Here are just some fun sci fi loot items I’ve been tinkering with. Feel free to make suggestions!
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Gravitronic shuriken swarm - five flying blades, controlled with sounds, looks, and gestures. WIS to attack, vs segmented armor EASY; attacks beat HARD +1d4 WEAPON dice.
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Repulsor weapon - Push pistol; WEAPON damage; throws person sized target NEAR; WEAPON damage if pushed into anything.
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Forearm grapple launcher - Comes in tractor beam, electromagneting, and nano-carbonfiber models; grapple and pull or be pulled to in FAR range
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AI shield swarm - Half a dozen floating duranium or energy shield drones. +5 defense; defense rolls EASY based on shield type, and attacks being energy or gun/weapon.
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Entropic field decelerator - +1 heart
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Cryonic beam weapon - FAR range; make slick terrain and ice walls; immobilize person-sized objects for TIMER.
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Gyro stabilized shoulder mount - attach any ranged weapon; WIS to attack if the target acquisition model; INT to attack if programmable model.
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Collapsable phase window - it’s a portable hole, but sciency.
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Molecular condenser - collects any non-exotic material available within fluid media; most often used to collect water and heavy metals; edible proteins may be contaminated.
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Q Battery - essentially unlimited energy for a handheld device; unstable.
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Wrist razor - takes up no inventory slots; first attack does ULTIMATE unless target makes WIS check vs attack roll
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Foam grenade - fills NEAR area with quick curing foam. Immobilizes those within; DC 15 STR, 1 heart, blocks standard imperial ship’s corridor
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Malfunction bomb - combination of entropic field accellerators and sabotage nanobots; all rolls 5 or lower become fumbles; electronics rolls are HARD for TIMER.
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Cyber tentacle harness - 4 grabber tipped telescoping neurally controlled arms; NEAR reach STR+4, +4 TOOL effort; able to climb vertical surfaces and overcome difficult terrain.
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Grav- chute - No fall damage; jumping EASY; can also provide personal gravity in 0 G, and prevent being pushed or thrown
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“Midnight” dagger - venom infused blade; CON save vs sleep; -1d4 STR, DEX, or CON per hit.
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Repulsor blade - sword using angled repulsor fields to create eternally and impossible sharp cutting edge. Successful attacks deal ULTIMATE damage or destroy loot.
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Thermoptics Cloak - practical invisibility
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Spider sniper - vertical surface capable limited AI robot octopod suitable to mount any ranged weapon, and linked target indicator.
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Y-rack - 3 inventory slots; micro-missile launcher, 2d6 missiles; acquire BASIC targets per round; ULTIMATE damage to target and near.
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Duranium EMP spike - A super-hard knife which immediately disrupts force fields, and causes any electronic device in which it is placed to cease functioning as long as it is there.
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Sticky bomb - ULTIMATE damage, sticks to any surface; set for remote detonation, timer, or proximity.
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Sticky cutter/welder - Like a caulking gun of thermite gel, or molecular glue; does ENERGY effort for TIMER after taking a turn to set per of task.
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Holographic projector - Reality in a briefcase. INT check to design realistic visuals and sounds up to the size of a large room. TIMER before flaws in projection become obvious.
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Perception filter - place on any object to have it go unseen and unnoticed by intelligent beings, no matter how obvious.
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Phase Beam - ENERGY damage to all organisms in a straight line to FAR range. Ignores cover. Blocked by energy shields.
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Folding repulsor sled - one inventory slot; can support 4 people, or 5000 kg of material. Slides with gentle pushes.
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Hyperdimensional pocket - get 5 extra inventory slots in a fashionable shoulder bag.
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Dazzler swarm - microbot swarm armed with intense strobing lights. Dazzle TOOL effort number of targets for TIMER. Ranged attacks impossible and attacks against dazzled targets are EASY.
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Flachette gun - launches streams of high velocity super-dense “needles”. NEAR attacks are EASY; attacks ineffective against material, vehicle, and mecha.
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Qalta blade - Switch between sword and particle beam weapon. WEAPON damage at CLOSE; ENERGY damage at FAR range all close to designated target.
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Vortex device - A poorly understood weapon of mass destruction; suicide on a ship. Creates NEAR sized vortex of utter destruction. Pulls everything at FAR range into it at STR+10, doing ULTIMATE damage as it pulls. Anything in the vortex is obliterated. TIMER duration.
