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Goth Guru |
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These are tools and devices used in ultra modern civilizations. They should be nearly indistinguishable from magic items. High tech installations, bases, and vehicles will have places to plug in and recharge them. They fall into the same categories as magic items, such as weapons, powered armor, wands, rods, and staves, miscellaneous devices, but drugs and medicines instead of potions. Instead of scrolls there are instruction manuals, passwords, programs, and data on flash drives or isolinear chips. Credits are indistinguishable from gold piece value. ID cards and credit chips contain memory and plug into receptacles like flash drives.
1:Blaster
This fires like a gun, but they hold only 10 charges. A sliding switch determines how much power is used. Ranged touch in 30 feet increments. Exotic weapon unless raised in a technologically literate society or has at least a level in a modern class. Detective, scientist, security, doctor, ect.
One charge stuns one creature, making them sleep(ten minutes if well rested, bot a full 8 hours if they've been up 24 hours. Fort save DC20 for M sized creatures.
2 charges damages. It does 2D6 damage if it hits. It can burn a hole in unattended objects as it bypasses hardness.
5 charges destroys 200 lbs of matter. A living target takes 6D6 if it saves, is destroyed if it fails. Fort save DC20 for M sized creatures.
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Goth Guru |
1 person marked this as a favorite. |
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2:Laser Scalpel
It can add 6 to a heal check that involves surgery of any kind. If used in combat, it is +6 to hit and damage(crit.X3). The central computer can deactivate it if it is being used as a weapon against non monsters.
Operating time is 24 hours non continuous. Charging for half an hour tops it off. The covered plug(for power) is at the other end.
Value(in credits or gold pieces) 1000.
2:Hypo Spray(wound closure)
A hypo spray forces a usually medicinal substance through the skin right into the blood stream. With normal lifeforms, this is effective the same round. The medicine is in a clear capsule loaded into the side compartment. The covered plug(for power) is at the other end.
Wound closure(usually in 10 charges per capsule) is made of artificial skin/platelet cells in a suspension that heal 2D6 hit points internal or external wounds. It uses no positive energy so it can benefit some undead and flesh constructs.
Value(in credits or gold pieces) 1000. 500 for the hypo spray and 500 for the wound closure(50 per dose)
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Goth Guru |
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1:Blaster
This fires like a gun, but they hold only 10 charges. A sliding switch determines how much power is used. Ranged touch in 30 feet increments. Exotic weapon unless raised in a technologically literate society or has at least a level in a modern class. Detective, scientist, security, doctor, ect.
One charge stuns one creature, making them sleep(ten minutes if well rested, bot a full 8 hours if they've been up 24 hours. Fort save DC20 for M sized creatures.
2 charges damages. It does 2D6 damage if it hits. It can burn a hole in unattended objects as it bypasses hardness.
6 charges destroys 200 lbs of matter. A living target takes 4D6 if it saves, is destroyed if it fails. Fort save DC20 for M sized creatures.
Value(in credits or gold pieces) 5000.
Better?
Sorry, I don't have the Paizo tech guide.
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Torbyne |
1:Blaster
This fires like a gun, but they hold only 10 charges. A sliding switch determines how much power is used. Ranged touch in 30 feet increments. Exotic weapon unless raised in a technologically literate society or has at least a level in a modern class. Detective, scientist, security, doctor, ect.One charge stuns one creature, making them sleep(ten minutes if well rested, bot a full 8 hours if they've been up 24 hours. Fort save DC20 for M sized creatures.
2 charges damages. It does 2D6 damage if it hits. It can burn a hole in unattended objects as it bypasses hardness.
6 charges destroys 200 lbs of matter. A living target takes 4D6 if it saves, is destroyed if it fails. Fort save DC20 for M sized creatures.
Value(in credits or gold pieces) 5000.
Better?
Sorry, I don't have the Paizo tech guide.
It is still extremely powerful at almost every level of the game and is remarkably under priced for what it does. Do you count bypass hardness the same as ignore DR? Does the damage have a type (Lasers are fire, plasma is fire and electricity, etc.)?
I feel like you are going for a Star Trek type phaser here but making an in game item that models the effects in the show could be extremely unbalancing. How are you planning to handle the lethality of this blaster?
