Dedicated Mechanika

**Echoprober**

**Cost:** 53 gc (including clockwork capacitor)

**Description:**
 The echoprober is a small handheld device with a gauge on top and a
spike at the opposite end. It is powered by an internal clockwork
capacitor.

**Rune Points:** 2

**Special Rules:**
 By touching the echoprober's spike to solid objects, a character can
determine if there is a concealed cavity by interpreting the changing
movement of the gauge's needle. Using an echoprober to search for hidden
 compartments grants a +3 bonus to appropriate tests (e.g. Awareness
tests)

**Fabrication:** The material cost of the
echoprober's housing and power source is 65 gc. It takes one week to
construct the device. The pertinent Craft skill for construction is
Craft (metalworking).

The echoprober's runeplate requires two
weeks to inscribe and requires a successful INT+Mechanikal Engineering
roll against a target number of 14.

**Kinetic Bracer**

**Cost:** 84 gc (including clockwork capacitor)

**Description:**
 A kinetic bracer encases a character's lower arm and hand in a gauntlet
 outfitted with a complex system of mechanikal triggers and runeplates.
An integral clockwork capacitor powers the device.

**Rune Points:** 3

**Special Rules:**
 While the kinetic bracer has power, the attack modifier for wielding a
two-handed weapon that may be wielded one-handed in only one hand is
reduced by -1 as a displacement field surrounds the wielder's lower arm,
 hand, and the weapon itself, significantly reducing the weapon's
apparent weight and making it less unwieldy. Mechanikal triggers briefly
 switch off the displacement field on a successful hit with a melee
weapon, ensuring that the full force of the blow reaches the target.

Because
 of the arrangement of the mechanikal triggers, the kinetic bracer does
not work well when wielding melee weapons two-handed, and should be
switched off unless the wearer wants the displacement field to instead
interfere with his attacks.

**Fabrication:** The
material cost of the kinetic bracer's housing and power source is 110
gc. It takes two weeks to construct the device. The pertinent Craft
skill for construction is Craft (metalworking).

The kinetic
bracer's runeplate requires three weeks to inscribe and requires a
successful INT+Mechanikal Engineering roll against a target number of

**Kinetic Frame**

**Cost:** 159 gc

**Description:**
 The kinetic frame is a set of articulated arms with attached gauntlets
that extends from a central unit mounted on the back of the user, which
also contains an arcanodynamic accumulator to power the device. The unit
 must be strapped securely to the user's torso and arms before it can be
 used. If the user wants to wear armour, some refitting is required to
accommodate the armour's bulk. The kinetic frame usually is not worn
with warcaster armour, simply because the back-mounted boiler is in the
way of the shoulder bracing that is part of the kinetic frame.

**Rune Points:** 4

**Special Rules:**
 The kinetic frame greatly enhances the strength of the user's arms,
though this only applies to actions that rely exclusively on upper body
strength (so actions like lifting and carrying are not affected). The
kinetic frame is somewhat slow to respond, inflicting a -1 penalty to
all AGL, POI and PRW rolls, including attack rolls, but the wearer's STR
 is considered to be 7 (or the Veteran level STR maximum when designed
for other races) while the kinetic frame has power. If it should become
unpowered while it is still being worn, the user suffers a -3 penalty to
 all AGL, POI and PRW rolls until the frame is removed or powered up
again. Donning or removing a kinetic frame is time-consuming and
requires an assistant.

**Fabrication:** The material
cost of the kinetic frame's housing is 225 gc. It takes four weeks to
construct the device. The pertinent Craft skill for construction is
Craft (metalworking).

The kinetic frame's runeplate requires four
weeks to inscribe and requires a successful INT+Mechanikal Engineering
roll against a target number of 16.

**Laterna Magica**

Cost: 80 gc (capacitor not included)

Description:
 A laterna magica is a handheld lantern with a complex array of
filaments and coils surrounding a central runeplate. An arcanodynamic
capacitor is inserted into the top of the device to power it. While the
laterna magica is active, a disquieting, diffuse glow surrounds it that
does not appear to actually shed any illumination on other objects.

Rune Points: 4

Special
 Rules: The laterna magica's glow only illuminates magical objects,
allowing the laterna's wielder to identify items as magical in some
fashion (unpowered mechanika is not illuminated, but powered mechanika
is. Cursed or blessed objects are always illuminated, even if their
special traits are currently inactive (e.g. a Menite relic blade not
currently being wielded by a Menite will still light up)).

The
laterna magica's glow does not extend further than one or two feet, so
it is necessary to pass objects that are to be examined under the
device. The glow is also nearly invisible in daylight, so the device is
only practical under conditions of very low lighting.

If a
character has an appropriate Lore skill, he may, at the gamesmaster's
discretion, be able to gain some additional information on an object he
examines with a laterna magica by interpreting the exact shades and
patterns of reflected light. Having the Rune Reader archetype ability
may grant a +1 to +3 bonus to such a test, depending on how familiar the
 character is with similar magics.

Fabrication: The material cost
of the laterna magica's housing is 70 gc. It takes three weeks to
construct the device. The pertinent Craft skill for construction is
Craft (glasswork).

The laterna magica's runeplate requires four
weeks to inscribe and requires a successful INT+Mechanikal Engineering
roll against a target number of 16.

**Will O' Wisp Lantern**

Cost: 63 gc (including internal clockwork capacitor)

Description:
 A will o' wisp lantern is little more than a small mechanikal lantern
powered by an internal clockwork capacitor. It is unusual in that it
hovers, however, and is usually tethered to someone's shoulder by a
piece of sturdy string.

Rune Points: 3

Special Rules: Will
o' wisp lanterns shed light as a mechanikal lantern (p. 225). Because
they hover, they don't require a free hand, though they must be kept
tethered at all times, or they will simply float away (generally, if a
will o' wisp lantern becomes untethered, every character who can get
into unarmed melee range within the next turn may attempt to catch it by
 making an Agility or Unarmed Combat roll against difficulty 11 (9 for
ogruns because they are taller, 13 for gobbers and dwarves). Untethered
will o' wisp lanterns are only a problem outside, of course).

Fabrication:
 The material cost of a will o' wisp lantern housing is 60 gc (including
 parts for the clockwork capacitor). The pertinent Craft skill for
construction is Craft (metalworking).

The lantern's runeplate
requires three weeks to inscribe and requires a successful
INT+Mechanikal Engineering roll against a target number of 15.

**Camp Heater**

Cost: 84 gc (including integral clockwork capacitor)

Description:
 The camp heater is a cylindrical array of runeplates and copper toroids
 mounted on a sturdy tripod. A crank on top allows the internal
clockwork capacitor to be wound. While the device is active, a simply
tin lid folds over the top of the device, protecting it from exposure to
 rain.

Rune Points: 3

Special Rules: While the camp heater
has power and is switched on, characters within 15 feet receive +2 ARM
against cold damage, and will not suffer the effects from exposure to
cold weather and are kept warm, unless strong winds or precipitation are
 present – so seeking shelter or setting up a tent is still required if
travelers want to enjoy the benefits of the device. Also, camp heaters
are quite heavy and cumbersome, not to mention expensive. They are
generally only used when alternative sources of heating are unavailable,
 e.g. because an area does not offer much in the way of firewood, or
because the smoke and light a campfire would give off must be avoided.

Camp
 heaters do not provide sufficient heat to cook food (though they may be
 used to thaw or dry objects). This is deliberate, because the device
would otherwise become too hot to operate.

Fabrication: The
material cost of the camp heater's housing and power source is 120 gc
(including the parts for the integral clockwork capacitor). It takes two
 weeks to construct the device. The pertinent Craft skill for
construction is Craft (metalworking).

The camp heater's runeplate
requires three weeks to inscribe and requires a successful
INT+Mechanikal Engineering roll against a target number of 15.

**Featherwalk Boots**

Cost: 82 gc (accumulator not included)

Description:
 Featherwalk boots are a pair of sturdy boots with specialised conduits
and runeplates in their soles. They are powered by an arcanodynamic
accumulator worn on a belt.

Rune Points: 4 (see below)

Special
 Rules: While featherwalk boots have power, the footfalls of the
character wearing them do not cause any sound, as a sound-dampening
field around the boots swallows any noise. This neither affects noises
caused by other equipment, nor does it affect a noisy environment that
extends further from the character than about two feet (so while the
character may step on twigs or even wade through water without causing
any sound, if the character e.g. walks on a frozen lake and causes the
ice to break, the sound of the breaking ice will still be heard if the
fissure extends further than about two feet). In most instances,
featherwalk boots grant a +3 bonus to Sneak rolls.

Fabrication:
The material cost of the featherwalk boots' housing is 60 gc. It takes
two weeks to construct the device (one for each boot). The pertinent
Craft skill for construction is Craft (tanning).

The featherfall
boots' runeplates require two weeks to inscribe and require a successful
 INT+Mechanikal Engineering roll against a target number of 14. Remember
 that two runeplates must be inscribed, one for each boot.

**Ghostlock Pistol**

Cost: 100 gc (accumulator not included)

Ammo: 1 (light round)

Effective Range: 48 feet (8”)

Extreme Range: 240 feet

Skill: Pistol

POW: 10

Description:
 A ghostlock pistol is usually inscribed with decorative runes of Morrow
 and blessings against the depredations of ghosts and the undead, and
its conduits must be fashioned from a special alchemically treated
silver. While the runeplate has power (which is provided by an
arcanodynamic capacitor set into the handle), faint whisps of
evaporating ectoplasm drift from the pistol's barrel.

Rune Points: 4

Special
 Rules: When an incorporeal character is hit by the ghostlock pistol, he
 loses the incorporeal trait for one round, and cannot regain it by any
means during this time. If a character with the ghostly trait is hit by
the ghostlock pistol, he loses ghostly for one round, and cannot regain
it by any means during this time.

Because the character loses
incorporeality or ghostly when he is hit, the ghostlock pistol causes
normal damage (i.e. damage is not reduced by one die against a formerly
incorporeal character).

