Fabrico Techs

Fabrico Techs are unique and not categorised the same way as other techs. Nor do they have a primary ability score, allowing anyone to make use of them in a limited fashion. They are typically used for utility or to battle other tech users.

Tier I
Locate Broker  (Jk):  This tech allows the scavenger to locate a grand broker, which are typically well-to-do scavengers, their more advanced beacons cannot be located by Satellites. This tech requires a caster level check to be made to locate a suitable broker. Brokers can be found without use of this tech but only by searching or word of mouth. Use of this tech requires a console as a material focus.

Nano Dowser  (Jk): When executed, this tech searches beyond a solid surface for as many as 5-feet per caster level, and locates any dormant or active technology, though some resources such as water and other unusual anomalies are also triggered by this tech. Use of this tech requires a console as a material focus.

Remote Laundering I  (Jk): When executed the scavenger transmutes a small, single touched item into 15% of its selling value in gold, silver or copper pieces in the form of a currency voucher. However caution must be taken when using this tech, if it is used to transmute a bag of holding or similar object, all items in the pocket dimension will be lost, and only the value for the container will be given to the scavenger.

Trade Tip  (Jk): When executed, one touched creature can make their next crafting check untrained.

Wrangle I  (Jk):   As long as this tech is running in the target console. the equipped c reature gains a miscellaneous bonus of +3 to all skill checks for 1 round per caster level. Only one instance of wrangle can run on a creature at any given time.

Contact Satellite  (Fd): This tech allows the scavenger to contact a satellite to pin point the geographic location of the nearest Beacon. Beacons are typically located in settlements or created by other Fabrico-Users, typically to reveal the location of a shop or other service, but more often than not, these beacons are traps set by bandits. Use of this tech requires a console as a material focus.

False Friendship (Fd): As long as this tech is running in the user's console, all creatures look upon the user as if their fame was 2 points higher than it actually is.

Contact I (Fd): As summon monster I but from the extraterrestrial list.

Exo-Blade (Fd): When executed this tech summons a blade from the Far Dimension, This blade can take the form of any bladed weapon that the Folder has proficiency with. This blade remains until dismissed, and cannot be attuned.

Exo-Shield (Fd): Summons a floating disc of energy that grants the Folder a +4 shield bonus to AC. This disc lasts until the tech is ended.

Tier II
Discharge, Lesser (Jk): When executed, make a caster level check against the caster level of an on-running tech of tier II or lower in the target console. If successful that tech is shut down and cannot be rebooted for 1 minute per caster level.

Initiate Beacon (Jk): This tech takes 1 hour to execute. It sets up a beacon program in the target computer or vehicle. Beacons can be used as marks in which to locate the area or vehicle where they are set up, so be careful.

Minor Repairs (Jk): When executed remove the broken condition from an object, or heal a construct for 3 damage per caster leve.

Wrangle II (Jk):  As long as this tech is running in the target console. the equipped c reature gains a miscellaneous bonus of +2 to all skill checks for 1 round per caster level. Only one instance of wrangle can run on a creature at any given time.

Analyze Gear (Fd): When executed, this tech gives a detailed status report of the targeted Gear.

Contact II (Fd): As summon monster II, ''' but from the extraterrestrial list. '''

Exo-Tool ( ''' Fd): When executed a masterwork tool of the user's choice is fabricated for 1 round per caster level. This tool can be a Thieves' Tool, Surgeon's Tool, or Artisan's tool or any weight-appropriate tool from this list. However its weight cannot exceed 1 lb per caster level. '''

Otherseed (Fd): When executed, the soil conditions can be altered to habitate an extraterrestrial seed, but the seed must be used as a material focus for the tech.

Tier III
Far Message (Jk): When executed you can send a message to an affiliated console fo your choice within 1 mile per caster level. Consoles can be affiliated with each other by using the functions to do so within 5 feet of the console to which you wish to be affiliated, A console can be affiliated with any number of other consoles.

Gear Shift (Jk): When executed, instantly change an equipped item with an item in your inventory. This is a swift action.