A suggestion which would still make it very powerful:
1 charge - 1d4 nonlethal and DC 18 save vs stun for 1 round followed by 1d4 round of nauseated.
2 charges - 2D4 Force damage
5 charges - DC 20 disintegrate effect, on a natural 1 the weapon overloads and vents all held charges dealing 3d6 fire damage (ref DC 18 for half) to all creatures withing 5' of the weilder.
Price: 50,000 Credits.
Keep in mind any character with full BAB and a DEX to damage ability will be putting out a LOT of shots with this thing. Touch attacks are usually very easy to make too. If it is too cheap then you will see a lot of fights with dual weilded blasters where each side opens with two disintegrate effects per character followed by two standard shots if the target survives. At 5,000 per you are playing rocket tag from around level 5 onwards.
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Goth Guru |
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I'll make the changes, except for the accidental overload. This is supposed to be an artifact from an alien culture, vastly more technologically advanced.
Keep in mind that everywhere else in the game world, you cannot recharge it. Any idiot who charges a hoard of barbarians armed with only this, is a stinking chunk of dead meat. It's best to save this for the big bad or something.
Note the limits on how much it disintegrates. A hill giant will get about +3 on it's save, and if it fails, it will have a hole in it's chest and might come back as a corporeal undead.
It's an energy beam of some kind, so while it might ignore normal armor, any kind of magic or force armor will count against it. The disintegrate has to hit, then they get a save.
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Goth Guru |
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1:Blaster
This fires like a gun, but they hold only 10 charges. A sliding switch determines how much power is used. Ranged touch in 30 feet increments. Exotic weapon unless raised in a technologically literate society or has at least a level in a modern class. Detective, scientist, security, doctor, ect.
1 charge - 1d4 nonlethal and DC 18 save vs stun for 1 round followed by 1d4 round of nauseated.
2 charges - 2D4 Force damage. Can damage unattended objects.. Can damage unattended objects.
5 charges - DC 20 disintegrate effect. Large creatures get +2 on saves.
10 Charges - If set to 10 the weapon overloads after 5 rounds and vents all held charges dealing 1d6 per remaining charge fire damage (ref DC 18 for half) to all creatures within 5' of the blaster. This destroys the weapon.
Price: 50,000 Credits.
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Goth Guru |
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4. Poison kit
This plastic box contains a Hypo Spray, a load of detox, and 2 loads of antitoxin. Each load contains 10 doses.
Detox is a solution of potassium, iodine, and special salts that changes the poisoned condition to sickened for 10 minutes.
A dose of antitoxin gives +5 to all further, fortitude, poison, saves for an hour. The specific venom they work against are for some alien monster.
Price: 3,000 credits
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Goth Guru |
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3:Hypo Spray(wound closure)
A hypo spray forces a usually medicinal substance through the skin right into the blood stream. With normal lifeforms, this is effective the same round. The medicine is in a clear capsule loaded into the side compartment. The covered plug(for power) is at the other end.
Wound closure(usually in 10 charges per capsule) is made of artificial skin/platelet cells in a suspension that heal 2D6 hit points internal or external wounds. It uses no positive energy so it can benefit some undead and flesh constructs.
Value(in credits or gold pieces) 1000. 500 for the hypo spray and 500 for the wound closure(50 per dose)
Numbering corrected.
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Jamie Charlan |
1 person marked this as a favorite. |
I'm actually gonna disagree the other way, here, with some earlier posts. The entire Tech Guide is unfortunately a terrible thing to compare with, because it's the most overpriced stuff in the game. The cost of a single shot of a laser pistol is measured in *hundreds* of arrows ... and the arrows hit harder. Actual effectiveness versus equivalent costs is needed.
Your current blaster version:
10 charges between reloads is one battery. We can't get TWO colossal location artifacts (needed to craft and charge them) so that's 100gp. Even if it wasn't, we're looking at 5gp a shot. 50 100GP (weapon and A battery) would net you a +5 magical weapon if you instead used your gold elsewhere. The absolute minimum level you could be to get this by WBL is level 10. Hope that's not a Fort save for that stun; enemies get rather good at that by CR 8!
1d4 nonlethal is uh... let's call it low. Not only low, though. At the level you can afford this weapon it's beginning to be something that doesn't work against enemies on occasion, and increasingly often as time goes on
2 charges for 2d4 force damage is bad. It may not be *halved* like energy damage against objects, but it's low.Have to reload often too, screwing your damage output further.