Note: Characters with access to feat
points may shake the effects of a hit by a ghostlock pistol by spending a
 feat point at the beginning of their activation.

A ghostlock
pistol uses light rounds. It costs 2 gc for blasting powder, bullets and
 casings for five light rounds. If the ghostlock pistol is unpowered,
any attacks with it receive a -1 modifier, and do not cause incorporeal
or ghostly characters to become fully corporeal.

Fabrication: The
material cost of the ghostlock pistol's housing is 130 gc (accumulator
not included). It takes three weeks to construct the device . The
pertinent Craft skill for construction is Craft (gunsmith).

The
ghostlock pistol's runeplate requires four weeks to inscribe and
requires a successful INT+Mechanikal Engineering roll against a target
number of 16.

**Radiant Shield**

Cost: 100 gc (arcanodynamic accumulator not included)

Skill: Shield

Attack Modifier: 0

POW: 0

Description:
 The radiant shield is usually emblazoned with a Morrowan sunburst, or,
far more rarely, a menofix, and inscribed with prayers warding against
the undead. The surface always consists of highly polished silver. An
arcanodynamic accumulator is mounted on the inside of the shield to
power the device. This shield is usually used by members of the Order of
 Illumination when they know they have to move against the restless
dead.

Rune Points: 4

Special Rules: A character wearing a
radiant shield cannot be charged by undead in his front arc.
Additionally, undead in the character's front arc suffer a -2 penalty to
 their melee attack rolls. All standard rules for shields apply as well.

Variants:
 A variant of the radiant shield known as the soul shield exists that
has the same effects against infernals that the radiant shield has
against the undead. Soul shields are gold-plated and have a cost of
1,600 gc (material cost 370 gc).

Fabrication: The material cost of
 the radiant shield's housing and runeplate is 130 gc. It takes four
weeks to construct the device. The pertinent Craft skill for
construction is Craft (metalworking).

The radiant shield's
runeplate requires four weeks to inscribe and requires a successful
INT+Mechanikal Engineering roll against a target number of 16.

**Repulsor Gauntlet**

Cost: 81 gc (arcanodynamic accumulator not included)

Skill: Unarmed Combat

Attack Modifier: 0

POW: 3

Description:
 The repulsor gauntlet is a heavy gauntlet with an emitter runeplate set
 into the palm. An arcanodynamic accumulator is set into a housing on a
brace on the wearer's lower arm.

Rune Points: 4

Special
Rules: A character armed with a repulsor gauntlet can either strike a
target normally, or can make a ranged repulsor blast attack that is RNG
8, AOE -, POW 10. Repulsor blast attacks are made using the attacker's
POI.

Characters hit by either a repulsor blast or a strike by a
repulsor gauntlet may be pushed back 1d3”, and are knocked down on a
critical hit. Repulsor gauntlets can also be used for knockout strikes,
adding +2 to the target number to avoid knockout.

Fabrication: The
 material cost of the repulsor gauntlet's housing is 60 gc. It takes two
 weeks to construct the device. The pertinent Craft skill for
construction is Craft (metalworking).

The repulsor gauntlet's
runeplate requires four weeks to inscribe and requires a successful
INT+Mechanikal Engineering roll against a target number of 16.

**Transference Bracer**

Cost: 100 gc (arcanodynamic accumulator not included)

Description:
 The transference bracer is a delicate array of mechanikal conduits
incorporated into a bracer and light gauntlet. An arcanodynamic
accumulator slotted into the back of the bracer powers the device.

Rune Points: 4

Special
 Rules: While the transference bracer has power, a warcaster who has
bonded to it can boost attack and damage rolls with any non-mechanikal
and non-magical weapon he wields in the hand wearing the bracer,
including thrown weapons, guns, and unarmed attacks. The warcaster
cannot spend focus to gain additional attacks with these weapons, and
the weapons do not become magical weapons (i.e. they still cannot damage
 incorporeal characters).

Fabrication: The material cost of the
transference bracer's housing is 130 gc. It takes three weeks to
construct the device. The pertinent Craft skill for construction is
Craft (metalworking).

The transference bracer's runeplate requires
 four weeks to inscribe and requires a successful INT+Mechanikal
Engineering roll against a target number of 16.

**Waldo Gauntlet**

Cost: 58 (internal clockwork capacitor included)

Skill: Unarmed Combat

Attack Modifier: -2

POW: 0

Description:
 The waldo gauntlet's fingers are covered in a delicate arrangement of
kinetic coils. An integral clockwork capacitor set into the back of the
gauntlet powers the device.

Rune Points: 3

Special Rules: A
waldo gauntlet is intended as a tool for handling hazardous materials,
though it can also be used offensively in a pinch. The gauntlet
generates a kinetic field a few feet away from the wearer that exactly
replicates the wearer's hand and finger movements, and transfers any
weight handled to the user's hand (actually, it is for these reasons
that for most tasks a pair of waldo gauntlets is required). The user may
 handle materials with his waldo gauntlet as if he stood about 2”
further ahead, though the difficulty of doing delicate work at this
distance while wearing thick gauntlets inflicts a -2 penalty to all
rolls required. In combat, the waldo gauntlets grant their wearer Reach.
 Waldo gauntlets will protect their user effectively when handling
electrified, corrosive, toxic or cursed objects, since most of these are
 only a problem when they are actually touched.

Fabrication: The
material cost of the waldo gauntlet's housing is 90 gc (including parts
for the clockwork capacitor). It takes three weeks to construct the
device. The pertinent Craft skill for construction is Craft
(metalworking).

The waldo gauntlet's runeplate requires three
weeks to inscribe and requires a successful INT+Mechanikal Engineering
roll against a target number of 15.

**Arc Pistol**

Cost: 93 gc (clockwork capacitor included)

Ammo: 1 (light round)

Effective Range: 48 feet (8”)

Extreme Range: 240 feet

Skill: Pistol

POW: 10

Description:
 An arc pistol's barrel is wrapped in thick copper coils, and the handle
 sports an insulated shield to prevent electricity from arcing to the
firer's hand when he pulls the trigger. An integral clockwork capacitor
powers the arc pistol's runeplate.

Rune Points: 3

Special
Rules: When the arc pistol scores a hit, lightning arcs from the
character hit to the next character within 4”. The character the
lightning arcs to suffers an unboostable POW 10 electrical damage roll.
It is possible for the lightning to arc back to the firer if the pistol
is used in melee, so it is strongly advised to only fire the arc pistol
at range.

An arc pistol uses light rounds. It costs 2 gc for
blasting powder, bullets and casings for five light rounds. If the arc
pistol is unpowered, any attacks with it receive a -1 modifier, and do
not cause arcing lightning.

Fabrication: The material cost of the
arc pistol's housing is 150 gc (accumulator parts included). It takes
two weeks to construct the device . The pertinent Craft skill for
construction is Craft (gunsmith).

The arc pistol's runeplate
requires three weeks to inscribe and requires a successful
INT+Mechanikal Engineering roll against a target number of 15.

**Arcane Realignment Staff**

Cost: 131 gc (accumulator cost not included)

Skill: Great Weapon

Attack Modifier: -1

POW: 4

Description:
 The arcane realignment staff is a long staff with complex mechanikal
resonators embedded along its armoured length. The staff is powered by
an arcanodynamic accumulator.

Rune Points: 4

Special Rules:
While the arcane realignment staff has power, a spellcaster wielding it
may re-roll failed magic attack rolls. The arcane realignment staff
requires two hands to wield, and can be used as a battle staff in
combat, though the additional weight of the mechanika ruins its balance
as a weapon. Most arcane realignment staffs are constructed so that
their systems will not be affected by the normal wear and tear of
battle, since they are intended for combat anyway.

The arcane realignment staff does not allow re-rolls for magic attacks that are being channelled.

Arcane
 realignment staffs are Reach weapons, and can be used to make trip and
knockout attacks like regular battle staffs (IKRPG, pp. 258-259).

Fabrication:
 The material cost of the arcane realignment staff's housing is 210 gc.
It takes four weeks to construct the device. The pertinent Craft skill
for construction is Craft (metalworking).

The arcane realignment
staff's runeplate requires four weeks to inscribe and requires a
successful INT+Mechanikal Engineering roll against a target number of

**Casting Wand**

Cost: 84 gc (including clockwork capacitor)

Description:
 The casting wand is a short baton with an integral clockwork capacitor.
 The tip of the baton contains an arcane targeting relay that assists
spellcasters in aiming offensive spells.

Rune Points: 3

Special
 Rules: While the casting wand has power, a spellcaster wielding it
gains an additional die for magic attack rolls, and discards the lowest
die in each magic attack roll. If the spellcaster also has the Combat
Caster Archetype ability, he gains two additional dice on magic attack
rolls and discards the two lowest dice.

A casting wand's arcane
relay is too delicate for the wand to be used as a weapon. The casting
wand also does not confer any bonuses to magic attacks that are being
channelled.

Fabrication: The material cost of the casting wand's
housing and power source is 110 gc. It takes three weeks to construct
the device. The pertinent Craft skill for construction is Craft
(metalworking).

The casting wand's runeplate requires three weeks
to inscribe and requires a successful INT+Mechanikal Engineering roll
against a target number of 15.

**Warcaster Armour, Superheavy**

**Cost:** 311 gc

**SPD Modifier:** -1

**DEF Modifier:** -2

**ARM Modifier:** +9

**Description:**
 Superheavy warcaster armour encloses the warcaster's body, head, and
limbs in thick plates that surpass even the thickness of heavy plate
mail, and are on par with the armour worn by the likes of stormblades.
Even with mechanikal assist systems powered by a high-performance
boiler, the armour's weight and bulk significantly inhibit the wearer,
but some warcasters consider the additional armour well worth the
encumbrance.

