Created by Narset a month ago, last updated a month ago
Description
data discs
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 |