If you really need the damage to be specifically force, spend 3000 on an item that will fire off 2 magic missiles, at will, all day every day. You can use the other 46900 to buy yourself a real weapon that does far more the rest of the time. This mode is both highly expensive and somewhat feeble.
5 charges - I'm not sure anything can fail the fort save required by the time you could afford doing this. It's not bad in regards to having it handy for things other than critters, though.
10 Charges - If I wanted to do 10d6 fire damage, I wouldn't use fire for it because everything and its mother is immune, and I wouldn't pay 50.1 grand for one shot of it either.
People are too quickly blinded by "but it hits touch AC". This is no more worth 50k than a laser rifle is worth 20k. Not when an adaptive longbow given to a guy with strength 12 will get higher DPR starting at a small fraction of the price despite all that accuracy.
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Goth Guru |
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I'm actually gonna disagree the other way, here, with some earlier posts. The entire Tech Guide is unfortunately a terrible thing to compare with, because it's the most overpriced stuff in the game. The cost of a single shot of a laser pistol is measured in *hundreds* of arrows ... and the arrows hit harder. Actual effectiveness versus equivalent costs is needed.
Your current blaster version:
10 charges between reloads is one battery. We can't get TWO colossal location artifacts (needed to craft and charge them) so that's 100gp. Even if it wasn't, we're looking at 5gp a shot. 50 100GP (weapon and A battery) would net you a +5 magical weapon if you instead used your gold elsewhere. The absolute minimum level you could be to get this by WBL is level 10. Hope that's not a Fort save for that stun; enemies get rather good at that by CR 8!1d4 nonlethal is uh... let's call it low. Not only low, though. At the level you can afford this weapon it's beginning to be something that doesn't work against enemies on occasion, and increasingly often as time goes on
2 charges for 2d4 force damage is bad. It may not be *halved* like energy damage against objects, but it's low.Have to reload often too, screwing your damage output further.
If you really need the damage to be specifically force, spend 3000 on an item that will fire off 2 magic missiles, at will, all day every day. You can use the other 46900 to buy yourself a real weapon that does far more the rest of the time. This mode is both highly expensive and somewhat feeble.
5 charges - I'm not sure anything can fail the fort save required by the time you could afford doing this. It's not bad in regards to having it handy for things other than critters, though.
10 Charges - If I wanted to do 10d6 fire damage, I wouldn't use fire for it because everything and its mother is immune, and I wouldn't pay 50.1 grand for one shot of it either.
People are too quickly blinded by "but it hits touch AC". This is no more worth 50k than a laser rifle is worth...
This. I actually felt bad about a lot of the changes I was pushed to make. I'm going to keep the price the same, but bring the power back up. These things are found in crashed starships, the bases of aliens on the edge of godhood, ect. Golarion's tech mountain doesn't make them, but can only get more from wherever they came from. Probably some huge factory on another planet.
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Torbyne |
try ignoring the price for a moment and run some mock encounters. how does a PC fair with one or two of these with a dex to damamge and rapid shot attack routine? what do you expect them to be fighting? How do PCs fair against the enemies you plan on putting against them? you are changing a lot of concepts of the game with this, armor is mostly worthless, damage cant be negated.
You keep saying these are rare but rare in a setting and rare to a PC are different things. if the PCs are never going to get one or never be able to recharge it than it doesnt really matter what specs you give it. if the players are expected to be able to get a few and routinely make use of them give a lot of thought to how it upsets the balance of AC and HP.
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Goth Guru |
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They will be fighting these with access to power. Otherwise, no recharge during play. Also, only a fighter can tolerate the exotic weapon feat tax. Maybe I'll double that for non-fighters. I'm toying with the idea of including all possible functions, as there are 10 settings on the slider. Also, maybe I'll include versions A and B so 1st through 10th level can find the wimpy version A while 11th through 20th level will find the ignoring armor and hardness uber gun.
Absolutely try any version of this in a game.
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Torbyne |
Not sure what modules you are thinking about but a Fighter is actually really good at fighting things. Especially if built for range. They are boring as heck and don't really do anything else but they can shred combat encounters. Especially if they are hitting at Touch AC and can ignore DR and Hardness. But what about Gunslingers or Savage Technologists or any other firearm based archetype? They can all spare a single feat for weapon proficiency, especially if they are humans with that nice floating bonus feat.
