Mod List:

The Duality Wars

 

Below are list of Mods. Pick the ones that pertain to your character.

You can buy them with Willpower Stats, Intelligence Stats, and Mod Points


Steam-Punk Runner Mods:

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Bought with Intelligence Stats and Mod Points:

Intelligence Lv. 1 [3] - This upgrades your Intelligence Stat from 7 to 8 (only if it is 7)

Intelligence Lv. Max [3] - This upgrades your Intelligence Stat from 8 to 9 (only if it is 8)

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Bought with Willpower Stats and Mod Points:

Willpower Lv. 1 [3] - This upgrades your Willpower Stat from 7 to 8 (only if it is 7)

Willpower Lv. Max [3] - This upgrades your Willpower Stat from 8 to 9 (only if it is 8)

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Bought with Intelligence Stats and Mod Points:

Connection Lv. 1 [3] - The Steam-Punk can connect remotely to Spirit-Tech Junctions near them to access information and functions, attempting to turn the battlefield to their favor. For example, a bridge function, or a spirit train control function to speed up. [2 Turn- Connection Time]

Connection Lv. 2 [2] - The Steam-Punk can remotely attempt to access other mods in people's heads to scamble their functions, making them useless to the player and giving the player/enemy a headache. This is for Intelligence based mods only. [2 Turn- Connection Time]

Connection Lv. Max [2] - The Steam-Punk can remotely attempt to lock onto weapon systems for low-level systems and turn them to their favor, using them against enemies. This requires their full attention and they cannot move while inside the system, leaving them an open target. Once the system kicks them out, they cannot get back in. Unlocks the Connection Limit Break. [2 Turn- Connection Time]

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Bought with Intelligence Stats and Mod Points:

Remote Hacking Lv. 1 - This allows the Steam-Punk to break into the systems without interfacing directly and possibly getting fried, but it takes longer. This allows them to break into harder systems and more complex systems.

Remote Hacking Lv. 2 [3] - This allows the Steam-Punk to break into Spirit-Tech systems of some small bases, and attempt to turn their security defenses against their forces. [4 Turn- Connection Time]

Remote Hacking Lv. Max [3] - This allows the Steam-Punk to break into the Castles that incorporate Spirit-Tech. However, there are still some systems that will reject you [10 Turn- Connection Time]

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Bought with Intelligence Stats and Mod Points:

Enviromental Warrior Lv. 1 - The Steam-Punk uses the environment at all times to their advantage. Hacking into various Spirit-Tech, as long as they are on Geyze or areas with Spirit-Tech, this is their weapon of use. Depending on when you activate this, and where, is when it will be best. A context sensitive mod, this can cause some servere damage.

Enviromental Warrior Lv. 2 [2] - The Steam-Punk can use the environment to their advantage to direct people and traffic with Spirit-Tech if it is available, activating it to help get lost or change things - for example the Hapian Capital. If they have parkor like abilities as well, they can lose pursurers easily.

Enviromental Warrior Lv. Max [2] - The Steam-Punk can use the environment to get information out to do damage as well; when being attacked they can send out signals and broadcast their fight, to get help and aid from others. They can also leak secrets by quickly using all the cameras in an area. This allows them to quickly get back up when in need. Just becareful it doesn't bring down more enemies. This unlocks Hero of the People Limit Break.

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Bought with Intelligence Stats and Mod Points:

(Intelligence must be 9)

Weapon Hacking Lv. 1 [3] - This allows the Steam-Punk to crack the systems of any weapons that have chips or mods in them, meaning Kumen based. Weapons like normal swords, etc. cannot be cracked. Guns and energy swords typically are the best bets. Using the circuits and tiny systems inside, the Steam-Punk can shut them off to allow them to rush in and defeat their opponents. [2 Turn- Connection Time]

Weapon Hacking Lv. Max [3] - This allows the Steam-Punk to make the weapon of their opponent if they have chips and mods in them, meaning Kumen based. It is the same deal as above. Once it explodes, it will deal 3 HP damage to their opponent so they can rush in and attack them. [2 Turn- Connection Time]

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Bought with Willpower Stats and Mod Points:

Blade Arms Lv. 1 [2] - This lets you slide steel blades out of your arms ala Wolverine - thin blade. Works like a sword without taking a sword slot. Can combine with your attack moves or special moves. Can be detected easily. Can be broken with higher level weapons and need repairs.

