Batteries function as conduits for the constant, allowing items that you are in contact with to use their charges to augment items.
Any batteries you carry add to your charge pool, while you have a charge pool any “powered” items function normally.
If you run out of charges then any “powered” items cease to function within an hour.
Batteries can be recharged through a few ways.
Generators can restore a battery to full in 1 minute.
Recharging units restore 1 charge per hour.
You can activate an emergency recharge on an empty battery, forcing a recharge this way gives the battery 5 charges for the next hour before it becomes unusable.
Items
"R'Bok" Hedron Boots (1750gp)
Slot boots; Weight 1 lb.
Description:
These boots, which come up just above the ankle, are constructed of fine lightweight leather; the hard soles of the boots have thin strips of Hedron embedded within, and the tongues of the boots each have a depressable button about the size of a gold piece. So long as the wearer charges the boots by spending a full round repeatedly pressing the buttons, the boots provide a +5 competence bonus to Acrobatics checks for 24 hours or until removed. In addition, as a free action the wearer can use up the boots' charge to leap into the air, as the air walk spell until the end of the round; descent occurs during the wearer's next round as per the air walk spell, but this delay in descent allows the wearer to "hang" in the air for a brief moment in time. Once the boots have been used in this way, the boots no longer provide the +5 competence bonus to Acrobatics checks until the wearer recharges the boots for a full round by repeatedly pressing the button.
Quickseal - (50gp) - about the size of a hypogun this quick epoxy can be applied to outside of a portal or frame to seal it or used to bond an item to another.
As a full round action you apply the quickseal to bond two items together or reinforce a door. For common sized items it uses 1 portion, for something like a standard door it would use all 3.
It grants a +10 to the DC to break or remove the item.
EMPty or Dampening Gloves - (1000 gp) - gloves made for handling dangerous charged items.
You can touch an item to remove up to 2d6 changes from it as a standard action. The gloves can hold up to 5 charges, excess charges are lost.
(1 item slot)
Chirper - (100gp) - A quick use item that can help detect ambient effects
Can be set to give an audible alarm or can be sent to an h-comm or datapad.
Standard action: Within a range of 100ft it can alert to extreme temperature, radiation, poisons, planar effects.
Powered.
Holo-Cloak (2500gp) - powered
Neck slot or One item slot
1 charge/hour - provides a large or smaller person wearing it a different look or uniform by using the constant to generate an illusionary field. It can be pre-programmed with 3 different visuals or it can try to mimic the area around you, a visual can be changed with computer use by spending 5 minutes.
This either gives a +10 to disguise or a +5 to stealth
Military Grade Holo-Cloak (8500 gp) - powered
Neck slot or One item slot
As per a standard holo-cloak but can be activated as a swift action to make the wearer invisible for 1 charge per minute.
Overcharge: You get the benefits of greater invisibility for 2 charges per round.
Breacher or Counter Dimensional flucator (4000gp) - Powered
As a move action you can detect direction towards areas with strong planar influence that are within 200ft.
As a standard action it gives a +5 to checks to determine the planar origin of the influence.
As a standard action when in contact with a medium size or smaller planar rift you can spend 1 charge per round for 3 rounds to close the breach. (Charges per round double for each size category larger than medium)
Overcharge: You can destroy the breacher to create a null space that extends 50ft in every direction. Each 5 charges expending increase the effect.
5: All charges in the area are expended
10: No contact with the constant
15: No dimensional travel
20: No magic
These effects last 3 rounds +1 per 5 charges spent to overcharge.
1 item slot
Hardlight Attendant (300gp) - Using a hardlight arbiter and nanites you have a semi-tangible entity that can perform standard tasks.
10hp - AC 10 - Strength 5 - 50lbs heavy load - push/drag 250lbs - speed 20ft
It can be asked to do simple tasks, so nothing over a DC 10, it cannot attack well enough to do damage.
It can be given up to two tasks at a time. It does not touch the ground but it cannot fly or swim, though it can float above water. As long as it has access to sunlight it does not need to be charged, it can be operated in darkness for 12 hours before it’s speed reduces by 10, once it hits 0 speed it needs to be fully charged before being useful again. It takes 4 hours of sunlight to charge.
