TEXT: 1 
   
  The Technological Table 
  by  Gabor Lux 
   
  % 
  Technological Instruments Price 
  01-05 Laser pistol 
  2000 
  06-08 Laser rifle 
  3000 
  09-11 Laser sword 
  1500 
  12-14 Laser spear 
  1500 
  15-16 Chrome glove 
  2000 
  17-19 Electro-whip 
  2500 
  20-25 Cartridges 
  400 
  26-27 AG box 
  4500 
  28-29 AG belt 
  3000 
  30-37 Aquastel 
  150 
  38-45 Antitoxin 
  700 
  46-47 Argent 
  1800 
  48-52 Diambroid 
  500 
  53-55 Doctrinator 
  800 
  56-63 Galtan’s Precise Skullcap 
  600 
  64 
  Hypno-box 
  6000 
  65-70 Integrator 
  2000 
  71 
  God-box 
  3000 
  72-75 Comm device 
  1000 
  76-81 Chromathrope 
  600 
  82 
  Polymorphic base 
  1500 
  83-87 Raptogen 
  250 
  88-90 Reversal 
  800 
  91 
  The dark eye 
  6000 
  92-00 Stim 
  50 
   
  Futuristic weapons: laser weapons have 
  an infinite penetration capacity, but require 
  precise 
  aiming. 
  Accordingly, 
  armour, 
  shields and natural defences are useless 
  against them, while Dexterity and magical 
  protection still apply. 
  A character concentrating fully on 
  moving unpredictably (foregoing other 
  actions) can avoid rays with a successful 
  saving throw, granting protection against 
  one opponent. If the character is under fire 
  by multiple foes, the second save receives 
  a -3 penalty, the third -3, etc. 
  On maximum damage (e.g. 0 on one of 
  the d10s), roll another dice and add to the 
  total. There is no theoretical upper limit to 
  laser damage. 
  Characters who are untrained in the use 
  of lasers do not develop a precise aim until 
  they participate in at least three raygun 
  battles. Roll 1d6 after each attack roll; if the 
  result is odd, subtract it from the total. 
  Some of the older weapon stocks are 
  close to malfunctioning. On a natural 1, 
  they deplete all energy in a miss. 
  Automated lasers are typically found in 
  ancient underground installations, and 
  should be treated as stationary 2+2 HD 
  opponents with AC 3. 
   
  Laser pistols have a capacity for 30 shots, 
  but those found in the field usually have 
  2d10+10 charges remaining. The larger, 
  bulkier laser rifles, slung over the shoulder 
  on a belt, consume charges at a x1.5 rate. 
  Cartridges are small cylinders holding 15 
  shots worth of energy, and may not be 
  refilled, nor are they manufactured at any 
  known location on Fomalhaut. 
  Tri-lasers can fire three shots within a fan-
  shaped area. They are immobile (although 
  they can turn up to 180 degrees), and are 
  usually found mounted at strategic locations. 
  Laser swords and laser spears are melee 
  weapons. Their full capacity is 15 units (one 
  cartridge). They have the penetration of 
  regular lasers, but after depleting their 
  charges, they inflict damage one dice under 
  their normal equivalent. One charge 
  functions for 5 rounds, expended by 
  pressing a switch in the grip.  
  Chrome gloves are chrome-plated gauntlets 
  of a cobalt alloy worn over the hands, and 
  essentially function as laser pistols. 
  Flamethrowers, also heavy mounted 
  weaponry, have a short range but generous 
  area of effect, and are equipped with 6 units 
  of napalm. A save is applicable for ½ 
  damage. Almost all of them are found 
  behind 
  protective 
  shielding, 
  as 
  concentrated heat (e.g. a laser hit) 
  detonates them as a fireball (3d6 damage 
  and 10’ radius for every remaining charge). 
  Electro-whips are employed by elite 
  enforcer units. On the basic setting, they 
  cause nonlethal damage, but they can be 
  set to kill if necessary. In the first case, 10 
  rounds of use consume one charge; in the 
  second, the rate is doubled. Their full 
  capacity is 15 units (one cartridge). 
   