The thing i am trying to ask really is what kind of game do you want to play. To me these Blasters radically alter game expectations by making armor actually a hindrance to surviving and ignoring a whole second form of defense entirely. So, are you going for an especially lethal game? If the average AC for PCs and enemies is going to start around 13 (for Touch AC) and never really increase while BAB will bump up every level then that is what i would expect.
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NarcoticSqurl |
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I'm sorry, but it seems like you're doing a lot of complaining. The point of homebrew is to make something unique to your game/setting/campaign yes? So if it's unique, and your characters are going to use it, what's the problem? It won't be allowed in sanctioned play obviously so there's no issue there. The thing is people here are trying to help you balance the item so it doesn't overpower a character or portion of the game, or underwhelm the PC's. Also, if the main enemy that they will be fighting can control tech, there's no feasible reason that during a round of combat they wouldn't immediately disable your blaster. Anything else and you're not playing out an encounter, your just giving paper cutouts to your group to kill.
I just had a topic discussing perspectives on homebrew, and somebody made the comment that a lot of homebrew seems to be wish fulfillment. I'm sure I've seen it before, but this blaster idea is blatant wish fulfillment beyond anything else I've ever seen. When people are giving you constructive criticism to help balance or make something better, spitting in their face is the worst idea. They're trying to help you make the item a better experience. Also, most fighters I've seen tend to keep a con score of 14-16 at creation. Let's take the lower stat. That's a base fort save+2. Most people also min/max their character. So let's take the resilient feat. That's a +1 trait bonus to Fort. So let's look at WBL too. Given a cost of 5000 (your initial cost), the earliest level they could afford one, if they spent nothing on ANYTHING ELSE, is level 4. Let's take a look at the stats on that: Fighter 4 fort save 4+2 con+1 trait. That's 7. Fort save: 1d20 + 7 ⇒ (12) + 7 = 19 I just made the save on a mock roll. The raw percentages means that at level 4, a character has at least a 45% chance to beat the save (based on what they need to roll on the d20), obviously not that difficult.
At the improved cost of 50,000GP, the earliest level a fighter could afford the blaster with no other equipment, is 10th (at 62,000 gold) which leaves 12,000 over for other gear. Again, let's account for min/maxing because that's what a competent player does. That leaves 9000GP for a +3 cloak of resistance, and the +1 to a stat of their choice at 4th and 8th level. So a level 10 fighter, with a base fort save of 7+1(trait)+3(cloak)+2(base con)+1(from additional 2 stat points)= a Fort save of 14. That means they have an 80% chance of passing the save. Almost double the level 4 fighter. Me personally I take a 16 in con at creation, or at least a 14, and take a +2 from my race of choice, but that's just me. At level 10, even a wizard with poor fort saves has a 50% chance if we include the cloak, and a fort bonus trait. That's not including spells, or other stat boosting items. And don't even get me started on the paladin saves.
I really hate to belittle other people, especially those vested in homebrew. But there's really two options here. Make an item that you like, and use it in your campaign but make it available for anybody to acquire without caring about outside opinions. OR, submit your creation for constructive criticism, but don't complain when you're educated on why the premise for an item doesn't work, or is severely broken. You can have your cake an eat it too, but if you offer cake to somebody and they say no thanks I don't like the flavor, you can't then say "Screw you you're not worthy of my cake". Stop being pretentious.
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Goth Guru |
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How about this...
1:Simple Blaster
This weapon does 2D6 if it hits and only holds 6 shots of energy. While it counts as a touch attack, against unattended objects it makes a small hole. Note that since it has to burn through hardness, you may have to shoot a lock twice to destroy the lock. It is an exotic weapon unless you are a gunslinger or trained on this weapon. The range is ok, like a normal longbow.
As for the value, I'm going to wait for suggestions and just take an amount in the middle. I only suggested values in case the blue giants come back selling this stuff.
I've looked at the technology stuff one of you mentioned. The nanomachine dispensers seem to be missing some things.
