Post by Head Moderator on Feb 17, 2014 19:20:24 GMT -5
ENGINEERING
Engineering in OH focuses on alchemy, and clockwork artisan craftmanship. Clockwork constructs are the technological cousins of golems, constructed with a combination of magic and precise technologies dependent upon the internal churning and turning of thousands of intricate springs, screws, and gears.
A clockwork engineer's ability with machines is unparalleled. They are the engineers of countless clockwork machines and inventions. Most would rather while away the hours fiddling with their machines, but some prefer the real world to test the durability and usefulness of their creations.
There are those who would scoff at the work of clockwork engineers, whose constructs seem at best merely imitations of the creations brought to life by practitioners of the purely arcane arts. However, those canny enough to realize the potential of clockwork engines know their true power to be both exotic and potent. In worlds where clockworks are common, these creatures can rival even the most powerful of golems for raw power. Massive giants comprising countless nuts and bolts have torn entire empires asunder. Time and time again, clockwork creatures have proven themselves a formidable presence in the face of more traditional rivals, and those who have borne witness to the feats of these creatures know to hold their tongues before questioning the constructs' power.
Clockwork creatures function by combining magical energies and clockwork mechanisms. The myriad metal parts that go into the construction of a clockwork creation require absolute precision in order to function properly, so they must be built by only the steadiest of hands. Amateurish attempts at clockwork construction typically result in nonfunctional units or misfires, and many an engineering lab has been burned to the ground by novices seeking to learn the basics of clockworks and the elements that power them.
Most if not all engineering schematics include some sort of clockwork delivery system or clockwork parts in it's construction, along with alchemy and the use of items which hold power and magic.
Associated Skills in OH
Engineering Knack : You have a knack for innovation in your craftsmanship, and are considered the most technologically advanced crafter in the community. This skill allows you to craft engineering feats and marvels of science with schematics. See our crafting rules for more information.
Prerequisite: Alchemy
Modified Engineering: You have taken the world of engineered crafting to new heights. You have now gained the ability to modify existing schematics to make them more powerful and stronger in their uses. This also allows you to repair broken schematics, once per combat.
Prerequisite: Engineering Knack
Heavy Engineering: Simply modifying your existing schematics wasn't enough for you was it? You just had to push the scroll (instead of envelope, get it?) and amaze not only onlookers but yourself as well didn't you? Well now you have done it, you have created such complex pieces of art that they can only be proclaimed as heavy schematics. This also allows you to repair broken schematics, twice per combat.
Prerequisite: Modified Engineering
Emporium Item Kits
Repair Kit 250gp
This allows you to repair a broken schematic, adding back one deployment to the schematic. This kit cannot be crafted, you must pay full price for it.
Use Object Check
Every use of a schematic takes a Use Object Check, and the DC of all Schematics is DC15. You roll d20, add your Quickness Bonus, and any bonuses listed below.
*Modified Engineering gives an additional +2 to your UO Check.*
*Heavy Engineering gives you an additional +4 to your UO Check.*
Using Schematics outside of Combat
1. Your schematic usage inside or out of combat requires a "Use Object" Talent Roll of 1d20, you must make a DC15. Quickness adds to this roll. You may also purchase items, gain loot, or use spells or skills to increase this chance. If you fail your "UO" Roll, then you lose one deployment of that item.
[You may use your Repair Kit or Repair Skill to gain back one lost deployment. This takes your turn in combat.]
2. Proceed with the use of your schematic.
Using Schematics in Combat
1. Your schematic usage inside or out of combat requires a "Use Object" Talent Roll of 1d20, you must make a DC15. Quickness adds to this roll. You may also purchase items, gain loot, or use spells or skills to increase this chance. If you fail your "UO" Roll, then you lose one deployment of that item.
[You may use your Repair Kit or Repair Skill to gain back one lost deployment during combat. This takes up your entire turn.]
2. Once you have made sure you could actually use the schematic with your UO Roll, then you'd proceed normally, rolling your Strike and anything else that needs rolled such as if you hit, your combat dice, etc.
