Techan Equipment


As many seeking adventure migrate closer to bastions, the saturation of bastion exports increase. More and more goods constructed by the simply skilled found themselves replaced by the refined exports of sophisticated manufacture. Players have the option to purchase either echan goods or their techan equivalent. The products may not last any longer or stand that much more punishment, but they are rare and do distinguish the owner. For the techan characters, gold and UC are interchangeable on a 1-1 basis at 1st level.


Bastions often sport their own fashions but obviously, to go into their trends would take up far too much space to include here. Simply put, regular clothes from Porto look very different from the norm in York. Unless someone purchases clothes from the bastion they are in, visitors will stick out. Even York and Mann wear different styles.

Business: Most business clothes are not effective in the outside world but do help relations with others while inside a bastion. Every techan needs a change of clothes while inside the walls as their outer wear is found to be inappropriate.

Casual: Casuals are just that, loose, comfortable clothing not meant for dress or wilderness use.

Fatigues: Fatigues are worn by military personnel both in comfort and in combat. They comprise several varieties of patterned colors dependant on the terrain of choice. When matched properly, the fatigues offer a +2 bonus to hide checks. Fatigues are one of the few choices a techan can wear allowing them to fit in both inside and outside of the bastion walls. When worn loose, fatigues are lazy. When buttoned tight and with authority, they demand respect from those around.

Formal: Even the most expensive suits are clumsy to move around in.

Wilderness Camouflage: More than simple fatigues, one may elect to wear a more specialized suit covered in a mesh of synthetic replications of a specific terrain type. It doesn't offer any protection but when used properly, allows the wearer to vanish into the background. A character wearing the appropriate camouflage gains a +10 bonus on all hide checks in the matched terrain. The suit is advanced enough to allow a shift in terrain choices by simply folding layers and tucking patterns under zippers. This takes a full minute and there are few landscapes the wilderness camouflage can vanish into. However, the suit is clumsy and bulky, imposing a -2 penalty on all Dexterity checks (except for hide) and on all melee attack rolls.

Harsh Environment Suit: These overlapping layers of nylons and polyester seal in the user from the outside elements. The suit's outer layer is waterproof with micro fibers underneath. The thickest segment comprises six layers while the thinnest uses only three. It can handle normal temperatures as low as -40 below zero and is comfortable to wear at night.

Uniform: Uniforms are assigned to any military personal and are expected to be worn in any formal function. They often can replace formal wear in almost any occasion. Sometimes ceremonial weapons, rank insignias, and medals are also worn.


Digital Audio Recorder: This voice activated personal recorder holds six hours via a built unidirectional microphone. It can be connected to a computer to download the recordings. The battery lasts one hour per charge.

Digital Camera: The battery can take one photo per charge and is stored on a removable memory chip holding 1000 photos. It takes one photo per combat round. It comes equipped with a flash, a macro, a 10x optical zoom, a large 2.5" LCD screen and lower-quality video function, all encased in a durable outer shell.

Digital Video Camera: Video cameras use digital cards the same as still cameras to record video. Like the still camera, the videos can be uploaded to a computer. The Battery lasts one hour per charge. It comes equipped with a 5000x digital zoom and a stereo microphone. It can also take lowerquality still photos.

Infrared Goggles: These non-telescoping goggles still provide stereoscopic vision and allow the wearer to see in total darkness for 150 feet. Each cell lasts 24 hours.

Metal Detector: This small device extends a small probe which scans for metal objects. It applies a +10 bonus on all search rolls for them. The battery lasts one hour per charge.

Notebook Computer: Though hundreds of varieties of computers fill up every bastion on Earth, the only real option for the techan adventurer outside their city is the notebook. The unit measures only 1 foot on either side and only 2" thick. Even with more advanced bastions, keyboards remain keyboards and are seldom replaced by touch sensitive panels. They burn data onto 2" media discs capable of holding gigabytes of data, which increases exponentially as the tech level increases. The processor speed also increases exponentially with each tech level but the actual dimensions and capabilities seldom change. They just do it faster and make them look better.

Personal data assistant (PDA): These resemble notebook computers, though a fifth the size, speed, and capacity. They interface with their user via either stylus, miniaturized keyboard, or even a laser image transmitting the likeness of a keyboard onto a flat surface for the user to use. This same PDA may also even transmit their information on a small screen, project it onto a wall, or suspend a holographic display over the device. PDAs take even greater punishment than notebooks and often come equipped with a massive rubber and polymer case capable of stopping a bullet. They may link to either computers or printers with ease.

Printer: This small portable printer may be hooked into a computer, a digital camera, or a PDA. It prints 4x6, 5x7, or 8x10 images on standard or photo-grade paper as a full round action. It lasts one charge per hour of use. It employs a laser etched thermal ribbon, lasting 500 photos. Paper is cheap and is assumed to always be handy. Ink refills cost 5 gp.

Scanner: This small hand unit scans images and text with a quick pass. It stores the information as image files similar to a digital camera. It uses one charge per hour of use.

Two-way radio: Two way radios are used to employ legally available radio frequencies chosen specifically to avoid eavesdropping and interference with other machines or dayto- day electronics. Now with the expanse of the echan landscape, keeping this communicator bottled in the low bands or in low power is no longer required. Each communication lasts one charge.

Basic: This entry-level model fits in a small pocket. It has a clear range of 10 miles in open echa, 20 miles while within a bastion. The basic models can withstand some punishment and water pressure, but cannot take such trauma for long.

Professional: The more ungainly and bulky variety is fortified against harsher environments and most inflicted damage. Its powerful transmitter beams at 20 miles in echa, 40 while in a city. These machines are designed for the open wilderness and are not recommended in bastions as their transmit power may actually damage nearby sensitive electronics.

