Time Marches On: Bizarre Bazaar – The Spark of Innovation! (Part 1)

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Once again, you find yourself in a familiar store.  However, everything looks chrome… very chrome.  It’s sleek, it’s bright, everything looks angular.  Strange lights illuminate the silver shaded corridor leading to a somewhat familiar cashier stand.  Instead of the lovable traveling monk is some kind of mechanical humanoid.  Components grind and chirp as it takes notice to you.  “Designation: GREETINGS!  Operation: SALES, X = Promotion, go to X.  What items are you seeking today, Occupation: Adventurers?”  The illuminated metal humanoid seems to be ushering you around the renovated shop.  “The specialty of Location: Bizarre Bazaar is adventure equipment, mostly involving arms and armory.  DISCLAIMER:  Some items are inherently restricted and will require proper documentation in order to receive them.  Items can be delivered to a proper base of operations, if need be.  Do any Ocupation: Adventurers have any inquiries?”

Author’s Note:  Time marches on, even for Zam’Dul!  I’m back doing one of my favorite segments.  This time, I’m doing a much needed update to tech items and magitech!  Here is an assortment of techno items from past and present!  Also, these operate similarly to enchanted magical items and contain similar properties as a result.  Keep a look out for scattered pop culture references… which are revealed in the tags.  Also, this is one of my longer ones!

If interested, you can find the Performance Boosting Exo-Suit and the Force Field Coil Armor here, the Crystal Ray Gun here and the Flight Pack here

Basics.

Charges:  Most technological items operate on charges.  This represents the amount of power being taxed on the machine so it can function as a combat ready piece of equipment.  Once charges are expended, they require a long rest to recharge, like magical items.  However, some are limited use items that cannot recharge.  Certain items, such as extra battery cells, can add more charges on an item as well (except items that cannot be recharged, as that technically counts as recharging).

“New” Damage Types:

  • *Laser damage counts as dealing both fire and lightning damage, for purposes of damage resistance and immunity.
  • **Radiation damage counts as dealing both necrotic and radiant damage, for purposes of damage resistance and immunity.

Contraband Items: ***These items are marked “contraband”, due to their extremely dangerous natures.  If caught with such an item, law enforcement will likely take action.  While this has no mechanical consequence, this is more so for flavor to identify dangerous items that would probably warrant legal investigation.

 

Weapons

Advanced forms of weaponry from a distant and alien age.  Despite being advanced technology, unless noted, these count as ranged weapons that add dexterity modifier damage and melee weapons that add strength modifier damage.  Proficiency requires a character is capable of utilizing a related weapon, such as crossbows for the various types of firearms.  Each successful attack consumes a charge, until they have run out.  Also, any item that operates on charges can recharge after an extended rest.

Ranged Combat –

Item Categorization: Bows and Firearms.  Subtype: Technical/ Energy Weapon.  Here is a catalogue of powerful tactical ranged weaponry, Occupation: Adventurer.

