TEXT: LPJ9284
  Dark Relics
  Classified, Forgotten, and Outlawed Magitech
  Magitech, the term used to describe the blending 
  of magic and technology, has improved the lives of 
  millions of creatures. Once viewed as incompatible, 
  these combined areas of discovery have cured 
  diseases, powered planets, and enhanced the speed and 
  reliability of travel and communication.
  Unfortunately, despite the bewildering array of life-
  saving tools it has brought to market, magitech has 
  also unleashed its share of destruction and misery in 
  the form of phased plague bombs, cursed ammunition, 
  and other horrors. The worst such hybrid items include 
  the banned relics collectively known as necrotech—a 
  blending of technology and necromancy.
  Here are nine new hybrid items for use in campaigns, 
  both as tools in the hands of villains as well as loot 
  for victorious adventurers. In addition to the benefits 
  and powers each item grants, several of them carry 
  downsides intended to make life interesting for player 
  characters.
  Brain-in-a-Jar
  This device includes a humanoid brain suspended in 
  a glass and steel container filled with green ichor. A 
  small console, attached to the container, includes a 
  simple switch.
  This form of necrotech ranks among the most illegal 
  in virtually every civilized system; even owning such 
  a device can bring severe punishment. The brain, 
  vat-grown in a forbidden laboratory, has the ability to 
  sense certain types of telepathic activity nearby.
  Written by Mark A. Hart
  
  As a standard action, you can activate the brain-in-a-jar from 
  its console. Once active, the brain scans its vicinity out to a 
  30-foot-radius. If any item or creature within this area of effect 
  attempts to read minds with mind-affecting divination magic 
  (e.g., detect thoughts, mind probe, or modify memory), as a 
  reaction the brain launches a synaptic pulse at 3rd-level effect, 
  but only against the target creature. The DC of the Will saving 
  throw to resist this attack equals 10 + ½ the item’s level.
  The brain-in-a-jar’s built-in magical energy allows it to remain 
  on scanning mode for up to 24 hours. Each synaptic pulse it 
  unleashes drains its power by 6 hours. If the brain ever uses 
  this power 6 or more times in a 24-hour period, it burns out 
  and dies.
  Burrower Seed Pod
  This item resembles an enormous withered seed pod about 
  the size of an average humanoid. It can fit any creature size 
  Medium or smaller. When you climb into the seed pod and 
  seal it shut as a standard action, it inserts thin filaments into 
  your limbs, drawing moisture and energy from your body. This 
  drains you of 1 Resolve Point; if you have no RP available, the 
  pod remains dormant.
  Thereafter, you can issue a mental command to the pod, at 
  which time it burrows into the ground. The seed pod can 
  remain so buried for up to 24 hours, during which time you 
  require no air, food, or water. In addition, you can mentally 
  command the pod to burrow through the ground in any 
  direction. The pod burrows through ordinary soil at a rate of 
  30 feet per round, although it cannot move through solid rock 
  or walls. The pod can move in this fashion for up to 24 hours. 
  After this time has elapsed, the seed pod returns to the surface 
  closest to its current position and disgorges you, after which 
  it disintegrates. The pod doesn’t provide you with any ability 
  to see in the dark or to know its exact location. As a warning, 
  if the pod cannot reach the surface before it expires, it could 
  leave you buried deep beneath the ground.
  Curse Daemon
  The most reliable way to inflict a curse on a target is via the 
  bestow curse spell. There are times, however, where you 
  cannot get near your target, or you wish to avoid the risk of 
  getting close. For such occasions, a curse daemon offers one 
  possible avenue of attack. A curse daemon, a fusion of curse 
  magic and energy, allows you to transmit an ordinary-looking 
  electronic message to a target. If the target reads or listens to 
  the message, they suffer the curse’s effects.
  Typically, you seek out and commission a mystic or a curse-
  weaver who constructs such a daemon, a process that requires 
  one hour (and may be illegal in certain jurisdictions). The 
  daemon must be created with a specific target with whom you 
  are familiar, and the curse must include a specific affliction. 
  Once created, the curse daemon must be transmitted, received, 
  and read or listened by the named target within 24 hours or 
  it dissipates without effect. When the target hears or reads 
  the message, they must make the appropriate saving throw or 
  suffer the curse’s effect.
