Creating Technological Devices

One big concern you may have is 'why is this so complicated?' Technology isn't easy to build, and if you want to do so, it'll require some reading! An example of how a player would create a device will be provided at the very bottom of this article.

Designing and constructing a technological device is a collaborative effort between the player and the GM. To do so, follow these steps.

### Step One: Define the Primary Function

The first step in creating a device is determining its primary function. Though inventive or desperate heroes may find alternate uses for a device, tinkers typically design a device with a single function in mind. Think of a device’s primary function as the verb that will be used most often when describing its use. Some possibilities include:

•Magnifying a view of far-away objects.

•Boring through the lock on a door.

•Ferrying cargo and passengers through the clouds.

•Testing floors for traps.

•Assembling a building.

•Communicating with a distant city.

•Translating one language into another.

•Forging swords and axes.

Once you have described the device’s primary function, the GM assigns the function a Difficulty representing the function’s complexity. Note that this Function Difficulty (FD) is not a Difficulty Class and is never used in skill checks. Function Difficulties serve as a way of evaluating how complex a device is and how difficult it is to construct. While determining the Function Difficulty, the GM should take into account the scale of the function’s operation, how long the function will take to complete, how complicated the function is to perform, and how independent or responsive the device is intended to be. These factors create a wide continuum of possible FDs — a function that produces a small fire without flint or tinder may have an FD of 5, for instance, while a device that follows the tracks of a ranger without being detected would be considerably higher. The GM may rule that a specific task is impossible to perform with the technology available to Oustomia characters.

**Steam Armor has special rules for creation, found here!**

## Step Two: Set the Technology Score and Determine Features

Even devices that perform the same functions can have different forms. A device’s complexity and power determines its Technology Score (TS). Items with lower Technology Scores are cheaper and easier to construct, while those with higher Technology Scores are more powerful.

The features of the devices a tinker can create are limited by his experience and ability — his Technological Limit (TL). The features of any device a tinker designs must have Technology Scores less than or equal to his TL, which is determined as follows:

**Technological Limit = 1 + tinker class level + feat modifiers - You may not have more Technological Limit than your HD. In addition, a Tinker may not use a Tinker item that has a higher TS than their own TL. This also prevents non-Tinkers from using Tinker items.**

**Do note that knacks and feats may increase your TL past your HD, unless otherwise listed. You may increase it past your HD in this manner to a total of +4.**

A feature’s Technology Score establishes its power, as shown on the following table Technological Device Features. The device’s overall TS is equal to the highest TS among its features. A cannon that deals 2d6 points of damage (TS 4) yet has a range increment of 50 feet (TS 1) has a TS of 4.

**Technological Device Features**

*~Ability Bonus is for Enhancement Bonuses, kind of like a magic item. The other ones, strength, int, etc, are for constructs and devices that use those ability scores.*

*\*All technological devices have hardness, as determined by their sizes(see step seven). You can add additional hardness to your device if you like.*

*\*\*All technological devices have hit points, as determined by their sizes(see step even). You can add additional hit points to your device if you like.*

*\*\*\* Only used if the device has no other features that require Technology Scores(a child's clockwork toy, for example.)*

*#Most Devices that have a blast radius blow up -- they have Time Factors (see below) of 10.*

*##Any device that can move also needs a Maneuverability Rating, which will be touched upon later.*

*%Any device that shoots something and deals damage is a projectile weapon.*

*%%For projectile weapons. Thrown weapons generally have range increments of 10 feet. Please note that Tech Firearms can only crit at a x2, not x4.*

*~~ Space Capability is unique to Oustomia. Starstomia does not need to have 'Space Capability' added to their ships; only Flight Capability.*

*@@ This is a new feature added with this revision. This is added assuming the creator has the capability and caster level to cast the spell added. However, chaos Generators, found in **Technological Devices** can be used to mimic spellcasting, at the cost of a higher MR. **Note: Each time you add the spell, it gains the capability to cast that spell once per day. For a base cost of 20(not including the 3 x spell level), you can make it 'At Will'.***

**Note: Not all devices present in the Technological Devices section, or by players, include things from the above design table. The above design table is a mixture of a guidance system and a way to allow players to understand what they can and cannot do. If you're unsure, or if you wish to create an item that would not normally be possible, talk to Victorious for some help!**

## Step Three: Determine Complexity Score

The more complex a device is, the more difficult it is to construct. A device’s Complexity Score is equal one-half its Function Diffi culty plus the combined values of all of its features’ Technology Scores. Add all of the features’ TSs together, then add them to half the FD.

**Complexity Score = (FD/2) + TS1 + TS2 + TS3, and so on.**

## Step Four: Decide Time Factor

The primary function of a device takes time to perform. For most devices, this time is the interval between initiating the function and completing it. For others, where the function is instantaneous or continuous, the time is that required for the device to be prepared to function — the time required to load a weapon or start a vehicle’s steam engine.

Once you determine the device’s primary function and its features, the GM decides the basic time unit on which it operates — move actions, standard actions, rounds, minutes, hours, days, weeks or months. The time unit chosen should be that most appropriate given the scale of the function and the design of the device. The tinker then selects a number between 1 and 10.

This is the Time Factor (TF), or how many time units the primary function of the device requires to perform its task. The Time Factor is important because slower items are less expensive and can be built more quickly than fast items. The faster an item is, the more it costs.

Personal firearms, for example, usually operate on move actions and have TFs of 1 — they take a single move action to reload. Some items, such as bombs or disposable flares, work just once and then destroy themselves. These items have Time Factors of 10.

## Step Five: Determine Malfunction Rating

Reliable and durable devices are always a possibility, given sufficient skill, time and resources. However, ambitious tinkers and the cheapskate adventurers funding them often settle for devices that serve the desired need despite the risks of an occasional explosion.

During the design process, tinkers assign the primary function of the device a Malfunction Rating (MR) between 1 and 5, representing the chance that the device will fail to operate when used. If the device’s operator makes a Use Technological Device check or attack roll, and the roll is equal to or less than the device’s Malfunction Rating, the device malfunctions. (See “Malfunction Effects” later in this chapter for more information on specifying the details of a device’s malfunctions.)

## Step Six: Calculate Market Value

Once you have fully designed a device, you must determine its market value before you can begin construction. The device’s market value takes into account all of the factors you previously determined.