Watch, Automatic: Automatic mechanical, self-winding or perpetual motion, watches no longer requires batteries or a manual wind. Modern watches employ a balance wheel that winds via the motion of the wearer's arm. This allows the watch to keep perfect time without requiring manual winding or any power source. The compact and complicated device is water resistant, shock resistant (1 hardness, 1 hit point), and cannot be over-wound with abuse. They are also completely silent. This design became popular across the world and even though its intricate design created an EDF threat, its lack of power kept its disruption vulnerability to a minimum.


Bolt Cutter: This large and clumsy device applies heavy torque to wires, locks, and other heavy gauge items, snapping them with ease.

Demolitions Kit: Needed for any decent work with explosives, the Demolitions kit includes wires, plugs, and various tools. It does not include detonators or explosives. It includes a small battery powers circuit tester that uses a charge every time it is employed, though that is only required for disarming explosives. Though one can slap on a detonator and walk away, this kit is mandatory for any disarming. Using this kit offers a +2 bonus to demolition checks when arming and disarming.

Electronic and Mechanical tool kits: An item requiring a craft roll to improve or repair requires the appropriate kit or kits of equal tech level. If one kit is below the required, the rolls suffer a -2 for every tech level off. If both kits are under the required tech level, the penalties compound. Having no kit is the same as being tech level 0 for the purposes of calculating the penalty (if the check can be made without a kit as some higher tech items require it). If one attempting an improvement or repair has a superior kit, they gain a +1 bonus for every tech level above the item being worked on. Electronic tool kits include diagnostic tools, a soldering gun, fine point insulated needle pliers, and wire cutters at TL1. Above that, it employs a battery for a digital multi-meter measuring ohms, amps, and volts. It also comes equipped with a variety of wires, clips, resistors, banana plugs and crocodile clips. Further advances include miniature diagnostic computers; advanced kits contain micromachines, which can literally reassemble entire motherboards.

Craft Skill Mechanical Kit Electronic Kit
Electronic X
Mechanical X
Power Armor X X
Techan Armor** X X*
Techan Weapons X X*
Vehicles X X*

  • If item is higher than TL1

Unlike the fine implements of the electronic tool kit, the mechanical tool kit includes much heavier instruments, including heavy gauge pliers, power tools, and a variety of wrenches. More advanced models include a battery that supplies the multi-head power magnetic rotary chuck with dozens of available bits and a miniature saber saw. The tools are only available in metric. Advanced versions include full diagnostic computers and nano-reconstructors. If battery powered, every craft roll uses up a charge. A higher tech kit without power is a TL1 kit.

Handcuffs: These high tensile steel restraints require a strength check DC 25 to break.

Musical instruments: Human cultures slammed into other echans nations in many fields, but the largest integration occurred with music. No fey nation ever developed their musical instruments to the level humans had. Several of them, especially gimfen, embraced these new mechanisms of music. Of them, the most exclusively human exports are theaerophones.

A few of the new instruments follow.

Double-Violin: A rare and extremely tricky instrument, the Filan'hedel sports 10 strings with two tails on either side. Stories abound that to properly master this instrument requires either one additional arm or two bows attached perpendicular to an arm.

Eeonai Lute: Humans and narros often clash over many things. Who invented the lute remains an annoying thorn. Humans insist it's derived from another instrument in their past known as a barbat. Narros insist their design dates back even more. This simple plucked string instrument predates modern guitars. It should be noted that narros are bad at the lute, confusing many as to why they take so much pride in its origin. It could just be that they can reach all the strings.

Electrical Guitar: This amplified guitar is powered off a B3 cell, using 1 charge per hour. It is a TL2 item but can work without power.

Keyboard: The humans exported this electronic instrument to replace the piano in certain circles. It uses a B3 cell that uses 1 charge every hour. It is a TL2 item.

Techan lockpick: This complicated kit is more than just a simple leather packet with various picks and needles. It also includes a telescoping snake scope with torsion wrenches, vice-grip pliers, and a stethoscope. It offers a +2 bonus on lock picking attempts.


First Aid Kit: This kit contains bandages, pills, trauma shears, ointments, and basic stitching implements for basic injuries. It may also be used for severe injuries but only to the extent of stabilizing the injured for transport. Injections help with dazed or unconscious targets. Attempting basic first aid with the kit incurs a +2 bonus. Any attempt to treat any other injuries requires a medical kit.

Medical Kit: The much larger and formidable medical kit holds everything from the first aid kit as well as more advanced instruments including eye pads and cooling gel pads for burns. Along with wound irrigation, syringes supply help with delivering various included medications. Other implements include splints, alcohol pads, an epinephrine injector, hemostatic pads, and various scalpels and scissors for emergency surgical procedures. Even the most trained medical professionals can pull off miracles with a simple medical kit. More advanced models feature scanning gear with ultrasound and x-ray emitters. Diagnostic tools assist with a prognosis. Advanced kits also feature robotic probes capable of injecting short-lived nano-machines to repair internal injuries. A TL1 kit offers a +3 bonus to all heal rolls. Every additional TL adds an additional +2 to a maximum of +13 with a TL6 kit. Medical kits are designed for human physiologies and cannot work with non-humans.

Micromachine Injections: One of the most advanced versions of the Nanobot injections, these permanent micromachines are self-replicating and self powered, tapping into the energy of the human body it is injected into. Their limits are with techa itself. Only TWO micromachine doses can be injected in a body at any one time. More than two begins crowding the body and the machines conflict and end up either destroying each other or killing their subject by overloading the body. Micromachines only work on non-echan humans and not on any other creatures. MIs cannot be exchanged. An Anti-Nano is administered that seeks out and kills an existing injection in the body so a new injection can be administered. Micromachines are sensitive to EDF but receive a +10 bonus to their saves from insulation for being inside the human body. If they suffer from drain, they are only down for the number of charges lost in minutes. Total battery nullification disrupts them for a full day. Only breaks can permanently destroy them. If destroyed or removed, all bonuses the nanos offered are lost. If they explode, they do the same damage as a B5 cell. However, the blast is confined to the body, doubling the damage to the carrier but affecting no one else. Some injections available are twice the power of their stated design. Doubling the cost doubles the effect and the injection carries more advanced machines than normal. It is not two separate injections. Two of the same injections do nothing over the effects of just one. There are no triple or quadruple injections available.

