data discs

Created by Narset a month ago, last updated a month ago

Description

data discs

Roll it!
Range Description
1 3D cobblers [3d printer for construction materials, creates buildings with proper material] <013567> Tinker III
2 acid gas grenade mk I [Sunder 1 AV, Higher tier more zones and greater sunder] <00> Tinker I
3 anti-gravity boots [localized grav distortion] <00047> Tinker III
4 antimatter cell [200 power construction, dice chain d20] <008> Tinker III
5 arc winder [pistol, D6 cells, chains targets] <0245> Tinker II
6 bio-scanning bracelet [ wrist mounted, gives readout of life signs] <0024> Tinker II
7 biodynamic cell [blood fueled cell, 60 PWR, D6 HP to charge, d6 dice chain] <035> Tinker II
8 blaze injector [injector of fire ant gaster paste,heat resistance, fire damage] <01> Tinker I
9 blood-gradient hand vacuum [pistol, Recharge on 1hp. d6 1/2 AP] <0456> Tinker II
10 carbine [full auto rifle, D8, explodes on crit, S. ammo usage on 3-6] <0014> Tinker II
11 chain laser [Laser rifle, 3d6, requires cells] <0005> Tinker II
12 chain pistol [ laser pistol, 2d6, cells] <0014> Tinker II
13 chaingun [2d6, explode, S. ammo 3-6, penetrates to zones behind enemy] <004> Tinker II
14 chem cell [power 10, d10 dice chain] <001> Tinker I
15 chiral rings [armor, takes 3 floating nearby slots, can dismember enemies in adjacent zone for power. d10(3)] <02457> Tinker III
16 combat shotgun [d6, blast, S. ammo, Short range] <0014> Tinker II
17 combustion cell [oil, 6 power, d6 chain] <002> Tinker I
18 dazzle cheek [requires cell, hypergeometric field adds 3 AV, take +1 damage from magic] <3478> Tinker III
19 defoliant grenade mk I [destroys plant matter with gas, hig tier more zones and effective turns] <001> Tinker I
20 di-thermo beam [pistol, d6, cell, fire and ice, take turn to switch element, burn and frozen crits] <0246> Tinker II
21 displacer bracelet [cell, short range blink] <0046> Tinker II
22 droid scrambler [sphere, hums quietly, can pacify lower tier robots, cell] <123> Tinker I
23 Eaters' nectar injector [increase 1 stat by 1, only used once] <06> Tinker II
24 eigenpistol [long range pistol, D6, S. ammo, AP 1, penetrates] <0005> Tinker II
25 eigenrifle [long range, D12, S. ammo AP 2, penetrates] <0005> Tinker II
26 electrobow [Electric arrow, Recharge [5], stun] <0024> Tinker II
27 EMP grenade mk I [pulses, disables electronics and cells, higher tiers increase zones and effective turns] <00> Tinker I
28 empty injector [Chem injector, empty, ammo for booster and dart gun, can be filled with chems] <00> Tinker I
29 ergo chair [white plastic chair, sitting aids in examining and disassembling artifacts and slightly improves healing rate] <012> Tinker I
30 fidget cell [4 power, d4 dice chain, recharge through movement, D4 using action] <001> Tinker I
31 flamethrower [D4, Blast, Penetrate, cells] <0004> Tinker II
32 flashbang grenade mk I [Stun, random movement, higher tier increase zones and effective turns] <00> Tinker I
33 force bracelet [wrist mounted force field emitter, cells, can push enemies body check] <0034> Tinker II
34 freeze grenade mk I [frozen, higher tiers more zones and effective turns] <00> Tinker I
35 freeze ray [ D4, blast, penetrate, cell, frozen] <12345> Tinker II
36 fungicide grenade mk I [kills all fungus in zone, high tier more zones and effective turn] <001> Tinker I
37 fungicide pump [sprays fungicide, S. ammo, double damage to myconid life, blast, penetrate] <0024> Tinker II
38 gas tumbler [Able to input and output gases (spore clouds, normality gas, poison, Hypergeometric vapors, etc.) <00456> Tinker II
39 gaslight chisel [D4, pale light, steel melt temp, ignore AV] <0004> Tinker II
40 gaslight flyssa [D8, pale light, Steel melt temp, ignore AV] <0004> Tinker II
41 gaslight kris [D6, pale light, steel melt temp, ignore AV] <0004> Tinker II
42 geomagnetic disc [2D6, cell, long range, returns to owner] <00126> Tinker II
43 grappling gun [allows climbing, quick move between zones] <024> Tinker II
44 gravity grenade mk I [pull enemies to zone, high tier more effected zones] mk I <012> Tinker I mk II <024> Tinker II mk III <356> Tinker II
45 grenade launcher [Grenades as ammo, grenades long range] <0023> Tinker I
46 gyrocopter backpack [cell, ability to fly] <0045> Tinker II
47 hand rail [D8, cell, mag accelerated, negate cover and obstacles] <00006> Tinker II
48 Hand-E-Nuke [obliterates anything within its radius] <008> Tinker III
49 HE Missile [High explosive, ammo for missile launcher or mortar tube] <00001> Tinker I
