Create Obscure Devices
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Create Obscure Devices by Shadowknight
You are basically the Thomas Edison, Wright Brothers or Tesla of the Techno Wizard world, you're basically the discoverer of Techno Wizardry branch of Magic. Like them you know you're on the verge of creating something but what you're creating goes against every accepted scientific principle. Therefore you can create 1 device every 5 lvl. While the easy way is to choose any techno wizard device from the Rifts books that cost less than 50,000 credits to create and say you created it in HU times. I prefer to list about 10 objects that fit the has HU feel so while powerful doesn't unbalanced the game. If requested I have another 10 gadgets I can add later. So roll 1D10 to see what you created.
- 1. Bracers that shoot EB roll 1D6 to see which Energy type the bracers you created shoots, no matter what energy is chose the damage is the same 6D8 and has 10 shots. The bracers has A. R of 15, SDC 100 and need 30 PPE or 60 ISP to recharge it
- a. Lighting-range 100 ft
- b. Fire-range 65 ft
- c. Laser-120 ft
- d. Cold-75 ft
- e. Stone-50 ft
- f. Entropic-90 ft
- 2. Skates that increase normal SPD by 3X for 1 minute on land, 5X on ice, 2X on water. It takes 1 round to change the skates from being a Psionic or Magical Roller Skates to an Ice Skate, to Water skates. Skates have a A.R of 13, SDC of 80 after being used for 1 minute it takes 1 hour for skate to recharge and could be used again.
- 3. Gauntlets that create a Sword or Axe that does 4D6+6 damage, +2 to hit & Parry. The Gauntlet has a A.R of 14, SDC of 90. The Gauntlet will only create the Weapon once that day and it last 1 minute per level of its creator
- 4. Gauntlet that create a Shield that does 1D6 +2 damage or can parry at + 3 any attack except for area affect damage. The Gauntlet has a A.R of 14, SDC of 90. The Gauntlet will only create the Shield once that day and it last 1 minute per lvl of its creator.
- 5. Goggles of Enhance Vision, The goggles has an A.R of 12, SDC of 50. Range of all the Vision powers is except Long Range Sight is 80 ft, LRS range is 1000 ft. It takes 1 round to switch between the abilities and cost 10 PPE or 20 ISP for each time a new ability is used
- a. Long Range Sight equal to minor power & gives +2 to aim if using a gun or rifle
- b. Able to see thing as small as Insect
- c. Night-vision
- d. Thermal Vision
- e. Underwater Vision
- 6. Cape of Gliding - Similar to the minor power. The Cape has an A.R of 12, SDC of 50, can be used 2X a day for 1 minute
- 7. Ring of Flying-Gives the same ability as Spell Fly as Eagle. The Ring has an A.R of 16, SDC of 60, can be used 2X a day for 1 minute
- 8. Boots of Jumping-gives the same ability as the minor super power Enhance Leaping. The Boots has an A.R of 15, SDC of 50, can be used 2X a day for 1 minute
- 9. Brush of Disguises - Gives the character the ability to change his fingerprints, facial structure and hair color. The brush doesn't give the ability to duplicate someone else at best you'll look like someone from the same racial background. The disguise will last for 1D6 hours{GM will secretly roll) it changes each time the brush is used and will only work for it's creator. The Brush has an A.R of 12, SDC of 40, can be used 2X a day
- 10. Alarm Dog - It looks like a Robotic Dog of any breed and will walk around & sit at attention if anyone not know to it's master at the time of creation or up to 12 people impressed in it's memory will not set off the dog. But anyone else who enters a room, house or mansion up to 5,000 square ft it set up to guard will set up a Loud barking for 1 hour or if told by his creator to stop it will stop barking. The barking is almost loud enough to wake the Dead. Undead will 60% run away a Master Vampire can resist if he makes a saving throw of 14 or more but he lose 2 attacks and is unable to uses any of his Psionic abilities, Supernatural, Magic Users or Psionist lose 1 attack due to the pain the Barking cause them, everyone else are at -2 to attack. The Dog has an A.R of 16, SDC of 150, can be used once a day. It can only be used to guard an enclosed environment like room, house or building, if brought into a new environment it takes it 1 day before it can guard that environment but it now lose it ability to guard the old environment.
- Cost: 3 feats
- Bonus:The range, SPD, Duration & Damage will increase by 50 % on a Lay Line. These object will become MDC & do MDC damage in Rift Earth.
- Prerequisite: This feat requires a I.Q of 20+, at least a Bachelor Degree in either Electrical or Mechanical Engineering, also a minimum P.P.E of 25 or I.S.P of 50
- Limitation: This is the dawn of Techno Wizardry so the device created are design for it's creator only, so while someone else can be shown how to use to device if he has the Minimum P.P.E or I.S.P by it's creator the bonus, damage, SPD & range will only half when used by anyone besides it's creator. Needless to say these are 1 of a kind near priceless devices that the character spent countless blood, sweat & tears no way will he ever sell one even if starving. At best he might let a party member uses it in an Emergency. Also should his device be broken it will take him till he reaches another lvl till he can replace it, but if broken while in the possession of someone else it will require 2 level of advancement before he can repair it.
- Further Limitation: You roll to create a Techno Wizard device every 5 levels, so if you pick up this feat at for example 6th level, you'd roll for another TW device at 11th level and the next TW at 16th level.