  • Light Arms – This type of firearm is the lightest variety in our containment unit.
    • Energy Bolter – 3 lbs., two-handed, ranged 60 ft./180 ft.), 1d8 damage, see bolts below, requires ammunition instead of charges, common.
    • Laser Gun – 3 lbs., 10 charges, light, ranged (40 ft./80 ft.), 1d10 laser damage*, common.
    • Force Blaster – 2lbs.,  10 charges, light, ranged 60 ft./120 ft.), 2d6 force damage, uncommon.
    • Needler – 3lbs.,  8 charges, light, ranged (30 ft./ 60 ft.), 2d4 piercing damage, target must make a Dexterity Saving Throw (DC 13) or take more 1d8 slashing (from clustered needles), uncommon.
    • Improved Laser Gun, Laser Phaser – 2 lbs., light, ranged (40 ft./80 ft.), 2d6 laser damage*, uncommon.
    • Improved Force Blaster, Telekinetic Prophetic Dynamite – 3lbs., 8 charges, light, ranged 60 ft./120 ft.), 3d6 force damage, target must make a Dexterity Saving Throw (DC 15) or be pushed back 15 ft., rare.
    • Improved Needler, Toxin Shot – 3 lbs., 8 charges, light, ranged (30 ft./ 60 ft.), 2d4 piercing damage, once per round, target must make a Constitution Saving Throw (DC 15) or take 2d4 poison; counts as a +1 weapon, rare.
    • Compact Force Machine Gun – 5 lbs., 6 charges, two-handed, ranged 30 ft./90 ft., 5d4 force damage.  Alternatively, the shooter may make a spray attack, causing creatures within a 30 ft. cone to make a Dexterity Saving Throw (DC 13) or take 2d4 force damage instead, rare.
    • Mind Blaster Pistol – 4 lbs., 6 charges, ranged 40 ft./100 ft., 3d6 psychic damage, the target must also make a (DC 18) Wisdom saving throw.  Upon failure, they gain a Short-Term Madness effect as described in Chapter 8 of the Dungeon Master’s Guide.  If they’ve suffered short term madness in the last 24 hours, it becomes long term or indefinite if they’ve suffered long term, very rare.***
    • Death Ray – 5 lbs., 4 charges, ranged 40 ft., 80 ft., 2d8 radiation damage**, The result of atomic weaponry experiments, confined to an ultra lethal small arm that fires a ray of radioactive energy at a target, the target must make a Constitution Saving Throw (DC 16) or take an additional 4d8 radiation damage**, legendary.***
  • Heavy Arms – This type of weapon tends toward more weight, but are capable of dealing far more damage.
    • Laser Rifle – 5 lbs., 10 charges, two-handed, ranged (60 ft./120 ft.), 1d12 laser damage*, uncommon.
    • Scatter Blast – 6 lbs., 6 charges, two-handed, ranged cone (20 ft./ 60ft.), 2d6 piercing damage/1d8 piercing damage, rare.
    • Improved Laser Rifle, Stealth Scope – 7 lbs., 8 charges, two-handed, ranged (60 ft./180 ft.), 2d8 laser damage*, rare.
    • Fire Starter – 9 lbs., 6 charges, two-handed, ranged 20 ft./40 ft., 2d8 fire damage, any nearby creatures within 5 ft. of the attack must make a (DC 15) Dexterity Saving Throw or take 1d8 fire damage.  In addition, all flammable objects within 5 ft. catch on fire, rare.
    • Grenade Shot – 10 lbs., 6 charges (also dependent on grenades), heavy, two-handed, ranged 15ft. radius from 60 ft. distance, damage based on grenade.  This weapon allows the user to make an attack roll against the target with a grenade.  Upon hit, they take the grenade’s initial damage, everything from the blast makes the save instead (including the target if the attack missed), very rare.
    • Projectile Launcher – 15 lbs., 6 charges (also dependent on grenades), heavy, two-handed, ranged 15 ft. blast radius from 120 ft. distance, damage based on grenade plus an additional 2d6 damage.  This otherwise works like the Grenade Shot, very rare.
    • Burninator – 7 lbs., two-handed, , 4 charges, ranged 40 ft. line, 3d8 fire damage to all creatures hit in the line, all flammable objects within the line catch on fire, very rare.***
    • “The Dakka” – 20 lbs., 4 charges, heavy, two-handed, ranged 60 ft./180 ft., 3d12 piercing damage.  Alternatively, the shooter may make a spray attack, causing creatures within a 60 ft. cone to make a Dexterity Saving Throw (DC 16) or take 3d8 piercing damage, very rare.
    • Mind Blaster Rifle – 5 lbs, , 8 charges, light, ranged 80 ft./300 ft., 3d8 psychic damage, the target must also make a (DC 22) Wisdom saving throw.  Upon failure, they gain a Short-Term Madness effect as described in the DMG.  If they’ve suffered short term madness in the last 24 hours, it becomes long term or indefinite if they’ve suffered long term, legendary***
    • “Cancer Gun” – 8 lbs., 6 charges, heavy, two-handed, ranged 10 ft./20 ft., 3d10 radiation damage**, target must make a (DC 18) Constitution Saving Throw or gain 1 level of exhaustion.  Originally, this was a prototype medical tool created for rapid cellular regeneration, the creation process caused the prototype to create out of control cancerous cells at a rapid rate instead, legendary.***
  • Special Ammunition and Grenades – Explosive projectiles meant to be lobbed in the direction of a foe.
    • Energy Bolt, Black – deals radiation damage**, common.
    • Energy Bolt, Red – deals laser damage*, common.
    • Energy Bolt, Blue – deals cold damage, common.
    • Energy Bolt, Green – deals acid damage, common.
    • Energy Bolt, Grey – deals piercing damage, common.
    • Energy Bolt, Dark Matter – deals necrotic damage, plus an extra 2d8 necrotic, the target must make a Constitution saving throw or be held in place and have their maximum HP lowered by the amount of necrotic damage taken from the bolt.  If they are brought to 0 HP while affected by the bolt, they are sucked into a temporary void which annihilates them, legendary.
    • Smoke Bomb – 1 lbs., light, thrown, single use, range 20 ft./40 ft., creates gas cloud that extends 20 ft., lasts for 5 minutes or until dispelled; all creatures within the cloud are obscured, common.
    • Stun Grenade – 1 lbs., light, thrown, single use, range 20 ft./40 ft., 2d6 thunder and Constitution Saving Throw (DC 16) or become paralyzed for up to 1 minute (may try again next turn), constructs are immune, uncommon.
    • Stun Variant, EMP – Deals Lightning Damage, affects technological items/item users and machines only, uncommon.
    • Frag Grenade – 1 lbs., light, thrown,  single use, range 20 ft./40 ft., 4d6 piercing damage, 15 ft. radius from touching point; Dexterity saving throw – other creatures in burst save versus 2d6 piercing damage, uncommon.
    • Fireball Grenade – 1 lbs., light, thrown,  single use, range 20 ft./40 ft., 4d6 fire damage, 15 ft. radius from touching point; Dexterity saving throw – other creatures in burst save versus 2d6 fire damage, ALL targets (including original) are on fire and take an extra 2d6 fire damage at the start of their turn; must make a Dexterity (or Acrobatics) check to put out fire, rare
    • Cryo Grenade – 1 lbs., light, thrown,  single use, range 20 ft./40 ft., 6d6 cold damage, 15 ft. radius from touching point; Dexterity saving throw – other creatures in burst save versus 3d6 cold damage; ALL targets’ speed is reduced by 1/2 for the next minute, rare.
    • Death Gas Grenade – 1 lbs., light, thrown, single use, range 20 ft./40 ft., creates gas cloud that extends 20 ft., lasts for 5 minutes or until dispelled; the gas obscures all creatures within it, any creatures that starts their turn there or moves into the cloud must make a Constitution saving throw (DC 18) or take 4d10 poison damage and gain the poisoned condition for up to 1 minute, very rare
    • Dirty Boom Grenade – 1 lbs., light, thrown, single use, range 20 ft./40 ft., 4d10 radiation damage**, the nearby area is counted as a mildly irradiated area for the next 1d4 hours, very rare***

