Table of Contents
Paying Scale
As you might have guessed, there are some items in Phoenix Rising that aren't on your standard inventory list, as well as some items that have changed drastically due to mass production. Items are priced in Scale; one Scale is roughly equivalent to 1/20th of a gold coin in other worlds (although gold is significantly devalued in Eio), and also roughly equivalent to half of one dollar in modern currency for purposes of 'how much should something cost'. Individual examples may vary highly.
Cost of Living
Everyone has to live somewhere. An adventurer's primary source of income is treasure, and his primary purchases are tools and items he needs to continue adventuring - spell components, weapons, magic items, potions, and the like. Yet what about things like food? Rent? Taxes? Bribes? Idle purchases?
While these minor expenditures could be handled in detail during play, but tracking every time a PC pays for a room, buys water, or pays a gate tax can swiftly become obnoxious and tiresome. If you're not really into tracking these minor costs of living, you can choose to simply ignore these small payments. A more realistic and easier-to-use method is to have PCs pay a recurring cost of living tax. At the start of every game month, a PC must pay an amount of Scale equal to the lifestyle bracket he wishes to live in - if he can't afford his desired bracket, he drops down to the first one he can afford.
Destitute (0 Scale/month): The PC is homeless and lives in the wilderness or on the streets. A destitute character must track every purchase, and may need to resort to Survival checks or theft to feed himself.
Poor (600 Scale/month): The PC lives in common dormitories, with his parents, in someone else's apartment, or in some other communal situation - this is the lifestyle of most untrained laborers and commoners. He need not track purchases of meals or taxes that cost 2S or less.
Average (2000 Scale/month): The PC lives in his own apartment, small house, or similar location—this is the lifestyle of most trained or skilled experts or warriors. He can secure any nonmagical item worth 20S or less from his home in 1d10 minutes, and need not track purchases of common meals or taxes that cost 20S or less.
Wealthy (20kS/month): The PC has a sizable home or a nice suite of rooms in a fine inn. He can secure any nonmagical item worth 200S or less from his belongings in his home in 1d10 minutes, and need only track purchases of meals or taxes in excess of 200S.
Extravagant (200kS/month): The PC lives in a mansion or other extravagant home – and might even own the building in question. This is the lifestyle of most aristocrats. He can secure any nonmagical item worth 500S or less from his belongings in his home in 1d10 minutes. He need only track purchases of meals or taxes in excess of 2000S.
Day Wages
An unskilled laborer earns approximately 12 Scale per hour of work, and works a 40 hour work week. After taxes, it can be assumed that an unskilled laborer takes home roughly 1200 Scale per month – enough to afford the basic cost of living for a poor lifestyle and to pay for simple necessities, or for a family of two to afford an apartment by working together.
As this is not necessarily Workdrones and Wageslaves, we won't get too much into detail in this, excepting if someone looks to take a job (or hold a job) in their downtime to help pay the bills. Healing potions don't buy themselves, after all. It's mostly just noted here in order to note that the cost of living has effectively decreased as part of cultural development, and in turn available wealth for even the poorest has increased. It also means that wealthy people are even more unimaginably wealthy…
Equipment List
While most of the stuff on the standard equipment list is available, the items below often have advantages over their medieval counterparts.
Power Technology
Most power technology runs off of the Pulse – originally a term for the amount of mana consumed whenever someone casts a cantrip, the earliest forms of manatech were focused on using mana from the environment in a controlled fashion, while modern manatech stores mana in 'batteries' that can function even without environmental mana, as long as the battery compartment remains sealed. Measurement equipment can measure down to the milliPulse, approximately.
Those who enjoy playing the numbers game would note that – assuming Eioan cell phones are roughly equivalent to Earth cell phones in function and amount of power used – charging an Eioan cell phone fully requires five Pulses, while charging an Earth cell phone fully requires 0.01kWh (source). However, as mana Pulses can literally create electricity, the conversion rate is a little dodgy.
Item | Cost | Magic? | Weight | Notes |
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Cell Battery | S1 | Y | 1/4 lb | Usually sold in packs of four or eight, these are essentially Eio's equivalent to the AA battery. They hold one Pulse of energy, which is sufficient to power a small device for a fairly long time. There are more expensive batteries that store more Pulse into a more compact space, usually requiring higher-quality crystal matrices (the battery of a cell phone is a good example). Some Mana weapons use Cell Battery power; the weapon fires using the battery, which is then ejected so that it can be replaced with a fresh battery. |
Large Battery | S5 | Y | 1 lb | A large battery that holds five Pulses, effectively a D battery in size. Used to power larger objects, typically. |
Integral Battery | S20 x Pulses | Y | 0.1 lbs x Pulses | These are permanent batteries that are meant to be recharged without replacing the battery, such as the battery of a cell phone or power tool. The additional costs include the energy architecture to recharge it from Pulse power. |
Wall Adapter | S10 | Y | 1/2 lb | This object plugs into a building outlet, and gradually feeds power into a device with an integral battery, recharging it at the rate of 2 Pulses per hour. These are usually included free with an appliance that has an integral battery; this is the typical cost to replace such an adapter if lost or broken. |
Battery Charger | S40 | Y | 2 lb | This device can socket up to four Cell Batteries or one Large Battery at a time, and when connected to a power source, can recharge them at the rate of up to one Pulse per 30 minutes (or up to 10 Pulses per minute if an approriate power source is available and the batteries are fast-charging.) |
Bloodcrystal Battery | S10 | Y | 1/4 lb | This 'battery' is basically a tiny chunk of sanguinite crystal wrapped in a sheath with a sharp needle point. When the needle punctures flesh and draws blood, it inflicts 2 HP of damage to the target and charges the battery, which then has 1 Pulse available. It is otherwise identical to a Cell Battery, and can be used by any device that would use one. |
Pulse Converter | S40 | Y | 1 lb | This device is meant to be held in one hand, with the plug inserted into a device that needs power and is capable of fast-charging. It draws power from the magical force of the user and recharges an attached device at the rate of 10 Pulses per minute after one minute of undisturbed focus, assuming they can cast at least zero-level spells. It requires Concentration, and effects that break Concentration disrupt the charging process. |
