Unlicensed: Animated Novelties
Construct License I: Animated Hand | Floating Disk | Magnetic Repulsion Platform | Map Pulse Flare | Matrix Wall | Sensory Projection Decoy
Construct License II: Ballistic Autogun | Dismantis | Emergency Combat Guard | Matrix Cage
Construct License III: Binding Orb | Hex Path | Spyre AutoScan | Scypher Suppression Cast
Deployables are handheld devices that can be thrown and weigh one pound unless states otherwise. As an action you can throw a deployable to a point on the ground you can see within 50 feet. At the end of the turn you throw the deployable, it activates. Once activated, a deployable can not be retrieved or reused. The types of deployables are listed below.
Under-Licensed Use. If you attempt to use any deployable that you do not have the license for, your inexperience makes it uncertain. There is a 30% chance that when you use a deployable, the device will fail to activate and becomes inert.
Animated Novelties. Animated Novelties vary in size and price drastically as it is a general term for a group of devices. These devices are automated versions of items that would otherwise have no automation involved. Things like lights, vacuums, kitchen gadgets, camping supplies, or clothing are a small sampling of the types of items that could be an animated novelties. These items in esse make some aspect of daily life either flashier, or easier. However, they provide no real function to a user beyond a minor convenience. Due to the varied nature of these devices, the cost, weight, and brands are incredibly varied. As a general rule of thumb, an animated version of an item will always cost more than a non-animated version of similar quality. The exact price depends on the supply, demand, and type of item.
Construct License I Deployables
Animated Hand. An animated hand is a mechanical hand covered in metal plates with rough fingertips to increase friction. It weighs 3 lbs and is a tiny creature with 5 hit points and an AC of 10. In its disabled state, the hand will lay inanimate as a fist. You can enable the hand as an action, and once enabled the animated hand gains flying speed of 30 feet and has the following default functions, listed in order of priority:
- The hand will grapple, punch, or shove a target creature. It has an overpowering of +5.
- The hand will grasp an object it is capable of holding, and will not release it. The hand has a carrying capacity of 15 pounds.
- The hand will open any object, door, or compartment it is able to grasp and lift.
- The hand will utilize any simple objects that it is capable of using, such as a pen or key. It is unable to use any sort of weapon or device.
- The hand can communicate with the creature that enabled it via simple hand signals (such as a wave or a thumbs up). The hand understands the Basic and Ersatz languages. It will not initiate hand signals on its own and will only make them in response to questions or commands. The hand can be commanded to make a hand gesture in the direction of the enabling creatures choice.
- If the hand is further than 5 feet from the creature that enabled it, the hand will use all of its movement to move within 5 feet of the enabling creature. This movement is done in a straight line, and the hand is likely to become caught on obstacles in its path.
The hand will only engage into the above actions (other than the last one) when commanded by the creature that enabled it. It must be able to clearly hear the commands issued to it.
The animated hand requires a small battery to operate and drains 1 cell of energy from its battery every 10 minutes.
The variations are listed below:
- Automal. ¢ 995. This hand resembles a severed human hand. A creature must have 15 or more awareness to notice that this is an automated hand, and not an actual hand. However, if the hand moves or follows a command within a creatures view, the creature becomes aware that it is an automated hand.
- Cybros. ¢ 2120. This hand is invisible while enabled.
- Golem Works. ¢ 1260. This hand has mild intelligence. While enabled and not following any commands, the hand will make decisions on it’s actions based around the current situation. As a few examples, the hand will go out and open a door you are walking towards, or pick up a pen and write notes on paper when you enter into a meeting room.
- Mechani. ¢ 1475. This hand is immune to elemental damage, and ignores the effects of heat and cold.
- Otova. ¢ 1850. This hand has an Assembly skill modifier of +4. While enabled, it can be commanded to provide help, giving the commanding creature a +1 bonus to assembly checks.
- Scrypher. ¢ 1670. This hand can be commanded to return. Doing so drains 3 cells of energy from the battery, and the hand then teleports to a space within 5 feet of the commanding creature. The hand will bring any objects it is holding back with it.
- Zumios. ¢ 1130. This hand drains 1 cell of energy from its battery every 30 minutes, instead of every 10 minutes.
Floating Disk. A floating disk resembles a large metal ring that is a foot in diameter. It can be enabled as an action, and once enabled, the ring dissipates into energy and creates a translucent 10-foot diameter circular platform at its location. It weighs 12 lbs, and when enabled, a DC 25 destruction roll is required to destroy it. In its disabled state, the floating disk can float idly or follow the enabling creature at a distance of 10 feet. Once enabled the disk gains a flying speed of 20 feet and a carry capacity of 1,000 pounds, however it can not move further than 1 foot off of the ground. The disk has the following default functions, listed in order of priority:
- The disk will retract itself. Any objects on the disk will fall to the ground.