  
  2 
   
  Futuristic weapons Price*  
  Damage 
  Critical** 
  Range (feet)  
  Laser pistol 
   
  2000 gp 
  2d10+  
  *3 
   
  100’ 
   
   
  Laser rifle 
   
  3000 gp 
  3d10+  
  *3 
   
  100’ 
   
   
  Tri-laser 
   
  6000 gp 
  3*2d10+ 
  *3 
   
  100’ 
   
   
  Laser sword 
   
  1500 gp 
  2d6+  
  18-20/*2 
   
  - 
  Laser spear 
     
  1500 gp 
  1d12+  
  *2 
   
  20’ 
  Chrome glove  
  2000 gp 
  2d10+  
  *3 
   
  100’ 
   
   
  Flamethrower  
  2500 gp 
  6d6 
   
  - 
   
  20’x60’ area 
   
  Electro-whip  
  1200 gp 
  3d4+ spec 
  *2 
   
   
   
   
  Cartridge 
   
  400 gp  
   
   
   
   
   
   
   
  * Approximate value; typically less valuable in original environment. Price is for a fully charged 
  specimen (i.e. a depleted laser pistol would be worth 1200 gp). 
  ** For the Sword&Magic rules. 
   
   
   
  AG box (4500 gp): a 5’ cube which is not 
  subject to gravity or friction, and turns the 
  objects placed therein weightless. Due to 
  its nature, it is not always easy to control. 
  AG belt (3000 gp): this anti-gravity device 
  uses the same cartridges as futuristic 
  weapons, with a capacity of 15 units. One 
  unit allows vertical levitation like the spell; 
  three flight with free movement, with 
  respective durations of 1 hour and 1 hour + 
  1d6*10 minutes. On every use, there is a 
  cumulative 2% of malfunction. 
  Aquastel (150 gp): a liquid that resembles 
  water, but has ten times the weight. Mixed 
  into liquids, it efficiently reduces them to 
  their components, layering them over each 
  other by their density. This neutralises 
  potions, toxins and most other compounds, 
  which cannot be remixed. 1d6 doses found. 
  Antitoxin (700 gp): a small dermal patch 
  which removes all toxins from the body 
  upon application. 1d3 are found. 
  Argent (1800 gp): a liquid stored in shiny 
  metal canisters, which develops into a 
  silvery 20’ radius gas cloud upon contact 
  with air. The gas is a strong nerve poison 
  (two saves at -3). Initial effect reduces 
  subjects 
  to 
  a 
  vegetative, 
  easy-to 
  manipulate zombie state; secondary effect 
  2d3 hours later kills subjects after terrible 
  convulsions. Argent leaves behind silvery 
  traces, but this residue is harmless. 
  Chromathrope 
  (600 
  gp): 
  a 
  cylinder 
  containing prisms and lenses, emitting 
  rainbow-coloured light through one end. 
  This 
  light 
  burns 
  permanent, 
  random 
  patterns of a colourful, crystalline nature into 
  the chosen surface. Whatever the device’s 
  former purpose, the vivid colours will create 
  a permanent marking. On human skin, this 
  is a painful process, and there is 20% 
  probability the radiation results in the 
  permanent 
  loss 
  of 
  1 
  Constitution. 
  Chromathrope can be used 12 times. 
  Comm device (1000 gp): tiny, flat metal 
  disks and earplugs can transmit everything 
  louder than a faint whisper to everyone 
  wearing similar devices within a 10 Stadion 
  range. Strong electromagnetic fields and 
  thick metal walls can muffle or neutralise 
  the signal, while receivers owned by hostile 
  parties can easily pick it up. 
  The dark eye (6000 gp): in the ancient era, 
  the use of this device was strictly prohibited. 
  The round black device is an artificial eye 
  equipped with a darkly glinting lens. 
  Touched to the forehead, it sinks within the 
  skull to embed itself, allowing perfect vision 
  even in total darkness. The eye’s energy 
  can be charged by sapping the life force of 
  others, by emitting a grey-black light beam 
  draining 3d6+3 Hp from the subject. Victims 
  permanently lose 1d3 Hp, which the owner 
  gains temporarily. At 0 Hp, the eye drains all 
  remaining life energy, transferring it to the 
  owner and killing the subject. Although there 
  are no theoretical upper limits to the life 
  drain effect, the human organism cannot 
  always cope with the excess energy. 
  However, if the eye receives insufficient 
  nourishment, it will devour the user’s brain – 
  warning signs include a feeling of pressure 
  within the forehead. 
  
