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  The  Cosmic  Armory
  A micro-sourcebook for the Psi-Watch
  Campaign Setting
  Written by Chris A. Field
  Cover Illustration by
  Ronin Arts
  Other Illustrations by
  LPJD Image Portfolio, Amanda Webb,
  Nevermeet Press.
  All images used with permission.
  Requires the use of the D20
  Modern Core Rulebook,
  Published by
  Wizards of the Coast
  Weapons from Deepest Space
  The genocidal war between the Culture
  and the Blooded Ghosts has burned hot for
  longer than sentient life has existed on Earth. And
  like all wars, this million-year blood feud has
  spurred the creation of deadly new weapons of
  war- weapons capable of ripping apart the weave
  of reality and change the pattern. And as
  impressive as the Culture and Blooded Ghost
  weapons described here are, they’re like obsidian
  tipped spheres compared to some of the ancient,
  enigmatic weapons forged by cultures long
  extinct. Some of the deadliest weapons in the
  known universe are described, and will give Psi-
  Watch characters good cause to worry if they
  show up anywhere near Earth-space.
  The alien artifacts and unexplainable
  weapons in this micro-sourcebook are designed
  specifically for the Psi-Watch campaign setting,
  but can be used with any D20 Modern or D20
  Future campaign, including Otherverse America
  and Galaxy Command.
  Culture Artifacts
  Born to a civilization literally older than
  the Solar System, members of the ancient and
  powerful Culture are blessed with technology so
  advanced it seems magical to less advanced
  species. These artifacts are far beyond the
  capacity of Earth science to reverse engineer or
  duplicate.
  Hana-Su-Talas
  (Fear Not Failure) (PL 7)
  This ancient nano-virus takes the form of
  a simple caste mark worn above the recipient’s
  left eye. Barely intelligent, the nano-virus’
  onboard computers are part of a galaxy-wide
  hive mind that dates back to the formation of the
  Culture. Like the Hectate Library, this ancient
  artificial consciousness exists to guide all
  members of the Culture to reaching their
  potential.
  It requires 24 hours to attune to the
  Hana-Su-Talas after implantation of the colony.
  The nanocolony augments a single skill of the
  user’s choice, which cannot be changed. The
  shape of the caste mark determines which skill is
  enhanced, and thanks to this marking, members
  of the culture can tell one another’s profession at
  a glance. Once the nanocolony is attuned, the
  wearer treats a natural 1 on checks with that
  particular skill as a natural 20. This is an
  extraordinary ability, and a character can only
  have a single Hana-Su-Talas. Blooded Ghost
  characters cannot attune to this device.
  
  3
  Kalat-Mas
  (Crimson Usefulness)
  (PL 8)
  The Kalat-Mas is a
  wonder of nanotechnology,
  assigned to the best pilots and
  racers in the Culture. Each
  Kalat-Mas is born at the heart
  of the ocean-sized nanocolony
  that forms the heart of the
  Wellforged artificial world.
  Washing up on the shores of
  the nano-colony, Kalat-Mas
  appear as crimson eggs
  inscribed with spiraling slate
  grey runes. The device pulses
  like a beating heart as it
  attunes to a wielder.
  Any member of the
  Culture can attune to the Kalat-
  Mas instantly, merely by touching the
  device. Members of other species must
  succeed at a DC 22 Computer Use check
  to attune to the device- they may attempt
  this check as often as once per 24 hours.
  Blooded Ghost characters suffer a -4
  penalty on the check.
  Once attuned, the Kalat-Mas can
  shape itself into an exact duplicate of any
  Gargantuan or smaller vehicle from Progress
  Level 7 or lower. The transformation requires
  1 minute, and the Kalat-Mas cannot be
  occupied while it transforms. The Kalat-Mas
  returns to its tiny egg like state when not in use.
  If the device mimics an armed vehicle, it is
  considered to have unlimited ammunition.
  All vehicles mimicked by the Kalat-Mas
  are crimson and grey, and while they share the
  statistics of the vehicle type imitated, they are
  sleek and angular, built with an an instantly
  recognizable Cultural design philosophy.