**Rune Points:** 5

**Special Rules:**
 Superheavy warcaster armour includes an arcane turbine that provides 8
rune points of power. The armour itself has a power draw of 5 rune
points for the bond plate, the power field and the mechanikal assist
systems. Additional devices may be connected to the turbine as described
 in the arcane turbine rules.

If this armour becomes unpowered, the wearer suffers -8 DEF and -3 SPD.

**Fabrication:** The material cost of superheavy warcaster housing is 76 gc. The pertinent Craft skill for construction is Craft (metalworking).

Superheavy
 warcaster armour runeplates require five weeks to inscribe and require a
 successful INT+Mechanikal Engineering roll against a target number of
17. Note that superheavy warcaster armour runeplates integrate bond
runes into their makeup.

**Warcaster Armour, Fortress**

**Cost:** 528 gc

**SPD Modifier:** -2

**DEF Modifier**: -3

**ARM Modifier:** +10

**Description:**
 Fortress warcaster armour is only ever worn by the very strongest
individuals, like the famous Rhulic warcaster Gorten Grundback, as it is
 extremely cumbersome even with its mechanikal assists running (not to
mention prohibitively expensive to produce). Layered, massive plates
enclose the warcaster's body, head, and limbs in rigid shells that need
considerable time, the assistance of aides and a few simple tools to put
 on.

Rune Points: 5

**Special Rules:** Fortress
 warcaster armour includes an arcane turbine that provides 8 rune points
 of power. The armour itself has a power draw of 5 rune points for the
bond plate, the power field and the mechanikal assist systems.
Additional devices may be connected to the turbine as described in the
arcane turbine rules.

Only characters with the Load Bearing or
Divine Fortitude (see IKKNG, p. 361) abilites can wear fortress
warcaster armour. If fortress warcaster armour becomes unpowered, the
wearer suffers -10 DEF and -6 SPD. If SPD becomes 0 because of this, the
 character is considered stationary until he can be freed from the
armour by outside assistance.

Fabrication: The material cost of
fortress warcaster housing is 137 gc. The pertinent Craft skill for
construction is Craft (metalworking).

Fortress warcaster armour
runeplates require five weeks to inscribe and require a successful
INT+Mechanikal Engineering roll against a target number of 17. Note that
 fortress warcaster armour runeplates integrate bond runes into their
makeup.

**Heat Sink**

Cost: 84 gc (including integral clockwork capacitor)

Description:
 The heat sink is a cylindrical array of runeplates and copper toroids
mounted on a sturdy tripod. A crank on top allows the internal clockwork
 capacitor to be wound.

Rune Points: 3

Special Rules: While
the heat sink has power and is switched on, an area of about 15 feet
radius is chilled, as all heat is drawn into the device. This is not
enough to actually inflict damage, although prolonged exposure may have
harmful consequences, as it does get cold enough to freeze water. As a
matter of fact, the device is usually used to create ice, or to preserve
 foodstuffs. In order to work, the area where the heat sink is set up
must be well insulated (usually, small underground chambers are used,
and the walls of the chamber are stuffed with straw) and shielded from
warm air and sun.

An operating heat sink tends to get encrusted
with ice, so it must usually be taken out of the chamber every few days
and thawed, or the internal mechanisms will get damaged. Because of
this, heat sinks tend to be luxury items, and only get used in areas
that have no easy access to ice during the warm seasons (as a matter of
fact, buying ice that has been stored during the winter is a lot
cheaper, especially since transporting blocks of ice quickly using the
train network in countries like Cygnar is very easy).

Fabrication:
 The material cost of the heat sink's housing and power source is 120 gc
 (including the parts for the integral clockwork capacitor). It takes
two weeks to construct the device. The pertinent Craft skill for
construction is Craft (metalworking).

The heat sink's runeplate
requires three weeks to inscribe and requires a successful
INT+Mechanikal Engineering roll against a target number of 15.

**Arcane Detector**

Cost: 101 gc (not including an arcanodymanic accumulator)

Description:
 The arcane detector is a small, handheld device with two angled,
glass-encased arrays of receptor filaments at the top and a gauge in the
 center. The device is powered by an arcanodynamic accumulator in the
grip.

Rune Points: 4

Special Rules: A powered arcane
detector alerts the user to the presence and relative intensity of other
 active arcane phenomena within its range, which is about 60 feet (about
 20 yards), through the movements of the gauge's needle. By making a
Mechanikal Engineering roll at a base difficulty of 13, with a +2
increase to the difficulty for every additional 30 feet, more distant
phenomena can be detected as well, though it is generally recommended to
 keep the range short so the source can actually be pinpointed reliably.
 Since the detector only registers phenomena in a rather narrow arc,
using it takes time for a careful, slow sweep of the surroundings.

The
 arcane detector isn't terribly specific. It will register the presence
of any focusers, the presence of powered mechanika, and both
spellcasting and upkeeping of spells. Magical items and hauntings
(including the presence of thralls) will also trigger the device, so the
 signal-to-noise ratio can easily become unmanageable in certain places,
 like mechanikal workshops or temples, unless there is an arcane
activity that significantly stands out from the others. Additionally,
characters with the Shadow Magic ability will never register on the
device unless they have spells upkept on them by others, or they are
carrying active mechanika or magical items.

Fabrication: The
material cost of the arcane detector's housing is 130 gc (not including
the parts for the arcanodynamic accumulator). It takes four weeks to
construct the device. The pertinent Craft skill for construction is
Craft (metalworking).

The arcane detector's runeplate requires
four weeks to inscribe and requires a successful INT+Mechanikal
Engineering roll against a target number of 16.

**Campsite Shroud**

Cost: 153 gc (not including a capacitor)

Description:
 The campsite shroud is a complex cylindrical array of runeplates set on
 a small tripod. The device is quite heavy, though it is proof against
most weather conditions. Its enormous power requirements mean it is
usually powered by either a storm chamber or a similarly powerful
capacitor (except for arcane turbines, for obvious reasons – see below).

Rune Points: 5

Special
 Rules: While the campsite shroud has power, it wraps the entire
location within 18 feet (6 yards) of itself in a spherical force field
from which neither sound nor light can escape, and into which neither
sound nor light can intrude. At the same time, the interior of the field
 is brightly lit, as if by a mechanikal lantern. As long as the device
is set up in a dark area and nothing else (e.g. smoke from cooking
fires) escapes from the field, it becomes near impossible to detect the
concealed campsite at night, especially from a distance (+5 difficulty
to appropriate detection rolls). A drawback is that those at the
campsite will also be completely unaware of approaching intruders until
they cross the boundary of the field, though most intruders will usually
 suffer from being blinded when they emerge into the bright light inside
 (+2 difficultyfor all rolls requiring sight in the first round).

Fabrication:
 The material cost of the campsite shroud's housing 255 gc (not
including parts for a capacitor). It takes five weeks to construct the
device. The pertinent Craft skill for construction is Craft
(metalworking).

The campsite shroud's runeplates requires five
weeks to inscribe and requires a successful INT+Mechanikal Engineering
roll against a target number of 17.

**Carryall Case**

Cost: 81 gc (not including arcanodynamic accumulator)

Description: The carryall case is a bulky, conduit-laced metal box that can be worn on one's back with the help of heavy straps.

Rune Points: 4

Special
 Rules: While the carryall case has power, the kinetic dissipators built
 into its sides and bottom significantly lessen the weight of any items
contained inside, effectively allowing the wearer to comfortably lug
around weights equal to their dead lift capacity (see IKRPG, p. 199) as
long as they fit completely inside the case (for this reason carryall
cases usually appear ridiculously oversized). The carryall case's straps
 have a quick-release catch that automatically opens when the case
becomes too heavy in order to prevent injuries in case the mechanika
should fail unexpectedly (and even then, most users at least sprain a
foot because the heel happens to be underneath the case at the time).

Even
 an empty carryall case is cumbersome because of its sheer bulk, despite
 being nearly weightless. Wearing a carryall case inflicts a -3 penalty
to DEF and any attempts to move unseen.

Fabrication: The material
cost of the carryall case's housing is 70 gc. It takes two weeks to
construct the device. The pertinent Craft skill for construction is
Craft (metalworking).

The carryall case's runeplate requires four
weeks to inscribe and requires a successful INT+Mechanikal Engineering
roll against a target number of 16.

**Plugger**

Cost: 92 gc (arcanodynamic accumulator not included)

Skill: Great Weapon

Attack Modifier: -2

POW: 4 (for additional effects see Special Rules)

Description:
 The plugger is basically a small armoured compartment housing the
device on a strong, long metal pole. The device is operated by way of a
small pulley and powered by an arcanodynamic accumulator set into the
armoured housing.

Rune Points: 4

Special Rules: The plugger
can be used when a ship has been holed below the water level as long as
the hole isn't extravagantly huge (gamemaster's discretion; if the
ammunition store has blown up, this will probably not work). Even with
water gushing in, the pole allows one or two crewmen to manhandle the
device into the breach and pull the rope to activate it. The activated
plugger then instantly freezes the water within a radius of about nine
feet of the device solid, and maintains it in a frozen condition as long
 as the accumulator lasts, effectively plugging the hole. The design
intentionally prevents deactivation by locking the mechanism in ice to
prevent anybody from tampering with it (the Black Out spell (IKRPG, p.
237) is one of the few ways the device can be effectively shut down
prematurely). Once the ship is drydocked or beached, the ice can be
hacked away and the device shut down so repairs can commence.

The
plugger can be be used in combat by expending a quick action in addition
 to the attack roll. If the attack hits, center a 3” AOE on the target
character; if the attack fails, center the 3” AOE on the wielder of the
weapon. Everybody inside the AOE suffers a POW 12 cold damage roll.