Table: Micromachines

Micromachine Injection Cost Double TL
Constitution 8500 Yes 5
Dexterity 8500 Yes 5
Personal radar 8500 No 6
Regeneration 25000 No 6
Removal 2000 No 5
Strength 8500 Yes 5
Total Body Recondition 40000 Yes 6
Tough skin 4500 Yes 5

EG: If you had a strength boost and wanted to increase the boost from +2 to +4, you have to pay to have the old ones removed and pay the double cost for the better ones.

Constitution: Offers a +2 techa bonus to Constitution.
Dexterity: Offers a +2 techa bonus to Dexterity.
Personal Radar: Gives the subject Alertness (per the feat).
Regeneration: Regenerates 1 point of damage / hour. This effect stops if the target is killed.
Strength: Offers a +2 techa bonus to Strength.
Total Body Recondition: This advanced boost offers a +2 techa bonus to Strength, Dexterity, and Constitution.
Tough Skin: Offers a +1 Natural Bonus to AC.

Nano-Healer: Beyond just patching holes, the Nanobots enter the body via an injection gun and repair it from within. However, these are lower technology creations compared to some of the prototypes Porto is testing. The bots quickly run out of power after a few minutes. However, in that time (2d6 rounds), the bots will cure 6d6+12 points of damage. The price listed is for one gun and the battery replacement charges the gun to create more nanos for more doses.

Nano Reactor: Beyond a simple Nano healer, the reactor is a huge man-sized tube that bombards the body with selfreplicating micromachines. Further, they supply all the materials needed to cure any injury of any type. One charge is used every minute. Placing a body in the tube and activating starts a complicated process. Instantly, it starts to heal wounds, curing 1d8+10 hit points per minute. 2d10 minutes later, severed appendages and other lost extremities are regenerated.

Medical boosters are advanced injections introduced into the body to offer temporary bonuses or to offset debilitating effects. They are designed for human physiology and either does not work or could outright kill a non-human. A medic with at least 8 ranks in heal may attempt to beat the medical DC on the injection to administer properly. The medic must determine the right dosage for the subject and find a suitable injection location. If the medic beats the Medical DC, the subject receives the benefits with no ill effects. If the medical DC fails or if someone without training attempts the injection, the Medical DC becomes a Fortitude save at -10 or suffers a failure result. Adding another injection before the previous one wears off increases the DC of the new injection by 5. This penalty is cumulative with additional injections.

The medic may take 10 before injecting but cannot take 20. The injections on the following table feature a listed tech level but they cannot be disrupted. They are listed only for their rarity. Non-humans taking an injection must make the Fortitude save regardless of the medic's roll at a -5 penalty to their roll. Even if they save, they only receive the benefits 50% of the time. Making an injection is a full round action. The medical roll coincides with the injection and the medic cannot stop the injection if he fails.

There are two types of injections: positive and offensive. Offensive injectors can be loaded into an air-dart gun or forced via a successful grapple check. Offensive injections do not require the medical DC to operate as they are meant to have adverse side effects. Though ranged fire to deliver injections requires a critical strike to surpass damage resistance, maintaining a grapple for a full round allows an injector to surpass it as well. Some positive injections may be used aggressively, forcing the Fort save in hopes of incurring the side effects.

Agility: This injection increases agility and alertness without overtly sacrificing nerves or blood pressure. The subject gains a +4 enhancement bonus to Dexterity for 3d4 minutes.

Failure: Blood pressure increases. The subject is jittery and uncontrolled. They gain the Dexterity bonus for 1d4 rounds, and then take 2d4 points of Dexterity damage.

Anti-Toxin: This injection cures all non-magical poison. The medic must identify the right poison and deliver the right antitoxin. A success cures the subject. It will also cure nonmagical paralysis.

Failure: Does not cure the subject.

Confidence: This injection offers the recipient a +5 bonus to all fear checks and bluff rolls. The effect last 3d4 minutes.

Failure: The subject gains the bonus but grows tired and must make a DC15 fort save or suffer 4 points of ability damage to all physical stats.

Death Simulation: The injection lowers the body's temperature and pulse. The subject is paralyzed. All resources of the body reduce, leaving only minimum requirements to prevent brain death. The subject looks and feels completely dead. The Subject has no awareness of their surrounding for the duration. A successful medical roll allows the injector to decide exactly how long he wishes this effect to last. The effect can last up to 2 hours without long-term damage. Past 2 hours, the subject must make a Fort save every ten minutes (same DC as the medical DC) or be reduced to -1 hit point. Every subsequent failure causes 1 point of damage and increases the DC by 2. After the dose wears off, the subject wakens.

Failure: The effect is successful but after 1 minute, the subject has a 20% chance of waking suddenly.

Detonator (Offensive): A vile injection, the detonator injects ultra EDF-sensitive nanites into a subject. If a subject employs magic in the form of a spell or spell-like effect or a supernatural ability, the nanites must make an EDF roll with a - 15 penalty to the roll. If they "break" or are "destroyed," the nanites explode from the inside, doing 5d6 fire damage to the subject. The nanites remain unaffected otherwise unless they lose charges, then they are nullified. They break down on their own after 3d4 hours. The damage surpasses magical damage resistance. The needle the nanites are carried in suppresses their detonation capacity and they cannot explode unless injected. Detonator does not work on incorporeal creatures or elementals.

Echan Suppressor (Offensive): This outlawed injection sourced from Mann uses the altered rules of science in echa against the subject. It amplifies an echan's rejection to human drugs. It only affects fey and all branches. The injection is a toxoid vaccine against epidemic parotitis (the mumps). It reacts to the altered chemistry of echans, turning their blood into a corrosive, eating the creature away from the inside. It does not work on undead, or any creatures with a negative descriptor (pagus, demons, etc). Affected targets must make a DC25 Fort save or suffer 3d8+8 points of damage. If properly injected, the injection surpasses magic damage resistance.

