Experiments are projects that engineers do to create technological devices. An experiment occurs generally during an Engineer or Scientist's down time and they can be as simple as writing a program, or as complicated as constructing a dreadnought cruiser. To perform an experiment, you need the correct plans that is often record by some means, sometimes scroll, other times datapad. Plans contain one or more rituals that you can use as often and as many times as you like, as long as you can spare the time and have the components to undergo the project.
An experimental plan contains (scroll, or data file), contains a single experiment, and you can perform the project from that plan. Anyone can use these plans to perform the project, as long as the appropriate materials are expended. This chapter explains the following:
• Acquiring and Mastering an Experiment All about datapads and scrolls, how you acquire them, and how you master a project.
• Performing an Experiment: How to perform an experiment, whether from a data pad or scroll.
• How to Read an Experiment: The specifics on how to understand an experiment's description and effects.
• Experiment Descriptions: Descriptions of a wide variety of experiments, from construction projects to mad scientist rituals.
Acquiring And Mastering an Experiment
Before you can perform an experiment, you need to acquire plans that contain the steps in detail.
Acquiring a Data-pad
You can buy a Data-pad or find them as treasure. These are simple computer notebooks that are mostly a touch screen tablet and are used mostly as a viewer. Allowing the user to view, or write experimental projects on the tablet's surface. On these of these devices there are two universal bus port allowing the device to be plugged to more powerful computers. You can also make a copy of existing files and transfer them to your data pad.
Buying an Experiment Datapad: You can buy a data-pad at any computer store for 50 gp. An experiment datapad has 128 peta-bytes. Each experiment takes up 1 peta-byte. An experiment takes up a number of peta-bytes equal to it’s level. The description of each experiment gives its market price, which is the gold coins cost for a datapad containing the experiment or the cost to add the new experiential to your existing datapad computer (if there's enough room in it).
Finding an Experiment Datapad: When you explore during your adventures, you might discover files, blueprints, or even datapads that contain projects. Such items are part of the treasure you qcquire while adventuring.
Creating a Experiment File: You can create a new experiment file copying project files from existing datapad to your own. You can store higher level experiments on your datapad if you wished as well. In addition copying an experiment file from another datapad is simple. All it requires is the time it takes to transfer it from one datapad to the next. Since the files are so big and complex transferring them generally takes 30 minutes per level of the experiment. Computers with upgrade bonuses can lessen the transfer time by 30 minutes for each bonus.
Mastering an Experiment
Owning an experiment datapad isn’t enough to let you perform the experiment in it. You must first master the experiment by studying it for 8 uninterrupted hours. (If you gained a experiment by creating its file yourself or by obtaining it as a class feature, you have already mastered it.)
You must meet two requirements to master an experiment. You must have the Experiment Project feat (Engineer Adept get this at 1st level), and your level must equal or exceed the experiment's level. If you meet those requirements and spend 8 hours studying an experiment, you can add it to your list of mastered experiments. As long as you have the datapad handy, you can perform a mastered experiment whenever you want.
There’s no limit to the number of experiments you can master.
Acquiring a Experiment Scroll
An experiment scroll is a roll of blueprints, vellum, or paper.
Buying a Experiment scroll: Like a data pads, an experiment scroll can be purchased for the given market price.
Creating a Experiment Scroll: You can create a experiment scroll by transcribing an experiment you have mastered. Creating an experiment scroll takes twice the amount of time as creating it on a datapad but costs the same price.
Limitation: Even though an experiment scroll lets you perform an experiment, you can neither master an experiment from a scroll nor copy a scroll into your datapad. An Experiment Scroll is a condensed version of an experiment, made with short hand notes, and directions to perform a specific experiment.
Conducting an Experimental Project.
To conduct an experimental project that you have mastered, you spend a certain amount of time
To perform an experimental project that you have mastered, you spend a certain amount of time (specified in the experiment description) performing various actions appropriate to the experiment. The actions might include tinkering, heavy construction, crafting, or combining chemicals. The specific steps required aren't described in most experiment descriptions; they're left to your imagination.
An experiment requires certain components, which you purchase or harvest before you being the project and which are expended when the project is complete. Each experiment specifies the cost of the materializes you need.
If an experiment requires a skill check, the check usually determines the experiment's effectiveness. Even if the check result is low, an experiment usually succeeds, but if the result is high, you can usually achieve better effects. In addition low results can lead to flaws in your crafts.
Assisting in an Experiment
Unless an experiment specifies otherwise, up to four of your allies can help you perform an experiment. Everyone assisting you must be within 5 squares of you, and each assistant must actively participate in the experiment for the entire time required to complete it. Your assistants need neither the Ritual Caster feat nor knowledge of the specific ritual.
Your allies can assist you in two ways. First, if the experiment additional hands to complete the work necessary to finish the project they can fill the rolls and be directed by you and your blueprints. This helps a great deal since you don't have to hire out to additional hands! Second, your allies can assist with the skill check you make to complete an experiment, using the normal rules for cooperating on another character's skill check.
Interrupting an Experiment
At any time before a experiment is completed, you can stop it and suffer no ill effect. Depending on the nature of the project will determine if you have wasted your materials or not (Dungeon Master's will make this determination). You can resume an experiment at any time
Using an Experiment Scroll
An experiment scroll holds one use of a particular experiment. You can perform a scroll’s experiment even if you don’t have the Experimental Project feat, regardless of the level of the experiment. You still have to expend the components and supply any focus required by the experiment, and you can enlist your allies’ assistance. However there are limitation, as some experiments require specific skills that you might not have and success can't be possible.
How to Read an Experiment
Experiments are described in a consistent format, the elements of which are outlined below.
Name a Flavor Text
Beneath an experiment's name is a short passage of flavor text that tells what an experiment accomplishes, sometimes expressing that information in terms of what the experment will look like upon completion.
Level
Each experiment has a level. You have to be level or higher to perform the experiment from a datapad.
Category
An experiment is classified in one or more categories, which describe the experiment’s general nature and function. Each of the six experiment categories is associated with one or more skills (given in parentheses in the following list).
Engineering Experiments: (Engineering, Technology, Science: Chemistry, Science: Physics, Science: Mathamatics)
Mechanical Experiments: (Mechanics, Science: Physical)
Biological Experiments: (Science: Biology, Science: Chemistry)
Computer Engineering: (Use Computer, Technology)
Cybernetics Experiments: (Engineering, Technology)
Behavioral Experiments: (Science: Behavioral)
Time:
This entry shows how long an experiment will take to be completed.
Material Cost
This is the value of the materials that must be expended to complete an experiment
• Engineering Parts (Engineering): Typically these are specific parts for the project at hand. They can vary in size, and shape and cost.
• Technology Parts (Technology): Typically electromechanical parts, for example, transistors, computer chips, and so on, or computer parts.
• Mechanical Parts (Mechanics): Typically mechanical parts are gears, engine parts, moving parts in machinery.
• Chemical Supplies (Science: Chemistry): These are chemical supplies that are used to mix, or to be used with a specific purpose of the experimental project.
• Physic Supplies (Science: Physics): These are physics supplies that are used in a specific experimental project.
• Biological Supplies (Science: Biology): These are equipment such as microscopes or biologcal chemicals like blood, glyoclouse, and supplies needed to do experiments with biology.
You can buy materials at some shops, your allies can provide them (sharing the cost of an experiment with you), or you might find them as treasure. However you acquire materials, record their value on your character sheet. When you perform an experiment, mark off the experiment cost from the appropriate materials.
Some experiment's descriptions note other costs, or specific items that are essential to the experimental project (such as specific systems for starships, or leg parts for a robot, and so on). These parts are explained in detail in other sections.
Market Price
This entry is the cost to purchase a datapad containing the ritual. A scroll containing an experiment costs the same amount.
Key Skill
An experiment's key skill determines the type of materials required to perform the experiment, and if a ritual requires a skill check, the key skill is used for the check. If this entry ends with “(no check),” then the experiment does not require a skill check.
If an experiment has more than one key skill, you choose which skill to use. Your choice determines both the materials you use and the skill you use for any checks required by the experiment.
Unless a experiment’s description says otherwise, you make your skill check when you finish performing an experiment. You can’t take 10 on one of these skill checks.
Completion
The text that follows the foregoing information describes what happens when you finish an experimental project.
Experiment's Descriptions
The experiment's descriptions use the words “character” and “creature” interchangeably.
Experiment:
Lvl | Experiment | Key Skill |
1st | Adware (Software) | Use Computer |
1st | Booby Trapped (Gadget) | Mechanics |
1st | Night Vision (Cybernetics) | Engineering |
1st | Reduced Weight (Upgrade Weapon) | Engineering |
1st | Video Scope (Upgrade Weapon) | Engineering |
1st | Write Simple Program (Software) | Use Computer |
1st | Craft Electronic (Simple) | Engineering |
1st | Craft Mechanical (Simple) Device | Engineering |
2nd | Identity Chip (Cybernetics) | Engineering |
2nd | Robotic Armor (Construct Robot) | Engineering |
2nd | Storage Compartment (Armor Upgrade) | Mechanics |
2nd | Storage Compartment (Gadget) | Engineering |
3rd | Alternate Weapon (Upgrade Weapon) | Engineering |
3rd | Alternative Material (Upgrade) | Engineering |
3rd | Brainwashing (Psycology) | Science: Psychology |
3rd | Construct Armor (Basic) | Engineering |
3rd | Construct Computer | Engineering |
3rd | Construct Map (Geographical) | Science: Geographical |
3rd | Construct Weapon (Basic) | Mechanics |
3rd | Craft Explosive (Chemistry) | Science: Chemistry |
3rd | Extended Range (Ammo Upgrade) | Mechanics |
3rd | Improved Damage (Ammo Upgrade) | Mechancis |
3rd | Injector Unit (Cybernetics) | Engineering |
3rd | Plastic (Upgrade Weapon) | Engineering |
3rd | Prosthetic Arm (Cybernetics) | Engineering |
3rd | Prosthetic Leg (Cybernetics) | Engineering |
3rd | Reduced Weight (Upgrade Armor) | Engineering |
3rd | Spring Loaded (Armor Upgrade) | Mechanics |
3rd | Ultra-light Composition (Armor Upgrade) | Engineering |
4th | Durable (Construct Computer) | Engineering |
4th | Durable (Gadget) | Engineering |
4th | Phase-Shift Calculations (Mathamatics) | Science: Mathamatics |
4th | Prosthetic Leg Upgrade (Cybernetics) | Mechanics |
4th | Tough (Construct Computer) | Engineering |
4th | Tough (Gadget) | Engineering |
4th | Variable Ammunition (Construct Weapon) | Mechanics |
4th | Variable Charge (Construct Weapon) | Mechanics |
5th | Anti-Flare Implants (Cybernetics) | Engineering |
5th | Anti-Stun Implants (Cybernetics) | Engineering |
5th | Artificial Organ (Cybernetics) | Mechanics |
5th | Autofire Module (Upgrade Weapon) | Mechanics |
5th | Autoloader Module (Upgrade Weapon) | Mechanics |
5th | Automated (Upgrade Weapon) | Mechanics |
5th | Craft Electronic (Moderate) | Engineering |
5th | Craft Mechanical (Moderate) Device | Engineering |
5th | Concealable (Gadget) Engineering | Mechanics |
5th | Concussive Plating (Upgrade Armor) | Mechanics |
5th | Construct Simple Structures | Engineering |
5th | Genetic Modifications (Cosmetic) | Science: Biology |
5th | GN-Datalink (Gadget) | Engineering |
5th | Improved Defense (Upgrade Armor) | Mechanics |
5th | Integrated Equipment (Armor Upgrade) | Mechanics |
5th | Prosthetic Arm Upgrade (Cybernetics) | Mechanics |
5th | Reduced Ammo Size (Ammo Upgrade) | Mechanics |
5th | Reduced Size (Construct Computer) | Engineering |
5th | Reduced Size (Gadget) | Engineering |
5th | Reduced Weight (Construct Computer) | Engineering |
5th | Reduced Weight (Gadget) | Engineering |
5th | Robotic Skill (Software) | Use Computer |
5th | Robotic Frame Armature (Construct Robot) | Engineering |
5th | Robotic Locomotion (Construct Robot) | Engineering |
5th | Robotic Manipulators (Construct Robot) | Engineering |
5th | Subcutaneous GN-Phone (Cybernetics) | Engineering |
5th | Telescopic Optics (Cybernetics) | Engineering |
5th | Virus (Software) | Use Computer |
5th | Write Moderate Program (Software) | Use Computer |
6th | Craft Pharmaceutical (Chemistry) | Science: Chemistry |
6th | Craft Poison (Chemistry) | Science: Chemistry |
6th | Integrated Weapon (Armor Upgrade) | Mechanics |
6th | Sound-Activated (Upgrade Weapon) | Engineering |
6th | Motion-Sensitive (Upgrade Weapon) | Engineering |
7th | Construct Weapon (Weapon Upgrade Traits) | Mechanics |
8th | Chemical, Muscle Relaxant (Ammo Upgrade) | Engineering |
8th | Compact (Gadget) | Engineering |
8th | Concealable (Upgrade Weapon) | Engineering |
8th | Shift Element (Chemistry) | Science: Chemistry |
8th | Data Archive (Cybernetics) | Engineering |
8th | Environment Seal (Armor Upgrade) | Engineering |
8th | Improved Penetration (Ammo Upgrade) | Engineering |
8th | Increased Range of Motion (Upgrade Armor) | Mechanics |
8th | Initiative Implant (Cybernetics) | Engineering |
8th | Laser Optics (Cybernetics) | Engineering |
8th | Unorthodox Surgery (Biology) | Science: Biology |
8th | Robotic Ability Upgrade (Construct Robot) | Mechanics |
8th | Robotic Sensors (Construct Robot) | Engineering |
8th | Targeting (Software) | Use Computer |
9th | Improved Database (Construct Computer) | Engineering |
9th | Sensor Link (Software) | Use Computer |
9th | Vehicle Link (Software) | Use Computer |
9th | Voice Recognition System (Gadget | Engineering |
10th | Alter Ecology (Physics) | Science: Physics |
10th | Ammunition Tracker (Software) | Use Computer |
10th | Anti-Shock Implant (Cybernetics) | Engineering |
10th | Artificial Organ Upgrade (Cybernetics) | Engineering |
10th | Biosensor (Software) | Use Computer |
10th | Construct Mecha Sensor System | Engineering |
10th | Construct Starship Defenses | Engineering |
10th | Construct Starship Grappler System | Engineering |
10th | Construct Starship Sensors | Engineering |
10th | Construct Vehicles | Engineering |
10th | Extended Range (Upgrade Weapon) | Mechanics |
10th | Genetic Modifications (Minor) | Science: Biology |
10th | Genetic Therapy | Science: Biology |
10th | Improved Damage (Upgrade Weapon) | Mechanics |
10th | Improved Stopping Power (Ammo Upgrade) | Engineering |
10th | Internal Weapon Mount (Cybernetics) | Engineering |
10th | Mind Craft (Biology) | Science: Biology |
10th | Miniaturized (Gadget) | Engineering |
10th | Prehensile Appendages (Gadget) | Mechanics |
10th | Rage Implant (Cybernetics) | Engineering |
10th | Robotic Feat (Software) | Use Computer |
10th | Robotic Frame Biomorph | (Construct Robot) Engineering |
10th | Satellite Imagery Receiver | (Construct Computer) Engineering |
10th | Sensor Link (Software) | Use Computer |
10th | Soft Screen Monitor (Construct Computer) | Engineering |
10th | Surveillance Round Receiver (Construct Computer) | Engineering |
10th | Thermal Targeting (Upgrade Weapon) | Engineering |
10th | Trajectory Detector (Construct Computer) | Engineering |
10th | Upgrade Electronic (Upgrade) | Mechanics |
10th | Upgrade Starship System (Technology) | Technology |
10th | Voice Activated (Upgrade Armor) | Engineering |
10th | Write Program Skillware (Software) | Use Computer |
11th | Construct Moderate Structures | Engineering |
11th | Voice Stress Analyzer (Cybernetics) | Engineering |
12th | Construct Mecha Defense System | Engineering |
12th | Construct Mecha Equipment | Engineering |
12th | Construct Mecha Miscellaneous Equipment | Engineering |
12th | Construct Starship Weapons | Engineering |
12th | Electrified (Upgrade Weapon) | Mechanics |
12th | Gravity Anchor (Armor Upgrade) | Mechanics |
12th | Multiple Use Item (Gadget) | Engineering |
12th | Stabilizer (Cybernetics) | Engineering |
13th | Advance Artificial Organ (Cybernetics) | Engineering |
13th | Advance Prosthetic Arm (Cybernetics) | Engineering |
13th | Advance Prosthetic Leg (Cybernetics) | Engineering |
13th | Construct Starship Engines | Engineering |
13th | External Weapon Mount (Cybernetics) | Engineering |
13th | Mindscreen Implant (Cybernetics) | Engineering |
13th | Paint-On LCD (Gadget) | Engineering |
13th | Prosthetic Enhancer (Cybernetics) | Engineering |
13th | Voice Activated (Upgrade Weapon) | Engineering |
14th | Craft Disease (Biology) | Science: Biology |
14th | Improved Accuracy (Upgrade Weapon) | Mechanics |
14th | Segmented (Upgrade Armor) | Engineering |
15th | Brain Splicing (Biology) | Science: Biology |
15th | Comm System (Construct Starship) | Engineering |
15th | Craft Electronic (Complex) | Engineering |
15th | Craft Mechanical Device (Complex) | Engineering |
15th | Construct Mecha Flight Equipment | Engineering |
15th | Construct Mecha Superstructure | Engineering |
15th | Construct Starships Hulls | Engineering |
15th | Grappling (Construct Starship) | Engineering |
15th | Microcomputer (Cybernetics) | Engineering |
15th | Powered (Armor Upgrade) | Mechanics |
15th | Robotic Frame Biodroids (Construct Robot) | Engineering |
15th | Ship Armor (Construct Starship) | Engineering |
15th | Ship Power Core (Construct Starships) | Engineering |
15th | Subcutaneous Body Armor (Cybernetics) | Engineering |
15th | Target Optics (Cybernetics) | Engineering |
15th | Worm (Software) | Use Computer |
15th | Write Complex Program (Software) | Use Computer |
16th | Feat Implant (Cybernetics) | Engineering |
16th | Neg-Grav Boots (Armor Upgrade) | Mechanics |
16th | Skill Implant (Cybernetics) | Engineering |
18th | Cloning (Biology) | Science: Biology |
18th | Craft Chimera (Biology) | Science: Biology |
18th | Fortified Skeleton (Cybernetics) | Engineering |
18th | Improved Stopping Power (Upgrade Weapon) | Mechanics |
20th | Adapt Lost Technology (Universal) | Technology, Mechanics |
20th | Construct Complex Structures | Engineering |
20th | Genetic Modifications (Major) | Science: Biology |
22nd | Body Repair Wave (Cybernetics) | Engineering |
24th | Skill Plexus (Cybernetics) | Engineering |
25th | Craft Electronic (Advance) | Engineering |
25th | Craft Mechanical Device | Engineering |
25th | Cybernetic Undeath (Cybernetics) | Engineering |
25th | Construct Advance Structures | Engineering |
25th | Gene Therapy (Biology) | Science: Biology |
25th | Robotic Frame Bioreplica (Construct Robot) | Engineering |
25th | Write Advanced Program (Software) | Use Computer |
25th | Time Travel | Science: Physics |
28th | Constructing a Plain Gate | Engineering |
Experiments Archive.