3. We only allow you to use ONE Effect and ONE Damage Schematic per combat. They cannot be used at the same time.
4. You may ONLY use schematics in the "Combat Schematics" section during combat. "General Schematics" are used outside of combat.
5. If you roll a Critical Fail of "1" with your Strike when you are attempting to use a schematic then you would still roll your 1d6 to find out what happens per the combat charter but you also will lose 1 deployment of your schematic.
6. Keep up on your dossier how many deployments of your schematics you have used, such as "Shocker 2/5 Deployments Left". If you are found fudging how many deployments you have left, we will remove all schematics and ban you from ever using schematics again!
Selling Schematics to the Emporium
When you sell back schematics to the Emporium, you get 1/3 of the normal price.
Selling Schematics to Players
You are welcome to sell your schematics to other players, but they do NOT gain your UO advantage bonus for Modified (+2) and Heavy (+4) when they use them. They may only add their own Quickness to the UO Roll.
THE SCHEMATICS
Deployments
Effect schematics have ONE DEPLOYMENT.
Straight damage schematics have FIVE DEPLOYMENTS.
Each schematic is marked very clearly how many deployments it comes with, and it is your responsibility to keep up with the uses, just as you would keep up with wands or potions. Schematics are considered "Consumables" and should be placed in that section as far as Loot Slots go. You cannot take unlimited schematics into combat with you, please abide by the loot slot system.
If you have an "Modified" schematic or a "Heavy" schematic, it is listed below what it's effect or damage is as opposed to the original effect or damage.
Each schematic shows the cost to buy it, and then crafting cost (1/4), then crafting points necessary to make it. Crafting points are 1CP per 500gp of cost. For engineering items you may choose to use either ALCHEMY OR ARTISAN CP.
Buyer's Cost | Crafter's Cost | CP Cost
COMBAT SCHEMATICS
Combat schematics are the only schematics you may use during combat.
Soft Bomb 1000gp | 250gp | 2CP
Type: Exploding
Effects: Nonlethal damage
These round bombs explode upon impact, doing 1d3 nonlethal damage.
DAMAGE - Five Deployments
Regular: 1d3 DMG
Modified: 2d3 DMG
Heavy: 3d3 DMG
Chameleon Mines 2000gp | 500gp | 4CP
Type: Exploding
Effects: Damage
These exploding land mines blend into the environment, making it very difficult for enemies to notice them. They can be placed ahead of time, or used directly in combat. Enemies targetted by a chameleon mine are considered to have a DDC of DC10, making them easier to hit and harder for them to avoid the damage. They do 1d3 dmg.
DAMAGE - Five Deployments
Regular: 1d3 DMG
Modified: 2d3 DMG
Heavy: 3d3 DMG
Exploding Disk 1000gp | 250gp | 2CP
Type: Exploding
Effects: Damage
Small disks that when stepped on causes them to explode. Each Exploding Disk schematic creates 5 disks to deploy. 1d3 dmg.
DAMAGE - Five Deployments
Regular: 1d3 DMG
Modified: 2d3 DMG
Heavy: 3d3 DMG
Ice Shard Trap 2000gp | 500gp | 4CP
Type: Cold Damage
Effects: Damage
This trap explodes with bitterly cold ice shards, doing 1d6 dmg.
DAMAGE - Five Deployments
Regular: 1d6 DMG
Modified: 2d6 DMG
Heavy: 3d6 DMG
Corroder 2000gp | 500gp | 4CP
Type: Acid Damage
Effects: Damage
This trap explodes with corrosive acid, doing 1d6 dmg.
DAMAGE - Five Deployments
Regular: 1d6 DMG
Modified: 2d6 DMG
Heavy: 3d6 DMG
Concussive Grenade 2000gp | 500gp | 4CP
Type: Bludgeoning Damage
Effects: Damage
This thrown grenade explodes with concussive energy, doing 1d6 bludgeoning dmg.
DAMAGE - Five Deployments
Regular: 1d6 DMG
Modified: 2d6 DMG
Heavy: 3d6 DMG
Flechette Grenade 2000gp | 500gp | 4CP
Type: Piercing Damage
Effects: Damage
This thrown grenade explodes sending small projectiles in a burst, doing 1d6 piercing dmg.
