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<blockquote data-quote="Morrus" data-source="post: 6226094" data-attributes="member: 1"><p>So I'm thinking about equipment. I don't think a vast amount is necessary. Tricorders are a staple, though. Tricorders come in two varieties, granting skill bonuses. I'm treating them simply as skill kits, though the bonuses are slightly higher than Pathfinder skill kits traditionally grant. Both cost 100 Cr and weigh 1lb.</p><p></p><p>Tricorder (science): A science tricorder can be used for scanning and analysis. They grant the user +2 to Knowledge and Perception checks.</p><p></p><p>Tricorder (medical): a medical tricorder is highly specialized. It grants the user a +4 bonus to Heal checks.</p><p></p><p>An alternative approach is a magic item style approach using<em> detect </em>spells. Treating a tricorder as a rod (modifying the <em>rod of metal & mineral detection</em>)</p><p></p><table style='width: 100%'><tr><td><span style="font-size: 15px"><strong>Tricorder (Science)</strong></span><br /> Aura moderate tech; CL 9th; Slot none; Price 10,500 Cr; Weight 2 lbs.<br /> <strong>Description</strong><br /> A tricorder is valued by science officers and miners alike, for it pulses and hums in the wielder's hand in the proximity of the specified material. As the wearer aims the tricorder, the display indicates the location and quantity of nearby concentrations of the material within 100 feet. Each operation requires a full-round action. The user can choose any material, element, or energy type. Tricorders can alternatively scan for life forms, and are able to identify the type and number of life forms within range. Additionally, a tricorder "stores" a bonus Technobabble which can be expended at any time. Once expended, the Technobabble cannot be replaced without extensive diagnostic and maintenance routines which take 1d6 days.<br /> <strong>Construction</strong>*<br /> Craft Rod, locate object; Cost 5,250 gp<br /> </td></tr></table><p> *Or non-magical equivalents.</p><p></p><p>[h=3]Transporters, Communicators, and Replicators[/h]</p><p>Much of the technology doesn't really need extensive rules, and is more story-based than, say, a weapon. However, GMs should be aware that ST common tech is gamechanging in nature. While you can hand wave reasons why transporters or communicators aren't working, that becomes old pretty fast. For that reason, you'll need to adjust standard Pathfinder adventure styles to accommodate the fact that instantaneous transportation, communication, and matter replication is frequently available for free.</p><p></p><p><strong>Transporter</strong>: it's a full-round action to operate a transporter. Normally it doesn't require a skill check, but certain conditions might make one necessary. A DC 10 Use Tech Device skill check is needed, with the following modifiers.</p><p></p><table style='width: 100%'><tr><td><strong>Condition</strong></td><td><strong>Modifier</strong></td></tr><tr><td>No communicator</td><td>-2</td></tr><tr><td>Moving Target</td><td>-2</td></tr><tr><td>Storms</td><td>-2</td></tr><tr><td>Ion Storm/Solar Flare</td><td>-4</td></tr><tr><td>Thick Rock</td><td>-2</td></tr><tr><td>Shielding</td><td>-5</td></tr><tr><td>Transporter pad at both ends</td><td>+4</td></tr></table><p> Failure generally indicates an inability to get a transporter lock. While transporter accidents have been known to occur, they are extremely rare.</p><p></p><p>[h=3]Other Equipment[/h]</p><ul> <li data-xf-list-type="ul"><strong>Antigrav:</strong> a small hand-held device used to move heavy objects; each can cancel about 220lbs of mass. Several may be combined for larger items, but they cannot produce a negative gravity effect. </li> <li data-xf-list-type="ul"><strong>Aqualantern:</strong> 30' radius light for use underwater. </li> <li data-xf-list-type="ul"><strong>Belt Light:</strong> 30' cone of light ahead of the wearer. Does not require any hands. </li> <li data-xf-list-type="ul"><strong>Communicator:</strong> enables instantaneous communication. The same things which block transporters (above) have the same effect on communicators. Using a communicator is a swift action. The maximum range of a communicator is about 16,000 miles. </li> <li data-xf-list-type="ul"><strong>Earpiece Receiver:</strong> used on starship bridges and engineering areas, these receivers allow for private reception of audio. Often used by communications officers. </li> <li data-xf-list-type="ul"><strong>Environmental Suit: </strong>a bit bulky, with a transparent helmet which allows 360-degree vision. Provides 24 hour of survival in deep space, or hot, cold, or poisonous environments. Also grants a +1 armor AC bonus; max Dex bonus of 2. </li> <li data-xf-list-type="ul"><strong>Forcefield Box: </strong>used to transport anti-matter; carried by two crewmen. </li> <li data-xf-list-type="ul"><strong>Life Support Belt:</strong> provides air and temperature regulation for 4 hours, generating a faint yellow/green forcefield. </li> <li data-xf-list-type="ul"><strong>Universal Translator:</strong> built into communicators, starship systems, and subcutaneous chips, this will translate most alien languages instantly. It has a 95% chance of success with any new language, and 100% with any previously known language. </li> </ul></blockquote><p></p>