PEG Pulse Generator | S300 | Y | 1 lb | The PEG (Personal Energy Generator) is a small device that stores 5 Pulses of power, and is meant to be carried on the owner's person while moving. As the device is jostled by normal movement, it develops a charge. Assuming normal walking speed, a user will generate one Pulse of energy per two hours, which charges the PEG's internal battery; it can then be connected to other devices to recharge them at the rate of 1 Pulse per 30 minutes. |
PEG Internal Battery | x5 | Y | – | Any item with an integral battery can instead have a PEG battery that self-charges as the user moves. This recharges the battery at the rate of 1 Pulse per two hours as long as it is being regularly jostled. |
Personal Equipment
Item | Cost | Magic? | Weight | Notes |
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Hand Lighter | S2 | N | – | A common plastic lighter, often used by cigarette addicts. Good for 20 or so lights before it runs out of fuel. Requires no mana to function. |
Handled Lighter | S5 | N | 1/4 lb | A plastic lighter with a handle and trigger, commonly used to light candles, cooking fires, grills and other flames safely. Good for 20 or so lights, requires no mana to function. |
Refillable Lighter | S20 | N | 1/4 lb | A metal lighter that allows the user to refill it with an appropriate fuel source. Lights 20 or so times per refill, requires no mana to function. |
Lighter Fuel / Lamp Oil | S2 | N | 1 lb | A pint of highly combustible fuel that is useful for filling lighters or lamps, or starting fires. Contained in a small plastic bottle with a nozzle for safe filling. |
Tiemper Fi Utility Knife | S100 | N | 1/2 lb | A utility pocket knife with a sharp blade, screwdriver, bottle opener, corkscrew, scissors, saw, pliers, file, and other small tools. Can be used in place of a full tool kit for some things at a lesser penalty or bonus than usual. It also can be used as a small knife that inflicts 1d3 damage (x2 critical) in a pinch. |
BrainStrainer Book of Puzzles | S5 | N | – | One of a series of puzzle books sold under the Brain Strainers product line of Wethersby Publishing. Each book contains puzzles made to test the mind and stir the intellect. Solving a puzzle book requires at least an hour and a successful DC 10 Intelligence check, though every 5 points by which you exceed the check reduces the amount of time you need to solve the puzzle by 10 minutes (to a minimum of 10 minutes). Once you complete a puzzle book, for the next 24 hours you can choose to roll twice on a single Disable Device, Knowledge, or Sense Motive skill check and take the higher result. Once all the puzzles are solved, the book is useless, though you can purchase another puzzle book with different puzzles. Often people spend days working idly on them, to no useful benefit. |
Paracord Bracelet | S10 | N | – | This survival bracelet has a variety of small items that when used together can be used as basic kit for Survival tasks; a whistle for signaling, a cheap compass for directions, a small striker for starting fires, and the like, resulting in only a -1 penalty to skill use if it is all you have to work with. The bracelet also can be unraveled to provide 25 feet of paracord. |
Squeezelight | S2 | N | – | This cheap, plastic penlight provides dim light within ten feet if used properly. It requires no external power, but will eventually break down after sufficient use. |
Flashlight | S10 | N | 2 lb | An inexpensive device that takes 4 Cell Batteries and can generate light for 30 minutes on one Pulse of energy. Reflectors create a beam of light that illuminates clearly in a line up to sixty feet away, and creates an area of dim light within 15 feet of the user. |
Expensive Flashlight | S60 | N | 3 lb | A more expensive flashlight that generates a much brighter light. Generates light within a line out to 300 feet out, and dimly illuminates anything within 15 feet of the line. Uses two Large Batteries and burns 1 Pulse per fifteen minutes. |
Paracord Rope | S2 | N | 1/2 lb | This thin, light rope can hold up to 500 lbs before breaking, yet a 10 yard length weighs only 1/2 lb. and is fairly inexpensive. It has a break DC of 18, hardness 4, and 2 hit points. |
Pack of Chalk | S2 | N | 1/4 lb | An ordinary pack of chalk, suitable for writing on old-fashioned blackboards or making marks within tunnels. Contains eight pieces of white chalk. |
Sidewalk Chalk | S30 | N | 2 lb | A large box of 'sidewalk chalk' in thirty different colors (two pieces per color), often used by children and adults to make simple street art that endures until the next heavy rain or streetwashing. |
Artist's Chalks | S40 | N | 1 lb | A set of 48 colored chalk sticks used by artists to create beautiful drawings. |
Duct Tape | S10 | N | 1 lb | A generic 50 yard roll of duct tape, useful for hasty repairs, arts and crafts, emergency restraints, and more. |
VendCards | S10 | N | – | These are plastic cards with an electronic chip inside. The chip records the last 100 transactions (amount and location) and the ongoing balance stored on the card. VendCards cost 10 Scale, and afterwards can be reloaded at specific kiosks or terminals. Aside from being used extensively by Diamond Star for their vending machines and public transit options, similar cards are used by individual businesses for small local transactions where currency handling is undesirable or to create the equivalent of 'company stores'. Tampering with a VendCard is not unheard of, but requires specialized equipment and skills to do successfully and is considered a felony offense. |
Food and Drink
Mountain Brew (2 liter) | S5 | N | 4 lb | This brew of the dwarven kingdoms will keep you awake through marathons of mountain-carving - or, more likely, your long nights alone at the computer. Made by Novus Foods. |
Orange Lava (2 liter) | S5 | N | 4 lb | A very strongly orange-colored soda that tastes vaguely similar to actual oranges. Made by Novus Foods. |
Lilyhammer Light (1 liter) | S3 | Y | 2 lb | A very trendy soft drink consumed by very trendy people, at least as far as the advertising claims. Tastes vaguely of violets, looks clear. Made by Pavaro Ltd. |
Computers
Item | Cost | Magic? | Weight | Notes |
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Communications and Information
Item | Cost | Magic? | Weight | Notes |
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Cell Phone | S600 | Y | 1/4 lb | Eioan cell phones have one important feature; they access public networks throughout the continent free of charge. That means no problems with late payments! However, if your phone is lost, broken, or otherwise gone, so is your phone number. Runs off of an integral 5-Pulse cell; one Pulse lasts for roughly one hour of charge, or five hours before it needs recharging. |
Cheap Phone | S60 | Y | 1/4 lb | This is a phone that can only make and receive phone calls. Often bought and discarded by people who need a temporary phone number for a short while, or to give to youngsters who might lose it. Runs off of a 2-Pulse cell; one Pulse lasts for four hours of talk-time. |
Weaponry
Item | Cost | Magic? | Weight | Notes |
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Defenses
Item | Cost | Magic? | Weight | Notes |
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Covert Ops
Item | Cost | Magic? | Weight | Notes |
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Security
Item | Cost | Magic? | Weight | Notes |
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Medical
Because everyone needs first aid sometimes.