Blade Arms Lv. 2 - Adds an Action Point to your counter and makes your blades stronger.

Blade Arms Max - This lets you unlock the ability to use the Blade Arms Limit Break.

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Bought with Willpower Stats and Mod Points:

Augmented Body Lv. 1 - This allows the Steam-Punk to double their speed stat, whatever that is, for three turns. Afterwards, they will have burnt out their body's speed functions and their Speed Stat will drop to 1 for 10 Turns until returning to normal. [Double Speed Stat 3 Turns+, Speed then Drops to 1 for 10 Turns-]

Augmented Body Lv. 2 [2] - This allows the Steam-Punk to double the damage of their next attack/special move due to powering up their arms. [Double Damage]

Augmented Body Lv. Max - Makes the Double Jump permenant, so that the Steam-Punk can double jump whenever they want. [Permenant]

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Bought with Willpower Stats and Mod Points:

Augmented Power Lv. 1 - The Steam-Punk can increase their power to move environmental obstacles and knock/push aside powerful obstacles. This increases their Strength Stat by 3 Points for 10 Turns. [Strength Stat 3 10 Turns+]

Augmented Power Lv. 2 - The Steam-Punk can increase their power output to knock themselves out of a Countering scenario, meaning if they are engaged in spending points on Countering with a player, they can play this Mod instead and end it by slamming the other player back and winning.

Augmented Power Lv. 3 [3] - The Steam-Punk can power up with this mod then engage one of their attack/special moves and guarentee it's hit, so that the target cannot use any counters/Action Points.

Augmented Power Lv. Max [2] - The Steam-Punk can string together two attack/special moves together back to back for more damage, making it harder on the enemy to counter by needing to spend twice the points.

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Bought with Willpower Stats and Mod Points:

Augmented Weapons Lv. 1 - The hidden weapons inside a Steam-Punk can be deadly. Depending on what type of weapons you have inside you - blades, guns, etc. When you unleash them, you will do double damage with your normal attacks for 10 turns. [Double Normal Damage, 10 Turns+]

Augmented Weapons Lv. 2 - The augmented weapons can be used to blow a hole through thick concrete to allow entrances that normally people would have to hack their way through. This sets off the alarms though.

Augmented Weapons Lv. 3 - The augmented weapons can be used to surprise enemies and get the initiative for the group, giving all players a chance to attack. [Initiative]

Augmented Weapons Lv. Max - This unlocks the Augmented Limit Break.

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Bought with Willpower Stats and Mod Points:

Spirit Power Lv. 1 - The Steam Punk can use a Spirit to power their senses and detect where Spirit-Tech is located at - anywhere.

Spirit Power Lv. 2 - The Steam Punk can use their own Spirit-Tech inside themselves to resonate with Spirit-Tech elsewhere, and destroy both. This makes it so they lose either a whole set of mods, or a whole set of attack/special moves, but they will disable a system of Spirit-Tech they have targetted.

Spirit Power Lv. Max - The Steam Punk can use the power of the Spirits to protect against Spirit attacks from Summoners, creating a barrier from the entire party for 10 Turns. [Spirit Attacks Nulled, 10 Turns+]

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Bought with Willpower Stats and Mod Points:

(Willpower must be 9)

Spirit-Tech Weapon Hacking Lv. 1 [3] - This allows the Steam-Punk to crack the systems of any weapons that have Spirit-Tech in them, meaning Geyze based. So anything that has a spiritual nature, magical nature, etc. This also works against Summons that are already out by dismissing them. [2 Turn- Connection Time]

Spirit-Tech Weapon Hacking Max [3] - This allows the Steam-Punk to crack the systems of any weapons that have Spirit-Tech in them, meaning Geyze based. So anything that has a spiritual nature, magical nature, etc. This makes the weapons, or Spirit, explode dealing 3 HP damage to their opponent so they can rush in and attack them. (Summon will be fine to call back later)[2 Turn- Connection Time]

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Bought with Willpower Stats and Mod Points:

TBA

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Bought with Willpower Stats and Mod Points:

TBA

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More coming (if you have ideas please give them)


 

 
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