Reworking Timeworn Gear


Iron Gods


So I am making some changes to allow Timeworn Item to be recharged and ways to remove the Timeworn condition let me know your thoughts

Timeworn Technology
Technology found in the hands of Numeria’s denizens is not usually in pristine repair. Between languishing in forgotten ruins open to the elements, being used by those ignorant of the nature of this technology, and having no one skilled at building, maintaining, or repairing such devices, most technological items are “timeworn”—damaged and malfunctioning
Timeworn technology does not always work as intended. There is a 50% chance that timeworn items glitch under the following conditions.

  • When an item is first used after a month or more of inactivity.

  • Anytime a single-use consumable is used.

  • Any Pharmaceutical

  • When using an item in a way that would drain its last charge.

  • When an item requires a d20 roll (such as a skill check or an attack roll) to activate or use, and that roll results in a natural 1.

  • When a critical hit is confirmed against the wearer of an active defensive item, such as armor or a force field.

Not all glitches are catastrophic. When an item glitch, its effect is hampered or enhanced, as determined by a d20 roll. For items that can consume a variable number of charges, these additional charges do not affect the item’s performance; if such an item must consume twice as many charges, the amount is based on how many charges the user intended to use. When a glitch would cause an item to consume more charges than it currently holds, the item is drained of all charges and fails to function, but any negative effects still occur. Items that fail to function simply shut down if activated and cannot be activated again for 1 round.

Recharging Timeworn Technology:


  • Timeworn technological items are difficult to recharge. Every time a Timeworn item is recharged there is a 50% chance that timeworn item glitches.

  • When a Timeworn item uses it final charge it ceases to function and can no longer be recharged.
  • Timeworn Technology Value:

  • A timeworn technological item that is still somewhat functioning is worth half of its normal listed price

  • A timeworn item completely drained of its charges is worth 1% of its normal value, as a curiosity to collectors.
  • Repairing Timeworn Technology:

  • A timeworn technological item can be returned to full functioning condition by a two-step process. The damages to the item must be diagnosed with a Knowledge Engineering Check equal to the items craft check. Then a casting of greater make whole with additional spell components with the value of twenty-five percent the full items value. Will remove the timeworn condition for any piece of technology.

Timeworn Armor Glitches
Glitching armor that loses its ability to function still provides the normal armor bonus to AC, but any charged abilities are suppressed.

D20 Glitch
1 The armor abilities do not function. All remaining charges are drained.
2 The armor seizes up and abilities do not function. The wearer is paralyzed for 1 round.
3-4 The armor does not function, but still consumes the normal number of charges.
5-6 The armor does not function, but no charges are consumed.
7-9 The armor uses twice as many charges as normal (or expends an extra activation’s worth of charges if already active).
10-13 The armor functions normally.
14-15 The armor functions better than anticipated. Its armor bonus improves by 1 for the duration of this charge.
16-17 The armor functions much better than anticipated. Its armor bonus improves by 2 and it provides the moderate fortification enhancement for the duration of this charge.
18-19 The armor functions normally and this use does not consume any charges.
20 The armor functions normally and a power surge restores 1d6 charges to the armor (up to but not exceeding its capacity).
*For a shield, the shield’s wielder is not impeded by the glitch. *

Timeworn Armor Recharging Glitches
When Recharging Armor consult this chart.

D20 Glitch
1 The battery and the armors remaining charges are drained.
2 The armor seizes up and the battery is drained. The wearer is paralyzed for 1 round.
3-4 The battery is drained of charges.
5-6 The armor gains no charges, and the battery expends no charges
7-12 The battery only provides one charges to the armor for every 2 charges in the battery
13-16 The battery functions normally
17-18 The battery functions better than anticipated. Until next recharge each charge used increases the armor bonus by 1 for the duration of each charge.
19 The battery functions better than anticipated. Until next recharge each charge used increases the armor bonus by 2 for the duration of each charge.
20 The armor gains 15 charges even if this exceeds the normal charge capacity of the armor.

Timeworn General Item Glitches
Items other than armor, pharmaceuticals, or weapons use this general glitch table.