DAMAGE - Five Deployments
Regular: 1d6 DMG
Modified: 2d6 DMG
Heavy: 3d6 DMG
Fragmentation Grenade 2000gp | 500gp | 4CP
Type: Slashing Damage
Effects: Damage
This thrown grenade explodes sending fragments in a burst, doing 1d6 slashing dmg.
DAMAGE - Five Deployments
Regular: 1d6 DMG
Modified: 2d6 DMG
Heavy: 3d6 DMG
Shocker 1000gp | 250gp | 2CP
Type: Electricity Damage
Effects: Damage
This sphere crackles with electricity, doing 1d3 dmg.
DAMAGE - Five Deployments
Regular: 1d3 DMG
Modified: 2d3 DMG
Heavy: 3d3 DMG
Big Shocker 2000gp | 500gp | 4CP
Type: Electricity Damage
Effects: Damage
This sphere crackles with electricity, doing 1d6 dmg.
DAMAGE - Five Deployments
Regular: 1d6 DMG
Modified: 2d6 DMG
Heavy: 3d6 DMG
Force Bug 1000gp | 250gp | 2CP
Type: Force Damage
Effects: Damage
This clockwork beetle crawls out towards your chosen enemy, and explodes with force damage, doing 1d3 dmg.
DAMAGE - Five Deployments
Regular: 1d3 DMG
Modified: 2d3 DMG
Heavy: 3d3 DMG
Seekers 2000gp | 500gp | 4CP
Type: Exploding
Effects: Damage
Similar to the Exploding Disks, seekers go forward in search of moving objects/creatures and when close detonate themselves. Each Seeker schematic creates five seekers to deploy. 1d6 dmg.
DAMAGE - Five Deployments
Regular: 1d6 DMG
Modified: 2d6 DMG
Heavy: 3d6 DMG
Zapper 2000gp | 500gp | 4CP
Type: Electricity
Effects: Lose Turn
A zapper, when activated, releases a charge of electricity through the target rendering them unable to move for 1 round, and doing 1d3 DMG.
EFFECT - One Deployment
Regular: 1 Round, 1d3 DMG
Modified: 2 Rounds, 2d3 DMG
Heavy: 3 Rounds, 3d3 DMG
Pepper Bomb 2500gp | 625gp | 5CP
Type: Exploding
Effects: Effect
A combination of alchemical powders packed into some kind of jar with a plug. The top of the jar is weighted so that when tossed the Pepper Bomb falls to the ground plug first. Upon impact the plug rubs against the opening of the jar causing a spark that ignites the powders within. The ensuing explosion produces an eruption of gas that covers the target and causes intense burning of the eyes and nostrils, incapacitating them for a specific number of rounds, and causing them to have a DDC of 10 for that round.
EFFECT - One Deployment
Regular: 1 Round, DDC10
Modified: 2 Rounds, DDC10
Heavy: 3 Rounds, DDC10
Unlife Tapper 1000gp | 250gp | 2CP
Type: Undead Damage
Effects: Damage
These ranged items (often in the form of darts) stick onto a corporeal undead and explode, doing damage to undead creatures even if they'd normally be immune.
DAMAGE - Five Deployments
Regular: 1d3 Damage
Modified: 2d3 Damage
Heavy: 3d3 Damage
Unlife Zapper 2000gp | 500gp | 4CP
Type: Undead Damage
Effects: Damage
These ranged items (often in the form of darts) stick onto a corporeal undead and explode, doing damage to undead creatures even if they'd normally be immune.
DAMAGE - Five Deployments
Regular: 1d6 Damage
Modified: 2d6 Damage
Heavy: 3d6 Damage
Vibro Blade Upgrade 1000gp | 250gp | 2CP
Type: Enhance
Effects: Lower Defense
A bladed weapon can be fitted with a small device that causes it to vibrate at an intense rate, too fast for normal eyes to even see.
