How Technology Works

Variant Rules

Technological items from the far future behave like magic items in many respects — but they run on charges, not magic, and they keep working in antimagic fields. Most technology PCs encounter is timeworn: aged, non-rechargeable, and prone to unpredictable glitches.

Technology vs. Magic: Technological items do not use magic and function normally in areas of antimagic or primal magic. They are unaffected by any effects that target or suppress magic items.

Item Categories

Weapons

Ranged energy weapons and some high-tech melee weapons. Most consume charges per shot.

Armor

Technological armor works like standard armor but often requires a power source to fully function.

Pharmaceuticals

Tech drugs, poisons, and medicines. Ingested or injected; generally temporary effects.

Cybertech

Must be implanted before it can function. Typically augments a character's abilities and statistics.

Technological Gear

Everything else — from minor gizmos like zipsticks to wonders like clonepods.

Color Code

Many technological items are organized by a color code that indicates overall power level. Seven of the nine colors are associated with a specific skymetal. An item's color roughly corresponds to the power level of a spell of that level.

Color Spell Level Equivalent Associated Skymetal
Brown1stNone (base ores)
Black2ndAdamantine
White3rdSiccatite
Gray4thInubrix
Green5thNoqual
Red6thDjezet
Blue7thAbysium
Orange8thHoracalcum
Prismatic9thAll skymetals

Power Sources

Most technological items require energy to function. Each item has a Capacity (maximum charges it can store) and a Usage (charges consumed per activation).

An item's capacity can be filled from any power source — such as a battery or a generator — as a standard action. Charging always fills the item as close to capacity as possible. Charging from a generator is more efficient: charges drained from a battery in excess of what the item can hold are lost.

Ranged Weapon Fire Modes

ModeActionNotes
Semi-Automatic Standard (1 shot) Can fire twice with a full-attack (as Rapid Shot, −2 on all). With Rapid Shot feat, −6 on all shots that round.
Automatic Standard (burst) Attacks all creatures in a line; separate attack rolls at −2 each; no precision damage; consumes 10 charges per burst. Can fire multiple bursts in a full-attack.
Slow-Firing Full-round Cannot make iterative attacks.
Touch Attacks resolve as touch attacks, ignoring armor and natural armor.

Timeworn Technology

Most technology found outside the deepest ruins has been damaged or degraded over time — it is timeworn. Timeworn technology manifests two problems: limited charges and glitches. Only items that consume charges (including nanite canisters) or are pharmaceuticals are subject to these rules, though any tech item can still become broken like any other item.

Timeworn items may also carry cosmetic differences (cracks, etchings, strange odors) and minor GM-adjudicated penalties (e.g., a timeworn laser pistol that hums constantly imparting a −1 on Stealth checks).

Non-Rechargeable
Timeworn items cannot be recharged. When first identified or used, roll randomly to determine how many charges remain. The memory of function spell is one of the few ways to recharge a timeworn item (and only suppresses glitch chance for 1 hour after casting).
Value
A functioning timeworn item is worth half its normal price. One drained of all charges is worth 1% of normal value (curiosity for collectors only).

When Glitches Occur (50% chance each)

  • When an item is first used after a month or more of inactivity.
  • Anytime a single-use consumable is used.
  • When using an item in a way that would drain its last charge.
  • When an item requires a d20 roll to activate and that roll is a natural 1.
  • When a critical hit is confirmed against the wearer of an active defensive item (armor, force field).

Not all glitches are catastrophic — they represent unpredictable effects for good and ill. When a glitch causes an item to consume more charges than it holds, the item is drained of all charges and fails to function (but negative effects still occur). Items that fail to function shut down and cannot be activated again for 1 round.

Glitch Tables

d%Glitch
01–02Armor abilities don't function. All remaining charges are drained.
03–05Armor seizes up and abilities don't function. The wearer is paralyzed for 1 round. (For a shield, the wielder is not impeded.)
06–10Armor doesn't function, but still consumes the normal number of charges.
11–18Armor doesn't function, but no charges are lost.
19–50Armor uses twice as many charges as normal (or expends an extra activation's worth if already active).
51–75Armor functions normally.
76–80Armor functions better than anticipated. Its armor bonus improves by +1 for the duration of this charge.
81–90Armor functions much better than anticipated. Armor bonus improves by +2 and it provides moderate fortification for the duration of this charge.
91–98Armor functions normally; no charges consumed.
99–100Armor functions normally and a power surge restores 1d6 charges (up to capacity).

d%Glitch
01–02Item does not function. All remaining charges are drained.
03–05Item does not function, but still consumes the normal number of charges.
06–10Item does not function, but no charges are lost.
11–18Item uses twice as many charges as normal and jolts the user for 1d6 electricity damage, but otherwise functions normally.
19–50Item uses twice as many charges as normal, but otherwise functions normally.
51–75Item functions normally.
76–80Item functions better than anticipated, granting a +1 bonus on any skill check attempted with this use.
81–90Item functions far better than anticipated, granting a +2 bonus on any skill check attempted with this use.
91–98Item functions normally; no charges consumed.
99–100Item functions normally and a power surge restores 1d6 charges.

d%Glitch
01–02Spoiled. Treat as poisoning by dark reaver powder.
03–11Spoiled. Treat as exposure to red ache.
12–20Spoiled. Patient is nauseated for 1d6 rounds.
21–30Spoiled. Patient is sickened for 1d6 × 10 minutes.
31–40Spoiled. No effect.
41–50Less potent. Decrease all save DCs by 2*. Use minimum values for all random results. Decrease durations by 50%.
51–60Normal effect, but causes 1d4 Con damage (Fort DC 15 half).
61–75Normal effect, but hallucinogenic (−5 Perception, confused 2d4 rounds; Fort DC 15 negates).
76–85Normal effect.
86–95More potent. Increase save DCs by 2*. Reroll any result of 1. Increase durations by 100%.
96–100Far more potent. As above, but treat as 2 doses.
* For a cardioamp, reverse the potency: decrease save DCs on a more potent result, increase on a less potent result.

d%Glitch
01–02Weapon does not function. All remaining charges are drained.
03–24Weapon does not function, but still consumes the normal number of charges.
25–39Weapon consumes twice as many charges as normal and deals 1d6 electricity damage per charge consumed (minimum 1d6) to the user.
40–65Weapon consumes twice as many charges as normal.
66–75Weapon functions normally but flashes brightly, blinding the wielder and adjacent creatures for 1 round (Reflex DC 15 negates).
76–84Weapon functions normally.
85–92Weapon functions better than anticipated, granting a +2 bonus on attack rolls for 1 round.
93–96Weapon functions much better than anticipated, granting a +2 bonus on attack and damage rolls.
97–98Weapon functions normally; no charges consumed.
99–100Weapon functions normally and a power surge restores 1d6 charges (up to capacity).