There's a ton of devices that are meant to work quick and fast and off of other stuff. Peripherals are that. They boot off of your cybernetic's power, or your weapons, or your cyberdeck, some of them are just neat little accessories, all of them are charged with tech. Most peripherals, due to their small and delicate construction, can only be used so much before their internal power supplies rundown and they have to spend time replenishing them, but that same delicate construction can lead to burn out and overloads, destroying the peripheral if it is pushed too far too fast. A few are well made, and will keep truckin' regardless of what you put them through, such peripherals are to be cherished and protected, the tiny, portable miracle workers that they are. Peripherals are especially favored by techwizards, source coders, and streamers for their ability to be used as techcasting foci.
Note: All Peripherals are able to be used as techcasting foci.
Magnetostat
peripheral, uncommon
This flat plasteel rod has a button on one end. You can use an
action
to press the button, which
magnetically fixes it in place relative to the earth's iron core. Until you or another creature uses an
action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold
up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an
action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Tech Sapper
peripheral, very rare
(requires installation)
While holding this device, you can use your reaction
to absorb a tech that is targeting only you and not with an area of effect. The absorbed tech's effect
is canceled, and the tech's energy -- not the tech itself -- is stored in the sapper. The energy has the
same level as the tech when it was cast. The device can absorb and store up to 50 levels of energy over the
course of its existence. Once it absorbs 50 levels of energy, it can't absorb more. If you are targeted
by a tech that the device can't store, it has no effect on that spell.
When you install it, you
know how many levels of energy the sapper has absorbed over the course of its existence, and how many levels
of tech energy it currently has stored.
If you are a techcaster holding the sapper, you can convert
energy stored in it into tech slots to cast techs you have prepared or know. You can create tech slots only
of a level equal to or lower than your own, up to a maximum of 5th level. You use the stored levels in place
of your slots, but otherwise cast the tech as normal. For example, you can use 3 levels stored in the device
as a 3rd-level tech slot.
A newly found Tech Sapper has 1d10 levels of tech energy stored in it
already. A device that can no longer absorb tech energy and has no energy remaining becomes
nontechnical.
Survival Scanner
peripheral, very rare (requires
installation)
This rod-shaped device has a flanged head and the following
properties.
Alertness. While holding the scanner, you have advantage on Wisdom (Perception) checks
and on rolls for initiative.
Spells. While holding the scanner, you can use an action to cast one of
the following techs from it: Threat Detector, Detect Anomaly, Diagnostic Report, or see Thermal
Vision.
Protective Aura. As an action, you can plant the haft end of the scanner in the ground,
whereupon the its head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While
in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws
and can sense the location of any invisible hostile creature that is also in the bright light.
The
scanner's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to
pull the it from the ground. This property can't be used again until the next dawn.
CEO's Best Friend
peripheral, Legendary (requires
installation)
This device is shaped sort of like a medieval mace. It can be used as a
high-end baseball bat that grants a +3 bonus to attack and damage rolls made with it. The device has
properties associated with six different buttons that are set in a row along the haft. It has three other
properties as well, detailed below.
Six Buttons. You can press one of the device's six buttons as
a bonus action. A button's effect lasts until you push a different button or until you push the same
button again, which causes the item to revert to its default form.
If you press button 1, a
Thermofilament Blade sprouts from the end opposite the device's flanged head (you choose the type of
sword).
If you press button 2, the flanged head folds down and two crescent-shaped blades spring out,
transforming the device into a high-end axe that grants a +3 bonus to attack and damage rolls made with
it.
If you press button 3, the flanged head folds down, a spear point springs from the tip, and the
handle lengthens into a 6-foot haft, transforming the device into a high-end spear that grants a +3 bonus to
attack and damage rolls made with it.
If you press button 4, the device transforms into a climbing
pole up to 50 feet long, as you specify. In surfaces as hard as plascrete, a spike at the bottom and three
hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart,
forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the
device to revert to its normal form.
If you press button 5, the device transforms into a handheld
battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades,
and other barriers.
If you press button 6, the device assumes or remains in its normal form and acts
like a compass needle, indicating magnetic north. (Nothing happens if this function of the rod is used in a
location that has no magnetic north.) It also gives you knowledge of your approximate depth beneath the
ground or your height above it.
Drain Life. When you hit a
creature with a melee attack using the device, you can force the target to make a DC 17 Constitution saving
throw. On a failure, the target takes an extra 4d6 entropic damage, and you regain a number of hit points
equal to half that necrotic damage. This property can't be used again until the next
dawn.
