ALIEN TECHNOLOGY (d6)
Most have limited Charges per Promethium Power Cell, varies
according to device/weapon
Non-Magical,
but affect creatures hit by magic only, certain Saves apply, ignores MR
1.
MELEE WEAPONS
Type
(d10) Dam/Bonus Rnds Special
1
Sick Stick; hypo injector wand 0
HP 12* Nausea, -2 AC/d20 rolls, 1T
2
Taser Stun Whip; metallic, extensible 1d4+1d4 50 Nat20
Stun 1d4r
3
Chain Knife, high speed rotary saw 1d6+1 60 Small blade saws metals
4
Void Crystal Parazonium/Kriss 6
HP n/a Material damages anything
5
Sonic Dirk, conic blade of sound 1d8+2 40 Ignores armor
entirely
6
Vibro-Blade; molecularly agitated rapier 1d10+3 30 Sharpness,
hits Displaced
7
Multidimensional Warp Mace 1d10+4 30 Crushing, hits
Phased
8
Phasic Sword; blade of energy 1d12+5 20 Vorpal, x2 dam vs Undead
9 Freaker; brain scrambler baton 3
HP 30
Catatonic Trip, 1T, Save Neg
10 DM’s Choice or Roll Again, Power Cell x2 *Doses expended upon hit, no Power
Cell
2.
PISTOLS/RANGED WEAPONS TH/Range = +4/+3/+2
(AT+, DEX+), No Save vs Damage
Type (d12) Damage Range, Feet Shots Special Effect
1 Pulse Laser
1d6+1 (x2/r) 200/400/600 90 x2
Dam vs Undead (Rifle 1d8+2x2/r)
2 Neuralizer
0 HP 50 30 Stun 1d4+1r, Save reduces to 1r
3 Gamma Wave 1d6+6
HP Cone 60x30 20 Save
or Mutation, Mutants immune
4 Heat Ray 2d6+2 50/100/150 40 +1d6
Dam vs Frosty/metal armored
5 Freeze Ray 2d6+2 50/100/150 40 +1d6
Dam vs Fiery/metal armored
6 Irradium Shotgun 2d4+1
(x2/r) 100/200/--- 50 2d8+2
in Sunlight (2 barrels = x2/r)
7 Paralysis Beam 0
HP 50 20 Save = Slow 1d6r, Fail = 2d6r
8 Cellular Disruptor 3d6+3 100/200/300 30 Save
or req Heal Spell, Living only
9 Particle Blaster
4d6+4 200 20 Save or Armor Disintegrates
11 Grenade
Launcher 200/400/600 60 as
Grenade, compressed air launch
12 DM’s Choice,
or Roll Again as Rifle Model (Damage, Range, &/or Shots x2)
3.
GIZMOS (d50) Details per DM
1
(2d6) Mg-12 Flares 18 Autograpnel Cannon 35 Multi-Spectrum Cylon Visor
2
(2d4) Communicators 19 Tricorder
Scanner 36 Fungi/Herbicide
3
(1d4) Power Cells 20 Biokinetic Lightrod 37
Sonic Screwdriver
4
(2d4) Sterilizer Pellets 21 Autodrone
Mapper 38 Food Synthesizer
5
Supply Kit, incl #s 1-4 22
Aquagill/Gas Mask 39 Nullification Generator
6
(2d6) Power Cells 23 Hover Board 40
Pressurized Oxygen Tanks
7
(1d6) Power Cells 24 Anti-Grav Pods 41 Molecular Acid/Adhesive
8
Techno-Bracer 25 Holo
Cloak 42 Smell-o-scope, extensible
9
RoboPet/RoboTote 26 RoboDoc 43
Solar Recharger Pad; 1ch/day
10
Polyvox Translator 27 Psi-Helm 44 (2d4) Antitoxin
Injectors
11
Forcefield Harness 28 Jetpack Harness 45
(2d4) Heal Tape (20ft, +1HP/ft)
12
Homing Beacon 29 Vibranium Shield 46 (2d4) Regen Pills (+1HP/r, 6T)
13
Duralloy Spray 30 Mirrored
Envirosuit 47 (2d4) Biofilter Pills
14
Fire Extinguisher 31 Spyderbot 48
(2d6) Heal Spray (+10HP, 3/can)
15
Micro Missile Gauntlet 32 Minidrill/Laser
Pen 49
Med Kit, incl #s 44-49
16
Laser Sight (+1TH) 33 Glassteel
Bubble Helm 50 DM’s Choice, or 1d4+2
P Cells
17
Repellent Spray (?) 34 Taser,
one-use
4.