**Market value = (Function Difficulty x TS x Complexity Score) / (TF + MR)**

 Remember:

**Function Difficulty:** Determined in step one.

**TS:** The device’s overall Technology Score, determined in step two.

**Complexity Score:** Determined in step three.

**TF:** The device’s Time Factor, determined in step four.

**MR:**The device’s Malfunction Rating, determined in step five.

Round the market value to the nearest 5 gp. Market values are not set in stone; the GM may adjust it further if he feels it appropriate.

## Step Seven: Fill Out the Details

You now have completed the design’s blueprint and the shopping list (and price) of the required materials.

Before you begin construction, you and the GM should work together to describe the details that are not explicitly determined in the above process. Base the device’s size and weight on its function and the materials going into its construction. In most cases, the device’s size and weight are obvious: hand tools are Tiny and weigh a few pounds at most, steam-powered tree saws are Small and can be held and operated in two hands, while self-propelled mechanical lumberjacks may be Huge and weigh thousands of pounds. Keep in mind that steam technology in the world is oversized, involving great pistons, huge boilers and other large pieces of equipment. Also, despite the incredible abilities they can possess, the materials and techniques that go into tinker-made devices are less sophisticated than those of 21st-century Earth, resulting in constructions that are big and bulky. Devices that are self-powered also require fuel of some sort; probably liquid phlogiston (see below.)

A device’s size determines its hit points and hardness, as shown on the following table. You can add hit points and/or hardness to your device by adding layers, armor plating, supports, solidifying the design and the like. Adding hit points or hardness counts as a feature, as described in step one. **Vehicles follow rules similar to Steam Armor, as well as for Steam Armor Hulls. Refer to the picture in the side, minus the Size Modifier. Do note, that vehicles can also have Equipment, similar to a Steam Suit. The difference being that their equipment slots can occupy any space, rather than an actual 'area'(such as back or shoulders). If it's a vehicle, the vehicle can carry up to one quarter of it's weight in cargo, not including any modifications made to the vehicle itself.**

During this step, the GM should also determine what proficiencies (if any) and checks are required to operate the device. A good baseline is a Use Technological Device check with a DC equal to 15 + the device’s TS. If you did not do so in step five, you should determine the device’s malfunction effects (see Malfunction Effects section) now

### Phlogiston

The miracle substance driving most technology in the world of is phlogiston, a gas collected from the air (for more information on this process, see the Phlogiston Page, which will be added soon.) and distilled into vials of liquid phlogiston: a precise mixture of oil, water and phlogiston gas. Liquid phlogiston allows smaller boilers to burn at the tremendous temperatures and pressures that enable portable tinker technology and gigantic vehicles to operate. Unless specified elsewhere, along with their other fuel requirements, phlogiston-powered devices require 1 vial of liquid phlogiston per week. Vehicles may require anywhere between 1 and 20 vials per week (or more!) based on their size and weight.

A phlogiston vial weighs one-quarter pound and has a market value of 20 gp.

### Firearm Classification

Firearms are wide and varied, and have a number of different uses depending upon the kind of firearm you utilize. Below, you will find a classification listing of what each one does. However, due to this, **each firearm-type will require a feat tax of Exotic Weapon Proficiency.**

* **Rifles -** The standard rifle benefits from full damage from range, but also allows a character to deliver sneak attacks with it at a maximum of 60 feet, instead of the usual 30. Any additions from classes or other features continue to increase this past 60 feet.
* **Pistols -** Pistols are much more varied; pistols only have to obey the usual rules for firearms(not tech-firearms), but their damage dice changes from d6 to d4.
* **Shotguns -** In Oustomia, Shotguns are not what you normally expect; not like the pump and shoot type guns, but usually used as an emergency / last resort - Shotguns deal double damage within 10 feet, and take up to a full round action to reload, or two standard actions.
* **Siege Engines -** Siege Engines are a bit unique, but they are considered a class of Firearm. Aside from being able to utilize the ammunition rules found on the **Siege Engine Page**, Siege Engines may target individual squares if you succeed at a UTD check, and a DC 15 Check, using only your base attack bonus and your intelligence bonus. If you succeed, you attack everything on that square and within 5 feet of it. - Do note that siege engines can be mounted onto vehicles, but are incredibly unwieldy when off of them. You take a -6 penalty if you are a Medium Creature, and a -10 Penalty if you are a small creature on all checks involving the siege engine while using it on the ground with no vehicle attached. **If you specifically target an object, Siege Engines deal double damage.**
* **Grenade Launchers -** Grenade Launchers can be used with grenades and alchemist bombs freely. This item simply increases the range at which they can be thrown, based upon the tech score of the item - to a maximum of 200 feet.
* **Tech Bows -** Tech Bows, while not quite firearms, are unique nonetheless. Tech Bows only benefit from half the damage of a normal Firearm, rounding down, but may be used with feats meant for bows.. - Example: If a tech bow is TS 10, with 5d6 damage, it would become 2d6 damage.

## Step Eight: Build the Device!

Once you reach this step, the design work is completed and it is time to begin construction using the Craft (technological device) skill. The construction process follows the normal Craft (technological device) rules. The Craft DC is equal to the device’s FD + TS. If you roll a natural 20 on a craft check, you may increase one aspect of your device by one step(such as increasing damage from 3d6 to 4d6) to represent your success.

## Example Device Building

Now, we'll walk through the process of building one of these devices.

#### Part 1

Mike’s character, the dwarven tinker Nuji Ironshaft(Son of Nuji Steelballs), decides to build a new technological device. As Nuji has been having trouble keeping up with the more martially inclined members of his adventuring party, he decides to construct the ultimate tinker defense: steam armor. Mike, playing Nuji, defines the primary function of the steam armor as, “Providing protection to the wearer in combat.” As Nuji will need to wear and control the steam armor, the GM decides that the device is repetitive rather than responsive — yet it is also complex, as it will fully enclose the dwarf and act as a shell between him and the outside world. The GM rules that the Function Difficulty for the steam armor is 20.

### Part 2

Nuji Ironshaft(Son of Nuji Steelballs) is a 6th-level tinker with the Vehicle Knack feat(found in the Feats section of the 'Technology' page. Thus, his Technological Limit when building his steam armor is equal to 1 + 6 (for his tinker levels) + 2 (for the feat), for a total of 9. Considering what features the steam armor should possess, an armor bonus is at the top of Nuji’s list. Though he possesses the ability to create armor that would provide up to a +9 armor bonus, Nuji chooses to save time and money by building armor that will grant only a +6 bonus (TS 6).