Adware (Software)
You write a program that is to collect information or force a display of an ad upon other computers.
Level: 1
Category: Computer Engineering
Time: 1 Hour
Duration: Permanent
Component 25 CR
Market Price: 150 CR
Key Skill: Use Computer (No Check)
When you create this program you must first decide it's mission. You do this by generating it's protocol in the source code you are writing. Adware typical is designed to mine data on people's hard drives and return it to your computer. The nature of data-mining must be very specific at the adware's creation. For example, the adware could be searching for the name of sites the user is searching day-by-day, or passwords they are storing on the computer. You can also make the program display annoying ads through various methoids of pop ups. These of which must also be very specific, they could be annoying text messages, pictures, website ads and so on.
Your program is always considered to be a security threat to someone's network. So will be attacked by anti-adware software or administrators attempting to locate it. Your character's level will generate the difficulty check of how well it can avoid detection. Once you have created the adware file you can store it on your data-pad and use it as you wish, as many times you wish. However should you wish to upgrade it's Evasion Difficulty Check, you will have to rewrite the program. Also the power of the adware virus is very limited and can only be installed to one specific computer of the network.
Writing the program is just the first step. You will have to figure away to implant it on to someone's network. This is done through different ways. One way a character can attempt this is by physically installing it directly on to the network by one of it's terminals. Doing this usually requires client domain information. Another method is hiding it in an application being downloaded and have it install it's self when the user installs the application.
Finally a character can install the program remotely. Doing this you must first gain entry to a local network through the Galactic Network. Doing this requires a simple search. Once located the character must defeat the security and then may use Advance Computer Operations at-will power to install the program on to the network.
Booby Trapped (Gadget)
You add a nice little surprise to your gear when you don't want someone touching it.
Level: 1
Category: Mechanical Experiments
Time: 10 mins
Duration: Permanent
Component Cost: 5% the base item price.
Market Price: 1000 CR
Key Skill: Mechanics (No Check)
Those characters with a more paranoid outlook on life my consider the booby trapped gadget for protecting their personal belongings. Any item can be designed to function properly only for the owner or owners of the weapon, or for particular group of characters. If any unauthorized character picks up or attempts to sue the item, a special trap is immediately triggered. After a trap is triggered, only an authorized user can rest the item to it's normal state. When selecting the booby trap gadget, the character must designate a single person or a specific group (for example members of the 101st Space Marines) that can use the item safely without triggering the trap. Additionally characters must explain how the device knows who's authorized,and who is isn't. Prehaps it is a password for electronic devices to shut down or even explode. Or it is a programed gyro to measure someone's genetics. In all cases the traps are generally limited to one of the following.
Barbs: The item rapidly projects spikes or blades from it's grip, dealing 1d4 points of hit point damage to the user each round they handle the weapon. In addition these barbs can be coated with specific poison. (See Chapter 17 - Science)
Electric Shock: Power cell in the item can be set to over load and discharge and deal 1d6 points of hit points of hit point damage.
Stun Bolt: A stun shock (Fortitude save DC 15) is discharged from a special nozzle built into the item. Causing the user to become stunned, for 1d6 rounds.
Explosive: An proportional explosive can be integrated into the device and used as a self-destruct mechanism. The size of the explosive can be picked out in the Explosive section of Chapter 17 - Science.
Trigger integrated Weapon: An integrated weapon is trigered and targets the unauthorized user. This trap requested that weapon to make use of the Level 3 Experiment Alternate Weapon Gadget.
Night Vision (Cybernetics)
The recipient’s eyes are replaced with ocular implants that enable the character to see better in the dark. All of the recipient’s eyes must be replaced to gain any benefit.
Level: 1
Category: Cybernetics Experiments
Time: 10 Hours
Duration: Permanent
Component Cost: 5000 CR
Market Price: 800 CR
Key Skill: Engineering
The cybernetic part is constructed with a typical ocular implant device and grants the user the ability to toggle night vision on and off. (For additional Information, see Chapter 16 - Cybernetics)
Reduced Weight (Upgrade Weapon)
Some weapons are engineered in such away that they are lighter then others weapons in it's own class. Some weapons could be made out of tough plastic for filing the same strength metal would do.
Level: 1
Category: Engineering Experiments
Time: 1 Hour
Duration: Permanent
Component Cost: 2 x the base price of the weapon.
Market Price: 250 CR
Key Skill: Engineering
(detailed explanation)
The weight of the weapon is reduced by 25%.
Video Scope (Upgrade Weapon)
A computerize view scope has much potential and has revolutionized combat scout's rolls on the battlefield.
Level: 1
Category: Engineering Experiment
Time: 1 Hour
Duration: Permanent
Component Cost: 3% the base price of the weapon. (Total Options: 5.5 % base price of weapon).
Market Price: 2000 CR
Key Skill: Engineering (No Check)
The video scope is a special modification to ranged weapons that provides an easier way to survey remote portions of the battle-field from the comfort of a safe haven. The video scope is a three inch-by three inch view screen attached to the rear of a standard scope. IT allows the weapon's user to sit back and amine the details in the image rather than having to press his eye against the scope. Additionally, the view screen can be used to freeze-frame and take still images and boast zoom and image enhancement software, allowing on-the-fly computer analysis and dissection of battlefield images. Some video scopes are capable of receiving broadcast images from remote locations, allowing the screen to be used for video communication (by jacking in an optional earpiece and microphone) or to transmit maps and movement orders with visual aids.
GN-Link: Making these scopes have the ability to link with the galatic network would require an additional upgrade. Increasing the price factor by 1 point. (These parts can stack).
Digital Camra: These scopes can also take pictures and store them on a simple memory card. This also counts as an addational upgrade increasing the price factor by 0.5 point. (These parts can stack).
Audio Mechanism These scopes can have jacks for optional earpieces and microphones. Allowing them to use their video scope as a communication device. This upgrade increases the factor by 1 point.
Write Simple Program (Software)
You engineer a simple software to aid you in a specific computerized task, or perhaps for entertainment, or maybe to organized your data.
Level: 1
Category: Computer Engineering
Time: 1 Hour
Duration: Permanent
Component Cost: 30 CR
Market Price: 500 CR
Key Skill: Use Computer (No Check)
When you engineer a simple software you are doing so to create a program that achieves a simple specific task. A simple program can only handle one process / task and is created to manage data and produce results. For example, a simple program can be made strictly to do mathematical functions, or perhaps save inputted data to a stardate calendar, or be a simple 2d video game that exemplifies a card game, chess, and so on. It could even be used toggle states of electronics such as opening and shutting doors, or turning lights on and off.
When generating a program you must fall into the parameters as mentioned and be approved by your GM to see if you fall into this category of writing programs. Once you have written a program it remains with you on your data-pad for as long as you like. You can move it to other computers should you wish.
Assisting Programing: These programs can grant a +2 circumstance to a specific skill when applicable.
Craft Electronic (Simple)
You are able to engineer simple electronics from scratch.
Level: 1
Category: Engineering Experiments
Time: 1 Hour
Duration: Permanent
Component Cost: 300 CR
Market Price: (Varies Based on Item)
Key Skill: Engineering (No Check)
Engineers crafting a simple electronic must construct a device that falls with in the specific parameters of simple electronic devices. Simple electronics are generally service one specific purpose and have no room for anything else. For example a toy that laughs when a button is pushed, an electronic door button, or a timer. This experiment has the potential to make any kind of simple graded electronic device imaginable with the approval of the GM. The price of the simple electronics varies from item to item and so no market price can be set for them.
Craft Mechanical (Simple) Device
You are able to engineer simple mechanical device from scratch.
Level: 1
Category: Engineering Experiments
Time: 1 Hour
Duration: Permanent
Component Cost: 300 CR
Market Price: Special (Varies Based on Item)
Key Skill: Engineering (No Check)
Engineers crafting a simple mechanical must construct a device that falls with in the specific parameters of simple mechanical devices. Simple mechanical devices generally service on purpose. They can be as simple as a spring loader, door hinge, light switch, and other such devices. This experiment has the potential to make any kind of simple graded mechanical devices imaginable with the approval of the GM. The price of the simple mechanics varies from item to item and has no real specific market price.
Identity Chip (Cybernetics)
Identity chips provide identification without requiring visual recognition— high-tech ID cards that function even when the wearer is unrecognizable.
Level: 2
Category: Cybernetics Experiments
Time: 2 hours
Duration:Permanent
Component Cost: 10 CR
Market Price: 30 CR
Key Skill: Engineering (No Check)
An identity chip functions as both legal ID and a bank card. This allows to access electronically withdraw money from your account when you are purchasing items from vendors who are setup for such transactions. Typically these implants are implanted upon the surface of the creature's left hand wrist. They transmit a low frequency signal for ATM's, or cashier devices to detect. (For additional Information, see Chapter 16 - Cybernetics)
Robotic Armor (Construct Robot)
You select a specific material and you shape it to fit a robotic frame of your choice.
Level: 2nd
Category: Engineering Experiment
Time:6 hours
Duration: Permanent
Component Cost: Varies
Market Price: 400 CR
Key Skill: Engineering
When selecting a robotic armor you must first acquire the material you wish to craft the armor out of. Once you have acquired such (by paying the component cost price found in the Armor section of Chapter 15 - Robotics. You begin to shape the armor to your liking. You spend 6 hours forging each metal plating that it requires to coat a robot in armor of the material you have chosen.
At the end of such efforts you must make a Engineering Skill Check. The Difficulty Check is 15 + Equipment Bonus of the armor you've constructed. Failure in this roll would result in waste of time and materials.
Storage Compartment (Armor Upgrade)
You add a nifty little storage compartment to a suit of armor.
Level: 2
Category: Mechanics Experiments
Time: 6 Hours
Duration: Permanent
Component Cost: 10 % of Armor's Base Price
Market Price: 250 CR
Key Skill: Mechanics (No Check)
This adds the ability to store and carry small items in a safe place that can sometimes be of critical importance. The storage compartment gadget accomplishes just that, incorporating an empty space where other objects can be carried with relative ease. Each storage compartment gadget allows the wearer to carry two items of size Small or smaller in a container built into the piece of equipment. This gadget may be added multiple times for a maximum of times per armor bonus of an armor has (IE, Full Plate: Armor Bonus 8; can have 8 storage compartments), each time providing another compartment where small items can be carried.
Storage Compartment (Gadget)
You add a nifty little storage compartment to an item of your choice.
Level:
Category: Mechanics Experiments
Time: 1 hour
Duration: Permanent
Component Cost: 10% of the Item's Base Price.
Market Price: 300 CR
Key Skill: Mechanics or Engineering (No Check)
This adds the ability to store and carry small items in a safe place that can sometimes be of critical importance. The storage compartment gadget accomplishes just that, incorporating an empty space where other objects can be carried with relative ease. Each storage compartment gadget allows the wearer to carry two items of size Small or smaller in a container built into the piece of equipment. This gadget can only be added once.
Alternative Material (Upgrade)
You can engineer parts that are identical to some of the parts you see in armor and weapons out of alternative materials. Granting them additional perks.
Level: 3
Category: Engineering Experiments
Time: 6 hours
Duration: Permanent
Component Cost: 400 CR
Market Price: Varies on local mark up values.
Key Skill: Engineering (No Check)
You measure, and analyze the party you wish to replace with an identical part made of an alternative material. You must first select the part and then the material. Once you have crafted the identical part you then swap it out and that item now gains the properties of the alternative material used.
Adamentium: This ultrahard metal adds to the quality of a weapon or suit of armor. Weapons fashioned from adamentium have a nturally ability to ignore hardness less than 20, with a +1 Attack Bonus. Grants its wearer damage reduction of 1/– if it's light armor, 2/– if it's medium armor, and 3/– if it's heavy armor, as well as a hardness of 40. Weapons fashioned from adamentium have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20. Armor made from adamentium . Adamentium is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given below. ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of adamentium armor is lessened by 1 compared to ordinary armor of its type. Items without metal parts cannot be made from adamentium. An arrow could be made of adamentium, but a quarterstaff could not.
Type of Adamentium Item | Additional Cost to base price |
Ammunition | +60 cr |
Light armor | +5,000 cr |
Medium armor | +10,000 cr |
Heavy armor | +15,000 cr |
Weapon | +3,000 cr |
Other items | +500 cr/lb |
Mithral: Mithral is a very rare silvery, glistening metal that is lighter than iron but just as hard. When worked like steel, it becomes a wonderful material from which to create armor and is occasionally used for other items as well. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonus is increased by 2, and armor check penalties are lessened by 3 (to a minimum of 0).
An item made from mithral weighs half as much as the same item made from other metals. In the case of weapons, this lighter weight does not change a weapon's size category or the ease with which it can be wielded (whether it is light, one-handed, or two-handed). Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a scythe cannot be.)
Weapons or armors fashioned from mithral are always masterwork items as well; the masterwork cost is included in the prices given below.
Mithral has 30 hit points per inch of thickness and hardness 15.
Type of Mithral Item | Additional Cost to base price |
Light armor | +1,000 cr |
Medium armor | +4,000 cr |
Heavy armor | +9,000 cr |
Shield | +1,000 cr |
Other items | +500 cr/lb |
Iron, Cold: This iron, mined deep underground frozen worlds, known for its effectiveness against creatures, is forged at a lower temperature to preserve its delicate properties. Weapons made of cold iron cost twice as much to make as their normal counterparts. Also, any magical enhancements cost an additional 2,000 gp. Items without metal parts cannot be made from cold iron. An arrow could be made of cold iron, but a quarterstaff could not. A double weapon that has only half of it made of cold iron increases its cost by 50%. Cold iron has 30 hit points per inch of thickness and hardness 10, and adds a 1d8 Cold Damage to weapons. As well as a -/5 Cold Resistance to armors.
Obsidian Metal: This iron mined deep underground of volcanic worlds, known for its effectiveness against creatures, is forged at a lower temperature to preserve its delicate properties. Weapons made of fire iron cost twice as much to make as their normal counterparts. Also, any magical enhancements cost an additional 2,000 gp. Items without metal parts cannot be made from obsidian. An arrow could be made of Obsidian, but a quarterstaff could not. A double weapon that has only half of it made of cold iron increases its cost by 50%. Cold iron has 30 hit points per inch of thickness and hardness 10, and adds a 2d4 fire damage to weapons. As well as a -/5 Fire Resistance to armors.
Silver, Alchemical: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as lycanthropes. On a successful attack with a silvered weapon, the wielder takes a –1 penalty on the damage roll (with the usual minimum of 1 point of damage). The alchemical silvering process can't be applied to nonmetal items, and it doesn't work on rare metals such as adamentium, cold iron, and mithral.
Alchemical silver has 10 hit points per inch of thickness and hardness 8.
Type of Alchemical Silver Item | Additional Price Cost |
Ammunition | +2 cr |
Light weapon | +20 cr |
One-handed weapon, or one head of a double weapon | +90 cr |
Two-handed weapon, or both heads of a double weapon | +180 cr |
Brinewashing (Psycology)
You change the believes of a person and make them your own.
Level: 3
Category: Behavioral Experiments
Time: Varies
Duration: Permanent
Component Cost: None
Market Price: 500 CR
Key Skill: Science: Psychology
Before a Psychological attack can be made upon a creature a great deal of testing must be conducted as explained in Chapter 17 - Science. Testing any single hypothesis about a procedure or discovering the efforts of performing an scientific experiment, requires 3d10 days and a successful Science: Psychology Check with in the appropriate field as explained in the various sections ahead. The DC20. Failure in this could result in having to spend an additional 3d10 days before having to make another attempt.
Once the research is complete, you may unleash your attack. The attack acts as a physiological poison. That can only be reversed through another brainwashing method, or if facts of the initial argument that has been used to brainwash someone prove to be false, or flawed. The Level of the brainwashing is 3 plus the level of the character conducting the experiment.
Brainwashing | Level 3 + |
Market Value: Nil |
You select a believe and attempt to force a change through careful manipulation, or hopeless domintaion. |
Poison Type: Psychological Attack: Level of Character vs. Will Save First Failed Save: Creature begins to doubt there specific belief. Second Failed Save: Creature has come to disbelieve there initial belief. Third Failed Save: Creature has come to believe the belief of the brainwasher. |
Construct Armor (Basic)
You craft a fine suit of armor that costs less then what you'd get in some store.
Level: 3
Category: Engineering Experiments
Time: 6 Hours
Duration: Permanent
Component Cost: One-Half the armor value in the equipment section.
Market Price: 500 CR
Key Skill:Engineering
When designing an armor you beginning by crafting an armor you have plans for that is saved in your data-pad. These plans will contain all the technical data that would allow the armor to function as you would find it in Chapter - 7 Equipment. You may at this time apply the Alternative Material Experiment as well, when doing this your able to craft the armor out of the alternative material listed in that experiment with no additional time. However you will have to make an Engineering Skill Check DC: 10 + the armor bonus of the armor before completion of your armor. Failure in this could result in loss of time and material. Success however would grant you your own crafted stock armor with all the specs as mentioned in chapter 7.
Construct Computer
You assemble all the necessary parts for a computer to function, allowing you to determine how powerful the computer is.
Level: 3
Category: Computer Engineering
Time: 6 Hours
Duration: Permanent
Component Cost: Varies based on hardware.
Market Price: 300 CR
Key Skill: Engineering (No Check)
A computer's power is measured in three tiers of levels, heroic, paragon, epic. This is the base price that all computers begin at. Later as you continue to craft your computer you may add other options, or even other higher level experiment upgrades to it. Technology Parts must be acquired to complete construction of a computer. Below describes the type of parts and there value in detail.
Computers Level: This acts as a measure of it's ability. Some computers are better then others and can out perform them. This could be critical during hacking, as a simple heroic computer couldn't possibility hack an epic super computer. It also services as a level requirement as a heroic tiered character couldn't possible make efficient usages of an epic tiered computer.
Operations Bonus: This is the bonus that that category of computer awards the Use Computer skill.
Market Price: Is how much it costs at market vaule. Options will add to this base price and expressed by a simple plus sign at the end of there amount value.