 

Melee Combat

Item Categorization: Melee Tactical Weaponry.  Subtype: Technical/Energy.  These weapons should prove sufficient in an age dominated by ranged tactics, Occupation: Adventurer.

  • Light
    • Beam Sword – 2 lbs.,  10 charges, light, reach 5 ft., 1d10 laser damage*, common.
    • Ultra Night Stick – 1 lbs., light, reach 5 ft., 1d8 bludgeoning damage, common.
    • Welding Laser – 4 lbs., 6 charges, reach 5 ft., 2d8 laser* damage, hit target counts as being affected by “heat metal” spell, rare.
    • Plague Mace – 2 lbs., 10 charges, light, reach 5 ft., 1d10 radiation damage**, target must make a Constitution Saving Throw (DC 14) or become poisoned for up to 1 minute (targets that succeed or end the poison are immune for 24 hours), uncommon.
    • Particle Cut Sword – 3 lbs., 6 charges, reach 5 ft., 4d10 slashing damage, can cut through solid steel equal to the blade’s length, legendary.***
    • Master Beam Sword – 2 lbs., 6 charges, light, reach 5 ft., 2d6 laser damage*, this weapon counts as a vorpal weapon, legendary.
  • Heavy
    • Taser Staff – 4 lbs., 8 charges, two-handed, reach 10 ft., 1d6 bludgeoning damage plus 1d6 lightning damage, uncommon.
    • Aetherarm – 3 lbs., 8 charges, two-handed, reach 10 ft., 4d4 force damage, uncommon.
    • Chainsword – 8 lbs., 8 charges, heavy, two-handed, reach 5ft., 3d6 piercing damage, uncommon.
    • Electrical Repair Tool – 10 lbs., 4 charges, heavy, two-handed, reach 5 ft., 5d6 lightning damage; against non-living/constructs/machines, it can grant 1 charge to that item per “attack” (effectively transferring the charge), very rare.

 

 

 

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One thought on “Time Marches On: Bizarre Bazaar – The Spark of Innovation! (Part 1)

  1. Pingback: Time Marches On: Blog Carnival Wrap-Up | Daemons & Deathrays

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