Post by Dungeon Master on Dec 15, 2009 21:17:00 GMT 8
This thread is meant to detail how the in-game infusion of properties via means of the Engineering department works.
It is not necessary to have this feat in order to infuse weapons.
The Engineering department will handle all infusions for the same cost fee as detailed below.
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Feat: Infusion [Engineering]
Prerequisites: Dwarf or Human, Wis 12 / Int 12, Str 12, Ritual Caster
Benefit: Allows the character to use the Engineering (Ritual) Ability, Runic Infusion. The character is able to repair vehicles.
When repairing a vehicle, roll a d20, a roll of 10 and above fixes the vehicle for a short use of no more than 1 day until proper maintenance at the depot yard.
Feat: Advanced Infusion [Engineering]
Prerequisites: Infusion Feat, Paragon Tier
Benefit: Allows a character with the Engineering (Ritual) Ability, Runic Infusion to infuse Armour, Arms Slot, Neck Slot, Headgear and Footwear with Runes that bear the respective equipment type attribute.
I.E. Energised Rune of Defence (Armour)
The Weapon formulas will apply to all above-listed new equipment types.
Other forms of Engineering such as combat based and research based feats are revealed only to characters who are found to be pursuing this track actively. Seek out the R&D department for more information.
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Ritual: Runic Infusion
Harnessing the energies from the rune, you infuse it into the item
Requirement: Engineering Table, Infusion Feat, Advanced Infusion Feat
Level: 1
Time: 16 hours
Duration: Permanent
Component Cost: Special
Market Price: 200gp
Key Skill: Engineering (Residuum)
Category: Creation
You infuse a property from the stored magical energies of a rune into a weapon.
The cost of infusing a new property is as follows in gold pieces:
120% x (Insertion Fee + Complexity Fee)
The 20% in the above is used to pay 10% to the company and 10% to the country as weapons infusion taxation.
Privately commissioned weapons infusion can claim the 10% (either more or less) that is paid to the company as commissioning fees. That amount need not be paid to the company henceforth. However the other 10% still has to be paid to the country, collected by the PMC which the character belongs to.
Weapons will be registered and made 'legal' after paying tax.
Breakdown:
New Slot Number2 x 100 + Current Slot Number2 x 100
Example:
Weapon X currently has 3 properties infused into it.
In order to add a 4th property into it, the cost would be as such,
42 x 100 + 32 x 100
= 1600 + 900
= 2500gp
After taxation (legalisation), the cost would be,
2500 x 120%
= 3000gp
It would thus cost 3,000gp to infuse a weapon with a 4th property.
Costs assume the runes are in the possession of the caster.
Upon Infusion Completion, roll a percentage die. Any percentage below 15% results in a failed infusion. The handling fee is taken but the tax amount is returned. The base weapon and rune is also returned.
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It is not necessary to have this feat in order to infuse weapons.
The Engineering department will handle all infusions for the same cost fee as detailed below.
================================================
Feat: Infusion [Engineering]
Prerequisites: Dwarf or Human, Wis 12 / Int 12, Str 12, Ritual Caster
Benefit: Allows the character to use the Engineering (Ritual) Ability, Runic Infusion. The character is able to repair vehicles.
When repairing a vehicle, roll a d20, a roll of 10 and above fixes the vehicle for a short use of no more than 1 day until proper maintenance at the depot yard.
Feat: Advanced Infusion [Engineering]
Prerequisites: Infusion Feat, Paragon Tier
Benefit: Allows a character with the Engineering (Ritual) Ability, Runic Infusion to infuse Armour, Arms Slot, Neck Slot, Headgear and Footwear with Runes that bear the respective equipment type attribute.
I.E. Energised Rune of Defence (Armour)
The Weapon formulas will apply to all above-listed new equipment types.
Other forms of Engineering such as combat based and research based feats are revealed only to characters who are found to be pursuing this track actively. Seek out the R&D department for more information.
================================================
Ritual: Runic Infusion
Harnessing the energies from the rune, you infuse it into the item
Requirement: Engineering Table, Infusion Feat, Advanced Infusion Feat
Level: 1
Time: 16 hours
Duration: Permanent
Component Cost: Special
Market Price: 200gp
Key Skill: Engineering (Residuum)
Category: Creation
You infuse a property from the stored magical energies of a rune into a weapon.
The cost of infusing a new property is as follows in gold pieces:
120% x (Insertion Fee + Complexity Fee)
The 20% in the above is used to pay 10% to the company and 10% to the country as weapons infusion taxation.
Privately commissioned weapons infusion can claim the 10% (either more or less) that is paid to the company as commissioning fees. That amount need not be paid to the company henceforth. However the other 10% still has to be paid to the country, collected by the PMC which the character belongs to.
Weapons will be registered and made 'legal' after paying tax.
Breakdown:
New Slot Number2 x 100 + Current Slot Number2 x 100
Example:
Weapon X currently has 3 properties infused into it.
In order to add a 4th property into it, the cost would be as such,
42 x 100 + 32 x 100
= 1600 + 900
= 2500gp
After taxation (legalisation), the cost would be,
2500 x 120%
= 3000gp
It would thus cost 3,000gp to infuse a weapon with a 4th property.
Costs assume the runes are in the possession of the caster.
Upon Infusion Completion, roll a percentage die. Any percentage below 15% results in a failed infusion. The handling fee is taken but the tax amount is returned. The base weapon and rune is also returned.
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