All prototypes have an advanced risk of failure. Whenever used, roll a d20: on a result less than or equal to the device's Failure rating, the device fails to act as intended, and the user must reroll to check against catastrophic failure. If the reroll also falls within the Failure range, the device is destroyed, and additional effects occur as described.
Note that not all prototypes may be available for use at all times.
Prototypes available as of 28 July 2020:
Strand Detector (4):
Failure Rating: 4
Description: A handheld device detects planar anomalies via planar resonance, and is designed to resonate with the Far Realm. The device holds 10 charges, and expends 2 charges to “sweep” a mile radius, providing locational data on all strands detected at that time.
Success: The device detects all strands at a distance of up to 1 mile, and provides the holder of the device with a heading (in degrees) and distance (in feet) to the strand(s). The heading is accurate to within 20 degrees, and the distance is accurate to within 20%. For example, a strand at a heading of 270° and a distance of 3000’ could be indicated to the holder at a heading of anywhere from 250-290° and a distance of 2400-3600’. Although the variance does not adjust with proximity, the nature of smaller numbers means that proximity itself generates greater precision in locational data.
Failure: The device fails to detect any strands within its radius.
Critical Failure: The device emits a burst of resonance, which is felt by any strand-infected creatures within a 1 mile radius. The feeling is akin to the attractive pull of a magnet, combined with the annoyance of a mosquito bite, and lasts for 24 hours. Creatures sensitive to this burst immediately know the location of the device. The device also no longer functions as designed, and attempts to repair the device have a 50% chance of repeating the resonance burst effect.
Dimensional Tunnel Projection Device (1):
Failure Rating: 4
Description: A handheld device generates a harmonic resonance with the Constant, which can be discharged as a standard action to form a circular 5’ tear in reality at a distance of up to 15’. The device holds 10 charges, and expends 5 charges every time it discharges.
Success: The tear in reality is stable for 1d4 rounds. The Projection Device retains the harmonic resonance for the same number of rounds as the tear in reality. If the Projection Device is discharged a second time, a second tear in reality is created, which is dimensionally tied to the first tear. Items or beings which pass through one tear will instantaneously emerge from the other tear. Beings who do not wish to pass through the tear may attempt a DC 15 Reflex save to avoid involuntary passage in the event the tear is collocated in their space, though beings pushed through the tear from a secondary location may not be able to attempt this save. Items or beings that are too large to pass through the tear may briefly experience a portion of their mass entering the first tear, but they are instantaneously repulsed from the tear if they are unable to fit – the tear does not tolerate “partial” passage.
Both tears dissipate harmlessly at the end of their duration. The harmonic resonance within the device is expended when a second tear is created, and a third tear created is not dimensionally related to either of the first two tears.
Passage through a tear that is not dimensionally tied to a second tear is not possible. The tear resists any attempts by objects or beings to pass through it. Attempts to overcome this natural repulsion, or other unusual dimensional interactions with the tear, are likely to result in similar effects as seen with other dimensionally unstable objects such as portable holes.
Failure: The projection device discharges, but the harmonic resonance is inherently unstable, and the tear immediately collapses with no effect.
Critical Failure: The projection device discharges, but the tear is dimensionally unstable. The tear fails to resonate with any previously created tear, and instead operates briefly as a tear to a separate plane (DM-determined). Planar environmental effects “leak” out of the tear for the duration of its existence to a radius of 5’. The collapse of the unstable tear creates a gravitational effect identical to an Astral Void Grenade.
Nanite Grenade, Mark IV (2):
Failure Rating: 4
Description: This grenade is armed and thrown as a standard grenade. It contains nanites which can emit a signal that transmits their location in 3 dimensions to a datapad or similar device loaded with the correct software.
Success: On detonation, the grenade releases a cloud (5' radius) of nanites, that move as a group with a speed of 15 toward the single nearest living creature (random if equidistant, includes Androids) and last for 3 rounds before falling inert. This cloud can be affected by wind, as fog cloud. If the cloud reaches a target, the nanites enter the target's body (provided there are open orifices) with no chance of evasion. Once inside, the nanites go into a harmless dormant state.
The nanites can be activated through a transmitted signal, which they can receive from any appropriate device using the same restrictions as HComm technology. They remain activated for 3 rounds, broadcasting their location signal, before becoming inert.
Failure: The device fails to detonate.
Critical Failure: The device explodes in the thrower's hand, releasing the nanite cloud.
Quick Healing Nanites, v2 (2):
Summary of Version Upgrade: Lower failure chance, critical fail-safe introduced
Failure Rating: 3 (Roll failure each round the nanites are active)
Description: Nanites activated as a free action by thought operate for the next 1d6 +1 rounds.
