Crafted Items, Fusions and Maze Core. Feedback appreciated


Homebrew


OK me and my SF GM have been talking and we came up with these rules for Maze Core Weapons, Crafted Weapons and Fusions.

Throwing them out to the community to see if they can be abused somehow that we have not seen and to see if they are roughly balanced. More minds are usually better.

Crafted Weapons: The effective level increase (+2) to Toughness and HP on crafted weapons also counts in the players favor for Weapon Fusions when considering what level of weapon fusion can be installed and how many total levels of Weapon fusions a weapon can have.

Prices for these fusions are as per the weapons actual level or the lowest cost for a fusion of it’s level, whichever is higher.

Example: An Azimuth Laser Rifle is a level 1 weapon and normally could not accept the Holy Weapon Fusion since that fusion is level 2. A crafted Azimuth Laser Rifle would be considered level 3 and could accept Weapon Fusions rated level 3 and lower and have a level ‘capacity' of 3 for the total levels of installed Fusions.

You could install a Holy Weapon Fusion into it and when working out the cost to apply the fusion it is as if the rifle is level 2. Since the Holy weapon fusion normally has a minimum level of 2 you cannot pay less than that level to install it. If the rifles actual level was 2 or higher you would instead use that value to calculate costs.

The crafted rifle at this point would have 2 of its 3 ‘levels’ used by the Holy Fusion. A level 1 fusion of other type could still be installed and it would cost the same as installing into a level 1 weapon.

Maze Core Weapon Fusions: Standard weapon fusions (not fusion seals) installed onto Maze core weapons cost 10% more if both maze core items are weapons. Weapon fusions that are not valid choices on any of the Maze Cores items will not work on those forms.

Example: A disruptive Weapon Fusion will work on the ”Comet Hammer” powered blunt weapon form of a Maze Core Weapon but not on the “Aphelion Laser Rifle” form since the Rifle is not a Blunt Melee Weapon, which is required for the Disruptive weapon fusion.


How will your Maze Core rule work with Spellthrower? Will both weapons share one spell gem that either can access, or will they each have a "copy" of the fusion, allowing each to hold a distinct spell gem, but without accessing the gem the other has?

Theoretically, similar question for Venomous, but I can't imagine anyone actually buying that fusion.


quindraco wrote:
How will your Maze Core rule work with Spellthrower? Will both weapons share one spell gem that either can access, or will they each have a "copy" of the fusion, allowing each to hold a distinct spell gem, but without accessing the gem the other has

Both weapons share one spell game that can be accessed in either legal configuration. Activating the spell gem is as per normal. The increased fusion cost just means you have access in either 'mode'.

Same for Venomous.

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