Computers Level | Market Price | Operations Bonus |
Heroic Tiered 1-10 | 1000 CR | +3 |
Paragon Tiered 11-20 | 2000 CR | +6 |
Epic Tiered 20 - 30 | 3000 CR | +12 |
Mobile Option: A computer can be designed to be a laptop, and have a mobile property, wireless interface, and 24 hour battery for an additional +800 CR
OS Upgrade: Zinux Software at an additional cost of +1000 CR
Hard Option: Standard generally has 100 peta-bytes, this can be upgraded to have 200 Peta-bytes at another additional cost of 500 CR.
Construct Map (Geographical)
You can scribe a map on your data-pad, or paper that stores geographical spatial data on it.
Level: 3
Category: Engineering Experiments
Time: 1 Hour
Duration: Permanent
Component Cost: None
Market Price: 300 CR
Key Skill: Science: Geographical (No Check)
This allows you to craft a map denoting specific locations, with specif latitudes, and longitude grids, or star chart parsec-sector boxes. This map can be used to navigate your selves to that specific location. You must have an scientific understand of the region and have conducted 3d10 days scientific research as explained in Chapter 17 - Science. Once that has been complete you may generate a map of the location you have studied and distribute them as you please. The market value of the map is based on how important the data i has scribed. For example a star chart of shipping lines is pretty common and would only have a monetary value. A map depicting the location of the legendary Star League Treasure would have astronomical values.
Map Value Category | Base Market Price |
Common | 100 CR |
Uncommon | 500 CR |
Rare | 5000 CR |
Legendary | 100,000 CR |
Construct Weapon (Basic)
You construct a basic weapon at half the cost.
Level: 3
Category: Mechanical Experiments
Time: 6 Hours
Duration: Permanent
Component Cost: One-half the cost of selected weapon.
Market Price: 500 CR
Key Skill: Mechanics or Engineering.
When designing a weapon you must first decided which kind of weapon you're attempting to construct. A ranged weapon is based on the mechanics skill, while a melee weapon is based on the engineering skill. Then you will begin crafting a weapon you have plans for that is saved in your data-pad. This experiment is used for specific weapons and counts as an individual experiment for each weapon type or in the case of ranged weapons archa-types.
Crafting Ranged Weapons:
Ranged weapons are constructed by specific types, when doing so you must have the specific structural plans that describes how to construct archa-type (Pistols, Rifles, Slings, and Bows) and weapon category (lasers, needlers, bullets, plasma) You obtain this through paying market price or having a Engineer generate plans for you though his At-will ability Design Plans. Finally you must collect the materials to craft such weapons. Once these requirements are filled you begin assembling the weapon by making a Mechanics Check DC:20, (Engineers with the at-will ability Assemble Weapon, for go the assembly role.) Failure within five of the DC causes a roll on the flawed chart to be applied to your weapon's base arch-type. Failure beyond 5 or more results in loss of time and materials. Once the creation has been complete you may then continue to apply additional traits and upgrades from other mastered as experiments. In the result of success a character will have crafted themselves a basic weapon, that has 1 Archa-type and 1 Type of Weapon Category.
Crafting Melee Weapon:
Melee weapons are rather specifi and crafting them simply requires a set of plans that describes how to construct the one you desire to make, (Long Sword, Short Sword, Ect). Once you have obtained the materials and the plans to consturct the weapon you begin assembling he weapon by making a Mechanics Check DC:20 (Engineers with the at-will ability Assemble weapon, forgo the assembly role.) Failure within five of the DC causes a roll on the flawed chart to be applied to your weapon's base arch-type. Failure beyond 5 or more results in loss of time and materials. Once the creation has been complete you may then continue to apply additional traits and upgrades from other mastered as experiments. In the result of success the character will have crafted one basic melee weapon as described by the experiment's plans. This weapon is an equivlent it's Chapter 7 - Equipment counter part.
Craft Explosive (Chemistry)
You mix chemicals together and make an explosive compound.
Level: 3
Category: Engineering Experiments
Time: Various
Duration: Permanent
Component Cost: Varies
Market Price: 500 CR
Key Skill: Science: Chemistry
You can engineer explosive materials in different sizes. All the specific such as component cost, market price, and the time it takes to construct the explosive material is explained in Chapter 17 - Science - Chemistry - Craft Explosive section. When crafting an explosive you must decide what size category the explosive should be. This will determine the difficulty check, the cost of the components, and time it takes to construct this explosive.
Extended Range (Ammo Upgrade)
Your ammo's range is increased a significant amount.
Level: 3
Category: Mechanical Experiments
Time: 1 Hour
Duration: Permanent
Component Cost: 2 x the base cost of the ammo.
Market Price: 300 CR
Key Skill: Mechanics
A selected ammo can be engineered to increase it's range increments by 0.5 in squares. This upgrade does not apply to melee weapons. A character can modify them to do this by making a Mechanics Skill Check, DC: 20. Failure will result in loss of materials and time.
Improved Damage (Ammo Upgrade)
You can modify your ammo to do additional damage giving it more umph!
Level: 3
Category: Mechanical Experiments
Time: 6 Hours
Duration: Permanent
Component Cost: Varies
Market Price: 350 CR
Key Skill: Mechanics
In the different types of weapons each weapon can be loaded with supped up version of its ammunition by tinkering with it. Lasers batteries can have there factory settings altered, bullets heads can be replaced with more dangerous ones, sherkens can be shaped in a more dangerous way fashioning barbs, while arrow heads could be made to explode. All these examples are ways to modify ammo. Any ammunition modified in this manner can gain, +1 Enhancement bonus, (+1 attack, +1 damage) or one of the listed properties. A character can modify them to do this by making a Mechanics Skill Check, DC: 20. Failure will result in loss of materials and time.
Bio-Agent: Often used in terms of biological warfare and continues to be common part of combat events. Bio-agent ammunition is a logical extension of past military tactics used in the century before. Bio-agent ammunition contains a minuscule amount of biologic weapon inside a insulated chamber with each round. Use of bio-agent ammunition causes a -1 penalty to damage. However any living creature damaged by this round is injected with a poisons bio agent with effects identical to any poison listed in Chapter 17 - Science]]] Craft Poison section, or Disease. (Material Components: 3 x the base ammo.)
Plasma-Coated: Consisting of a armor-piercing round enveloped in superheated plasma. this type of ammunition reduces the defense bonus provided by armor by 2, to minimum of +1. Half of the damage is deals is fire damage, and halfof the damage is ballistic damage. (Material Components: 4 x the base ammo.)
Seeker: Each round of seeker ammunition contains a microscopic computer and gravity-bending genetrators. When seeking ammunition leaves the chamber, it immediate detects the distance to its current target. If the target moves, the gravity generators nudge the bullet into a new trajectory to intercept its target at its new location. Seeking ammo grants a +1 bonus on all ranged attacks. (Material Components: 6 x the base ammo.)
Flechette: Flechette rounds fire bundles of razor-sharp, fin-stabilized tungsten darts. A weapon that fires this weapon and hits near the target deals 1d2 wounds, but takes a -1 penalty on attack rolls. (Material Components: 3 x the base ammo.)
Wounding: When these ammunition are used to attack a target. As long as they hit they will penerate armor and dealing 1d4 wounding damage, (Material Components: 9 x the base ammo.)
Stopping Power: by employing hollow-point ammunition or diffusion crystals, this gadget allows ranged weapons to produce a significantly great damage output by adding 1 die to the weapon's damage. (This can be stacked with the Improved Stopping Power (Weapon) experiment. (Material Components: 9 x the base ammo.)
Injector Unit (Cybernetics)
You add a cybernetic injector unit to your arm.
Level: 3
Category: Cybernetics Experiments
Time: 6 hours
Duration: Permanent
Component Cost: 10 CR
Market Price: 30 CR
Key Skill: Engineering (No Check)
This unit, attached the recipient’s forearm or thigh, incorporates three medical hypo-syringes. Upon command, the unit can inject any or all of the medicinal substances into the recipient’s bloodstream. (For additional Information, see Chapter 16 - Cybernetics)
Plastic (Upgrade Weapon)
You can make your weapon out of hard plastic!
Level: 3
Category: Engineering Experiments
Time: 6 Hours
Duration: Permanent
Component Cost: 500 CR
Market Price: 500 CR
Key Skill: Engineering (No Check)
The weapon is made with a high-impact plastic, rather than metal. It does not register to metal detectors scans (though it does register to X-rays). The weapon has a hardness of 2 and half its normal hit points.
Prosthetic Arm (Cybernetics)
A prosthetic arm fully replaces a lost or destroyed biological arm. The prosthetic arm may begin at the shoulder, elbow, or wrist.
Level: 3
Category: Cybernetics Experiments
Time: Permanent
Duration: 6 Hours
Component Cost: 1000 CR
Market Price: 800 CR
Key Skill: Engineering (No Check)
The prosthetic arm duplicates the function of its biological counterpart. It provides no special game benefits. (For additional Information, see Chapter 16 - Cybernetics)
Prosthetic Leg (Cybernetics)
A prosthetic leg fully replaces a lost or destroyed biological leg. The prosthetic leg may begin at the thigh, knee, or ankle.
Level: 3
Category: Cybernetics Experiments
Time: Permanent
Duration: 6 Hours
Component Cost: 1000 CR
Market Price: 800 CR
Key Skill: Engineering (No Check)
The prosthetic leg duplicates the function of its biological counterpart. It provides no special game benefits. (For additional Information, see Chapter 16 - Cybernetics)
Reduced Weight (Upgrade Armor)
You can engineer basic armor in a way thats lighter in weight.
Level: 3
Category: Engineering Experiments
Time: 3 Hours
Duration: Permanent
Component Cost: 2 x the armor's base price.
Market Price: 300 CR
Key Skill: Engineering (No Check)
You can add a 25% reduction in weight to armors.
Spring Loaded (Armor Upgrade)
You let a weapon spring forth giving yourself the opportunity to arm yourself at the dismay of your enemy.
Level: 3
Category: Mechanical Experiments
Time: 1 hour
Duration: Permanent
Component Cost: 400 CR
Market Price: 300 CR
Key Skill: Mechanics (No Check)
Some weapons are designed to be concealed from sight and then quickly drawn into the hand at a moment's notice. The spring loaded-gadget ensures that small weapons can remain hidden under layers of clothes or armor and still be called to action at any time. The bearer of a weapon with this gadget automatically gains the befits of Quick Draw feat with this weapon only, even if the weapon is hidden from sight on that character's person.
Ultra-light Composition (Armor Upgrade)
You construct armor with advance armor alloy.
Level: 3
Category: Engineering Experiments
Time:6 Hours
Duration: Permanent
Component Cost: 2000 CR
Market Price: 400 CR
Key Skill: Engineering (No Check)
The development of new and experimental alloys constantly allows armor technology to advance to the point where once bulky and heavy armors become as easy to carry as lighter models. Any armor with the ultralight composition gadget weighs significantly less than similar pieces of armor. The armor reduces its Armor Check Penalty (if any) by 1. Furthermore, the armor's speed limitations is increased by 1 square.
Durable (Construct Computer)
You construct your computer in a way that is durable.
Level: 4
Category: Computer Engineering
Time: 2 hours
Duration: Permanent
Component Cost: 20% of the computer's base price.
Market Price: 400 CR
Key Skill: Engineering (No Check)
The hit points of the equipment is increased by 50% of the original total. This property can be applied three times.
Durable (Gadget)
The fluffy text
Level: 4
Category: Engineering Experiments
Time: 2 hours
Duration: Permanent
Component Cost: 20% of the item's base price.
Market Price: 400 CR
Key Skill: Engineering (No Check)
The hit points of the equipment is increased by 50% of the original total. This property can be applied three times.
Phase-Shift Calculations
You can make phase-shift calculations without the aid of a navigation computer.
Level: 4
Category: Engineering Experiments
Time: 30 minutes
Duration: n/a
Component Cost: None
Market Price: 500 CR
Key Skill: Science: Mathematics
The calculations of phase-shift are very complex algorithms that take in account, direction, speed, coordinates, spatial time, and space. The results are a complex phase shift code that is fed into the navigation computer manually. Once this code has been entered. The computer will target the locate the starship as attempting to jump too, and activate the FTL engine.
These calculation are very daunting and one mistake could throw a ship hundreds of light years off course. For a character to conduct these equations he must make the Science: Mathematics Skill Check, DC 10 + 1 for every light year they wish to jump. Failure with in 5, results in a slight deviation of there intended target. Failure beyond 5 or more will result in a huge deviation of there intended target, with the dangerous of hitting an object in space (astraiod, moon, or planet). There is a 5% chance for collision with celestial bodies (see collision section for damage details), for every point missed beyond a 5 on a failed roll.
Prosthetic Leg Upgrade (Cybernetics)
This upgraded version of the prosthetic leg not only replaces a lost or destroyed leg but is also more resilient than its technological predecessor.
Level: 4
Category: Cybernetics Engineering
Time: 6 Hours
Duration: Permanent
Component Cost: 5000 CR
Market Price: 800 CR
Key Skill: Mechanics (No Check)
The prosthetic leg upgrade duplicates the function of its biological counterpart but has a greater hardness and more hit points than the basic prosthesis. (For additional Information, see Chapter 16 - Cybernetics)
Tough (Construct Computer)
You could also make your computer tougher then others!
Level: 4
Category: Computer Engineering
Time: 2 hours
Duration: Permanent
Component Cost: 20% of the item's base price.
Market Price: 400 CR.
Key Skill: Engineering (No Check)
The hardness of the computer is increased by 2. This property can be applied 3 times.
Tough (Gadget)
You could also make your items tougher then others
Level: 4
Category: Engineering Experiments
Time: 2 Hours
Duration: Permanent
Component Cost: 20% of the items base price.
Market Price: 400 CR.
Key Skill: Engineering (No Check)
The hardness of the item is increased by 2. This property can be applied 3 times.
Variable Ammunition (Construct Weapon)
Weapons can be feed alternative ammo sources by modifying the magazine they come in.
Level: 4
Category: Mechanical Experiments
Time: 2 Hours
Duration: Permanent
Component Cost: 2 x the base price of the ammo.
Market Price: 400 CR
Key Skill: Mechanics
Firearms typically draw their ammunition from a single source and do so until they are reloaded with a fresh magazine. The variable ammunition gadget changes this; it allows the user to load an additional type of ammunition. This essentially doubles the ammunition capacity of the weapon and allows the user to switch between the two different types of ammunition as a free action. To modify a magazine a character must make a Mechanics Skill Check, DC:20. Failure would result loss of components and time.
Variable Charge (Construct Weapon)
You can modify laser weapons to have different charges.
Level: 4
Category: Mechanical Experiments
Time: 2 Hours
Duration: Permanent
Component Cost: 50% of the base price of an energy weapon.
Market Price: 400 CR
Key Skill: Mechanics
As with the stun module gadget, the variable charge gadget takes advantage of an energy weapon's ability to modify the damage caused by its own shot. This gaget gives the user the ability to "power up" his or her shots by focusing more energy into a single blast. A weapon with the variable charge gadget may be primed as an attack action, increasing the damage of its next shot by 1 additional die. To modify an energy weapon to do this a character must make a Mechanics Skill Check, DC:20. Failure would result loss of components and time.
Anti-Flare Implants (Cybernetics)
The recipient’s corneas are replaced with artificial ones equipped with flare suppressors that react instantly to bright flashes of light.
Level: 5
Category: Cybernetics Experiments
Time: 2 Hours
Duration: Permanent
Component Cost: 400 CR
Market Price: 400 CR
Key Skill: Engineering (No Check)
Blinding effects produced by bright lights have no harmful or debilitating effect on the recipient. (For additional Information, see Chapter 16 - Cybernetics)
Anti-Stun Implants (Cybernetics)
This implant, embedded near the spine, shields the recipient’s nervous system against stunning attacks
Level: 5
Category: Computer Engineering:
Time: 6 Hours
Duration: Permanent
Component Cost: 40,000 CR
Market Price: 1,000 CR
Key Skill: Engineering (No Check)
The recipient cannot be stunned. (For additional Information, see Chapter 16 - Cybernetics)
Autofire Module (Upgrade Weapon)
You upgrade a weapon to have the autofire ability.
Level: 5
Category: Mechanical Experiments
Time: 2 Hours
Duration: Permanent
Component Cost: 20% of the weapon's base price.
Market Price: 500 CR
Key Skill: Mechanics (No Check)
Some ranged weapons and energy weapons are capable of firing in single shot or semiautomatic form only. The autofire module gadget allows these weapons to be fired on autofire.
Autoloader Module (Upgrade Weapon)
You rig your weapon to load it's self without having to stop.
Level: 5
Category: Mechanical Experiments
Time: 4 Hours
Duration: Permanent
Component Cost: 30% of the base price of the weapon.
Market Price: 500 CR
Key Skill: Mechanics (No Check)
Many weapons rely on box magazines or power packs to function. The autoloader gadget facilitates quick reloading. This may come in the form of an integrated power pack alternator, or in spring-mounted magazine loaders worn on the wrist of the user. Regardless of their location on the owner's body or the form that the autoloader takes, a weapon with the autoloader module gadget is always automatically reload as a free action as soon as the previous magazine or power pack is expended. This module cannot be transferred from one weapon to another, even those of similar types, due to the fact that each autoloader module is keyed to the individual weapon for which it was designed.
Automated (Upgrade Weapon)
You make a heavy weapon automated and it will fire on it's own when tripped.
Level: 5
Category: Mechanical Experiments
Time: 1 hour
Duration: Permanent
Component Cost: 30% of the base price of the weapon.
Market Price: 500 CR
Key Skill: Mechanics (No Check)
Any ranged weapon that must be mounted on a tripod or similar hard point can be automated. An automated weapon attacks any target that enters a 2 square, by 2 square area specified by the person who sets up the weapon. The weapon targets visually, so it cannot attack targets that it cannot see. (For targets using Stealth, assume the weapon has a spot modifier of +0) This gadget can be selected multiple times for crew-served weapons, each time replacing one crewmember.
Craft Electronic (Moderate)
You are able to engineer moderate electronics from scratch.
Level: 5
Category: Engineering Experiments
Time: 12 Hour
Duration: Permanent
Component Cost: 900 CR
Market Price: Special (Depends on item)
Key Skill: Engineering (No Check)
Engineers crafting a moderate electronic must construct a device that falls with in the specific parameters of moderate electronic devices. Moderate electronics generally service one specific purpose by are multifunctional in such categories. For example a radio, or an electronic lock. This experiment has the potential to make any kind of moderate graded electronic device imaginable with the approval of the GM. The price of moderate electronics varies from item to item and so no market price can be set for them.
Craft Mechanical Devices (Moderate)
You are able to engineer moderate mechanics from scratch.
Level: 5
Category: Engineering Experiments
Time: 12 Hour
Duration: Permanent
Component Cost: 900 CR
Market Price: Special (Depends on item)
Key Skill: Engineering (No Check)
Engineers crafting a moderate mechanical devices must construct a device that falls with in the specific parameters of moderate mechanical devices. Moderate mechanical devices generally service one specific purpose and acts as one of the parts of a whole. For example an engine part. This experiment has the potential to make any kind of moderate graded mechanical devices imaginable with the approval of the GM. The price of moderate electronics varies from item to item and so no market price can be set for them.