5:Purple Nanite Hypogun
This highly unstable experiment changes the immune system allowing implants to be added without any rejection. It is in effect for a half hour, that being the window for implanting. It disrupts magic like a normal dispel magic(it moves from one magical effect to another till it successfully dispels one). If the person is suffering any energy poisoning(radiation included) they instead get a mutation.
Just one charge heals 1D20 hit points.
Again, the GPV is highly subjective.
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Goth Guru |
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7:Purple ID
This is the person card of a member of the royal family or imperial senator. It will get you into anywhere except highly dangerous places.
8:Credit coin
These seeming plastic coins have a micro chip in it containing an amount of money. Only worth something to the vending machines, robots, and rental lockers.
1-20. Brown 1-10 copper worth(max 100 copper)
21-40. Black 1-10 silver worth(max 100 silver)
41-60. White 1-10 gold worth(max 100 gold)
61-80. Grey 1-10 platinum worth(max 100 platinum)
81-90. Green 100-1000(1D10X100)GPV(max 10,000GPV)
91-95. Red 1,000-10,000(1D10X1000)GPV(max 100,000GPV)
96-97. Blue 10,000-100,000(1D10X10,000)GPV(max 1,000,000GPV)
98. Orange 100,000-1,000,000(1D10X100,000)GPV(max 1,000,000GPV)
99. Prismatic .01-10000GPV {Roll 7 D10s, red is the copper piece place, orange is the silver piece place, yellow is the gold piece place, green is the tens place or platinum, blue is hundreds, Indigo is thousands, violet is ten thousands place, all 10s are 0 unless ten thousands is 10 too, then its ten thousand} (no maximum)
100. Purple This represents the economy of an empire spanning at least one planet. If it's an ancient, fallen, empire, it might suddenly run out but might still be valuable to a museum. No maximum. Roll amount inside as prismatic or GM choice.
9. Purple lense strip
This shows the GPV inside any credit coin, card or strip. It will also show the GPV of any gem or item. Requires googles.
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Goth Guru |
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10.Magnetized Boots and Gloves.
In most space ships, the walls are made of ferrous alloys, so you can spider climb. Also, ferrous metal weapons act as if held by a locked gauntlet. Once equipped the user is assumed to be used to operating the tiny switches inside. Each operates for 12 hours nonconsecutive per charge. Their alternating polarity makes them immune to giant magnet traps. 2500 GPV each.
11.EVA Suit.
This spacesuit includes a full set of 10(2 boots and 2 gloves) and is made of a special material DC10/magic. It has only 4 hours of air, but can be recharged. The wearer is considered encumbered, even at zero Gs. It has loops for attaching tethers, collection bags, or large replacement parts. The faceplate is clear but polarized to protect from nearby starlight. Tool belt is built in. It's not recommended for long exposure to sea water or methane atmospheres. 20,000GPV
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Goth Guru |
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I may reattempt this topic with less connection to the tables from Spacefinder. It's more intended to be alien technology like you find in numeria or other semi abandoned vehicles. Also I recently got an alarming Email about an entire topic being deleted because it messed with one of Pazios official tables. This topic might suddenly disappear.
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Goth Guru |
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12. Power box
It has a power cable leading out, Dials showing current levels, and a hatch for adding fuel. It is a 2 foot wide cube and very heavy.
Roll for fuel type.
1: Nuclear fission(opening is hazardous for some organic life)
2: Fusion(pour in concentrated hydrogen pellets of liquid hydrogen)
3: coal(there is an exhaust pipe)
4: Gems(Not just diamonds. There may be melted gold inside.)
5: Flesh and blood(You probably have to remove the dried bones before adding more "fuel")
6: Garbage. The stinky and messier the better.
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Goth Guru |
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Except for the plastic coins, most of these items are all unique. If a deck is created, only the coins get reshuffled into the deck.
13. Strange metal toy
This looks like a toy version of the base or ship the characters are exploring. A 20 disarm device transforms it into a fighting robot. The transforming of the base or ship will be heard at the same time. "playing" with the toy will allow the pilot to fight giant monsters from the bridge when full power and computer systems are restored.
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Goth Guru |
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14.Holoprojector Ball
This eight inch diameter ball is covered with lenses separated by metal. If inserted into a hologram, it will maintain it even when they leave the area of their projection. It recharges from holographic projection systems, so it will last 24 hours once out of the area. It will retain it's programming for another 48 hours.