Success: Every round, the nanites repair damage to the subject, healing 5 points of lethal and non-lethal damage. In the last round of activity, the nanites do not heal any damage, but instead use bits of discarded tissue to build a new set of nanites that are ready for activation in the following round.
Failure: No fast healing occurs this round.
Critical Failure: The nanites misidentify wounds, beginning to "repair" flesh that is unharmed. The subject grows cancerous tumors that cause 1 point of Constitution damage. A recently introduced fail-safe recognizes this fail state and immediately deactivates the nanites under these conditions. The nanites break down, converting into a substance which breaks the tumors down over the next 24 hours, reversing the Constitution damage.
Quantum Wristwatch, v2 (2):
Summary of Version Upgrade: Lower failure chance, expansion of capability to include application towards non-hostile actions.
Failure Rating: 2
Description: This wristwatch holds 5 charges. The watch requires either a readied action, or an embedded Sliver to activate via thought as an immediate action (though either requires the wearer to be aware of the event).
Success: Use a charge to force a reroll of any roll related to an action you personally observed - must keep new result.
Failure: Nothing happens. The foe's original roll is unaffected.
Critical Failure: You age by 1 step, if there are charges left you take 2d6 per charge.
Previously available prototypes:
Quantum Wristwatch:
Failure Rating: 4
Description: This wristwatch holds 5 charges. The watch requires either a readied action, or an embedded Sliver to activate via thought as an immediate action (though either requires the wearer to be aware of the event).
Success: Use a charge to force a reroll by a foe - must keep new result.
Failure: Nothing happens. The foe's original roll is unaffected.
Critical Failure: You age by 1 step, if there are charges left you take 2d6 per charge.
Cybernetic Wings:
Failure Rating: 2 (Roll Failure check at the beginning of each round of use)
Description: This cybernetic enhancement is embedded in the subject's back. As a swift action, the wings extend to a wingspan equal to twice the wearer's height. The wearer may retract the wings as a swift action (and fall, if appropriate).
Success: The wearer can use the wings with a fly speed of 40 and maneuverability Good.
Failure: The wings seize up, reducing speed to 5 and maneuverability to Clumsy.
Critical Failure: The wings break apart, causing the user to immediately fall.
Quick Healing Nanites:
Failure Rating: 4 (Roll failure each round the nanites are active)
Description: Nanites activated as a free action by thought operate for the next 1d6 +1 rounds.
Success: Every round, the nanites repair damage to the subject, healing 5 points of lethal and non-lethal damage. In the last round of activity, the nanites do not heal any damage, but instead use bits of discarded tissue to build a new set of nanites that are ready for activation in the following round.
Failure: No fast healing occurs this round.
Critical Failure: The nanites misidentify wounds, beginning to "repair" flesh that is unharmed. The subject grows cancerous tumors that cause 1 point of Constitution damage per round of remaining activity. As these tumors are grown from the victim's own body, magical healing does not recognize it as a wound and therefore does not heal the damage, nor does rest or the mundane application of the Heal skill. Surgery in a facility with advanced robotics and specialized nanites on hand can repair the damage.
Nanite Grenade, Mark I:
Failure Rating: 4
Description: Adds nanites to an existing grenade to improve its effectiveness.
Success: A modified grenade increases its DC by 2. In addition, if the grenade deals damage to a target, the nanites enter the target's body through the wounds; the target must attempt a save on their next turn at the original (modified) DC of the grenade or take 1d6 damage. Any creatures damaged by a Mark I Nanite Grenade are considered flanked for 1 round as they are distracted by the nanites. A successful save halves the damage as normal, and negates the flanked condition.
Failure: The device fails to detonate.
Critical Failure: The device explodes in the thrower's hand. The thrower has a -5 penalty to their save against the grenade.
Nanite Grenade, Mark II:
Failure Rating: 4
Description: These grenades come in Force, Sonic, or Negative Energy and are designed to affect living creatures. Arm and throw as a standard grenade.
Success: On detonation, the grenade releases a cloud (5' radius) of nanites, that move as a group with a speed of 15 toward the single nearest living creature (random if equidistant, includes Androids) and last for 3 rounds before falling inert. This cloud can be affected by wind, as fog cloud. If the cloud reaches a target, DC22 Reflex save to avoid taking 4d6 elemental damage.
If multiple targets are caught in the radius, each target instead takes 2d6 damage.
In addition, the nanites enter the target's body (provided there are open orifices) with no chance of evasion. Once inside, the nanites deal 4d6 elemental damage (no save) each round on the grenade thrower's turn until the nanites fall inert (or 2d6 damage per round if multiple targets are affected).