EFFECT - Five Deployments
Regular: For One Round any attack made acts as if the target has 2 less Defense
Improved: For Two Rounds any attack made acts as if the target has 3 less Defense
Greater: For Three Rounds any attack made acts as if the target has 4 less Defense
Metal Pinwheel 1000gp | 250gp | 2CP
Type: Mind-Affecting
Effects: Lose Turn
This metal pinwheel induces crippling vertigo that can instantly render a person unconscious. It spins very rapidly even if very little force is used to start it's movement.
EFFECT - One Deployment
Regular: Debilitated for One Round
Improved: Debilitated for Two Rounds
Greater: Debilitated for Three Rounds
Spectroscope 2000gp | 500gp | 4CP
Type: Mind-Affecting
Effects: Confusion
Projects two holograms of the user in order to confuse the enemy. A roll of 1d3 is required to see if they hit the right person. A roll of "2" hits the original user. Lasts one full round.
EFFECT - One Deployment
Regular: Lasts one full round.
Improved: Lasts two full rounds.
Greater: Last three rounds.
Confusion Bomb 2000gp | 500gp | 4CP
Type: Mind-Affecting
Effects: Confusion
This induces hallucinations in your target that do not allow you to tell friend from foe. You attack wildly, rolling a 1d# of people around, the number rolled is who you hit. Example: Bob is fighting 3 people, he gets hit with this, on his next attack he rolls a 1d3. the number rolled is who he hit. Use combat order to assign numbers.
EFFECT - One Deployment
Regular: Lasts one full round.
Improved: Lasts two full rounds.
Greater: Last three rounds.
Confusion Blast 5000gp | 1250gp | 10CP
Type: Mind-Affecting
Effects: Confusion
This induces hallucinations in a group of enemies that do not allow them to tell friend from foe for one round of combat. They attack wildly, rolling a 1d# of people around, the number rolled is who they hit. Example: Bob is fighting 3 people, he gets hit with this, on his next attack he rolls a 1d3. the number rolled is who he hit. Use combat order to assign numbers.
EFFECT - One Deployment
Regular: Affects up to 3 enemies.
Improved: Affects up to 4 enemies.
Greater: Affects up to 5 enemies.
Antigravity Bead 2000gp | 500gp | 4CP
Type: Effect
Effects: Loss of Gravity
This personal antigravity generator is in the form of a small, clockwork filled bead that can be activated and thrown at one enemy, causing them to be unable to do much more than float in the air for one round of combat.
EFFECT - One Deployment
Regular: Lasts one full round.
Improved: Lasts two full rounds.
Greater: Last three rounds.
Tesla Grenade 3000gp | 750gp | 6CP
Type: AoE Damage
Effects: Damage
This arcing grenade hits multiple enemies, doing 1d6 damage to them all.
DAMAGE - Five Deployments
Regular: 1d6 DMG to 2 Enemies
Improved: 1d6 DMG to 3 Enemies
Greater: 1d6 DMG to 4 Enemies
Shielding Cube 3000gp | 750gp | 6CP
Type: Defense
Effect: Defends against one attack, magic or mundane.
Toss this small clockwork cube, and it explodes with a force shield that defends against one attack for you or your chosen target. This allows you or your target to evade some damage.
EFFECT - One Deployment
Regular: Evade 1/3 Damage
Improved: Evade 1/2 Damage
Greater: Evade all Damage
Arcane Anchor 3000gp | 750gp | 6CP
Type: Effect
Effect: Disables magic use in one target.
This feat of engineering can be used to cancel out a target's ability to use magic, as the item has the ability to suppress magic usage. This includes spells, and any magic items they may be using. Magic is null in the area around them.
EFFECT - One Deployment
Regular: One Round
Improved: Two Rounds
Greater: Three Rounds
Shocking Feedback 4000gp | 1000gp | 8CP
Type: Effect
Effect: Reflect
This handy engineering marvel creates an energy field that catches then reflects damage back to the attacker.
EFFECT - One Deployment
Regular: Reflect 1/3 Damage
Improved: Reflect 1/2 Damage
Greater: Reflect all Damage
Healing Infusion 1000gp | 250gp | 2CP
Type: Effect
Effect: Healing!
A bomb to use on your allies, that heals!
EFFECT - One Deployment
Regular: Heals up to 10hp
Improved: Heals up to 15hp
Greater: Heals all damage
Mass Healing Infusion 3000gp | 750gp | 6CP
Type: Effect
Effect: Healing!