Alternatively,
 if characters are standing in a body of water that is at least
shin-deep, the character wielding the plugger can target their feet by
taking an additional -1 penalty to their attack roll. If the attack
succeeds, the feet (and possibly legs) of all characters in the AOE (and
 the plugger itself) are encased in a large block of ice, rendering all
characters immobile (this effectively counts as a knockdown except the
locked characters can still attack, have DEF 7 against melee attacks,
cannot change their facing and cannot “get up” - exceptionally strong
characters may manage to break their own feet free at the gamemaster's
discretion as long as the water doesn't reach as high as their knees by
making a successful Strength roll against difficulty 18 as a full
action). By the time any ice-locked characters have been hacked free,
they have likely suffered frostbite on their feet unless they have
Immunity: Cold or they are freed very, very quickly (PHY roll against
difficulty 16 to prevent frostbite; difficulty 13 if the character is
wearing watertight boots. Factors like warm weather, clothing, the
creative use of fire magic etc., may further reduce the difficulty at
the gamemaster's discretion). A frostbitten character will likely lose
some or all of their toes (-1 to SPD and their racial speed maximum),
and may lose their feet as well, not to mention the risk of dying from
gangrene).

When used in combat, a plugger must be wielded two-handed and has Reach.

Fabrication:
 The material cost of the plugger's housing is 11.2 gc. It takes three
weeks to construct the device. The pertinent Craft skill for
construction is Craft (metalworking).

The plugger's runeplate
requires four weeks to inscribe and requires a successful INT+Mechanikal
 Engineering roll against a target number of 16.

**Barrel Stabilisier**

Cost: 79 gc (integral clockwork capacitor included)

Description:
 This device is a compact package containing an internal clockwork
capacitor, force-dispersing runeplates, and an ingenious
motion-sensitive mechanikal trigger. The device is just small enough to
allow it to be mounted under the barrel of a rifle- or carbine-sized
gun.

Rune Points: 3

Special Rules: While the barrel
stabiliser has power, the pendulum set into the mechanikal trigger
activates its motion-dampening effects as soon as the character carrying
 a stabiliser-equipped rifle forfeits his movement to gain the aiming
bonus. This effectively recreates the benefit of a bipod (a +2 bonus to
the first aimed ranged attack roll each turn, for a total aiming bonus
of +4) without requiring a quick action to set up a bipod.

Considering
 the high cost of the device compared to a normal bipod and the
difficulty of hiding it, this device is a luxury item for big-game
hunters who must make every second count in pursuit of their quarry, and
 for assassins.

Fabrication: The material cost of the barrel
stabiliser's parts (including clockwork capacitor parts) is 10.5 gc. It
takes three weeks to construct the device. The pertinent Craft skills
for construction is Craft (metalworking).

The barrel stabiliser's
runeplate requires three weeks to inscribe and requires a successful
INT+Mechanikal Engineering roll against a target number of 15.

**Steady Saddle**

Cost: 84 gc (integral clockwork capacitor included)

Description:
 Little more than a standard saddle laced with conduits and powered by
an integral clockwork capacitor, this device utilises effects already
more commonly used by the Compensator and Steady armour runeplates to
assist riders in staying mounted. A welcome side-effect is that riding
with a steady saddle is significantly more comfortable in addition to
being very safe even for unskilled riders.

Rune Points: 3

Special
 Rules: While the steady saddle has power, mounted characters using the
device do not risk being thrown from the saddle under most circumstances
 (the major exceptions being the rider getting knocked out or bodily
picked off their mounts, or the mount getting knocked down).
Additionally, ranged and magic attacks made by a mounted character using
 a steady saddle only suffer a -1 penalty. A reduction in chafing on the
 character's backside will also result in a sunnier disposition.

Fabrication:
 The material cost of the steady saddle's parts (including clockwork
capacitor parts) is 12 gc. It takes two weeks to construct the device.
The pertinent Craft skills for construction is Craft (tanning).

The
 steady saddle's runeplate requires three weeks to inscribe and requires
 a successful INT+Mechanikal Engineering roll against a target number of

**Shortout Shield**

Cost: 66 gc (alchemical capacitor not included)

Skill: Shield

Attack Modifier: 0

POW: 0

Description:
 A shortout shield is usually an otherwise inconspicuous shield, the
only giveaway of its true nature being the coils of conduits on its
outer surface. It is powered by an alchemical capacitor mounted on its
inner face.

Rune Points: 3

Special Rules: When a character
with a shortout shield is hit by a mechanikal weapon or shield, that
device becomes unpowered and must be restarted by using a quick action
before its mechanikal properties become available again. Similarly, a
character can hit an opponent with a shortout shield, and if the target
character is bearing a mechanikal shield, that shield becomes unpowered
until it is reactivated. Mechanikal armour is too well shielded to be
affected by a shortout shield.

It is possible to strike a
character wearing a shortout shield in such a manner that the shield is
avoided. This can be accomplished by back strikes, by using a Mighty
character's Shield Beater attack, or by using chain weapons like a
flail.

Fabrication: The material cost of the shortout shield's
parts is 7 gc. It takes three weeks to construct the device. The
pertinent Craft skill for construction is Craft (metalworking).

The
 shortout shield's runeplate requires three weeks to inscribe and
requires a successful INT+Mechanikal Engineering roll against a target
number of 15.

**Lodge Guard Armour**

Cost: 161 gc (arcanodynamic accumulator not included)

SPD Modifier: -1

DEF Modifier: -3

ARM Modifier: +8

Description:
 This suit of mechanikal armour, which is powered by an arcanodynamic
accumulator, is worn by warriors guarding the most critical facilities
of the Fraternal Order of Wizardry. There are rumours that the Greylord
Covenant and the Convergence of Cyriss make use of their own variants.
Apart from its protective value in itself, these suits of armour guard
their wearers from their enemies' magic while allowing the assistance of
 their own arcanists.

Rune Points: 4

Special Rules:
Characters wearing lodge guard armour cannot be targeted by spells
unless the spellcaster is using the lodge key wand to which the armour
is attuned (see below). As long as the mechanik inscribing the
runeplates knows the proper code runes, any number of suits of lodge
guard armour or lodge key wands compatible with each other may be
produced.

If the armour becomes unpowered, its DEF modifier becomes -5.

Fabrication:
 The material cost of the lodge guard armour parts is 31 gc. The
pertinent Craft skill for construction is Craft (metalworking).

The
 lodge guard armour runeplate requires four weeks to inscribe and
requires a successful INT+Mechanikal Engineering roll against a target
number of 16.

**Lodge Key Wand**

Cost: 69-114 gc (including an internal clockwork capacitor; see fabrication for further information)

Description:
 This short mechanikal wand is too delicate to be used as a weapon in
its own right. Its only purpose is to modulate spell patterns in such a
way that they can penetrate the warding of a suit of lodge guard armour
(see above). The wand is powered by an internal clockwork capacitor.

Rune Points: 2 (see also fabrication; the power draw of the wand is 2 at any one point of time)

Special
 Rules: Every lodge key wand must be attuned to the runeplates in one or
 more suits of lodge guard armour (see above). Once a runeplate is
attuned, the attunement cannot be altered without completely reworking
the runeplate.

Spellcasters bearing the correct lodge key wand can
 target characters in lodge guard armour with spells, ignoring their
warding. Additionally, every lodge key wand contains lockout runes so
the wand only works with a specific caster. Most wands contain lockout
runes for four different users, which are usually the arcanists serving
as the guards' arcane backup. Switching from one lockout rune to another
 takes a quick action.

Fabrication: The material cost of a lodge
key wand's parts, including capacitor parts, is 12 gc. The pertinent
Craft skill for construction is Craft (metalworking).

The lodge
key wand's runeplate, which contains the lockout rune for one caster,
requires two weeks to inscribe and requires a successful INT+Mechanikal
Engineering roll against a target number of 14. For every additional
user (up to four at most), an additional rune must be inscribed, which
takes another week per rune and increases the target number by +1.
Additionally, the market price of a lodge key wand increases by 150 gc
for every lockout rune after the first.

**Conduit Pistol**

Cost: 76 gc (capacitor not included)

Ammo: 1 (light round)

Effective Range: 60 feet (10”)

Extreme Range: 300 feet

Skill: Pistol

Attack Modifier: +1

POW: 10

Description:
 There is little unusual-looking about this sleek mechanikal pistol,
though most of them bear the sigil of a black trident. An alchemical
capacitor set into the handle powers the pistol. Most conduit pistols
are in the hands of Ordic Order of the Trident graduates (this is also
the reason for using alchemical capacitors rather than clockwork
capacitors, since the latter do not fare too well when exposed to
water).

Rune Points: 3

Special Rules: When the conduit pistol scores a hit, the target character suffers a -2 DEF penalty against spells for one round.

If
 the conduit pistol becomes unpowered, its hits no longer inflict a DEF
penalty against spells, and its attack modifier becomes -1.

Fabrication:
 The material cost of the conduit pistol's housing is 10 gc (capacitor
parts not included). It takes three weeks to construct the device . The
pertinent Craft skill for construction is Craft (gunsmith).

The
conduit pistol's runeplate requires three weeks to inscribe and requires
 a successful INT+Mechanikal Engineering roll against a target number of

**Ghost Barding**

Cost: 134 gc (including an integral clockwork accumulator)

ARM Modifier: +4

Description:
 Ghost barding, which is usually dark grey or dark blue, significantly
dampens any noises a horse's hoofs and movements make, including noises
caused by the rider. As such, it is usually used by riders who have to
move clandestinely.

Rune Points: 3

Special Rules: When a
character rides a horse wearing powered ghost barding, he may roll
AGL+Riding or AGL+Sneak, whichever is lower, to determine how hard it is
 for sentries or other witnesses to detect his passage. The character
receives a +3 bonus to this roll.

Because the sound dampening
effect is quite noticeable to the horse as well, activating ghost
barding requires an AGL+Riding or Animal Handling roll against target
number 11. On a failure, the horse panics and will likely throw the
rider and bolt. Additionally, any hearing-based Detection rolls by the
rider or horse suffer a -3 penalty while the ghost barding is active.

Fabrication:
 The material cost of ghost barding parts is 30 gc (including the parts
for the internal clockwork capacitor). It takes three weeks to construct
 the device. The pertinent Craft skill for construction is Craft
(metalworking).