Item | Cost | Magic? | Weight | Notes |
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Slap Patch | S10 | Y | 1 oz | A six inch square patch of alchemically treated synthetic flesh that can be slapped onto a major wound, it quickly binds itself to open wounds and stops bleeding without requiring much skill (DC 5 to use properly). Using it as part of medical treatment provides a +1 circumstance bonus to Heal checks, in addition to the benefits of the kit being used. Slap patches that automatically administer drugs are available; styptic patches are most common, but others are available. The cost is equal to the cost of the patch and the drug combined. |
Emergency First Aid Kit | S10 | N | 1/4 lb | This emergency first aid kit contains the basic materials needed to make a Heal check for first aid in order to stem bleeding or stabilize a dying character, but provides no bonuses to the roll, and needs to be restocked after three uses. It can also be used to treat deadly wounds to restore lost hit points, but is at a -2 to do so and is used up entirely after one use in this case. |
Basic First Aid Kit | S50 | N | 1/2 lb | This standard first aid kit contains sterilized bandages, antiseptics, and supplies of basic materials useful in treating injuries. It provides a +2 circumstance bonus to Heal checks, and has sufficient supplies for 10 uses. |
Standard First Aid Kit | S200 | Y | 1 lb | This provides a +2 circumstance bonus to most Heal checks, and contains splints, tourniquets and other useful items not commonly found in a basic kit, but also contains a small supply of medicines and treatments to make it more useful in an emergency situation. Commonly used as a 'crash kit' stored in vehicles. |
Facility First Aid Station | S400 | Y | 10 lb | This is the amount of first aid supplies required to meet health and safety regulations at your average industrial facility. It provides a +3 circumstance bonus to most basic Heal checks, includes a variety of useful medical drugs and powders, and contains sufficient bandages for 25 uses before requiring a restock. The small tools included are sufficient for basic emergency surgery, if necessary. |
Rescue Kit | S1000 | Y | 25 lb | Usually stored in a wheeled bag that a paramedic can rapidly transport to the scene of an incident, this contains practically everything needed for emergency medical treatment, organized by need, and provides a +4 circumstance bonus on Heal checks. It typically includes a variety of emergency medical measures, and often has a defibrillator and emergency oxygen tank attached for resuscitating someone who has just stopped breathing. |
Drugs and Chemicals
Many drugs and chemicals are considered poisons by magic – which means magic can, in many cases, be useful to remove them. Doctors are also familiar with most of these substances, especially those used in medical practices. However, the untrained or unfortunate may be in trouble.
Item | Cost Per Dose | Medical | Form | Notes |
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Analgesine | S100 | Y | Capsule or injectable | Called 'Painless' on the street, Analgesine masks the pain of injuries, no matter how severe, for a period equal to half the user's Constitution in hours. Any normal effects of pain are entirely ignored during this period. However, the user has no idea how badly hurt they are until they literally drop from their injuries or they take time to examine their wounds. In addition, Intelligence is temporarily lowered by 2 for the duration of this effect. Once Painaway wears off, the user will feel the pain from existing injuries and new ones. Additional doses of the drug taken after the first wears off will extend the duration, but each additional dose works for one hour less than the previous dose (to a minimum of none at all). A 24 hour period must pass before this time decrease is reset. Taking multiple doses simultaneously will reduce Intelligence by 1 additional point per extra dose, but have no other effect. Analgesine is understandably addictive, and if more than three doses are taken in a 24 hour period, the user must make a DC 10 Fortitude save to resist addiction, and must resist again for every further dose taken within 24 hours of the last dose. Failure at any point causes addiction; the user must receive a daily 'fix' or suffer from withdrawal symptoms. There are no other side effects of addiction, aside from the fact that 'Painless' addicts are likely to hurt themselves and not notice… |
Anti-Agathics | S50000 | Y | Injectable | A series of drugs that allows one to fend off the aging process. By maintaining the anti-agathics on a regular basis, a subject will only age one week per year, extending their lifespan by a factor of fifty. One “dose” is actually a series of six injections given every two months. |
Anticoaguline | S200 | Y | Injectable | One of the few ways to counter coaguline, anticoaguline administered within five minutes can cancel the effects of a coaguline overdose if applied within five minutes; one dose of anticoaguline also effectively negates up to two doses of coaguline. However, if taken when no coaguline is in the system (or if too many doses are applied), it can become dangerous, as it thins the blood; any damage from a slashing or piercing weapon causes uncontrolled bleeding (1 HP per round per overdose) that requires first aid to stop and stacks with further injuries or other sources of bleed damage. |
Ascepline | S300 | Y | Injectable | This wonder drug instantly – but temporarily – restores a user to full hit points, as long as the user is above 0 hit points when the drug is taken. The drug lasts for two hours plus one hour per 2 points by which a DC 12 Fortitude check is made (minimum 2 hours); for this duration, the user effectively has extra hit points equal to the amount missing when the drug is used, but is at -2 to Strength and Dexterity. On a failed check, the drug still works for two hours, but the user is at -4 to Strength and Dexterity for the duration. When the duration expires, the extra hit points are gone, and the user suffers an additional 1d4 damage; they suffer the effects of their current hit point total normally (which may cause unconsciousness or death.) Only one dose of Ascepline is effective; further doses have no effect until the user has been restored to full hit points through natural or magical healing by other means. Thus, this is more of an emergency stop-gap measure for getting someone out of the danger zone than a long-term cure. Ascepline does not provide regeneration effects such as reattaching severed limbs, restoring destroyed nerves, etc; it simply gives extra hit points equal to the amount that has been lost, which are lost at the end of the duration. |
Berserkerdan | S80 | N | Injectable | This black market pharmaceutical puts the user in an artificial state of berserk rage, similar to that engendered by a barbarian's rage power, but lasting much longer. Like barbarian rage, it temporarily increases Strength and Constitution by 4; it also denies access to any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. Unlike a barbarian's rage, this berserk chemically induced fury lasts 1d12 x 5 minutes. However, this chemical rage does not give access to a barbarian's rage powers, it reduces Will saves by 2, and it requires a DC 10 Will save to resist attacking the nearest person (including allies) or other objects of irritation that one oughtn't while in this state. Furthermore, once it wears off, the user becomes Fatigued (as per the condition) and Shaken for a duration equal to the amount of time spent in berserk rage. Additional doses will increase the duration of the normal and side effects. In addition, the user must make a DC 10 Fortitude save 1d12 hours after the effects of the drug wear off if conscious or suffer a flashback to the drug's effects - for 2d4 minutes, they enter a state of berserk rage again (without the positive effects), followed by the Shaken condition for a similar duration. |
Clericin | S40 pill / S100 injectable | Y | Injectable or capsule | An inexpensive miracle of modern alchemy, one dose of Clericin heals 2d4 hit points of damage; however, it takes 10 minutes in injectable form or one hour in pill form. The subject must also have received some form of basic first aid; Clericin does not seal gaping wounds! It also has no effect on damage caused by radiation, poison, or disease. Multiple doses taken within a 24 hour period may be less effective; make a DC 10 Fortitude save, at -2 per dose after the first in the same 24 hour period. A failed save means that this dose and any subsequent dose within this period has no beneficial effect, and the subject suffers a -1 to Reflex and Will saves for one hour due to nausea and disorientation. Clericin is found in most first aid kids, and is easily obtained. |