Endurance: The injection boosts the subject's vitality and stamina, offering a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, and Constitution checks. This effect last 3d4 minutes.

Failure: The subject gains the bonus but his lungs spasm and the target has breathing pains. He is limited to single actions for the next 2d4 minutes.

Extreme Boost: This injection heightens the recipient's awareness and increases his overall speed, gaining haste bonuses (per the spell) for 2d4 rounds.

Failure: The recipient must make a DC20 Fort save every 2 rounds until expiration or have a heart attack, dropping him to -1 hit point. He still receives the haste bonus.

Immunity: The injection boosts the body's natural immunities and provides additional help via a rainbow of manufactured, boosted, genetically neutral T-cell subsets. This renders the subject immune to all poisons and disease for 3d4 hours. This must be injected before infection, as an immunity injection will not cure already poisoned or diseased subjects.

Failure: The injection has no effect and the target's body spends so much time rejecting the injections, they receive a -2 penalty to the next Fort save if occurring in the next 3d4 hours.

Massive: This powerful dose, developed from Sierra Madre, succeeded from the standard rage injection. It temporarily boosts all physical abilities without sacrificing mental awareness. It offers a +6 enhancement bonus to Constitution, Dexterity, and Strength. It also temporarily imbues the subject with the power attack feat and all subsequent feats requiring it (Cleave, Great Cleave, etc). This effect lasts for 3d4 minutes.

Failure: The subject gains the bonuses for 1d4 rounds but after the expiration, they suffer from massive internal injuries as his limbs begin to dislocate and his tendons tear from his joints. He takes 6d6+10 points of damage and is paralyzed.

Open Mind (Offensive): The subject must make a DC25 Will save or suffer from the effects of suggestion (per the spell). The effect lasts 4d4 minutes and does not end prematurely.

Paralysis (Offensive): The victim must make a DC20 Fortitude save or be paralyzed for 2d4 minutes.

Psychosis (Offensive): This massive overdose of drugs forces any non-echan to make a DC20 Will save or suffer from a fear effect. The subject is convinced even his allies are horrendous monsters intended on devouring him whole. He is panicked for 3d4 minutes.

Pain Resistance: The subject gains 3d8+8 temporary hit points. The additional hit points are the last hit points taken from damage and after 3d4 minutes, they vanish, even to dropping the subject to negative hit points or death. The subject can also remain conscious and commit full rounds action into negative hit points until death.

Failure: The subject still receives the benefits but falls asleep for 3d4 minutes. Forcing him awake via injection brings on a DC 20 fort save or reduce the subject to -1 hit points.

Rage: The subject loses temporary partial control of his faculties as the injection thrusts him into a screaming, blood frenzy. He gains the barbarian's base rage ability with all its bonuses, penalties, and aftereffects. A Level 2 rage injection is more expensive, riskier to inject, but offers Greater Rage (per barbarian). A Level 3 rage injection is the most expensive and riskiest, but offers Mighty Rage (per barbarian). Like the barbarian's rage, this effect lasts as long as the user's new constitution bonus.

Failure: The rage continues as normal. For the entire duration of the rage, the subject loses all mental control, going totally berserk, attacking targets, friend or foe, totally at random. At the expiration, the subject must make a DC20 Fort save or suffer from the rage effects for 1 more round. This process is continuous, forcing a Fort save every round until the target saves.

Rapid Healing Injection: This one-time injection acts to cure 3d6+6 points of damage. After initial injection, another dosage cannot be used again on that subject for 24 hours.

Failure: The damage is healed but the subject passes out for 2d4 minutes.

Recovery: The injection, if delivered within one minute to a victim of a negative level attack or an ability drain, reverses the effect of 1d4+1 negative levels and 1d4+1 points of any ability drained. Double injections have no effect.

Failure: The recovery does not work.

Regeneration: The injection boosts the subject's recovery rate, offering regeneration (1d4+1) for 3d4 minutes.

Failure: The effect remains in effect but after the duration expires, the subject drops to -1 hit points.

Resistance: This injection offers a +4 bonus to all Fortitude saving throws for 3d4 hours.

Failure: The subject automatically loses his next fortitude saving throw unless 3d4 hours has expired.

Revive: The subject awakens from a sleep or from an unconscious state. Those reduced to under -1 hit points are limited to single actions. Attempting a full round action brings on a DC20 fort save or the subject falls unconscious again. Attempting another revive forces another DC20 fort save or the character dies. Regardless, after a full 24 hours, the subject needs 8 hours of uninterrupted sleep. Injecting him again within 24 hours is an instant failure.

Failure: None. The subject remains unconscious. Attempting a second injection forces a DC20 fort save or the subject is reduced to -1 hit point.

Sleep (Offensive): The victim must make a DC15 Fortitude save or fall asleep for 2d4 minutes.

Stability: This injection steadies one's hand. It offers a +3 competency bonus to hit for all ranged weapons for 3d4 minutes and increases aiming bonuses by +1. The subject also gains the nimble fingers feat.

Failure: The adverse occurs, though the subject is not aware of the hand's unsteadiness, imposing a -4 penalty to all ranged attack rolls and Dex based skills.

Stamina: This extended duration injection was initially designed for manual labor. It allows the recipient to function for 16 hours without tiring. This same injection may be delivered to living mounts as well. He also gains the Endurance feat for the duration.

Failure: Failure results in the subject to suffer an accelerated heartbeat. They gain the stamina bonus but after 16 hours, they collapse in a coma for a full day.

Still Mind: This batch of mood stabilizers prevents adverse reactions to mental effects for 3d4 hours. The subject gains a +5 to all Will saves.

Failure: The subject constantly second guesses his actions and pauses when he should act. He keeps the +5 bonus but cannot act that round. He can only make an action every second round for 1 hour.

Strength: This injection increases strength and muscle resilience. The subject gains a +4 enhancement bonus to Strength for 3d4 minutes. They also gain a +10 to movement and the Run feat.