Concealable (Gadget)
You make an item concealable.
Level: 5
Category: Mechanical Experiments
Time: 6 Hours
Duration: Permanent
Component Cost: 20% of the item's base price.
Market Price: 500
Key Skill: Mechanics (No Check)
Some items can be installed (and operated from) inside other items, for example, communicators that fit into a hollowed-out false teeth, a flash seal that looks like a a personal music storage device, and so forth. The item cannot be property identified except through close examination, or when it is used. The item cannot be later than the item in which it is to be concealed.
Concussive Plating (Upgrade Armor)
You make your impact proof.
Level: 5
Category:Mechanical Experiments
Time: 12 Hours
Duration: Permanent
Component Cost: 30% of the armors base price.
Market Price: 500 CR
Key Skill: Mechanics (No Check)
Concussive Plating blunts the force of incoming physical damage by instantly generating a small, controlled explosion at the point of impact. The gadget provides -/2 damage reduction against ballistic damgae or bludgeoning damage.
Construct Simple Structures
You are able to construct simple structures.
Level: 5th
Category: Engineering Experiments
Time: 12 Hours
Duration: Permanent
Component Cost: 30 CR
Market Price: 500 CR
Key Skill: Engineering
You are able to construct a structure out of whatever material you choose too. In addition you may include plans with your construction efforts granting you a +5 bonus on your roll. A simple structure is typically and small. A good example of simple structures would be a bookcase, shelves, or a false wall. When building a structure from scratch, the character describes the kind of structure he or she wants to construct; then the Game Master decides if the structure is simple, moderate, complex, or advanced in scope and difficulty. Then the character must roll an Engineering Skill Check, DC: 15. Failure results in wasted component and time.
Genetic Modifications (Cosmetic)
You can alter genetics just enough to case a cosmetic difference.
Level: 5
Category: Biological Experiments
Time: 12 hours
Duration: Permanent
Component Cost: 5,000 CR
Market Price: n/a
Key Skill: Science: Biology
After spending enough time to research the type of cosmetic mutation you wish to splice into a creature, as explained in Chapter 17 - Science. You can begin process of altering the subjects genetics. You begin by selecting a mutation, and making a Skill Check roll DC: 20. Success will alter the creature's genetics and apply the mutation. Failure will result in waste of materials, and time.
GN-Datalink (Gadget)
You give an electronic device the capability to link to a Galactic Network Access Point wireless-ly.
Level: 5
Category: Engineering Experiments
Time: 1 Hour
Duration: Permanent
Component Cost: 800 CR
Market Price: 500 CR
Key Skill: Engineering
The Galactic Network is a giant web local networks linked together through satellite data transmitters and receivers. These transmitters link solar systems together with a wireless signal allowing anyone to link up with the network provided they have a GN-Datalink. Once linked up with the network the device linking up can have access to gn-mail, websites, news networks, and so on.
Improved Defense (Upgrade Armor)
You improve the defense of your armor.
Level: 5
Category: Engineering Experiments
Time: 6 Hours
Duration: Permanent
Component Cost: 20% of the base price of the armor.
Market Price: 800 CR
Key Skill: Engineering (No Check)
Incorporating puncture- and energy resistant wave, armor with improved defense gains a +1 increase to it's Armor Class. This gadget can be selected for the same armor multiple times. Each time an armor has it's defense improved, the base cost value increases.
Integrated Equipment (Armor Upgrade)
You can integrate non-weapon equipment to your armor.
Level: 5
Category: Mechanical Experiments
Time: 6 Hours
Duration: Permanent
Component Cost: 15% of the base price of the armor
Market Price: 500 CR
Key Skill: Mechanics (No Check)
A particular peice of non-weapon equipment has been intergrated into the armor and can be used by the armor's wearer at any time. This gadget is often used to add features such as glow-laps or duracable to armor, though it is not limited to those applications. Indeed, some armors are inteded to make their wearers into independ one-person armies, and sport a dozen or more such equipment integrations.
When selecting the integrated equipment gadget, choose a piece of equipment. That equipment is integrated into the base armor and can be used at any time. Additionally, you must choose whether or not the equipment may be physically separated from the base armor or not at the time of purchase. This gadget may be selected multiple times, each time adding a single additional piece of equipment to the base model.
Restrictions: The character must also purchase the piece of equipment to be integrated separately from the armor, before the gadget modification is made.
Prosthetic Arm Upgrade (Cybernetics)
The prosthetic arm upgrade duplicates the function of its biological counterpart but has a greater hardness and more hit points than the basic prosthesis.
Level: 5
Category: Cybernetics Experiments
Time: 6 Hours
Duration: Permanent
Component Cost: 5000 CR
Market Price: 800 CR
Key Skill: Mechanics
This upgraded version of the prosthetic arm not only replaces a lost or destroyed arm but is also more resilient than its technological predecessor.
Artificial Organ (Cybernetics)
An artificial organ fully replaces a defective or destroyed biological organ, such as a heart, lung, eye, or ear.
Level: 5
Category: Cybernetics Engineering
Time: 12 Hours
Duration: Permanent
Component Cost: 5000 CR
Market Price: 2000 CR
Key Skill: Engineering
The artificial organ duplicates the function of its biological counterpart. It provides no special game benefits. (For additional Information, see Chapter 16 - Cybernetics)
Reduced Ammo Size (Ammo Upgrade)
You reduce the size of your ammo.
Level: 5
Category: Mechanical Experiments
Time: 2 Hours
Duration: Permanent
Component Cost: 20% of the ammo's base price.
Market Price: 500 CR
Key Skill: Mechanics (No Check)
Advance in ammunition propulsion and power output enable standard-sized clips to hold more ammo. This gadget increases the number of rounds or shots in a clip by 50%
Reduced Size (Construct Computer)
You can reduce the size of your computer!
Level: 5
Category: Computer Engineering
Time: 2 Hours
Duration: Permanent
Component Cost: 20% of the base computer price.
Market Price: 500 CR
Key Skill: Engineering (No Check)
The size of the computer is reduced by one category (from large to medium, for example).
Reduced Size (Gadget)
Reduce the size of an item.
Level: 5
Category: Engineering Experiments
Time: 2 Hours
Duration: Permanent
Component Cost: 20% of the item's base price.
Market Price: 500 CR
Key Skill: Engineering (No Check)
The size of an item is reduced by one category (from large to medium, for example).
Reduced Weight (Construct Computer)
You can make your computer lighter.
Level: 5
Category: Engineering Experiments
Time: 2 Hours
Duration: Permanent
Component Cost: 20% of the base price of the computer.
Market Price: 500 CR
Key Skill: Engineering (No Check)
The weight of the computer is reduced by 25%
Reduced Weight (Gadget)
You can make your items lighter.
Level: 5
Category: Engineering Experiments
Time: 2 Hours
Duration: Permanent
Component Cost: 20% of the base price of the item.
Market Price: 500 CR
Key Skill: Engineering (No Check)
The weight of the item is reduced by 25%
Robotic Skill (Software)
You can program robotic skills to there hardware.
Level: 5
Category: Computer Engineering
Time: Varies
Duration: Permanent
Component Cost: Varies
Market Price: 500 CR
Key Skill: Use Computer
A character can program data chips with complex computer programs that emulate skills. To do this a character must acquire blank chips or progits. There are several calibers of chips and thus the price varies from material as explained in Chapter 15 - Robotics. Once this task has been complete they can begin programing the parts to emulate skills based on there capacity. For example skill chip only allows a robot to have one trained skill from a pool of specific skills, while a progit can have any trained skill programed to it.
When a program begins to program skills to the hardware he has acquired he must spend 8 hours for each skill he wishes to write as a program. At the end of such time the programmer must make a Use Computer Skill Check. The Difficulty Check varies from hardware to hardware. As they become more advanced their capacity increases to contain more complex programs does as well. Once these programs have been written and saved to the hardware they retain there information until altered, or formatted. They could be modified in some cases to switch specific skills with others as explained in the robotics chapter. This typically takes 1 hour. Component Pricing for the hardware varies from chip, to progit, to skillnet. This too is explained in chapter 15.
Robotic Frame Armature (Construct Robot)
You construct one of the most basic unimpressive robotic frames you can make.
Level: 5
Category: Engineering Experiments
Time: Varies
Duration: Permanent
Component Cost: Varies
Market Price: 500 CR
Key Skill: Engineering
When constructing a robotic frame the character must first acquire the parts to assemble the frame. The frame is strictly the skeleton and case for all the hardware to be mounted in and it comes in all shapes and sizes. The price for these parts is based upon size as listed in Chapter 15 - Robotics in each table as base price.
To build an a mature frame from scratch with the parts the have purchased, a character must succeed at an Engineering Skill check DC (20) after investing time into the frame's construction: 12 hours for a tiny or smaller frame, 24 hours for small to large frame, or 48 hours for a huge, or larger frame. Failure results in waste of time and materials.
Upon completing construction the character will have a shell of the robot they are attempting to make. They can then begin screwing, and plunging in all the other parts into it.
Robotic Locomotion (Construct Robot)
You construct a type of locomotion to connect onto a robotic frame.
Level: 5
Category: Engineering Experiments
Time: 6 Hours
Duration:Permanent
Component Cost: Varies
Market Price: 500 CR
Key Skill: Engineering (No Check)
A character constructing robotic locomotion parts is likely doing so to give his robot frame mobility. To do so a character must acquire there parts for the specific kind of locomotion he wishes to build. The cost is generally proportional to the size and cost of the frame. Larger frames naturally need larger locomotion units which naturally make them more complex and expensive.
Every kind of locomotion available is located in Chapter 15 - Robotics. Assembling the parts generally takes 6 hours with no trouble, as the plans are detailed and the engineers who are conducting the experiment have mastered the material. Once the parts have been assembled the locomotion units can be installed with no danger of failure and generally takes 3 hours to do so.
Robotic Manipulators (Construct Robot)
You construct a type of manipulators to connect onto a robotic frame.
Level: 5
Category: Engineering Experiments
Time: 6 Hours
Duration: Permanent
Component Cost: Varies
Market Price: 500 CR
Key Skill: Engineering (No Check)
A character constructing robotic manipulator parts is likely doing so to give his robot frame mobility. To do so a character must acquire there parts for the specific kind of manipulators he wishes to build. The cost is generally proportional to the size and cost of the frame. Larger frames naturally need larger manipulators units which naturally make them more complex and expensive.
Every kind of manipulator available is located in Chapter 15 - Robotics. Assembling the parts generally takes 6 hours with no trouble, as the plans are detailed and the engineers who are conducting the experiment have mastered the material. Once the parts have been assembled the locomotion units can be installed with no danger of failure and generally takes 3 hours to do so.
Subcutaneous GN-Phone (Cybernetics)
You have a cybernetic GN-Phone inserted behind your ear.
Level: 5
Category: Cybernetics Experiments
Time: 2 Hours
Duration: Permanent
Component Cost: 750 CR
Market Price: 500 CR
Key Skill: Engineering (No Check)
This micro-cell phone device is installed behind the ear and acts like a transceiver. It contently searches for a Galactic Network Access Point and connects immediate. Once connected the character can voice activate the commands by saying keywords such as, "Call Rafe" or "Dial GNIP 1352.2314.2224. These Micro-cell phones are also used in some military cases to act tracking device.
The device can also allow a character to carry on conversations using the subcutaneous cell phone without raising their voice above a whisper; Listen checks made to hear the recipient suffer a –4 penalty. The tiny speaker implanted in the recipient’s ear enables her to hear the other side of the conversation, but others cannot. (For additional Information, see Chapter 16 - Cybernetics)
Telescopic Optics (Cybernetics)
you replace an eye with ocular implant that acts as binoculars.
Level: 5
Category: Cybernetics Experiments
Time: 12 Hours
Duration: Permanent
Component Cost: 500 CR
Market Price: 500 CR
Key Skill: Engineering (No Check)
The recipient’s eyes are replaced with ocular implants that simulate the effects of binoculars, enabling the recipient to perceive distant objects more easily. All of the recipient’s eyes must be replaced to gain any benefit.
Telescopic optics reduce the range penalty for Spot checks to –1 for every 30 feet of distance (instead of –1 for every 10 feet). (For additional Information, see Chapter 16 - Cybernetics)
Virus (Software)
You upload a virus and force a network to abide by it's settings
Level: 5
Category: Computer Engineering
Time: 6 Hours
Duration: Permanent
Component Cost: 200 CR
Market Price: 500 CR
Key Skill: Use Computer
When you create this program you must first decide it's mission. You do this by generating it's protocol in the source code you are writing. Viruses typical is designed to alter a feature on people's computers. For example, the virus could make your optic drives appear missing, it could defeat security measures, it could even make your computer execute applications on it's own.
Your program is always considered to be a security threat to someone's network. So will be attacked by anti-virus software or administrators attempting to locate it. Your character's level will generate the difficulty check of how well it can avoid detection. Once you have created the a virus file you can store it on your data-pad and use it as you wish, as many times you wish. However should you wish to upgrade it's Evasion Difficulty Check, you will have to rewrite the program. Also the power of the virus is very limited and can only be installed to one specific computer of the network.
Writing the program is just the first step. You will have to figure away to implant it on to someone's network. This is done through different ways. One way a character can attempt this is by physically installing it directly on to the network by one of it's terminals. Doing this usually requires client domain information. Another method is hiding it in an application being downloaded and have it install it's self when the user installs the application.
Finally a character can install the program remotely. Doing this you must first gain entry to a local network through the Galactic Network. Doing this requires a simple search. Once located the character must defeat the security and then may use Advance Computer Operations at-will power to install the program on to the network.
Write Moderate Program (Software)
You engineer a moderate software to aid you in a specific computerized task, or perhaps for entertainment, or maybe to organized your data.
Level: 5
Category: Computer Engineering
Time: 1 Hour
Duration: Permanent
Component Cost: 30 CR
Market Price: 500 CR
Key Skill: Use Computer (No Check)
When you engineer a moderately complex software you are doing so to create a program that typically deals with a program that calls upon data stored else where. Typically these are applications softwares that handle one specific tasks, but depend on archive of data. For example, a typical application program, or perhaps even utility. Moderate programs could be any video game such as Real Time Strategies, Simulations, or any kind of program that recalls a system of tables for it's data and can compare values as well. It could even be used to detect the status of electronics such as alerting the command center of unauthorized open doors, and so on.
When generating a program you must fall into the parameters as mentioned and be approved by your GM to see if you fall into this category of writing programs. Once you have written a program it remains with you on your data-pad for as long as you like. You can move it to other computers should you wish.
Assisting Programing: These programs can grant a +4 circumstance to a specific skill when applicable.
Craft Pharmaceutical (Chemistry)
You can craft a pharmaceutical from scratch.
Level: 6
Category: Engineering Experiments
Time: 1 hour per drug's level.
Duration: Permanent
Component Cost: Varies
Market Price: 500 CR
Key Skill: Science: Chemistry
When a scientists begins constructing a medication they must first decide what state they wish to administer the drug (pill, liquid (consumable), or injection.) Then they begin acquiring the necessary materials to construct the specific pharmaceutical they have plans for. (An scientist may have multiple craft pharmaceutical experiments saved to his data-pad). Then they begin construction which requires a state of the art chemistry toolkit and 1 hour of work per medication's level. Upon the completion of the time requirement the player must make a Science: Chemistry Skill Check DC 10 + the level of the medication.
Success will result in dosages prepositional to the category of it's craftsmen, (heroic 1 dosage, paragon 2 dosage, epic 3 dosage) to be added to the characters inventory.
Failure results are dependent on how badly the skill check was failed by. Failing by 5 or more causes lost of materials and time. Failing by less then five apply an unforeseen flawed in the medication that could cause side affects, or less effectiveness. This is dependent on the Game Master's wishes. Details regarding specific medications can be found in Chapter 17 - Science - Chemistry Section.
Special: A character that has Science: Biology as at trained skill may use this experiment to create anti-bionics that combat diseases. When a character does this they may create medication that may bonus a fortitude save. The anti-bionic medication's craftier must match the level of the disease and succeeded at Skill Check DC 10 + the level of the anti-bionics (based on the characters level). Success in this will generate a dosage of the medicine that will grant the number of ranks the Scientist has in Science: Biology as a bonus to a disease vs fortitude save.
Craft Poison (Chemistry)
You can craft a poison from scratch.
Level: 6
Category: Engineering Experiments
Time: 1 hour per poison level.
Duration: Permanent
Component Cost: Varies
Market Price: 500 CR
Key Skill: Science: Chemistry
When a scientists begins creating a poison they begin acquiring the necessary materials to construct the specific poison they have plans for. (An scientist may have multiple craft poison experiments saved to his data-pad). Once this has been complete they can begin constructing a poison from scratch. The craftsmen must acquire the proper raw materials identified by the price through various markets or maybe even black market. Once paid they may attempt to make the poison by rolling a Science: Chemistry roll. (DC: 10 + level of the poison they are attempting to craft. Failure means a waste of materials, while failure by 5 or more means they are care less and poison them selves! Success however allows them 1 dosage of the poison as an item to be added to your inventory.
Integrated Weapon
You can integrate a weapon to your armor.
Level: 6
Category: Mechanical Experiments
Time: 1 hour per poison level.
Duration: Permanent
Component Cost: 15% of the armor's base price.
Market Price: 600 CR
Key Skill: Mechanics (No Check)
Some armors are designed with specific combat purposes in mind and build in certain weapons as standard equipment. Examples run from a pair of pop-out wrist blades to shoulder-mounted plasma cannons. Additionally, many armors link their weapons to intergrated heads-up display, turning the user into a walking combat machine.
When selecting the integrated weapon gadget, choose a single weapon. That weapon is integrated into the base armor and can be used at any time. Additionally, you must choose whether or not the weapon may be physically operated from the base armor or not at the time of the upgrade. This gadget maybe taken multiple times.
Sound-Activated
You can integrate a sound sensor into a gun emplacement.
Level: 6
Category: Mechanical Experiments
Time: 1 hour per poison level.
Duration: Permanent
Component Cost: 30% of the base price of the weapon.
Market Price: 600 CR
Key Skill: Mechanics (No Check)
Sound-activated weaponry attacks any target that makes noise. The weapon's user chooses a 2 square by 2 square area for the weapon to cover; any eligible targets in the area cause the weapon to attack. The weapon targets via audio, so it can't attack targets that it does not hear (For targets using Stealth assume the weapon has a a perception modifier of +0)
Motion-Sensitive
You can integrate a motion sensor into a gun emplacement.
Level: 6
Category: Mechanical Experiments
Time: 1 hour per poison level.
Duration: Permanent
Component Cost: 30% of the base price of the weapon.