The ghost barding runeplate requires three weeks
to inscribe and requires a successful INT+Mechanikal Engineering roll
against a target number of 15.

**Elemental Enhancer Wand**

Cost: 85 gc (including clockwork capacitor)

Description:
 Elemental enhancer wands boost a spellcaster's ability to handle
elemental spells. Their appearance usually reflect which element the
wand is attuned to – eletrical enhancer wands will shed a bluish-white
glare, for example, while ice enhancer wands trail vapour. In all cases
they are not built to be used as weapons.

Rune Points: 3

Special
 Rules: While an elemental enhancer wand has power, it grants its
wielder the Elemental Mastery ability (see IKRPG, p. 161) for spells
from one of the elemental spell lists (see IKRPG, p. 236), determined
when the wand's runeplate is inscribed. However, in contrast to
sorcerers who possess this ability, elemental enhancer wands will not
enhance spells that are being channelled.

Fabrication: The
material cost of the elemental enhancer wand's housing and power source
is 12 gc. It takes three weeks to construct the device. The pertinent
Craft skill for construction is Craft (metalworking).

The
elemental enhancer wand's runeplate requires three weeks to inscribe and
 requires a successful INT+Mechanikal Engineering roll against a target
number of 15.

**Mastery Staff**

Cost:
 166 gc (accumulator cost not included), +15 gc for every additional
spell pattern (196 gc total for a mastery staff that enhances three
different offensive spells)

Skill: Great Weapon

Attack Modifier: -1

POW: 3

Description:
 A mastery staff is a long staff with complex mechanikal conduits
embedded along its armoured length. The power requirements of mastery
staves vary, but most can still be powered by an arcanodymanic
accumulator. Only the most advanced mastery staves require storm
chambers or other advanced mechanikal capacitors.

Rune Points: 3+ (see below)

Special
 Rules: A character wielding a mastery staff receives a +1 bonus to
attack and damage rolls for a single offensive spell, determined at the
point of time when the staff is crafted. Additionally, the spellcaster
may give up their movement to receive the aiming bonus for all offensive
 spells for one round (this bonus is not limited to spells the mastery
staff is specifically attuned to).

Additional spell patterns may
be added to the mastery staff's runeplate while it is being crafted.
Each additional spell pattern, up to a maximum of 3 spell patterns in
total, increases the mastery staff's power draw by 1, to a maximum of 5.

A
 character wielding a mastery staff can spend 1 feat point to make a
trip attack instead of a normal attack. If the attack hits, the target
is knocked down instead of suffering damage.

On a critical hit, a
living target has a chance of being knocked out by the attack. If the
target suffers damage from the attack, he must make a Willpower roll
against a target number equal to the attacking character's STR+9. If the
 target succeeds, he stays conscious. If he fails, he is knocked out.

Fabrication:
 The material cost of the mastery staff's housing is 37 gc. It takes
three weeks to construct the device. The pertinent Craft skill for
construction is Craft (metalworking).

The mastery staff's
runeplate requires three weeks to inscribe and requires a successful
INT+Mechanikal Engineering roll against a target number of 15. Every
additional rune increases the time it takes to inscribe the runeplate by
 one week and increases the target number of the INT+Mechanikal
Engineering roll by +1, to a maximum of five weeks and a target number
of 17 for a mastery staff that enhances three different spells.

**Warded Strongbox**

Cost: 93 gc (accumulator not included)

Description:
 A warded strongbox is a metal chest that usually bears the sigil of a
major arcane or religious organisation, but otherwise does not look too
extraordinary except for the arcanodynamic accumulator mounted on the
back. Most warded strongboxes are just large enough to put a sword or
disassembled suit of armour in them, though both smaller and bigger
boxes have been made.

Rune Points: 4

Special Rules: Warded
strongboxes are used to carry or store cursed or haunted objects. While
such an object is in a closed and powered strongbox, its supernatural
properties are suppressed. This will not exorcise ghosts, but may weaken
 them in some way (though ghosts have also been known to simply
disappear while an item they were haunting was in the strongbox, only to
 reappear once the item was removed). There is also a limit to what can
be stored safely in a warded strongbox – putting too many different
items of little power in there may be too much for the mechanikal
systems to handle. Similarly, some items are simply too powerful to be
suppressed by a warded strongbox (items like the infamous Witchfire or
the legendary athancs of the dragons being two classes of item that a
warded strongbox is powerless against).

Though few warded
strongboxes are ever left unguarded, they are typically equipped with
sophisticated locks, which require a AGL+Lock Picking roll against a
target number of 19 to open. Forcing the lid open similarly requires a
STR roll against target number 19.

Fabrication: The material cost
of a warded strongbox' housing is 13 gc (not including accumulator
parts). It takes four weeks to construct the device. The pertinent Craft
 skill for construction is Craft (metalworking).

The warded
strongbox's runeplate requires four weeks to inscribe and requires a
successful INT+Mechanikal Engineering roll against a target number of

**Resonator Staff**

Cost: 67 gc (accumulator cost not included)

Skill: Great Weapon

Attack Modifier: -1

POW: 3

Description:
 The resonator staff is a long staff with complex mechanikal conduits
embedded along its armoured length. A resonator staff is usually powered
 by an alchemical capacitor.

Rune Points: 3

Special Rules:
While the resonator staff has power, a spellcaster wielding it may
upkeep one spell for free every turn by losing a quick action instead of
 paying a point of focus, fury or fatigue. If the spellcaster cannot
decide to lose a quick action in their next activation (e.g. because
they are immobilised), the upkeep cost must be paid normally or the
spell ends.

A character wielding a resonator staff can spend 1
feat point to make a trip attack instead of a normal attack. If the
attack hits, the target is knocked down instead of suffering damage.

On
 a critical hit, a living target has a chance of being knocked out by
the attack. If the target suffers damage from the attack, he must make a
 Willpower roll against a target number equal to the attacking
character's STR+9. If the target succeeds, he stays conscious. If he
fails, he is knocked out.

Fabrication: The material cost of the
resonator staff's housing is 8.5 gc. It takes three weeks to construct
the device. The pertinent Craft skill for construction is Craft
(metalworking).

The resonator staff's runeplate requires three
weeks to inscribe and requires a successful INT+Mechanikal Engineering
roll against a target number of 15.

**Ectoplasmic Stabiliser Engine**

**Cost:** 111 gc (capacitor not included)

**Description:**
 This bulky and barely portable device sheds a disturbing greenish light
 that somehow seems to carry a distinct chill as well. While the living
generally appear as dead within the engine's area of effect (though
green-tinted goggles alleviate this side-effect somewhat), restless
shades become more solid, and also more amenable to interaction.
Possessing or running this device smacks of necromancy, however, and is
generally forbidden. An arcanodynamic accumulator powers the engine.

**Rune Points:** 4

**Special Rules**:
 Within the ectoplasmic stabiliser engine's area of effect, which
extends for 36 feet (6”) from the device, incorporeal undead become
semi-corporeal. In this state they become more susceptible to attacks
(mundane attacks can harm them, though they inflict 1d6 less damage than
 normal; magical or blessed attacks and spells affect the semi-corporeal
 undead as if they were fully corporeal), while at the same time their
stabilised state is often experienced as extremely pleasant by shades
who now suddenly become capable of touching and interacting with the
mortal world almost normally again (in game terms, the stabilising
effect makes any incorporeal undead within the device's area of effect
automatically regenerate 1d3+1 vitality points in their maintenance
phase, while also providing a +2 bonus to positive interaction rolls. If
 the shades in question are malevolent or insane, of course, the
interaction bonus is irrelevant). Even semi-corporeal undead can still
escape the device's effects by forcing themselves through walls or other
 obstacles that shield them from the stabiliser engine's sickly glow;
however, such obstacles count as difficult terrain until the shade has
fully left the device's area of effect.

Incorporeal undead cannot
become invisible while in the ectoplasmic stabiliser engine's area of
effect. Similarly, the Ghostly ability (IKUA, p. 74) does not work at
all for undead bathed in the device's glow.

**Fabrication:**
 The material cost of the ectoplasmic stabiliser engine's parts is 16 gc
 (not including accumulator parts). It takes four weeks to construct the
 device. The pertinent Craft skill for construction is Craft (glasswork)
 or Craft (metalwork), whichever is lower.

The ectoplasmic
stabiliser engine's runeplate requires four weeks to inscribe and
requires a successful INT+Mechanikal Engineering roll against a target
number of 16.

**Third Hand**

Cost: 960 gc (not including power source; 126 gc for a bond-enabled third hand)

Description:
 The third hand (actually an arm and a hand) is usually mounted on a
harness of straps worn on the torso and secured to one shoulder. Though
different models can be mounted according to the preferences of their
users, most arms are on the same side as the user's preferred arm, at
about waist height. While not particularly useful during work, third
arms are still a favourite mechanik's party trick when concealed under
long coats.

Rune Points: 3 (5 for a bond-enabled third hand)

Special
 Rules: While the third hand has power, a character can spend a quick
action to use it during any of his rounds (this quick action must be
expended in addition to an attack or another quick action to actually
accomplish anything with the third hand, as the concentration required
to operate the third hand takes a toll. There are rumours of bond
plate-modified third arms for focusers, which do not require a quick
action to operate but are more expensive and require stronger power
sources). Mostly, the third hand is used for clandestine or surprise
actions while the character's own hands are in full view (some
enterprising rogues even add concealed slits in their coats for the arm
to operate through).

Third hands aren't particularly powerful.
They use the wearer's AGL, POI, and PRW, with a -1 penalty, have the
same base strength as the race for which they have been made (4 for
humans), and can neither wield weapons larger than one-handed weapons or
 pistols, nor can they be used to aim shots. Still, that is good enough
in the right circumstances.

