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Player > Class > Mechanic > Alternate > Experimental Weapon Prototype
You have designed and built, and are constantly upgrading,
a sophisticated weapon. You begin play with one weapon
with an item level of 1 for free, or you can buy any
weapon normally and designated it as your weapon
prototype. You design and build this weapon
and, while it may be similar in aesthetics
and function to an existing type of
weapon, it is fundamentally unique
from any mass-produced product.
Due to its experimental design
and custom safety features,
you are the only one who can
make attacks with this weapon.
As you gain levels, your weapon prototype advances in
sophistication. If you acquire a different weapon, you can
disassemble your existing prototype and turn the new
weapon into your prototype with 8 hours of work.
Your weapon prototype works as normal for a weapon
of its type, but it gains specific benefits based on your
mechanic level, as defined below. You can have only one
weapon designated as your weapon prototype at a time.
You gain proficiency in advanced melee weapons, heavy weapons, or longarms. Once this choice is made, it can’t be changed. Your weapon prototype must be a weapon of this type. Your designated weapon prototype calculates its hardness, HP, and saves as if its item level were 5 higher.
When you attack with your experimental weapon prototype, you can enhance its damage dealt to select foes. As a move action, you calibrate your weapon prototype to deal additional damage to one enemy you can see. You gain an insight bonus equal to your mechanic level to damage on all attacks against the designated target. Calibrating your weapon against another enemy causes you to immediately lose this bonus against the previous enemy.
Your experimental weapon prototype can carry more ammunition than a normal weapon of its type. If it contains individual darts, petrol, rounds, shells, or similar physical ammunition, its capacity is doubled. If it uses batteries, it can hold two batteries of the normal size for that weapon, drawing charges from either.
You can use your prototype weapon with one hand without penalty, even if it is normally a two-handed weapon.
You can apply one of the following weapon special properties
to your experimental weapon prototype. You can apply only
special properties that are applicable to the weapon you’re
using, so you couldn’t (for example) add quick reload to a
weapon that doesn’t use charges or ammunition. The GM is the
final arbiter of what can be applied to any weapon. Choose from:
aurora, block, breach, breakdown, bright, disarm, echo,
extinguish, feint, injection, harrying, penetrating, quick
reload, recall, stun, trip.
At 11th level, you can add a second weapon special property
from that list, or you can add force as a second weapon
special property. Alternatively, instead of adding a second
property, you can add a critical hit effect from the following
list, which applies in addition to any other critical hit effect
that applies to the attack: arc (1d6, +1d6 per 5 item levels),
bind, bleed (1d6, +1d6 per 5 item levels), corrode (1d6, +1d6
per 5 item levels), deafen, knockdown. You may add this even
if the weapon already has a critical hit effect, and on a critical
hit both effects apply. A weapon cannot have two versions of
the same critical hit effect.
At 17th level, you can instead add the blind, demoralize,
wound, sicken, or staggered critical hit effect in place of a
second weapon property or a critical hit effect.
Each time you gain a mechanic level, you can switch any
of these customizations for a different customization, but
you must always choose at least one customization from the
7th-level list.
Long hours of research and tinkering have taught you how to modify your weapon prototype on the fly. Select four weapon fusions of a level your prototype weapon qualifies for. Your weapon gains one of these fusions without it counting against the total item levels of fusions it can have. With 10 minutes of work, you can change the weapon fusion currently installed in your weapon prototype to another of your selected fusions. If a fusion selected with this ability has a limited number of uses, using it counts against the uses of any other fusion you access with this ability. Each time you gain a mechanic level, you can change the four fusions you have selected.
You modify your experimental weapon prototype to deal multiple types of damage. Select one additional type of weapon damage that your weapon does not normally deal. When you attack with your experimental weapon prototype, you can deal either type of damage or both. Switching between damage types, or switching your weapon to deal both, is a move action. Each time you gain a level, you can switch your secondary damage type, but you can’t change the weapon’s original damage type without crafting a new experimental weapon prototype.
You enhance your experimental weapon prototype’s attack power, allowing you to deal extra damage to multiple enemies. You can use your superior firepower ability to deal additional damage to a number of targets equal to your Intelligence modifier, taking a move action to calibrate it against each foe.
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