50 high explosive grenade mk I [High explosive grenade, high tier more zones and more damage] mk I <00> Tinker I mk II <00> Tinker I mk III <001> Tinker I
51 high-energy thermo cask [body armor, increase offense and defense of fire and cold] <0067> Tinker III
52 high-voltage arc winder [6D4, cell, double against robotics] <0457> Tinker III
53 hologram bracelet [wrist worn, creates hologram of user, enemy archive check, fail and attack decoy] <0034> Tinker II
54 hoversled [floating near slot, acts as pack animal] <0034> Tinker II
55 hulk honey injector [+3 body, +2 temp hp per lvl, -1 AV, cannot feel pain. D6 duration] <01> Tinker I
56 hypertractor [tractor beam, pulls object to user] <23456> Tinker II
57 laser pistol [D10, AP1, cell] <0004> Tinker II
58 laser rifle [D12, AP2, cell] <0004> Tinker II
59 lead-acid cell [ 4 PWR, D4 chain] <001> Tinker I
60 leyline puppeteers [Floating slot, mystic gift, Neutron flux powered] <02458> Tinker III
61 light rail [D12, AP3, cell, Ash corpse] <0006> Tinker II
62 linear cannon [2D12, Ignore AV, Collosal, Cell, Loading D10 [4]] <0567> Tinker III
63 longreach grappling gun [Climb and reach further than regular grappling guns] <0357> Tinker III
64 love injector [injected loves the first thing they see] <01> Tinker I
65 maghammer [6D2, Cell, Mag hit on robotic enemy (second roll of 6D2)] <0345> Tinker II
66 magnetic bottle [Cell, safely transfer Neutron flux] <0246> Tinker II
67 magnetized boots [Walk on metal surfaces, Save against prone +2] <013> Tinker I
68 mecha power core [200 PWR, D20 Chain, can power ancient mecha] <88> Tinker III
69 missile launcher [3D6, Blast, Burn] <0004> Tinker II
70 nano-neuro animator [Imbue inanimate objects with life, Cell] <0067> Tinker III
71 nanopneumatic jackhammer [2D4, Cell, destroy walls and obstacles] <123> Tinker I
72 night-sight interpolators [full color vision at night] <0007> Tinker III
73 night-vision goggles [Green monochrome vision at night] <0003> Tinker I
74 ninefold boots [longer range teleport than blink] <012346> Tinker II
75 normality gas grenade mk I [Normalizes space time of hypergeometric and realm beyond rifts, high tier more zones and effective turns] mk I <001> Tinker I mk II <002> Tinker I mk III <003> Tinker I
76 nuclear cell [100 PWR, D10 chain] <006> Tinker II
77 nullray pistol [Disrupts normality effects from things like normality gas and normality fields, allows hypergeometry and realm beyond to manifest] <0056> Tinker II
78 ontological anchor [Normality field, disrupts the realm beyond and hypergeometry] <0246> Tinker II
79 palladium mesh tabard [-1 to magic damage, add to computational lattice (upgrade appropriate items effected by computation)] <4567> Tinker III
80 phase cannon [4D12, Colossal, high tier cell (minimum D10 chain)] <0008> Tinker III
81 phase shift grenade mk I [Changes phase of objects, in>out/out>in, high tier more zones and effective turns] mk I <002> Tinker I
82 plasma grenade mk I [Plasma cloud, high tier more zones and effective turns] mk I <013> Tinker I mk II <024> Tinker II mk III <356> Tinker II
83 point-defense drone [Destroys projectiles, floating slot, comp] <0256> Tinker II
84 poison gas grenade mk I [poison gas, tier more zones and effective turns] mk I <00> Tinker I mk II <00> Tinker I mk III <001> Tinker I
85 portable wall [can create walls] <0034> Tinker II
86 powered exoskeleton [+2 body, extensively moddable] <006> Tinker II
87 prayer rod [1d4+2, daze on crit, cell] <004> Tinker II
88 precinct navigator [Long range teleport] <0B24> Tinker II
89 precision nanon fingers [Finger extensors make adjustments to weapon attacks, increase crit range by 3] <0457> Tinker III
90 programmable recoiler [mark a place and use this device to recall, can only mark one place then locks, cell] <12234> Tinker II
91 psychodyne helmet [+1 archive, +2 spirit] <4578> Tinker III
92 pump shotgun [1d8, blast, S.ammo] <003> Tinker I
93 random-point recoiler [will mark a random place in the world, you will recall there, cell] <1234> Tinker II
94 recycling suit [+adv on ration usage checks, stores three pips of emergency ration] <0034> Tinker II
95 reprogrammable recoiler [mark a place and use this device to recall, can mark different places, no lock, cell] <12346> Tinker II
96 resonance grenade mk I [Destroys objects in zone, tier more zones and effective turns] mk I <00> Tinker I mk II <001> Tinker I mk III <002> Tinker I
97 rocket skates [+1 movement, d4 blast attack move into adjacent zone, cell] <0025> Tinker II