The steam armor needs to be able to carry Nuji and his equipment, so he adds the cargo capacity feature, also at TS 6 — the armor will be able to carry a maximum of 1,200 pounds.

The armor is huge, bulky and heavy, so it has to be able to move under its own power unless Nuji plans to have horses haul it around; he gives it the land speed feature. He thinks 60 miles per hour (a TS 3 feature) should be sufficient. Since it moves, the device also needs a Maneuverability Rating; Nuji decides that 3 (TS 6) is good enough.

Thus, the armor’s overall Technology Score is 6 (the highest TS of the features it includes) and has four features: armor bonus, carrying capacity, land speed and Maneuverability Rating.

### Part 3

Nuji’s armor has an FD of 20, half of which is 10. It includes the following features: +6 armor bonus (TS 6), 1,200-pound cargo capacity (TS 6), movement speed of 60 mph (TS 3) and Maneuverability Rating 3 (TS 6). **The armor’s Complexity Score is 10+6+6+3+6=31.**

### Part 4

Like most vehicles, the functioning of Nuji’s steam armor once it is running is continuous — it will constantly provide the wearer with protection and the ability to move. Thus, the device’s Time Factor describes the time required for it to begin functioning. The GM decides that something as large and complex as the steam armor will require at least a minute to begin operation, if not longer, and places the Time Factor on a scale of minutes. Mike decides that Nuji’s devices are often a bit cantankerous and require some care and attention to get started, so he gives the steam armor a TF of 3. Once Nuji starts the engine, it takes 3 minutes to get going.

### Part 5

Nuji has sacrificed reliability in the past, giving his devices high Malfunction Ratings. However, when building a device intended to protect his life in the thick of combat, he’s a bit less willing to cut corners. He sets the Malfunction Rating for his steam armor at 1.

### Part 6

The various factors used to determine the market value of Nuji’s steam armor are:

**Function Difficulty:** 20

**TS:** 6

**Complexity Score:** 31

**TF:** 3

**MR:** 1

The market value of the steam armor is therefore equal to (20 x 6 x 31)/(3 + 1), or 930 gp

### Part 7

Mike and the GM determine that Nuji’s steam armor, with its ability to carry both a dwarven pilot and cargo inside its chest cavity, will be around the size of a Large humanoid. As the armor is built of iron in order to provide heavy protection for its cargo and passenger, its weight is considerable — 800 pounds before being loaded with cargo or pilot. The GM also decides that a device as complicated as steam armor requires a special feat to operate: Vehicle Proficiency (steam armor). As Ride checks don’t seem appropriate, he also decides that operating the steam armor requires Use Technological Device checks. He sets the checks’ DCs at 10 + the steam armor’s TS, 6, for a total DC of 16.

### Part 8: Final Result

Nuji’s steam armor has a market value of 930 gp; as described under the Craft skill within the SRD, the raw materials cost one-third this amount. Purchasing 310 gp of iron and parts, he is ready to begin construction. During the first week he makes a Craft (technological device) check with a DC of (20 + 6) 26. He succeeds at the check with a result of 27 and multiplies the result by the DC to make 702 sp of progress during that week.

Each week, Nuji makes another Craft (technological device) check, marking another week of construction until he has accumulated progress equal to the market value of the armor. When he reaches 930 gp, his armor is complete!

The final game statistics for Nuji’s steam armor are as follows:

**Ironshaft Battle Armor**

**Operation:** Requires Vehicle Proficiency (steam armor) and DC 16 Use Technological Device check.

**Armor Bonus:** +6

**Cargo Capacity:** 1,200 lbs (including driver)

**Top Speed:** 60 miles per hour(MPH)

## **Maneuverability:** 3 (average)

**Speed Increment:** 15 mph (135 ft/round)

**Startup Time:** 3 minutes

**Malfunction Rating:** 1 (inhibited function)

**Hit Points:** 40

**Size/Space:** Large (10 feet tall x 8 feet wife)/10 ft

**Weight:** 800 lbs (unloaded)

**Market Value:** 930 gp

**Technology Score:** 6

**Function Difficulty:** 20

## Malfunctions & Repairs

*A significant amount of tech comes with malfunctions, but you can also repair tech! Below is rules for such.*

Stories of the amazing devices created by tinkers are matched in number by stories of their malfunctions. At best, vehicles do not move and weapons do not fire. At worst, the devices’ phlogiston-fueled boilers explode and those standing nearby are reduced to smoldering messes on the ground.

Every technological device has a Malfunction Rating (MR) between 0 and 5. This number represents the chance that the item fails when used. When making a skill check or attack roll while using the device, if you roll a number equal to or below the Malfunction Rating (MR), without taking into account any modifiers,  the object fails to operate correctly. Thus, if your character attempts to use a device with an MR of 2, and you roll a die to use the device and the roll comes up a 1 or a 2, the device malfunctions (despite any bonuses you have to the check).

When most devices malfunction, they fail to perform the desired task (the vehicle stalls, the weapon jams, the chicken gets stuck and so forth) and must be repaired. Repairing a technological device probably requires a Craft (technological device) check. The GM may rule that a malfunction has other effects, as described in the following section.

## Malfunction Effects

A tinker maxim: “Two devices may be made from the same plans, but each fouls up in its own way.” The table below lists a number of possible malfunction effects. While constructing a device, players and the GM should choose an effect from the table that is appropriate to the device. The device sometimes produces this effect when it malfunctions. Alternately, you can elect to have the device produce a random result when it malfunctions. If you do so, to see what happens when the device malfunctions, you or the GM rolls 1d20 on the below table. (Reroll inapplicable results.) Creating a device with a random malfunction reduces the device’s MR by 1 (to a minimum of 1, with the adjustment made after the device’s construction is complete).

Several malfunctions have permanent effects. In most cases, you can correct these effects by upgrading the device, as described in the 'Additional Information' section, returning it to its former capacity. In cases where this does not make sense (for example, the noisemaker or pain machine effect), you can repair the effect by following the normal rules for the Craft skill. (You therefore have to repair the device twice: once to get it working again, and once to correct the permanent malfunction effect.) Malfunction effects are cumulative.