Failure: The subject gains the strength bonus but after 1d4 rounds, is wracked with pain and stiff joints. They then take 2d4 points of Strength damage.

Truth (Offensive): The subject is forced to tell the truth. They must make a DC20 Will save to resist the effects.

Table: Boosters

Injection Medical DC Cost (UC) TL
Anti-toxin 25 400 1
Agility 35 600 3
Confidence 25 150 2
Death Simulation 20 500 3
Detonator 3500 4
Echan Suppressor 3000 4
Endurance 30 550 2
Extreme Boost 30 1500 3
Immunity 25 800 3
Massive 30 3000 4
Open Mind 1500 3
Pain Resistance 30 500 2
Paralysis 150 2
Psychosis 500 3
Rage, level 1, 2 or 3 25, 27, 30 1500, 3500, 5000 3
Rapid Healing 25 550 5
Recovery 30 2000 4
Regeneration 35 2500 5
Resistance 20 200 2
Revive 20 200 1
Sleep 100 2
Speed 25 200 2
Stability 25 250 3
Stamina 20 200 1
Still Mind 25 200 2
Strength 30 550 3
Truth 1 50 1


Battery Flare: A battery powered bright candle, the charge only lasts for one hour but illuminates an area more than 50 feet in diameter.

Binoculars: Though often times small and concealed, many are clumsier but more effective for bringing distant objects into close focus. They are sturdy, waterproof, and survive falls up to 50 feet, regardless of their capacity. If broken, they cannot be repaired.

Digital: Digital binoculars bend light through normal lenses but processes input into a digital receiver, which cleans up and stabilizes the image. Filters also activate with a simple button, switching from low-light and infrared views. This grants unlimited darkvision. It will work for one hour per charge.

Standard: Standard binoculars are equipped with an antireflective magnesium fluoride coating and assist long-range spot checks by offering a +2 bonus when spotting targets more than 100 feet away.

Chemical light sticks: Scientists battled for years to uncover a new chemical combination that provided the light of glowsticks without the danger of disruption. Oddly enough, the old style composition had a tendency of failing after only five minutes. A few rare ones breached the outer tube. They glow red, green, or blue usually. They don't use batteries, are cheap, and are waterproof. When activated, the chemicals mix with a fluorescent dye, giving them the illumination. Each price supplies 5 sticks and each one lasts 1 hour when activated. The stick illuminates a 40-foot area. Heating the stick increases the size to 60 feet but only lasts half as long. Chilling the stick decreases the size to 20 but lasts twice as long. Glowsticks are popular in echa and often impress many where flamboyant spellwork fails.

Climbing Gear: Attempting to climb with the proper kit offers a +5 bonus to attempts, though it takes a full minute to set up, and climbing takes twice as long. It includes carabiners, pitons, quickdrawns, rapellers, spikes, belays, pulleys and 4 50-foot bundles of super strong rope comprised of synthetic fabric wrapped around a flexible metal core. A small but hefty hammer is also equipped.

Compass: Thankfully, magnetic fields are unaltered in magical saturation. Magnetic north remains strong and true. Modern compasses diligently point to it loyally, granting a +2 bonus to navigation. Rumors indicate that Ixindar emanates a large magnetic field but this power source cannot be detected from Canam.

Electric Torch: The most common device on a techan adventurer, more than any other item, is the flashlight or electric torch. They do not employ fragile bulbs but instead utilize electronically regulated light-emitting diodes that make the end product more efficient, brighter, and much more durable for the wilderness adventurer.

Standard: This heavy metal shaft often doubles as a club, which it can be used for a pinch without damaging the light. It projects a 100-lumen cone 50 feet long. It will work for one hour per charge.

Battery Flood: This larger more clumsy variety is not effective as a weapon but the result is much more powerful. The floodlight projects a high-intensity beam 100 feet long and 600 lumens in power. It works 1 hour per charge.

Mechanical: The mechanical flashlight employs a miniature electrical generator and capacitor. By either shaking the light or winding a crank, the capacitor charges, allowing the unit to power its LED transmitter to a 25-foot long cone. Because if EDF drain, it only lasts 10 minutes before fading out but it does gain a +5 bonus to EDF rolls and does not require a battery.

Weapon Mount: This LED light projects a powerful focused beam from a very light source. It was original designed to be mounted under any standard one or two-handed firearm. It projects a 100-lumen beam 60 feet long. It works for 1 hour per charge.

Fire Extinguisher: Centuries of development resulted in a new multipurpose chemical. It smothers the flame and cools the target. The result is a compressed container capable of putting out almost any kind of fire from combustible metals to burning oils. Each container will put out a fire 10 feet by 10 feet in size.

Flash Goggles: This simple eyewear protects the wearing from any blinding effects from bright light, whether natural, technological, or even magical. They respond to incoming illumination and darken within 0.0005 seconds. Each time it responds uses up a charge.

Gas Mask: This flexible and compact unit, when donned, filters all outside gasses and will protect the wearer from any airborne poison for 12 hours until the inbuilt filter is saturated. It is then useless. It will not protect the user if the environment has no proper earth atmosphere at all.

Military Rations: Modern techans count their blessings every time they eat in the wilderness. They hardly need to fish or hunt. They are not required to stalk prey, gut and clean the kill, and cook them for hours over an open flame risking a number of contaminations when finally consumed. They simply tear open a ready-made meal and eat. The military made rations, also called techan rations or bastion rations, was actually originally dubbed in Selkirk (which pioneered the modern product) as ESPs or Echan Survival Provisions. They no longer just carry freeze-dried meat and crackers. They now offer a full range of cuisine including chicken and beef fajitas, hamburgers, meatloaf, beefsteak, and various pastas with various sauces, beef stew, and jambalaya.

Six days of rations for one person only weighs a halfpound. Each package requires very little preparation and can be eaten on the go. Beverages can be ingested right from the pouch. Each ration has a shelf life of 5 years with a peak temperature range of 60 degrees C. Each day's worth of ration supplies on average 3000 calories.