- The disk will raise or lower itself.
- The disk will move up to 10 feet in any direction.
- The disk will tilt itself up to a 45 degree angle. Any objects on the disk that are not properly mounted will slide in the corresponding direction.
- The disk will rotate, at a maximum speed of 1 rotation every 6 seconds (1 round).
The disk will only engage into the above actions when commanded by the creature that enabled it. It must be able to clearly hear the commands issued to it.
When the disk is fully lowered, it is able to move underneath objects that are on the ground in order to lift them up, however, objects on it remain at the point that the disk was fully lowered.
The disk requires a large battery to operate and drains 1 cell of energy from its battery every 30 minutes. Once the disk runs out of battery power or is commanded to retract, the translucent platform disappears and reforms into the metal ring instantaneously. This ring appears below any objects remaining on the disk. If the disk is destroyed, the disk shatters into several metal chunks that once formed the initial ring which must be repaired.
The variations are listed below:
- Atrox. ¢ 2455. Objects that are placed onto this disk are locked in place. A creature must speak a password that can be set by the user, or succeed on a DC 25 Overpower check to take an object off of the platform.
- Scrypher. ¢ 2020. This platform is able to fly up to 20 feet above the ground.
- Seimono. ¢ 1840. This platform can be commanded to expand to any size from a 1-foot diameter to a 15-foot diameter platform. When the width changes with objects on it, the objects are pulled towards the center, and will fall off if there is not enough room remains. This command will occur after the default commands in order of priority.
- Mechani. ¢ 2150. This disk is immune to elemental damage, and ignores the effects of heat and cold.
- Zumios. ¢ 1700. This disk has a carry capacity of 1,500 pounds.
Magnetic Repulsion Platform. A magnetic repulsion platform comes as a flat metallic disk. Once activated this device expands outwards into a 5 foot diameter flat disk that hovers an inch off the ground. You can orient this platform on activation however you would like. When this device detects any pressure on top of itself, it launches a magnetic pulse that sends anything metallic in a 10 foot cylinder above it up to [distance] away. If a creature on the device is wearing any fiber, power armor, or other metallic objects, it is launched the same distance. This device remains active for [duration] after which it disintegrates.
If a creature has the Naginata Waraji device integrated into their armor when they activate this device, the distance it is launched is quadrupled.
|Atrox||¢ 65||15 feet||1 hour|
|Estoic||¢ 125||30 feet||10 minutes|
|Kijiri1||¢ 185||200 feet||*|
|Mauser2||¢ 225||50 feet||6 hours|
|Zumios||¢ 220||50 feet||1 minute|
Map Pulse Flare. A map pulse flare (MPF) comes as a metallic rod with a dozen of artificial eyes, about the same size as a standard signal flare. Once activated the map pulse launches itself 500 feet into the air then begins to pepper the landscape with pulses of blue light. This light is very faint and does not provide any level of obscurement. After it reaches altitude, this devices will broadcast an open transmission of [data type] of the environment in a 1 mile radius. This broadcast can be read up to a mile away from the device. The map pulse remains in the air for [duration] after which the device falls to the ground.
|Daggerr1||¢ 160||2D Map File||1 minute|
|Otova2||¢ 400||2D Map File||1 hour|
|Scypher3||¢ 320||3D Map File||1 minute|
|Seimono4||¢ 260||3D Map File||10 minutes|
|Spyre5||¢ 515||3D Map File||1 round|
|Zumios6||¢ 125||*||1 minute|
Matrix Wall. A matrix wall comes as a metallic tetrahedron. Once activated a panel of green lasers appears above this device. The panel can be in any state of rotation, however it must remain perpendicular to the surface this devices is on. The panel expands outwards into a square that is [size] on each side. The panel will not go through or around objects, and will instead stop prematurely once it reaches one. The panel stops all creatures, objects and missiles from passing through, however gases are able to flow through the grid easily. The matrix wall remains active for [duration], afterwhich is becomes inert. This device has a variety of statistics determined by the brand, these are shown in the table below.
|Atrox||¢ 575||10||150||30 ft.||10 minutes|
|Estoic||¢ 295||19||25||10 ft.||1 minute|
|Seimono1||¢ 380||14||50||5 ft.||10 minutes|
|Kijiri2||¢ 440||12||20||10 ft.||1 hour|
|Zumios||¢ 120||15||40||5 ft.||1 minute|
Sensory Projection Decoy. A sensory project decoy comes as a small metal sphere that costs 155 credits. The sphere has a small slot capable of holding a single memory strand. Once activated the sphere opened up revealing a mechanical looking rat. The rat will immediately move 30 feet in any direction of your choice, then it will move 15 feet in a random direction on each subsequent turn. If a memory strand is inserted into this device, it will scan the strand for any olfactory, temperature, or noise data and will broadcast it from itself as it moves. The rat will remain in motion and projecting data for [duration], after which the device crumbles and the memory strand falls to the floor.