**Function Lock:** For 2d6 rounds, the device continues to repeat the action taken during the round in which it malfunctioned. Weapons continue to fire and their direction cannot be altered; vehicles continue to move uncontrollably in the same direction at the same speed. All ammunition or fuel loaded into the device is consumed or destroyed in the malfunction.

**Mangled:** The device can be repaired, but it will never look the same again. For all purposes related to the device’s sale or appraisal, its market value is halved. If a device suffers this malfunction effect twice, it is ravaged beyond recognition and must be replaced.

**Leaky:** The device now requires regular applications of some substance in order to continue operating. This substance may be a lubricant to keep gears turning, phlogiston to replace that seeping out of a leaky boiler or something similar. If the substance is not applied daily, the device ceases to function.

**Total Failure:** Not only does the malfunctioning device fail, so do all its add-ons. They must be repaired individually.

**Inhibited Function:** Once the device is repaired, its Time Factor (determined in step four, above) is doubled.

**Degradation:** Even after being repaired, one feature (randomly determined) is decreased as if the feature’s TS were –1 lower (minimum 0). An armor bonus may be reduced by –1, maximum movement speed might decrease by –20 mph, and so on.

**Balky:** The device’s Maneuverability Rating decreases by –1.

**Pieces Everywhere:** The device falls apart into a multitude of tiny components. Craft (technological device) checks to repair the device have their DCs increased by +4.

**Awkward Operation:** The device is more difficult to operate after being repaired. All skill checks or attack rolls made with the device take a –2 circumstance penalty.

**Backfire:** All weapons on the device backfire, dealing their damage to the operator.

**Frangible:** Though it can be repaired normally, the device is more likely to malfunction in the future. Its Malfunction Rating increases by +1.

**Kickback:** The device somehow deals damage to its operator, by jerking her around violently, blasting her with steam or the like. She takes 3d6 points of damage.

**Bulky:** You can repair the device, but it needs extra components. Lots of extra components. For the purposes of repair, its market price increases by 25%. After you repair it, the device is one size larger — Tiny devices become Small, Small devices become Medium and so on. The device’s weight doubles, and its movement speed decreases by –20 mph (if applicable).

**Critical Component:** The malfunction destroys a critical component. You cannot repair the device until a rare or delicate component worth at least 10% of the device’s total market value can be replaced. (This requirement might spark an adventure if the component is not available on the open market.)

**Self-Destructive:** After you repair it, the device damages itself, taking 1 point of damage each time it is successfully operated. The device’s hardness does not protect it against this damage.

**Noisemaker:** The device immediately emits a loud and annoying noise that can be heard by any creature within 60 feet. Even after repair, the function makes the noise continuously during its operation and for a period afterward equal to its Time Factor (but not less than 1 minute).

**Fused Function:** You cannot upgrade the device and all skill checks made to repair it have their DCs increased by +3.

**Fragile:** The device’s maximum hit points are halved.

**Pain Machine:** The device can be repaired normally, but it deals 1d6 points of damage to its operator each time it is used.

**Phlogiston Explosion:** The device’s phlogiston boiler explodes, dealing slashing and fire damage equal to (the device’s Technology Score)d6 to all characters and creatures within 15 feet. The Craft (technological device) checks required to repair the device have their DCs increased by +6.

## Additional Information

Below this line is additional information, extra 'rules', while the above information is the baseline for creating technological devices.

### Upgrades

Upgrades improve a device’s existing functions. A tinker can upgrade a flintlock pistol to enhance its ability to deal damage, or she might upgrade a steam horse so that it moves faster. To make an upgrade, design the upgraded device as if it were a wholly new device sharing all the device’s existing attributes along with all desired upgrades.

Once you determine the market value of the upgraded device, subtract the market value of the original design from that of the upgraded design. The result is the upgrade cost. Make Craft (technological device) checks to upgrade the device; the DC equals the upgraded device’s Function Difficulty + its TS – 10. The device cannot be used while you are upgrading it.

### Vehicles: Movement & Maneuverability

Tinker-built vehicles can travel at speeds that match or exceed even the fastest mounts. Only skilled pilots keep dwarven siege engines or gnome ‘copters from becoming crumpled wrecks of metal, and even they sometimes have trouble with the fickle and unwieldy controls of some vehicles.

Piloting a vehicle requires regular maneuverability checks to maintain control. Maneuverability checks are based on a vehicle’s Maneuverability Rating, which is set during the vehicle’s design and construction (see step two, above). While a vehicle may travel up to its top speed, its Maneuverability Rating assigns it a speed increment. See the below table for the speed increment associated with each level of maneuverability. For each speed increment a vehicle is traveling beyond the first, the vehicle’s pilot takes a –2 penalty on maneuverability checks.

To maintain control of a vehicle traveling in a straight line at a constant speed, a pilot must make regular maneuverability checks with her Use Technological Device skill. In travel under normal conditions, the pilot must make a DC 10 Use Technological Device check once per hour. In combat a vehicle moves on its pilot’s initiative count and the pilot must make a DC 20 Use Technological Device check each round before she acts.

If the pilot succeeds at this check, she is in control of the vehicle and may perform a standard action; controlling the vehicle (and moving it, if applicable) is her move action that round. If the pilot fails the check, the check becomes a full-round action. She can do nothing else in that round.

On the pilot’s turn, the vehicle moves. It can move any distance between its current speed and the speed that is one speed increment below it. For example, if a vehicle with a Maneuverability Rating of 1 enters combat traveling at 10 mph, on her turn the pilot moves the vehicle between 45 and 90 feet. If she decelerates by one speed increment, she moves the vehicle between 0 and 45 feet. If she accelerates by one speed increment, she moves the vehicle between 90 and 105 feet.

Attempting to do more than maintain control of a vehicle and move in a straight line can also require maneuverability checks:

**Changing Speed:** Accelerating or decelerating up to one speed increment is easy. For each additional speed increment the pilot accelerates of decelerates in a round, she takes a cumulative –4 penalty on her maneuverability check for the round.

**Drifting:** The pilot may drift a vehicle while it is moving, sliding the vehicle laterally to the left or right while continuing to travel forward. The pilot can drift one vehicle width with no added difficulty; for each additional vehicle width the vehicle drifts, the pilot takes a –4 penalty on her maneuverability check that round.