For reasons unclear, the narros adore ESPs and part of Selkirk's trade involves converting the imported narros food supplies into ESP, which is then sold back to them for a profit. On the other side, laudenian and chaparran elves despise the stuff to the point of entering almost a nauseous state just by smelling the "Man food."

Portable Stove: Modern portable stoves no longer require a flammable liquid like kerosene, prone to puncture and combustion. Now even the lower tech bastions employ a battery. This allows a small, compact item to only be effective with a pan or pot as one cannot cook something directly over a flame. That's what a campfire is for. The techan stove uses induction heating, which is fast, efficient and much safer as it won't heat anything except the ferromagnetic pot or pan placed on top. Heat is only conducted straight in to the cookware with no bleed to the air or to the stove. Each charge lasts for a full day of various cooking, making it a preferred choice over the solid fuel or kerosene variety. It will boil a pot of water in less than one minute.

Purifying Filter: These remove all impurities from water to make it drinkable. This includes sifting water from sludge or even from mud. The Filter can create 5000 liters of drinkable water by destroying any poisons or bacteria inside the water before being saturated. The new techan filters remove pollutants down to 0.01 micrometer, even filtering magical contaminants. Several safe additives mixed also destroy viruses.

Purifying Tablets: The tablets purify tainted water but cannot purify mud. Placing a tablet in more than one liter does not guarantee a safe drink. Each tablet purifies a liter of contaminated liquid, destroying any poisons, bacteria, or diseases inside the liquid. The result leaves no aftertaste.

Sleeping Bag: Sleeping bags now enclose one (or two snuggly) occupant in a synthetic bag capable of protecting the occupant(s) from temperatures as cold as -50 degrees C. It resists wind and is even resistant to combustion (thought not from magical fire). It is externally waterproof. It offers those inside a +5 bonus to Fort saves against the effects of cold weather that stacks with other measures taken.

Synthetic Tent: Tents come in 2, 5, and 10 person capacities. Most tents utilize flexible poles and are available in dome, tunnel, single-hoop, and geodesic styles. It takes 5 minutes to set up and take down properly. It offers those inside a +2 bonus to Fort saves against the effects of cold weather that stacks with other measures taken.

Powered: Powered tents supply sufficient illumination to read by and provide heat if the outside temperature drops to hazardous levels. Each cell charge lasts for one night, regardless of outside conditions. The battery can be deactivated if none of its abilities are required, turning it into a regular synthetic tent. Using its heaters increases its fort save against the effects of cold from +2 to +8.

Pressurized: Dual self-sealing resilient silicon diaphragms prevent the escape or entry of any gases as long as one person leaves and enters at a time. While in effect, the tent filters outside toxins as a gas mask would and can even supply its rated occupants with 1 hour of breathable air in a vacuum if an emergency arrives. Pressured tents must be powered and their cost and weight increase have been added into the entry.

Self-Deploying: These advanced enclosures erect and dismantle themselves in under a full minute. This involves an air pump as well as conductive microfibers that move into place and go rigid when an electric charge is run through them. Self-deploying tents are both powered and pressurized and their cost and weight increases have been added into the entry.


Detonator: Planted explosives require a detonator to trigger. Installing one correctly requires a DC10 demolitions skill roll check. Failure does not result in a sudden detonation, only a failed one upon activation. Actual varieties list in the dozens but fall into three categories, chemical, electrical, or mechanical but the route to the trigger affects its price and rules.

Radio Control: Because of EDF, radio waves are suppressed, reducing the range of radio controlled detonators. Regardless of power, all radio transmitters fail past 40 miles. Both the transmitter and receiver require batteries so the trigger is usually electrical as well

Timer: Timers utilize a mechanical timer to countdown compared to a digital timer, unpopular in echa due to disruption (60, 59, 58, 2, 1…). Although one may purchase a RDR (red digital readout) for the same price, it instantly becomes a TL2 item. The actual detonator is usually chemical or mechanical, both immune to EDF.

Wired: This simple form runs an electrical pulse that triggers the mechanical, chemical, or electrical detonator. Because EDF increases the resistance of electrical wires, the maximum range of any wired detonator is 500 feet.

Firearm clip: Weapons requiring clips must purchase said clips separately from bullets. Each clip costs the same but when purchased, cannot be swapped between different types of weapons. Each clip is unique to each weapon.

Holster: Bastions sell holsters for weapons only for medium sized creatures. Holsters for a small creature cost twice as much and are custom-made.

Back: Back holsters are usually reserved for two-handed weapons but only for ones that don't require braces or tripods.

Chest: Chest holsters are easier to withdraw and return than hip holsters.

Hip: This is a standard side holster for all single-handed weapons.

Concealed Carry: This is a holster concealing the weapon held inside. The holster usually sits inside a pocket in a vest of a jacket. This is only effective with one-handed weapons.

Laser Sight: Laser sights may be used in conjunction with scopes. They paint targets with precision to where the weapon's fire will strike. This also doubles as a psychological device where some targets may be more open to intimidation if noticing a green target on their chest. A sniper may, if they wish, swap it for an infrared diode, which is invisible to everything except for night vision (darkvision). The standard sight uses a green diode pumped solid-state laser which is effective for 1 range increment, 3 if used in conjunction with a scope. It offers a +1 targeting bonus to all ranged attack rolls and does not give away the shooter's location. It uses 1 charge per shot used.

Scope: Weapon scopes come in several varieties and sizes but can be summed into two categories. They are only useful of one takes time to aim at a target. When using a scope and taking a full round to aim, the shooter may ignore the penalties for the second range increment.

Targeting: Standard telescoping sights use simple optical magnification and mil-dot reticle to assist the user in aiming his weapon. Since these scopes have variable ranges, one with the Take aim feat is proficient enough to take an additional round to aim (2 total), to adjust his sights to remove the third range increment as well. One needs the feat to minimize parallax error and does not gain the bonus without it.