100,000 GPV
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Goth Guru |
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15.Memory chip69
While half of it is just empty memory, the rest is a secret mission from a pact organization simply called 69. It seems the 69th sentence of the actual pact simply says'"Pact worlds do not spy on each other". That left open the possibility of pact worlds spying on their own people, exchanging information, and spying on all worlds not part of the pact. Any computer, bot, or android that installs this chip will start gathering information and trying to get the chip back to one of 69's headquarters on the pack worlds. The chip gives a level of operative. If this is the first level the host has, it's a spy and it already has a crew member's identity it's working on.
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Goth Guru |
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17.The Silver Bullet
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Goth Guru |
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18.Omega Charge Card
This normal looking card seems to be made of some sort of white plastic with black lettering. It won't bend and it is virtually indestructible. When found, the place to sign it on the back is blank. Once signed, the owner can use it in vending machines, lockers, at all technically advanced businesses, ect. The line of credit is infinite.
Having a negative balance activates the curse. Any valuables it touches will vanish, and their credit or GPV will be put on the card, reducing the negative balance and or being added to a positive balance. The Gnomes of Planet Zurich can scry on the card holder as if they were wearing an amulet of inescapable location. They can put a geas/quest on the card holder, DC30 will save, and the terms of the quest will appear on the card whenever they look at it.
The card can be removed using any of the normal spells provided the card holder makes an 18 will save. If the card is touched to a priceless object, both disappear.
This is rare but it can reoccur. Possibly in a found wallet.
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Goth Guru |
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20.Wall Paint
One can covers up to a 10X10 area. It effectively replaces a door, archway, or hole with the same kind of substance as adjoining walls. The paint job, if any, will look brand new. It uses both nano machines and magic(alteration). Rare 5'000GPV Guardians trying to contain a great evil may pay more.
21.Door paint
One can covers up to a 10X10 area. It effectively creates a door. The door will be of adjacent materials such as wood, stone, metal, or even high impact glass. There will be a lock, but when created, it won't be locked. There is one key taped to the bottom of the can. That key works for all painted doors. It uses both nano machines and magic(alteration). Rare 5'000GPV
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Goth Guru |
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23.Crest
This is a large pendant that is worn on the chest but takes up the neck slot. It has a silhouette of a cat on it. When worn and there is an attack incoming, it folds out into a suit of armor(folding plate). This +1 full plate folds away when combat ends. 7650 GP.
Further notes: Made for Bast's warriors on the planetoid Regulas 9. Like all Brain Whelk designed items, it treads the line between magic and technology.
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Goth Guru |
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24.Plastic pistol with clip of 6 Curare bullets. Curare bullets hit like normal bullets but simulate death. DC20 fort 1 hour pass, 24 hours fail. 25 heal check to tell they are not dead.
25. Gravity Boots. When worn, any surface the boot’s soles touch is down for the wearer. Wearer can walk up the wall and across the ceiling. Due to buoyancy, balloons and hydro bits will still float upward.
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Goth Guru |
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Handheld Formers. It’s shaped like a pistol with a touchscreen mounted on top. Once you select a final form and pull the trigger, the supply in front of it transforms into the desired object, wall, door, or whatever. It can convert 20 batches per charge and all its’ memory is burned in.
26.Brown. Reforms only dirt, rock, and or minerals. 1500 GPV
27.Black. Reforms FP plastic as well as pigments, rock dust, and other ingredients. 2000 GPV
28.White. . Reforms UPB into all the described technology. 2500 GPV
(1 grain per 5 foot cube of stone, reshaped to form walls, bridges, or whatever)
(expensive and magic items must be formed from an equal value of UPB, and the spells cast on the results)
29. Grey. Reforms organic matter such as plant fiber, bones, teeth, ivory, ect. 3000 GPV
30. Green. Reforms FP, UPB, stone, nonliving organic matter, minerals, and metal. 3500 GPV
31. Red. Reforms living flesh. If hostile, Fort DC18. 5000 GPV
(Can heal all damage and reattach limbs on a DC18 heal check. May require heart restart.)
32. Blue. Combines functions of green and red. 10,000 GPV
(UPB formed bionics can be seamlessly attached to nerve tissues)
33. Orange. Reforms DNA. Requires DC20 heal check to make desired change. 50,000 GPV
Nat 20 adds the desired change or mutation with no new defect.