WEIRD RAYGUNS (d20) Require
a Save at -3 (No Magic Mods) by target, rather than AT by wielder. Standard
Range 100’, Charges/all details per DM, may require special power source
1 Devolver; failed Save causes Complete Body
Devolution into Ancestral Form (Human = Ape)
2 Bubble Gun; encases target in impenetrable/immoveable
Stasis Field bubble for 1T
3 Shrink Ray; 50% of height/weight, effects either
permanent, or reverts at 1"/day, might have a Growth Ray selector as well
4 Nano-Reanimator; Zombifies recently deceased
corpses (AC 10, HD/Dam 1/2 original, always attack
last), dur 24 hrs, Undead must Save vs Disruption
5 Gravitic Inversion Pulse; ‘levitates’ target
30-60' (1d4+2, x10), effect ends in 1d4 rnds, three charges for 30x30’ Cone
6 Bug Gun; fires swarm of stinging, flying bugs, or
clutch of boring worms, 2d4/rnd for 2d4 rnds
7 Sickly Purple Death Ray, body noisily, violently
turns inside out, Save vs Death at -2
8 Sonic Blaster; selectable: 3d8+3 damage (Save
half), Deafen (Save negates), or ‘Brown Noise’
(No Save, lose 1 rnd to explosive diarrhea)
9 Chronotron Projector; propelled forward in time, 2d12
hrs
10 Blue Goo; viscous, hardening goo causes Slowing if
Save, or complete immobility if Fail, duration
1T, then it becomes brittle and flaky
11 Gingification; Teleports 1000 ft/yards in random
direction, No Save
12 Cellular-Metabolic Refragulator/Defragulator
(CMRD); heals or harms living tissue for 10 HP/r,
requires 1T to scan target’s DNA into memory and process before operating
13 Amnesia Flashwand; selectable intensity, lose either
(1-3 Charges): 1 day/1 Spell, 1 week/1d6
Spells, 1 month/all Spells, 10’ radius, Save Negates
14 Oxidizer (Rust Gun); causes all metal items (not
just iron, steel) to rust/flake into dust, Magic Save at 15:20, Bonus applies
15 Nerve Fire Taser; causes uncontrollable movement
at top speed in random direction for 1T
16 Pollinator (Spore Gun); fires hallucinogenic
spores lasting 1T, possibly selectable (d6)
1
Paralyzed & Gibbering in Fear 2
AT self (2d4 r) to stop shroom infestation
3
Maniacal Laugh/Dance 4
Berserk Rage & Paranoid Delusions
5
Dumb/Deaf/Blind 6
Believes self to be caustic, mobile Green Slime
17 Plasma Caster; backpack/power plant connects to
heavy gun, emits balls of hyperclastic plasma,
6d10+6 damage, 10’ radius, requires 3 full rounds to heat up between shots
18 Berzooka; mental bomb, Save or simultaneously
affected by Haste, and a Berserk, murderous
rage, and attack closest being(s) for 1T, 30’ diameter area
19 Proton Pack; entangles ectoplasmic/phasic/extraplanar
entities in hyperphasic coils
20 DM’s Choice, or Zorg F-1 Pod Weapon
Gun Detailing (d30) Roll x2
or x3
1 Brushed Aluminum 2
Gold filigree 3 Hepatizon
4 Mother o’ Pearl Inlay 5 Xenowood stock 6 Bronzed
7 Blued 8
Rusty 9
Brightly enameled
10 Brass/Copper fittings 11 Fins/Flanges 12
Shiny chrome
13 Muzzle nozzle 14
"Radar dish" 15
Indecipherable engraving
16 Scary prongs 17
Bedazzled 18
Transparent/crystal casing
19 Scuffed plastic 20
Ceramic 21
Barrel etched w/notches
22 Cinnabar 23 Blinking nodes 24 Sparking aperture
25 Buzzes 26
Hummmmms 27 Emits
colored smoke puff
28 Ultrablack 29
No barrel 30 DM’s
