The Manufactorium in The Ninth World | World Anvil
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The Manufactorium

Autoforge

All items are WIP and maybe modified or removed at the DM's discretion.
Anything can be manufactured here so long as the raw materials are placed in the replicator box at the central terminal. This triggers the manufacturing process. The robot arms ignore creatures and may crush them if they are in the wrong place at the wrong time. For simplicity’s sake, use the item creation rules from Xanathars (ingredients here) for anything not listed on the tables below. Gold (or equivalent material) becomes the raw material for this process. The machine can only make objects like weapons, equipment and even vehicles. But it can’t make scrolls or potions or anything organic. Items usually only take between a few minutes to a few hours to create. Large objects like vehicles would take weeks.

Plus
Improving the "plus" of an item - weapon or armor - can be improved by spending the amount of gp listed or an equivalent value of material. For example, upgrading a lazgun to +1 requires another lazgun or the gp amount listed. Psionic items would need psychic crystals like rubicite and so on.  
Type GP/Material Value
+1 5,000
+2 25,000
+3 50,000
+4 80,000 (specific type only)*
+5 160,000 (specific type only)*

* Specific type means the weapon gets the added bonus for a type of creature only - aberration, beast, celestial, construct, dragon, elemental, fey, fiend (specific), giant (specific), humanoid (specific), monstrosity, ooze, plant, or undead (specific). A weapon can only be tuned to one type of creature, and types do not stack.  
Special Armour
Special armor may also be made at the autoforge. Providing a masterwork version of the armor as the base and providing the following materials infuses the armor with the special trait listed:  
Material Description Cost (GP equivalent of raw material)*
Gloomium This glowing, blue-green substance can be a source of great energy. It also causes those who spend extended amounts of time near it to grow ill and die unless proper precautions are taken. Gloomium functions as steel when used for weapons and armor, but those who carry or wear arms or armor become poisoned for as long as the gear is carried or worn. Weapons and armor made from gloomium glow with an intensity equal to that of a candle. The armor provides resistance to radiation damage and prevents the degradation of poison resistance when exposed to radiation (per these rules). 900
Skymetal Armor made from skymetal grants its wearer damage reduction of 1/— if it’s light armor, 2/— if it’s medium armor, and 3/— if it’s heavy armor. 5,000
Rubicite This red crystal-like substance can be used to create armor. Any armor made from rubicite is considered one weight category lighter. For example, chain mail made from rubicite would be considered light armor. Its secondary effect only triggers if the wearer is psionically endowed. Once per day, the armor can supply the psionicist 1d6 power points. On a 6, you roll again and keep rolling on sixes. Each time this trait is used, roll a depletion die. The armor depletes on a 1 in 1d20. 5,000
Horacalum The rarest of the known skymetals, this dull, coppery substance warps time around it, making things seem to speed up or slow down. Almost never found in amounts greater than a pound, horacalcum is the same weight and density as steel, but is much more durable. A weapon made of horacalcum gains a +1 bonus on attack rolls.   An entire suit of armor made from this metal is fantastically expensive, but since a suit of horacalcum armor simultaneously allows its wearer to perceive time at a slower rate (and thus react more quickly), some consider the cost justifiable. A suit of light horacalcum armor grants a +1 bonus on Initiative checks, medium horacalcum armor grants a +2 bonus on Initiative checks, and heavy horacalcum armor grants the Foresight spell passively to the wearer. Heavy armor depletes on 1 in 20 checked once per day of use. If it does deplete, it will provide advantage on Initiative rolls. 10,000
Inubrix This metal’s structure allows it to pass through iron and steel without touching them, seeming to shift in and out of phase with reality. Inubrix is the softest of the solid skymetals, being only slightly less malleable than lead. As a result, it doesn’t function well for crafting armor. Though inubrix weapons can penetrate most metal armors with relative ease, the weapons tend to break easily.   An inubrix weapon deals damage as if it were one size category smaller than its actual size and always breaks on attack rolls of natural 1. It ignores all armor or shield bonuses granted by iron, steel armor, or shields. Inubrix weapons cannot damage these materials at all (and, by extension, cannot harm iron golems or similar creatures). Inubrix increases a weapon’s costs by 5,000 gp. 5,000
Noqual Noqual looks like a pale green crystal to the untrained eye, but can be worked as iron despite its appearance. Noqual is light—half as heavy as iron, yet just as strong. More importantly, noqual is strangely resistant to magic. An object made of noqual gains Advantage on any saving throw made against spells. If armor is made from noqual it also provides this trait to its wearer. 7,000
* The base cost for creating light armor from this material is listed. Weapons cost half as much, with Medium armor costing double the base number and heavy armor costing triple.   More may be added later if an example or blueprint is provided to the autoforge for analysis.    
Damage
Changing the damage of a weapon requires raw material equivalent to 1,000 gp. For example, changing the damage of a weapon to psychic requires 1,000 gp worth of psionic crystals or another weapon that already does that damage type worth at least 1,000 gp.   Example material required for each damage type (examples only, equivalent substitutions are fine at the DM's discretion):
Type Material
acid A vile of acid from an adult black dragon or the blood of a grendalspawn queen.
bludgeoning Nothing special; gold is fine.
cold A sample from a creature of cold and ice like a winterwight or an entire ice elemental.
fire A vial of demon/devil blood, a fire elemental mote (what's left when you kill an elemental) or a red dragon egg.
force The trident of an elemental myrmidon (they all do force damage).
lightning Mote of an air elemental or similar creature of elemental air, such as a blue dragon fang,
necrotic Death knights blade.
piercing Nothing special; gold is fine.
poison* Giant scorpion poison, or green dragon egg or various other poison animals and plants.
psychic Psionic crystals
radiant Deva pinion
slashing Nothing special; gold is fine.
thunder Mote of an air elemental or similar creature of elemental air, such as a cloud giant heart.
*Radiation damage requires gloomium crystals and always costs double the base cost.

