High Tech Gear


Homebrew and House Rules

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49:Appmaster
This handheld device has a touch screen on the front, a holographic camera on the back, An emitter along the top, a microphone and speaker built into the bottom, and buttons along the sides.

It usually comes with a communication app, a sonic lance(via the emitter, short range only) a local infonet browser, a filter to make the owner appear to be whatever race they select, in their normal habitat, a camera app, and several others the GM selects. It raises an alarm when it's low on power, so charging it while you sleep usually prevents that. It's usually found with its charger cable wrapped around it.

It usually sells for 50,000 credits in good condition. It holds 50 aps normally.

The communication app uses a hidden camera just above the touch screen to allow you to see and hear the person(filtered) that you contacted. If they don't have an Appmaster, the screen might be blank(as with a standard communicator).


How would you do a Forbidden Planet inspired Id monster? I don't know if an advanced invisible stalker is really strong enough, but it doesn't have to be perfect... and how would you tie it into a power source as a limiting factor?


Actually Solid holographics include force field projectors. It would be limited by it's mobile emitter and nearness to a solid holographic equipped room. If you lure it to a pit it cant climb out of, find a way to power drain it, or burn out it's emitter, you could destroy it.

Forbidden planet had a planet wide wish projector. That's why they had to blow the planet up.

The thing was like a mountain giant designed by a Salvador Dali wannabe.


50:Laser Sword
A metal tube with a covered plug at one end, and a crystal set into the other. When you press and hold the button on the side, the light blade cycles through dagger, short sword, longsword, and great sword length. When you press it again, the light blade vanishes. It ignores mundane physical armor, is +2 to hit and damage, does 1D6 bonus burning damage, and does 3D6 bonus damage on a crit. It stores 6 hours of running time. Mystics can recharge it fully by meditating while holding it for a half hour.

10,000 GPV.


51:Elf Gate A
At noon each day it is open for one hour leading to the nearest Elf gate to your home or home base.

51:Elf Gate B
At midnight each day it opens and aberrations(appropriate to party level) come through. It is open for an hour so you can disable one and throw it back as a warning to the others.


52. Hourglass
It looks like an ordinary wooden frame hourglass of hand-held size with sand inside. But the wood is actually a composite resin 3D printed out and the glass is impact/shatter-resistant silicate. The sand inside is really made from advanced polymer materials to be both hypoallergenic and biodegradable (should it ever get loose from the container).

Unfortunately... it's also about 1.02 seconds slow. Removing 15 grains will correct this, but will require a very accurate digital timer to detect this and a highly accurate mass/ratio scanner to determine the weight/mass/grains needed to be removed.

53. Digital Hourglass Calibrator
This small electronic device is specifically calibrated to test the accuracy of hourglasses or other timekeeping devices that utilize mass or objects for timing. The scanner is set up facing the object (it does not possess thermal or night-vision capabilities, so there must be adequate lighting). The time parameters for the monitored hourglass are inputted into the digital display and then the hourglass is turned and allowed to run. Afterwards, the reader will display how accurate the hourglass is and possible methods of adjustment if needed.


While some characters can go partially intangible(faith healers), reach in and take a pinch of sand, then count the grains, you can just say"sand is almost out, that's an hour".


Goth Guru wrote:

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.

54: White former, with ram so data crystals can be jacked in and add it's blueprints can be added to it's list. 50 items can be added to the list before you start having to replace items.


55. Mono-Phasic Resin Coating
This resin contains millions of crystal molecules that are naturally charged with piezoelectric energy. The resin causes the object or surface it coats (about 5 feet square or a Small object) to repel intangible or phased intrusion into or through the object. It has no appreciable effect when coating creatures, as most creature's bio-electric fields seem to interfere with it, but certain constructs can be coated with it unless electrically charged themselves in some way. It doesn't affect other dimensions or planes, like Ethereal or Astral travel, but otherwise trying to pass through the resin slows the object or creature requiring a full round to pass through and deals 1d6 damage + 6 electricity damage per round of phased contact. On a failed DC 12 Fortitude save, the object or creature is repulsed back.