Character with the Two-Weapon Fighting
 ability, or a similar ability, can use the third hand for their
additional attack by expending a quick action, and do not take an
additional off-hand penalty if the “shoulder” of their third hand is
located on the same side as their preferred arm.

Fabrication: The
material cost of the third hand's housing is 16 gc. It takes three weeks
 to construct the device. The pertinent Craft skill for construction is
Craft (metalworking).

The third hand's runeplate requires three
weeks to inscribe and requires a successful INT+Mechanikal Engineering
roll against a target number of 15 (it takes five weeks to inscribe a
bond-enabled runeplate for the third hand, and the target number rises
to 17).

**Powerblaster Staff**

Cost: 67 gc (accumulator cost not included)

Skill: Great Weapon

Attack Modifier: -1

POW: 3

Description:
 The powerblaster staff is a long staff with armoured mechanikal coils
embedded along its length. A powerblaster staff is usually powered by an
 alchemical capacitor.

Rune Points: 3

Special Rules: While
the powerblaster staff has power, a spellcaster wielding it gains +2 to
all his magic attacks' blast damage rolls. The damage to targets
directly hit by AOE spells is not increased.

Powerblaster staves are Reach weapons and must be used two-handed.

A
 character wielding a powerblaster staff can spend 1 feat point to make a
 trip attack instead of a normal attack. If the attack hits, the target
is knocked down instead of suffering damage.

On a critical hit, a
living target has a chance of being knocked out by the attack. If the
target suffers damage from the attack, he must make a Willpower roll
against a target number equal to the attacking character's STR+9. If the
 target succeeds, he stays conscious. If he fails, he is knocked out.

Fabrication:
 The material cost of the powerblaster staff's housing is 8.5 gc. It
takes three weeks to construct the device. The pertinent Craft skill for
 construction is Craft (metalworking).

The powerblaster staff's
runeplate takes three weeks to inscribe and requires a successful
INT+Mechanikal Engineering roll against a target number of 15.

**Magnetic Brace**

Cost: 39 gc (including an internal clockwork capacitor; 64 gc for the lantern-equipped variant)

Description:
 The magnetic brace is simply a sturdy gun brace set with metal plates
that are magnetised by a standard magnetism runeplate, which is powered
by a built-in clockwork capacitor. It is mainly intended as a cheaper
and more versatile alternative to equipping a suit of armour with a
magnetism runeplate. Some variants include a mechanikal lantern on the
shoulder.

Rune Points: 1 (2 for the lantern-equipped variant)

Special
 Rules: Wearing a powered magnetic brace grants the wearer one
additional quick action each turn that can be used to stow or retrieve
objects with a significant number of iron or steel parts. A magnetic
brace can hold up to four pistols or similarly large pieces of
equipment. However, getting hit with a short out or blackout spell will
cause the magnetic brace to shut down and drop all held objects to the
ground, since it lacks the heavy shielding a suit of armour would have.

Fabrication:
 The material cost of a magnetic brace's parts, including capacitor
parts, is 7.5 gc (10.5 for the lantern-equipped variant). It takes one
week to construct the device. The pertinent Craft skill for construction
 is Craft (tanner) (for the lantern-equipped variant, the lower of Craft
 (tanner) and Craft (metalworking) is used).

The magnetic brace's
runeplate requires one week to inscribe and requires a successful
INT+Mechanikal Engineering roll against a target number of 13 (14 for
the lantern-equipped variant, which takes two weeks to inscribe).

**Galvanic Sleep Inducer**

Cost: 74 gc (integral clockwork capacitor included)

Description:
 This light, helm-like device, which is usually secured with a strap
under the chin and mostly covers the eyes and back of the neck, causes
its wearer to become nearly instantaneously and restfully asleep. It is
powered by an integral clockwork capacitor, for good reason.

Rune Points: 3

Special
 Rules: A galvanic sleep inducer usually includes a clockwork cutout
that shuts it down after about five hours of use, though this can be
disabled or left out and a long-lasting power source attached instead of
 the usual clockwork capacitor.

1d3 rounds after donning and
activating a galvanic sleep inducer, the wearer is soundly asleep and
cannot be roused by any means unless the inducer is shut off first. This
 sleep is extremely restful; reduce the amount of sleep needed by half
(though this does not extend the period of wakefulness, so frequent
users increasingly drift out of sync with the day/night rhythm of the
world around them). Additionally, anything that affects affect the
user's mind negatively (including magic, drugs, disease, or insanity)
takes a -4 penalty to its rolls while the inducer is active (if the
effect is not rolled, the user gains +4 to his resistance rolls
instead).

It is hardly likely that a character is forced to put on
 a galvanic sleep inducer, though he may be tricked somehow into wearing
 an odd mechanikal helmet that covers the eyes completely. In such a
case, the character may roll PHY or INT, whichever is higher, against a
target number of 16 at the beginning of each of his turns. As long as he
 succeeds, he does not fall asleep, which may give him time to escape.

Galvanic
 sleep inducers must fit the head pretty tightly, so different models
must be provided for dwarves, gobbers, ogrun, satyxis or trollkin.
Iosans and Nyss can use human helmets.

Fabrication: The material
cost of the galvanic sleep inducer's parts is 9 gc, including parts for
the clockwork capacitor. It takes three weeks to construct the device.
The pertinent Craft skill for construction is Craft (metalworking).

The
 galvanic sleep inducer's runeplate requires three weeks to inscribe and
 requires a successful INT+Mechanikal Engineering roll against a target
number of 15.

**Ambassador Locution Engine**

Cost: 1,04 gc (including an internal clockwork capacitor)

Description:
 The original Ambassador was custom-built for the Thurian entrepreneur
Dougal MacDeegan, who had lost the ability to speak due to a
degenerative illness. Now, by holding the linking wand to his throat, he
 can once again speak, though the flat, mechanical-sounding voice issues
 from a box sitting on a side table. The Ambassador is powered by an
internal clockwork capacitor that is wound up via a crank mounted on the
 side of the box.

Rune Points: 3

Special Rules: Simply put, a
 character who is unable to speak due to damage to his throat or mouth
can press the receptor plates mounted on the top of the wand-like hand
unit under his chin and attempt to form words normally the way he used
to before the injury. The signals received by the plates are transferred
 to the vocalizer unit via conductive tubing and then issue as a voice
from a trumpet-like speaker mounted on top of the box housing the main
mechanism. Expert tuning is needed to make the mechanikal voice sound
even remotely like the speaker's voice, and many emotional nuances are
lost (this may easily inflict a penalty of -1 to -3 in certain
situations, or possibly a bonus when it is important to conceal one's
emotions), but the device nevertheless allows near-normal communication,
 though it is certainly less than easily portable.

Fabrication:
The material cost of the Ambassador's housing is 18 gc (including parts
for the clockwork capacitor). It takes three weeks to construct the
device. The pertinent Craft skill for construction is Craft
(metalworking).

The Ambassador requires two different rune plates
to be crafted, one for picking up the words the speaker intends to say,
and one for generating the actual sounds. The pickup runeplate requires
two weeks to inscribe and a successful INT+Mechanikal Engineering roll
against a target number of 14. The sound runeplate requires one week to
inscribe and a successful INT+Mechanikal Engineering roll against a
target number of 13.

**Grenadier's Gauntlet**

Cost: 74 gc (including an internal clockwork capacitor)

Skill: Unarmed Combat / Thrown Weapons (see below)

Attack Modifier: +0 (ranged) / -1 (melee)

POW: 1 (when used to strike in melee)

Description:
 A grenadier's gauntlet covers the wearer's hand and arm with a
lightweight framework fitted with kinetic capacitors and mechanikal
triggers. The device is powered by an internal clockwork capacitor
installed in a bracer covering the lower arm.

Rune Points: 3

Special
 Rules: By spending a quick action to prime the device, a character
wearing a grenadier's gauntlet gains +4 RNG to his next thrown weapon
ranged attack. The gauntlet's fingers make handling thrown weapons other
 than grenades, spears or axes awkward, so weapons that require a
measure of manual dexterity like throwing knives suffer a -1 penalty to
attack rolls. The character can also wield a melee weapon in the hand
wearing the gauntlet, but incurs a -1 penalty to melee attack rolls
because the device's arm bracings interfere with the movements required
in melee. If the gauntlet becomes unpowered, any attack roll made with
the arm wearing the gauntlet suffer an additional -1 penalty.

Donning
 or doffing a grenadier's gauntlet takes at least a minute, as the
framework must be strapped securely to the wearer's arm. With the help
of an assistant, the gauntlet can be put on substantially faster,
requiring only two full actions to tighten all the straps.

Fabrication:
 The material cost of the grenadier's gauntlet's housing and clockwork
capacitor parts is 9 gc. It takes four weeks to construct the device.
The pertinent Craft skill for construction is Craft (metalworking).

The
 grenadier's gauntlet's runeplate requires four weeks to inscribe and
requires a successful INT+Mechanikal Engineering roll against a target
number of 15.

**Warcasting Staff**

Cost: 85 gc (accumulator cost not included)

Skill: Great Weapon

Attack Modifier: -1

POW: 3

Description:
 Though warcasters have unique abilities for handling mechanika, they
are at the same time poor spellcasters compared to will weavers.
However, some warcasters are still more inclined to spellcasting than to
 using mechanikal weapons, and for those mystically inclined focusers a
warcasting staff acts as a welcome aid. A warcasting staff is a
two-handed staff equipped with amplification devices in armoured
housings. It is powered by an arcanodynamic accumulator set into the
staff near its head.

Rune Points: 4

Special Rules: When a
warcaster who has bonded to a warcasting staff casts a spell while
holding the warcasting staff and spends 1 focus to boost his magic
attack roll, the damage roll is boosted as well (for area-of-effect
spells, only the target directly hit by the spell gains the damage
boost. Spray effect spells boost magic attack rolls and damage rolls
individually for each target. Spells that automatically hit do not
receive special benefits from the warcasting staff).

Warcasters
bonded to a warcasting staff may also boost melee attacks and damage
rolls and gain additional melee attacks with the warcasting staff by
spending focus normally.