Scavenger (Jk): As long as this tech is running in the user's console, their maximum weight allowance is doubled.

Wrangle III (Jk): As long as this tech is running in the target console. the equipped c reature gains a miscellaneous bonus of +3 to all skill checks for 1 round per caster level. Only one instance of wrangle can run on a creature at any given time.

Contact III (Fd):  As  summon monster III,'''  but from the extraterrestrial list. '''

Exo-Armor (Fd): When executed, one creature is enclosed in an exoskeleton granting them a natural AC bonus of +4. This lasts for 1 minute per caster level.

Gear Hack (Fd): When executed, make a Pilot check  (DC varies per gear). If successful the target gear recognizes you as a registered user.

Nemesis Blade (Fd): As exo-blade but with a +1 Enhancement Bonus per 4 caster levels.

Tier IV
Alliance (Jk): As long as this tech is running in the user's console they are treated as if they have a fame score 6 points higher than they actually do.

Discharge (Jk): When executed, make a caster level check against the caster level of an on-running tech of tier VI or lower in the target console. If successful that tech is shut down and cannot be rebooted for 1 minute per caster level.

Lockdown Console (Jk): When executed, target one console, the wearer of that console must make a Fortitude save or have its capacity halved for 1 minute per caster level. Remote Laundering II  (Jk): When executed the scavenger transmutes a small, single touched item into 35% of its selling value in gold, silver or copper pieces in the form of a currency voucher. However caution must be taken when using this tech, if it is used to transmute a bag of holding or similar object, all items in the pocket dimension will be lost, and only the value for the container will be given to the scavenger.

Contact IV (Fd): As Summon Monster IV,''' but from the extraterrestrial list. '''

Planar Blade (Fd): As nemesis blade but with an elemental enchantment of the user's choice. (flaming, frost, corrosive, shocking)

Planar Shield (Fd): As long as this tech is running in the user's console, all creatures within a 25 ft aura are protected from the adverse conditions of extraplanar travel in a similar way to the planar adaptation spell.

Star Strike (Fd): When executed a small meteor falls down from the sky striking the target square, the user makes a ranged touch attack. Check the AC of any creature(s) in the square or adjacent to it take 1d6 points of bludgeoning/slashing damage per caster level (max 10d6) if they would be hit by the ranged touch attack.

Tier V
Repair Gear (Jk): This tech is executed as a full-round action. When executed on gear is repaired for 10d12 points of damage.

Remote Bartering I (Jk): When executed, start a transaction with a Rank 1 Broker. Rank 1 Brokers have access to most goods under 9500 gold in value with the exception of scrolls, potions, rods, wands, staves, and wonderous items. The item purchased must be under 200 lbs of weight.

Weave Reparation (Jk): When executed this tech absorbs the energy from one or more magic items (as a material component) and repairs one 5-foot by 5-foot space of a dead or wild magic zone for each caster level of the magic items being used as a component. The user cannot repair more 5-foot by 5-foot areas than their caster level. These areas remain stable unless disrupted for 1 week per caster level unless it is connected to the weave by means of a Weave Mending tech. This tech takes 10 minutes to execute.

Contact V (Fd): As summon monster V, but from the extraterrestrial list.

Exo-Gear: Mite-66 (Fd): This tech takes one minute to execute as the Mite-66 must travel from its hangar to the location of the user. Upon completion, a Mite-66 lands in the designated location. The Mite-66 requires a successful pilot check to activate. the DC for activation is 32. Addtional abilities unique to the gear might require additional pilot checks or other checks with various bonuses unique to the gear's ability in question. This tech can be dismissed effectively dismissing the gear. Damage sustained by the Mite-66 requires 48 hours of inoperation to recover without the use of additional spells and techs.

Exo-Gun: Vanguard V (Fd): When executed, this tech calls into being a heavy calibur cannon for 1 minute. This cannon is considered to be equipped as soon as it materializes and fully loaded with 18 bullets. It deals 4d6 B/S/P Damage, threatens a critical on a 20 and has a multiplier of x4. Exo-Gun techs are swift actions. This two handed cannon has a range increment of 40 feet.