  3 
   
  Diambroid (500 gp): explosives typically 
  stored in flat tin canisters; damage is 6d6 
  Hp per dose, radius 20’ per dose. It is set 
  off by strong impact, electrical discharge, 
  and 1:6 also by electro-magnetic fields. It 
  can be found in its basic form, as well as 
  with suction cups allowing easy placement, 
  timers, remote control, etc. 
  Doctrinator (800 gp): a metal slug that 
  sinks into the skull when pressed against 
  the temple. It encourages the subject to act 
  according to a pre-set doctrine. If it detects 
  deviation or inadequate eagerness, it may 
  administer disciplinary measures in the 
  form of excruciating pain (a save allows the 
  character to act despite the torments). 
  Certain models are also equipped with a 
  detonator and miniature explosive charge. 
  Galtan’s Precise Skullcap (600 gp): 
  perhaps the most common technological 
  instrument; left to the current era in 
  prodigious quantities. It is a headpiece 
  made of a firm, coppery alloy and engraved 
  with curious patterns, often sheathed in 
  comfortable cloth or hidden within a turban. 
  The device is in constant contact with the 
  array of geostationary satellites above 
  planet surface, and allows the wearer to 
  telepathically request his position by sector 
  (map 
  region) 
  and 
  coordinates 
  (hex 
  number) according to Solon’s standard 
  system. It does not operate in enclosed 
  spaces, and its service can be unreliable 
  due to the increasingly erratic behaviour of 
  the ancient satellites. 
  God-box (3000 gp): a communication link to 
  a (hopefully intact) subterranean databank. 
  The box answers questions put to it, although 
  its terminology, wording and reference points 
  may not be perfectly clear for men of the 
  current era. The databank may have its 
  limitations and it may be malfunctioning in 
  both obvious or subtle ways. Finally, there is 
  no intelligent actor behind the responses: 
  precise and appropriately worded questions 
  are indispensable to receive useful and 
  relevant answers. 
  Hypno-box (6000 gp): a heavy box made 
  of glossy black alloy. The box allows for the 
  control and manipulation of enormous 
  crowds, similar to the combination of enthral 
  and rainbow pattern. The effects can be 
  sustained over a very long period, although 
  they become progressively less reliable. 
  Integrator (200 gp): single-use sticks 
  made of black metal, storing incredible 
  amounts of concentrated heat in the tip. 
  The sticks can be used for welding, cutting 
  up thick metal sheets, and similar tasks. 
  They cause 8d6 damage, but at -4 to hit 
  due to the small size of their contact area. 
  Polymorphic base (1500 gp): dough-like 
  mass stored in cylindrical, self-refrigerated 
  metal 
  tanks. 
  The 
  material 
  of 
  the 
  polymorphic base can be shaped into 
  humans, animals or other creatures, and 
  depending on the skill of the creator, from 
  the 
  primitive 
  to 
  the 
  most 
  intricate 
  organisms. One cylinder is sufficient for 
  one human-scale being, defaults to LVL 3. 
  Precision instruments and a laboratory 
  allow for much more efficient work. 
  Raptogen (250 gp): crystalline purple-
  black salts which sublimate into a gas 
  causing immediate loss of consciousness 
  (save at -3 avoids). 
  Reversal (800 gp): once, mere ownership 
  of this agent could be grounds for 
  termination. Reversal is usually found in 
  self-contained syringes, initiating a reverse 
  evolutionary process upon injection (save 
  at -3 to avoid). The subject usually declines 
  one or two stages on the evolutionary 
  ladder, resulting in physical and mental 
  degeneration. The effects are irreversible. 
  Stim (50 gp): essentially a first aid patch; 
  used immediately after sustaining injuries, 
  it restores 1d4 Hp.
    
  
  4 
   
  Legal Appendix 
   
  This version of The Technological Table is done under 
  version 1.0a of the of the Open Game License, below, by 
  permission of Wizards of the Coast, Inc.  
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of 
  the Coast, Inc. 
  System Reference Document Copyright 2003, Wizards of 
  the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on original material by E. Gary Gygax and 
  Dave Arneson. 
  Kard és Mágia © Copyright 2008 by Gabor Lux. 
  Kard és Mágia: Szörnyek és Kincsek © Copyright 2008 
  by Gabor Lux. 
  The Technological Table © Copyright 2016 by Gabor Lux. 
   
    
  
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