A bomb to use on your allies, that heals!
EFFECT - One Deployment
Regular: Heals all allies up to 10hp
Improved: Heals all allies up to 15hp
Greater: Heals all allies of all damage
Dimensional Moor 3000gp | 750gp | 6CP
Type: Effect
Effect: No teleportation
Using this item causes the target to be unable to teleport through any means, or use any teleportation skills for round.
EFFECT - One Deployment
Regular: One Round
Improved: Two Rounds
Greater: Three Rounds
Arbalester 6000gp | 1500gp | 12CP
Type: Damage
Effect: Animated Crossbow
An animated clockwork crossbow that loads and shoots on its own towards your targetted enemy. Once you've set it working, you can use it up to all it's deployments while making other attacks or movements on your own.
DAMAGE - Five Deployments
Regular: 2d3 Damage
Improved: 3d3 Damage
Greater: 4d3 Damage
Orbicular Sac 4000gp | 1000gp | 8CP
Type: Effect
Effect: Hold
Breaking open this sac activates the tiny clockwork spiders inside who quickly and furiously spin a web 5 feet thick and up to 20 feet wide, filling the area with webbing and holding your enemy or enemies who happen to be in that area.
EFFECT - One Deployment
Regular: One Round
Improved: Two Rounds
Greater: Three Rounds
Popcushion 1000gp | 250gp | 2CP
Type: Damage
Effect: Piercing Damage
This gel pack is about the size of a fist and filled with countless tiny metal studs. It explodes, sending a spray of needles.
Note: You may incorporate poison you've purchased into popcushions, using all rules for poisons along with the damage of the needles. This includes any saves allowed.
DAMAGE - Five Deployments
Regular: 1d3 Damage
Modified: 2d3 Damage
Heavy: 3d3 Damage
Spring Boots 4000gp | 1000gp | 8CP
Type: Wearable
Effects: Quickness
Specially designed boots with unique springs attached to their undersides. This allows individual to move about faster as the springs act to increase their quickness.
EFFECT - One Deployment
Regular: +1 Quickness/1 Round
Modified: +2 Quickness/2 Rounds
Heavy: +3 Quickness/3 Rounds
Tiny Bot 4000gp | 1000gp | 8CP
Type: Companion
Effects: Creature
A Tiny Bot is a small companion, made by an Engineer, in a particular shape that means something to them. IE: A chicken, rat, bat, etc. The bot is powered by various gears and steam, which is produced by the combustion of select alchemical dusts. It can be used outside of combat, but inside of combat it lasts for the rounds below.
EFFECT - One Deployment
Regular: 1 round, 2d50, 25hp, DEF DC10
Modified: 2 rounds, 2d60, 30hp, DEF DC11
Heavy: 3 rounds, 2d68, 34hp, DEF DC12
Muscular Retrofitting 2000gp | 500gp | 4CP
Type: Enhance
Effects: Increase Strength or Quickness Checks
A series of steam powered tubes that are layered over a part of the body like armor, aiding in simple tasks like lifting and running These boost Strength or Quickness checks (not the trait itself!). Caution! The Exhaust is hot!
EFFECT - Five Deployments
Regular: Adds +2 Strength Checks if on an arm, +2 Quickness Checks if on a leg
Improved: Adds +3 Strength Checks if on an arm, +3 Quickness Checks if on a leg
Greater: Adds +4 Strength Checks if on an arm, +4 Quickness Checks if on a leg
Golemjack 4000gp | 1,000gp | 8CP
A golemjack is a strange, rod-like device that can be used to usurp control of an otherwise functional golem or construct. In order to gain control, the wielder must first make a Strike against the construct, in order to place a small controller on the construct or golem. If the attack is successful, the robot must succeed at a DC15 Willpower save to prevent the golemjack from linking to the creature. On a subsequent turn after a link is established, the wielder can issue a command to the creature which takes up the wielders turn. The wielder must be within 60 feet of the creature and must issue the command in a language understood by the creature. The types of commands he can issue are similar to those allowed by a suggestion spell—once a command is successfully issued, the creature does its best to carry out the orders. You may only control one creature at a time with a golemjack. Each attempt to control a creature counts as one deployment. The control lasts for one round after the initial attachment.