Normal success makes the desired change, or mutation, and adds a defect.
Fail adds random mutation and defect.
Fumble adds defect only.
34. Prismatic.. All DCs are +4. 200,000 GPV
You have to select the color/function and then select the new form of the materials.
35 Purple. Reforms anything, randomly. A dead body is affected by reincarnation. A pile of junk is turned into a random piece of technology. A trashed robot will become a random robot or android body. A dead monster(including animals) will become a random monster. In any case, they will have memories and programming from any previous life.
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Goth Guru |
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36.Time Crystal
http://www.mnn.com/green-tech/research-innovations/stories/time-crystals-mi ght-be-real-thing-according-new-study
In this case, it is a large, 20 sided solid, a foot wide, and crystal clear. There are numbers painted on the side, one to twenty, but very small and thin so you can see through it. You can scry through it into the past or future, but only the immediate area of the crystal. If someone detects the Scrying they can scry right back. It’s effectively like a crystal ball, meaning you can hear through it. You can fire a laser through it but not most spells. The spells that can be used through it are light, daylight, prismatic spray, and teleport. Glitter dust and darkness will not work. The spells that have a percentage chance to work through a crystal ball, have the same chance to work. To use teleport through the crystal, you must scry for 30 minutes to say the destination is studied carefully. If you scry during the crash, the crew will take the crystal to the teleportation room and try to escape to your time. The crystal will not travel with anybody teleporting through the crystal. For your amusement, the crystal can only scry into the future to the point where Rovagug or Cthulhu steps on it shattering it.:)
Value is double that for a crystal ball.
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Goth Guru |
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37.Lightning Rod
It holds up to 10 die 6 of shock damage. It can recharge from an outlet or light socket up to a foot away. It can draw thunderclouds by pointing it at open sky, then recharge from a called lightning bolt. It can then fire all stored lightning in a bolt when the button is pushed. Like all Brain Whelk designed items, it treads the line between magic and technology. Worth10,000 GP.
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Goth Guru |
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38.Circlet of Thoth
This golden band of strange metal supports an amber disk with circuitry in the shape of Thoth's holy symbol imbedded in it. The symbol fits over the wearer's third eye. It functions similar to a headband of ponderous recollection. It grants a +2 to intelligence, with ranks in a knowledge skill. The ranks are in the wearer's strongest skill. As a swift action, three times a day, the wearer can call upon it to give a knowledge check of 5 plus their hit dice plus whatever bonuses they normally have, but not their actual skill ranks. The next round they get additional information as if a knowledge check of 10. On the third round they gain additional information as if a knowledge check of 15. They can do this 3 times a day. As they are getting this from their contact with a demiplane filled with computers, they lose this ability when in a bag of holding or portable hole. Like all Brain Whelk designed items, it treads the line between magic and technology. 2,550GPV.
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Goth Guru |
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39:Capacitron
Looka like a metal can with a dish antenna on top and a power cable coming out of the base. It is a highly advanced capacitor, equipped with a broadcast power receiver. Most communicators won't work in the same room with it because it charges from radio waves. When found it has a 24 hour charge.
One hour charge: small devices and 1 shot of a gun.
3 hours charge: large devices such as force fields and battle armor.
24 hour charge: Large systems: Can power drift drive for an hour.
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Goth Guru |
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42: Stopwatch Face
The clear crystal protects the 12 numbers and 10 hands of the clock face. The second, minute, and hour hands are easily recognisable. The other hands represent, days and 1/2 days, weeks, months, years, decades, centuries, and ages. It's a foot and a half wide. The short spindle in back probably fits some sort of clock mechanism. The hands all point to any other watch part in the area. Otherwise they tell the actual time.
43: Stopwatch Mainspring
It does a point of cutting damage if you touch it and fail your reflex save DC20. If you make your reflex save 3 times in a row, you gain control. You can unroll it and use it as a vorpal whip +3, 1D6 slashing, 19-20 crit. If a foe has no head, a random limb might be lost instead.
44: Stopwatch Casing
This metal ring includes 10 nob buttons and an attached silver chain. The smaller key ring on the other end of the 3 foot chain can be attached to the belt or held when the casing ring is used for climbing.