Market Price: 600 CR
Key Skill: Mechanics (No Check)
Motion-sensitive weaponry attacks any target moving faster than 1 square per round. The weapon's user chooses a 2 square by 2 square area for the weapon to cover; any eligible target in the area causes the weapon to fire.
Construct Weapon (Weapon Upgrade Traits)
You are able to apply specific traites as listed in the equipment chapter to your basic weapon.
Level: 7
Category: Mechanical Experiments
Time: 6 Hours
Duration: Permanent
Component Cost: One-half the cost of selected weapon.
Market Price: 500 CR
Key Skill: Mechanics
This experiment is used for specific weapons traits listed in Chapter 7 - Equipment, and counts as an individual experiment for each weapon traite listed. A character must first acquire the specific type of trait as an experiment and master it as he does with all his experiments. Once this has been complete you begin use your components to modify and upgrade your basic weapon applying the specific traits you wish to apply. Once you have spend enough time working on the upgrade you must roll a mechanics skill check, DC: 20. Failure results in waste of materials, while success now grants your weapon a new trait.
Chemical, Muscle Relaxant (Ammo Upgrade)
You can integrate a micro-injector into projectile ammo allowing bullets now to deliver a payload of chemicals.
Level: 8
Category: Engineering Experiments
Time: 6 hours
Duration: Permanent
Component Cost: 1000 CR
Market Price: 600 CR
Key Skill: Engineering (No Check)
Rather than a solid slug, the projectile is an injector dart designed to deliver a dose of broad-range muscle relaxants. The projectile has half then normal range increment for the weapon. If the vitim takes any kind of damage from a weapon of this nature, the property of the ammo is treated as an additional Attack vs Fortitude. The dart injects the target with muscle relaxant, dealing 1d4+1 points of Dexterity damage. The target can make a DC 14 Fortitude Save to reduce the damage by half. This gadget can only be implemented on projectile ammo.
Compact (Gadget)
You make an item compact and smaller than usual to fit it into the hard to reach spaces.
Level: 8
Category: Engineering Experiments
Time: 6 hours
Duration: Permanent
Component Cost: 20% of the base cost of the item.
Market Price: 600 CR
Key Skill: Engineering (No Check)
By eliminating wasted space and using smaller components, some characters are capable of producing items, weapons, or armor far smaller than their standard counterparts. Any device that makes use of the compact gadget is one size smaller than normal, to a minimum size of diminutive.
Concealable (Upgrade Weapon)
You make your weapon stealthy and concealable.
Level: 8
Category: Engineering Experiments
Time: 6 hours
Duration: Permanent
Component Cost: 30% of the base cost of the item.
Market Price: 800 CR
Key Skill: Engineering (No Check)
Some weapons can be installed (and operated from) inside other items; for example, guns that fit into briefcases, grenades disguised as cosmetic products, and so forth. The concealed item cannot be identified as a weapon except through closer examination, or when it is in use. The concealed weapon cannot be larger than the item in which it is concealed in.
Shift Element (Chemistry)
You can through means of science shift an existing elements to another type by adjusting it's atomic number.
Level: 8
Category: Engineering Experiments
Time: Varies
Duration: Permanent
Component Cost: Varies
Market Price: 800 CR + x (x = the value of element)
Key Skill: Science: Chemistry
A character must conduct the required amount of research needed for any scientific experiment as explained in chapter 17. Once this has been completed a character my attempt to manipulate elements into a specific element to what they desire. Once that experiment has been completed they must make a Skill Check Science: Chemistry roll. The difficulty varies as does the time it takes based on the complexity category of the shift as shown in Chapter 17 - Science Shifting Element Section.
Data Archive (Cybernetics)
You install a data archive cybernetic unit into your skull.
Level: 8
Category: Cybernetics Experiments
Time: 12 hours
Duration: Permanent
Component Cost: 20,000 CR
Market Price: 800 CR
Key Skill: Science: Chemistry (No Check)
A data archive is a microcomputer implanted in the recipient’s skull. It contains skill-related information stored on a series of biological data chips, or biochips. The recipient treats all skills as class skills. Furthermore, the recipient gains access to an information database that grants a +4 equipment bonus on all Knowledge checks. (For additional Information, see Chapter 16 - Cybernetics)
Environment Seal (Armor Upgrade)
You install air-tight seals and a life-support port making it vacuum proof.
Level: 8
Category: Engineering Experiments
Time: 8 hours
Duration: Permanent
Component Cost: 20% of the base price of the armor.
Market Price: 800 CR
Key Skill: Engineering (No Check)
Since many armors are deigned with a particular environment in mind, this gadget provides the wearer protection from harsh conditions. The environment seal gadget transforms any armor into a stable and insulated artificial environment. This provides the wearer with the right amount of breathable air and external pressure to assume comfort and survival for up to eight hours, ensuring that armor can function in extremes of the deep sea or deep space, along with any environment in between. Armors that under goes this modification are those that integrate helmets, body gloves, and emergency air tanks to generate internal atmosphere.
Improved Penetration (Ammo Upgrade)
You make your ammo more dangerous by upgrading it.
Level: 8
Category: Engineering Experiments
Time: 8 hours
Duration: Permanent
Component Cost: 5% of the base price of the ammo.
Market Price: 800 CR
Key Skill: Engineering (No Check)
Any weapon using ammo can be altered in some way to deal with armor in some way. Utilizing high-frequency energy burst, or armor piercing rounds, targets hit by this ammo reduces the effectiveness of armor. When fired at an opponent wearing any type of armor the attack receives a +2 bonus. It has no benefits agianst targets that are not wearing armor.
Increased Range of Motion (Upgrade Armor)
You make your armor much more flexible.
Level: 8
Category: Engineering Experiments
Time: 6 hours
Duration: Permanent
Component Cost: 20% of the base price of the armor.
Market Price: 800 CR
Key Skill: Engineering (No Check)
Advances in armor articulation grants the wearer a bit more flexibility ,increasing the armor's maximum Dexterity bonus by +1. This gadget can be used for the same armor multiple times.
Initiative Implant (Cybernetics)
You become quicker to react thanks to your implants.
Level: 8
Category: Cybernetics Experiments
Time: 6 hours
Duration: Permanent
Component Cost: 10,000 CR
Market Price: 800 CR
Key Skill: Engineering (No Check)
The initiative implant consists of a series of wires threaded around the recipient’s spinal cord and attached to the recipient’s nervous system. The implant stimulates faster response times. The recipient gains a +2 equipment bonus on initiative checks. (For additional Information, see Chapter 16 - Cybernetics)
Laser Optics (Cybernetics)
You have an integrated laser eye!
Level: 8
Category: Cybernetics Experiments
Time: 6 hours
Duration: Permanent
Component Cost: Single 15,000 CR , pair 30,000 CR
Market Price: 800 CR
Key Skill: Engineering (No Check)
The recipient’s eyes are replaced with ocular implants capable of firing thin laser beams.
Benefit: Using laser optics is an attack action that does not provoke attacks of opportunity. A “laser eye” deals 2d6 points of fire damage, threatens a critical hit on a natural 20, and has a range increment of 20 feet. Each additional eye adds +2 to the damage roll (thus, a pair of laser eyes would deal 2d6+2 points of fire damage). A creature equipped with multiple laser eyes must fire them simultaneously at the same target. (For additional Information, see Chapter 16 - Cybernetics)
Unorthodox Surgery (Biology)
You conduct… an unthinkable surgery.
Level: 8
Category: Biological Experiments
Time: Varies
Duration: Permanent
Component Cost: Varies
Market Price: 800 CR
Key Skill: Engineering (No Check)
Characters proceeding to perform this kind of surgery must first identify if they know enough about the specific goal they are trying to archive. This is done by a Science: Biology Skill Check. Upon success, the character my processed with the operation. Depending on how complex of the work the wish to complete they must make First Aid, Skill Check vs Difficulty as shown in Chapter 17 - Science. A character that undergoes surgery is fatigued for 24 hours, -1 hour per point of first aid. The period of fatigue can never be reduced below 6 hours in this fashion.
Robotic Ability Upgrade (Construct Robot)
You add upgrades to robot's abilities.
Level: 8
Category: Engineering Experiments
Time: 6 hours
Duration: Permanent
Component Cost: Varies
Market Price: 800 CR
Key Skill: Engineering (No Check)
A robot can receive multiple upgrades to the same ability score. Robots with armature and biomorph frames have no Intelligence score and therefore cannot receive upgrades to Intelligence. No robot can receive an upgrade to Constitution, since robots do not have Constitution scores.
Upgrades to physical abilities (Strength and Dexterity) always entail a refit or reconstruction and require a factory, workshop, or other facility. Upgrades to mental abilities (Intelligence, Wisdom, and Charisma) are handled by using a computer to reprogram or add new subroutines to the robot’s brain, neural network, or central processing unit. The various upgrades are explained in Chapter 15 - Robotics.
Robotic Sensors (Construct Robot)
You construct a Robotic Sensor that allows your robot, to see, touch, and hear.
Level: 8
Category: Engineering Experiments
Time: 6 hours
Duration: Permanent
Component Cost: Varies
Market Price: 800 CR
Key Skill: Engineering (No Check)
A character constructing robotic sensor parts is likely doing so to give his robot frame the ability to see, feel, listen and touch. To do so a character must acquire there parts for the specific kind of sensor he wishes to build. The cost is specifically related to the complexity of the sensor.
Every kind of sensor available is located in [[Chapter 15 - Robotics.]] Assembling the parts generally takes 6 hours with no trouble, as the plans are detailed and the engineers who are conducting the experiment have mastered the material. Once the parts have been assembled the sensor unit can be installed with no danger of failure and generally takes 3 hours to do so.
Targeting (Software)
You write a targeting program that allows you compensate for inexperience with gun emplacements.
Level: 8
Category: Computer Experiments
Time: 4 hours
Duration: Permanent
Component Cost: 25 CR
Market Price: 800 CR
Key Skill: Use Computer (No Check)
A piece of software for the heads-up display device, targeting software links directly to a range weapon's video scope. This allows the character to see exactly what the video scope displays without having to look at the weapon. The character may fire around corners without exposing himself as normal. The software also grants a +1 equipment bonus on ranged attacks using the weapon to which it is connected.
Improved Database (Construct Computer)
You have constructed a class A Database.
Level: 9
Category: Computer Experiments
Time: 4 hours
Duration: Permanent
Component Cost: 25 CR
Market Price: 900 CR
Key Skill: Use Computer (No Check)
The computer's files contain an up-to-date, cross-referenced information database on a wide range of common and uncommon subjects, granting a +2 equipment bonus on all knowledge base checks done through the computer.
Sensor Link (Software)
You can link all your senors data to be viewed on your HUD.
Level: 9
Category: Computer Experiments
Time: 4 hours
Duration: Permanent
Component Cost: 25 CR
Market Price:
Key Skill: Use Computer (No Check)
A piece of software for the heads-up display device, the sensor link allows the users to direclty link any computer sensor to the HUD. AS a result, any sensor can be used hands-free as a free action, provided they are present on the character's person.
Vehicle Link (Software)
You link all your vehicle's systems to be viewed on your HUD.
Level: 9
Category: Computer Experiments
Time: 4 hours
Duration: Permanent
Component Cost: 25 CR
Market Price: 900 CR
Key Skill: Use Computer (No Check)
A piece of software for the heads-up display device, the vehicle link allows the onboard computer system of any vehicle to be displayed on the HUD. This grants a +1 equipment bonus on all Drive or Pilot checks made on a Vehicle linked to the device.
Voice Recognition System (Gadget)
You install a voice recognition security system.
Level: 9
Category: Engineering Experiments
Time: 4 hours
Duration: Permanent
Component Cost: 8,500 CR
Market Price: 900 CR
Key Skill: Engineering (No Check(
A countermeasure commonly built inot weapons is the voice recognition system gadget. It requires any user to speak a command word to unlock the weapon or device before it can be used. Some items couple the voice recognition system with a booby trap gadget to require a voice command to rest the item to its previous state. Any item with the voice recognition system gadget will not fire or activate unless the owner (or designated group) gives the command word to the item.
Alter Ecology (Physics)
You can alter the ecology of a specific space.
Level: 10
Category: Engineering Experiment
Time: Varies
Duration: Permanent
Component Cost: Varies
Market Price: 900 CR
Key Skill: Science: Physics
Scientist have worked for centuries to transform unlivable areas into additional space for there civilization. It is of no surprise that the quest for terraforming plants has been a very detailed focus of all the races. As with all experiments a scientist must spend time researching before performing a scientific experiment. Once they have done so they may begin applying there Alter Ecology plans and begin setting up there equipment that is necessary for altering an ecology. The magnitude of experiment will dictate the size, and the component cost needed to perform and the amount of time it will take. Once the time has been spent, and the experiment is about to be completed. The Scientists rolls a Science: Physics Skill Check. The DC varies based on the complexity of the experiment, as shown in [[Chapter 17 - Science]] Alter Ecology Section.
Ammunition Tracker (Software)
This program keeps track of how much ammo is left in your weapon, and links it to your HUD.
Level: 10
Category: Computer Experiment
Time: 1 hour
Duration: Permanent
Component Cost: 25 CR
Market Price: 900 CR
Key Skill: Use Computer (No Check)
This software uses micro-sensors implanted into a ranged weapon's magazine to detect how much of the ammunition remains. This data is also forwarded to a HUD output allowing a character to view this information.
Anti-Shock Implant (Cybernetics)
This tiny implant, embedded near the recipient’s brain stem, protects itself and other cybernetic hardware against electricity damage.
Level: 10
Category: Cybernetics Experiments
Time: 10 Hours
Duration: Permanent
Component Cost: 500 CR
Market Price: 1000 CR
Key Skill: Engineering (No Check)
The implant negates the recipient’s special vulnerability to electricity. (For additional Information, see Chapter 16 - Cybernetics)
Artificial Organ Upgrade (Cybernetics)
This upgrade enhances the Artificial Organ Implant.
Level: 10
Category: Cybernetics Experiments
Time: 12 Hours
Duration: Permanent
Component Cost: 11,000 CR
Market Price: 1000 CR
Key Skill: Engineering (No Check)
The artificial organ upgrade duplicates the function of its biological counterpart and cannot be disabled if the recipient becomes blooded / massive damage effects. (For additional Information, see Chapter 16 - Cybernetics)
Biosensor (Software)
This upgrade enhances the Artificial Organ Implant.
Level: 10
Category: Computer Experiments
Time: 12 Hours
Duration: Permanent
Component Cost: 11,000 CR
Market Price: 1000 CR
Key Skill: Use Computer (No Check)
A piece of sfotware for the heads-up display device, biosensor software allows the warer of the HUD to identify potential weakness in enemies. When worn, the biosensor software integrates elements of medicomp sensor (though the sensor itself is not required) and can identify exactly how many hit points / wounds at a target has left. initiating this scan requires a full-round action, however, as the target must be kept precisely within the sensor's range for the duration of the scan.
Construct Mecha Sensor System
You build a sensor unit for a mecha.
Level: 10
Category:Engineering Experiments
Time: 60 Hours
Duration: Permanent
Component Cost: Varies
Market Price: 1000 CR
Key Skill: Engineering
A character can construct a Sensor System that is used for a Mecha. They begin by acquiring the materials needed for the project. This is done by deciding how complex the sensor unit will be. (This information is located in Chapter 14 - Mecha - Sensors Section. Sensors are listed by grading classifications and each grade allows them to do more and more. Once the character has acquired the parts for the specific sensor they wish to assemble they begin to construct it. The character must succeed at a Engineering Skill check (DC 30) after investing 60 hours in its assembly. Failure means loss in materials and time. Once the unit has been complete. It must be mounted as and doing this takes an additional 8 hours of work. (No Check is required).
Construct Starship Defenses
You build a specific defense system for a starship.
Level: 10
Category: Engineering Experiments
Time: 60 Hours
Duration: Permanent
Component Cost: Varies
Market Price: 1000 CR
Key Skill: Engineering
A character can construct a specific defense system from expiermental plans they have mastered. (Each starship defense system from chapter 13 is it's own experiment allowing for multiple construct starship defenses experiments). This information is located in Chapter 13 - Starships - Defenses Section. They begin by acquiring the materials needed for the project (paying for the base cost). Once this has been complete they begin assembling the parts to construct the system. The character must succeed at a Engineering Skill check (DC 30) after investing 60 hours in its assembly. Failure means loss in materials and time. Installing a defense system requires a successful Mechanics Skill Check (DC 30) after investing 30 hours. Failure just prolongs time, and wastes parts.
Construct Starship Grappler System
You build a specific grappler system for a starship.
Level: 10
Category: Engineering Experiments
Time: 60 Hours
Duration: Permanent
Component Cost: Varies
Market Price: 1000 CR
Key Skill: Engineering
A character can construct a specific grappler system from expiermental plans they have mastered. (Each starship grappler systems from chapter 13 is it's own experiment allowing for multiple construct starship grapplers experiments). This information is located in Chapter 13 - Starships - Grappler Section. They begin by acquiring the materials needed for the project (paying for the base cost). Once this has been complete they begin assembling the parts to construct the system. The character must succeed at a Engineering Skill check (DC 30) after investing 60 hours in its assembly. Failure means loss in materials and time. Once the system has been complete the character may install it into a starship. Installing one of these systems requires a successful Mechanics Skill Check (DC 30) after investing 30 hours. Failure just prolongs time, and wastes parts.
Construct Starship Sensors
You build a specific sensor system for a starship.
Level: 10
Category: Engineering Experiments
Time: 60 Hours
Duration: Permanent
Component Cost: Varies
Market Price: 1000 CR
Key Skill: Engineering
A character can construct a specific sensor system from experimental plans they have mastered. (Each starship sensor systems from chapter 13 is it's own experiment allowing for multiple construct starship grapplers experiments). This information is located in Chapter 13 - Starships - Grappler Section. They begin by acquiring the materials needed for the project, (paying for the base cost). Once this has been complete they begin assembling the parts to construct the system. To build a sensor system from scratch, a character must complete the experiment as explained in chapter 9 and succeed at an Engineering Check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. Once the system has been complete the character may install it into a starship. Installing one of these systems requires a successful Mechanics Skill Check (DC 30) after investing 30 hours. Failure just prolongs time, and wastes parts.
Construct Vehicles
You build a specific vehicle.
Level: 10
Category: Engineering Experiments
Time: 60 Hours
Duration: Permanent
Component Cost: Varies
Market Price: 1000 CR
Key Skill: Engineering (No Check)
When you construct vehicles you must have specific plans for the specific type of vehicle you are crafting, (allowing for multiple construct vehicle experiments to be saved to your data-drive). You then must set out to acquire the materials it would cost, (the base price of vehicles in chapter 7). Once this has been complete construction begins. The character then invests 60 hours assembling the craft according to the plans. Once this has been complete, the characters now have a vehicle.
