Wondrous Item, unknown rarity

Mark was programmed with an abrasive, stubborn personality, but he is loyal to his master's and will obey orders. He may backtalk, but he will not go against his programming. Mark is not very wise, nor intelligent, nor charismatic. Instead, he relies on his masters' commands for actions. Mark does not think much, but sometimes he will give his opinion and speak up. Small constructs such as Mark have the ability to be upgraded. Upgrades can be built and installed with blueprints through certain tinkerers, mages and other constructs. The hub for automaton upgrades is in the heart of the Island of Steamland. This is the first of three guides for auto mechanical upgrades. The upgrades in this book do not mention the cost for these upgrades, only what is possible and some materials required. 

Volume One Upgrades: 

Electrified Fists: Electrum allow is added to the knuckles of the construct's fists. Wiring the electrum alloy to the lead wires in the forearm will allow the construct to produce an arc of lightning when fists are clenched. There are four tiers of Electrum quality, each tier will add 1d6 lightning damage. It takes 4 turns for the Electrum to charge up again after being used. This upgrade requires 5lb of Electrum, any quality. 

Flamethrower: A gas tank can be installed into the chassis of the construct and wired up to the shoulders. A small spark is ignited upon activation that will shoot fire up to 10ft out of both shoulders. Arms will retract to avoid melting of components. DC 15 Dex Save, 2d6 fire damage. Half on save, full on fail. Crafting components are not listed. This can be used twice per long rest. 

Snowball Launcher: Refrigerant canisters can be installed in the chassis of the construct. Refrigerant canisters are not compatible with the flamethrower. A small reservoir of water is piped through the arms of the construct and shot out as frozen balls of ice. The effective range is 20-60ft. The quality of refrigerant determines the amount of cold damage. Tier 1: 1d6, Tier 2: 2d6, Tier 3: 3d6, Tier 4: 4d6. This can be used twice per long rest. 

EMP: EMPs must be purchased or crafted, ingredients not written in this book. They can be placed in the primary chest cavity of the construct and dropped as an electrified bomb. EMP will deal 2d8 lightning damage and 3d8 to other automatons, constructs and warforged. EMPs can be reloaded in the chest cavity, and the construct can hold up to 3 in it's storage.

AutoDoc Implant: If fitted with the AutoDoc Implant, the construct can administer potions of healing and medical supplies. Medical supplies can be purchased and put into the construct's storage. Potions of healing used in and out of combat will heal the maximum amount possible. Medical supplies offer a bank of 10hp, can be used at any point. AutoDoc constructs can hold a total of 4 healing items, potions and/or medical supplies. Aside from the implant, medical supplies and/or potions is required.

Stealthy Boy Implant: With the Stealthy Boy Implant, constructs can shroud themselves in refracting light, becoming invisible for a period of time. This can be used once per short rest and lasts 10 minutes or until the construct is damage or deals damage. The Stealthy Boy Implant is all that is required. 

Crossbow Attachment: The construct can be fitted with an internal crossbow imbedded in its forearm. This adds a ranged attack to his actions. Three tiers of crossbow can be fitted, light medium and heavy. Each one dealing more damage. Effective range is 20ft-300ft. A crossbow of the right tier must be paired with the attachment.

Perception Sensors: The construct can perceive its surroundings better, increasing its perception. The construct can be programmed to automatically perceive or perceive only on command. Two high quality gemstones worth over 50g each must be paired with the sensors.

Lockpick Servos: The construct can be fitted with Lockpicking Servos. Allowing it to attempt a lockpick with proficiency. The construct must be given lockpicks along with the servos.

Alchemist Attachment: The construct can be fitted with an Alchemist Attachment. Allowing the construct to brew potions in its chest cavity (not compatible with EMP). Giving the construct the right potion ingredients and sufficient time will result in the production of said potion. *See alchemist guide for recipes and ingredient locations*. Four tiers of this attachment can be installed. Each tier increases the effectiveness of the potions brewed. All materials and equipment needed for an alchemy table must be used in the creation of the attachment.

Arcane Capacitors: The construct can be fitted with Arcane Capacitors that allow the construct to hold spells. Spells can be "fed" to the construct to be cast later through/by the construct. There are 5 tiers of capacitor, each one can hold 1 more spell slot, up to 5. Arcane capacitors cannot be crafted, they must be made by an advanced mage or purchased.

Celebration drivers: The construct is fitted with a confetti canon in its headpiece and a trumpet in its vocal processor. When the construct feels accomplished, it will let loose a confetti canon and sing a victorious trumpet tune. Celebration drivers can be installed without components.

Libido Upgrade: The construct can be fitted with a charisma upgrade, boosting libido and general charisma. This allows the construct to intimidate, persuade, deceive, and flirt with proficiency. This is boosted when used against other constructs. The libido upgrade can be installed without components.

DayTripperDooley

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