EFFECT - Three Deployments
Modified: Lasts two rounds. Save each round.
Heavy: Lasts three rounds. Save each round.
GENERAL SCHEMATICS
These cannot be used in combat, they are out of combat schematics.
Miniature Clockwork Explosives "MCE"
Type: Effect
Effects: Opening Items
A beautiful little device appreciated the world over by Engineers for its tiny moving parts, these explosives are delicate yet effective methods of removing locks, breaking doors or opening that stubborn jar of strawberry preserves you like so much. The design is perfectly innocent to an outsiders perspective: the volatile chemicals have been built within a small pocket watch and are only activated through a series of specialised clicks of the watches stem-wind: - · · · - - - - - - - - . This is designed so that you can't accidentally arm the device. Once armed, you have approximately five seconds to remove yourself from the immediate area and cover your ears. Otherwise, this device can be used as a normal pocket watch.
MCE can come in five strengths ranging from +5 (500gp | 125gp | 1CP) , +10 (1000gp | 250gp | 2CP), +15 (2000gp | 500gp | 4CP) , +20 (3000gp | 750gp | 6CP) , +25 ( 4000gp | 1000gp | 8CP). The quickness trait is not added to the open lock attempt when using these, and it may not be used in conjunction with any other skill designed to make opening locks easier.
Using explosives is never quiet, depending on the strength of the MCE the drawback is increased with +2, +3, +4, +5, +6 granted to an npcs perception for the next thirty minutes as they are on high alert. The use of the MCE may even summon npcs to that area, subject to the DM of the adventure.
EFFECT - One Deployment
Improved: Automatic Upgrade +5 / no extra cp or gold cost
Greater: Automatic Upgrade +10 / no extra cp or gold cost
Trapfinding Bugbots 2000gp | 500gp | 4CP
Type: Effect
Effect: Trapfinding
EFFECT - Three Deployments
A small insect shaped bot that can seek out and uncover traps in the area. On use it will crawl out and perch upon the engineer or an ally of his choice and grant whoever it perches on a bonus of +5 when trying to locate traps. It will only help three times before it curls back up and needs to recharge.
Modified: Grants +6
Heavy: Grants +7
Cortex Syringe 6,000gp | 1,500gp | 12CP
A cortex syringe is an incredibly powerful device that grants physical and mental enhancement. It appears as a hefty syringe with a handle, marked with a letter and a number. It can be used to enhance a Strength, Quickness, Endurance, Willpower, Intelligence, Perception, or Charisma trait. Setting a cortex syringe to affect one of these six traits requires a Use Object roll. A cortex syringe is used by placing the tip against the target's forehead and pulling the trigger. This causes an adamantine needle to bore into the skull. These augmentations are inherent bonuses, and take 1 hour to effect your trait. A cortex syringe can only function on living corporeal creatures. A cortex syringe can only be used once before it becomes useless. The syringe is marked with a Q for Quickness, E for Endurance, etc. The numbers correlate to Normal (1), Modified (2), or Heavy (3). So a syringe that grants +2 QCK would be marked Q2; a syringe for +1 Strength would be marked S1.
Normal: +1 to Trait for 24 hours
Modified: +2 to Trait for 24 hours.
Heavy: +3 to Trait for 24 hours.
LONG-TERM ITEMS
Engineers are also able to craft these very special items of engineering, which act in all ways like any other object, item, shield or weapon. No extra rolls such as Use Object are needed, and they must be placed in the appropriate slot. ONLY engineering crafters can make these items, you cannot purchase these from the Emporium.
Arc Pistol 2000gp | 500gp | 4CP
An arc pistol emits bolts of ionized particles that it then electrifies, creating a crackling beam of electricity between it and its target. Arc pistols gain a +2 damage against targets that are metal or are wearing medium or heavy metal armor.
