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Futuristic Gear

These tools are “futuristic” in the sense that they are centuries above the level of technology currently available to the people of Orizon. However, they are the tools of the ancient world and are millennia old. These are powerful items of the advanced technologies of the ancients. Since magical items require individual attention in their creation there was still a huge market for items that could be produced on an assembly line, advanced tech and weaponry that could be available to the masses or common soldiers.

Futuristic gear is often only found within the ruins of the old world and many discover that their new, powerful, weapons become useless hunks of metal and plastic when the ammunition runs out, or when something breaks and they are unable to repair it.

Often even using any “futuristic” tools of the old world requires extensive study and a careless user could burn the item out or irrevocably damage it. Some are simply too old to be used well, others have been preserved or were well constructed enough to survive the centuries intact.

Breath Mask and Respirator: A simplistic system that goes over the mouth, the respirator takes in and filters air making sure that the air in the breath mask is safe to breathe.

Bodyglove: Designed to be worn underneath armor, this works to regulate temperatures and provide some protection from the elements and radiation, as well as protection against chafing. Though the glove only protects against very minor amounts of environmental effects and cannot protect against extremes.

Charging Station: A system with slots for energy cells and power packs for tools and weapons. Plugging a depleted cell or pack into a charging station will completely recharge it after 6 hours. The systems that were originally used to charge these stations are no longer in place, but dealing a total of 150 lightning damage will be enough to completely recharge the station.

Commlink: A small device with a microphone and a speaker on the outside, these devices communicate between any other commlink tuned to the same frequency. While these are largely foolproof, these devices can be interfered with by terrain or weather. Commlinks can be equipped in helmets as an armor modification.

Data Pad: A book-sized device that is a combination of communications device, notebook, calculator, database, and numerous other devices. Most of these hand-held computers have touch screens, others use a holographic interface.

Electric Lamp: a hand-held device that emits light in either a 60 ft. cone or in a 20ft. circle. A smaller, cone only, version can be equipped as a flashlight as an armor modification.

Electrobinoculars: Highly advanced binoculars that allow the viewer to make out precise details on objects up to a mile away. The device has an internal display that provides the user with information about the object’s range, relative and true azimuths, and elevation. With the built-in zoom capability, objects can be made to appear closer for detailed inspection, or the depth of a field could be widened for examination of the surrounding area. Additionally, electrobinoculars have radiation sensors and both thermal and night-vision modes.

Grappling Launcher: a gun-like device that fires out a grappling hook and tension wire a distance of up to 90ft. A grappling launcher can be equipped as a weapon or armor modification

Holo-messenger: A communication device that connects two units and allows for communication, both units scan the speaker and display a holographic projection of them through the unit on the other end.

Jet Pack: worn on the back, a jet pack propels you forwards and can be steered to send you in any direction you choose. Using a jet pack gives you a flying speed of 60 ft. for up to one minute.

Multi-Optic Sight: The multi-optic sight enables different potential views from the wielder including thermal, low light, and detect magic. The multi-Optic Sight can be equipped as a weapon modification.

Scanner: A hand-held device designed to sense and record a variety of data. A standard scanner can detect life-signs, heat signatures, radiation, and audio within a kilometer, and the chemical makeup of nearby objects they scan. A scanner can be equipped to a helmet as an armor modification.

Surveillance tagger: A two-part device, a transmitter, and a receiver, the transmitter sends a signal to the receiver, which either displays the transmitter’s location on a screen or makes noises that become more frequent as they get closer to the transmitter.

Thermal Cloak: A long cloak with numerous electrical cables within the thick fabric, These cables heat or cool the cloak to provide protection from extreme heat or cold.

Space Suit/Environment Suit: thick sealed full-body suits that are designed to protect the wearer from the temperatures, radiation, and vacuum of space. These have a limited amount of time they can be worn before needing to be refilled with air, somewhere between one or three hours. Wearing these suits provides the wearer with absolute protection from extreme conditions for its duration.

Shield Generator: The small pack projects a shield around its wearer. This shield grants its wearer a damage threshold of 15. Once the shield drops the pack requires a fresh energy cell. A shield generator can be equipped to armor as a modification.

Futuristic Armor

The armor worn by the ancients used materials and techniques in its construction centuries ahead of anything the modern people of Orizon have available to them, they can be lighter than leather and more durable than plate. The harder, more advanced armor can be modified to accommodate tools and gear built directly into the equipment and can be modified with other gear built for similar armor. Even some weapons can be modified into the armor, like blades or shock gloves.