**Moving Quickly:** For each full speed increment beyond the first at which the vehicle travels, the pilot takes a –2 penalty on all maneuverability checks.

**Turning:** A vehicle can turn up to 45 degrees (or 90 degrees, if it has a Maneuverability Rating of 4 or higher) easily. Turning more than 45 (or 90) degrees requires a move action (in addition to that used for controlling the vehicle) and a maneuverability check with a –4 penalty per additional 45 (or 90) degree increment. If the pilot fails this check, the vehicle turns only 45 degrees (or 90 degrees, for vehicles with a Maneuverability Rating 4 or higher).

#### Maneuverability Ratings

 2 (poor)
 3 (average)
 4 (good)
 5 (excellent)

## Tech-Mods

Some tinkers are skilled at adapting their technological items into other technological marvels. These modifications can change a previously normal item, such as a firearm, into a more dangerous work of artifice.

Many tinkers call this process “modding”; tech-mods are technologically based special abilities that can be built into mundane items. The cost of this process is relatively low in comparison to magic items and other technological devices; however, tech-mod weapons and armor are prone to mechanical failure just as any other device is, and many require power sources in order to operate.

Tech-mod devices require charges, and draw these charges from technological sources only: furnaces, cores, or other items that can provide a technological item with power.

### Powering Tech-Mod Devices

The majority of complex tech-mods rely on a power source in order to activate and maintain their abilities. The most common power source is a phlogiston furnace, a bulky, steam-powered assembly that is worn like a backpack, or built onto a larger device as an add-on or upgrade. Phlogiston furnaces typically connect to a techmod item through an armored cable that acts as a conduit between the phlogiston furnace and the item itself.

Another type of device used to power tech-mod devices is called a power core, a special type of power source developed by halfing engineers. The power core is a technological battery that holds a charge used to power the tech-mod item.

As an alternative yet reliable method of powering a device, goblins often turn to a crank driven arcanite inducer. Cranking a steel inducer can provide a tech-mod item with a single charge; the inducers often have a built in power core, and can store charges for an indefinite time. Arcanite inducers also vary in size. Most can be worn like a phlogiston furnace, though some larger goblin devices have a unicycle or pedal assembly attached to so that pedal power can provide a constant flow of energy to the item.

Each type of power source carries or produces a number of charges of energy. These charges aren’t to be confused with charges for magic items (and can’t be used with magic items), but they operate in the same way. Each time the user activates a tech-mod item ability, one charge (or more) is consumed from the power core.

Tech-mod items are easily adaptable to available power sources, but the following are the only methods of providing a tech-mod item with a charge other than integrating it into a device that already has a phlogiston furnace. In those cases, the energy demands are taken into account when integrating the tech-mod item into the larger technological device.

**Item:** The name of the item

**Output/Capacity:** This is the number of charges a device can hold or provide.

**MR:** Malfunction Rating. Activating (in the case of phlogiston furnaces), or installing a power source(in the case of cores or inducers) into a piece of equipment requires a DC 15 Use Technological Device check; if the roll is equal to or below the MR, the device malfunctions.

**Market Price:** How much the item costs to purchase on the open market.

**Craft DC:** The DC of the Craft (Technological Device) check to create the item.

**TS:** The item's technology score, which is important in creating the device.

**Weight:** The item's weight in pounds.

#### Tech-Mod Power Sources

**Steel Inducer:** This is a crank or clockwork powered source of energy for tech-mod items. The steel inducer uses revolving plates of steel to induce a voltaic charge that is then funneled into a storage core within the inducer. The charges remain until used, but each device can store only a certain number of charges.

Charging a steel inducer requires a steel crank.

**Steel Crank:** Using mechanical advantage, a steel crank can provide an emergency charge to a steel inducer. The crank attaches to the steel inducer, and the person operating it then furiously turns the crank to create a charge.

Ten rounds of cranking creates a single charge. Each time the crank is used to create a charge, roll a d20. If the result is equal to or less than the steel inducer’s malfunction rating, the steel inducer permanently loses one charge from its maximum capacity.

**Steel Wheel:** This device resembles an oddly configured unicycle. Usually built for halfling or goblin proportions, the steel wheel is connected to a steel inducer to convert it into a steady energy source.

When peddled (a full-round action that provokes attacks of opportunity) the steel wheel provides a number of charges per round. A small steel inducer attached to a steel wheel provides 1 charge per round, a medium inducer provides 2 charges per round, and a large steel inducer provides 3 charges per round.

**Armored Power Cable:** An armored power cable is used to connect power sources to tech-mod items, or to interconnect power sources in series. The cable is thick, insulated with armored links and a heavy leather sheath.

The cable has a hardness of 5 and 5 hit points.

An armored power cable can be used to connect one power core to another. Two or more power cores can be linked in series. Doing so makes the combined charges available for the tech-mod device.

For example, three medium power cores can be connected and then linked to a tech-mod item. Doing so requires one cable for each power core on the belt. Two of the cables link the power cores together, and one cable connects the power cores to the device. The linked item has 30 charges.

**Phlogiston Charger:** This device resembles a small, stationary steam engine with several receptacles, each resembling a power core socket. Power cores are fitted to each receptacle.

A phlogiston charger charges power cores with energy. Only a phlogiston charger can recharge a power core. A charger requires 2 lb. of coal (worth 10 gp) and a waterskin full of water to operate for 1 hour.

The phlogiston charger produces 1 charge per minute, but this charge may be used only for charging power cores. The charger charges cores in sequence, charging one at a time until all are fully charged.

**Phlogiston Furnace:** A phlogiston furnace is a steampowered backpack that uses phlogiston to power turbines that produce sufficient energy to power a tech-mod device. Much like the phlogiston-based power sources of many more complicated technological devices, the phlogiston furnace produces a continuous stream of steam and makes a rumbling chuffing noise as it vents excess gas and pressure.

Made in a variety of sizes, the power furnaces are designed to power technological devices, but can be adapted to power tech-mod devices as well. Phlogiston furnaces are typically well insulated and strapped to the back of the person using it to power an item. In the case of armor, a phlogiston furnace might be incorporated into its actual structure instead of being worn as a separate item. In all cases, a phlogiston furnace occupies the cloak magic item slot.