Digital: This scope utilizes a fixed focus so is not effective for long-range fire. It does improve short-range continuous target fire. Digital scopes feature infinity sights, projecting an aiming reticle apparently directly on the target, though never leaving the scope's sight. Because it is free parallax, the laser target maintains its lock despite the moving of one's eye. The digital scope not only nullifies range penalties for 3 range increments, it also offers a +1 targeting bonus to all ranged attack rolls within the first 3 range increments if the user aims. The scope also offers nightvision range (darkvision) for four range increments. The battery lasts for one shot per charge.

Suppressor: These attachments muffle the flash and sonic blast of explosively propelled firearms. By slowing the expanding gases exiting the barrel, the suppressor stems the acoustical signature, but does not silence it completely. The sounds reduce as they reflect inside the lengthy metal or polymer attachment. This also reduces the effective range of the weapon, reducing its range increment by 50%. Weapons fitted with suppressors do not give away the shooter's location. Suppressors cannot be used on shotguns or super heavy weapons or weapon rated higher than TL3. Most weapons TL4 and above either cannot have the attachment, or more likely the attachment is worthless, as not enough noise escapes from the barrel to be suppressed in the first place.

Sentry Assembly: Sentries, when placed and programmed, fire their equipped weapons at any targets within range and within their parameters. Their base attack bonus is +10 and they are equipped with the Burst Fire feat. They can be equipped to not fire at specific people if their heat signatures are programmed into the sensor package ahead of time. All variants employ both optical and motion tracking for targeting their opponents. Other than programming patterns of whom not to fire at, the weapon system can only be given specific instructions on what it considers intruders. Their targets may include any motion, any discernable heat, and any specific size but specific creatures or specific types of creatures cannot be targeted. All variants can fire with a full 360- degree range with a vertical angle of attack of +/- 50 degrees from parallel ground. The sentry can be equipped with one heavy weapon or with two longarms, which fire alternately to conserve ammunition. These weapons and their ammunition must be purchased separately. All variants come equipped with an alarm that sounds out enemies to double the sentry's targeting range and stops moment as the weapon begins to fire. They will not stop until ordered by command or if out of ammunition. All variants are equipped with PDA controls that operate via their own B5 cell. They can specifically target objects in their sensor range or be activated or deactivated with this control. The units can also be controlled directly from the machine if the PDA shorts out.

Fixed: Fixed weapon systems are equipped with a rugged tripod system that can be rooted deep into stone or dirt to prevent an easy topple. The weapon's targeting range is limited to only one range increment or 100 feet, whichever shorter. Fixed weapons have an AC of 10, 2 hardness, and 10 hit points. Weapons are not broken if the sentry breaks.

Mobile (Wheeled/Legged): Mobile sentries patrol a 500 ft path or 500 ft diameter circle. Anything it considers a target it moves into the second range increment before firing but intentionally never deviates more than 10 feet from the first increment or from its patrol area. It does not pursue targets moving outside of its range and targeting area. Wheeled sentries cannot cross any difficult terrain nor cross any obstacles unlike the four-legged variant, which have no trouble. The wheeled variant moves at 30 ft. and the legged variant moves at 20 ft. Each has an AC of 15, a hardness of 5 and 20 hit points. Weapons are not broken if the sentry breaks.


The following items are unique to specific Bastions that are listed in their descriptions. Many of these items are the most advanced available, and as a result, are hard to find, expensive to use, and very vulnerable to being disabled by EDF.

Anti-Echan Network (AEN): This York designed device really exhibits a level of intelligence many other bastions don't subscribe to the lower tech city. It soon found circulation across the world by all mercenaries and military groups. It uses a battery but actually utilizes the EDF to its advantage. The AEN uses poles driven into the ground or tripods. They generate an electrical field connected together, transmitting back to the base system at camp. Each pole cannot be more than 25 feet apart from another. This network not only generates a field between the poles, but over them as well, creating a roof as long as connecting poles remain within 25 feet. If any magical creature (anything except natural animals) breaks this field or even touches an AEN pole, the creature sends a fluctuation in the EDF, which the machine reads. It then sends an alert message back to the transmitter. The AEN poles receive power from the transmitter so only one battery is needed. If any of the poles detect an elevated EDF, it sends an alert. Breaking a connection to a pole sends an alert. If the receiver shorts out, it breaks a connection to a backup mechanical siren, which goes off. This prevents any non-techan force from sneaking up on the group when the network is set up. The receiver can locate where a break occurs. Each charge used maintains 4 poles for 1 hour. Each additional charge per hour allows the addition of 4 more poles. Echans have not yet discovered a way to suppress this field or simulate the techan field maintaining the connection. There only real weakness is subterranean introgression, assuming approaching echans even notice the network.

Anti-Gravity Generator (Personal): The subject using this belt device can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). He can ascend at half speed and descend at double speed, and the maneuverability is good. Using the generator requires only as much concentration as walking, so the subject can attack normally. The subject can charge but not run, and cannot carry aloft more weight than his maximum load, plus any armor it wears.

The cell lasts for one minute per charge. Should the cell expire while the subject is still aloft, the cell fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If he reaches the ground in that amount of time, he lands safely. If not, he falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall.

Big Ear: This tiny device wraps around one's ear and amplifies incoming acoustic data. When activated, it offers a +10 bonus to listen rolls. One charge is used every hour.

Camera Ball: This 3 inch rubber ball with a weighted flat bottom can be thrown or fired from a 40mm grenade launcher. Once it lands and rolls to its bottom, it transmits audio and video input from a full 360 degree arc to as much as 500 feet to a receiving monitor. Both the ball and the monitor require a B cell using up one charge per minute of use.