Armor Cost Armor Class (AC) Strength Stealth Weight
Futuristic Armor
Nanotube Weave - 13 + Dex (max 2) - - 2 lb.
Laminate Armor - 16 + Dex (max 2) - Disadvantage 15 lb.
Heavy Battle Armor - 18 + Dex (max 2) Str 13 Disadvantage 40 lb.
Power Armor - 21 Str 10 Disadvantage 200 lb.

While worn and sealed, laminate armor, heavy battle armor, and power armor have the Environment Suit' modification: The wearer has advantage on all Constitution saving throws to resist the effects of extreme conditions like cold, heat, or radiation.

Power armor has the Self-Supporting modification: This armor’s weight does not count towards your encumbrance while it is worn and active.

Power armor requires the use of a power supply to remain functional, without energy powering the armor the strength requirement to use power armor becomes 20.

Armor Mods

Equipped to enhance armor, modifications are technological and sometimes magical additions to armor that enhance the capabilities of the people wearing them. Some of the earlier listed tools can also be equipped as modifications. Some small weapons can be equipped to a suit of armor.

Leg Shocks Heavy Battle Armor, Power Armor

The wearer takes half damage from falling so long as they land upright.

O2 Tank Laminate Armor, Heavy Battle Armor, Power Armor

The wearer can breathe freely in any environment for up to one hour so long as the armor is sealed.

Powered Exoskeleton. Heavy Battle Armor, Power Armor

The wearer increases their Strength score by 2 while they are wearing armor equipped with this modification.

Futuristic Weapons

Weapon Cost Damage Weight Properties
Modern Ranged Weapons
Pistol, Automatic - 2d6 Piercing 3 lb. Light, Ammunition (Range 50/150), Reload 15
Revolver - 2d8 Piercing 4 lb. Light, Ammunition (Range 60/175), Reload 6
Rifle, Hunting - 2d10 Piercing 8 lb. Ammunition (Range 80/240), Reload 5, Two-Handed
Rifle, Automatic - 2d8 Piercing 9 lb. Ammunition (Range 80/240), Burst Fire 3, Reload 30, Two-Handed
Shotgun - 2d8 Piercing 7 lb. Ammunition (Range 30/90), Reload 2, Two-Handed
Futuristic Melee Weapons
Plasma Blade - 4d8 Radiant 3 lb. Finesse, Reload (2/1 hour), Versatile (4d10)
Shock Gloves - 2d4 Lightning 1 lb. Light 
Vibroknife - 2d8 Piercing 2 lb. Finesse, Light, Reload (5/48 hours)
Futuristic Ranged Weapons
Blaster Pistol - 2d6 Radiant + 1d6 fire 2 lb. Light, Ammunition (Range 40/120), Burst Fire 3, Reload 20
Blaster Rifle - 2d8 Radiant + 1d8 fire 7 lb. Ammunition (Range 100/300), Burst Fire 5, Reload 30, Two-Handed
Antimatter Rifle - 6d8 Necrotic 9 lb. Ammunition (Range 120/360), Reload 2, Two-Handed
Gauss Rifle - 6d10 Piercing 12 lb. Ammunition (Range 150/5000), Reload 1, Two-Handed
Modern Ammunition
Bullets (10) - - 1 lb. -
Futuristic Ammunition
Energy Cell - - 5 oz. Will sustain a weapon's entire reload duration.

Weapon Properties

Burst fire. The weapon can fire a number of shots in a single attack action. Shots fired this way have -1 on attack rolls.

Reload (melee). Melee weapons with the reload property will deplete their charge after a certain number of hours of active use.

Weapon Mods

Actuating Module Futuristic Weapons

Equipping this to a weapon supercharges the weapon’s damage output. Weapons equipped with this modification deal double damage. However, this can overheat the weapon, on a critical failure the weapon is permanently rendered inoperable.

Grenade Launcher Firearms with the Two-Handed Property

A grenade launcher is equipped underneath a weapon’s barrel that fires grenades 30 ft. forward.

Recoil Dampener Ranged Futuristic Weapons Equipping your weapon with this modification gives it a +1 to attack rolls.

Stun Blast Blasters

Equipping blasters with this modification changes the shots of magnetically coiled plasma to charged electric pulses that overload the nervous system. Blasters instead deal nonlethal lightning damage instead of radiant damage and do not deal any fire damage.

Telescopic Sight Firearms (except shotguns)

A telescoping sight with precise lenses that improve visibility and range. Equipping this modification to a weapon increases the weapon’s effective range by 50 ft.