Choice
5. GRENADES Range 30/60/90 (-1 Med, -2 Long), roll
AT vs AC 10 (+DEX), Miss = d8 compass-point random direction, 2d10 feet off
target, 3 Segment delay. 1:6 are
pressure/proximity mines instead
Type
(d12) Rad Effect
1
Sonic Stun 10' Stun 1d6+2r, Save -2 for half duration
2
Frag 15' Damage (No Save), 2d10, 0 = 0, not 10,
for damage from 0-18
3
Sleep Gas 15' Unconscious 1d4+2T, Save for groggy, -1 d20 rolls, 1T
4
Irritant 30' Cloud of Microscopic Nano-virus; -2 AC,
TH, Dam, 10+1d10r
5
Nerve Gas 20' Paralysis, 10+2d10r, Save at -2 Neg
6
Smoke 30' Concealment, 90%, 1T (+1d10r indoors)
7
Brain Drain 10' Psychic Disruption; no higher brain functions, 1T, No Save
8
Blood Gas 20' Hemorrhagic Agent, -2HP/r for 4d4+2r, Save for -1HP/r
9
Inferno 15' Fireball, 6d6+6, additional 3d6+3
following rnd, Save each round for Half
10
Electric 20’ Lighting Sphere, 6d6+6, Save for Half, armored Save -3
11
Photon 5' Disintegration, 10' sphere of matter, No Save
12
Gamma 20' (1d6+2) d6 Radiation dam, plus Save vs number of dice on a d20,
(CON+)
or Radiation Sickness; -1d4HP Max/day, -1CON/day, req Heal
#
Found/Type (d10)
1
Roll Again but one (or more) Defective! (d4) instant detonation, dud, +1d4r
delay, half effect
2
Bandolier, 1d4+2 of single Type
3
Pouch of 1d6 random assorted
4
Six Pack of single type
5
Single Grenade, loose
6
Riot Pack; one each of Stun, Sleep, Irritant, Smoke
7
Outer Reaches Pack; one each of Photon, Gamma, Electric
8
Special Ops Pack; one each of Blood, Nerve, Brain
9
Sampler Pack; one of each, in locked metal box
10
Case (partial); 4d6 of single Type, in broken metal box
6.
ARMOR (d10) Oversized mech
suits, filtered air, Ultravision 200’, central power supply provides 10+2d10T
use, 1 charge/T, Force Field and MV, then shuts down entirely. Rifles are integrated components, separate
power, standard shots x2, all incl Grenade Launcher
Type,
AC/MV/STR Fist Force Field/Weapons/Grenades
1-4
Stealth,18/18/+3 1d6 Invisibility
Cloak, Sonic Dirk, Paralysis Beam, Riot Pack
7-9
Shock, 19/12/+4 1d8 Kinetic,
half dam, Stun Whip, Laser, 2 Frag/Smoke/Elec
10-11
Assault, 20/9/+5 1d10 Kinetic/Energy,
Warp Mace, Gauss, 2 Blood/Brain/Inferno
12
God, 21/6/+6 1d12 Null, -20 dam/r, Phasic Sword, Blaster, 2
Photon, 4 Rando
WEIRD
STATIONARY INSTALLATIONS
(d30)
1
Clone-O-Matic; takes "samples”, slowly grows a Simulacrum, maybe only if
the donor dies
2
Bacterial Spew Vat; moist sphincter coughs up toxic cloud; Save and age is
reduced 10+1d10 years, Fail and become
terribly ill/incapacitated 1d4 days
3
Probulator Slab; restraints activate, manipulative arms extend, remove
clothing/armor (transfers them to locked
compartment/area), body orifices are probed
4
Orgasmatron Pod; if machine malfunctions (%?) and becomes stuck in continuous
cycle, CON -1/rnd for 5d4 rnds, 0
= coma, regain 1pt/T
5
Suicide Booth; coin-operated door, "Quick/Painless" or "Slow/Horrible",
Save vs Death
6
Career Chip Implantation Device; put your hand in there; the Morlocks will
report you if you don't perform your
assigned task, No Save, "Ya gotta do what ya gotta do"
7
Astral Projectocarphagus; sends Astral Body to some bizarre locale for