Paralyze. When you hit a creature with a melee
attack using the device, you can force the target to make a DC 17 Strength saving throw. On a failure, the
target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns,
ending the effect on a success. This property can't be used again until the next
dawn.
Terrify. While holding the device, you
can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving
throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving
throw at the end of each of its turns, ending the effect on itself on a success. This property can't be
used again until the next dawn.
Lightning Rod
peripheral, uncommon (requires
installation)
This adamantite rod has been extracted from a feral weather
titan's core. The rod has 3 charges and regains all its expended charges daily at dawn.
When a
creature you can see within 60 feet of you damages you while you are holding this rod, you can use your
reaction to expend 1 of the rod's charges to force the creature to make a DC 13 Dexterity saving
throw. The creature takes 2d10 lightning damage on a failed save, or half as much damage on a successful
one.
Managerial Mic
peripheral, rare (requires
installation)
You can use an action to hold this microphone to your mouth and
command obedience from each creature of your choice that you can see within 120 feet of you. Each target
must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the
creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do
something contrary to its nature, a target ceases to be charmed in this way. The Mic can't be used again
until the next dawn.
[rod of security]
Executive Retreat
peripheral, very rare
A small box
with a single button on it. While holding it, you can use an action to activate it. The device then
instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in a
unique digital space. You choose the form that the paradise takes. It could be a tranquil garden, lovely
glade, cheery bar, immense palace, tropical island, fantastic carnival, or whatever else you can imagine.
Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything
else that can be interacted with inside the digital space can exist only there. For example, a flower picked
from a garden in the paradise disappears if it is taken outside the digital space.
For each hour
spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't
age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200
days divided by the number of creatures present (round down).
When the time runs out or you use an
action to end it, all visitors reappear in the location they occupied when you activated the rod, or an
unoccupied space nearest that location. The device can't be used again until ten days have
passed.
Web Cannister
peripheral, uncommon (requires
installation by a techcaster)
A dual-chamber cannister of highly compressed
fluid that form into sticky strings when mixed at the nozzle.
This item has 7 charges. While holding
it, you can use an action to expend 1 of its charges to cast the Mechanical Webslinger tech (save DC 15)
from it.
The item regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last
charge, roll a d20. On a 1, the fluids mix internally and permanently ruin the firing mechanism.
Miltech Amp
peripheral, varies (requires installation by a techcaster)
A
compact device containing sensors and monitoring systems to help boost the accuracy and efficiency of
weapons-grade techs. While holding this item, you gain a bonus to tech attack rolls determined by the
item's rarity. In addition, you ignore half cover when making a tech attack.
Rarity | Bonus
Uncommon | +1
Rare | +2
Very Rare | +3
Density Detector
peripheral,
uncommon
This item scans its surroundings for pockets of varying density,
then extrapolates the data into a likely locations for hidden objects and spaces.
The item has 3
charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is
within 30 feet of you, it pulses and points at the one nearest to you. It regains 1d3 expended charges daily
at dawn.
Smile Stick
peripheral, common
An intricate device that uses electrical impulses to force peoples'
facial muscles into a
smile.
This item has 3 charges. While holding it, you can use an action to expend 1 of its charges
and target a Humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving
throw or be forced to smile for 1 minute.
The item regains all expended charges daily at dawn. If you
expend its last charge, roll a d20. On a 1, it glitches into a Scowl Stick.
Scowl Stick
peripheral, common
An intricate device that uses electrical impulses to force peoples'
facial muscles into a
scowl.
This item has 3 charges. While holding it, you can use an action to expend 1 of its charges
and target a Humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving
throw or be forced to scowl for 1 minute.
The item regains all expended charges daily at dawn. If you
expend its last charge, roll a d20. On a 1, it glitches into a Smile Stick.
Pocket Pyrotechnics
peripheral,
common
A popular pick for parties and protests.
This item has 7
charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of
multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a
crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts
only a second.
The item regains 1d6 + 1 expended charges daily at dawn. If you expend its last
charge, roll a d20. On a 1, it erupts in a harmless pyrotechnic display and is destroyed.
Reformer
peripheral, very rare (requires installation by
a techcaster)
An innocuous box with a dial and a small display.
This
item has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the Reformat
tech (save DC 15) from it.
The item regains 1d6 + 1 expended charges daily at dawn. If you expend its
last charge, roll a d20. On a 1, it partially digitises and is destroyed.