  To determine the saving throw involved and what the curse 
  does to its victim, use one of the afflictions described in the 
  core rulebook or in the bestow curse spell with a DC 15 save.
  Infernal Mote
  This item features a clear crystal the size of a humanoid’s 
  fist. A blood-red mote of energy, about the size of an eyeball, 
  pulsates inside the crystal, emitting constant but feeble light. 
  This mote is a proto-devil—the mystical effluents necessary to 
  create an infernal imp.
  When you crush the crystal as a standard action, the mote 
  infuses your body with a spark of infernal energy. You gain 
  darkvision to 60 feet, a +2 racial bonus against poison, and 
  resistance to fire equal to the item’s level. These benefits last 
  for 1 hour. During that time, any magic that identifies creature 
  type identifies you as an infernal outsider, even though you are 
  not.
  Mind’s Eye Spider
  This device appears like a tiny machine spider complete with 
  eight metallic legs and eight eyes. Most of the time, the spider 
  remains attached to your standard datajack. When you activate 
  the spider as a swift action, it begins recording everything you 
  see and hear by use of a standard camera and microphone set. 
  The device can record up to 10 hours of visual and audio data 
  before running out of storage space. You can also send text 
  messages, in any language you know, directly from your brain 
  into the spider’s memory.
  On command, the spider detaches from the datajack, crawls 
  down your body to the ground, and scurries at a speed of 30 
  feet to a target spot you can see within 300 feet. The spider has 
  AC 12, Hardness 4, and 8 hit points. If it encounters barriers 
  such as a low wall or other obstruction in its path, it takes the 
  shortest way around. It avoids holes and crevices and will not 
  enter obviously harmful areas such as burning rubble.
  
  Once the mind-spider reaches its target location, it can upload 
  its recordings and messages to a computer or a willing creature 
  with a datajack, assuming the drone possesses the necessary 
  access to the computer system. It you come within 30 feet 
  of the drone while it is detached, you can verbally order it 
  to reconnect to your datajack, which it does as a full-round 
  action. Once it uploads data, the drone must remain dormant 
  for 12 hours before regaining its magical charge.
  Mutagen, Unstable
  A mutagen is an injectable magitech substance designed to 
  alter your physical structure for a brief time. Once you inject 
  a mutagen of a certain type, your body changes in a brief 
  but painful process. You might grow gills enabling you to 
  breathe underwater, for example, or you may develop an organ 
  allowing you to resist radiation. A mutagen dose lasts for 1 
  hour, after which your body reverts to its normal form. Several 
  possible mutagen types are described below.
  Amphibious. You grow gills and fins. You can breathe air 
  or underwater with equal ease. In addition, you gain a swim 
  speed of 30 feet, and you gain a +4 racial bonus to Athletics 
  checks to swim.
  Augmented strength. You gain increased muscle strength. For 
  the duration of this mutagen’s effects, treat your Strength as 4 
  points higher for determining how much bulk you can carry.
  Extra limbs. You grow a second set of arms similar to your 
  own. Your second set of arms allows you to carry and wield 
  weapons and items, but they do not increase the number of 
  attacks you can make during your turn.
  Keen eyes. You gain darkvision to 60 feet. In addition, you 
  gain a +2 racial bonus to Perception checks made to notice 
  something.
  Radiation gland. With this mutagen in effect, you gain 
  the spell-like ability to cast detect radiation. If exposed to 
  radiation during this time, you gain a +4 racial bonus to 
  Fortitude saving throws to resist the effects.
  Scaly. A set of overlapping lizard-like scales sprout from your 
  skin. You gain a +2 armor bonus to KAC.
  Zero-G acclimation. This mutagen alters your brain and 
  your senses to better enable you to function in areas without 
  gravity. You gain a +5 racial bonus to Acrobatics or Athletics 
  skill checks made in that environment. If you become 
  off-kilter, you can steady yourself as a swift action even if you 
  do not have a nearby surface to grab onto or some method of 
  propulsion.
  Slip-Skin (Changeling 
  suit)
  This wrinkled outfit appears like a snake or lizard’s cast-off 
  outer skin. When you slide the slip-skin over yourself as a 
  standard action, it tightens over your body, even going so far 
  as to infiltrate your vocal chords. The skin then morphs your 
  outward appearance and your voice into that of an individual 
  you picture in your mind, whether in specific or in general. 