Construct License II Deployables
Ballistic Autogun. A ballistic autogun comes as a metal cube. Once activated the cube expands and unfolds to become roughly a square foot in size with a small ballistic gun mounted in the center by wires. After it is activated, you must choose a direction, and this device will have a limited 180 degree vision, with the chosen direction as the center of this vision angle.
Whenever a creature or object within this devices range and within it’s degree of vision moves more than 5 feet in a turn, this device makes an attack against the moving creature or object. This device is not limited in the number of creatures it can attack in any round or turn, however it is limited by the number of bullets remain in the device. The ballistic autogun remains active for [duration] or until it runs out of ammunition, afterwhich is becomes inert. This device has a variety of statistics determined by the brand, these are shown in the table below.
|Atrox1||¢ 290||+6||3d8||100||60||20||40||10 minutes|
|Cerberus||¢ 640||+10||4d8||40||30||18||30||1 minute|
|Cybros2||¢ 505||+8||1d8||50||80||15||25||1 hour|
|Locke||¢ 165||+7||3d8||30||50||17||20||1 minute|
|Mechani||¢ 250||+4||2d8||20||80||19||55||1 hour|
Dismantis. A dismantis comes as a metallic egg. Once activated this device releases hundreds of minute insect-like probes that begin to crawl around and inside of every device in a [distance] radius. This device makes an assembly roll against each device in the radius using your Assembly skill with a [modifier] bonus to the roll in an effort to dismantle each device. The probes makes noticeable vibrations and emit sounds similar to insect chirping as they move through a device. Any creature that is connected to the device through a relay or integration will immediately be made aware of the dismantis presence. The dismantis takes [duration] to finish its attempt at dismantling the devices in the radius, after which each probe detonates into a harmless explosion, leaving behind fine dust.
|Cybros||¢ 275||+ 5||1 foot||1 round|
|Otova||¢ 140||+ 12||1 foot||10 minutes|
|Scrypher||¢ 460||+ 9||5 foot||1 minute|
|Spyre1||¢ 580||+ 12||20 foot||1 minute|
|Zumios||¢ 190||+ 8||3 foot||1 minute|
Emergency Combat Guard. Emergency combat guard comes as a metallic cube. Once activated, you are wrapped from head to two in a grid of green lasers. You gain [shielding] damage negation. This damage negation remain for 1 minute.
Matrix Cage. A matrix cage comes as a metallic cube. Once activated a cube of green lasers appears above this device. The cube is centered on this device, with the device at the bottom face of the cube. The cube envelopes an area that is [size] on each side. All creatures within the area of the cage can make a DC [saving throw] Dexterity saving throw. On a successful save, the creature is moved to the nearest point outside of the area of effect and evades being trapped within the cube.
The cube will not go through or around objects, and will instead stop prematurely once it reaches one. The cube stops all creatures, objects and missiles from passing through, however gases are able to flow through the grid easily. The matrix cage remains active for [duration], afterwhich is becomes inert. While active, the cage can be picked up and moved by creatures with sufficient carry capacity to life all objects and creatures within the cube. This device has a variety of statistics determined by the brand, these are shown in the table below. All attack rolls made against the cage from within it are done with disadvantage, and the cube takes half damage from damage originating within it.
|Atrox||¢ 860||10||150||30 ft.||10 minutes||20|
|Estoic||¢ 445||19||25||10 ft.||1 minute||17|
|Seimono1||¢ 570||14||50||5 ft.||10 minutes||18|
|Kijiri2||¢ 660||12||20||10 ft.||1 hour||18|
|Zumios||¢ 180||15||40||5 ft.||1 minute||16|
Construct License III Deployables
Binding Orb. A binding orb comes as a small adamantine sphere with hundreds of small intricate cuts where bindings can extend from. Once activated, you throw the orb at a [size] sized creature or object (or smaller). If the target is a creature, it must make a DC [saving throw] Dexterity saving throw. On a failed save the creature becomes restrained as the orb opens up and envelops the creature in binding, causing the orb and the creature to float 1 foot off the ground. An object always becomes wrapped in the bindings. After binding the creature or object, you can use an action to command the orb to fly up to [speed] feet in any direction or release whatever it has restrained. When the orb releases whatever it restrained, fails to restrain a creature, or [duration] passes, the orb dissolves into nothing. A creature restrained by this orb can use its action to repeat this saving throw, breaking free of the orb on a success.
