New traits will be indicated with a carat (^) and are linked to their explanation.
Level 5; Price 200 gp; Damage 1d6 fire; Bulk L; Hands 1; Range 30 feet;
Category Advanced; Ammunition Nanite Canisters; Group Firearms; Traits Uncommon, Fire, Tech^
Capacity 10; Nanite Use 1 charge; Craft DC 21
On a critical hit, the inferno pistol deals 1 persistent fire damage.
Level 4; Price 100 gp; AC Bonus +1; Dex Cap +4; Check Penalty -1; Speed Penalty -;
Category Light; Strength 10; Bulk 1; Group Tech; Traits Uncommon, Powered^, Tech^
Capacity 24; Craft DC 22
Activate (3 actions) Interact; Power Use 1 charge; Effect You change the colour of the neraplast armour to match your surroundings. You gain a +2 item bonus to Sneak and Hide as long as you're within the current terrain. Moving outside of the terrain requires you to recalibrate its colour again.
Level 4; Price 140 gp; Damage 1d6 B; Bulk 1; Hands 1;
Category Simple; Group Club; Traits Uncommon, Mental, Powered^, Shove, Tech^
Capacity 10; Craft DC 20
Activate (1 action) Interact; Power Use 1 charge; Effect A creature hit with the next Strike made with the neural inhibitor makes a DC 13 Fortitude Save.
- Success The creature is unaffected.
- Failure The creature becomes stupefied 1.
- Critical Failure The creature becomes stupefied 2.
Price 4 gp Hands 2; Bulk 1
A polymer mesh net behaves the same as a regular net except the Escape and Force Open DC is 26.
Traits Uncommon, Auditory, Powered^, Tech^
Level 6; Price 240 gp Usage worn headwear; Bulk L
Capacity 10; Power Use 1 charge/hour; Craft DC 20
When activated the helmet grants the wearer a +2 status bonus on Perception checks to notice moving targets within 60 feet.
Traits Rare, Alchemical, Healing, Pharmaceutical^, Consumable
Level 5; Price 24 gp; Usage held in 1 hand; Bulk -; Craft DC 25
Activate (1 action) Interact; Effect You tap on one of the panels on the injector and change what colour is selected.
Activate (1 action) Interact; Effect You inject the serum into a willing creature. The creature restores 1d8 hit points and gains an additional effect depending on what colour was selected.
- Red: Target gains a +2 status bonus to Fortitude saving throws for 3 minutes.
- Green: Target gains a +2 status bonus to Athletics checks for 3 minutes.
- Blue: Target gains a +2 status bonus to Reflex saving throws for 3 minutes.
Afterwards, the target becomes fatigued for 1 hour. If the target receives more than one dose of universal serum within 24 hours, they still recover hit points but they do not gain any bonuses, and immediately become fatigued for 1 hour.
Traits Rare, Alchemical, Healing, Pharmaceutical^, Consumable
Level 5; Price 30 gp; Usage held in 1 hand; Bulk -; Craft DC 25
Activate (1 action) Interact; Effect You inject the serum into a willing creature. The creature gains immunity to low-severity radiation for 1 hour, and a +3 status bonus on all saving throws against other radiation effects for the duration. In addition, it can remove the enfeebled condition caused by Radiation Poisoning