[QUOTE="Morrus, post: 6226094, member: 1"] So I'm thinking about equipment. I don't think a vast amount is necessary. Tricorders are a staple, though. Tricorders come in two varieties, granting skill bonuses. I'm treating them simply as skill kits, though the bonuses are slightly higher than Pathfinder skill kits traditionally grant. Both cost 100 Cr and weigh 1lb. Tricorder (science): A science tricorder can be used for scanning and analysis. They grant the user +2 to Knowledge and Perception checks. Tricorder (medical): a medical tricorder is highly specialized. It grants the user a +4 bonus to Heal checks. An alternative approach is a magic item style approach using[I] detect [/I]spells. Treating a tricorder as a rod (modifying the [I]rod of metal & mineral detection[/I]) [TABLE="class: outer_border, width: 500"] [TR] [TD][SIZE=4][B]Tricorder (Science)[/B][/SIZE] Aura moderate tech; CL 9th; Slot none; Price 10,500 Cr; Weight 2 lbs. [B]Description[/B] A tricorder is valued by science officers and miners alike, for it pulses and hums in the wielder's hand in the proximity of the specified material. As the wearer aims the tricorder, the display indicates the location and quantity of nearby concentrations of the material within 100 feet. Each operation requires a full-round action. The user can choose any material, element, or energy type. Tricorders can alternatively scan for life forms, and are able to identify the type and number of life forms within range. Additionally, a tricorder "stores" a bonus Technobabble which can be expended at any time. Once expended, the Technobabble cannot be replaced without extensive diagnostic and maintenance routines which take 1d6 days. [B]Construction[/B]* Craft Rod, locate object; Cost 5,250 gp [/TD] [/TR] [/TABLE] *Or non-magical equivalents. [h=3]Transporters, Communicators, and Replicators[/h] Much of the technology doesn't really need extensive rules, and is more story-based than, say, a weapon. However, GMs should be aware that ST common tech is gamechanging in nature. While you can hand wave reasons why transporters or communicators aren't working, that becomes old pretty fast. For that reason, you'll need to adjust standard Pathfinder adventure styles to accommodate the fact that instantaneous transportation, communication, and matter replication is frequently available for free. [B]Transporter[/B]: it's a full-round action to operate a transporter. Normally it doesn't require a skill check, but certain conditions might make one necessary. A DC 10 Use Tech Device skill check is needed, with the following modifiers. [TABLE="class: outer_border, width: 500"] [TR] [TD][B]Condition[/B][/TD] [TD][B]Modifier[/B][/TD] [/TR] [TR] [TD]No communicator[/TD] [TD]-2[/TD] [/TR] [TR] [TD]Moving Target[/TD] [TD]-2[/TD] [/TR] [TR] [TD]Storms[/TD] [TD]-2[/TD] [/TR] [TR] [TD]Ion Storm/Solar Flare[/TD] [TD]-4[/TD] [/TR] [TR] [TD]Thick Rock[/TD] [TD]-2[/TD] [/TR] [TR] [TD]Shielding[/TD] [TD]-5[/TD] [/TR] [TR] [TD]Transporter pad at both ends[/TD] [TD]+4[/TD] [/TR] [/TABLE] Failure generally indicates an inability to get a transporter lock. While transporter accidents have been known to occur, they are extremely rare. [h=3]Other Equipment[/h] [LIST] [*][B]Antigrav:[/B] a small hand-held device used to move heavy objects; each can cancel about 220lbs of mass. Several may be combined for larger items, but they cannot produce a negative gravity effect. [*][B]Aqualantern:[/B] 30' radius light for use underwater. [*][B]Belt Light:[/B] 30' cone of light ahead of the wearer. Does not require any hands. [*][B]Communicator:[/B] enables instantaneous communication. The same things which block transporters (above) have the same effect on communicators. Using a communicator is a swift action. The maximum range of a communicator is about 16,000 miles. [*][B]Earpiece Receiver:[/B] used on starship bridges and engineering areas, these receivers allow for private reception of audio. Often used by communications officers. [*][B]Environmental Suit: [/B]a bit bulky, with a transparent helmet which allows 360-degree vision. Provides 24 hour of survival in deep space, or hot, cold, or poisonous environments. Also grants a +1 armor AC bonus; max Dex bonus of 2. [*][B]Forcefield Box: [/B]used to transport anti-matter; carried by two crewmen. [*][B]Life Support Belt:[/B] provides air and temperature regulation for 4 hours, generating a faint yellow/green forcefield. [*][B]Universal Translator:[/B] built into communicators, starship systems, and subcutaneous chips, this will translate most alien languages instantly. It has a 95% chance of success with any new language, and 100% with any previously known language. [/LIST] [/QUOTE]
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