Coaguline | S50 | Y | Injectable | One standard dose of coagulin is injected directly into the body in emergency situations to stem rapid blood loss, preferably as close to the wound site as possible. Used as part of a Heal check, it adds a +5 circumstance bonus to the check; in addition, each dose adds an effective +4 to a person's Constitution for purposes of making stabilization checks (an effective +2 to the standard check), and allows the subject to make a Constitution check to resist bleed effects in place of a Heal check, for the next five minutes. However, multiple injections are dangerous! If more than one dose is used in a 24 hour period, a DC (5 + doses taken) Constitution check is required to avoid stopping the heart (causing the subject to immediately gain the Dying condition, and require a full blood transfusion to remove.) |
Credibine | S200 | Y | Injectable or capsule | Available to licensed psychotherapists, credibine makes the subject more vulnerable to suggestion, as it puts them in a euphoric emotional state where everyone is a close friend who can be trusted. This effectively gives a +5 circumstance bonus to Bluff, Diplomacy, and similar checks made against the subject and gives them a -4 to Sense Motive checks, and in addition reduces the subject's Will bonus by 2 points. The effects last for one hour, minus five minutes for every point by which the subject passes a DC 10 Fortitude check. Extra doses extend the duration by five minutes each. Once the drug has worn off, a DC 10 Fortitude check plus 2 per extra dose taken is required to prevent causing a chemically induced paranoid state (-5 circumstance penalty to Bluff, Diplomacy, and similar checks) for one hour per dose taken. |
Doomrush | S50 | N | Injectable | Often used by military grunts preparing for heavy combat, Doomrush is the internal name for a neurotransmitter enhancer designed as a cheap, effective combat enhancement drug. The user will feel no effects for one round per 5 full points of Constitution; then over the next four rounds, Strength, Dexterity, and Constitution will increase by 1 point each round, while Intelligence, Wisdom, and Charisma decrease by 1 point each round. They also become reckless and overconfident while under the influence of the drug, and are immune to fear and pain effects for the duration. Troops may be given an order before the drug is taken (or on a DC 10 Intelligence check, give themselves an order); such an order should be reasonably simple (20 words or less) such as “keep walking north and kill any enemies you see”. Doing anything else not specifically covered by the order (such as taking cover, targeting specific enemies, etc) requires a DC 10 Intelligence check – against the user's current intelligence. Doomrush lasts for (20 - Constitution) hours (minimum 1 hour); other than becoming a supercharged moron for a while, Doomrush has no side effects. Additional doses within 24 hours have no effect. Doomrush is worth up to S200 on the black market. It can be combined with Tempora. |
Duletonin | S30 | Y | Injectable or capsule | Called “Soothe” on the black market, duletonin acts as a tranquilizer that puts the subject into a dreamy state of docile euphoria, in which they have no interest in their surroundings or what is going on. A DC 16 Fortitude save can avoid these effects, but otherwise, the subject suffers a -2 to Reflex and Will saves, and is at -6 to passive Perception checks; they will not take significant actions while under the influence. Pain or injury may counteract the drug's influence - a DC 12 Fortitude save, at +1 per 2 points of damage suffered, will allow the subject to be alert (if somewhat disoriented) and under his own control, though the -2 to Reflex and Will saves remains. Duletonin's effects on focus means that if not successfully resisted, the subject will have no memory of anything that occurred while under the influence of the drug. The drug lasts for 4d4 minutes, plus 2d4 minutes per additional dose taken. |
Eidetizine | S500 | Y | Injectable or capsule | Eidetizine stimulates the unconscious memory of the subject, allowing them to remember, with perfect clarity, nearly anything that has ever happened to them. In order to recall something in particular, a Concentration check must be made once per half hour (recent memories may have a DC of 10 while obscure trivia may have a DC of 20 or worse); items that are obscure may require some prompting, and guidance may be needed to spur the subject to recall particular elements. The drug lasts approximately 3d4 hours; failing a Concentration roll results in being lost in a haze of memories (make another check every five minutes to recover). A natural 1 on this check causes the subject to be captured by some strong memory that may cause negative side effects (and in any event keeps them distracted for a half hour while recovering). More than one dose increases the duration by one hour but causes a -2 to all Concentration checks to remain in control per additional dose. Eidetizine is used as a treatment for some forms of amnesia, but has also cultivated a following on the black market among actors and students, as well as the military, criminals and the intelligence community. |
Genericillin | S200 | Y | Injectable | This is a general-purpose antibiotic that adds a +4 to Fortitude saves when taken, takes approximately 30 minutes to take effect, and lasts for about a week, making it useful for those expecting to work in disease-prone environments. Genericillin must be tailored to the species of the subject; used by anyone else, it acts as a poison that causes a strong allergic reaction(DC 15 Fortitude save, onset one minute, frequency 1d4 damage per minute for ten minutes, cured by one successful save.) |
Hyperstim | S50 pill / S100 injectable | Y | Capsule or injectable | Hyperstim is a powerful cocktail of stimulants that immediately removes the Fatigued state, or raises a user from Exhausted to Fatigued. Make a DC 10 Fortitude check; Hyperstim's effect lasts for at least one hour, or one hour per point by which the check is made. However, when the effect expires, the user is immediately Exhausted. If multiple doses are taken in a 24 hour period (to remove Exhaustion, multiple fatigue-inducing effects, etc), the duration of effects are extended, but the DC of the Fortitude check increases by 2 for each additional dose (rolled separately), and the user suffers 1 HP of internal damage for each point by which a Fortitude check is failed; there are no further side effects. Pills take effect in 30 minutes; injectables take effect immediately. |
Morpheusine | S20 | Y | Injectable or capsule | This is commonly available via prescription as a powerful, reliable sleeping pill; in pill form it takes 30 minutes to work, while injectables work in one round. An involuntary user can resist against DC 12 Fortitude to remain awake; they will automatically become Fatigued until they can sleep. Once asleep, the user remains asleep for 3d6 hours, +1d6 hours per additional dose, and is at -5 to checks made to wake up from disturbances for the duration. Four doses is considered the maximum 'safe' dosage, as any amount over five doses requires a DC 12 Fortitude save to resist slipping into a coma which will prove fatal without life support. |
Neurovisine | S60 | Y | Injectable | This is standard issue as part of a military medical kit, and if used within 15 minutes of poisoning, adds a +4 to Fortitude checks to avoid taking further ability or HP damage from nerve poisons. Neurovisine itself is moderately toxic and inflicts 3d10 damage one minute after using (DC 15 Fortitude save for half, DC 25 save for no damage.) Multiple doses have no beneficial effect. |
Phoenix Rising | S500 | Y | Injectable | Normally only issued to doctors, Phoenix Rising's medical name is torpazine, a powerful healing agent that incapacitates the subject for 24 hours while it pushes the body's regenerative capabilities to their limits. Upon waking from his medical coma, the subject will have regained all hit points, but will be Exhausted due to the stresses placed on their body, will have aged one month, and will be extremely hungry and need to eat to remove exhaustion. Hyperstim will not affect this exhaustion, but can be used in an emergency to wake a torpazine coma patient; they will remain exhausted but have healed an amount based on the time spent unconscious. Torpazine does not restore missing limbs or similar permanent damage unless the subject already has this ability. |