The brush-on coating takes 5 minutes of work to apply fully to an area or object (less if a smaller area or object is coated) and lasts for 6 hours. The spray on applicator takes only 1 minute to apply (less for smaller areas or objects) but only lasts for 1 hour.

This type of coating can be permanently worked or applied to most objects and surfaces in a lasting manner when created or installed; the durations here are only for the quick-coat versions of the mono-phasic resin applicators.

56. Laser Sharpener
Similar to a whetstone for sharpening blades, this device uses laser technology to both measure cutting surfaces into microns and to shear metal to razor sharpness. It's as effective as an ordinary sharpening stone, but takes half the time. It has no effect on actual laser swords. This version is only calibrated to sharpen blades of iron construction, such as steel or other ferrous alloy, not crystal or other metals. It might be possible to adjust or recalibrate for other metals, such as mithril, adamantine, bronze, or possibly glass, but it would require an hour of work and two DC 15 checks with a suitable skill or Knowledge, made at the start and at the mid-point of the task, with failure indicating a miscalculation. Once recalibrated would then have to be reset again to work on iron implements.


55-You mean wholly on another plane. Passwall and such try to shortcut through the etheric.


57: Collar of mutation suppression.
When put on it locks and transforms the wearer into a blond, blue eyed, white, human. If the item is removed(by the key, lock picking, or a knock spell) all mutations are at +4 levels for an hour. It adjusts for different sizes of necks.

Legend Lore or knowledge history 30 will tell you this was originally made by a lost, bigoted, society that was overthrown by mutants, ethnic groups,and other rebels who discovered how to use it against their oppressors.


58: Quadro Dimensional Recorder.
This Scanner records 4D images on small, crystal, cylinders. One solid cylinder holds up to an hour. It is usually found with 2D6 empty cylinders, and one already loaded. Unless new will have a recording of what killed the previous owner.


59. Rumble Grenade
A handheld explosive device similar to a frag grenade in many aspects, including the detonation and fuse timing aspects. It generates a 4th-dimensional pulse in a 20-foot radius that causes a distortion bubble and ripple effect that rolls outward, bending matter and objects like a stone tossed into a pond.

Objects in the blast area with less than 15 hardness are unaffected physically, though the distortion might shake them a bit, dislodging unstable objects like someone bumping a table might. Creatures receive a DC 12 Fortitude save to avoid being rendered dizzy for 1d4 rounds (treat as sickened).

Conversely, objects and materials with base 15 hardness or greater (not counting enhancements from magical bonuses and such) are more vulnerable to a rumble grenade's dimensional warping and distortion. Such structures take 4d6 damage (ignoring hardness) within 10 feet of the blast's origin and 2d6 out to 20 feet. Even non-magical structures and objects receive a DC 12 Fortitude save for half damage. Creatures, such as constructs, composed primarily of such materials are affected similarly.

The rumble grenade otherwise has no EMP-like or disruptive qualities to communication, energy fields, or electricity in its blast radius, unless the object generating such a field itself is damaged.

60.Neuro-Inhibitor Dart
This single-use throwing dart (though there are dart-gun equivalents) disrupts the nerve system in localized areas of organic living creatures. It has no effect on broader or larger areas, like torsos or trunk sections. The dart deals only non-lethal damage (1d4 medium, 1d3 small) but the specially-constructed needle is designed to pierce tough and thick skin. The user rolls an additional 1d6 which is added to the damage roll for purposes of overcoming DR (it does not add to the damage).

The user targets a specific limb, typically arms, legs, or wings, with a ranged attack at –4 to hit. On a miss, the dart is destroyed and ruined, on a hit, the casing is similarly ruined, but the needle embeds into the target's limb and emits nerve-disrupting pulses. A successful DC 15 Fortitude save indicates the target quickly removes or dislodges it. On a failed save, the target loses the use of that limb as long as the needle remains (similar to wither limb). A creature may use a full round action and make a DC 15 Heal check to remove or dislodge the needle. A creature with all their arms crippled this way may be able to use their teeth or some other method at a GM's discretion to attempt the check at a –5 penalty (This penalty isn't applied to creatures that normally don't have arms, like a tiger, only to creatures that normally use limbs to make such checks).