Null Spike
Aura faint abjuration; CL 5th
Slot none; Price 25,000 gp; Weight 1 lb.
Description:
Rootlike filaments of cold iron wind their way around this adamantine spike, tapering as they approach its point. When driven deeply into solid stone or a stone object weighing at least 1,000 pounds, the spike emits an aura that interferes with spellcasting to a radius of 60 feet. Any spells cast within the radius have a 30% chance of failing. This chance of spell failure does not stack with spell failure from other sources. The aura persists until the spike is removed. Driving the spike into the ground or pulling it free with a successful DC 15 Strength check is a full-round action that provokes attacks of opportunity. If wielded in combat, a null spike functions as a +1 adamantine dagger.
Dalam-Multi-tool (Datapad) (1000gp) - Generally seen as a bracer with a void glass screen, though sometimes they can take the form a tablet. Powered.
These are the most common components, and these are what come with the standard item purchase, though Dalam does have some expansion choices.
A multi-tool can have a maximum of ten components - It is considered a Tier equal to the amount of components installed for purposes of hacking defenses.
H-Comm
Camera
Hardlight Bracer - light shield
Drone Connection
Dalam Multi-Tool Expansions - these take the spot of an established component.
Prepped item - you can attune a prepped item but it takes up an a component slot. (1000gp)
Heads up display - can be connected to a privacy hood, peekers or armor to view information. (1000gp)
Remote access - You can attempt ranged hacking attempts up to 30ft away. (2000gp - +500per 30ft additional)
Ether blade - swift action to draw - uses 1 charge per hour - 1d8 20/2 (1000gp)
Additional component slot - (3000gp)
Power Cable
Slot none; price 50gp, weight 1 lb.
Description:
A power cable is a short length of flexible cord (typically no more than 5 feet long) that can be used to attach a technological device to a power generator. It takes a move action to attach a cable to a generator or a device—thus, it takes a full round to fully connect the two together. Once connected, the item draws power from the generator rather than from its internal battery stores. If an item can be recharged, it automatically replenishes its missing charges from the generator (up to the generator’s available yield for that hour). This process is instantaneous.
Power Receiver
Slot none; price 1000gp, weight 1lb
Description:
A power receiver is a device that attaches to any technological item’s battery slot. The power receiver is then set to the same frequency as a nearby power generator capable of broadcasting power, after which the device draws power from the generator as if it were attached via a power cable. The generator determines the range at which the device can draw power; this signal can be enhanced by a signal booster or blocked by a signal jammer.
Peekers - (500gp) - Powered
Once activated, you can switch between normal, low light and darkvision (30’) as a swift action.
Peekers double your perception distance
You may also use Peekers to connect up to 1 View Drone.
Can be integrated for 1 item slot
Military Peekers - (5000gp) - Powered
In addition to the benefits of standard Peekers, your distance penalty to Perception checks is now -1 per 50ft, and you can execute a ranged sneak attack (assuming you have the ability to do so) within the first range increment.
You can connect up to 5 View Drones at one time; switching between them is a swift action.
Can be integrated for 1 item slot
Heal Pin - (200gp) A Heal Pin takes up a wrist slot for as long as it’s in use.
As a full round action, activate the Pin, and it deals 1 point of non-lethal damage to the wearer.
Any creature stuck with a Pin recovers from wounds and ability damage each day as if receiving complete bed rest, regardless of activity. A creature receiving long term care or complete bed rest while stuck gains a +4 to their HD when determining how many hit points they recover each day. The Pin is destroyed once removed or when the wearer recovers all hit points and ability damage, whichever comes first.
TeleBeacon - (4000gp)
As a move equivalent action, you can set this Beacon as a marker; creatures teleporting to you do not suffer a miss chance and must land in a 40ft radius centered on the beacon.
Creatures that attempt to teleport out of the area and do not have the password (set on activation) instead suffer 4d10 damage as though they had a mishap, and are pushed to the edge of the affected area in a random direction.