Purgadone | S40 | Y | Injectable or capsule | Purgadone tailors itself to the biochemistry of the user and, if the user makes a successful DC 10 Fortitude check, cleanses the system of all other foreign biochemicals and drugs (including recreational drugs and alcohol). If more than one dose is taken within 24 hours, the DC increases by 2 per additional dose as the user's system becomes temporarily resistant to the drug. Purgadone does not eliminate lasting side effects of drugs, nor does it counteract deadly poisons (those in the section below). |
Rad-Shield | S300 | Y | Injectable or capsule | This cocktail of drugs can be taken anytime up to a week before exposure, or up to an hour afterwards, and reduces effective radiation taken by half per dose taken. As such, it is often commonly used by those who work in the irradiated ruins of the Wilderness. As a side effect, the user suffers 1 point less of nonlethal damage from other sources due to numbing of the nerves per dose (this has no effect on lethal damage, though heavy Rad-Shield users are known to suffer fatal injuries without realizing it until they keel over dead). This effect on the nerves also means that a Rad-Shield user must make a DC 5 Fortitude save, at -5 per dose taken within a week's time, or suffer a permanent loss of 1 point of Dexterity due to nerve atrophy. |
Styptic Powder | S10 | Y | Contact powder | An alchemical concoction that stems the flow of blood by rapidly creating clots when sprinkled over a bleeding wound. A 1/2 oz canister is sufficient to treat one major wound or a multitude of minor cuts, gives a +5 circumstance bonus to Heal checks made specifically to stem bleeding, and restores an additional 1 HP when used to treat fresh injuries as part of first aid. |
Suspend | S1300 | Y | Injectable | A drug that slows down the biological functions of an individual, allowing them to be kept alive longer than usual. Injected into a dying person, it gives medical personnel more time to provide treatment; it takes one minute to take full effect, after which no further deterioration of the body occurs for a period of 48 hours (no further loss of HP or other effects occur). Subsequent doses within a one-month period require a DC 10 Fortitude roll; when a roll is failed, that dose is ineffective, and Suspend will not work on that person for (30 - Constitution) days. Injecting more than one dose at a time has no additional effect. |
Tempora | S80 | N | Injectable | Tempora is a reliable and reasonably safe combat drug; it alters the user's sense of time so that everything around him (including his actions and those of others) seem to be happening in extreme slow motion, giving additional time to plan and react. Tempora takes two rounds to take effect, and thereafter gives a +2 to Initiative, +2 to AC, +4 on Reflex saves, +4 on Will saves to recover from fear or stun effects, and lasts for one minute or minutes equal to the number by which a DC 10 Fortitude check is made, whichever is higher. However, use of Tempora automatically causes the subject to be Fatigued after the drug wears off (or Exhausted if already Fatigued.) Tempora is usually restricted to the military, although it is sometimes available on the black market. |
Vivarin | S10 | Y | Breakable capsule / inhalant | When held under the nose of a stunned, sleeping, or unconscious individual and broken open, a Vivarin capsule releases a vapor that will usually awaken them immediately (grants an immediate Fortitude check at +10 to awaken from physical forms of unconsciousness, or a +5 to Will saves to shake off magical forms of unconsciousness). Note that this restores no hit points, and thus cannot reliably wake someone who is dying. Vivarin is commonly found in first-aid kits and relatively easily obtained by the public. A lower-tech version of Vivarin can be made by home chemists (smelling salts, ammonia inhalants, etc) relatively easily, which provides a +5 to Fortitude checks or a simple reroll of Will saves to wake up. |
Resisting Modern Medicine
Some medicines or street drugs (or materials used as poisons) have deleterious effects that an involuntary user may wish to resist. Per dose, the involuntary user may choose to make a DC 25 Fortitude save; on a success, the drug is simply ineffective and has no effect at all (multiple doses require a resistance check against each dose separately, with only the effective doses being counted).
Drugs specifically geared to target a particular type of biochemistry give a -5 to this save for those being targeted, and a +5 to this save for those not being targeted for fairly general forms of targeting (men vs women, fleshies versus scalies), or a -10/+10 for more focused targeting (elves, dragonborn, etc), or a -15/+15 for items targeted against a specific biochemistry (Dave from Accounting.)
Frequent users (and addicts) often build up a slow resistance to a particular drug, giving them a bonus to resist its effects (positive and negative). Being sometimes able to shrug off a single dose of a drug makes it more likely that someone may overdose trying to find that perfect equilibrium…
Poisons and Tranquilizers
These drugs are specifically intended as poisons, and as such have a DC listed to resist their effects; multiple doses of a poison may increase this DC, the effects, or both as noted in the description.
Item | Cost Per Dose | DC to Resist | Notes |
---|
Transportation
Getting around in the city is important, as you can't walk from one end of town to the other in a reasonable timespan, let alone expect to cross the countryside safely.
Service | Cost | Information |
---|---|---|
Subway Ride Ticket | S10 | This ride ticket, purchased from a subway kiosk, allows a purchaser to pass through ride turnstiles throughout the subway network for six hours, including unlimited transfers between subway routes. |
Subway 7-Day Unlimited Card | S65 | This plastic card grants the user unlimited use of subway lines for a period of seven days after its first use. |
Subway 30-Day Unlimited Card | S250 | This plastic card grants the user unlimited use of subway lines for a period of 30 days after its first use. |
Bus Ride Ticket | S5 | This ride ticket, purchased when boarding a local bus, allows a purchaser to ride one bus for any length of time up to its full route, and to transfer to other buses for four hours after purchase. |
Express Ride Ticket | S15 | This ride ticket is for express bus lines between cities, and allows the purchaser to ride to the end of an express bus line. |
Bus 7-Day Unlimited Card | S30 | This plastic card grants the user unlimited use of local bus lines for a period of seven days after its first use. |
Bus 30-Day Unlimited Card | S120 | This plastic card grants the user unlimited use of local bus lines for a period of 30 days after its first use. |
Full Transit 7-Day Unlimited Card | S125 | This plastic card grants the user unlimited use of all subways and bus lines for a period of seven days after its first use. It is considered an essential purchase for business travelers who must travel between and within cities on a regular basis. |
TransNet Single Ride | S25 | This uses the TransNet network to send a city car to your location, to provide you a ride to a destination of your choice within the city. |
TransNet Cargo Ride | S40 | This uses the TransNet network to send a light truck and driver to your location, and allows you to transport it and yourself to another destination of your choice within a city. |
TransNet Subscription | S300 / month | This allows you to use the TransNet network as much as you like to get rides throughout the city from destination to destination. You may never walk again. Cargo Rides have additional fees. |
Rental Van | S400 | This allows you to rent a large van to transport yourself and people or possessions for one day. |
PulseStation Recharge | S1 per Pulse | PulseStations are used to recharge commercial vehicles most frequently, but a station inside lets people fast-charge their other devices as well. Charge rate is 10 Pulses per minute (standard vehicle batteries are always fast-charging). |
The following is an example of some personal vehicles available in Eio. Notably, used vehicles often are taken off the market quickly by being bought up for services such as TransNet.