Mods
These are powerful modifications to a weapon or armor that changes or enhances a fundamental function of the weapon. Example mods include:
  • Dilithium Batteries. Arcana deplete permanently on a natural 1, but by reinforcing your artifact, you can halve the chance of it depleting - you must roll one twice. That is, if you roll a natural 1, immediately roll a second d20; only if this second die is also a one does the weapon deplete (50,000 gp).
  • Heavy Caliber/Gravity Nodule. You may take a -5 penalty to hit but can do +10 damage (25,000 gp).
  • Firestorm. The radius of a weapon is increased by 10 feet (15,000 gp).
  • Cautious Shot. On a natural 1, the damage of the misfire trait is reduced by 50% (15,000 gp).
  • Vicious Spread. If the weapon has a cone attack, the base cone is doubled. (25,000 gp).
  • Hell's Chamber. Increase the base damage of the weapon by one die; for example, a weapon that does 1d6 damage now does 2d6 damage. This mode costs double each time it is added to a weapon. Each increase doubles the depletion rate of the weapon. For example, a weapon with a depletion rate of 1/20 is now 2/20. A weapon that usually doesn't deplete now has a depletion rate of 1/20 (25,000 gp).
  • Jet Stream. This increases the speed of cone weapon attacks imposing disadvantage on saving throws against (25,000 gp).
  • X-Laser. Radiant, Gloomium and Fire weapons only. An x-laser is a super-charged laser with devastating effects. It fires a highly focused, incredibly powerful beam of high-frequency light. An x-laser’s beam functions as a laser rifle’s beam but bores holes through any creature or object it damages. The beam is stopped if it cannot penetrate a barrier or creature's hardness, fire resistance, or fire immunity. When attacking with an x-laser, make a single attack roll and compare that result to the ACs of all creatures in a line extending out to the weapon’s maximum range. This weapon damages all targets with an AC equal to or lower than the attack roll. The hole created by an x-laser is less than an inch in diameter and serves primarily as evidence of the weapon’s discharge rather than significantly altering an object’s structural integrity beyond the damage the laser blast deals as part of the attack (40,000 gp).
  • Gauss Modification. All slug-thrower weapons can have the quality added that when rolling damage, a maximum result (i.e. 6 on 1d6) causes the die to be rerolled and added to the damage. Successive maximum results continue to be added. (15,000 gp).
  • Plasma Modification. All energy-based weapons may have this modification added. When hitting with a plasma weapon, always roll the indicated damage twice and use the better of the two results. Note that maximum die results are not re-rolled (15,000 gp).
  • Ion Modification. The weapon is specifically modified to kill robots, androids and cyborgs. An ion weapon does half-damage to living creatures but double damage to Constructs (10,000 gp).
  • Precision. Double the range of your weapon; however, you can only make a single shot when using this feature (5,000 gp).
  • Directed Convergence. A primitive machine spirit helps you aim; you gain +1 (5,000 gp) or +2 (10,000 gp) to hit when this mod is added to your ranged weapon.
  • Overcharge. You can make one of the following modifications to a weapon at the cost of increasing the weapon's stability. Each modification doubles the depletion rate and causes 1/4 damage to the wielder rounding to the nearest die and number, ignoring resistance but not immunities (minimum of 1d4 +1 damage). For example, an overcharged psychic weapon that hits a target for 2d6+2 psychic damage would cause 1d4+1 psychic damage to the wielder as feedback. Overcharge can be turned on and off as a bonus action, it is not always active:
    • Adding a damage rider costs 10,000 gp in material. A rider is damage in addition to the base weapon's damage. You can only have 1 rider at a time and it uses the weapon's original base damage as the bonus damage number.
    • You can increase the damage die of the weapon by 1 step to a maximum of the d20 by spending 17,500 gp. Each increase after the first doubles the cost
There may be other mod options available as you expand the blueprints of the autoforge.

