
Sword Burst |
Finesse, Special* |
ShatterStar Greathammer |
500 SP |
2d8 bludgeoning |
20 lbs |
2 |
Thunderclap |
Heavy, Two-Handed, Special* |
Martial Ranged Weapons
Weapon |
Cost |
Damage |
Weight |
MagiShot Slots |
Default Cantrip |
Properties |
Caster Deluxe Rifle |
300 SP |
1d6 Piercing |
16 lbs |
4 |
Chill Touch |
Ammunition (range 120/240)**, Loading, Special*, Two-handed |
Gatling Blaster |
400 SP |
1d6 Piercing |
25 lbs |
1 |
Ray of Frost |
Ammunition (range 60/120)**, Heavy, Special*, Two-handed |
PowerShot Hand-Cannon |
300 SP |
1d12 Piercing |
6 lbs |
1 |
Poison Spray |
Ammunition (range 10/20)**, Loading, Special* |
SparkShot Deluxe |
400 SP |
1d4 Piercing |
3 lbs |
6 |
Firebolt |
Ammunition (range 60/120)**, Loading, Special* |
Standardized Rifle |
250 SP |
1d8 Piercing |
15 lbs |
3 |
Acid Splash |
Ammunition (range 30/60)**, Loading, Special*, Two-handed |
* MagiShot Reloading requires a MagiTech Cannister once Slots are expended.
** MagiTech Weaponry generates its own ammunition. Loading Property refers to the activation time needed to generate a single shot.