Item | Cost | Magic? | Weight | Speed | Notes |
---|---|---|---|---|---|
Bicycle | S600 | N | 18 lb | 10 mph avg | This is a fairly mundane bicycle without fancy features, useful for getting around town when you aren't inclined to wait for a bus. However, the fact that it provides no protection to the rider means that it is seldom used for wilderness transit. |
Racing Bicycle | S2000 | N | 15 lb | 25 mph avg | This is a bicycle specifically made for high speeds. While this makes it ideal for getting down a straight line in an awful hurry, the urban sprawl is generally not the best place to put it through its paces; as such, it is most commonly used on bike paths between specific cities where the wilderness dangers are low. |
Off-Road Bicycle | S4000 | N | 30 lb | 15 mph avg | This is a heavy bicycle designed for off-road challenges, making it ideal for the less traveled trails in the wilderness. Typically, off-road bikes are designed to be as quiet as possible so as not to attract unnecessary attention from the locals. |
Pedal Scooter | S6000 | Y | 100 lb | 25 mph avg (10 mph avg unpowered) | This is a powered bicycle that has a storage battery and engine providing power to the rear wheel, but can also be pedaled by a fit rider. The device has a charge capacity of 10 Pulses, uses one Pulse per hour of operation, and can be recharged normally. In addition, the engine recharges 1 Pulse when pedalled for two hours, allowing a fit rider to basically recharge his own ride through pedaling rather than visiting a PulseStation. |
Motorcycle | S10000 | Y | 200 lb | 50 mph avg | This is a self-powered motorcycle running off of a Pulse battery of 20 Pulses that lasts approximately 10 hours of driving. More powerful, faster engines are available that generally require larger batteries to keep up with rising power demand. |
Microcar | S10000 | Y | 800 lb | 30 mph avg | This is the smallest size of car seen in Eio, and is typically used by professional courier services for overland travel, as it has room for one driver and a small section for cargo, and provides basic protection against the environment. Uses a 30 Pulse battery that lasts for approximately 15 hours of continuous driving. |
Subcompact Car | S15000 | Y | 1200 lb | 60 mph avg | A standard car that might be used by reasonably well-off people. Uses a 40 Pulse battery that lasts for approximately 10 hours of continuous driving. |
City Car | S20000 | Y | 1600 lb | 60 mph avg | A comfortable car capable of holding a well-to-do family or pool of office workers. Most commonly seen in the service of TransNet drivers or private company ownership. |
Roadster Car | S25000 | Y | 1600 lb | 80 mph avg | A car capable of incredible speeds, commonly purchased by middle management executives during midlife crises. A 60 Pulse battery lasts approximately 12 hours. |
Company Van | S30000 | Y | 2500 lb | 50 mph avg | A large van capable of fitting large numbers of passengers and/or cargo, depending on the needs of the owner. A 60 Pulse battery generally lasts 10 hours when fully loaded with cargo. |
Utility Truck | S25000 | Y | 2000 lb | 60 mph avg | A pickup truck capable of carrying two passengers, with an open or roofed bed (at extra cost) for storing cargo. A 60 Pulse battery lasts roughly 12 hours. |
Vehicle Trailer | S5000 | N | 500 lb | As vehicle | A cargo trailer that can be hitched to the back of a vehicle, allowing additional cargo to be hauled. |
Body Modifications
Eioan innovations aren't all exterior; some are more invasive.
Item | Cost | Magic? | Weight | Notes |
---|
Items to add/balance (requests):
- Dive Watch
- “modern” version of Heavy Light armor or Light Medium armor (Flack Vest?)
- Paralytic poison
- Poison making kit
- LSD like contact poison
- Tear Gas Mask
- Room for a night
- Backpack
- Caltrops
- Spring/collapsible shield
- Set of clothing for when not on a mission
Services
These are common prices you might expect to pay for services in the big cities.
Dining Out
As a general rule, the cost of dining out depends on where you go – a cheap fast food restaurant will charge far less than a comparable amount of food from a prestigious five star restaurant, but both serve similar amounts of food to customers. These should give some examples of a price range to expect when dining out, however.
- Snack: A snack is enough to stave off hunger pangs for most normal individuals; Small-sized creatures may be able to subsist on snack-sized meals if necessary.
- Meal: A meal is a standard-sized meal for most people, although Large-sized creatures might consider this their equivalent to a snack.
- Feast: A feast is enough to fill up a normal person who has skipped a meal or two, or is sufficient to satisfy a Large-sized creature. Typically a full course dinner.
Service | Cost | Information |
---|---|---|
Cheap Snack | S4 | The Double Patty Burger from McGrieson's, and similar inexpensive fare. Not enough for a full meal, but good enough to tide you over until one comes along or to curb those urgent hunger pangs. |
Cheap Meal | S10 | Two Double Patty Burgers with medium fries. The lunch of wage slaves everywhere. |
Cheap Feast | S16 | The Artery Hardener: two Triple Bacon Burgers with large fries. A popular favorite amongst those who thrive on a high-fat diet. |
Inexpensive Snack | S8 | A small garden salad, topped with slices of grilled chicken and shredded cheese, from the Green Dragon restaurant in Opalite Junction. A sensible choice for those on a diet. |
Inexpensive Meal | S20 | A soup, salad, and pasta entree at a typical restaurant. |
Inexpensive Feast | S30 | A medium rare pork chop served with baked potato and green beans, with a large salad appetizer and a slice of chocolate cake for dessert. |
Fancy Snack | S15 | A plate of sushi rolls at the Obsidian Palace resort. |
Fancy Meal | S40 | This T-bone steak served with a large spinach and cheese omelette is perfect whether you are eating a late night dinner or an early morning breakfast. |
Fancy Feast | S60 | This five course dinner includes a soup starter, as well as a fish course, meat course, and two vegetable courses that vary depending on the season and the chef's inspiration. |
Transit
Weapons
Telescoping Baton: This Small steel baton is lightweight and easily carried (four inches long and one inch wide when collapsed, 16 inches long when extended) and can be used normally by Small characters. It inflicts 1d4 bludgeoning damage when the baton is 'out', can be collapsed or extended as a swift action, and training in its use is often included in self-defense training classes. 25 Scale, 1 lb. Batons sized for Medium characters inflict 1d6 bludgeoning damage and cost 40 Scale, and weigh 1.5 lbs.
Combat Baton: This baton, also known as a tonfa, includes a crossguard and is used in some forms of martial arts and by some security forces as a backup weapon in emergencies. It is made of solid duraplast with an iron core, inflicts 1d6 bludgeoning damage when used to attack, and can be used by monks as a monk weapon. 30 Scale, 3 lbs.
Stun Baton: This baton is commonly seen in the hands of corporate security officers, riot police, and prison guards, and is very effective at what it does. It has an insulated grip and a highly conductive tip and two 'edges' down the sides of the baton. The baton inflicts 1d6 nonlethal bludgeoning damage when used as a weapon, and has a power switch in the grip that can be flipped between off, low, and high with a swift action. When activated, anyone struck by or attempting to grip the weapon anywhere but the handle suffers 1d6 electricity damage and must make a Fortitude save (DC 10 plus the electrical damage inflicted) or be staggered for one round from pain (those who are immune to pain automatically succeed this check). Low power mode inflicts electricity damage as nonlethal; high power mode inflicts electricity damage as lethal. 50 Scale, 10 charges / 1 Pulse, 4 lbs, cost includes an adapter to recharge.