Extended Range (Upgrade Weapon)
You build a specific sensor system for a starship.
Level: 10
Category: Mechanical Experiments
Time: 2 Hours
Duration: Permanent
Component Cost: 5% of the weapons base price.
Market Price: 1000 CR
Key Skill: Mechanics (No Check)
The range of the weapon is doubled. Melee weapons are not affected.
Genetic Modifications (Minor)
You genetically give a creature a minor modification.
Level: 10
Category: Biological Experiments
Time: Varies
Duration: Permanent
Component Cost: 20,000 CR
Market Price: 1000 CR
Key Skill: Science: Biology
After spending enough time to research the type of minor mutation you wish to splice into a creature, as explained in Chapter 17 - Science. You can begin process of altering the subjects genetics. You begin by selecting a mutation, and making a Skill Check roll DC: 25+ Mutation Point value. Success will alter the creature's genetics and apply the mutation. Failure will result in waste of materials, and time.
Genetic Therapy
You alter a creatures genetics to access powers they never thought they'd have.
Level: 10
Category: Biological Experiments
Time: Varies
Duration: Permanent
Component Cost: 60,000 CR
Market Price: 1000 CR
Key Skill: Science: Biology
After spending enough time to research the type of therapy you wish to condition the creature into adopting, as explained in Chapter 17 - Science. You can begin process of altering the subjects genetics. Though the content therapy sessions, the alteration is continuously forced upon the creature's DNA structure. A number of success is needed before the creature adapts the alteration. The checks are explained in chapter 17
Improved Damage (Upgrade Weapon)
You improve your weapon's damage.
Level: 10
Category: Mechanical Experiments
Time: 4 hours
Duration: Permanent
Component Cost: 2% of the base cost of the weapon.
Market Price: 1000 CR
Key Skill: Mechanics (No Check)
These modification increases the bore of a projectile weapon's barrels or improves the output of an energy weapon by adding +1 to the weapons damage. (This can be taken multiple times).
Improved Stopping Power (Ammo Upgrade)
You improve your ammo's damage greatly.
Level: 10
Category: Engineering Experiments
Time: 4 hours
Duration: Permanent
Component Cost: 10% of the base cost of the ammo.
Market Price: 1000 CR
Key Skill: Engineering (No Check)
Incorporating modified chokes and reducing the impedance of forcing crystal allows ranged weapons to produce significantly greater damage outputs. This gadget adds +1 [W]
Internal Weapon Mount (Cybernetics)
The recipient has a subcutaneous weapon embedded in her body, usually in a prosthetic forearm or hand. The weapon extends from the prosthesis and is visible when in use.
Level: 10
Category: Engineering Experiments
Time: 6 hours
Duration: Permanent
Component Cost: 10,000 CR
Market Price: 1000 CR
Key Skill: Engineering (No Check)
The recipient has a melee or ranged weapon hidden under her skin. Attempts to disarm the recipient of the attached weapon automatically fail, and the weapon itself cannot be attacked unless it is extended. Extending or retracting the weapon is a free action. Spotting a subcutaneous weapon requires a successful Spot check opposed by the recipient’s Sleight of Hand check. The weapon’s size applies a modifier to the Sleight of Hand check. (For additional Information, see Chapter 16 - Cybernetics)
Mind Craft (Biology)
You alter a personality and shape memories, and ideas.
Level: 10
Category: Biological Experiments
Time: Varies
Duration: Permanent
Component Cost: 1.5 Million
Market Price: 1000 CR
Key Skill: Science: Biology
A character attempting this experiment must first acquire the materials needed by paying the component cost. Once this is complete they may begin manipulate a creatures personality. Depending on the complexity of the projects determines the various difficulties as shown on the table in Chapter 17 - Science - Mind Craft.
Miniaturized (Gadget)
You make your item miniaturized!
Level: 10
Category: Engineering Experiments
Time: 2 hours
Duration: Permanent
Component Cost: 10% of the base price of the item.
Market Price: 1000 CR
Key Skill: Engineering (No Check)
By eliminating wasted space and using microscopic components, some characters are capable of producing equipment vastly smaller than normal. Any weapon that makes use of the miniaturized gadget is two size categories smaller than it once was.
Prehensile Appendages (Gadget)
You gain an extra sent of hands.
Level: 10
Category: Engineering Experiments
Time: 6 hours
Duration: Permanent
Component Cost: 10% of the base price of the item.
Market Price: 1000 CR
Key Skill: Engineering (No Check)
Useful for scientists, explores, and others that have need for an extra hand, the prehensile appendage gadget is both utilitarian and expensive. Essentially, this gadget consists of a long flexible cylinder capped at the end with a grasping claw that attaches to the Armor's back side. The prehensile appendages gadget essentially gives the wearer an additional hand with which to hold and manipulate objects. The gadget cannot be used to make normal melee attacks or fire ranged weapons.
Rage Implant (Cybernetics)
This brain implant dramatically increases the amount of adrenaline and testosterone the recipient’s body produces, temporarily boosting his strength and durability.
Level: 10
Category: Engineering Experiments
Time: 6 hours
Duration: Permanent
Component Cost: 40,000
Market Price: 1,000 CR
Key Skill: Engineering (No Check)
The recipient can activate the implant as a free action once per day. Upon doing so, he temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Defense.
Robotic Feat (Software)
You can install a feat program to your robot.
Level: 10
Category: Engineering Experiments
Time: Varies
Duration: Permanent
Component Cost: 10% of the base price of the item.
Market Price: 1,000 CR
Key Skill: Engineering (No Check)
You can write a feat-like program for a robot giving it the ability to execute feats. Regardless of the quality of its feat software, a robot cannot emulate a feat if it does not meet the feat’s prerequisites. The hardware can be fond in a chip, progit, or a net which must be bought as part of the component cost. The program can only emulates the character or subject's ranks. Once you have acquire the specific equipment (by paying the component cost price found in the Chapter 15 - Robotics. You then begin writing the program to be save to the chip creating you a "feat chip".
Robotic Frame Biomorph (Construct Robot)
You construct one of the most basic Biomorph robotic frames.
Level: 10
Category: Engineering Experiments
Time: Varies
Duration: Permanent
Component Cost: Varies
Market Price: 1,000 CR
Key Skill: Engineering
When constructing a robotic frame the character must first acquire the parts to assemble the frame. The frame is strictly the skeleton and case for all the hardware to be mounted in and it comes in all shapes and sizes. The price for these parts is based upon size as listed in Chapter 15 - Robotics in each table as base price.
To build an Biomorph frame from scratch with the parts the have purchased, a character must succeed at an Engineering Skill check DC (20) after investing time into the frame's construction: 12 hours for a tiny or smaller frame, 24 hours for small to large frame, or 48 hours for a huge, or larger frame. Failure results in waste of time and materials.
Upon completing construction the character will have a shell of the robot they are attempting to make. They can then begin screwing, and plunging in all the other parts into it.
Satellite Imagery Receiver (Construct Computer)
You construct a satellite receiver to be added to your computer.
Level: 10
Category: Computer Experiments
Time: 12 Hours
Duration: Permanent
Component Cost: 25% of the base cost of the computer
Market Price: 1,000 CR
Key Skill: Engineering
A computer equipped with a satellite imagery receiver can access real-time images from surveillance satellites providing a bird's eye view of nearly any exterior location. This device not only provides an up-to-the-minute map of an area, but it incicates which area are lit and the location of personnel on the ground.
Obviously the satellite imagery doesn't penetrate buildings or even heavy foliage or cloud cover, and top-secret areas are, of course, not covered by satellite surveillance. Even when conditions are ideal, the total window of surveillance is almost never longer than 20 minutes.
The user cannot adjust the satellite's trajectory, field of view or speed, though she can zoom in or out. Covert action units use the images from surveillance satellites to avoid detection, often timing their activities to coincide with a surveillance satellite passing overhead (with a clear field of vision) for maximum effectiveness.
Satellite imagery receivers are coded to access specific, public satellites. Accessing a private satellite-assuming the user doesn't have the proper access code- requires the character to defeat it's security.
Soft Screen Monitor (Construct Computer)
You construct a soft monitor which becomes very handy and portable too.
Level: 10
Category: Computer Experiments
Time: 6 Hours
Duration: Permanent
Component Cost: 10% of the base cost of the computer
Market Price: 1,000 CR
Key Skill: Engineering (No Check)
A soft screen monitor is collapsible monitor made of flexible optic microfibers. It can be rolled up for easy transport.
Surveillance Round Receiver (Construct Computer)
You add a surveillance receiver to your computer.
Level: 10
Category: Computer Experiments
Time: 6 Hours
Duration: Permanent
Component Cost: 5% of the base cost of the computer
Market Price: 1,000 CR
Key Skill: Engineering (No Check)
The surveillance round is useless without a monitor equipped to receive the round transmission. This receiver unit attaches to any video monitor (computer or otherwise) and displays the transmission from the surveillance round. Typically used to tune into a specific surveillance beacon, camera, or trackers.
Thermal Targeting (Upgrade Weapon)
You upgrade your weapon to have thermal targeting capabilities.
Level: 10
Category: Engineering Experiments
Time: 6 Hours
Duration: Permanent
Component Cost: 15% of the base cost of the weapon.
Market Price: 1,000 CR
Key Skill: Engineering (No Check)
Weaponry equipped with thermal targeting systems homes in on any target that produces heat in a certain temperature range, specified by the weapon's user. Attacks made with the weapon gains a +2 bonus against targets in that temperature range.
Temp Ranges | Samples |
Low | Medium reptiles, small mammals, tiny robots |
Average | Large reptiles, medium mammals (including most humanoids races). Small robots, lanterns, candles |
Above Average | Huge reptiles, large mammals, medium robots or vehicles, torches, campfires, hot ovens, electric vehicles. |
High | Gargantuan reptiles, huge mammals, Large robots, or Vehicles |
Very High | Colossal reptiles, Gargantuan mammals, Huge Robots or vehicles, bonfires, furnaces |
Extremely High | Colossal mammals, Gargantuan robots or vehicles, lava, lasers |
Trajectory Detector (Construct Computer)
You construct a vest of sensors to detect snippier fire with.
Level: 10
Category: Computer Experiments
Time: 6 Hours
Duration: Permanent
Component Cost: 15% of the base cost of the weapon.
Market Price: 1,000 CR
Key Skill: Engineering (No Check)
Consisting of a network of sensors in a lightweight vest (which can be worn over armor), the trajectory sensor extrapolates the course of projectiles backwards from the point of impact -pinpointing the attacker's location. It is mainly used by the military to locate snipers - though, of course it is useless until the attacker fires.
A trajectory detector grants the user an equipment bonus on perception checks made to locate an attack: 1 +2 equipment bonus for each shot fired. It does not provide any information about the attacker other then the location from which the attack was made.
Upgrade Electronic (Upgrade)
You can give equipment a better performance bonus.
Level: 10
Category: Mechanical Experiments
Time: 6 Hours
Duration: Permanent
Component Cost: 20% of the base cost of the weapon.
Market Price: 1,000 CR
Key Skill: Mechanics
A character can upgrade any of his electronics that grant him an equipment bonus. Each case is generally different however tweaking the hardware could increase speed, accuracy, and so on making the device more advance or efferent. When doing this a character adds +1 equipment bonus to the electronic device. They can continue to upgrade there electronics for a maximum of five time.
Upgrade Starship System (Technology)
You can give equipment a better performance bonus.
Level: 10
Category: Mechanical Experiments
Time: 6 Hours
Duration: Permanent
Component Cost: 20% of the base cost of the weapon.
Market Price: 1,000 CR
Key Skill: Mechanics
A character can upgrade any of his starship systems that grant him an equipment bonus. Each case is generally different however tweaking the hardware could increase speed, accuracy, and so on making the device more advance or efferent. When doing this a character adds +1 equipment bonus to the starship system. They can continue to upgrade there starship systems for a maximum of five time.
Voice Activated (Upgrade Armor)
You add a voice activated mechanism.
Level: 10
Category: Mechanical Experiments
Time: 6 Hours
Duration: Permanent
Component Cost: 20% of the base cost of the weapon.
Market Price: 1,000 CR
Key Skill: Mechanics
Voice-activated armor allows the wearer to activate various functions of the armor (such as an environmental seal, integrated equipment, and so on) as a free action, even without the use of one's hands, and even when the armor is out of one's hands. A voice-recognition chip can be installed (at an additional cost) to ensure that only the armor's registered owner can issue commands to it.
Restriction: Powered Armor Only
Construct Moderate Structures
You are able to construct moderate complex structures.
Level: 11th
Category: Engineering Experiments
Time: 24 Hours
Duration: Permanent
Component Cost: 120 CR
Market Price: 11,000 CR
Key Skill: Engineering
You are able to construct a structure out of whatever material you choose too. In addition you may include plans with your construction efforts granting you a +5 bonus on your roll. A moderate structure is complex in how the materials are joined together to make a structure, yet simple as it generally has a specific usage. A good example of moderate structures would be a catapult, shed, or house deck. When building a structure from scratch, the character describes the kind of structure he or she wants to construct; then the Game Master decides if the structure is simple, moderate, complex, or advanced in scope and difficulty. Then the character must roll an Engineering Skill Check, DC: 20. Failure results in wasted component and time.
Voice Stress Analyzer (Cybernetics)
You create a cybernetic sensor attachment to analyzes stress in a target's voice.
Level: 11th
Category: Cybernetic Experiments
Time: 6 Hours
Duration: Permanent
Component Cost: 120 CR
Market Price: 11,000 CR
Key Skill: Engineering (No Check)
Sensors attached to the recipient’s optic nerves and inner ear analyze minute physical indicators from living beings (including increased pulse galvanic skin response) and enable the recipient to better determine the emotional states of others. The recipient gains a +4 equipment bonus on all Perception checks. (For additional Information, see Chapter 16 - Cybernetics)
Construct Mecha Defense System
You construct a specific defense system to be installed in your mecha.
Level: 12th
Category: Engineering Experiments
Time: 60 Hours
Duration: Permanent
Component Cost:
Market Price: 12,000 CR
Key Skill: Engineering (No Check)
A character can construct a defense system that is used for a Mecha. They begin by acquiring the materials needed for the project. This is done by deciding on the type of defenses being constructed (This information is located in Chapter 14 - Mecha - Defense System Section (each defense system is treated as a separate experiment and thus a character may have this experiment multiple versions.) Once the character has acquired the parts for the specific defense system they wish to assemble they begin to construct it. The character must succeed at a Engineering Skill check (DC 30) after investing 60 hours in its assembly. Failure means loss in materials and time.
Construct Miscellaneous Equipment Mecha Equipment
You can construct additional specialized equipment for mechas.
Level: 12th
Category: Engineering Experiments
Time: 60 Hours
Duration: Permanent
Component Cost:
Market Price: 12,000 CR
Key Skill: Engineering (No Check)
A character can construct a specific piece of equipment that is used for a Mecha. They begin by acquiring the materials needed for the project. This is done by deciding on the type of equipment being constructed (This information is located in Chapter 14 - Mecha - Equipment Section (each equipment is treated as a separate experiment and thus a character may have this experiment multiple versions.) Once the character has acquired the parts for the specific specialized equipment they wish to assemble, they begin to construct it. The character must succeed at a Engineering Skill check (DC 30) after investing 60 hours in its assembly. Failure means loss in materials and time.
Construct Starship Weapons
You can construct specific starship weapons.
Level: 12th
Category: Engineering Experiments
Time: 60 Hours
Duration: Permanent
Component Cost:
Market Price: 12,000 CR
Key Skill: Engineering (No Check)
A character can construct a specific weapon that is used on Starships. They begin by acquiring the materials needed for the project. This is done by deciding on the type of weapon that is being constructed. (This information is located in Chapter 13 - Starships - Weapons Section (each weapon is treated as a separate experiment and thus a character may have this experiment multiple versions.) Once the character has acquired the parts for the specific weapon they wish to assemble they begin to construct it. The character must succeed at a Engineering Skill check (DC 30) after investing 60 hours in its assembly. Failure means loss in materials and time.
Electrified (Upgrade Weapon)
You add an electrical current to your weapon to give an extra zap to your strikes.
Level: 12
Category: Mechanical Experiments
Time: 6 Hours
Duration: Permanent
Component Cost: 20% of the base cost of the weapon.
Market Price: 12,000 CR
Key Skill: Mechanics (No Check)
The weapon is attached to a power source. On a successful hit, the target takes 4d6 of electricity damage as well as the damage dealt by the weapon. Ranged weapons are not affected by this gadget.
Gravity Anchor (Armor Upgrade)
You can equip your armor with a gravity Anchor.
Level: 12
Category: Mechanical Experiments
Time: 6 Hours
Duration: Permanent
Component Cost: 40% of the base cost of the armor.
Market Price: 12,000 CR
Key Skill: Mechanics (No Check)
With space combat almost as common as ground combat, armor manufactures seek to make their armor more useful in both space and atmospheric combat. One such enhancement is the gravity anchor gadget. which generates a field of artificial conditions, the gravity anchor can be activated to give the wear the benefits of full gravity in any situations. Character with this gadget are unaffected by low gravity and zero-g conditions.
Multiple Use Item (Gadget)
You can give an item multiple uses, like a Swiss-army knife.
Level: 12
Category: Engineering Experiments
Time: 4 Hours
Duration: Permanent
Component Cost: 10% of the base cost of the item.
Market Price: 12,000 CR
Key Skill: Engineering (No Check)
Similar in function to the alternate weapon gadget, the multiple use item gadget allows the character to integrate the function of two separate items into a single device.
When selecting the multiple use item gadget, choose a second object. That object is integrated into the base object and can be used at any time. Additionally, you must choose whether or not the alternate object may be physically separated from the base weapon or not at the time of purchase. This gadget may be selected multiple times, each time adding a single additional piece of equipment to the base object.
Restrictions: The character must also purchase the piece of equipment to be integrated separately from the armor, before the gadget modification is made.
Stabilizer (Cybernetics)
This cybernetic implant stabilizes you when your about to die.
Level: 12
Category: Cybernetic Experiments
Time: 12 Hours
Duration: Permanent
Component Cost: 12,000 CR
Market Price: 12,000 CR
Key Skill: Engineering (No Check)
A stabilizer releases chemical coagulants into a dying recipient’s bloodstream to prevent excess blood loss, effectively stabilizing him. A stabilizer is usually installed near the recipient’s heart. If reduced to negative wound points, the recipient automatically stabilizes. (For additional Information, see Chapter 16 - Cybernetics)
Advance Artificial Organ (Cybernetics)
An artificial organ fully replaces a defective or destroyed biological organ, such as a heart, lung, eye, or ear. This version is an more advance one with better capabilities.