Pre-Loaded Blueprints
The autoforge can make anything not too exotic, so anything from the PHB and any magic item up to rare. Anything beyond this will require blueprints. Blueprints can be found or the autoforge can add them via example items fed to it. For example, destroying an arca-plasmor would provide the autoforge with the blueprint to create them. The following items - beyond the basics already noted - are currently preloaded:  
  • Chain Sword. This two-handed great-sword has spinning teeth attached to it, does 3d6 piercing and slashing damage, and scores a critical on a natural 18-20. When used, it is so noisy it triggers a random encounter check; however, it also gives the wielder advantage on Intimidation checks when using it. The weapon requires one month of downtime training to become proficient with it or 1 week and the sacrifice of an Ability Score Improvement (2,700 gp).
  • Coilgun. Its unique coil design, known to the Ancients as a gauss rifle or rail gun, gives it its Ninth World name. The coilgun is a two-handed weapon that uses gravitons to compress raw metal scrap placed in its sequencing chamber into hyperdense shells that it then accelerates to astounding speed and fires from its electromagnetically charged barrel up to 200 feet doing 3d10 piercing damage and quadruple damage on a critical hit. The weapon’s rate of fire is slow and can only be used once per round, yet its relatively high damage combined with its potential for particularly grisly critical hits makes it a much sought-after weapon for long-range combat. Shots fired from a rail gun bypass an object’s first 10 points of hardness (Damage Threshold) and can completely penetrate targets without hardness. When attacking with a rail gun, make a single attack roll and compare that result to the ACs of all creatures in a line extending out to the weapon’s maximum range. This weapon damages all targets with an AC equal to or lower than the attack roll. However, if the attack’s damage fails to penetrate any target’s hardness or damage reduction, this shot is blocked and cannot damage targets that are farther away (30,000 gp).
  • Robot Bane Fulmination. This grenade deals 5d6 lightning damage to robots and electronic-based gear, half damage to cyborgs and androids, and no damage to other creatures. On a direct hit, it drops force fields, screens or any other energy-based temporary hit point defence or device to 1 hp (750 gp).
  • Auto Plate Mail. While inactive, auto plate mail resembles a breastplate of adamantine scales, which doesn’t seem out of place among the metal armor of the Ninth World, except for the alien aesthetics of its Ancient design. The breastplate provides AC 14 + Dex modifier (max 2). When activated as a reaction or bonus action, auto plate mail expands to cover the wearer’s legs and limbs, and a built-in magnetic generator hardens the armor into a rigid, plate-like form. When in this form, it provides AC 18 and a max dex bonus of +1. It is considered medium armor in both forms. It can be collapsed back to breastplate form with a bonus action and automatically retracts when it loses power. In either form, auto plate mail provides a damage threshold of 2/— due to its adamantine construction. This trait persists even if it is depleted. Roll for depletion each time it is activated (16,500 gp).
  • Skiff. Added by the PCs, can create a metal flying carpet. This takes a week of manufacturing and costs 17,250 gp.
  • Apparatus of Kwalish. Added by the PCs, the autoforge can now "print out" an apparatus of Kwalish. It takes a month and costs 35,000 gp.
Additional STC Blueprints
New Standard Template Construct (blueprints).
  • Circlet of alluring charisma (19 CHA), 36,000gp
  • Headband of inspired wisdom (19 WIS), 36,000gp
  • Diadem of vast intelligence (19 INT), 36,000gp
  • Spell Stealing. This special ability can only be placed on melee weapons. A spellstealing weapon allows its wielder to siphon protective magic from a target and transfer it to himself. When the wielder rolls a critical hit against a target, he can forgo the critical hit and instead automatically learn which spells or magical effects are active upon the target. The wielder may then steal his choice of one of those effects. If the check succeeds, the target immediately loses the benefits of that effect and the wielder gains the effect for 1 minute (or until the effect expires, whichever comes first) - 18,000gp.
  • Invulnerability. This trait can be added to any heavy armor. You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn (25,000gp).
  • Detonation Eggs. The blueprint allows the autoforge to create any of the following detonations - link.
Failure and Defects
Due to the age of the auto-forge it's a testament to the Ancients that it works at all, but there is a chance an upgrade fails. If it fails the resources are lost and the item is not upgraded.  An upgrade fails on a 1 in 20. Alternatively, you can have the upgrade succeed but the item has a defect.  This defect is inadvertently introduced into the manufactured or upgraded item. Each time you take this option roll on the table below to determine what it is.  
d8 effect
1-2 Non-rechargabe batteries - depletion range is doubled.
3 Leaky energy cell - if a weapon, it now does half damage to wielder each time it is used. If not a weapon, assume this was an 8.
4 Mutagenic field - the item gives off gamma rays. Each time it is used roll your radiation die.
5 Fragile - the next time you score a critical hit (or a critical hit is scored against you) the damage is maximised and tripled, but the item breaks permanently (if armour, the armour nullifies all damage, but then cracks and becomes useless).
6 Unstable - if the item has a secondary attack, energy type or other ability beyond the minimum required by type (so AC for armour, damage die/type for weapons etc), that feature only works 1 per day. For example, a bow that does cold damage, only does cold damage 1/day, otherwise it does piercing damage only.
7 Quantum inconsistency - if the item is magic weapon, armour or shield, it looses this trait each time you roll a natural 20 until you take a long rest.
8 Special - the item has a defect specific to its type. For example, a bag of holding has a 1 in 4 chance of producing an angry racoon instead of the required item when used. Specifics to be determined by the DM.

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