Failure: The device fails to detonate.
Critical Failure: The device explodes in the thrower's hand, releasing the nanite cloud.
Nanite Grenade, Mark III:
Failure Rating: 4
Description: These grenades deal untyped damage, and are designed to affect specific forms of nonliving matter. Arm and throw as a standard grenade.
Success: On detonation, the grenade releases a cloud (5' radius) of nanites, that move as a group with a speed of 15 toward the single nearest five foot square that contains a nontrivial amount of matter such as fabric, metal, leather, carapace, or other materials that are commonly used to construct weapons, armor, clothing, or equipment (random if equidistant) and last for 3 rounds before falling inert. The nanites will not focus on the ground, walls, ceiling, or other structural elements constructed of wood, stone, or earth. This cloud can be affected by wind, as fog cloud. If the cloud reaches an attended target (such as a piece of armor worn by a living being), the wearer may attempt a DC22 Reflex save to avoid the nanites taking hold. Unattended targets receive no save.
On a failure, the nanites immediately deal 1d6 points of damage to all articles of clothing, equipment, weapons, armor, carapace, and similar items in their radius as they burrow. Particularly unusual materials may be ignored by the nanites or be able to resist their dismantling function (DM dependent). Unlike normal damage to objects, the nanites damage initially affects the object's hardness, reducing it as though it were HP. Once the object's hardness is reduced to zero, any additional damage dealt by the nanites is applied to the object's HP as normal. The nanites continue to deal damage each round until inert. This damage may render some items broken, or even completely destroyed.
Failure: The device fails to detonate.
Critical Failure: The device explodes in the thrower's hand, releasing the nanite cloud.
Personal Cloaking Device:
Failure Rating: 3 (Roll failure on activation, and again at the beginning of each of the next 4 rounds)
Description: Cybernetic implantation of ultrathin hardlight panel projectors allow near-invisibility.
Success: Holds 10 charges, requires 5 charges to activate. Activated as a move action via Sliver, the subject becomes nearly invisible for 5 rounds. (This means the subject could take a standard action while invisible in the first round, then a full-round action in each of the 4 following rounds.) The effect cannot be ended prematurely.
Rather than true invisibility, the miss chance for any creature attacking the subject is 40%, assuming they can correctly identify the square the subject is in at the time. Treat the subject as if they have a +35 to Stealth if stationary, and a +15 if moving.
If the subject attacks someone the effect does not end, but instead the creature attacked has the miss chance reduced to 30% for the duration of the effect, and gains a +4 bonus on Perception checks to correctly identify the square the subject is in.
Failure: The panels fail, making the subject completely visible as normal for this round.
Critical Failure: The device malfunctions, displaying a wildly shifting pattern of colors for the remaining rounds of the effect. Enemies get a +3 bonus on all ranged attacks against the subject for the remainder of the effect. Enemies also get a +3 bonus on all melee attacks against the subject for the remainder of the effect, though they also become Dazzled for every round they are within 10' of the subject during the effect, and for one additional round afterwards. The subject themselves is blinded for the duration of the effect, and Dazzled for 1d10 rounds afterwards.
Phase-Shifting Matter Field:
Failure Rating: 2 (Roll failure on activation, and again at the beginning of each of the next 2 rounds)
Description: A combination of cybernetic implantation of a quantum power cell and a full-body infusion of specialized nanites allows the subject to become ethereal. Activated as a move action via thought.
Success: The subject becomes ethereal for 3 rounds, becoming material again at the end of the 3rd round. (This means the subject could take a standard action while ethereal in the first round, then a full-round action in both of the following rounds.) The effect cannot be ended prematurely.
Failure: If the subject is material, the device fails to activate. If ethereal, the subject becomes material, with potential negative effects if they are currently sharing space with another solid object.
Critical Failure: Partial phasing is extremely traumatic.
The subject loses control of which portions of their form are phased and which unphased. Partially formed portions of the subjects body leak fluids and tissue into space that is occupied an instant later by other portions of their body, and equipment/clothing melds into the subject's form unpredictably.
The subject immediately takes 1d6 Constitution burn, their base movement is reduced by half, and they are wracked with debilitating pain, immobilizing them (helpless, but 50% miss chance for any foe that attacks them in this round). Their movement restriction lasts for as long as the Constitution burn persists.
The following round the quantum power cell fails entirely, de-phasing the subject in their current location (bringing them back to the Material Plane). The pain leaves the subject Stunned for 1d4 rounds, then Dazed for 1d4 rounds, then Staggered for 1d4 rounds.
Following this, the subject is fatigued, and from now on becomes fatigued after 8 hours of any activity other than complete rest.