Demozain Shell - A super rare or unique material, with very strong anti magic and anti arcane caster properties.
Increases the arcane spell failure chance by 30% and ignore 1st level spells of any source.
Mawine - A weak metal that phases in and out of realities, ignores steel and iron as though it were not there.
Generally useless with weapons, but has a lot of potential with cybernetic augments.
Living Steel - a greenish silver metal that can repair itself over time and in large enough quantities can consume other metals.
More utilitarian in its uses, handy for weapons but better for armors and vehicles.
Gallows - a powerful new metal made from the planar rift to the plane of fire outside of Sandis, it prevents regeneration and fast healing and works especially well against constructs and undead.
strong offensive metal, hard to work with so takes longer than standard to make items from it.
Ocanthian - a god mineral, made from the frozen bits of reality that have coalesced from things being torn from the material plane. It cuts thru everything and is nigh unbreakable.
Very expensive but increases durability immensely.
Hedron - a gravity defying metal that has strange properties when applied with elemental energies.
Either gives a boost to speed or agility, can help with falling damage based on amount.
Void Glass - One of the more prominent materials patented by Dalam-Creau, it’s used to display images and text, and can be incorporated into most objects. Most commonly tied with H-comms to be able to quickly send into, it can be adapted to create multi tools with Hardlight bracers, and/or glasses.
used mostly for tech items or tech-enhanced customer items.
Otimalian - light as air but hard as Adamantium. A weapon made with this can always use DEX instead of STR and ignores Adamantine DR. Also spells can be cast into it and they hold for a day per level. Armor always counts as light with no check penalty.
Abyssium - radiation-like damage to CON and bodies, but provides near infinite energy to items.
Quintessence - the material between worlds and immortality. 2d6 damage to divine creatures and SR 30 to divine spells - any creature that dies within 100ft has their soul destroyed and the user gets haste.
Corporate tags can be applied to certain items or other equipment to give them a benefit above the standard manufacture of those items.
Golden - 50gp - Firearms that deal physical damage have their ranged penalties halved.
Sure thing - 1000gp - A small chip used to protect an item or person from outside influence
uses 1 item slot - constant effect - raises the DC to hack the item by 10 or 20 if it is a remote hacking attempt, it can also be installed in a character as a mental damper - the implanted character is immune to and from sliver/telepathic communications and gains a +4 vs mind affecting spells.
Ammon - 150gp - Items have planar adaptation built into them; non-proficiency penalties are reduced by 2.
Aurora Lock - 500gp - with the increased extraplanar threats being able to temporarily stop rift travel is key.
uses 1 item slot - A target that is hit and illuminated by the aurora ability cannot use dimensional travel as long as they are lit.
Bask - 100gp - Firearms with an Energy type do damage as though they were one size category larger; armor check penalty does not apply to Stealth.
Hoon Shade - 3000gp - made for helping night explorations safer for scientists but has recently seen more use in cities to escape clockwork detection.
uses 1 item slot - full round action to activate/deactivate - 1 charge lasts for 5 minutes
You gain +20 circumstance to stealth checks against creatures using darkvision and +10 circumstance to stealth against creatures using low light vision.
You can also roll a stealth check while being observed in dim light.
Anese - 100gp - Items made have Fire resistance 15.
Vith - 100gp - For the purposes of a firearm determining whether to target your Touch AC, add +5 to your AC; items have Hardness +2 and +5 HP; the broken penalty is -1 instead of -2.
Multi-Scan - 200gp -created for workers to be able to quickly determine the issue and problem in the field.
Uses 1 item slot - 1 charge to activate - standard action - for 1 charge you can use detect magic, detect technology, or detect radiation - When studying technological items or constructs if you spend 3 rounds you get an idea of HP remaining and any special qualities.
Mercadyne - 300gp -Items weigh ⅓ less; armor reduces speed by 5ft instead of 10ft; the armor check penalty of armor is 2 less.
Cons-Caller - 2000gp - advancements in using the constant allow more items to be stored and returned.
Uses 2 item slots - If you have a datapad, privacy hood, or sliver you can access any of the items stored in the constant as a move action or as a swift action for 1 charge. It has a mercadisk and 3 additional spots open to assigned items. Items have to be of a large or smaller size.
Balanced Engineering - 200gp - charges are extended. (You get double the duration from charge costs)
Predictive Assistant - 2000gp - A small mind that does not cross into actual AI that aids with common tasks.
uses 1 item slot - 1 charge per day - Each round at the beginning you may choose to get a small bonus depending on your intended action.
+1 insight bonus to your next attack roll
+1 insight bonus to your next reflex save
+2 insight bonus to your AC until the beginning of your next turn
+2 insight bonus to your next skill check
Any - Additional Item Slot - 2000gp
Quickcoat - 100gp - For the traveling expert on the go, it uses void glass and nanites to create quick illusions.
Uses 1 Item slot - 1 charge for 8 hours - You can change the appearance of the clothing or item to look like any other item or style of clothing, though if directly interacted with people can tell that the object is being obscured.