Stun Gun: This pistol doesn't fire ordinary projectiles, but it is no less effective; it fires a low-frequency electrical blast that can stagger or knock down individuals. The weapon has a relatively short range, but the fact that it deals nonlethal damage at range and can knock targets prone makes it a favorite for those seeking to capture their foes alive. A hit by a stun gun deals 1d8 nonlethal damage per shot, plus, it effectively makes a free trip combat maneuver check against its target (CMB = user's base attack bonus + 10, compared vs target's CMD (10 + attack bonus + Str mod + Dex mod + size mod; Medium creatures have a size mod of 0) that does not provoke attacks of opportunity. Stun guns use a ranged touch attack to hit, and use one charge per shot. 600 Scale, 10 charges, with adapter.
Personal Defense Pistol: This is a small personal firearm that uses mana pulse power to propel a small metal ball bearing at very high velocity. The device has a spring-feed mechanism within the handle that holds ten ball bearings or alchemical capsules, loading a new round into the chamber once the prior one has been launched. The mana crystal that powers the weapon has ten charges; a sack of one hundred metal ball bearings costs 10 Scale. 1d8 damage (Crit x4), semi-automatic (can fire twice per round at a -2 to all attacks), uses ranged touch attack to hit. 1000 Scale, 10 charges, with adapter.
Sabertooth™ Combat Knife: This large, thick-bladed knife has a one-foot-long blade, a sawed back for assisting in cutting through thick materials, and a pointed tip for thrusting. It inflicts 1d4 slashing or piercing damage, with a critical hit on a 19 or 20. The handle is hollow, allowing a survivalist to store small items inside. Commonly seen as a “soldier's knife”, the Sabertooth or similar blades are indeed worn as a backup weapon by Eio's military forces, but marketing efforts have resulted in a strong civilian market amongst 'weekend warriors' who go into the Wilderness to hunt the less dangerous beasts. 50 Scale, 1 lb.
Armor
Leather Jacket: This is a leather jacket that provides protection to the torso and arms, specifically giving a +1 to AC (+2 if combined with leg armor of some sort.) This leather jacket costs 140 Scale by itself; if combined with leather pants, this costs 200 Scale and provides a total +2 to AC. Such protection is often found in use by motorcycle riders to help protect from injuries due to road rash or other accidents.
Full Riot Shield: A full riot shield is effectively a tower shield with significantly reduced weight. It is still awkward to use (-1 to attack rolls when a riot shield is being used), but it is made of transparent duraplast that you can see through. It provides a +4 AC shield bonus when used as a shield, and you have a max Dex bonus of +3 when using it. As a standard action, you can use a full riot shield to grant you total cover until the beginning of your next turn. When using a full riot shield in this way, you must choose one edge of your space. That edge is treated as a solid wall for attacks targeting you only. You gain total cover for attacks that pass through this edge and no cover for attacks that do not pass through this edge (see Combat). The shield does not, however, provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the shield you are holding. You cannot bash with a tower shield, nor can you use your shield hand for anything else. Cost is 500 Scale, weight is 15 lbs.
Standard Riot Shield: Heavy shield with 1/3 weight.
Collapsible Riot Shield: Tower shield with slightly over 1/3 weight, can collapse into heavy shield to remove attack penalties but not Dex penalties (it's still a big bulky thing).
Capture Shield: A curved variant of the riot shield. Probably gives better defense against one target, and/or messes with their CMBs for maneuver attempts.
Modifiers
Materials
Eioan material science is significantly advanced, to the point where armor and weapons are often made of superior materials. The most common materials replaced are steel, wood, leather, stone, and cloth. A quick look at the Breaking and Entering section might be helpful here for those who want to break things, or keep things from being broken. Do note that these numbers are approximations based on some research and are not meant to replace a working knowledge of material science; these are just abstractions for game purposes that are hopefully accurate enough.
Pathfinder Materials List
Material | Hardness | Hit Points Per Inch Thick |
---|---|---|
Glass | 1 | 1 |
Paper or Cloth | 0 | 2 |
Rope | 0 | 2 |
Ice | 0 | 3 |
Leather | 2 | 5 |
Wood | 5 | 10 |
Stone | 8 | 15 |
Iron or Steel | 10 | 30 |
By comparing this to the Common Armor/Weapon/Shield Hardness and Hit Points table, you can generally figure out how making an item of superior materials will impact its durability.
Metal Options
These are options for items normally made entirely or partially out of metal.
Standard Steel: This is ordinary steel as used in the Player's Handbook, with iron and carbon and as few impurities as possible. Ordinary equipment made of 'standard steel', when available, is half normal price. (Hardness 10, 30 HP/inch)
Alloy Steel: Alloy steels are tempered with a variety of substances to increase specific qualities useful in individual applications. Variants of these are found in power generators, transformers, automotive parts, electrical motors, and pipelines. They effectively have a +5 circumstance bonus to resist problems related to their purpose compared to standard steel. Most items are made of this style of steel by default (standard price). (Hardness 10, 30 HP/inch)
Stainless Steel: Stainless steel is used to make items that do not rust or corrode under normal circumstances, making them incredibly easy to care for and maintain over long periods. Most weapons and armor are made of this style of steel by default (standard price). This provides acid resistance 5 and a +10 circumstance bonus to resist effects that rely on accelerated natural corrosion such as a rust monster's rust attack. (Hardness 10, 30 HP/inch)
Surgical Stainless Steel: This variant of stainless steel has additional corrosion resistance and is made of non-allergenic materials, making it ideal for surgical uses. For game purposes, this increases cost by 25%, and adds acid resistance 10; it never tarnishes under any circumstances except strong acids. (Hardness 10, 30 HP/inch)
Dissection Steel: This variant of stainless steel is made specifically to make tools for researchers working with highly acidic materials. This increases cost by 100% and weight by 50%, and adds acid resistance 20; it also never tarnishes under any circumstance except extremely strong acids. (Hardness 12, 30 HP/inch)
Carbon Steel: While technically most steel is 'carbon' steel, this is carefully strengthened by controlling the amount of carbon inherent in the metal. In game terms, cost is doubled, and the item is stronger as a result. (Hardness 15, 30 HP/inch)
Titanium: Titanium alloys are incredibly strong and lightweight, making them perfect for items that have to be light and incredibly strong. They weigh half as much as stainless steel, have equivalent resistance to corrosion, and are much tougher. However, they do cost 20 times as much as comparable steel items. (Hardness 20, 40 HP/inch, High Quality)
Aluminum: Aluminum is a common modern metal due to its flexibility, corrosion resistance without further treatment required compared to carbon steel, and light weight. Items made of aluminum cost 50% more than steel items, but weigh only 40% as much. (Hardness 8, 25 HP/inch)
Carbon Fiber: Technically a form of plastic reinforced with carbon, carbon fiber is significantly stronger than aluminum and weighs much less. Items made of carbon fiber have 15% of the weight of comparable steel items, but do cost 10 times as much as comparable steel items and can be brittle in some cases. (Hardness 16, 30 HP/inch, Fragile)
Ceramic: While the clay bowls made in your school kiln in art class aren't very durable, high-quality ceramic of industrial manufacture is often used as a replacement for metal in operations that require comparable durability, very high heat resistance, and vastly reduced weight. Cost is doubled, but weight is halved. (Hardness 10, 20 HP/inch, Fragile, Fire Resistance 10)
Polymer Armor: High-impact plastic, essentially, actually intended to take a blow. Very lightweight (10% of normal weight), and usually about 20% of normal cost, but not quite as resilient as armor, as it can shear from a heavy blow and is vulnerable to extreme heat. (Hardness 8, 15 HP/inch, Fragile, Vulnerable to Fire)
Composite Armor: This uses multiple different materials to mitigate the weaknesses of individual material types, such as is commonly used on vehicles; typically a 'sandwich' with a metallic outer coat, a ceramic front plate, an air gap, and a polymer interior plate. This weighs roughly the same as a comparable steel plate, costs twice as much, but has strong advantages over most individual options and is more resilient against damage. (Hardness 12, 40 HP/inch)
Fabric Options
Basic Cloth, Silk, Duraplast Polymer, Plastic, and other oddities.