D20 Glitch
1 The Item does not function. All remaining charges are drained.
2 The item does not function, but still consumes the normal number of charges.
3-4 The item does not function, but no charges are consumed.
5-6 The item uses twice as many charges as normal and jolts the user for 1d6 points of electricity damage, per charge consumed but otherwise functions normally.
7-9 The item uses twice as many charges as normal but otherwise functions normally
10-13 The item functions normally.
14-15 The Item functions better than anticipated and grants a +1 bonus on any skill check attempted with the use.
16-17 The Item functions far better than anticipated and grants a +2 bonus on any skill check attempted with the use.
18-19 The item functions normally and this use does not consume any charges.
20 The Item functions normally and a power surge restores 1d6 charges to the item. (up to but not exceeding its capacity).

Timeworn General Item Recharging Glitches
When Recharging Items consult this chart.

D20 Glitch
1 The battery and the items remaining charges are drained.
2-4 The battery is drained of charges.
5-6 The item gains no charges, and the battery expends no charges
7-12 The battery only provides one charges to the item for every 2 charges in the battery
13-16 The battery functions normally
17-18 The battery functions better than anticipated. Until next recharge each charge used grants a +1 bonus on any skill check using the item for the duration of the charge.
19 The battery functions better than anticipated. Until next recharge each charge used grants a +2 bonus on any skill check using the item for the duration of the charge.
20 The armor gains 15 charges even if this exceeds the normal charge capacity of the item.

Timeworn Weapon Glitches
Weapons used to make more than one attack in a turn might glitch multiple times during that turn.

D20 Glitch
1 The weapon does not function. All remaining charges are drained.
2 The weapon does not function, but still consumes the normal number of charges.
3-4 The weapon does not function, but no charges are consumed.
5-6 The weapon uses twice as many charges as normal and jolts the user for 1d6 points of electricity damage, per charge consumed but otherwise functions normally.
7-9 The weapon uses twice as many charges as normal but otherwise functions normally
10-13 The weapon functions normally.
14-15 The weapon functions better than anticipated and grants a +2 bonus on attack rolls made with that weapon for 1 round.
16-17 The weapon functions far better than anticipated and grants a +2 bonus on attack and damage rolls made with the weapon for 1 round.
18-19 The weapon functions normally and this use does not consume any charges.
20 The weapon functions normally and a power surge restores 1d6 charges to the weapon. (up to but not exceeding its capacity).

Timeworn General Item Recharging Glitches
When Recharging Armor consult this chart.

D20 Glitch
1 The battery and the weapons remaining charges are drained.
2-4 The battery is drained of charges.
5-6 The weapon gains no charges, and the battery expends no charges
7-12 The battery only provides one charges to the item for every 2 charges in the battery
13-16 The battery functions normally
17-18 The battery functions better than anticipated. Until next recharge each charge used grants a +1 bonus on attack rolls made with that weapon for 1 round.
19 The battery functions better than anticipated. Until next recharge each charge used grants a +1 bonus on attack and damage rolls made with the weapon for 1 round.
20 The armor gains 15 charges even if this exceeds the normal charge capacity of the item.

Timeworn Pharmaceutical Glitches
Timeworn pharmaceuticals have a chance of glitching when the dose is administered, even if another dose was recently used effectively.

D20 Glitch
1 Spoiled. Patient is poisoned by black lotus extract.
2 Spoiled. Patient is exposed to bubonic plague
3 Spoiled. Patient is nauseated for 1d6 rounds.
4-5 Spoiled. Patient is sickened for 1d6 × 10 minutes.
6-7 Spoiled. No effect.
8-9 Less potent. Decrease all save DCs by 2*. Use minimum values for all random results (such as healing). Decrease durations by 50%.
10-11 Normal effect but causes 1d4 points of Constitution damage (Fortitude DC 15 half) to the patient.
11-13 Normal effect, but the patent is exposed to hallucinogenic (–5 penalty on Perception checks and confused for 2d4 rounds, Fortitude DC 15 negates).
14-17 Normal effect.
18-19 More potent. Increase any save DCs by 2*. Reroll any result of 1. Increase durations by 100%.
20 Far more potent. As above but treat as 2 doses.

* For a cardioamp, decrease the save DCs on a more potent result, and increase the save DCs on a less potent result. *


For removing the timeworn quality from an item, perhaps a character should need the requisite feat needed to make the item in the first place. So to repair a timeworn weapon, the character should probably need the Craft Technological Arms and Armor feat. And perhaps the same should be true of recharging items.

Other than that, the rules seem good to me.

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