Synaptic Lock
peripheral, rare (requires installation by
a techcaster)
A non-lethal anti-personnel weapon used by specialist corpo
cops to capture high-value targets for interrogation.
This item has 7 charges. While holding it, you
can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a
creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or
be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw,
ending the effect on itself on a success.
The item regains 1d6 + 1 expended charges daily at dawn. If
you expend its last charge, roll a d20. On a 1, it overheats and is destroyed.
Seeker-Sender
peripheral, uncommon
A small box that fabricates and launches micro seeker
darts.
This item has 7 charges.
While holding it, you can use an action to expend 1 or more of its charges to cast the Micro Seeker tech
from it. For 1 charge, you cast the 1st-level version of the tech. You can increase the tech slot level by
one for each additional charge you expend.
The item regains 1d6 + 1 expended charges daily at dawn.
If you expend its last charge, roll a d20. On a 1, it crumbles into ashes and is destroyed.
Anomaly Scanner
peripheral, uncommon
This item has 3 charges. While holding it, you can expend 1
charge
as an action to cast the
Detect Anomaly tech from it. The item regains 1d3 expended charges daily at dawn.
Arc Coil
peripheral, rare (requires installation by a
techcaster)
A deceptively powerful conical coil with a rubberized
handle.
This item has 7 charges. While holding it, you can use an action to expend 1 or more of its
charges to cast the Arc-Cannon tech (save DC 15) from it. For 1 charge, you cast the 3rd-level version of
the tech. You can increase the tech slot level by one for each additional charge you expend.
The item
regains 1d6 + 1 expended charges daily at dawn. If you expend its last charge, roll a d20. On a 1, the coil
melts and is destroyed.
Thermo-Launcher
peripheral, rare (requires installation
by a techcaster)
A short tube with a box on the end that fabricates and
launches incendiary charges.
This item has 7 charges. While holding it, you can use an action to
expend 1 or more of its charges to cast the Incendiary Grenade tech (save DC 15) from it. For 1 charge, you
cast the 3rd-level version of the tech. You can increase the tech slot level by one for each additional
charge you expend.
The item regains 1d6 + 1 expended charges daily at dawn. If you expend its last
charge, roll a d20. On a 1, the all the fabrication nanites eat through the casing and escape, leaving it
useless.
Spook-Stick
peripheral, rare (requires
installation)
An abandoned prototype designed to help managers to spur their
workforces by taking advantage of their natural fear responses.
This item has 7 charges for the
following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend its last charge, roll
a d20. On a 1, it lets out a sad wheeze and crumbles into dust.
Command. While holding the item, you
can use an action to expend 1 charge and command another creature to flee or grovel, as with the command
tech (save DC 15).
Cone of Fear. While holding the item, you can use an action to expend 2 charges,
causing the horn to emit a discordant honking sound in 60-foot cone. Each creature in the cone must succeed
on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way,
a creature must spend its turns trying to move as far away from you as it can, and it can't willingly
move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the
Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the
creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw,
ending the effect on itself on a success.
Hostility Scanner
peripheral, rare (requires
installation)
This device was created to proactively help the socially inept
to avoid approaching the wrong people.
It has 7 charges. While holding it, you can use an action and
expend 1 charge to speak its password. For the next minute, you know the direction of the nearest creature
hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile
creatures that are digitized, invisible, disguised, or hidden, as well as those in plain sight. The effect
ends if you stop holding the peripheral.
The device regains 1d6 + 1 expended charges daily at dawn.
If you expend its last charge, roll a d20. On a 1, it overheats and is destroyed.
Pocket-Rave
peripheral, common
A large glowstick with a speaker on each end.
This item has 3
charges. While holding it,
you can use an action to expend 1 of its charges and play techno-house music by waving it around. The music
can be heard out to a range of 60 feet and ends when you stop waving the wand.
The item regains all
expended charges daily at dawn. If you expend its last charge, roll a d20. On a 1, a record scratch sound
plays as the fluorescent fluid leaks into the circuitry and the item is rendered non-functional.
Synaptic Agitator
peripheral, rare (requires
installation by a techcaster)
A small device that looks sort of like an old
fashioned remote control with a miniature radio antenna sticking out the end.
This peripheral has 7
charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend its
last charge, roll a d20. On a 1, the peripheral's circuits burn up and it becomes
unusable.
Techs. While holding the wand, you can use an action to expend some of its charges to cast
one of the following techs (save DC 17): Lock Down Target (5 charges) or Paralyze Person (2
charges).