  Khel-Tukae
  (Hunter of Ghosts) (PL 7)
  This baroque, blood red gauntlet has the
  appearance and texture of smooth marble. Worn
  upon the wrist of a Culture warrior, it bonds to
  skin and muscle, becoming a living part of the
  wearer. The gauntlet floods the wearer’s blood
  with synthetic opiates, adrenaline and serotonin
  boosters when the wearer carries out the device’s
  
  4
  desires: the extermination of the Blooded Ghost
  race. Final Sword sword-sisters wear elaborate,
  jeweled khel-tukae which give them sweet
  orgasms as they commit genocide.
  The gauntlet must be worn for 24 hours
  before it attunes to the wearer. Thereafter, each
  time the wearer personally kills any Blooded
  Ghost character, the device rewards her with a
  surge of pleasure and an action point, which may
  be stored or used as the wearer desires.
  Unlike most Culture technology, Blooded
  Ghosts can wear the device, and are highly
  rewarded for ‘accepting civilized extinction’. If
  an attuned Blooded Ghost kills another member
  of her race while wearing a khel-tukae she
  receives two action points.
  Lel-kas-sun
  (Running Desperately) (PL 7)
  This Culture device resembles a strange
  exoskeleton comprised of living steel, only a few
  molecules thick. Consisting of a series of golden
  and metallic silver bands that wrap around the
  wearer’s legs and lower torso, a lel-kas-sun
  draws its power from the weaerer’s own
  electromagnetic field. Culture athletes, soldiers
  and Final Sword death-maidens commonly wear
  these devices beneath their uniforms.
  Once per day, the lel-kas-sun, grants the
  wearer the following benefit.
  •
  Increase base land speed by 10 ft.
  •
  A +2 enhancement bonus to REF Saves
  and a +2 dodge bonus to Defense.
  •
  +2 enhancement bonus to STR.
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  The ability to take either an additional
  move or attack action per round.
  These benefits last for 30 seconds (5
  rounds) upon activation. Activating the lel-kas-
  sun is a free action.
  Kaska (Pure) Daggers (PL 7)
  Kaska Daggers are sacred to the Culture.
  These sharply curving blades resemble a short
  sickle more than a conventional blade. The blades
  are comprised of a hundred layers of viscous red
  matter, allowed to dry and harden and accrete
  until the end result looks like something grown,
  not machined. Culture warriors consider these
  heirloom blades to be part of themselves, and
  honor these ancient weapons with a place of
  honor at a private altar. In Culture space, alien
  ownership of one of these daggers is punishable
  by death.
  These daggers are always of masterwork
  quality, despite their organic appearance. When
  wielded by a member of the Culture, the
  rudimentary intelligence within the nanite-infused
  blade awakens. The blade becomes especially
  skilled at carving through natural defenses
  manifested by ‘lesser species’. The Kaska Dagger
  ignores natural armor bonuses to Defense when
  used against any non-Culture creature.
  Graviton Pikes (PL 8)
  Graviton Pikes are the ceremonial
  weapons for the imposing Bio-Mechanical
  Sentinel marines who guard Culture nobles.
  Every session of the Bodiless Choir is called to
  
  5
  order by an immortal machine
  soldier wielding this physics
  breaking weapon.
  Made from a light,
  silvery alloy, this pike crackles
  with cool green light. The
  blade is complex and multiply
  serrated, designed to catch
  other weapons and shatter
  them. Graviton Pikes possess
  10 ft reach, but cannot be used
  against an adjacent foe. These
  weapons can also be set to
  receive a charge.
  Any target struck by a
  Graviton Pike must succeed
  on a DC 18 FORT Save or
  find their personal gravity field
  briefly reversed. Targets hit
  with this weapon who fail their
  save fly upwards 1d4x10 ft,
  possibly taking falling damage
  if they slam into a ceiling or
  other obstruction. They then
  fall back down, again possibly suffering falling
  damage.