61. Fire Suppression Module
This 2-foot square, 2-inch deep gadget is designed to typically be fitted to a ceiling, either with an adhesive application or screwed or bolted. Once in place and activated, it detects any flames (not just heat, though heat is also a requirement, so illusory flames will not trigger it) above a certain set size that is determined when activated; anything from candle to torch to campfire to bonfire size. Once triggered, it emits a loud sound, like a smoke detector, but also expels flame-suppressant chemicals into a 10 x 10 foot area beneath it (treat as obscuring mist for visibility). Open flames decrease in size each round they remain in the cloud, bonfire to campfire to torch, though large, low-intensity flames might just be reduced to an area of burning embers or coals. Magical flames receive a saving thrown (DC 15) to prevent being suppressed. The cloud lasts for 1 minute unless dispersed with heavy winds. The device's internal battery can function for about 6 months if not triggered before needing to be replaced or serviced.

Creatures composed of fire (not merely Fire subtype) receive 4d6 damage per round in the cloud (Fort DC 15; half).

63. Automatic Number Lister, Model GG 2023 v1.02
This application or module is typically added to a word processor, list generator, or other readout device. When it detects a list, column, or other collection of data that can be arranged in numerical order, it will automatically apply a numerical listing or heading to each section or item. It also automatically updates and edits in cases where new data or items are added or inserted at a later time.

This particular model and version contains a coding bug where after about 5 dozen headings it occasionally skips a number. Patches or updates may be available in the future.

64. Fulgurating Bypass Pylon
This 4-foot tall metallic rod has an orange-striped, conical base, like a safety cone. When active, it functions like a lightning rod, redirecting electrical currents that occur within a 5-foot radius around it to itself. It can be powered by a battery or other energy as well as being able to be plugged into a wall or other electrical outlet.

Any electrical discharges are redirected to the pylon. Creatures and objects within a 5-foot radius of the pylon take half electricity damage from all sources, even direct applications such as shocking grasp

The pylon is disruptive to electrical wiring and equipment, causing it to temporarily short out any wiring or electrical system in its area unless they are hardened or protected from EMP-like effects. This does not apply to the pylon's own power supply if it's plugged in. The pylon can absorb a total of 200 hit points worth of electricity before needing maintenance or refurbishment.


Goth Guru wrote:

58: Quadro Dimensional Recorder.

This Scanner records 4D images on small, crystal, cylinders. One solid cylinder holds up to an hour. It is usually found with 2D6 empty cylinders, and one already loaded. Unless new will have a recording of what killed the previous owner.

Standard equipment for humanoid exploration parties. Goblins or rat folk will have cobbled together smartphones instead that may malfunction at any time.

65: Futuretile Smart Deck
Standard keyboard with the following extras.
10 terabyte memory.
24 hour battery life.
Charger cable.
Jack cable that fits most computer systems, smart phones, App masters, and cyberjacks.
A socket that holds a QDR crystal for fast up or download of recordings.
The duraplastic gives it a hardness of 10.
The operating system is hardwired. A pulse will only effect current memory.
It can wirelessly commandeer any powered screen. With it's common keyboard and word processor it can be used as a journal and may already contain one.


66. Futuretile Anti-Hacking Personal Datapad
A personal notation device capable of containing up to 100 pages of data, information, or images. Automatically comes with soothing, eye-strain reducing tint (yellow). Data pages are easily removed for either transfer or disposal into Trash Bin. Easy copying of data is also accomplished by pressing down hard enough to imprint the data page below and then rubbing the included carbon-tipped data-input stylus across it.