Assisted Escape. While holding the peripheral, you can use your reaction to expend 1 charge
and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1
charge and gain advantage on any check you make to escape a grapple.
Morpher Weapon
Peripheral, very rare (requires
attunement)
This peripheral can be wielded as a highend baseball bat that
grants a + 3 bonus to attack and damage rolls made with it. When it is not in use it collapses to the size
of a wrist brace or large belt buckle.
The peripheral has 10 charges. When you hit with a melee
attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an
extra 1d6 force damage and sparks fly up from the impact regardless of any circumstances. The
peripheral regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a
1, the peripheral becomes a nontechnical baseball bat.
Chiron Drive
Peripheral, rare (requires attunement by a
Influencer, Ordinator, or Shut-In)
This peripheral has 10 charges. While
holding it, you can use an action to expend 1 or more of its charges to cast one of the following techs from
it, using your tech save DC and spellcasting ability modifier: Combat Dressing (1 charge per spell level, up
to 4th), Auxilliary System Flush (2 charges). or Medical Nanite Burst (5 charges).
The peripheral
regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the
peripheral vanishes in a flash of light, lost forever.
Ymir Drive
Peripheral, very rare (requires attunement by
a Shut-In, Source Coder, Streamer, or Techwizard)
You have resistance to cold
damage while you hold this peripheral.
The peripheral has 10 charges. While holding it, you can use
an action to expend 1 or more of its charges to cast one of the following techs from it, using your tech
save DC: Nitrogen Blast (5 charges), Smoke Grenade (1 charge), Super-Cooled Disposable Drones (4 charges),
or Iceberg (4 charges).
The peripheral regains 1d6 + 4 expended charges daily at dawn. If you expend
the last charge, roll a d20. On a 1 the peripheral glitches and turns to water and is destroyed.
Prometheus Drive
peripheral, very rare (requires
attunement by a Shut-In, Source Coder, Streamer, or Techwizard) You have resistance to fire damage while you
hold this staff.
The peripheral has 10 charges. While holding it, you can use
an action to expend 1 or more of its charges to cast one of the following techs from it, using your tech
save DC: Flame Vent (1 charge), Incendiary Grenade (3 charges), or wall of fire (4 charges).
The
peripheral regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a
1, the peripheral burns out, blackens, crumbles into cinders, and is destroyed.
Nezha Drive
peripheral, rare (requires attunement by a
influencer, Ordinator, Shut-In, Source Coder, Streamer, or Techwizard)
While
holding this peripheral, you can use an action to expend 1 of its 10 charges to cast charm person or command
from it using your tech save DC. The peripheral can also be used as a high end baseball bat.
If you
are holding the peripheral and fail a saving throw against an Conception tech that targets only you, you can
turn your failed save into a successful one. You can't use this property of the peripheral again until
the next dawn. If you succeed on a save against a Conception Tech that targets only you, with or without the
peripheral's intervention, you can use your reaction to expend 1 charge from the staff and turn the tech
back on its caster as if you had cast the tech.
The peripheral regains 1d8 + 2 expended charges
daily at dawn. If you expend the last charge, roll a d20. On a 1, the peripheral becomes a nontechnical
baseball bat.
J.A.V Lash
Peripheral, Rare (requires
installation)
A rod ending in three long rubbery tentacles that was
originally designed for use in J.A.V's primary industry. They were quickly made obsolete after causing
one too many unintended fatalities.
While holding the rod, you can use an action to direct each
tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll
with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three
tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved,
it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on
each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its
turns, it can repeat the saving throw, ending the effect on itself on a success.
Static Display
Peripheral, Common
A
small circular pad with a spherical protrusion coming from the center, which can suspend small objects in
the air around it. Can be easily fastened onto any clothing or armor and still function.
If you place
an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) near the sphere on
the device while holding it, the object floats an inch from the sphere and remains there until it is removed
or until the device is no longer in your possession. The device can have up to three such objects floating
near it at any given time. While holding it, you can make one or more of the objects slowly spin or turn in
place.
Soundboard
Peripheral,
Common
This carbon fibre staff has various buttons positioned around its
head. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause
it to create one of the following sounds out to a range of 60 feet: a hollow wooden bonk, a reverberating
fart, a weird laugh, a wet meaty slap, a high-pitched scream, a low-pitched moan, a record-scratch, a censor
beep, a common error notification, or a grenade's pin being pulled.
The staff regains 1d6 + 4
expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a
harmless shower of sparks and is destroyed.