  Vibro Blades(PL 6)
  Daggers that vibrate at ultra-high
  frequency are common military weapons, and
  many Psi-Watch agents carry a vibro blade in a
  boot sheath for when they need something quick
  and quiet. The high frequency vibrations can
  shred tissue and slice easily through metal, stone
  or ceramic, making them ideal weapons for
  burglars and saboteurs.
  Vibro Blades ignore Hardness 5 or less,
  but have no special penetrating power against
  objects with greater Hardness.
  The power cells for a vibro blade provide
  up to 50 rounds (5 minutes) of use. The user can
  activate or deactivate the blade’s vibro function
  as a free action. The vibro blade functions as an
  ordinary combat knife when not energized. Each
  activation uses up at least one round of energy.
  Power cells have a Purchase DC of 8 and are not
  restricted.
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  Blooded Ghost Technosorcery
  The Blooded Ghosts are in their own
  way, as ancient and powerful as the Culture they
  have struggled against for eons. The secrets of
  their greatest devices are lost to the ages, but
  even the relics of their once proud society are
  impressive. Blooded Ghost technology owes as
  much to what humans call magic as it does to
  science, and almost invariably requires a sacrifice
  by its wielder.
  Blooded Ghost
  Wishing Tooth (PL 9+)
  The size of a man’s fist and made from
  translucent yellow amber, strange dark things-
  somewhat like squid or insects- writhe slowly
  within this dagger like item. The Wishing Tooth is
  the pinnacle of Blooded Ghost magic and
  technology, a kind of techno-sorcery even the
  geniuses of the Culture cannot understand. It was
  a Wishing Tooth, cleverly wielded that brought
  down the Culture worldship Ages of Sorrow and
  began the war between the species.
  The technology to craft more Wishing
  Teeth is long since lost, and the only extant
  Wishing Teeth are billions of years old, ancient,
  strange and unique.
  A Wishing Tooth can produce any one of
  the following effects. Each use of the Wishing
  Tooth inflicts 1d6 points of permanent WIS and
  CON drain from the user, and allows a DC 18
  WILL Save to halve the loss. Techno-shaman
  capable of wielding these powerful artifacts
  quickly become insane, wizened wrecks, eaten
  alive by the device’s ancient power.
  
  7
  •
  The Wishing Tooth can duplicate any
  spell FX found in D20 Modern.
  •
  Restore a character who has died within
  the past decade to life.
  •
  Alter a character’s age category,
  anywhere from infant to venerable.
  Unwilling targets make a DC 22 FORT
  Save to resist the change.
  •
  Remove all racial traits from a character,
  including a human’s feat and skill points,
  and apply any new racial traits desired.
  Unwilling targets make a DC 22 FORT
  Save to resist the change.
  •
  Create any device from Progress Level 8
  or less. The Wishing Tooth can create any
  item with a Purchase DC up to 45. Each
  point of the item’s Purchase DC beyond
  45 inflicts an additional point of ability
  score drain to the user’s WIS and CON
  scores.
  •
  Teleport the user and any desired
  companions within 100 ft to any known
  location in the galaxy, without the
  possibility of error.
  •
  Grant a creature a +1 inherent bonus to
  an ability score. Two to five wish spells
  cast in immediate succession can grant a
  creature a +2 to +5 inherent bonus to an
  ability score (two wishes for a +2 inherent
  bonus, three for a +3 inherent bonus, and
  so on). Inherent bonuses are
  instantaneous, so they cannot be
  dispelled. Note: An inherent bonus may
  not exceed +5 for a single ability score,
  and inherent bonuses to a particular
  ability score do not stack, so only the best
  one applies.
  •
  Remove injuries and afflictions. A single
  wish can aid up to 10 creatures, and all
  subjects are cured of the same kind of
  affliction. For example, you could heal all
  the damage you and your companions
  have taken, or remove all poison effects
  from everyone in the party, but not do
  both with the same wish. A wish can
  never restore the experience point loss
  from casting a spell or the level or
  Constitution loss from being raised from
  the dead.