  The creature you select must be of similar body shape and size 
  to yours. For the next 24 hours, you gain a +10 enhancement 
  bonus to Disguise skill checks when you mimic that person. 
  You can choose to appear as a specific individual, or as an 
  average specimen of a specific species until you strip off the 
  skin or 24 hours elapses, at which point it sluffs off into a 
  gelatinous residue.
  Undead Symbiont
  This necrotech-engineered creature resembles a three-inch 
  long gray slug covered with dendrites. To use the symbiont, 
  you must remove it from its special stasis packaging, place 
  it on your exposed skin, and allow it to burrow inside. This 
  process takes 10 minutes, during which time you are nauseated 
  due to pain. After that, your skin takes on a deathly pallor and 
  becomes cold, dry, and cracked to the touch. As long as the 
  symbiont remains embedded within you, the slug suppresses 
  your life force and you are closer to being undead than living. 
  You are immune to bleed, death effects, disease, and sleep. 
  You do not need to eat or drink, but you still need to breathe. 
  Nonintelligent undead cannot see, hear, or smell you as long 
  as the symbiont remains active.
  While carrying the slug, you are considered undead for the 
  purpose of any spell or effect that targets undead, such as 
  command undead or control undead, or a mystic with the 
  Harm Undead feat using healing channel against you.
  At the end of each 24-hour period during which the symbiont 
  remains embedded within you, you suffer 2 points of 
  Constitution damage that cannot be recovered until the 
  symbiont is removed. The slug dies once removed.
  Zombie Mist
  This necrotech comes in the form of an opaque vial filled with 
  a shadowy haze. When you open the vial as a standard action, 
  you release a swarm of nanites. These nanites seek out the 
  nearest corpse within 60 feet and animate it at the beginning of 
  the next round after you released them, similar to the effects of 
  the animate dead spell. You can animate one corpse with a CR 
  
  no higher than half this item’s level. The corpse obeys only 
  your commands and lasts until destroyed or after an hour has 
  elapsed, at which time the body breaks down into organic goo. 
  TABLE: HYBRID ITEMS
  Item
  Level
  Price
  Bulk
  Brain-in-a-jar
  8
  1,300
  2
  Burrower seed pod
  6
  735
  1
  Curse daemon
  10
  3,000
  -
  Infernal mote
  8
  1,400
  L
  Mind’s-eye spider
  6
  4,500
  L
  Mutagen, unstable
  5
  575
  L
  Slip-skin
  5
  500
  L
  Undead symbiont
  9
  12,000
  L
  Zombie mist
  11
  3,700
  L
  Available Now at LPJDesign.com
  3.5 SYSTEM COMPATIBLE
  LPJ9516
  folding circle
  Enemies of NeoExodus:
  3.5 SYSTEM COMPATIBLE
  LPJ9506
  f irst ones
  Ene mie s  o f  Ne o Exo du s :
  The World of Exodus Needs Heroes...
  Will you be one?
  If no available corpses are within range, the nanites dissipate 
  harmlessly.
  
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who 
  have contributed Open Game Content; (b)”Derivative Material” means copyrighted 
  material including derivative works and translations (including into other computer lan-
  guages), potation, modification, correction, addition, extension, upgrade, improvement, 
  compilation, abridgment or other form in which an existing work may be recast, trans-
  formed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broad-
  cast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means 
  the game mechanic and includes the methods, procedures, processes and routines to 
  the extent such content does not embody the Product Identity and is an enhancement 
  over the prior art and any additional content clearly identified as Open Game Content 
  by the Contributor, and means any work covered by this License, including translations 
  and derivative works under copyright law, but specifically excludes Product Identity. 