Level: 13th
Category: Cybernetics Engineering
Time: 12 Hours
Duration: Permanent
Component Cost: 14,000 CR
Market Price: 13,000 CR
Key Skill: Engineering (No Check)
This advanced version of the artificial organ and upgrade not only replaces a defective or destroyed biological organ but is also more resilient and less impairing than its technological predecessors. The advanced artificial organ duplicates the function of its biological counterpart and cannot be disabled if the recipient takes massive damage (see Massive Damage Effects). In addition, the advanced organ does not count toward the total number of cybernetic attachments the recipient can have before taking negative levels, see Number of Attachments. (For additional Information, see Chapter 16 - Cybernetics)
Advance Prosthetic Arm (Cybernetics)
// This upgraded version of the prosthetic arm and upgrade not only replaces a lost or destroyed arm but is also more resilient and less impairing than its technological predecessors.//
Level: 13th
Category: Cybernetics Engineering
Time: 12 Hours
Duration: Permanent
Component Cost: 12,000 CR
Market Price: 13,000 CR
Key Skill: Engineering (No Check)
The advanced prosthesis duplicates the function of its biological counterpart. In addition, this advanced prosthesis does not count toward the total number of cybernetic attachments the recipient can have before taking negative levels (see Number of Attachments). (For additional Information, see Chapter 16 - Cybernetics)
Advance Prosthetic Leg (Cybernetics)
Level: 13th
Category: Cybernetics Engineering
Time: 12 Hours
Duration: Permanent
Component Cost: 12,000 CR
Market Price: 13,000 CR
Key Skill: Engineering (No Check)
This upgraded version of the prosthetic leg and not only replaces a lost or destroyed leg but is also more resilient and less impairing than its technological predecessors. The advanced prosthesis duplicates the function of its biological counterpart. In addition, this advanced prosthesis does not count toward the total number of cybernetic attachments the recipient can have before taking negative levels, see Number of Attachments. (For additional Information, see Chapter 16 - Cybernetics)
Construct Starship Engines
You can construct specific starship weapons.
Level: 13th
Category: Engineering Experiments
Time: 120 Hours
Duration: Permanent
Component Cost:
Market Price: 13,000 CR
Key Skill: Engineering
A character can construct a specific engine that is used for Starships. They begin by acquiring the materials needed for the project. This is done by deciding on the type of engine that is being constructed. (This information is located in Chapter 13 - Starships - Engine Section (each engine is treated as a separate experiment and thus a character may have this experiment multiple versions.) Once the character has acquired the parts for the specific weapon they wish to assemble they begin to construct it. The character must succeed at a Engineering Skill check (DC 30) after investing 60 hours in its assembly. Failure means loss in materials and time.
External Weapon Mount (Cybernetics)
You can mount a weapon in place of limbs.
Level: 13th
Category: Cybernetic Experiments
Time: 6 Hours
Duration: Permanent
Component Cost: Varies
Market Price: 13,000 CR
Key Skill: Engineering (No Check)
The recipient’s prosthetic arm ends in a weapon instead of a hand. The recipient has a melee or ranged weapon attached to a prosthetic arm. Attempts to disarm the recipient of the attached weapon automatically fail, though the weapon can still be attacked (like any other weapon) in an attempt to destroy it. Melee weapon mount 500 CR, ranged weapon mount 1000 CR (the purchase does not include the prosthetic arm or weapon). (For additional Information, see Chapter 16 - Cybernetics)
Mindscreen Implant (Cybernetics)
A small implant in the recipient’s brain protects him against mental attacks.
Level: 13th
Category: Cybernetic Experiments
Time: 6 Hours
Duration: Permanent
Component Cost: 30,000 CR
Market Price: 13,000 CR
Key Skill: Engineering (No Check)
The recipient gains a +2 equipment bonus on saving throws against mind-affecting attacks
Paint-On LCD (Gadget)
You can spray on LCD to a surface and generate a digital output surface.
Level: 13th
Category: Engineering Experiments
Time: 1 Hour
Duration: Permanent
Component Cost: 10% of object's base price.
Market Price: 13,000 CR
Key Skill: Engineering (No Check)
One of the most revolutionary advances in computer technology during the Information Age and beyond is the paint-on LCD gadget. This allows almost any surface to be used as a computer display, as it grafts the color-changing pixels common to all display devices onto another surface.
Any piece of equipment with the paint-on LCD gadget can be used as a display for any piece of computer or communications equipment. Additionally, weapons and armor may make use of the paint-on LCD gadget at the normal cost, but gain no special benefit from the modification other than being able to display data.
Prosthetic Enhancer (Cybernetics)
his implant attaches to a prosthetic arm or leg, making it stronger.
Level: 13th
Category: Engineering Experiments
Time: 6 Hour
Duration: Permanent
Component Cost: 12,000 CR
Market Price: 13,000 CR
Key Skill: Engineering (No Check)
If attached to a prosthetic leg, the prosthetic enhancer increases the recipient’s base speed by +5 feet. In addition, any unarmed attack made with an enhanced prosthetic leg deals an additional 1 point of damage. If attached to a prosthetic arm, the prosthetic enhancer grants a +2 bonus on Strength- and Dexterity-based ability checks and skill checks. In addition, any unarmed attack made with an enhanced prosthetic arm deals an additional 1 point of damage. A prosthetic enhancer does not count toward the total number of cybernetic attachments the recipient can have before taking negative levels (see Number of Attachments).
Voice Activated (Upgrade Weapon)
You add a voice activated mechanism.
Level: 10
Category: Mechanical Experiments
Time: 6 Hours
Duration: Permanent
Component Cost: 20% of the base cost of the weapon.
Market Price: 13,000 CR
Key Skill: Mechanics
Voice-activated weapons allows the wearer to activate various functions of the weapons as a free action, even without the use of one's hands, and even when the armor is out of one's hands. A voice-recognition chip can be installed (at an additional cost) to ensure that only the weapon's registered owner can issue commands to it.
Restriction: Powered Armor Only
Craft Disease (Biology)
You construct a disease through means of science. Now what will you do with it?
Level: 14
Category: Biological Experiments
Time: Varies
Duration: Permanent
Component Cost: 1000 CR per Level of disease
Market Price: 14,000 CR
Key Skill: Science: Biology
When a scientist begins to craft a disease they must first conduct enough research before they can even attempt to master any kind of experiment, as it is with all Scientific Experiments listed in chapter 17. Once that has been complete the character may attempt to design a disease with knowledge learned from the research, (treated as a separate experiment and thus a character may have this experiment multiple versions.) The time for crafting these disease can vary as does the Difficulty Checks. You can find all that information in Chapter 17 - Science Craft Disease - Section.
Improved Accuracy (Upgrade Weapon)
You improve the accuracy of your ranged weapon by tweeking it.
Level: 14
Category: Mechanical Experiments
Time: 2 Hours
Duration: Permanent
Component Cost: 10% of the base price of the weapon.
Market Price: 14,000 CR
Key Skill: Mechanics (No Check)
Through rifling, laser rangefinder, and microcomputer targeting, this gadget improves the accuracy of a ranged firearm, granting a +1 equipment bonus on attack rolls. This gadget can be selected for the same weapon multiple times. (Maximum of 5)
Segmented (Upgrade Armor)
Armor is linked together in segments to allow more efficient mobility.
Level: 14
Category: Engineering Experiments
Time: 12 Hours
Duration: Permanent
Component Cost: 25% of the base price of the weapon.
Market Price: 14,000 CR
Key Skill: Engineering (No Check)
Armor segmentation allows armor to move with the wear, rather than the wearer learning to move with the armor. This benefits reduces the wear's armor penalty by 1, to a minimum of +0. This gadget can be selected for a the same armor multiple times.
Brain Splicing (Biology)
You slice in to a creatures brain to program it to react specific ways.
Level: 15
Category: Engineering Experiments
Time: Varies
Duration: Permanent
Component Cost: 50,000 CR
Market Price: 15,000 CR
Key Skill: Science: Biology
The conditions, and equipment for brain splicing must be top of the line for any kind of success to come as a result. This is generally the first largest obstetrical. A state of the art laboratory is often need, with accurate tissue cutters, scanners, and so on. (This is all included in the component cost.) Once the materials have been acquired a character must begin the experiment by doing preliminary research into the specific results they desire. (As true with all experiments from chapter 17.) Once this time has been spent, and they have mastered the techniques of brain splicing they may begin to conduct the operation, and follow the rules as explained in Chapter 17 - Science - Brain Splicing.
Comm System (Construct Starship)
// You construct a Communication System for a Starship.//
Level: 15
Category: Engineering Experiments
Time: 60 Hours
Duration: Permanent
Component Cost: Varies
Market Price: 15,000 CR
Key Skill: Engineering
A character can construct a specific Commutation System that is used for Starships. They begin by acquiring the materials needed for the project. This is done by deciding on the type of Communication equipment that is being constructed. (This information is located in Chapter 13 - Starships - Comm System Section (each comm system is treated as a separate experiment and thus a character may have this experiment multiple versions.) Once the character has acquired the parts for the specific weapon they wish to assemble they begin to construct it. The character must succeed at a Engineering Skill check (DC 30) after investing 60 hours in its assembly. Failure means loss in materials and time.
Craft Electronic (Complex)
You are able to engineer complex electronics from scratch.
Level: 15
Category: Engineering Experiments
Time: 24 Hour
Duration: Permanent
Component Cost: 550 CR
Market Price: 15,000 CR
Key Skill: Engineering (No Check)
Engineers crafting a complex electronic must construct a device that falls with in the specific parameters of complex electronic devices. Complex electronics generally computer like, and have a system of parts working together. For example a Cell Phone, PDA and other mobiles. This experiment has the potential to make any kind of Complex graded electronic device imaginable with the approval of the GM. The price of complex electronics varies from item to item.
Craft Mechanical Devices (Complex)
You are able to engineer moderate mechanics from scratch.
Level: 15
Category: Engineering Experiments
Time: 12 Hour
Duration: Permanent
Component Cost: 900 CR
Market Price: Special
Key Skill: Engineering (No Check)
Engineers crafting a complex mechanical devices must construct a device that falls with in the specific parameters of complex mechanical devices. Complex mechanical devices generally feature a complicated system of parts all working together mechanical. For example an entire vehicle engine. This experiment has the potential to make any kind of complex graded mechanical devices imaginable with the approval of the GM. The price of Complex Mechanical Devices varies from task to task.
Construct Mecha Flight Equipment
You construct flight equipment that can be mounted to a mecha.
Level: 15
Category: Engineering Experiments
Time: 60 Hour
Duration: Permanent
Component Cost: Varies
Market Price: 15,000 CR
Key Skill: Engineering (No Check)
A character can construct a specific flight equipment that is used for Mecha. They begin by acquiring the materials needed for the project. This is done by deciding on the type of Flight equipment that is being constructed. (This information is located in Chapter 14 - Mecha - Flight Equipement Section (each flight system is treated as a separate experiment and thus a character may have this experiment multiple versions.) Once the character has acquired the parts for the specific weapon they wish to assemble they begin to construct it. The character must succeed at a Engineering Skill check (DC 30) after investing 60 hours in its assembly. Failure means loss in materials and time.
Construct Mecha Superstructure
You are able to build a Mecha Frame.
Level: 15
Category: Engineering Experiments
Time: Varies
Duration: Permanent
Component Cost: 2 Million + frame cost.
Market Price: 15,000 CR
Key Skill: Engineering & Mechanical
The character(s) that decided to under take this project are faced with a very tough and very expensive task. Before they are even able to begin they must make several arrangements. The first one is where they intend to build such a frame. This undertaken is generally handled in Machine Bays, Hangers, or Underground Compounds. Regardless where the space must be large enough to house the superstructure, and all the equipment being used to construct it. The second part is acquiring the equipment to assemble the structure. Finally all the metal and parts to construct the Mecha's Frame must be available. All this is included in the component cost with the understanding that each frame varies in cost. (Note: They must have specific frame size plans saved as an experimental plans to there data pad. Each frame size is it's own experiment and thus allows for characters to have this experiment multiple times.)
Once they begin to construct there mecha superstructure by assembling all the parts a character must succeed at an Engineering Skill Check (DC: 30) after investing half the requisite amount of assembly time, based on the mecha's size: Large 150 hours, Huge 300 hours, Gargantuan 600 hours, Colossal 1,200 hours. Failure in at this part waste half the parts. (They may restart, however must pay to replace the parts they have wasted). Once they have succeed and the structure has taken shape and construction continues. The character must make Mechanics Skill Check (DC: 30), failure results wasting the second half of the materials. (of course they can replace and restart). Once they have completed the total amount of hours needed to construct the mecha's frame, and both skill checks succeed, they will have completed a bear Mecha Superstructure. From this point engineers can start to install the equipment one by one, as explained in Chapter 14 - Mecha
Construct Starships Hulls
You are able to build a Starship Hull.
Level: 15
Category: Engineering Experiments
Time: Varies
Duration: Permanent
Component Cost: 10 Million + Base Hull Cost.
Market Price: 15,000 CR
Key Skill: Engineering & Mechanical
The character(s) that decided to under take this project are faced with a very tough and very expensive task. Before they are even able to begin they must make several arrangements. The first one is where they intend to build such a frame. This undertaken is generally handled in Machine Bays, Hangers, or Drydocks. Regardless where the space must be large enough to house the superstructure, and all the equipment being used to construct it. The second part is acquiring the equipment to assemble the structure. Finally all the metal and parts to construct the Starship Hull hull must be available. All this is included in the component cost with the understanding that each hull varies in cost. (Note: They must have specific hull size plans saved as an experimental plans to there data pad. Each hull size is it's own experiment and thus allows for characters to have this experiment multiple times. This is where they find the base cost hull size.)
Once they begin to construct there starship hull by assembling all the parts a character must succeed at an Engineering Skill Check (DC: 30) after investing half the requisite amount of assembly time, based on the mecha's size: Ultralight 1,500 hours, Light 3,000 hours, medium 6,000 hours, Heavy 12,000 hours and superheavy 30,000 hours. Failure in at this part waste half the parts. (They may restart, however must pay to replace the parts they have wasted). Once they have succeed and the structure has taken shape and construction continues. The character must make Mechanics Skill Check (DC: 30), failure results wasting the second half of the materials. (of course they can replace and restart). Once they have completed the total amount of hours needed to construct the mecha's frame, and both skill checks succeed, they will have completed a bear Starship Superstructure. From this point engineers can start to install the equipment one by one, as explained in Chapter 13 - Starships
Grappling (Construct Starship)
You can construct a type of grapples for your ship.
Level: 15th
Category: Engineering Experiments
Time: 30 Hours
Duration: Permanent
Component Cost: Varies
Market Price: 15,000 CR
Key Skill: Engineering
A character can construct a specific grapplers that is used for Starships. They begin by acquiring the materials needed for the project. This is done by deciding on the type of grappler that is being constructed. (This information is located in Chapter 13 - Starships - Grappler Section (each grappler is treated as a separate experiment and thus a character may have this experiment multiple versions.) Once the character has acquired the parts for the specific weapon they wish to assemble they begin to construct it. The character must succeed at a Engineering Skill check (DC 30) after investing 30 hours in its assembly. Failure means loss in materials and time.
Microcomputer (Cybernetics)
The recipient has a miniature computer attached to his nervous system, usually at the base of the skull
Level: 15th
Category: Cybernetics Experiments
Time: 24 Hours
Duration: Permanent
Component Cost: 100,000CR (130,000 CR with integrated GN-modem).
Market Price: 15,000 CR
Key Skill: Engineering (No Check)
The recipient may attempt Computer Use checks as a move action, rather than a full-round action. The microcomputer reduces by half the time required to operate remotes. A data port in the back of the unit allows for the insertion of a standard interface cable (10 credits), allowing the recipient to transfer data without the benefit of a modem. (For additional Information, see Chapter 16 - Cybernetics)
Powered (Armor Upgrade)
You upgrade an armor to have powered parts.
Level: 15th
Category: Mechanical Experiments
Time: 24 Hours
Duration: Permanent
Component Cost: 45% Of the base cost of the armor.
Market Price: 15,000 CR
Key Skill: Mechanics (No Check)
This will add a power cell to armor as well as various manipulators to convert the armor into power armor. Power Armors bonuses the character's physical abilities allowing the character to become stronger, faster, and more nimble than ever before. Special mechanisms augment physical strength, granting a +4 bonus to the character's Strength score. additionally the a character is granting a +2 bonus Reflex Defense, Movement, and Armor Penalties.
Robotic Frame Biodroids (Construct Robot)
You construct one of the most basic Bioroid robotic frames.
Level: 15
Category: Engineering Experiments
Time: Varies
Duration: Permanent
Component Cost: Varies
Market Price: 15,000 CR
Key Skill: Engineering
When constructing a robotic frame the character must first acquire the parts to assemble the frame. The frame is strictly the skeleton and case for all the hardware to be mounted in and it comes in all shapes and sizes. The price for these parts is based upon size as listed in Chapter 15 - Robotics in each table as base price.
To build an Biodroids frame from scratch with the parts the have purchased, a character must succeed at an Engineering Skill check DC (20) after investing time into the frame's construction: 12 hours for a tiny or smaller frame, 24 hours for small to large frame, or 48 hours for a huge, or larger frame. Failure results in waste of time and materials.
Upon completing construction the character will have a shell of the robot they are attempting to make. They can then begin screwing, and plunging in all the other parts into it.
Ship Armor (Construct Starship)
You shape and craft the starship's outter hull armor.
Level: 15
Category: Engineering Experiments
Time: Varies
Duration: Permanent
Component Cost: Varies
Market Price: 15,000 CR
Key Skill: Engineering (No Check)
A character can construct a specific type of armor that is used for Starships. They begin by acquiring the materials needed for the project. This is done by deciding on the type of armor that is being constructed. (This information is located in Chapter 13 - Starships - Armor Section (each armor is treated as a separate experiment and thus a character may have this experiment multiple versions.) Once the character has acquired the parts for the specific weapon they wish to assemble they begin to construct it.
Construct Ship Power Core
// You construct a power core for your ship.//
Level: 15
Category: Engineering Experiments
Time: Varies
Duration: Permanent
Component Cost: Varies
Market Price: 15,000 CR
Key Skill: Engineering
A character can construct a specific type of power core that is used for Starships. They begin by acquiring the materials needed for the project. This is done by deciding on the type of core that is being constructed. (This information is located in Chapter 13 - Starships - Power Core Section (each core is treated as a separate experiment and thus a character may have this experiment multiple versions.) Once the character has acquired the parts for the specific weapon they wish to assemble they begin to construct it. The character must succeed at a Engineering Skill check (DC 30) after investing 30 hours in its assembly. Failure means loss in materials and time.
Subcutaneous Body Armor (Cybernetics)
Subcutaneous body armor consists of small plates of flexible armor implanted under the recipient’s skin.
