Magic Items/Advanced Technology

Specs: 5 lbs, 2000 GC

Abilities:

Soulcast: Has 1 Charge of SOUL FRAGMENTS. If it is expended, the Charge is regenerated in 12 hours.

Whispers of the Damned: Once a day you can cast “Commune with Soul Fragment.” This ability can be used to commune with the damned souls of the staff (DC:20 Persuasion) to learn a secret of one of the tortured souls born B.W. (Before the Waste)

*An onyx staff with a claw-like grip at its head. Within its grasp is an unrefined looking crystal with an ominous pale glow. When you come into contact with it, a surge of whispers and secrets pour into you from the tortured souls of a time long past. They remember the Wasting of Ephelia.*

##### CHARGE RAILS

Type: Modification, Magical

Specs: 2 lbs, 30 GC

Ability:

Projectile Charge: A metal object passing between the rails becomes electrified for 6 seconds. If a creature comes into contact with the object, it must make a DC: 15 FORTITUDE Save or become paralyzed until the next round. If an attack was made, critical hits automatically paralyze the creature until the next round. Attacks made against automatons are automatically critical hits.

*Two bronze colored prongs approx. a foot in length. They move parallel to each other as if they were a solid object. They tingle at your touch.*

## Divine Items

##### MOTE of REKTAN’S ESSENCE

Type: Wondrous

Specs: 0 lbs, Priceless

Ability:

New Technology: When the Mote comes into contact with a sentient entity with technological modifications like a prosthetic, the Mote is absorbed into the body of the entity. Whatever technology is affixed to the creature becomes unstable and will change shape like an undulating mass of mechanical nature.

It gains the following qualities: Irremovable (It cannot be removed from the entity), self regenerating (it is resistant to damage and, if it is damaged, will regenerate within 12 hours).

The entity can focus on the MOTE of REKTAN’S ESSENCE within their body and entice it to solidify into a new version of what it was with a new power hinting at a technology yet undiscovered.

## Magitech of Teiros

##### DE-RESPIRATOR

Type: Apparatus

Specs: 2lbs, 40 GC

Ability:

Inhale Purifying Agent: 2 actions to use. Consumes 1 "De-Respirator Cartridge." Clears the "poisoned" status condition and any debuffs to FORTITUDE. Heals 1 hit and clears 1 level of Exhaustion.

*Best described as looking like the bones of a respirator. By inserting two nozzles into your nostrils and breathing in deeply while activating it like you would an inhaler, you can purge your lungs of years of toxins and abuse.*

##### DETAINER

Type: Crossbow, 2-handed, Technology, Magical

Specs: 6lbs, (Illegal non-featherguard) 3 GC

Attack: DEX v.s. REFLEX to hit, DMG: 1+WIS, Piercing

Ability

Stun: 1 action to use. Your next attack does lightning damage. If hit, the target must make a DC 15 FORTITUDE save or be paralyzed for the next round. Paralyzed creatures make a DC 15 WILL save to maintain active spells. Their actions next turn are reduced by 3.

##### MECH-CART

Type: Vehicle

Carry Weight: 2000lbs

Speed: 120ft per move action

Hits: 20 hits

Consumes: 2 SN / 5lbs of fuel per hour

*Self propelled carts on wheels. Instead of a standard wagon wheel, they use something called a "Sheath" made of rubber from a southern island. They resemble a normal cart but clunkier and made of metal with bulky wheels. The driver usually sits up front with a magical generator sitting behind them. Most Mech-carts are owned by the Adventure Guild.*

## Arcanist/Red Circle Artifacts

##### MAGE LEATHERS

Type: Armor, Magical

Hits: 6

Ability:

Resist: Once per day, fully resist the damage of an attack

##### TRIAGE CUFF

Type: Bracer, Mechanical, Alchemical

Ability:

Emergency Injection: (1 Action) Removes all status conditions, restores 3 hits. Immune to status conditions for one turn. +5 to WILL for one turn. Costs 1 charge of triage solution that must be refilled before it can be used again.

##### KILL CUFF

Type: Bracer, Mechanical, Alchemical

Ability:

Blood Rush Injection: (1 Action) +5 STR and +5 CON for 1 minute. Casted spell effects have +5 against SAVE for one turn. Your next spell is SPELL SURGED at level 3 per the Advanced Arcanist Feat: Spell Surge. Costs 1 charge of bloodrush solution that must be refilled before it can be used again.