Devices

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The tools of the force of Technology, devices allow their users to utilize natural laws to manipulate the world.

The general rules for devices can be found in Steamworks.

What follows is a simple listing of the devices available in Trinity.

Devices

The following list is in alphabetical order (each link here links to the appropriate page).

Note that this list is a comprehensive list of all new devices available; they are not restricted to the devices available to any particular Technology-using class. Each device has, in its description, the classes that can access it, as well as what device level the device is for that particular class. The abbreviations for each Technology-using class is as follows.

Class		Abbreviation
Technologist	Tec
Inventor	Inv
Gadgeteer	Gdg
Medic		Med

C

D

H

R

T

Device Descriptions

The following is an alphabetical list of devices.

Charge Boots
  Energy [Electricity]
  Level: Gdg 1
  Weight and Size: 4 lbs; Tiny
  Slot: Boots
  Activation Time: 1 standard action
  Range: Touch
  Effect: Itself
  Duration: 1 round/level (D)
  Cost to Build: 20 gp
  
  Charge boots are a set of sturdy leather boots with batteries attached to the soles. When activated, the batteries make a
  high-pitched whine, and the soles become incredibly sensitive to pressure.

  A creature wearing charge boots gains a +30 enhancement bonus to its movement speed for the duration of the device's effect.
Claw Boots
  Mechanical
  Level: Gdg 2
  Weight and Size: 4 lbs; Tiny
  Slot: Boots
  Activation Time: 1 move action
  Range: Touch
  Effect: Itself
  Duration: 1 round/level (D)
  Cost to Build: 40 gp
  
  Claw boots resemble sturdy leather boots with unusually thick metal soles. When a lever in the toe of a boot is depressed, two
  three-pronged hooks, specially-designed to mimic the claws of climbing animals, shoot out of the base of the boot.

  A creature wearing claw boots gains a climb speed equal to its normal movement speed for the duration of the device's effect.
  While climbing, the creature is able to have both hands free, and can function normally on vertical surfaces or ceilings.

  A creature wearing claw boots gains a +4 equipment bonus to AC and on saving throws against effects that would cause it to move,
  such as a bull rush or trip attempt.
Dynamo
  Energy [Electricity]
  Level: Gdg 3
  Weight and Size: 2 lbs; Diminutive
  Activation Time: 1 standard action
  Range: Touch
  Target: One device
  Duration: Instantaneous
  Cost to Build: 100 gp
  
  A dynamo is a small device, consisting of a large case, in which is a battery. Mounted on the device is a gauge that indicates the
  remaining charges, and on the case itself is a cable, on the end of which are a pair of prongs.

  Attaching the dynamo to a device or detaching it from a device takes a move action.

  When the dynamo is activated, the device it is attached to gains a single charge. If the device is a 2nd-level or lower device,
  its malfunction rate increases by 5%; if it is a 3rd, 4th, or 5th-level device, its malfunction rate increases by 10%; and if it
  is a 6th, 7th, or 8th-level device, its malfunction rate increases by 15%. 9th-level devices cannot be recharged by a dynamo.

  A dynamo cannot be used to recharge an [Expendable] device.

  A character with at least 1 rank in Techcraft can, as a free action, learn the number of charges remaining on a dynamo.
Hookshot
  Mechanical [Magnetic]
  Level: Gdg 2
  Weight and Size: 3 lbs; Diminutive
  Slot: Weapon (Light)
  Activation Time: 1 move action
  Range: Touch
  Effect: Itself
  Duration: 1 round/level (D)
  Cost to Build: 40 gp, magnet (x1)
  
  A hookshot is a small metal tube with a metal handle firmly attached to one side. At the other end is a hole, and inside the tube
  is a long length of chain, at the end of which is a small metal hook. When the a plate on the handle is depressed, the hook is
  shot forth from the device, and expands rapidly, allowing it to hold fast to almost any surface; depressed again, the device
  nigh-instantly draws the hook and chain back into the casing.

  Once activated, using the hookshot is an immediate action. You can use it fast enough to possibly stop yourself from falling.

  The hookshot has a range of 60 feet. If used on a non-metallic surface, it functions much like a grappling hook, with a +10
  equipment bonus. If used on a metallic surface, the hookshot is automatically secured.

  You can use the hookshot like a weapon. Making an attack with a hookshot is an immediate action, but if you do so, you cannot make
  an attack on your next turn. The hookshot is treated as a ranged weapon, deals 1d6 points of damage, and has a critical threat
  range of 20/x2. If you do not have the Armaments Proficiency feat, you suffer a -4 penalty to the attack roll with a hookshot.
  You must retract the chain to make another attack.

  Retracting the chain from a hookshot is a move action.
Refinery, Improved
  Level: Tec/Inv 5
  Cost to Build: 400 gp, refinery (x1)

  As per prototype refinery, but this device instead produces 3 units of fuel per student level.
Refinery, Prototype
  Energy
  Level: Tec/Inv 1
  Weight and Size: 10 lbs; Tiny
  Activation Time: 1 round
  Range: Touch
  Effect: Itself
  Duration: 10 minutes
  Cost to Build: 20 gp

  A prototype refinery is a mass of tubes, valves, and flasks. While running, the device churns and squeals, belching forth smoke.

  A prototype refinery produces 1 unit of fuel per student level of its constructor. Fuel is used to power vehicles.
Refinery, Improved
  Level: Tec/Inv 3
  Cost to Build: 100 gp, prototype refinery (x1)

  As per prototype refinery, but this device instead produces 2 units of fuel per student level.
Tractor Beam
  Energy [Magnetic]
  Level: Gdg 4
  Weight and Size: 10 lbs; Tiny
  Activation Time: 1 standard action
  Range: Medium (100 feet + 10 feet/level)
  Target: 1 creature or object (see text)
  Duration: Instantaneous
  Saving Throw: Fortitude partial (see text)
  Cost to Build: 200 gp, magnet (x1)
  
  A tractor beam is a small, rod-like device, with an isohedron-shaped head. When activated, a blue beam of magnetic energy projects
  out from the head; when this beam is projected at a creature or object, it is tugged to the device.

  A tractor beam can be used to affect a creature or object of Medium size or smaller, and is able to affect a creature one size
  category larger for every three student levels of its constructor (Large or smaller at 3rd, Huge or smaller at 6th, etc). There
  must be no creature or other obstacle between the device and the target to be moved.

  When activated, the tractor beam pulls the creature 2d6 x 5 feet towards the device. If the distance the object would be moved is
  greater than the distance between the target and the device, the target stops in the square immediately in front of the device.
  Creatures or attended objects are allowed a Fortitude save against this effect; a successful save halves the distance moved,
  rounded down to the nearest 5 feet.

  If the target would be pulled across a surface which cannot hold its weight, or if it would pass above empty space, the object
  immediately starts falling. The tractor beam must make a Strength check (with an effective Strength score of 10 + constructor
  level) against DC 10 + 5 per size category above Medium; if the Strength check succeeds, the object does not fall, but the tractor
  beam cannot continue pulling it beyond that square; otherwise, it falls, and the device's effect ends.