Thermal Regulator - 200gp -When you want to look professional in all climates.
Using an item slot, a person equipped a thermal regulator with suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to make Fortitude saves. The creature’s equipment is likewise protected.
Prepped - Mercadyne and Prism - 5000gp - You can store one item on the constant, it takes 1 hour to attune an item to a sliver, once it is attuned, retrieving or putting away the item is a swift action - some items can be partially summoned, but most items that do not fully leave the constant are ineffective. This has severe limitations in places that are shut off from planar contact.
Tele-Assistant Intelligence Network - N’Tech scientists expanding upon Balanced engineering prototypes were able to create an advanced personal assistant, by allowing the mind to remember perceived memories to gain talents and tricks.
They can be combined with a personal assistant for an additional +1000gp
Black market versions do exist but can be problematic though very affordable.
3rd Tain - 5000gp - feat chip - You gain the 3rd level ability of one of the variant multiclass options, you must be at least 3rd level to benefit from this. If a power or ability is on the list of more than one class, choose the lowest option to see which TAIN is available.
7th Tain - 5000gp - feat chip - You gain the 7th level ability of one of the variant multiclass options, you must be at least 7th level to benefit from this. If a power or ability is on the list of more than one class, choose the lowest option to see which TAIN is available.
If both Tains are from the same class they only take up one chip slot instead of two.
For each two TAIN you have beyond the 1st you suffer a -1 to all saving throws.
Every company has the ability to build these into items - adding these to items is +3500 - most of these will cannot be combined with analog.
Analog - Has no/limited tech parts, and so is not affected by spells or abilities that target tech.
Aurora - When an Aurora weapon strikes a target, the creature glows with a soft luminescence for 1 minute. This negates invisibility effects and makes it impossible for the target to gain concealment from or hide in areas of shadow or darkness.
Breach - A Breach weapon is specifically designed to apply sudden force to doors and walls in an effort to break them. If you are trained in Knowledge: Engineering, as a full action you can use a Breach weapon against an adjacent stationary door or wall, or at the GM’s discretion, against a similar adjacent object. An attack with the weapon expends ammunition as normal, but instead of making an attack roll, you attempt a Strength check against the object’s break DC and add the users ranks in Knowledge: Engineering to the Check -
Deflect - A weapon with the Deflect special property generates both an energy and a kinetic effect, which allows you to use it with the Deflect Projectiles feat (if you have it) to counter both kinetic and energy ranged attacks.
Echo - An Echo weapon establishes a lingering sonic resonance within a target. A creature with blindsense or blindsight (based on vibration or sound) can detect a target hit by an Echo weapon at a distance of up to 10 × its normal range. This does not grant blindsense or blindsight to creatures that do not already have this ability
Guided - A Guided weapon uses a signal along with wireless telemetry, magnetic guidance, or another means of guiding its payload after the weapon has been fired. When you take a move action to aim a Guided weapon prior to firing it on the same turn (including doing so with a sniper weapon), your target does not gain the bonus to AC provided by cover, partial cover, or soft cover. Improved cover and total cover still confer their bonuses normally.
Polarize - A weapon with the Polarize special property briefly builds up a polarized charge in a target. When striking a target multiple times with a weapon with the Polarize special property in the same round, damage from each such strike after the first is increased by the listed amount. The built-up extra damage resets at the beginning of your next turn.
Recall - A Recall weapon is keyed to a wristband or another small device worn by the wearer. If you throw a Recall weapon and your attack misses, the weapon returns to you at the end of your turn.
Scatter - A weapon with the scatter weapon quality can shoot two different types of ammunition. It can fire normal bullets that target one creature, or it can make a scattering shot, attacking all creatures within a cone. When a scatter weapon attacks all creatures within a cone, it makes a separate attack roll against each creature within the cone. Each attack roll takes a –2 penalty, and its attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil a scatter attack. If any of the attack rolls threaten a critical, confirm the critical for that attack roll alone. A firearm that makes a scatter shot misfires only if all of the attack rolls made misfire. If a scatter weapon explodes on a misfire, it deals triple its damage to all creatures within the misfire radius.
Shield - A Shield weapon encapsulates the target in a short-term force field. This force field lasts until the start of your next turn or until it has absorbed the listed amount of damage, whichever occurs first. A force field originating from a Shield weapon blocks only incoming damage; it does not interfere in any way with the target’s weapons or attacks.
Slow-Firing: A Slow-Firing weapon requires a full-round action to use, and thus cannot be used to make iterative attacks.
Thought - A Thought weapon can be fully or partially controlled via telepathy. If you have the telepathy or limited telepathy racial trait, are benefiting from a telepathy spell, or have a similar ability, you ignore the weapon’s Unwieldy weapon special property.
Unwieldy - Weapons with the Unwieldy special property are large and awkward, can’t be fired without cooling down first, or are otherwise difficult to use with repeated attacks. You can’t use an Unwieldy weapon as part of a full attack (or any other action in which you could make multiple attacks), you can’t attack with it more than once per round, and you can’t use it to make an attack of opportunity.