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 Post subject: Re: Tech Gear from the FFC
PostPosted: Dec 15, 2013 5:01 pm 
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Lord of the Regency Council
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 Post subject: Re: Tech Gear from the FFC
PostPosted: Dec 15, 2013 10:00 pm 
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It's interesting work, re-thinking modern tech with a sci-fantasy approach. It's tough, as you say, avoiding the cheese-factor.

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 Post subject: Re: Tech Gear from the FFC
PostPosted: Dec 15, 2013 11:05 pm 
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 Post subject: Re: Tech Gear from the FFC
PostPosted: Dec 16, 2013 2:10 am 
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I remember a Dragon Magazine article that was 3.5 era that introduced modern items as magical items. I remember one was a tablet of some sort that also could act as a spell book.


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 Post subject: Re: Tech Gear from the FFC
PostPosted: Dec 16, 2013 4:57 am 
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 Post subject: Re: Tech Gear from the FFC
PostPosted: Dec 16, 2013 1:04 pm 
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From the second Afridhi War:

SHOCKLANCE

These weapons come in two varieties: a footman's lance, and a mounted lance, which deal normal damage appropriate to its type. Each consists of a long shaft tipped with a broad, spear-like tip etched with arcane symbols. The original versions, kept in the deep vaults beneath the House of Remembrances atop the Black Spire, are from the City of the Gods. They are made of a strange metal alloy that Blackmoor scientists still have not been able to duplicate. The haft of the weapon is lined inside with conductive wiring, which connects to a battery pack housed in the butt of the spear. Switching the device on causes the tip to vibrate ever so slightly, and to hum while emitting crackles of energy.

The electronics of the originals have been replaced with lightning-charged black dragonstones. Both types of weapons operate the same, either discharging the electrical power through the tip on a successful strike (dealing an additional 1d6 damage per "charge" stored in the capacitors along the length of the shaft. Or, the weapon can be set, and discharged in a volley, lofting a globe of electrical energy 20'-80' (2d4x10') away. This volley discharge cannot be used at close range. The globe strikes in a 10' diameter burst per charge, for 1d6 points of damage per charge.

The tip can only hold a charge for 4 rounds before dissipating, expending the electrical energy harmlessly into the air.

Each battery pack or dragonstone can hold up to ten charges before being depleted.

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 Post subject: Re: Tech Gear from the FFC
PostPosted: Dec 16, 2013 2:47 pm 
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 Post subject: Re: Tech Gear from the FFC
PostPosted: Dec 16, 2013 6:39 pm 
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 Post subject: Re: Tech Gear from the FFC
PostPosted: Dec 17, 2013 5:53 am 
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 Post subject: Re: Tech Gear from the FFC
PostPosted: Dec 18, 2013 3:43 am 
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Sadd to say I cannot especially since it was something I referenced in my conversion notes. Though did find arcane polution article as well, I used its artificer dump to represent broken magitech bleeding its energies. That articles good if you want to have zone of pollution caused by magic/tech.

Also loving the list Harvard, didnt Temple of the Frog and City of the Gods also have some tech in them? I cant remember exactly and that crates pushed back some where.

I've referenced a piece of tech that I need to update but here it goes:

The Arms of the Octopi, a legendary device worn by Coots most devout scientist whose crafters name has faded into time but when one who wears this device goes unconcious the device akes true sentience. The device resembles a metal harness that has a large backpack shape with four buds protruding from the sides that when activated become mechanical tentacles that can grab and manipulate objects, but it is said it has more sinister powers yet to be unlocked. We can only guess its function like a magic item it requires a trigger to work but the users we have seen simply have it activate as if with a thought.

Genesis Pods, the place of birth for many horrors in the Eggs army. The pods have been seen in field combat spewing homoculi but when its tenders die the device perishes as well. Knowing the method of the Eggs technology they may contain grafts that draw power to the vats and give them form. One vile race known to be born of the Genesis Pods is a group of Half Orc Warriors simply called the Bale Brood, mixing the strength of human and Bale born Orcs that have more demonic traits and wield vile magic that flows when they rage in battle.


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