Level: 15
Category: Cybernetics Experiments
Time: 30 Hours
Duration: Permanent
Component Cost: Light 500 CR, Medium 10,000 CR, or Heavy 15,000 CR
Market Price: 15,000 CR
Key Skill: Engineering
The character gains a natural armor bonus to Defense. The bonus depends on the density of the armor: Light +2, Medium +5, Heavy +8. (For additional Information, see Chapter 16 - Cybernetics)
Target Optics (Cybernetics)
You construct a cybernetic targeting optical implant.
Level: 15
Category: Cybernetics Experiments
Time: 6 Hours
Duration: Permanent
Component Cost: 1000 CR
Market Price: 15,000 CR
Key Skill: Engineering
The recipient’s eyes are replaced with ocular implants that use a projected targeting reticle to improve the recipient’s aim. All of the recipient’s eyes must be replaced to gain any benefit. Targeting optics grant a +1 bonus on all attack rolls made with ranged weapons. (For additional Information, see Chapter 16 - Cybernetics)
Worm (Software)
You upload a worm and force a network to abide by it's settings
Level: 15
Category: Computer Engineering
Time: 6 Hours
Duration: Permanent
Component Cost: 400 CR
Market Price: 15,000 CR
Key Skill: Use Computer
When you create this program you must first decide it's mission. You do this by generating it's protocol in the source code you are writing. Doing this you must first design a payload to be entered into the worm's program. The program may decide to make the worm steal data, take control over the network's security, or simply destroy files. The difference with a worm then virus is that it will contentiously spread from one computer, to the next computer on the network. Once the network has been totally infected by the worm, the payload will have been delivered to every terminal on the network.
Type of Network | Spreading Time |
Stand Alone Computer | 4 rounds |
Small Network | 3 Minutes |
Large Network | 15 Minutes |
Super Network | 1 hour |
Your program is always considered to be a security threat to someone's network. So will be attacked by anti-virus software or administrators attempting to locate it. Your character's level will generate the difficulty check of how well it can avoid detection. Once you have created the a virus file you can store it on your data-pad and use it as you wish, as many times you wish. However should you wish to upgrade it's Evasion Difficulty Check, you will have to rewrite the program. Also the power of the worm is very limited and can only be installed to one specific computer of the network.
Writing the program is just the first step. You will have to figure away to implant it on to someone's network. This is done through different ways. A character can't attempt this is by physically installing it directly on to the network by one of it's terminals. Doing this would infect there own computer. Normally these worms are transmitted by gn-mail, or direct installation from a hard disk. Another method is hiding it in an application being downloaded and have it install it's self when the user installs the application.
Finally a character can install the program remotely. Doing this you must first gain entry to a local network through the Galactic Network. Doing this requires a simple search. Once located the character must defeat the security and then may use Advance Computer Operations at-will power to install the program on to the network.
Write Complex Program (Software)
You engineer a complex software to aid you in manage all kinds of features of computer hardware, power, and storage.
Level: 15
Category: Computer Engineering
Time: 1 Hour
Duration: Permanent
Component Cost: 30 CR
Market Price: 15,000 CR
Key Skill: Use Computer (No Check)
When you engineer a complex software you are doing so to create a program that typically deals with a program that calls upon calculating entire databases of information to put out results. Typically these are applications software that handle several specific tasks, and depend on large SQL databases. For example, Operating Systems, and the like. These programs are often central programs that manage all the files, storage, cool down sparing of ram to power other programs.
When generating a program you must fall into the parameters as mentioned and be approved by your GM to see if you fall into this category of writing programs. Once you have written a program it remains with you on your data-pad for as long as you like. You can move it to other computers should you wish.
Neg-Grav Boots (Armor Upgrade)
//
Level: 16
Category: Engineering Engineering
Time: 6 Hours
Duration: Permanent
Component Cost: 40% the base cost of the armor
Market Price: 15,000 CR
Key Skill: Engineering (No Check)
Similar in design to the gravity anchor, but with an opposite purpose, neg-grav boosters can be installed into any armor to give the wearer the benefits of low gravity conditions. Neg-grav boosters create a low-gravity field around the user and counteract the effects of gravity, allowing the character to jump to incredible heights. Any armor with this gadget grants a +10 bonus on all Jump checks in any situation where gravity is a factor. This gadget has no function in zero-g environments.
Skill Implant (Cybernetics)
This small brain implant enables its recipient to perform a specific skill more adroitly.
Level: 16
Category: Cybernetics Engineering
Time: 6 Hours
Duration: Permanent
Component Cost: 10,000 CR
Market Price: 16,000 CR
Key Skill: Engineering (No Check)
The recipient gains a +2 competence bonus on checks made with one trained skill. Different skills require different implants, and a skill implant cannot be modified to grant a bonus to another skill. A recipient may have multiple skill implants, but each is considered a separate cybernetic attachment. (For additional Information, see Chapter 16 - Cybernetics)
Feat Implant (Cybernetics)
Thanks to a chip implanted in the recipient’s brain or a series of implants wired to the recipient’s nervous system, the recipient gains special knowledge or some extraordinary ability.
Level: 16
Category: Cybernetics Engineering
Time: 6 Hours
Duration: Permanent
Component Cost: 15,000 CR
Market Price: 16,000 CR
Key Skill: Engineering (No Check)
The feat implant gives the recipient a feat. The recipient must meet all of the feat’s prerequisites to gain its benefits. If the feat implant is destroyed, the granted feat is lost as well. A feat implant cannot duplicate a metamagic or psionic feat.
Cloning (Biology)
You create a clone.
Level: 18
Category: Biological Engineering
Time: 2d10+10 days.
Duration: Permanent
Component Cost: 100,000 CR
Market Price: 18,000 CR
Key Skill: Science: Biology (No Check)
Generating a clone comes with hefty consequences. Doing so is often restricted in all the worlds those clones that are created cause a legislation nightmare in the efforts of how to deal with the creature. Of course some scientists care little and go ahead anyways. When they do so they begin by getting a copy of the subject's DNA. Then they spend there time quantifying, and digitally mapping it out with very advance computers. This research can take weeks, and like all experiments a scientist must spend time doing the preliminary research as mentioned in the first section of chapter 17. Once the research has been complete and the character has mastered this experiment. They may begin to use the cloning equipment to create a clone. Upon the completion of time they will have generated an idential creature as described in Chapter 17 - Science - Cloning Section.
Adapt Lost Technology (Universal)
You adapt lost technology to be used at your command.
Level: 20
Category: Mechanical Experiments
Time: Varies
Duration: Permanent
Component Cost: Varies
Market Price: Priceless
Key Skill: Technology & Mechanics
There has been some rare occasions where scientist have come into the ownership of Lost Technology. In such events those driven by the endless questions generated by the mysterious ancient artifacts have saught ways to adept it to the current technology for one reason or another. So those have studied long enough and hard enough have succeeded in rare instances to adapt lost technology systems to normal systems.
The process is a long and drawn out experiment. Endless amount of research is necessary even before getting to work (3d10 days). That research the characters must make a Technology Skill Check, vs a DC that is based on the complexity of the device. (See chart below). Failure means an additional 3d10 days of research. Once they have succeed in planning logically how the artifact can be adapted, they begin to do so.
Engineers must assemble special devices, converters, and all kinds of bypasses to get the Lost Technology Device work. The Installation of the device also depends on the complexity. They do this by making a Mechanics Skill Check, it's DC as well varies based on the complexity of the lost technology. Failure with more then 10 results in damaging the artifact as well. While failure with 10 only prolongs the amount of time it takes to install the device.
Lost Technology Class | Size | Technology DC | Mechanics DC | Example |
Simple | dimintive, tiny, small | 15 | 20 | Electronics |
Moderate | medium | 20 | 25 | Items, Gadgets |
Complex | Large, gargantuan | 35 | 45 | Engines, Starship Systems, Mecha |
Advance | Any Size | 50 | 55 | Very powerful artifacts doing very powerful things |
Construct Complex Structures
You know how to construct complex structures.
Level: 20th
Category: Engineering Experiments
Time: 60 Hours
Duration: Permanent
Component Cost: 500 CR
Market Price: 200,000 CR
Key Skill: Engineering
You are able to construct a structure out of whatever material you choose too. In addition you may include plans with your construction efforts granting you a +5 bonus on your roll. A complex structure is generally classified as very diffracted to construct with out exact measurements, special tools, and very accurate plans. A good example of a complex structures would be a bunker, or domed ceiling. When building a structure from scratch, the character describes the kind of structure he or she wants to construct; then the Game Master decides if the structure is simple, moderate, complex, or advanced in scope and difficulty. Then the character must roll an Engineering Skill Check, DC: 25. Failure results in wasted component and time.
Genetic Modifications (Minor)
You genetically give a creature a minor modification.
Level: 20th
Category: Biological Experiments
Time: Varies
Duration: Permanent
Component Cost: 40,000 CR
Market Price: 200,000 CR
Key Skill: Science: Biology
After spending enough time to research the type of major mutation you wish to splice into a creature, as explained in Chapter 17 - Science. You can begin process of altering the subjects genetics. You begin by selecting a mutation, and making a Skill Check roll DC: 30 + Mutation Points. Success will alter the creature's genetics and apply the mutation. Failure will result in waste of materials, and time.
Body Repair Wave (Cybernetics)
A delicate weave of subdermal biowires stimulates and repairs the body’s damaged tissue..
Level: 22nd
Category: Cybernetic Experiments
Time: 12 hours
Duration: Permanent
Component Cost: 11,000 CR
Market Price: 220,000 CR
Key Skill: Engineering (No Check)
The recipient heals naturally at twice the normal rate. (For additional Information, see Chapter 16 - Cybernetics)
Skill Plexus (Cybernetics)
This unit, implanted in the recipient’s brain, allows multiple skill implants to function as a single cybernetic attachment (see Skill Implant, above).
Level: 22nd
Category: Biological Experiments
Time: 12 hours
Duration: Permanent
Component Cost: 11,000 CR
Market Price: 220,000 CR
Key Skill: Science: Biology
The recipient may have up to four skill implants attached to the skill plexus, and together they are treated as a single cybernetic attachment. However, if the skill plexus is destroyed, all of the attached skill implants are destroyed as well. (For additional Information, see Chapter 16 - Cybernetics)
Craft Electronic (Complex)
You are able to engineer complex electronics from scratch.
Level: 25
Category: Engineering Experiments
Time: 60 Hour
Duration: Permanent
Component Cost: 2000 CR
Market Price: Sepcial
Key Skill: Engineering (No Check)
Engineers crafting an advance electronic must construct a device that falls with in the specific parameters of advance electronic devices. Advance electronics generally computer circuitry and and hardware working together. This experiment has the potential to make any kind of advance graded electronic device imaginable with the approval of the GM. The price of complex electronics varies from item to item.
Craft Mechanical Devices (Complex)
You are able to engineer advance mechanics from scratch.
Level: 25
Category: Engineering Experiments
Time: 12 Hour
Duration: Permanent
Component Cost: 900 CR
Market Price: Special
Key Skill: Engineering (No Check)
Engineers crafting advance mechanical devices must construct a device that falls with in the specific parameters of advance mechanical devices. Advance mechanical devices generally feature a complicated system of parts all working together in advance mechanical. For example Jet Engines. This experiment has the potential to make any kind of complex graded mechanical devices imaginable with the approval of the GM. The price of Complex Mechanical Devices varies from task to task.
Cybernetic Undeath (Cybernetics)
Level: 25
Category: Cybernetics Experiments
Time: 24 Hour
Duration: Permanent
Component Cost: 500,000 CR
Market Price: 250,000 CR
Key Skill: Science: Biology, Engineering (No Check)
When you select a subject to under go cybernetic undeath. You now have freed them from the limitations that a body has when taking on more implants. Systematically you chart out a plan that replaces every body part, and almost all the organs with cybernetic counter parts. Making the subject totally dependent on the implants, and ageless. These creatures no longer have Wounding Points, and they are summed up by the total of there Hit Points entirely. Although there personality's do remain in tact it often drifts to madness, or dillusion.
Construct Complex Structures
You know how to construct advance structures.
Level: 25th
Category: Engineering Experiments
Time: 600 Hours
Duration: Permanent
Component Cost: 2,000 CR
Market Price: 250,000 CR
Key Skill: Engineering
You are able to construct an advance structure out of whatever material you choose too. In addition you may include plans with your construction efforts granting you a +5 bonus on your roll. An advance structure is generally classified as very complexes to construct with out exact measurements, special tools, and very accurate plans. It often includes several complex systems that make up the whole structure. A good example of housing, or buildings. When building a structure from scratch, the character describes the kind of structure he or she wants to construct; then the Game Master decides if the structure is simple, moderate, complex, or advanced in scope and difficulty. Then the character must roll an Engineering Skill Check, DC: 30. Failure results in wasted component and time.
Gene Therapy (Biology)
You give a subject genetic therapy to gift them with special qualities.
Level: 25th
Category: Biological Experiments
Time: Vaires
Duration: Permanent
Component Cost: 300,000 CR
Market Price: 250,000 CR
Key Skill: Science: Biology
Genetic manipulation can empower a creature with any of the special qualities listed bellow. Developing the appropriate therapy is no different than any other genetic experiment. Once the therapy begins, the subject must make a fortitude save throws (DC varies) once per day until such time as he achieves a specific number of success linked to the genetic modification being attempted (at which point he permanently gains that special quality). Every time a save fails, the subject suffers 2 points of Constitution damage. As always with scientific experiments the scientist must spend time doing preliminary research. After completing this they may begin to apply therapy to a subject, as explained in Chapter 17 - Science
Robotic Frame Bioreplica (Construct Robot)
You create a Bioreplica Frame.
Level: 25
Category: Engineering Experiments
Time: Varies
Duration: Permanent
Component Cost: Varies
Market Price: 250,000 CR
Key Skill: Engineering
When constructing a robotic frame the character must first acquire the parts to assemble the frame. The frame is strictly the skeleton and case for all the hardware to be mounted in and it comes in all shapes and sizes. The price for these parts is based upon size as listed in Chapter 15 - Robotics in each table as base price.
To build an Bioreplica frame from scratch with the parts the have purchased, a character must succeed at an Engineering Skill check DC (20) after investing time into the frame's construction: 12 hours for a tiny or smaller frame, 24 hours for small to large frame, or 48 hours for a huge, or larger frame. Failure results in waste of time and materials.
Upon completing construction the character will have a shell of the robot they are attempting to make. They can then begin screwing, and plunging in all the other parts into it.
Write Advanced Program (Software)
You engineer an advance software that can manage 1000's of servers.
Level: 28
Category: Computer Engineering
Time: 12 Hour
Duration: Permanent
Component Cost: 30 CR
Market Price: 250,000 CR
Key Skill: Use Computer (No Check)
When you engineer an advance software you are doing so to create a program that manages super computers engineered by governments to maintain control over there Galatians Area Network. Or perhaps software that large media corporations have to manage the galactic network. Typically these applications are written for super computers that act as master servers of other sub local Area networks.
When generating a program you must fall into the parameters as mentioned and be approved by your GM to see if you fall into this category of writing programs. Once you have written a program it remains with you on your data-pad for as long as you like. You can move it to other computers should you wish.
Constructing a Plain Gate
You engineer a stargate that takes you beyond this universe and into the next.
Level: 28
Category: Engineering Experiments
Time: 600 Hours
Duration: Permanent
Component Cost: 5 Billion CR
Market Price: 280,000 CR
Key Skill: Engineering & Mechanics
You begin by understanding the fundamentals of how to make a temporary connection to other plains. This involves detailed research, mathematics, and highly advance computers, and software. As with all experiments they must spend 3d10 days doing the research and acquiring the knoweldge
Then the construction of the gate begins (the gate is classified as an advance structure). Once all the materials are acquired assembly can begin. The character begins to construct the gate's arch's and install the gravity wells. This is done by making a Mechanics (Electrics) Skill Check (DC: 30) to install the generators, computers, and a Engineering (Structural) Skill Check (DC:35) to construct the arches. Failure in any of these doesn't end the project, it simply prolongs the time it takes to complete the project by 30 hours.
Time Travel
You can move through the 4th dimension and see time as it unravels.
Level: 28
Category: Engineering Experiments
Time: 24 Hours
Duration: Permanent
Component Cost: 1 Plain Gate,
Market Price: 280,000 CR
Key Skill: Science: Physics (No Check)
After mastering the concepts behind time travel you are able to modify the plain gate to travel into time as explained in Chapter 17 - Science
Flawed Properties & Chart
Ammo | 1d2 |
Diffusing Ammo | 1 |
Dead Round | 2 |
Weapon Flaws & Items | 1d12 |
Decreased Range | 3 |
Flimsy | 5 |
Increased Size | 6 |
Fragile | 7 |
Increased Weight | 8 |
Reduced Accuracy | 9 |
Reduced Damage | 10 |
Reduced Stopping Power | 11 |
Rigid (Flawed) | 12 |
Armor Flaws | 1d3 |
Ablative | 1 |
Reduce Defense | 2 |
Reduced Range of Motion | 3 |
Weapon Flaws
Decreased Range
The range of a weapon is halved. Melee weaposn are not affected by this flaw.
Disposable
The weapon will only hold together for one battle, then it will fall apart.
Increased Size
The size of the weapon is increased by one category (from small to medium).
Increased weight
The weight of the weapon is increased by 50%
Reduce Accuracy
With the slight filed off, the barrel shortened, or the focus of crystal misaligned, ranged weapons are considerable less accurate and giving the attack =1 penalty on the attack rolls. This flaw can be applied multiputl time
Reduce Damage
Consisting of a modified barrel bore or an inferior voltage regulator, this flaw reduce the damage by 1. This flaw can be applied multiple times.
Reduced Stopping Power.
Increasing the choke on projectile weapons and the impedance of crystals cause ranged weapons to produce much lower damage output. This flaw subjects 1 die from the weapon's damage (decreasing from 2d8 to 1 d8 for example. This can only be applied once.
Ammunition Flaws
Diffusing
Energy weapons with low-frequency modifications result in reduced penetration. Damgae from the weapon is reduced by -2.
Armor Flaws
Ablative
Armor is made of inferior materials. For every 10 points of damage taken the armor's defense is reduced by 1.
Increased weight
The weight of the armor is increased by 50%
Reduced Defense
Armor with reduced defense takes =1 penalty to it's defense to a minium of +1. This flaw can be selected for the same armor multiple times.
Reduced Range of Motion
Armor lacks even standard flexibility ,decreases dexterity bonus by -1. This flaw can be selected for same armor multiple times.
Rigid
A virtually complete lack of armor segmentation makes the armor not only uncomfortable to ware, but difficulted to move in. This disadvantage increases the armor's armor check penalty by +1. This flaw can be selected multiple times.
Equipment & Computers Gadgets
Flimsy
The hardness of equipment is decreased by -2, to a maninum of 0. This flaw can be selected multiple times.
Fragile
The hit point total of equipment is decreased by 25% of the original total, this flaw can be selected up to four times each time decreasing the points of a equipment by 25% of the original total.