predetermined stay, or until specific
task is done, or item brought back
8
Potential Realizor Ray; (d4) +1d4 Max HP, +1 to lowest Ability, +1 to Primary, XP
to next level
9
Teleporter Pad; oldie, but still goodie, Roll Again, second device at
destination
10
Cryogenic Freeze Tube - slams shut, Save to escape flash freeze, readout
counter says you can return to
adventuring in 1d% years
11
Reanimator Scanner; instant Raise Dead, permanently lose 1 HP
12
Transmogrifier Cube; (d4) Gain additional limb/organ, gain new weird
limb/organ, bizarre body proportion
alteration, "ZAP, you're a Morlock"
13
Joy Can; mind-reading holographic projector fulfills your greatest desires, but
it’s all evil, whatever appears
soon attacks Save Neg if wearing metal headgear, Fun way to explore PC motivations, and design future
storylines
14
Interphasic Defragulator Ray; caught between dimensions, gain benefits of
Displacement (-2 AC, first strike
misses), but also suffer being Displaced (-2TH, first strikes miss)
15
Memory Upload Interface; gain knowledge, skill, ability, familiarity with other
odd devices
16
Cosmetic Surgery Chair; +1d4 CHAR pts, but does 1d4 HP permanent dam in the
process
17
Nanite Injector; (d4) immunization, mental conditioning, tracking nanos, ‘Midi-chlorians’
18
Zero-Grav Interspecies Toilet; extensive wall post of instructions in several
alien languages, If
translated/comprehended somehow, contains numerous unfamiliar nouns and verbs
19
Cranial Unit Harvest Bank, with Body Internment/Incineration; removes head and
attaches it to something else Stasis
Chambers, either saving your old body in stasis or not
20
Cybernetic Limb Removal/Replacement Tank; we can make him better, stronger,
faster
21
Tattoo/Branding Armature; a certain something (?) will (d4) ID and track you,
ignore you, assume you are a slave, or obey you
22
Replicant Synthesizer; high-speed malevolent Android clone manufacture, all
stats/XPL +1
23
Autodoc Bathytube; knocks you out and fixes you up, full HP
24
Environmental Adaptation Capsule; modifies subject's structure in order to allow
operation in dangerous/inhospitable
environment
25
Soylent Processor; human-sized garbage disposal unit, shredding blades extend,
4d6 dam/r, No Save, polycarbon
shell, AC 8, withstands 45 HP, then ceases/cracks
26
Soylent Dispenser; pump handle, organic materials from #25 are cooted forth as
tiny green rosettes of edible meat
by-subtances, served in corrugated paper cups
27
Time Machine; sends party one hour into the future, Random Encounter is
"suddenly" there waiting, disorientation
causes auto 1r of Surprise, following round, 1:6/PC Stun1d4r
28
Memory Wipe Amnesiotron; *FLASH* (d4) Forget past 1 hr, day, week, month, No
Save
29
The Nozzle; cybernetic eye on flexible tube extends and stares at PC When they say something, interrupt and say,
"Do not speak while the nozzle calibrates" If they attempt to move, say, "Movement
is not wise while the nozzle calibrates"
Just keep saying, "Nozzle is still calibrating" until they
start to freak out Then the nozzle
retracts without explanation
30
Roll Twice; Combine results in bizarre fashion
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