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Chem harness - +4 to STR, DEX, and CON, +1 heart, and cannot be surprised when dosed; dose lasts TIMER; d20 doses in harness; after first dose PC will suffer withdrawal after d100 minutes; during withdrawal PC is at -3 STR, DEX, and WIS for 1d20 days, unless dosed.
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Combat medbot - robotic centipede; heals up to 10 HP at 2 HP per round; while healing provides armor at +1 defense.
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Duranium AI Shield - Super-tough shield with and AI inertial optimization. +3 defense; Roll STR to throw and attack BASIC # of enemies; Shield always returns to thrower.
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Inhibition Collar - while wearing, the wearer cannot harm, nor knowingly bring to harm another sentient being, and cannot remove or tamper with the collar.
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Wrist Holo: Project the image of a common object or yourself NEAR range. The charge lasts for 4 HOURS. WIS against TARGET 16 to detect the holograph by sight.
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Repulsor Field Exoskeleton: ARMOR, +3 defense, roll CON when attacked to add bonus +3 to defense once per round. If the attack fails, inflict BASIC and push the attacker away to NEAR. Will throw wearer if opponent is more massive.
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Xeno-Zip Hypo: Alien hormones in a hypo injector. +1 HEART HPs and all STR checks are EASY for TIMER. Stop DYING immediately.
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Lie detector: Visor, monocle, or goggles with AI micro-expression and vocal analytics of 3 bioforms. Only fails to detect lies of fabrication or omission on a fumble.
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Memory Alteration Bed: Add or change the memories of subject in the bed; changes that could affect core personality features or deeply held beliefs result in psychotic episodes.
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Thermoptic frictionless floor plates - 1d6 invisible floor plates which hover just millimeters above the ground. Can be set to slip, HARD DEX check for any that step on them not to fall prone; or set to activate another device.
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Linear Frame - Industrial strength exoskeleton for labor on high gravity worlds, or heavy labor unable to be automated. +1 DEF; sets STR to +7; all stealth is HARD.
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Respirator - Pressurized ray shield and air supply. Good for 1 day.
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Gyrojet Rifle - GUN damage. Can shoot around corners/cover on a HARD check; EASY if using a forward observer with target indicator.
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Nanite Multitool - Nanite block can be set to the take the shape of any rigid tool or weapon; +2 effort; Max NEAR length; neural link allows for “liquid” weapon making attacks EASY.
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Perfect Songs - using Advanced Mathematical / Functional Music technology, rhythm, tone, and lyric designed to psychologically boost certain listeners. Allies get tool effort added to rolls that round.
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Coffee; The Good Stuff - prepare in the ship’s galley, recover without rest, +1 to INT and WIS for one scene.
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Speederboard - lifts only a meter or so off the ground, but makes landings soft and looks cool when you travel. Use as a shield, sacrifice to negate damage from a really bad hit.
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Nanite healing gel - make certain to select the right species before applying! Heal TOOL HP per round for TIMER. Inflicts 1 HP damage for TIMER if set to wrong species.
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Coup Stick - electro-chemically calibrated baton drops target unconscious for TIMER immediately on a touch of bare skin. Roll for species.
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Subliminal conditioning module - use during sleep; TIMER nights add +1 CHA, +1 WIS
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Stabilizing gauntlets - use long guns one-handed; +1 DEF, +1 DEX
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Observation drone - cannot be surprised; +2 WIS
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Mechanic’s AI - reviews issues, inventories resources; +2 INT
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Myomer muscle weave - +1 STR, +1 dying TIMER
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Harmonic Hammer - +1 effort; destroys loot
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Volcano pistol - NEAR range, attacks are EASY; 4 x ENERGY; 3 shots.
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X-38 Astrogation Computer - install in ship; roll ULTIMATE when navigating a jump.
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Mutagenic bomb - roll 1d4 for all carbon based life NEAR: 1. Overcome by rapid tumorous growths, lose 1 heart permanently, suffers ULTIMATE damage; 2. Rapid irregular mutations inflict ENERGY damage; 3. Minor mutations inflict BASIC damage and -1from random stat; 4. Violent Mutations drive target completely feral, and inflict one randomly generated monstrous feature and one monster behavior.