Warcasting staves are Reach weapons and must be used two-handed.

A
 character wielding a warcasting staff can spend 1 feat point to make a
trip attack instead of a normal attack. If the attack hits, the target
is knocked down instead of suffering damage.

On a critical hit, a
living target has a chance of being knocked out by an attack with the
staff. If the target suffers damage from the attack, he must make a
Willpower roll against a target number equal to the attacking
character's STR+9. If the target succeeds, he stays conscious. If he
fails, he is knocked out.

Fabrication: The material cost of the
warcasting staff's housing is 8.2 gc. It takes four weeks to construct
the device. The pertinent Craft skill for construction is Craft
(metalworking).

The warcasting staff's runeplate requires four
weeks to inscribe and requires a successful INT+Mechanikal Engineering
roll against a target number of 16.

**Quiescator**

Cost: 101 gc (accumulator cost not included)

Skill: Great Weapon

Attack Modifier: -1 (one-handed), 0 (two-handed)

POW: 4 (one-handed), 6 (two-handed)

Description:
 The still experimental quiescator sword, developed by Illuminated
arcane mechaniks, uses a Caspian battleblade emblazoned with the
sunburst of Morrow as its housing. When in use, the white glow emanating
 from the mechanikal core slowly becomes replaced by the sickly glow of
balefire. An arcanodynamic accumulator set into the sword's pommel is
used to power the quiescator.

Rune Points: 4

Special Rules:
Quiescators have been developed for one purpose only – to counter one of
 the Nightmare Empire's greatest assets, the immortal revenants. When a
revenant is destroyed by a hit from a quiescator, it will not simply
reappear close to the revenant it is bound to mere moments later, as its
 undead essence is instead sucked into the quiescator and contained
there. If the wielder of the quiescator is so fortunate as to strike
down a revenant who has other revenants bound to himself, those
revenants will not be able to return from being destroyed until their
master has been released from the quiescator and rematerialised first. A
 quiescator can hold the essence of up to three destroyed revenants; any
 further revenants destroyed by the blade will not be affected by its
special effects. It is currently unknown whether the most powerful
revenants, the captains of the ghost ships in particular, can be
contained by a quiescator, as they are not bound to other revenants in
turn but to their ships.

Unfortunately, at its current stage of
development the quiescator must eventually give up the revenant essences
 it has stored when its power source fails. The containment is so
fragile that even the swiftest switch to another power source has not
been accomplished without causing damage to the runeplate and releasing
the imprisoned revenants. It is a small consolation that the released
revenants will not be able to manifest again before returning to their
master, so at least there is no immediate risk to the place where the
quiescator is stored when it shuts down. Similarly, no way has yet been
developed to transfer revenant essences to a more long-term containment.
 It is hoped, however, that quiescators can at least dent the morale of
the ghost ship crews and serve as a powerful distraction.

A
character must have STR 5 to wield a quiescator in one hand. If the
quiescator becomes unpowered, all captured revenant essences are
released and no more can be imprisoned before power is restored.
Additionally, the attack modifier becomes -2 for one-handed attacks and
-1 for two-handed attacks.

Fabrication: The material cost of the
quiescator's housing is 13 gc. It takes four weeks to construct the
device. The pertinent Craft skill for construction is Craft
(metalworking).

The quiescator's runeplate requires four weeks to
inscribe and requires a successful INT+Mechanikal Engineering roll
against a target number of 16.

**Cal Dernam's Patent Beast-Catcher**

Cost: 66 gc (accumulator cost not included)

Skill: Great Weapon

Attack Modifier: -1

POW: 3 (one-handed), 4 (two-handed)

Description:
 Developed by and for the big-game hunter Cal Dernam, this light,
two-pronged spear can deliver devastating electrical jolts that, in the
vast majority of cases, are nevertheless non-fatal. The patent
beast-catcher is powered by an alchemical capacitor set into its shaft
at the end opposite to the prongs.

Rune Points: 3

Special
Rules: A character can either use the patent beast-catcher as a regular
spear, or use a quick action to prime the capacitors set below the
double prong. Once the patent beast-catcher is primed, the next attack
causes a POW 12 electrical damage roll against living targets instead of
 determining damage normally. If a living character or creature is
incapacitated by this attack, he automatically recovers 1 vitality and
becomes concussed (see IKRPG, p. 216) as long as the roll on the injury
table (see IKRPG, p. 217) does not have a result of 3, in which case the
 shock stopped the target's heart.

The shock capacitors need a
moment to recharge, so the patent beast-catcher can only be used to
deliver a jolt every other round. The jolts cause no damage to undead or
 constructs, though mechanikal constructs become disrupted (see the
electrocutioner runeplate's effects, IKRPG, p. 285) if the jolt's damage
 exceeds their ARM.

Patent beast-catchers are Reach weapons when
they are wielded two-handed. A character wielding a patent beast-catcher
 two-handed gets a +2 bonus to his charge attack rolls.

When the patent beast-catcher becomes unpowered, it can no longer deliver jolts, and its attack modifier becomes -2.

Fabrication:
 The material cost of the housing of Cal Dernam's patent beast-catcher
is 7 gc. It takes three weeks to construct the device. The pertinent
Craft skill for construction is Craft (metalworking).

The patent
beast-catcher's runeplate requires three weeks to inscribe and requires a
 successful INT+Mechanikal Engineering roll against a target number of

**Assassinator**

**Cost:** 56 gc (alchemical capacitor not included)

**Skill:** Hand Weapon

**Attack Modifier:** +0

**POW:** 4

**Description:**
 This mechanikal version of the more traditional assassin's blade is
both easier to handle due to its mechanikal compensators and insidiously
 makes taking out an opponent completely silent. The weapon is usually
powered by an alchemical capacitor set into the blade's handle
(clockwork capacitors are generally avoided because they make a noise,
even if it is only a very soft one).

**Rune Points:** 3

**Special Rules:**
 Any sounds the wielder of an assassinator makes while wielding the
blade is silenced, making it impossible to detect the wielder by ear
(this usually provides a +3 bonus to Sneak rolls unless the character
cannot evade visual detection). Additionally, when an attack with an
assassinator hits, the character hit also becomes silenced for one
round, and cannot cry out or fire a gun to draw attention to himself
during this time (unless he can, for example, hit something with a
gunshot – the gunshot is silenced, as is the impact of the bullet, but
if e.g. a window is shattered, anyone nearby is bound to notice the
window is suddenly gone, even if the falling glass is eerily silent).
Similarly, the sound of a character killed by an assassinator dropping
to the ground is silenced as well.

When an assassinator becomes
unpowered, its attack modifier becomes -2, and neither the wielder nor
anyone he successfully strikes are silenced.

Back strike damage rolls with an assassinator gain a bonus of +2.

Fabrication:
 The material cost of the assassinator's parts is 4 gc (accumulator
parts not included). It takes three weeks to construct the device . The
pertinent Craft skill for construction is Craft (metalworking).

The
 assassinator's runeplate requires three weeks to inscribe and requires a
 successful INT+Mechanikal Engineering roll against a target number of

**Warcasting Manifold**

Cost: 101 gc (accumulator not included)

Description:
 A warcasting manifold is a complex array of mechanikal receptors and
relays built into a heavy helmet, which usually features some kind of
relay vanes on the temples. The device is usually powered by an
arcanodynamic accumulator worn on a belt and attached to the helmet via
conductive tubing.

Rune Points: 4

Special Rules: A warcaster
 who bonds to a warcasting manifold can bond to two warjacks through the
 manifold (these warjacks must be equipped with special receivers, see
the warcasting manifold receiver warjack upgrade for rules and costs).
This would be particularly useful for journeymen, who usually struggle
to control many pieces of mechanika at the same time, but the warcasting
 manifold's usefulness to the military is limited by the fact that any
warcaster who wears the manifold can bond to and control the warjacks
equipped with receivers and thus bypass cortex locks and passcodes
(except Cyrissist warcasters, though the reasons for this are religious
strictures rather than an actual inability to use the manifold).

Fabrication:
 The material cost of a warcasting manifold's housing and blank
runeplate is 13 gc (not including accumulator parts). It takes four
weeks to construct the device. The pertinent Craft skill for
construction is Craft (metalworking).

The warcasting manifold's
runeplate requires four weeks to inscribe and requires a successful
INT+Mechanikal Engineering roll against a target number of 16.

**Kinetic Transfer Shield**

Cost: 71 gc (alchemical capacitor not included)

Skill: Shield

Attack Modifier: 0

POW: 0

Description:
 A kinetic transfer shield carries a specialised mechanikal trigger and
channelling array that translates the force of a charging character's
movement into a blast that can knock targets onto their backs and even
sends them flying. The shield is powered by an alchemical capacitor
mounted on its inner face.

Rune Points: 3

Special Rules: A
character must spend a quick action to prime the kinetic transfer shield
 before charging a target and striking it with the shield. If the
character moves at least 3" as part of the charge, that character makes a
 slam attack instead of a charge attack and if the character hits the
target then the target is slammed (see Slammed, IKRPG, p. 204). The POW
of the slam damage roll and collateral damage roll is equal to the
character's STR+1, or has a POW equal to the number of inches charged +
1, whichever is greater. This attack is not treated as a charge attack,
and this character does not get any bonuses that apply to charges such
as a boosted damage roll. If the character is unable to advance more
than 3" before making this attack, then the character's attack is a
normal attack with the shield.

When the kinetic transfer shield becomes unpowered, it receives a -1 attack modifier, and can no longer slam characters.

Fabrication:
 The material cost of the kinetic transfer shield's parts is 8.5 gc. It
takes three weeks to construct the device. The pertinent Craft skill for
 construction is Craft (metalworking).