Steam-powered phlogiston furnaces vary in size and produce a number of charges per round depending on their size. The device cannot store excess charges, so any not used at the end of the round are lost. Phlogiston furnaces have a hardness of 10, and 8 (Small), 12 (Medium), 16 (Large), or 20 hit points (Huge) respectively. One vial of phlogiston powers a phlogiston furnace for 10 minutes, regardless of size.

**Power Cores:** Power cores are cylindrical energy cells charged with voltaic energy held in a phlogiston matrix. In other words, they’re batteries, and they are a stable and reliable medium for storing energy for further use. A power core can hold its charges indefinitely, and has the advantage of operating in complete silence.

Power cores are suitable for items that don’t require a large amount of energy on a constant basis. The devices don’t hold a lot of charges, and so they are good only for short-term use or last-ditch needs. Varying in size, each type of power core holds a specific number of charges.

Power core sizes denote the size of the item in which they can fit: A small power core fits in a Small weapon, or inside a Small suit of armor, while a medium power core fits in a Medium weapon or suit of armor.

**Power Core Belt:** This thick leather belt stores power cores. A single power core belt can hold up to three medium power cores. The belt can also be worn as a bandolier.

### Crafting Tech-Mod Items

Building a tech-mod into an item requires that the creator have the Craft Tech-Mod feat (see the Technology Page); not just any tinker can slap a mod onto an item. A tech-mod's craft DC is equal to 10+Enhancement Bonus+Craft Ranks required.

Tech-mods have a bonus equivalent, and this number determines the item’s value and power consumption. Each round, a modified item consumes a number of charges from its power source equal to its bonus equivalent. An item can have no more than a +10 techmod bonus equivalent.

A magic item can accept tech-mods, but the combined magic and tech-mod bonus equivalents cannot exceed a total of +10. The tech-mod functions still require tech-mod charges or a power source in order to function properly.

An item’s Malfunction Rating increases by half its tech-mod bonus equivalent (rounded down). For instance, a long rifl e with the autofeed tech-mod (a bonus equivalent of +3) has an MR of 2 (adding 1 to the long rifle’s base MR of 1). An item that is not normally technological has an MR of 0. Magic items with techmods always increase their MRs by at least +1.

Adding a tech-mod to an item takes one day for each 1,000 gp (or portion thereof) in its market price and uses up raw materials equal to half the item’s market price.

#### How to Use 'Em

Tech-mod items require an initial Use Technological Device check to activate — once a tech-mod item is activated, any further uses of it are considered to be useactivated (it activates simply by using it in the way it is intended). Since most tech-mod items are weapons or armor, this means that a single Use Technological Device check activates the item, and subsequent uses require no checks.

Activating a tech-mod item requires a Use Technological Device check (DC 10 + the item’s bonus equivalent). For instance, a suit of armor with a +5 bonus equivalent requires a DC 15 Use Technological Device check to activate before its tech-mod abilities can be used.

A tech-mod device continues to function until it runs out of charges or doesn’t have sufficient charges for a full round of operation. If a device runs out of charges, or if the device doesn’t have enough charges to power it for a full round, it deactivates. The user can also deactivate the device with a DC 10 Use Technological Device check.

#### Tech-Mod Abilities

The following abilities are all technologically based enhancements that can be added to masterwork or normal quality items of the appropriate type. In most cases a single ability needs to be added only once. Tech-mod descriptions include the following information:

**Prerequisites:** A character must meet these requirements to create a tech-mod item. These include feats, ranks in Craft (technological device), and miscellaneous requirements such as class level, spells and race. All tech-mods require the Craft Tech-Mod feat.

It is possible for more than one character to cooperate in the creation of a tech-mod item, with each participant providing one or more of the prerequisites. In some cases, cooperation may even be necessary.

**Bonus Equivalent:** The tech-mod’s bonus equivalent, which also determines it price, as shown on the above table.

#### Mechanical Tech-Mods

Some tech-mods are purely mechanical augmentations to weapons and don’t require any charges from a power source in order to function. These tech-mods still change the Malfunction Rating of a weapon and the base price; however, they do not count toward an item’s power consumption. If a tech-mod is simply mechanical in function it is so noted in the entry.

### Melee Weapon Tech-Mods

Tech-mods for weapons are the most easily understood and more commonly used modifications. The need for advancing weapons technology in a world in a state of constant warfare seems to be an expression of technological evolution under a specific type of pressure — the kill-or-be-killed kind.

Melee weapon tech-mods are typically applied to the tried and true slashing weapon, and the majority of techmods designed by halfling hands are explicitly for use with swords, axes and bladed implements.

The application of technology to a melee weapon adds moving parts and complexity to its design. The final result is the amplification of the weapon’s capability to do harm. Unlike magic, which uses eldritch means to augment a weapon’s edge and accuracy, tech-mods tend to utilize specific technologies to add to a weapon’s capabilities.

#### Chatter Blade

**Description:** The chatter blade is a series of interlocking blade segments that replaces the edge of a weapon. The chatter blade uses a small motor and a power source. The chatter blade’s edge comes alive once activated, turning into a blur of motion barely perceivable to the eye. Each individual segment of the blade moves in a rapid sawing motion, this furious motion allows the blade to cause tremendous wounds, and shear through flesh with ease. Popular among goblins, this style of weapon has seen increasing use in the hands of Warforge mercenaries, and some Warforge merchants have begun trading in chatter blades with elements of other factions, who find the weapons’ brutal qualities appealing.

**Powers:** Only slashing weapons can accept the chatter blade tech-mod. A chatter blade doubles the critical threat range of a weapon, and has a +2 bonus on damage rolls. This increase to the threat range does not stack with similar effects (such as the keen magic weapon ability). Craft (weaponsmithing) 6 ranks, Craft (technological device) 6 ranks, Craft Tech-Mod; Bonus Equivalent +3.

#### Steam Ram

**Description:** This particular tech-mod is built for weapons that rely on blunt trauma, impact and sheer mass to damage a target. Built into the weapon, the steam ram uses pressurized steam or air to release a powerful burst of energy on impact. Triggered once it strikes an opponent, the steam ram slams the weapon head into the target, increasing the amount of bludgeoning damage significantly.

**Powers:** Only bludgeoning weapons can accept the steam ram tech-mod. Steam ram weapons deal an additional +1d6 points of bludgeoning damage. A steam ram weapon uses charges only when it strikes successfully in combat, but still uses the charges whether it deals damage or not (due to immunities or damage reduction, for instance).