98 rolling chair [tight black mesh straightens the spine, wheels descend from casters and locomote, sitting aids in examining and disassembling artifacts and slightly improves healing rate] <0CB> Tinker I
99 rubbergum injector [reduces fall damage greatly] <01> Tinker I
100 salve injector [regen 2 health per turn D6+3 turns] <01> Tinker I
101 scrapasan chair [bowl shaped, scrounged textiles and padding, sitting aids in examining and disassembling artifacts and slightly improves healing rate] <0CB> Tinker I
102 semi-automatic pistol [1D6, S.ammo, Akimbo +1 Mask] <0013> Tinker I
103 shade oil injector [Phase out of spatial dimensions for D6 1/2 rounds] <01> Tinker I
104 skulk injector [+2 move at night, +1 agility low light vision, burrowing claws, double damage from light based attacks] <01> Tinker I
105 sleep gas grenade mk I [causes sleep, tier more zones and effective turns] mk I <00> Tinker I mk II <00> Tinker I mk III <001> Tinker I
106 slip ring [+adv against being grappled, +adv on disengage actions] <0035> Tinker II
107 small sphere of negative weight [floating, adds backpack slot] <00007> Tinker III
108 sniper rifle [1D8, +adv on long range shots, S.ammo, Loading (Agility)] <0014> Tinker II
109 solar cell [4 pwr, D4 chain, can be recharged at noon] <002> Tinker I
110 space inverter [trade places with a being, recharge (5)] <0007> Tinker III
111 spaser pistol [1D10, AP1, plasma gas] <00007> Tinker III
112 spaser rifle[1D12, AP2, plasma gas] <00007> Tinker III
113 sphynx salt injector [Immune to confusion, No Favor usage for D6/2 turns, precognition] <05> Tinker II
114 spiral borer [Item that drills the earth, can be sued to enter dungeons and for construction] <0034> Tinker II
115 Spray-a-Brain [Animate objects] <0056> Tinker II
116 spring-turret grenade mk I [Creates turret, D4, tier more turrets, higher damage] mk I <022> Tinker I mk II <024> Tinker II mk III <045> Tinker II
117 stasis grenade mk I [Stasis effect, tier more zones and effective turns] mk I <00> Tinker I mk II <001> Tinker I mk III <002> Tinker I
118 step sowers [massive plant growth creates weak obstruction, can slow enemies] <012345> Tinker II
119 structural scanning bracelet [gives detailed readout of structure and its integrity] <0024> Tinker II
120 stun gas grenade mk I [stun, tier more zones and effective turns] mk I <00> Tinker I mk II <00> Tinker I mk III <001> Tinker I
121 stun rod [1D4, stun on crit, cell] <001> Tinker I
122 syphon baton [1D6, drains electricity if applicable to charge a slotted cell, can drain cybernetics, inventory, and charged beings] <00445> Tinker II
123 tattoo gun [can create tattoos] <012> Tinker I
124 telemetric visor [allows techscanning, can see HP for robotic enemies, technological exotica is considered identified, operational capability of tech, see charge of cells] <0005> Tinker II
125 thermal grenade mk I [fire damage, tier more zones and effective turns] mk I <00> Tinker I mk II <00> Tinker I mk III <001> Tinker I
126 thermo cask [armor, increase cold and heat resistance, increase cold and heat damage] <0046> Tinker II
127 thermoelectric cell [40 PWR, requires lava] <024> Tinker II
128 time dilation grenade mk I [Age and destroy or unmake items, tiers more zones and effective turns] mk I <002> Tinker I mk II <024> Tinker II mk III <046> Tinker II
129 timecube [allows single use sandevistan] <007788> Tinker III
130 transkinetic cuffs [allow user to change body temperature to their liking, can no longer freeze or burn] <02468> Tinker III
131 tread guard [+1 AV for motorized treads] <003> Tinker I
132 tri-hologram bracelet [creates three holographic copies of the user, cell] <04567> Tinker III
133 turbow [D8, AP2, cell] <00245> Tinker II
134 ubernostrum injector [short term regen, regrow lost limbs] <05> Tinker II
135 ulnar stimulators [+1 body, +1 agility, cell] <003> Tinker I
136 vibro blade [D10, ignore AV, cell] <0015> Tinker II
137 vibro dagger [D4, ignore AV, Cell] <0004> Tinker II
138 VISAGE [Bioscanning, Techscanning, structure scanning] <001246> Tinker II
139 wrist calc [comp to local lattice, light, bonus to identifying exotica, cell] <0124> Tinker II
140 wrist fan [provides cooling, can repel gasses in small quantities] <0013> Tinker I
141 scoped masterwork chain pistol [laser pistol, 2d6, cells, +adv on long range] <0014> Tinker II
142 scoped masterwork carbine [full auto rifle, D8, explodes on crit, S. ammo usage on 3-6, +adv long range] <0014> Tinker II
Roll it!