Tier VI
Ex-Scoria (Jk): When executed a supercharged jolt of electro-magnetic energy strikes a target construct; if the construct fails a Will save it is stunned for 1 minute; When targeting gears or exo-gears the save must be made with the driver's Will save; unattended gears or exo-gears however get no save unless it has an Intelligence score.

Scrimshaw Tech (Jk): When executed mimic the effects of one tech of tier III or lower; use Dexterity as the primary ability score modifier if one is called for.

Weave Mending (Jk): When executed, this extraordinarily long-range tech detects the closest weave point within 1 mile per caster level, and attempts to connect it to an isolated weave segment - often those created by a Weave Repairation tech - and strengthens its threads causing reduced magic zones, created weave zones, and wild magic zones to permanently transform into weave zones. The user can only affect a weave area who is a number of square miles equal to his caster level + 10 or lower.

Contact VI (Fd):  As  summon monster VI' '' but from the extraterrestrial list. '''

Doomblade (Fd): When executed the fabled Doomblade appears in the user's hand; this artefact was forged with dark magic and thus does not recieve the full power of its abilities while in a dead magic zone; but under normal circumstances; this Longsword counts as a Vorpal Longsword +6 with a chance to bestow curse upon its target. Also the weapon is considered to be huge when calculating Damage Rolls, but not Attack Rolls. When in a dead magic area, the blade loses its vorpal and cursing abilities but retains its enhancement bonus and size calculation for damage, though it is a Medium sized weapon in either situation when determining who can equip it.

Exo-Gear: Lupus-AW2 (Fd):  This tech takes one minute to execute as the Lupus-AW2 must travel from its hangar to the location of the user. Upon completion, a Lupus-AW2  lands in the designated location. The Lupus-AW2 requires a successful pilot check to activate. the DC for activation is 36. Addtional abilities unique to the gear might require additional pilot checks or other checks with various bonuses unique to the gear's ability in question. This tech can be dismissed effectively dismissing the gear. Damage sustained by the Lupus-AW2 requires 48 hours of inoperation to recover without the use of additional spells and techs.

Tier VII
Armor of Ages (Jk): When executed, quasi-real plates cover the user's flesh giving them a natural armor bonus equal to 1/4 of their caster level for 1 minute per caster level.

Remote Laundering III  (Jk): When executed the scavenger transmutes a small, single touched item into 75% of its selling value in gold, silver or copper pieces in the form of a currency voucher. However caution must be taken when using this tech, if it is used to transmute a bag of holding or similar object, all items in the pocket dimension will be lost, and only the value for the container will be given to the scavenger.

Scavenge (Jk): When executed, turn one cubic foot of useless metal scraps and junk into a simple mechanical item or tool. Such as a simple firearm or lock picking kit or healing kit. This change is permanent.

Contact VII (Fd):  As  summon monster VII, ''' but from the extraterrestrial list. '''

Exo-Gear: Mithril Nephilim (Fd):  This tech takes one minute to execute as the Mithril Nephilim must travel from its hangar to the location of the user. Upon completion, a Mithril Nephilim   lands in the designated location. The Mithril Nephilim requires a successful pilot check to activate. the DC for activation is 44. Additional abilities unique to the gear might require additional pilot checks or other checks with various bonuses unique to the gear's ability in question. This tech can be dismissed effectively dismissing the gear. Damage sustained by the Mithril Nephilim requires 48 hours of inoperation to recover without the use of additional spells and techs.

Iron Age (Fd): When executed all objects, plants, creatures, and physical matter (excluding liquids, the user, and objects attended by the user) within 15 feet is turned into iron. Creatures and Attended objects are allowed to make a Fortitude save (DC 30) to resist this effect. Creatures affected are treated as if they had been the target of a flesh to stone effect, but with the hardness and hit points of iron.