45: Stopwatch Backplate
The makers mark is obscured by the leather straps sovern glued to it so it can be used as a buckler. As part of an artifact it can block magic missiles or disintegrate beams if you make your reflex save.
46: Stopwatch Gears
42 gears of various sizes. They can be used as ninja stars or caltrops. Parts are not affected by paradox, so addition gears are simply dupes and can be ignored..
Parts of the stopwatch: These artifact parts can only be broken down into smaller parts by a god or artifact. Knowledge engineering 20 to correctly assemble the stopwatch. The parts will reattach when correctly placed so you can reattempt till successful. Once complete, you can control time with the button nobs.
Engineering check / Effect / Failure effect
DC12 / Repair / Broken into pieces
DC14 / Expeditious Retreat / Slowed
DC16 / Make Whole / Disintegrate(object only)
DC18 / Haste / Hold Person
DC19 / Heal / Harm
DC19 / Vision(of past or future) / Sleep Spell
DC20 / Raise Dead / Disintegrate(Corpse only)
DC22 / Time stop / Shunted forward in time half hour
DC24 / Time Wish / Opposite effect
DC25 / Actual Time Travel / Wrong Time or alternate timeline
A time wish affects past events and future prophecies. It can reproduce any of the effects of a regular wish. Everyone affected loses a total of 25,000 gpv. If they don't have the treasure to lose, they go mad from double conflicting memories. A failed time wish to bring someone back to life results in them never being born.
Time Travel: Pull all effected nobs out all five clicks. Reset the time on front by turning the nobs. Push in all the nobs. Everything in a ten foot radius that is not nailed, glued, or otherwise fastened down will move through time with the watch. Any creature that swallowed the person holding the watch is left behind. Any creature, such as a dragon, travels with them. If there is anything in the way on arrival, the traveler takes 1D6 damage and appears in the nearest empty space or time.
Paradox: Time is a river. When anyone moves backward through time they create a new branch in the river, and the old branch becomes disconnected from the source, and if not adopted by a deity, time scavengers will attack the part of the branch after where they left it. A short hop or return trip that would result in one unique creature or object being in the same place at the same time will result in them merging. This won't effect the watch much, but persons must will save DC20 or the conflicting memories will drive them insane. Cure insanity will make the timeline they are not in seem dreamlike and imaginary.
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Goth Guru |
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47: Frankenstein gun
This is a six shooter with a rifle barrel attached. It is usually made by assembling the parts and applying make whole or a dose of sovereign glue. It has the range of a rifle but otherwise functions as a six shooter. It must be handled as a 2 handed weapon to avoid damaging the hand or flipping upward after every shot.
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Goth Guru |
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Time Loops: Time loops can be productive, destructive, or stable.
Productive: Whatever goes back will coexist with it's temporal double. Each pass adds another one. At the end of the loop, unique duplicates will usually merge. There are various ways to end it, such as stopping the event from happening, dispelling the spell, or removing any curse involved.
Destructive: By forcing a target to merge with their previous self they are forced to repeat the time period forever. If they make a will save, they act differently and break out of the loop. Time sensitives can tell what happened and can escape separately. Artifacts are flung into the ethereal plane unless this is the one way it can be destroyed.
Stable: The target person place or thing keeps repeating the same time period, usually a day. Any objects the person who started it, it's centered on, who is strong willed, or is just time sensitive, picks up will return to where they started when the loop resets. If the loop was created by a teleport mishap, it can be teleported out of. When an area is cast into a time loop, usually accidentally, creatures can wander in accidentally, and when the loop ends, every thing is released into their proper time period, with anything they picked up during this pass. Telling someone or thing they are in a time loop gives them a new save to remember the last pass. If something is put into an extradimensional space, and the space is closed when the loop resets, the something will disappear from the loop beginning and still be in the space, unless the space was not in the owners possession when they first entered the loop.
The stopwatch can create a time loop, that continues till the stopwatch operator chooses to stop going back to the beginning of the day.
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Goth Guru |
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48:Small stasis box
When closed, time stops in this small, metal, box. While magical, it is made with a white dwarf alloy. 75% chance key taped to the bottom. Lock DC16. GPV 50,000
1:Empty
2:Frag grenade with the pin pulled.
3:Tiny stasis box containing pair of focus locusts.
4:Troll Arm. If you take it out it will regenerate into a complete troll.