The kinetic transfer
shield's runeplate requires three weeks to inscribe and requires a
successful INT+Mechanikal Engineering roll against a target number of

**Stormfury Staff**

Cost: 81 gc (accumulator cost not included)

Skill: Great Weapon

POW: 3

Description:
 The stormfury staff is covered in copper and glass coils that
constantly crackle and sparkle while the staff has power. The staff,
which is powered by an internal arcanodynamic accumulator, makes certain
 electricity-based spells that are common with Cygnaran sorcerers more
effective.

Rune Points: 4

Special Rules: A spellcaster must
wield the stormfury staff in at least one hand to gain its benefits,
which are that electrical damage spells gain a +1 bonus to their magic
attack rolls, and that electrical damage spells that arc to a random
number of additional targets (e.g. Chain Lightning, IKRPG p. 237) roll
twice for the additional number of targets hit and use the better
result.

Stormfury staves are Reach weapons and must be used two-handed.

A
 character wielding a stormfury staff can spend 1 feat point to make a
trip attack instead of a normal attack. If the attack hits, the target
is knocked down instead of suffering damage.

On a critical hit, a
living target has a chance of being knocked out by an attack with the
staff. If the target suffers damage from the attack, he must make a
Willpower roll against a target number equal to the attacking
character's STR+9. If the target succeeds, he stays conscious. If he
fails, he is knocked out.

If the stormfury staff becomes unpowered, it no longer enhances electrical damage spells, and its attack modifier becomes -1.

Special:
 A variant of the stormfury staff that enhances fire damage spells, the
pyrotropic staff (which has identical benefits for fire damage spells
and the Ashes to Ashes spell, IKRPG p. 236) has been devised, but there
is less demand for such a mechanikal enhancer, especially since the most
 likely beneficiaries, the fire sorcerers and priests of the
Protectorate, are biased against using mechanika.

Fabrication: The
 material cost of the stormfury staff's housing is 7 gc. It takes four
weeks to construct the device. The pertinent Craft skill for
construction is Craft (metalworking).

The stormfury staff's
runeplate requires four weeks to inscribe and requires a successful
INT+Mechanikal Engineering roll against a target number of 16.

**Professor Gyser's Containment Collar**

Cost: 71 gc (accumulator not included)

Description:
 The containment collar, devised by the Thurian arcane mechanik and
Thamarite scholar Jedediah Gyser, is a simple metal collar that serves
as the housing for a runeplate of dubious design that renders undead
wearing the collar docile and easily controlled. The device is powered
by an internal arcanodynamic accumulator.

Rune Points: 4

Special
 Rules: If a character manages to put the containment collar on an
undead and power it up (which requires the undead to be first rendered
immobile, e.g. through the Dominate Undead spell (see IKUA, p. 69) or
any ability or spell that can render an undead opponent stationary), the
 undead becomes near-inert and will only move or perform an action on
each of its turns. Undead who can understand a character's language can
be commanded to perform an action, and will obey if the character passes
 an INT+Command roll against a target number of 11. If multiple
characters issue an order, the undead follows the orders of the
character who rolled highest, or does nothing on a tie. There is no
preference as to which character can order the contained undead around,
as long as the undead can understand the character's language. If the
undead does not speak the same (or any) languages as the controlling
character, spells like Dominate Undead (see IKUA, p. 69) are required to
 command it instead. Such spells automatically succeed when cast on an
undead wearing a powered containment collar, and can be used to issue
long-term commands as long as they're simple enough for the undead to
understand (commands like “attack this person” or “do not move” are
understood by all undead).

Undead wearing a powered containment
collar will still attack the living unless ordered not to do so. This
command is therefore usually added to all other commands.

The
containment collar cannot be used on incorporeal undead and
construct-like undead like iron liches or iron maidens (see IKM, pp.
52-53). Ghostly undead can wear the containment collar, but will lose it
 as soon as they use their Ghostly ability (see IKUA, p. 74, or IKM, p.
43).

Fabrication: The material cost of Professor Gyser's
Containment Collar's housing is 4 gc. It takes one week to construct the
 device. The pertinent Craft skill for construction is Craft
(metalwork).

Professor Gyser's Containment Collar's runeplate
requires four weeks to inscribe and requires a successful INT+Mechanikal
 Engineering roll against a target number of 16.

**Numen Reprinter**

Cost: 313 gc (including a dedicated arcane turbine)

Description:
 This somewhat experimental device is a desk-sized console with
receptacles for two cortices and a snake's nest of conduits. It is
powered by a built-in arcane turbine (although the device itself does
not draw all the power the turbine provides, the cortices must be
powered while the device is running, which requires the turbine's
remaining output).

Rune Points: 4

Special Rules: The numen
reprinter can only be used by a focuser who has three bond slots
available (one for each cortex, and one for the numen reprinter itself).
 Once the device has been set up, the operating focuser may attempt to
reprint information from an old cortex onto a new one by making
INT+Mechanikal Engineering or ARC rolls, whichever is better, against a
target number of 18, with a penalty of +2 for each Wear and Tear result
on the cortex damage table for the old cortex (see IKRPG, p. 316). Each
roll takes four hours of concentrated effort on the part of the user,
and usually no more than two rolls are attempted each day, since any
mistake made by a tired user will likely ruin the reprinting process. On
 a successful roll, a single learned cortex ability (an increase of +1
to MAT or RAT) has been transcribed from the old cortex onto the new
one. Bonds may also be reprinted, though only the focuser who formed the
 bond may attempt to do so. An additional number of rolls must be made
equal to the cortex's INT to complete the reprint, or the cortex's
skills and memories will not mesh, rendering it inoperative.

In
order for the reprinting process to be possible, a fresh or reset cortex
 of the same grade and type as the old cortex must be provided (e.g. a
ferrum-grade cortex or a special Toro aurum-grade cortex (see IKKNG, p.
314)), and the old cortex must be fully repaired (except for Wear and
Tear damage). The process is also dangerous to the old cortex, as it
must be partially disassembled to attach the conduit leads, which
requires an INT+Mechanikal Engineering roll against the same target
number as reprinting the cortex. If this roll is failed, a roll on the
catastrophic cortex damage table (see IKRPG, p. 316) must be made for
the old cortex before any reprinting can be attempted (after the
required repairs have been finished).

Fabrication: The material
cost of the numen reprinter's housing and arcane turbine is 79 gc. It
takes four weeks to construct the device. The pertinent Craft skill for
construction is Craft (metalworking).

The numen reprinter requires
 three different runeplates to be inscribed. The two runeplates used to
link up to the cortices take one week each to inscribe and require
successful INT+Mechanikal Engineering rolls against a target number of
13. The bond runeplate used to control the reprinting process takes two
weeks to inscribe and requires a successful INT+Mechanikal Engineering
roll against a target number of 14.

**Limb Brace**

Cost: 93 gc (power source not included)

Description:
 Basically nothing more than a set of struts and straps strung with
mechanikal inertial regulators, these devices can support a limb with a
broken bone to promote healing or restore a measure of mobility. Limb
braces come in two different varieties, a leg brace and an arm brace.
The devices are usually powered by alchemical capacitors, though
travellers often prefer to install a clockwork capacitor so the device
is ready to use in a pinch.

Rune Points: 3

Special Rules:
Properly attaching a limb brace requires a successful INT+Medicine roll
against a target number of 12. While the limb brace has power, it
absorbs shocks that would normally prevent a broken bone from knitting,
allowing a broken limb to recover according to the standard rules even
when the patient is not getting any rest (see IKRPG, p. 217). The bulk
and somewhat slow responses of the limb brace do cause penalties,
however; an arm brace causes -1 to all rolls involving the injured arm
and -2 to melee damage when using the braced arm, and a leg brace causes
 a -1 penalty to SPD and AGL, and a penalty of -2 to DEF. If a limb
brace becomes unpowered before the limb has recovered and the character
is involved in strenuous activity like running or fighting, the
character must roll PHY against a target number of 12 at the end of
every turn in which he does not rest. If the roll fails, the strain to
the injured limb means the time spent recovering so far has been wasted.

If
 a character using a limb brace also gets to rest, the limb brace helps
the character recover, reducing the time that has to elapse until the
broken bone has set by 1 day for every 1d3+5 days the limb brace is
worn.

Arm braces do not offer any assistance in the case of broken
 hands, fingers or shoulders. Leg braces still help keep a character
with a broken foot mobile, but they cannot help a character with a
broken hip.

Fabrication: The material cost of the limb brace's
parts is 15 gc. It takes three weeks to construct the device. The
pertinent Craft skill for construction is Craft (metalworking).

The
 limb brace's runeplate requires three weeks to inscribe and requires a
successful INT+Mechanikal Engineering roll against a target number of

**Rosalyn Di Florys' Patent Galvano-Magnetic Hair Clipper**

Cost: 25 gc (power source not included)

Description:
 A simple but ingenious compact contraption basically consisting of a
tiny magnetic runeplate, a set of comb-like shear blades (an iron one
mounted as the switch of a mechanikal trigger, and a brass one in a
fixed mount in a simple brass case), and a spring, this device was
inspired by industrial steam saws mounted on some steamjacks (The
Llaelese clockwork enthusiast Rosalyn di Florys experimented with both
steam-powered and clockwork versions, which each have their own
drawbacks compared to the mechanically simple and thus both rugged and
light mechanikal version). For a simple hairstylist's tool the
galvano-magnetic hair clipper is outrageously expensive, but it does
allow different hairstyles than can be reasonably maintained with razors
 or scissors, and if there is one thing Madame di Florys knows, it is
that fashion never goes out of fashion. The device is powered by a trickle capacitor worn on a belt.

Rune Points: 1

Special Rules: The device is a hair clipper.

Fabrication:
 The material cost of Rosalyn di Florys' patent galvano-magnetic hair
clipper's parts is 3.7 gc. It takes one week to construct the device.
The pertinent Craft skills for construction is Craft (metalworking).

Rosalyn
 di Florys' patent galvano-magnetic hair clipper's runeplate requires
one week to inscribe and requires a successful INT+Mechanikal
Engineering roll against a target number of 13.