Tier VIII
Iron Oracle (Jk): When executed you are able to scry for the location and state of specific metallic objects so long as you know a fair amount of detail about the object in question.

Mass Wrangle (Jk): When executed you select one skill you have one or more ranks in and give yourself a penalty of -10 to that skill. All allies within 20 feet gain a bonus of +10 to the specified skill for as long as this tech is running in your console.

Exo-Gear: Tetragammaton (Fd): This tech takes one minute to execute as the Tetragammaton must travel from its hangar to the location of the user. Upon completion, a Tetragammaton arrives at the designated location. The Tetragammaton requires a successful pilot check to activate. the DC for activation is 50. This tech can be dismissed effectively dismissing the gear. Damage sustained and Spell Slots used by the Tetragammaton requires 48 hours of inoperation to recover without the use of additional spells and techs.

Contact VIII (Fd):  As  summon monster VIII  but from the extraterrestrial list. '''

Tier IX
Critical Failure (Jk): When executed one target creature must make a concentration check with a DC equal to your caster level in order to execute a tech for 1 minute per two caster levels.

Remote Laundering IV  (Jk): When executed the scavenger transmutes a small, single touched item into 90% of its selling value in gold, silver or copper pieces in the form of a currency voucher. However caution must be taken when using this tech, if it is used to transmute a bag of holding or similar object, all items in the pocket dimension will be lost, and only the value for the container will be given to the scavenger.

Exo-Gear: Archangel (Jk): This tech takes one minute to execute as the Archangel must travel from its hangar to the location of the user. Upon completion, an Archangel arrives at the designated location. The Archangel requires a successful pilot check to activate. the DC for activation is 54. This tech can be dismissed effectively dismissing the gear. Damage sustained and Spell-Like Abilities used by the Archeangel requires 48 hours of inoperation to recover without the use of additional spells and techs.

Contact IX (Fd):  As  summon monster IX' '' but from the extraterrestrial list. '''

Tier X
De-assimilate (Jk): When executed one assimilated creature reverts to their original form.

Contact X (Fd): Summons one Tier X creature from the extraterrestrial list.

Tier XI
Elder Gear Gazer (Jk): When executed it summons one of the ancient eyes that overlook the junk planets - the Elder Gear Gazer. This ritual requires at least four users and a gabriel stone and takes 1 full around to call into being.

Worldslay (Fd): When executed, this ritual calls forth hostile nanites that affect all creatures within a 1 mile radius per the combined caster level of the four users needed to execute this tech, and the caster level of the gabriel stone being used as a focus. All creatures must make a saving throw or take 80d4 points of radiation damage with a bonus to this damage equal to their negative rad tolerance. Creatures within 100-feet of the gabriel stone are unaffected. Creatures slain by this rise as zeta zombies and cannot be restored to life without the combined efforts of a true resurrection spell and the de-assimilate tech.

Tier XII
Animate Junk Planet (Jk): When executed, a massive shower of meteors engulfs the battlefield, each of these meteors are various sized, 1d6 is rolled for each one ranging from 6-1: colossal, gargantuan, huge, large, medium, small; And one meteor is called per the combined caster level of the four user's executing this tech. After these are rolled the meteors spawn in a clustered pattern hitting each creature hit by these for 1d10 points of damage per size category. After one round, each of these meteors animates to reveal what are actually size-appropriate constructs visting from a junk planet. The type of construct is up to GM or Player discretion depending on the GM.

Collision (Fd): When executed, this 24 hour ceremony requires at least four people, or one particularly powerful person of no less than 45 Hit Dice. By sending a wave of magnetic nanites into space they attempt to attract a targeted astronomic body (such as a large meteor, a moon, another planet, or worse case scenario, a star) to collide into the planet from which this tech is being executed. This is a devestating tech that can destroy worlds, but it is not without risk, unless the user or user's leave the planet within 1 minute per light-year to the targeted astronomical body, they would most likely die. This tech is very hard to use since it could attract something as small as a mountain-sized meteor or space-faring vehicle, but at the same time, this tech could pull the planet into a sun or other dangerous object.