Cloaking Generator: Different than a terrain generator, the cloaking generator vanishes a whole army or even a small town. Lasting 10 minutes per charge, the dome totally turns invisible anything within 100 feet. However, this device is not portable and cannot be moved when activated. Utilizing another charge doubles the diameter (though only one additional charge is allowed). Anything entering the dome will see everything inside for what it is. However, until that occurs, all actions inside remain invisible, even attacks. Theoretically, one can stage gunfire from a cloaking dome and no one can trace the location without sufficient listen checks to see the point of origin. Even still, the cloaking field does not turn off. This item was created at Mann, but rumors suggest it was stolen from Porto.

EDF Muffler Box: This box resembles a standard aluminum crate save for the massive insulation properties it possesses. Though designers succeeded in creating a small container rendering its contents immune to EDF, larger attempts resulted in failure. The amount of insulation required increases proportionately to the size of the container, resulting in only slightly larger capacity for much large containers. The small one developed at Selkirk and given to Angel was stolen by Sierra Madre and sold to York. It protects all batteries inside from EDF disorder, offering a +10 bonus to EDF for everything placed inside. Because of the generic descriptions of battery cell sizes and origins, the muffler bag can carry 5 H cells with 2M cells replacing 1 H cell and 2 B cells replacing 1 M cell. There is no lifespan of the box. However, if it is punctured or damaged by fire, it is useless. It has a hardness of 5 and 5 hit points.

Electro Optical sensor: The EOS is equipped with a 360 degree motion sensor meant to detect both ground and aerial targets within 50 feet. It only detects movement and cannot detect incorporeal targets. Targets must beat a DC35 move silently check or be detected. It sends all information to a source monitor that cannot be more than 100 feet away. One charge is used up every hour.

Force Shield: Lasting 1 minute / charge, the force shield offers a +7 enhancement bonus to AC, offers 3/4 cover to all missile and area attacks. Mann originally developed this technology. Porto followed soon after. They never traded it with anyone and technology theft remains the probable cause.

Gravity Lenses: An ingenious invention Mann stole from Porto and Motego, the lens resembles a 10x13 photo frame with a handle on one side when unfolded from its compact package. When attached to a wall, it allows to the user to peer through it as if looking through a window. It uses 1 charge on its activation and on every minute thereafter. It detects secret doors, compartments, caches and so forth as well as snares and pits. It will give trap-disarming rolls a +10 techa bonus.

Grip Gloves: Lasting 10 minutes per charge, this Selkirk prototype allows the user to climb at 1/4 their walking speed without rolling climb checks. A DC of 30 is required to forcefully remove the character from the wall unwillingly. Copies of the technology were later found in Sierra Madre.

Ground Seismic Sensor: The GSS resembles a small cylinder with a pointed end to be driven into the ground. When activated, it detects all ground movement around via an acoustic array, a seismic geophone, and a magnetic sensor. All ground movement in a 100-foot radius must overcome a DC35 Move Silently roll or be detected. It detects all ground movement including creatures traveling by trees. Only aerial and incorporeal creatures are immune. It sends all information to a source monitor that cannot be more than 100 feet away. One charge is used up ever hour. The sensors are so sensitive that the GSS will identify footprints and weight and offer possible identities. The magnetic sensor can detect any weapons. It uses one charge every hour.

Holographic Generator: This backpack carried device deploys its own legs when activated. The fabric of the pack conceals most of its gear. Only a reflective sphere on a pintle rises from the top. Lasting 2 hours per charge, the device can make terrain look and sound like some other sort of natural terrain. Creating terrain around them can hide structures, equipment, and creatures within the area. The moment physical interaction occurs, the effect is nullified. This could cloak an entire party if need be. The range is more than 300 feet in diameter. It was originally designed by Porto as a duck blind to monitor echan cultures. Selkirk developed a similar device later.

Jelly pad: This odd device resembles a little plastic bag filled with red gel surrounded by a mechanical control collar. When dropped, it positions itself directly underneath the target or moves itself to land where the subject will land. The user should be falling. No matter the height, the jelly pad expands to catch the target, removing any damage the user would take. The user needs to be conscious and have a hand free to release the unit. It does not work if the jelly pad lands on water or on a fire (substantial heat source). The jelly pad does not roll down hills. Once it hits the ground, it stays. The pad does not move after impact if the character moves. The jelly pad has a built in battery and is a one-shot only device. This Item was developed at Selkirk.

Lie Detector: Not paper, needles, or wire, this device is a simple palm-shaped item that is placed gently on the subject's body. The subject may resist with a Will DC of 20. It will detect falsehoods when the subject is asked direct questions. One person can be interrogated with 1d6 questions, using a single cell charge.

Light Bender: Thought once to be the realm of only magic, the bender moves light flawlessly around it, effectively making itself and its wearer invisible. The device, usually a backpack stored with a remote bracelet to operate, creates a field, vanishing from all sight, even from darkvision and infrared. If the recipient carries gear, that vanishes too. Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 5 feet from it becomes visible. It was developed at Porto but stolen by a rival bastion, Motego. It also popped up later in Mann. Of course, the subject is not silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The device's field does not disrupt if the subject attacks any creature.

Rover Robot: This tiny machine resembles a small, flattened box with four large wheels. Regardless of how it lands or tumbles, it still can operate, as its wheels are larger than its body. A camera adjusts automatically regardless of which way is up. The machine rolls at 20ft and can tread through rough terrain or even over water. It has an AC 15 and 20 hit points. It is virtually silent and has a +15 to move silently and hide. It receives instructions from an operator that cannot be more than 500 feet away. It sends back both visual and audio information. It uses one charge per minute and both the machine and the controller require batteries. The camera transmits in infrared (darkvision) as well as normal light.

Ultrasound Goggles: The goggles translate sonic vibrations into visual stimuli. A sound that's loud to the point of painful to the ears causes the goggles to cease being useful. However, when in a prime situation, the goggles transmit high frequency pulses and detect their ricochet off objects. This not only allows the wearer to view complete darkness as if she had darkvision up to 80 feet, but it will also detect any invisible objects in that range as well. Each cell charge lasts for one minute. It detects both magical and technological Invisibility. It is from Selkirk.

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