Craft (weaponsmithing) 4 ranks, Craft (technological device) 4 ranks, Craft Tech-Mod; Bonus Equivalent +1.

#### Vibroblade

**Description:** The drone of a vibroblade is an unmistakable sound. A dull hum emits from any weapon bearing this weapon modification — this is the subsonic thrum of the blade being vibrated at an incredibly rapid rate. The blade itself gains no increased capacity for cutting flesh, however it does gain a tremendous bonus when slicing through objects and other material items, as well as armor plating. The modification itself is composed of a gyrochronatom and a resonator implanted in the weapon, along with various structural modifications to the weapon to better fortify it against conducting the vibrations of the blade.

**Powers:** Only slashing weapons can accept the vibroblade tech-mod. A weapon with the vibroblade modification ignores the first 5 points of hardness of an object, and ignores the first 5 points of damage reduction for creatures that are susceptible to special materials (but not good, evil or magic damage). For instance if a creature has DR 10/silver, a vibroblade item deals damage as if the creature has DR 5/silver.

Craft (weaponsmithing) 4 ranks, Craft (technological device) 4 ranks, Craft Tech-Mod; Bonus Equivalent +2.

#### Voltaic Coil

**Description:** Using power to create elemental forces is one of the fundamental strengths of technology. Voltaic coil weapons represent the theory of harnessed elemental energy put into practice. A voltaic coil weapon generates a massive electrical discharge.

**Powers:** A voltaic coil weapon deals an additional +1d6 points of electricity damage. Thanks to the inclusion of adjustable controls, the voltaic weapon is capable of much more.

As a standard action, the wielder can expend charges in order to fire a bolt of lightning at a target within 20 feet. The weapon’s wielder needs to make a ranged touch attack to hit the target. The bolt deals 1d6 points of electricity damage per charge expended. This use requires a Use Technological Device check (DC 15 + the number of charges used).

Craft (weaponsmithing) 6, Craft (technological device) 6, Craft Tech-Mod; Bonus Equivalent +1.

### Ranged Weapon Tech-Mods

The vast majority of tech-mods applied to ranged weaponry are applied to firearms. Face it — most of the technological innovations that could be applied to less complicated weapons such as the bow and crossbow were discovered a long time ago. The elves mastered the bow, humans mastered the crossbow, and now halflings and dwarves master the gun.

#### Accuracy

**Description:** The precision devices of halfling engineers have allowed many advances. The gyrochronatom is one such device that has found broad use in many technological applications. In the case of this particular tech-mod, the gyrochronatom provides stability and steadiness to a weapon as it is aimed, allowing the wielder to move about while maintaining an even bead on his target. The result is a weapon with deadly accuracy.

**Powers:** A firearm or crossbow with the accuracy tech-mod is incredibly accurate. The weapon gains a +1 bonus on attack rolls for every level of accuracy built into it.

The gyrochronatoms within the weapon’s tech-mod require a power source to maintain their stabilizing properties.

Craft (gunsmithing) or Craft (bowyer/fletcher)  6 ranks (as appropriate), Craft (technological device) 6 ranks, Craft Tech-Mod; Bonus Equivalent +1 per +1 attack bonus.

#### AutoFeed

**Description:** Using customized ammunition and a modified loading system that relies on a magazine (a box-shaped container of ammunition made of metal), a firearm can be modified to reload itself automatically. The autofeed tech-mod is used by halfling and dwarven Engineers to augment the considerable deadliness of their firearms, and create weapons that allow marksmen (or marks-dwarves) to concern themselves more with hitting the target than the next reload.

**Powers:** Autofeed firearms typically hold 3 bullets in the magazine, and one bullet in the barrel. An autofeed weapon can fire as many times in a round as it has ammunition in its magazine, up to the maximum number of ranged attacks the wielder can make.

In addition, the autofeed weapon uses a custom magazine to hold its ammunition. The entire weapon can be reloaded in a single full-round action with a new magazine. Magazines cost 250 gp (+50 gp for each additional round they hold above 3).

The customized bullets for these weapons cost 10 gp per shot since they are precision-made for use in the modified weapon. Such bullets can be fired only from the customized weapon they were intended for.

This is a mechanical tech-mod that does not require a power source.

Craft (gunsmithing), Craft (technological device) 6, Craft Tech-Mod; Bonus Equivalent +3.

#### Multi-Barreled

**Description:** Firearms are notoriously dangerous weapons, but the demands of war often place the firearm as a weapon of opportunity, to be used from a distance while the enemy is closing with you. Reloading a weapon, even bringing sufficient  fire power to bear, can be an onerous task — especially when five hundred pounds of raging orcflesh is charging you.

The multi-barreled tech-mod is one of the modifications made to a firearm that increases its stopping power and its usefulness in battle. With multiple barrels, a tough target can be the subject of more than one bullet with a single trigger pull, or the individual barrels can prove useful when there is no time to reload.

A multi-barreled firearm relies on a clockwork-timed action to rotate the barrels into line with a gun’s firing mechanism. Side-by-side barrels often rely on a modified firing action that allows both or either barrels to be discharged in sequence or simultaneously. The result is a weapon that can fire more than once before needing to be reloaded, or can even fire a scathing assault of multiple barrels at once.

**Powers:** A multi-barreled firearm can fire as many times in a round as it has loaded barrels, up to the maximum number of ranged attacks the wielder can make.

Optionally, the wielder can fire all of the weapon’s barrels at once at a single target as a single ranged attack. Firing multiple barrels adds a single die type of the base damage die for the weapon for each additional loaded barrel fired. All the barrels must be fired at once. For instance, a firearm that deals 2d6 points of damage, if modified to have five barrels, deals 6d6 points of damage (1d6 for each of the four additional barrels on the weapon) with a fully loaded, all-barrel attack.

Fully loading a multi-barreled firearm takes 1 standard action for each barrel the weapon has. Each barrel added increases the weapon’s weight by 30%.

This is a mechanical tech-mod that does not require a power source.

Craft (gunsmithing) 1 rank, Craft (technological device) 1 rank, Craft Tech-Mod; Bonus Equivalent +1/ additional barrel.

#### Silent

**Description:** Applying knowledge of acoustics, material sciences, and simple common sense to the design of a weapon’s barrel, a skilled tinker can render a firearm virtually silent.