  Greater Tasks
  A Wishing Stone can also be asked to
  perform a greater task, but doing so is
  fundamentally risky. The wishing stone may
  pervert the user’s intent to a literal but
  undesirable fulfillment or only a partial
  fulfillment. The game master should force the
  wishing character to describe the desired effect as
  completely as possible in 50 words of less, and
  then decide on the simplest way to achieve that
  desire.
  The player should make a DC 30 WILL
  Save. Success means that even if the wish is
  interpreted literally, the wish will not directly
  harm the user of the Tooth. Failure means that
  the wish will be in some way interpreted that will
  result in the user’s immediate and spectacular
  demise.
  Souls Within
  By virtue of their great age, Wishing
  Teeth are sentient, and they all have their own
  souls, quirks and motives. Most have effective
  mental ability scores equal to 12+1d6 each, and
  their allegiances are usually dedicated to the
  preservation of the Blooded Ghost species.
  They will often speak to their wielder,
  promising a glorious death and a pleasant eternity
  within their crystalline memory banks if they will
  just wish death upon the Culture. To differentiate
  the various Wishing Teeth, the game master
  might pick one function of the artifact- a
  particularly Tooth is especially adept at
  performing that task. The user only suffers 1
  point of CON and WIS drain when calling upon a
  Tooth’s preferred task…. Assuming she can
  discover what it is.
  Members of the Culture can never use a
  Wishing Tooth. The device will incinerate any
  Culture member touching it, inflicting 8d8 points
  of fire damage (WILL DC 20 half) per round of
  contact.
  
  8
  Brood Mother’s Ribbons (PL 8)
  These beautiful, azure and gold silk
  ribbons are woven around a Blooded Ghost’s
  body, and move and shift like something alive.
  That’s because the ribbons are alive- a kind of AI
  based upon the sacrifice of a living soul. The
  smooth ribbons are laced with microscopic soul-
  circuits resonating on the frequency of a living
  consciousness.
  A female Blooded Ghost of at least 5th
  level must knowingly and willingly sacrifice her
  life, dying in a painful and prolonged ritual
  execution that transfers her soul into a set of
  specially prepared ribbons. When worn by any
  other Blooded Ghost, the Ribbons provide the
  following benefit.
  •
  The wearer can use the base Defense
  bonus of the sacrificed Ghost in place of
  her own if it is higher.
  •
  The wearer can use the base REF and/or
  WILL save of the sacrificed Ghost in
  place of her own if it is higher.
  •
  The wearer receives a +1 competence
  bonus on any skill the sacrificed Ghost
  had 5 or more ranks in.
  When worn by a character who has either
  a higher Defense bonus or REF or WILL save
  then the sacrificed Ghost, the ribbons provide no
  benefit other than basic skill enhancement.
  Instead the ghostly consciousness within the
  cloth will subtly urge the wearer to pass the
  ribbons onto a younger and less skilled Blooded
  Ghost, to ensure the next generation is protected.
  Orb of Rebellion (PL 7)
  The Culture’s only advantage over the
  Blooded Ghost is their technology; without this
  technology, a Ghost’s superior strength, speed
  and ferocity often wins the day. To successfully
  rebel against the Culture, the Blooded Ghosts
  needed a way to negate their nemesis’
  technological advantages. Thus, their shamen
  developed the Orb of Rebellion.
  A perfectly smooth sphere of polished,
  translucent blue crystal, the Orb of Rebellion is
  freezing cold to the touch. It occasionally sparks
  with electrical discharges, and strange machinery
  can be seen within, churning rhythmically.
  As often as once per day, a Blooded
  Ghost can hold the Orb of Rebellion aloft and
  generate a powerful electromagnetic pulse that
  shuts down all technology from PL 7 or less for
  1d6 rounds. Damaged technology can be re-
  booted with a successful DC 20 Computer Use
  or Repair check as a full round action. The pulse
  extends in a ½ mile radius per point of permanent
  CON drain the user suffers, and always extends
  at least ½ mile. Blooded Ghost suicide bombers
  use this orb to knock Culture starships out of the
  sky and shut down entire armies.