The effect lasts for 10 rounds, and requires 1 charge; the Beacon does not carry any charges normally and thus must use a battery or other power source.
an be integrated for 1 item slot
View Drone (1000gp) Tiny Construct, Hardness 5, Construct Traits
AC 18 (Touch 16), HP10. Senses: Darkvision 120 ft, Low Light Vision. Fly speed 30ft (poor). Perception +10. Maximum 10lb carrying capacity.
A View Drone connects to a Voidglass screen or Peekers to allow the user to see through the Drone’s senses as though they were the user’s own. The user may also use their own actions to order the Drone to act. Remaining connected to the Drone is as a line of effect, with a range up to 500ft.
Hedron Comm (50gp) - Small handheld object. Powered
As a standard action, activate the HComm to contact and speak with any person that also has a HComm, so long as you have their HComm number.
an be integrated for 1 item slot
Hedron Harvesting Equipment or Multi-Directional Grappling Equipment - (4000gp) Exotic prof item
With the hedron fields pulled to the ground, the technology for harvesting is no longer patented, this allows people to move quickly between objects above the ground.
Powered - 20lbs - Range 80ft - Otimalian tipped barbs - STR 25 - up to 800lbs - can only be used with light or no armor.
Move action: You can fire a grappling hook that connects to any surface within range, you can move that distance as long as you end on a vertical surface that can support you.
Swift Action: You can fire a hook at another surface within range, you can then as a free action on your next turn move that distance.
Overcharge: 2 charges - as an immediate reaction you can fire a hook into a surface and move that distance.
Overcharge: 5 charges - you can move the distance as a free action
If you are trying to attach to a creature it needs to be able to beat the damage reduction to be able to attack, though it does no damage if the creature is not strong enough to support you, you need to roll a grapple check using dexterity, if you fail you fall and go prone.
Division Mask - face slot - (10000gp) - A voidglass face plate that covers the entire face. Powered
Immune to Vapor and Gases
Breathe in Vacuum or Underwater
Functions like military grade peekers - blink twice to zoom - +5 to perception but -5 vs blindness
Relocation Matrix - shoulder - 20000 - suncloth with hedron circuitry
Powered
Resistance to Energy 10
Overcharge +2 charges to make one of the actions a swift
Full Round Action - 1 Charge - Change the energy type
Standard Action - 1 Charge - Gain 1 round of Blur
Move Action - 4 Charges - Dimension Door
Gold Beacon (900gp) + (150gp, 250gp, 450gp)
The Beacon sends a signal to any machine capable of picking up signals within 1000ft; upgraded versions at the listed price can send signals at a distance of 1 mile, 10 miles or 100 miles.
an be integrated for 1 item slot
Comm Sensor (900gp) + (200gp, 300gp, 500gp)
The Sensor shows all broadcast signals within 1000ft, and allows you to filter specific signals if desired; upgraded versions at the listed prices can pick up signals at a range of 1 mile, 10 miles or 100 miles.
an be integrated for 1 item slot
Glowbs (2gp)
This small crystal can create light at will (via a command phrase), and at a touch can be placed in the air and held in location; it can then be moved with physical contact.
Privacy Hood (3500gp) - Head slot, Powered
You can receive and send messages thru your H-Comm, and while worn you become unrecognizable to robots, constructs and AI: Against intelligent constructs you get a +10 circumstance bonus to your Disguise check to avoid being recognized. The Hood uses 1 charge every 8 hours.
Can be integrated for 1 item slot
SkanSafe (5000gp a set)
The set comprises two boxes measuring 1ft x 1ft x 3ft. Each box contains an extradimensional space that only interacts with its sibling box: an item placed in one box and then locked within can be retrieved from its sister box any distance away on the same plane. This effect is not stopped by anti-magic or walls of force, though planar scrambler or communication blockers can prevent transmission.
Arbiter (5000gp) - Reconstructed small inevitables, these have been refit for use as a multi tool. They have 5 standard uses, but can be modded with additional tech, either by removing a standard item or filling in the open slot. Holds 10 charges.
H-Comm
Universal Translator
Camera
Flashlight
Open slot on standard issue models
Military-Grade Arbiter (8000gp) - Functions as an Arbiter, but does not have room to add additional tech without replacing what is there. Replacing one of the prebuilt settings allows you to modify it with weapon enhancements.
