Techrules

TIMEWORN

Timeworn technology doesn’t always work as intended. There’s a 50% chance that timeworn items glitch under the following conditions.

• When an item is first used after a month or more of inactivity.
• Anytime a single-use consumable is used.
• When using an item in a way that would drain its last charge.
• When an item requires a d20 roll (such as a skill check or an attack roll) to activate or use, and that roll results in a natural 1.
• When a critical hit is confirmed against the wearer of an active defensive item, such as armor or a force field.

Not all glitches are catastrophic. When an item glitches, its effect is hampered or enhanced, as determined by a d% roll. For items that can consume a variable number of charges, these additional charges do not affect the item’s performance; if such an item must consume twice as many charges, the amount is based on how many charges the user intended to use. When a glitch would cause an item to consume more charges than it currently holds, the item is drained of all charges and fails to function, but any negative effects still occur. Items that fail to function simply shut down if activated, and cannot be activated again for 1 round.

Timeworn technological items can’t be recharged. When a timeworn technological item is properly identified or first used, roll randomly to determine how many charges it has left before it becomes useless.

Armor Glitches

Glitching armor that loses its ability to function still provides the
normal armor bonus to AC, but any charged abilities are suppressed.
d% Glitch
01–02 Armor abilities don’t function. All remaining charges are drained.
03–05 Armor* seizes up and abilities don’t function. The wearer is
paralyzed for 1 round.
06–10 Armor doesn’t function, but still consumes the normal
number of charges.
11–18 Armor doesn’t function, but no charges are lost.
19–50 Armor uses twice as many charges as normal (or expends an
extra activation’s worth of charges if already active).
51–75 Armor functions normally.
76–80 Armor functions better than anticipated. Its armor bonus
improves by 1 for the duration of this charge.
81–90 Armor functions much better than anticipated. Its armor bonus
improves by 2 and it provides moderate fortification (Pathfinder
RPG Core Rulebook 463) for the duration of this charge.
91–98 Armor functions normally; no charges are consumed by this use.
99–100 Armor functions normally and a power surge restores 1d6
charges to the item (up to but not exceeding its capacity).

  • For a shield, the shield’s wielder is not impeded by the glitch.

Weapon Glitches

Weapons used to make more than one attack in a turn might
glitch multiple times during that turn.
d% Glitch
01–02 Weapon does not function. All remaining charges are drained.
03–24 Weapon does not function, but still consumes the normal
number of charges.
25–39 Weapon consumes twice as many charges as normal and deals
1d6 points of electricity damage per charge consumed
(minimum 1d6) to the user.
40–65 Weapon consumes twice as many charges as normal.
66–75 Weapon functions normally but flashes brightly, blinding the
wielder and adjacent creatures for 1 round (Reflex DC 15 negates).
76–84 Weapon functions normally.
85–92 Weapon functions better than anticipated, granting a +2
bonus on attack rolls made with that weapon for 1 round.
93–96 Weapon functions much better than anticipated, granting a
+2 bonus on attack and damage rolls made with the weapon.
97–98 Weapon functions normally, and this use does not consume
any charges.
99–100 Weapon functions normally, and a power surge restores 1d6
charges to the item (up to but not exceeding its capacity).

Pharmaceutical Glitches

Timeworn pharmaceuticals have a chance of glitching when the dose
is administered, even if another dose was recently used effectively.
d% Glitch
01–02 Spoiled. Treat as poisoning by dark reaver powder (Core
Rulebook 558).
03–11 Spoiled. Treat as exposure to red ache (Core Rulebook 557).
12–20 Spoiled. Patient is nauseated for 1d6 rounds.
21–30 Spoiled. Patient sickened for 1d6 × 10 minutes.
31–40 Spoiled. No effect.
41–50 Less potent. Decrease all save DCs by 2*. Use minimum values for
all random results (such as healing). Decrease durations by 50%.
51–60 Normal effect, but causes 1d4 points of Constitution damage
(Fortitude DC 15 half).
61–75 Normal effect, but hallucinogenic (–5 penalty on Perception checks
and confused for 2d4 rounds, Fortitude DC 15 negates).
76–85 Normal effect.
86–95 More potent. Increase any save DCs by 2*. Reroll any result of 1.
Increase durations by 100%.
96–100 Far more potent. As above, but treat as 2 doses.

  • For a cardioamp, decrease the save DCs on a more potent result, and
    increase the save DCs on a less potent result.

General Glitches

Items other than armor, pharmaceuticals, or weapons use this
general glitch table.
d% Glitch
01–02 Item does not function. All remaining charges are drained.
03–05 Item does not function, but still consumes the normal
number of charges.
06–10 Item does not function, but no charges are lost.
11–18 Item uses twice as many charges as normal and jolts the
user for 1d6 points of electricity damage, but otherwise
functions normally.
19–50 Item uses twice as many charges as normal, but otherwise
functions normally.
51–75 Item functions normally.
76–80 Item functions better than anticipated, and grants a +1 bonus
on any skill check attempted with this use.
81–90 Item functions far better than anticipated, and grants a +2
bonus on any skill check attempted with this use.
91–98 Item functions normally and this use does not consume
any charges.
99–100 Item functions normally and a power surge restores 1d6
charges to the item.

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Techrules

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