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Tech Gear from the FFC
#19
RobJN Wrote:One I've had n the back of the mind for quite some time. Most of what I'll be concentrating on for my Blackmoor tech is magical equivalents or fusions of magic and City of the Gods tech (like the Progenitors' Well of Souls/ Collection Tower defense systems)

Makes sense, even from a non-Thornized perspective Smile

BTW, Aldarron's suggestion to cross-reference the items from the FFC with Supplement II: Blackmoor proved to be fruitful:

HI TECH EQUIPMENT (see pages 74, 87 and 88 in the FFC)
  • Illusion Projector (Creates illusory 3D images)
  • Skimmer / aka Water Machine (Transport across water, marshes etc)
  • Transporter, Dimensional
  • Transporter, Time
  • Transporter, Flyer /aka Flying Machine (Similar to Flying Eggs descriped in DA2?)
  • Fighting Machine (Similar to Supp II's Battle Armor? If so: AC 3, Move 12", Str/Dex increased to 18(00), fly, underwater survival, protection agains various magical effects, see Supp II p 34)
  • Teleporter
  • Borer (Digs through earth)
  • Screener (Creates barrier protecting against magic, energy, light etc)
  • Communicator (described in Supp II p 34, also functions as a translator)
  • Tricorder (Gives information about the physical properties of any object)
  • Battery Power
  • Medical Unit (Heals all wounds, but target cannot leave before 24 hrs have passed. Also described in Supp II p 34)
  • Entertainer (user is rendered helpless for 1d10 hours, but is rested and gains increased combat ability)
  • Generator
  • Educator (Teaches user to operate tech devices)
  • Robots (Some are hostile)
  • Controllers (Allows control of Robots)

Unless otherwise noted, descriptions as well as items are from the FFC.

What do you think, makes sense?

-Havard
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
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