Tiny Construct - AC 16+(INT mod of linked user), HP 15, SR 13, Regeneration: 1
Ranged touch attack +7; 1d6 force damage, 20/x2 critical, 60ft range.
Can be fired as a swift action during a full attack option.
With Exotic Weapon Proficiency (M-G Arbiter), your M-GA can be modded with various weapon tags, and you can fire 1 M-GA per attack in a full attack as a full round action.
Thought - you can use your Base Attack + INT modifier on an attack to use an arbiter as your primary weapon.
Shield - As a swift action instead of attacking, your M-GA can give you a (2d6) buffer shield until the beginning of your next turn, provided your M-GA has line of sight to you.
Polarize - Your M-GA deals an additional 1d6 per attack if it has hit with another attack this round; if another person is using a polarized weapon, your M-GA will trigger their weapon as well.
You can be bonded with up to your INT mod worth of Arbiters.
Batteries (Variable) - weight ½ lb
A battery holds at least 10 charges. You can insert a battery into any item with charges to refill it; no matter how many charges are missing from the item’s capacity, the battery’s remaining charges are all used. Inserting or removing a battery is a move action. Damaged batteries have a 20% chance to lose their charges when inserted.
Mark I - 10 charges - 100gp
Mark III - 20 charges - 200gp
Mark V - 50 charges - 500gp
Solar Charger (2000gp)
Holds 20 charges; restores 1 charge per hour of basic daylight.
Can be integrated for 1 item slot.
Astral Engine - (35000gp)
An astral crystal and astrolabe that allows the vehicle or armor to be able to create personal planar breeches.
Planar Adaptation - does not take damage from environmental effects of planes
Planar Jump - 5 minutes to activate, though can be activated in 1 minute at a -10 penatly to the know planes, or -20 as a full round action. Failed checks result in a random plane.
Starting at DC20 for a local jump, and +5 for each plane jumped at one time, +3 per jump used in a 24 hour cycle.
Can be integrated for 2 item slots
Predictive Insight Gambit - Illegal combination between a sliver and a predictive assistant. Usually connected to an outside battery source, often used by charging helms or privacy hoods, Allows for more consistent use of the AI.
When you have both active you can maintain the insight bonus as a free action
Overcharge: You can increase the insight bonus for each charge you expend (Max +5)- this applies to the next roll you use or against you.
Drawback: - When used against a target with an insight bonus, you take a penalty equal to the bonus to the same rolls.
I2I - Illegal cybernetics that attach to the eye cannot be removed without blinding that eye, allowing the user to share vision with anyone else using an I2I or data pad.
When active you can share your vision with another ally within 120ft, you cannot be surprised or flanked as long as one of you is aware. If multiple people have it in a group you can use the highest perception of the group.
Drawback: Visual effects or blinding effects affect all users, the save is made only by the original target.
Xel’Lock - Used mainly by criminals or undercover detectives, functioning like a skill chip but allows you to store a memory, you lose access to it while it is stored on the chip.
It requires the same checks to install as a skill chip, adding a memory takes 10 minutes, removing the chip before completion will result in broken or partial information.
Drawback: You lose access to the memory and/or any feats tied with it.
Honey sticks - Off brand nanite sticks that use the nanites in various ways though they do harm the user slightly.
Pack of 10 - Over the course of 3 minutes you take 1 point of non-lethal. In a 10x10 square the smoke sticks to any magic, poison, radiation, and/or scrying. Each minute functions like 1 round of the appropriate detect spell.
Drawback: -1 to fortitude saves for 10 minutes after using one.
Broken TAINS - function like standard TAINS with the following changes.
They require a swift action to activate, they can be turned off as a free action.
Each round they are active they consume 1 charge.
If there are no charges left it does 1d6 non-lethal damage, damage taken this way makes the user fatigued.
(You cannot die from this)
3rd TAIN - 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 - 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
They cannot be combined into the same slot.
For each two TAIN you have beyond the 1st you suffer a -1 to all saving throws.