|Atrox||¢ 105||5 feet||Medium||10 minutes||16|
|Cerberus||¢ 205||10 feet||Huge||1 minute||18|
|Daggerr1||¢ 805||0 feet||Gigantic||24 hours||23|
|Kijiri||¢ 505||45 feet||Medium||10 minutes||21|
|Otova||¢ 315||15 feet||Large||1 hour||17|
Hex Path. A hex path is a small hexagonal prism. Once activated, a path of interlocking hexagons formed by green lasers breaks out of the prism and appears before you. The path has a maximum area of [area]. The path is able to scan the surroundings and make analytical choices based on the trajectory, vision, or motions of people walking on it to adjust as needed. The hexagons in the path constantly shift and move to create a consistent path you can travel across that prevents harm to you. A creature on the path requires at least 10 square feet to use it properly, and the path must always remain connected at some point. The hex path will do the following:
- It will stay above the surface of water allowing you to walk across it.
- Any vehicle you pilot that can fit on the path will be able to travel along the path
- When looking up or down it will form into a ramp or staircase allowing you to ascend or descend.
- When falling it will rapidly form a sloped incline, slowing your descent and stopping you harmlessly after 20 feet.
- If other creatures that you are friendly towards are on the path, the path will adjust for them to stay on it, as long as doing so does not cause you to walk off of the path.
The path will dissolve away if you dismiss it as an action, or [duration] passes.
|Kijiri||¢ 85||10 square feet||1 minute|
|Scypher||¢ 400||75 square feet||1 hour|
|Seimono||¢ 460||25 square feet||8 hours|
|Zumios1||¢ 555||300 square feet||4 hours|
Spyre AutoScan. The Autoscan comes as a small metallic cone. The AutoScan costs 605 credits. Once activated, the AutoScan will create a bright green cone of light that rapidly spins around itself, performing a scan against all objects and creatures within 60 feet of itself that the light was able to cover. This process takes 1 minute. Once the minute passes, the device will begin to send all data it found to any devices relayed into it. The autoscan will transmit the following data.
- All objects and devices in a sorted and categorized list, including detailed locations of any bugs or sensors and any bodymorphs or facemorphs. The list highlights if the object in question requires a license to use legally.
- Any doors or passages, hidden or otherwise.
- All books, texts, or documents in a indexed and sorted list for easy checking.
- Any relays passing through the area.
- A full weather report of the area, including temperature and humidity.
- A full 3D image of the area.
- Full 3D facial scans of all creatures in addition to the creature’s height and weight.
The AutoScan will dissolve into nothing after 1 hour passes, or all the data it managed to collect is extracted to another device.
Scypher Suppression Cast. The suppression cast comes as an hourglass-shaped prism made of mithril that is filled with tiny red pellets. It costs 1,075 credits. Once activated, one creature within 5 feet of the device must make a DC 20 Dexterity saving throw. On a failed save, the creature is covered in tiny mechanical crabs that bite and cling to the creatures skin. Creatures wearing medium or heavy power armor automatically succeed on this saving throw. The crabs cling to the creature for the next 1 hour. The target can make an Endurance roll against the save DC of this device as an action, prematurely ending the effect on a success. The target can not make this Endurance roll if the creature is restrained.
While a creature is under the effects of this device it suffers the following:
- Whenever the creature raises its voice, makes any attack rolls, moves more than 20 feet in a round, or uses a device, it must make a Fortitude saving throw against this devices saving throw DC. On a failed save, the creature fails to complete its action.
- Whenever the creature speaks a lie, the crabs pinch harder than normal. The creature has disadvantage on all Endurance rolls for the next minute.
- Other creatures have advantage on Instigation and Deception rolls against the creature.
- Other creatures have disadvantage on Charm and Negotiation rolls against the creature.
Lastly, you can use your action to command the crabs to thrash about. When you do so, the target suffers 1d4 piercing damage and begins exsanguinating. On each use after the first, the target suffers an additional ailment until cured. The ailments are gained one per use of this action, and are gained in the following order: Skin Damage, Nerve Damage, Disoriented, and Blurred Vision. After the creature suffers blurred vision, each use of this action deals an additional 1d4 damage, but afflicts no ailments.