Normal: 1d6
Modified: 1d7
Heavy: 1d8
[Weapon]
Boom Cannon 8000gp | 2000gp | 16CP
A mighty two-handed gun full of amazing power shockingly in a hand gun sized package. The barrel is thick and heavily made allowing for it to contain more of the blasting powder, three times as much, and is wide enough around to all for you to load anything but the traditional bullet; like explosives, bombs, large rocks, or other things you have handy! It is a contained bomb in your hand! This gun is an arsenal in itself! If firing an object from the boom cannon you gain the weapons damage as well as the effects of the item. Due to the sheer size of this weapon, it requires one round to load, regardless of any skills or items that allow you Easy Reload.
Normal: 2d6
Modified: 2d7
Heavy: 2d8
[Two-Handed Weapon]
Breathing Mask 2000gp | 500gp | 4CP
This heavy leather mask with filters and rebreathers covers your nose and mouth which allows you to breath without air. It allows you to survive underwater or through clouds of gasses or poisons. The mask covers your nose taking the 'face' slot, though you may wear a pair of glasses, goggles or lenses with this item without a problem.
[Face]
Crawling Shield 2000gp | 500gp | 4CP
A crawling shield is a mobile construct. It detects motion and moves to protect its wearer, somehow moving by prescience to ward off true threats and ignoring false ones. The typical crawling shield is made of mithral, and has three or four hooked legs that it uses to swing, jump, or climb around the body of its owner. It rarely moves at all when not in a combat situation, but during combat it scuttles slowly from place to place like an aggressive turtle on its hooked legs. It gives +1 DEFENSE.
Normal: +1 DEF Buckler Size
Modified: +2 DEF Light Shield Size
Heavy: +3 DEF Rider's Shield Size
Chemalyzer 5000gp | 1,250gp | 10CP
A chemalyzer is a handheld unit with an extendable wand tipped with a sampling nozzle. It allows the user to identify an unknown poison, chemical, potions or substances.
Electro-Gauntlet 2000gp | 500gp | 4CP
Gives shocking weapon property to a melee weapon, hand to hand, or touch attacks.
[Hand]
Energy Blaster 1500 | 375gp | 3CP
This is an engineering marvel made in such a way that it shoots a beam of pure energy (much like a magic missile) doing 1d6 damage. It never needs reloading, and can be enchanted with up to five points of enchantments like any other weapon. It is a one-handed weapon.
Normal: 1d6
Modified: 1d7
Heavy: 1d8
[Weapon]
Electromagnetic Relivener Mark 2 6000gp | 1500gp | 12CP
An improvement over the original design which had the major flaw of relying on a handy mage or the nearest electric storm, this set of cables comes with its own wind up hand powered generator. Simple to use, you merely pull ERM2 out of your bag and set the two clamps over each wrist of the deceased and wind up the generator. When the light goes blue thereby indicating enough power has been stored, push the big red button and the corpse will receive the biggest shock of its life: jump starting the heart and the brain and dragging them kicking and screaming back from deaths door! The ERM2 is so simple to use anyone can crank it up, and its uses are unlimited.
The ERM2 will use up one of your rezzes in OH and will only grant the target 1hp after being rezzed - the drawbacks to an unlimited system of resurrection. The target will still need healing of their wounds or they might die again, though in that case crank up the ERM2 again! ERM2 doesn't use up a magic item slot, though it will take up bag space.
Caution: may cause burns.
Explorer's Watch 3000gp | 750gp | 6CP
A nifty little gadget that includes a sundial, global map, compass, and many more treats! The watch can detect if things are safe to eat (Can scan anything to find out if it is poisoned, diseased, or tainted and what it is that has tainted it) and if you already ate it it can tell what is wrong (Can scan the person wearing it to decipher what illness or poison is affecting them) And you will never get lost!
Grapple Gauntlet 5000gp | 1250gp | 10CP
A mech gauntlet that fits like a leather glove but is harder on the outside, plated with metal and sporting a set of three deadly sharp claws that can be launched outward all at once or one at a time to latch onto something and used like a grappling hook or used as weapons. The chains are each 20 feet long and the claws are enhanced with a magnetic force to increase their grappling strength and ability to latch onto things. If used in combat they count as a ranged attack of 1d8 damage. Adds to Climb checks.