Cotton Fabric
Wool Fabric
Silk Fabric
Polyester Fabric
Kevlar Fabric
Nomex Fabric
Polyurethane Fabric
DuraPlast Polymer Fabric
Fabric Treatments
Leather Options
In addition to the options available under fabric, items made from leather may take advantage of advanced alchemically developed leather or leather-like compounds (sythscale, realscale, synthhide, etc)
Soft Leather
Sturdy Leather
Thick Leather
Animal Hide
Animal Fur
Synthetic Leather
Reptilian Scale
Reptilian Hide
Synthetic Scale
Synthetic Hide
Wood Options
Various woods that are druid-friendly, as well as less druid-friendly options.
Soft Wood
Flexible Wood
Hardwood
Bloodthorn
Silverwood
Nightwood
Natural-Grown
Plywood
Synthetic Wood: A water- and fire-resistant synthetic wood compound that is as strong as hardwood but far easier to maintain, commonly used in modern home design.
Stone Options
Glass Options
Polycarbonate, tempered glass, windshield glass, crystal
Special Options
Improvements
High Quality
The modern equivalent of 'masterwork' is 'high quality'. As a general rule, increasing an item to High Quality doubles its cost. Effects depend on the item:
- Weapons provide a +1 enhancement bonus on attack rolls, due to superior balance, quality design, high accuracy, etc.
- Armor provides a Armor Check penalty of 1 lower than normal quality items.
- Individual tools provide a +1 bonus to an attribute or skill check commonly used with the item involved.
- All items have an effective +1 to hardness for purposes of determining damage to the item.
- Materials marked as High Quality automatically make an item High Quality for purposes of enhancements; their Hardness and cost already includes the modifier, however.
Very High Quality
Items that are exceptionally well manufactured may be considered Very High Quality. This increases cost by a factor of 10, but grants the following bonuses:
- Weapons provide a +1 enhancement bonus on attack rolls and inflict 1 point of extra damage; this is nonmagical and effectively increases the base damage of the weapon, and as such can be doubled by critical hits, etc.
- Armor provides an Armor Check penalty of 1 lower than normal, and increases Maximum Dex Bonus by 1 point.
- Individual tools provide a +1 bonus to an attribute or skill check, and reduce penalties on checks by 1 point.
- All items have an effective +2 to hardness for purposes of determining damage to the item.
- Materials marked as High Quality receive a +1 to Hardness when used to make Very High Quality items, and cost is increased by only x5 instead of x10 (as their material cost includes the High Quality modifier.)
Extensive
Generally intended for tool kits commonly used with skills; an extensive tool set has many more tools than are necessary for most uses. This doubles cost and weight (as the extra tools take up extra weight), but adds a +2 circumstance bonus to uses of that skill (as the perfect tool is always close to hand.) A tool kit can be both extensive and of high quality; both effects apply, allowing you to represent a tool set more commonly stored in a garage or a mobile work van than carried around on a day to day basis.
Ruggedized
This equipment is made to survive shocks and abuse. Fragile objects lose the “fragile” drawback; any object gains +25% to hardness over standard. In addition, Manatech items become resistant to mana surges, and are half as likely to fail as a result. (Items that are both Ruggedized and Sealed are impervious to mana surges as long as the seal lasts.)
Sealed
This equipment is covered with a protective seal to prevent environmental damage from wind, sand, dirt, rain, and other hazards. Manatech items become resistant to mana surges, and are half as likely to fail; combined with Ruggedized, they are effectively impervious. The seal automatically protects against environmental damage unless the device is struck by damage that exceeds its hardness.
Fast-Charging
An option for batteries; this allows them to charge far faster than normal, up to ten Pulses per minute if connected to a power source. Fast-charging batteries are automatically Ruggedized and Sealed at no extra cost, and cost twenty times as much as normal batteries, and weigh 150% of the weight of normal batteries.
Slow-Charging
An option for batteries; this makes them charge at particularly slow speeds, no faster than one Pulse per two hours. Typically used to make batteries cheaper and more lightweight, as this decreases cost and weight by 50%.
Drawbacks
Fragile
Some materials just aren't meant for sudden shocks or stresses. Items with the Fragile quality have a chance of breaking; on a natural 1 when using the item as a weapon, or on a natural 20 when being struck by one, even if struck by an attack that would not normally reduce it to half its hit points.
Broken
An item automatically gains the broken condition when it suffers at least half of its hit points in damage; it can also automatically gain this condition as a result of a technological mishap, or because it is a fragile item. In either case, they are less effective at their designed task:
- If the item is a weapon, any attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit.
- If the item is a suit of armor or a shield, the bonus it grants to AC is halved, rounding down. Broken armor doubles its armor check penalty on skills.
- If the item is a tool needed for a skill, any skill check made with the item takes a –2 penalty.
- If the item is a device that uses Pulses or charges, it uses up twice as many charges when used.
- If the item does not fit into any of these categories, the broken condition has no effect on its use.
Items with the broken condition, regardless of type, are worth 75% of their normal value. If the item is magical or technomagical, it can only be repaired with a mending or make whole spell cast by a character with a caster level equal to or higher than the item's. Items lose the broken condition if the spell restores the object to half its original hit points or higher. Non-magical items can be repaired in a similar fashion, or through the Craft skill used to create it. Generally speaking, this requires a DC 20 Craft check and 1 hour of work per point of damage to be repaired. Most craftsmen charge one-tenth the item's total cost to repair such damage (more if the item is badly damaged or ruined).
(Still under construction, ask if you have questions or suggestions.)