Completely resistant to EMP attacks, hacking, and total independence from power supplies. Keep away from open flames.

Comes with two data-input devices, the carbon-tipped, wood-handled all purpose model, and the blue/black (50% chance for either) ink-dispensing data-pen for more permanent data storage (it also fires a single-shot blue/black laser (ranged touch, 1d6 damage, max range 15)) before its internal battery must be replaced.

Note: Skilled users can double the typically available storage space by compressing their data, using the 'Both Sides of the Sheet' technique.


67:Pulse and Silence Proof Communication screen
A foot wide blackboard with attached pencil case at the bottom. The pencil case contains chalk sticks and a chalk eraser. 6 white sticks, one red, one blue, and one yellow. On the back is a small label that says, "Another quality Aris Zona product. " It never needs charging. Glow in the dark chalk sold or found separately.
1 GPV.


68. 4D Temporal Laser Pistol
The TEMP pistol is a handheld, laser-like device. Similar in function to a normal laser or energy gun, this weapon releases an energy beam contained in a temporal field. It has two settings and can be toggled between the two with a move action. Damage at GM's discretion or as a typical energy pistol

Delayed beam:
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This setting fires a 60 foot line of energy. The line makes a single attack against each creature whose space the line passes through. The beam does not appear when the trigger is first pulled, but instead the next time the trigger is pulled, which has to be at least 1 round later, making the TEMP pistol unsuitable for rapid firing. There is no known distance from the TEMP pistol or time limit for how long a beam can be in stasis before firing (but it must be on the same plane). The direction and angle is chosen when the weapon is first aimed and 'fired'.

The wielder who pulls the trigger the second time doesn't need to see the location or even be the same person who pulled the trigger originally (unless the TEMP pistol has a separate user ID system installed). At that time, the beam fires just as it was originally aimed. It uses the original wielder's attack roll against every creature whose space the line passes through to determine a hit. This attack is at a -4 penalty to hit and has a 20% miss change unless the targets were in the affected area the original 'attack' was made.

Critical hits are possible against multiple targets and critical failures (or just a natural 1 if critical failures aren't used) cause a feedback surge (1d6 temporal and energy backlash damage) on the current wielder and the weapon. This can happen for multiple such failures with one shot. If the weapon is destroyed this way it is irreparable without a limited wish or a similar power.

Changing the setting to the TEMP pistol's 2nd mode cancels and harmlessly dissipates any beams held in stasis, but doesn't return any energy, charges, or power to the TEMP pistol's power source.
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Contained beam:
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This setting causes the TEMP pistol to emit a contained beam of energy that maintains its position once fired, similar to a lightsaber. The beam extends from 5 to 10 feet from the TEMP pistol and then maintains its position in space until the second time the trigger is pulled or 1 hour passes. If the energy beam strikes a solid object or creature (and doesn't deal enough damage to penetrate it or drop it to 0 or less hit points), the beam stops at that point.

The beam is functionally immobile and immovable. While a sufficiently mirrored or prismed surface could redirect or refract the beam as any other beam of its type when fired, once in place even inserting a mirror into the beam won't alter its existence or orientation. The beam deals energy damage to any creatures or objects passing through it. It may be possible for creatures to jump over or crawl beneath it depending on its height and orientation. It is often used to block doorways or section narrow hallways. A creature moving along the beam (such as one down a narrow tunnel) takes damage for each square they enter, but this doesn't deal extra damage to Large or larger creatures that just occupy multiple squares when crossing the beam. Creatures that start their turn within a beam's square receive a Reflex save DC 15 for half damage each round.

Changing the firing mode of the TEMP pistol while a contained beam is active dissipates it immediately.
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The walking on sunshine bard spell will allow someone to tightrope walk along the contained beam as "normal".


69: Inertial Dampers.
Often worn as bracers or installed on vehicles, they slow the user just before impact. They prevent falling damage as well as from being thrown against a wall. If a boulder is thrown at the wearer, it will stop the boulder, but the dampers will burn out taking all the damage.

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