Normal: +3 to Climb Checks
Modified: +4 to Climb Checks
Heavy: +5 to Climb Checks
[Hand]
Microscopic Farseeing Goggles 6000gp | 1500gp | 12CP
These goggles can come in many shapes, sizes and designs for the up and coming adventurer with their finger on the pulse of innovation and fashion: but the end result is always the same. Through the careful creation and application of glasswork the Engineer can manipulate light viewed by the layman's eyeball, refracting it and creating a focal point so that objects can be viewed further away and clearer than ever before. A useful tool for adventurers, it offers a +5 to spot checks while used in the field and allows the ranged adventurer a +1 to strike when using a ranged weapon from a distance. While otherwise incredibly useful, the MFG's are incredibly useless when used in closed quarter combat .. or at night (unless you have dark or lowlight vision in which case you're good to go champ!).
MFG uses your face slot.
Mo-Tracker 3000gp | 750gp | 6CP
This handheld device has a circular screen and several swiveling, dish-shaped objects on flexible stalks that writhe about like short snakes. The device monitors and interprets motion in a 30-foot radius, but must be deployed in a sweeping motion to function. When used, the device grants a +5 bonus on Spot or Search checks against moving objects within 30 feet that are size Tiny or larger.
Plasma Beam 2000gp | 500gp | 4CP
This is a version of the standard energy blaster turning it into one of the engineer's tools of the trade. Sometimes you just need to shave a little off the top or put down an unruly creation and you just do not have the time to do it the proper way. Reach for the handy dandy Plasma Beam and let em have it! Alchemical reactions aid in releasing the super hot magical beam of fire and electricity, concentrated to help you turn whatever you hit to ash! This weapon can be enchanted with up to five points of enchantments like any other weapon. It is a one-handed weapon.
Normal: 1d6 Fire/Electricity Damage
Modified: 1d7 Fire/Electricity Damage
Heavy: 1d8 Fire/Electricity Damage
[Weapon]
Plasma Beam Sword 2000gp | 500gp | 4CP
Lightsabers in OH? Sure! This is a small metal handle generates a solid beam of plasma contained by a gravity-induced force field. This weapon can be enchanted with up to five points of enchantments like any other weapon. It is a one-handed weapon.
Normal: 1d6 Fire/Electricity Damage
Modified: 1d7 Fire/Electricity Damage
Heavy: 1d8 Fire/Electricity Damage
[Weapon]
Portable Environment Generator (PEG) 5000gp | 1,250gp | 10CP
As an important piece of survival gear that can be taken on almost any expedition, the portable environment generator is an all-in-one device coveted by explorers and outdoors enthusiasts alike. Resembling a tall cylinder roughly two feet in height, the portable environment generator can project a 30-foot sphere of custom environment under any conditions. In cold weather areas, the generator produces heat. In arid deserts, the generator produces both cool air and moisture.
At night, the generator acts as a glow lamp and provides the area with light. Thanks to a special energy bubble produced by the generator, any atmospheric changes stay within the 30 foot radius and do not escape until the device is deactivated. Essentially, the portable environment generator can produce a sphere inside which a group of people can be relatively comfortable despite extremely harsh conditions outside the generator’s influence.
Rail Gun 10,000gp | 2,500gp | 20CP
This powerful rail gun uses gravity pulses to propel a projectile at high velocities. Metal shards are accelerated along the rail gun’s length, leaving the barrel at an extremely high velocity.
Normal: 2d8
Modified: 2d9
Heavy: 2d10
[Two-Handed Weapon]
Zero Pistol 2000gp | 500gp | 4CP
This is a version of the standard energy blaster. It sure gets hot working in the shop and boy is it hard to keep that nice glass of lemonade from boiling while forging your amazing marvels of technology. A quick shot from your zero pistol should do the trick. Oh and if you get in a pinch you can use it to chill your enemies to the bone! From the barrel a furious storm of ice strikes out at the target! This weapon can be enchanted with up to five points of enchantments like any other weapon. It is a one-handed weapon.
Normal: 1d6 Cold Damage
Modified: 1d7 Cold Damage
Heavy: 1d8 Cold Damage
[Weapon]