Gear & Tools
Advanced technology is a rare commodity and an expensive to collect. A lot of this technological equipment is seen by commoners as magical devices, as they have little to no understanding of how it works. This equipment doesn’t require any energetics to run and is powered by other sources.
Loading Table
Loading Table
Gear & Tool Descriptions
Alarm Clock
A mechanical clock that is used to both tell time and ring at a specific time the user indicates. Setting the alarm involves winding a crank on the clocks back to a specific time. When the clock shows the indicated time, the hammer between two bells on top of the clock quickly moves back and forth, hitting the bells. The clock needs to be regularly wound in order to continue telling time accurately.
Compass
A metal device that can help determine which direction is north. This device gives a +2 to survival checks when trying to determine your location.
Canister Harness
This backpack holds a large canister that comes with a rubber hose that attaches to advanced weaponry. It requires three actions to replace the canister. You are unable to wear a backpack while also wearing the harness.
Canister Belt
This belt holds up to three small or two medium canisters with a rubber hose to attach to advanced weaponry. This allows for changing canisters as a free action. However, replacing the canisters from the belt requires two actions per canister. The belt takes up the space of two belt pouchs or one potion belt.
Gravity Belt
This special belt has AGE crystals imbedded into it. When worn, the wearer can jump double their normal height. They fall slower, negating any fall damage when falling naturally.
Grenadapault
A crossbow designed to lob grenades at an extended distance. It can launch grenades up to 80ft. but requires a might of four to reload. Deals 1d4 blunt damage if struck by the grenade. Your archery skill is used when firing this weapon.
Implant
A special marking or tattoo implanted into your skin that is energy infused and gives boosts to specific statistics. A liquid mixed with metals that can be charged with energy is used to create the markings. The implanter—a person who has been implanted with a marking — can activate the marks after expelling the energy for a boost. The more the mark is used, the more metal is burned off and the mark must be reapplied. Each mark is a set of runic etchings. They give one of the following based on the mark: speed, strength, agility, damage resistance, healing, or cure ailment. It is a free action to activate a single charge of an implant. Activating two charges requires one action and activating three requires two actions.
Implant Cost
The cost of an implant is per charge of the implant’s effect, up to eight charges. So, if you want four uses of speed boost, it would cost you four times the price of the implant and one year off your life. The aging is not multiplied by the cost and only applies per tattoo regardless of the amount of charges in the implant.
Implant Durations
Unless otherwise specified, when implants are activated, they last for ten seconds if they provide a boost or bonus. Implants that provide restorative effects are instant and do not have a duration. However, multiple charges can be activated at the same time to increase the duration or effect for using more actions. See the Implant’s description in the marketplace for more information.
Intimidating Implants
Every three implants you have, your intimidate skill gains a +1 bonus.
Special Implants
Chain Whip
Duration: 1 minuteDamage: 1d8 + might
Range: 10ft./15ft./20ft.
An implant that is a tattoo of chains running up and down an arm. Activating the implant shoots out energetic chains that grapple a target within 15th. or can deal blunt damage within a 10ft. range. The chains can also climb as a grappling hook extending out to 20ft. and latching on to objects. The chain has enough strength to lift up to the characters’ carry capacity. Objects not secured will be pulled towards you. The chains are attached to the character’s arm and cannot be removed or disarmed. When activated, the chains last for up to a minute per charge or until deactivated.
The player's martial arts, one-handed, or offhanded skill, determines the attack's accuracy. The damage increases by one dye as the skill it is being used by increases in skill tier. So skill total of 4 would be 2d8 skill. Total of 8 would be 3d8. Skill total of 16 would be 4d8.
When using the chains to grapple a target, you can choose to pull the target towards you with a guts check vs. the target’s unlucky guts check.
Reduce Fatigue
An implant that temporarily removes exhaustion and/or fatigue for a duration. Remove three fatigue per charge which stacks per charge used. The fatigue/exhaustion is temporarily removed for thirty seconds. Duration does not stack.
Second Chance
When the user of this implant’s health reaches zero, it shocks them back from the dying condition as if using an angel wing and has to be tattooed on their chest.
Storage
These implants are tattoos of a single item that, when touched, the item materializes out of the character’s body into its solid form. Each tattoo corresponds to one item.
Once the item is removed from the tattoo, the tattoo fades if there are still charges. If the charges are gone, it disappears. The item can be put back into the tattoo using one charge.
Withdrawing, the item from the tattoo is equal to removing an item from an ease of access area. However, the tattoo must be placed in an area that can easily be touched by the character, such as putting it on the character’s back would not be easy to touch. Therefore, it would not be an easy access area.
Injector
A special tube that, when one end is pressed, a needle extends out the other opposite end. The tube can be filled with any herbal tonic or poison (antitoxin, essence potion, health, potion, or poison). Once the injector is used, the mechanism inside breaks and cannot be repaired, rendering the injector useless. Using an injector versus a standard bottle reduces the actions by one. So, if using an injector from an area that is not easy access area (i.e. backpack), it would take one action. However, using an injector from an easy access area (i.e. potion belt) it would be a free action.
The cost for an injector is the price of the alchemical item being used with it, plus the indicated amount on the table. The weight is also based on the alchemical item being used.
Pocket Watch
A metal clockwork device with a glass face that can tell what time of day it is. Typically, the watch has a chain that attaches to clothing, allowing the watch to be removed from a pocket without fear of dropping it. The clockwork insides must be wound every twenty-four hours in order to keep accurate time.
Record
A small thin disc that can be specially etched into in order to record audio. The audio can then be replayed back using a record player.
Recorder
A special device appears like a record player except that instead of playing the recorded audio on a record, it collects the audio and etches it into the record.
Some shops offer studio space in order to record your own records. The cost is 5gc per one-hour session, minimum one-hour. Records are not provided.
Record Player
A box that has a bronze megaphone extending out from its side. The top of the box has a circular plate with a pin in the center and a metal arm that has a small needle at its tip. On the side of the box is a manual crank winds up the plate, in order to make it slowly rotate. Winding the crank fully allows one record to play completely through. This is typically about an hour.
Devices called records can be placed on the circular plate using the pin in the center to hold it in place. Turning on, the record player plays the audio recorded on the record through the megaphone.
Speed Loader
A speed loader is a special device, for rifles and revolvers, that regardless of the chamber’s size it takes 1 action to fully reload a revolver when using a speed loader.
Spider Grip
A one-foot disc used as a throwing weapon. Once the disc contacts its target, eight long metallic legs spring out, constraining them. When caught in the spider’s grip, the target is helpless. Breaking free requires a guts check vs DR18 and the spider grip breaks and cannot be repaired.
Spyglass
A retractable tube that has a special glass lens on both ends of the tube. When looking through the tube, it allows you to see twice as far as your current vision (excluding underwater and sound vision).
Spyglass, Scope
A lightweight version of the spyglass that has a crosshair etched into the glass. This special spyglass can be attached to Long Arms to increase its range by +50ft.
Steam Grappling Hook
This steam powered grappling hook allows the user to shoot out a hook that can be attached to rope, wire or chain. The hook is like a standard grappling hook and latches onto objects in the same way. The steam powered hook can be shot up to sixty feet but requires a small steam canister. Every twenty feet you wish to shoot the hook requires one burst of steam. Rope, wire or chain not included.