**Powers:** The silent modification reduces the noise of a firearm to the level that it cannot be heard from a distance of more than 10 feet from the person firing it. Even at close ranges the report of the firearm is little more than a slight, near-instant, high-pitched noise.

This is a mechanical tech-mod that does not require a power source.

Craft (gunsmithing) 6, Craft (technological device) 6, Craft Tech-Mod; Bonus Equivalent +1.

### Ammunition Tech-Mods

The technical modifications applied to modern munitions are well within the realm of the tinker. Alchemy, explosives, energized materials, even the incorporation of fine clockwork mechanisms into ammunition are all ideas that have come to the minds of the innovative and ingenious.

Ranged ammunition tech-mods are applied to ammunition in batches of 50, and modify the base price of ammunition by the total tech-mod bonus equivalent of the ammunition.

All ammunition tech-mods are mechanical and do not require an external power source.

When firing tech-mod ammunition, use the worst MR from the ammunition or the weapon — do not add them together.

#### Beacon

**Description:** Used to mark specific targets, track and signal, the beacon round is a multipurpose technical modification to ammunition that does not enhance a weapon’s killing power. Beacon ammunition is used as a marker, or as a tracking aid, and can contain any manner of alchemical dye that will react under special lanterns, or simply glow in the dark.

**Powers:** A target struck by a beacon round is covered in a fluorescent dye that drips from the wound as it spatters on equipment and the ground, providing anyone discovering such a trail of dye with a +5 circumstance bonus on checks to track the struck target.

The dye is waterproof and does not wash off, but wears away in 1d6 hours.

Craft (gunsmithing) 1 ranks, Craft (alchemy) 1 ranks, Craft Tech-Mod; Bonus Equivalent +1.

#### Blowback

**Description:** Using an alchemical mixture of reagents stored in a specially configured bullet, explosive ammunition relies on impact with the target to catalyze an explosive reaction. The resulting mixture of substances creates a powerful explosion that can impede the movement of a charging foe.

**Powers:** A target hit by a round of blowback ammunition must make a Reflex saving throw or be knocked prone. The DC for the saving throw is equal to the damage the attack deals. This only works against creatures up to one size category larger than the weapon. (IE: Medium gun can do it to Large.)

Craft (gunsmithing) 6 ranks, Craft (alchemy) 4 ranks, Craft Tech-Mod; Price +2 tech-mod bonus.

#### Boosted

**Description:** Using a powerful propellant, boosted ammunition travels at incredibly rapid velocities. This not only increases the damage the projectile deals, it also allows the projectile to travel at intense speeds, allowing it to intercept targets with greater accuracy.

**Powers:** Boosted ammunition gains a +1 bonus on attack rolls and deals +2 additional points of damage.

Craft (gunsmithing) 6 ranks, Craft (alchemy) 4 ranks, Craft Tech-Mod; Bonus Equivalent +1.

#### Consecrated

**Description:** These types of bullets are built specifically for dealing with dark powers such as undead or demons. The bullet is composed of two hollow halves designed to fragment on impact; the contents are then released. In the case of the consecrated round, the contents happen to be a very potent mixture of holy water and mystical herbs.

**Powers:** Against undead and demons, consecrated ammunition deals +5 points of holy damage. Craft (gunsmithing) 6 ranks, Craft (alchemy) 4 ranks, Craft Tech-Mod; Bonus Equivalent +1.

#### Drilling

**Description:** This devious goblin invention has been seen in use by goblin snipers and mercenaries, to chilling effect. A drilling round is designed to strike a target and continue to bore its way through the flesh of the target’s body. The drilling action is powered by an insidious, minute clockwork engine within the bullet that activates when the round is fired.

**Powers:** Drilling ammunition continues to operate for 1d4 rounds after it has been fired. If a piece of drilling ammunition has successfully struck a target, the target takes 5 points of damage each round that the ammunition operates.

Removing an active piece of drilling ammunition from a wounded target requires a DC 15 Heal check.

Craft (gunsmithing) 4 ranks, Craft (technological device) 4 ranks, Craft Tech-Mod; Bonus Equivalent +3.

#### Gyro-Stabilized

**Description:** The whirring inner mechanisms of a single gyro-stabilized piece of munitions allow such a projectile to maintain a steady and true course even over long distances.

**Powers:** Gyro-stabilized ammunition ignores the first two range increments when calculating any penalties incurred by making ranged attacks against targets beyond the first range increment. The third range increment counts as the first range increment for determining penalties (thus, the wielder takes no penalty for range until the fourth range increment).

Craft (gunsmithing) 6 ranks, Craft (technological device) 6 ranks, Craft Tech-Mod; Bonus Equivalent +1.

### Armor Tech-Mods

Light armors are not capable of supporting the required structural additions required for viable techmods. Most medium armors don’t have the structural support required to contain both a power source and the tech-mod itself. Because of the limitations of these armors, tech-mods can be used only with half plate, full plate, or breast plate armor.

#### Aquatic

**Description:** Aquatic armor is built only for a suit of armor that has a full helm. The helm and armor are attached to a power source; specially created filters provide the wearer with the ability to breathe even while completely submerged. This armor tech-mod can be added to a helm alone, however it still requires a power source to drive the underwater aquatic breathing system. Halflings refer to these helms as “deephelms,” or “seahelms,” while dwarves often call them “suicide helmets.”

**Powers:** As long as a suit of aquatic armor receives 2 charges per round it grants the wearer the effects of water breathing.

Craft (armorsmithing) 6 ranks, Craft (technological device) 6 ranks, Craft Tech-Mod; Bonus Equivalent +2.

#### Hydraulic

**Description:** This powerful tech-mod turns a suit of plated armor into a potential powerhouse for the warrior within it. Usually built to accommodate a phlogiston furnace, hydraulic armor uses mechanical advantage and unique engineering principles to augment the strength of the wearer.

**Powers:** A suit of hydraulic armor gives the wearer a +4 enhancement bonus to Strength. In addition, pistons and metal bearings increase the wearer’s maneuverability; wearing the armor does not slow him, the armor’s maximum Agility bonus increases by +2, its armor check penalty decreases by –2, and its arcane spell failure chance decreases by –5%.

Craft (armorsmithing) 6 ranks, Craft (technological device) 6, Craft Tech-Mod; Bonus Equivalent +3.