  (e) “Product Identity” means product and product line names, logos and identifying 
  marks including trade dress; artifacts; creatures characters; stories, storylines, plots, 
  thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, 
  likenesses, formats, poses, concepts, themes and graphic, photographic and other visual 
  or audio representations; names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; places, locations, environ-
  ments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, 
  or graphic designs; and any other trademark or registered trademark clearly identified 
  as Product identity by the owner of the Product Identity, and which specifically excludes 
  the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, 
  designs that are used by a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or 
  “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise cre-
  ate Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee 
  in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game Content that you Use. No terms 
  may be added to or subtracted from this License except as described by the License 
  itself. No other terms or conditions may be applied to any Open Game Content distrib-
  uted using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your accep-
  tance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Con-
  tributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the 
  exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as 
  Open Game Content,
  You represent that Your Contributions are Your original creation and/or You have 
  sufficient rights to grant the
  rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of 
  this License to include the exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You must add the title, the 
  copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
  indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as expressly licensed 
  in another, independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not constitute 
  a challenge to the ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in and to that 
  Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions 
  of this License. You may use any authorized version of this License to copy, modify 
  and distribute any Open Game Content originally distributed under any version of this 
  License.
  10 Copy of this License: You MUST include a copy of this License with every copy of the 
  Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Con-
  tent using the name of any Contributor unless You have written permission from the 
  Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial 
  order, or governmental regulation then You may not Use any Open Game Material so 
  affected.
  13 Termination: This License will terminate automatically if You fail to comply with 
  all terms herein and fail to cure such breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of this License.
  14 Reformation: If any provision of this License is held to be unenforceable, such provi-
  sion shall be reformed only to the extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Starfinder Roleplaying Game Core Rulebook. © 2017, Paizo Inc.; Authors: Alexander 
  Augunas, Logan Bonner, Jason Bulmahn, Thurston Hillman, Amanda Hamon Kunz, 
  Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, Amber E. Scott, Mark 
  Seifter, Owen K.C. Stephens, and James L. Sutter, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Modern System Reference Document Copyright 2002-2004,Wizards of the Coast, 
  Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David 
  Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on 
  material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, 
  Bruce R. Cordell, John Tynes, Andy Collins,and JD Wiker.
  Future: 13 Starship Devices, copyright 2005 Philip Reed.Published by Ronin Arts www.
  roninarts.com.
  Future: Datastream 06.2005, copyright 2005 Michael Hammes and Philip Reed. Pub-
  lished by Ronin Arts www.roninarts.com. Based on SkeletonKey Games’ e-Future Tiles 
  sets –www.skeletonkeygames.com.
  Future: Datastream 06.2005, copyright 2005 Michael Hammes and Philip Reed. Pub-
  lished by Ronin Arts www.roninarts.com. Based on SkeletonKey Games’ e-Future Tiles 
  sets –www.skeletonkeygames.com.
  Future: Datastream 09.2005, copyright 2005 Michael Hammes and Philip Reed. Pub-
  lished by Ronin Arts www.roninarts.com. Based on SkeletonKey Games’e-Future Tiles 
  sets – www.skeletonkeygames.com.
  Future: Datastream 07.2005, copyright 2005 Michael Hammes and Philip Reed. Pub-
  lished by Ronin Arts www.roninarts.com. Based on SkeletonKey Games’e-Future Tiles 
  sets – www.skeletonkeygames.com.
  Future: Player’s Companion: Tomorrows’ Foundation, Copyright 2005 The Game Me-
  chanics,Inc.;Authors:Gary Astleford,Rodney Thompson,and JD Wiker.
  Sci-Fi Seeds II,Copyright 2004,Expeditious Retreat Press,Authors:William Curtis,Chris 
  Field,Rhian Hunt,Matthew Lane,Khaver Siddiqi
  Future: 13 Starship Devices, copyright 2005 Philip Reed.Published by Ronin Arts www.
  roni-narts.com.
  Infinite Space: Dark Relics, Copyright 2018, Louis Porter Jr. Design, Inc.
  Starfinder is a registered trademark of Paizo Inc., and the Starfinder Roleplaying Game and the Starfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Inc., and are used under the Starfinder Roleplaying 
  Game Compatibility License. See http://paizo.com/starfinder/compatibility for more information on the compatibility license. 
  Designation of Product Identity: All company names, logos, and artwork, images, graphics, illustrations, trade dress, and graphic design elements and proper names are designated as Product Identity. Any rules, mechanics, 
  illustrations, or other items previously designated as Open Game Content elsewhere or which are in the public domain are not included in this declaration
  Declaration of Open Game Content: All content not designated as Product Identity is declared Open Game Content
  OPEN GAME LICENSE VERSION 1.0A
  
SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/Louis Porter Jr/LPJ - Infinite Space Dark Relics.pdf