  Alternatively, the Orb of Rebellion can
  fire a powerful bolt of charged ionic energy- a
  lightning strike that inflicts 4d6 points of
  electrical damage and has a 50 ft range
  increment. As a weapon, the Orb of Rebellion is
  capable of single shot fire only, and has an
  effectively unlimited payload. Members of the
  Shiftsteel Symbiont species are especially
  vulnerable to these ionic discharges, and suffer
  double damage from the lightning blast unless
  they succeed at a DC 15 FORT save.
  Wicker Cowl (PL 8)
  Woven from soft wood wrapped around a
  shapememory polymer core, crafting a Wicker
  Cowl is difficult and exacting task. Each fiber
  must be perfectly aligned, and the cowl’s high-
  tech polymers must be refined to exacting
  temperature and pressure tolerances. A single
  flaw, anywhere during the construction process
  renders the Wicker Cowl useless, and such a
  dishonor will often force a Ghost crafter to
  suicide to atone for their failure.
  When wearing a Wicker Cowl, crude
  ansibles built into the device establish a quantum
  link between an artificial DNA strand created
  within the shapememory polymers and the
  
  9
  creature imitated by the Blooded Ghost wearer
  using the Blood Sheath racial ability. This feature
  only activates with a successful Disguise check
  made to imitate a specific person, not when the
  Blooded Ghost imitating a generic character. The
  result- a kind of technological voodoo that can
  kill whatever humanoid the Ghost is imitating
  from half a galaxy away.
  While wearing the Wicker Cowl after an
  ansible link has been established, any damage
  suffered by the disguised Blooded Ghost is also
  suffered by the imitated creature. No save is
  allowed for this affect. When the Blood Sheath is
  destroyed, the imitated creature must succeed on
  a DC 22 WILL Save or be nauseated for 1d4
  hours with sympathetic pain and strange
  hallucinations of a Ghost ripping out of its flesh.
  There is no range limit for either aspect of the
  Wicker Cowl.
  A Wicker Cowl must be worn
  continuously for 24 hours to attune it to a
  specific Blooded Ghost.
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  Unknown and Recovered
  Technology
  The following devices have made their
  way to Earth from across the multiverse. Some
  of these artifacts are of great power, but in many
  cases their true natures are a mystery. Many of
  these devices have powers and drawbacks
  beyond the obvious.
  Fortress Cube (PL 8+)
  In its inactive state, the Fortress Cube is a
  mathematically perfect cube comprised of a jet
  black, steel-like alloy. In this state, the alien
  device can be held in two hands easily. The
  surface of the Fortress Cube is mostly smooth,
  but upon closer inspections fine joints of
  exactingly machined tolerances can be seen.
  Most xeno-archeologists who have
  studied one of these devices believe they are
  Ejawfe artifacts. Once a high tech, well armed
  military within the Galactic Scar, the Ejawfe were
  annihilated by the Culture millions of years ago.
  Fortress Cubes
  were an Ejaw
  attempt to reverse
  engineer the
  “Wellforged
  Seeds” that allow
  the Culture to
  grow new
  worldships and
  Dyson Spheres
  like coral.
  Activating
  the Fortress Cube
  requires a DC 20
  Knowledge
  (physical sciences)
  and the expenditure of an action point. If
  successfully activated, the Fortress Cube ‘folds
  out’ into a massive fortress covering at least a
  500 ft x 500 ft area, and up to 4 stories tall. This
  fortress is comprised of the same black alloy the
  Cube is, as well as several rectangular windows
  
  10
  set into the fortress, comprised of some dense,
  self repairing crystal. Once deployed, the Fortress
  Cube remains in its structure state for 18 hours
  plus one hour per point the activator beat the
  check DC by.
  The exact dimensions and contents of the
  fortress change subtly over time, with rooms and
  corridors shifting over the course of several
  hours. When constructed, the Fortress Cube
  includes basic furniture, a PL 8 computer system
  with Internet/Mesh access and holographic
  displays and futuristic versions of most modern
  appliances and conveniences.
  The Fortress Cube’s metallic walls and
  doors have Hardness 10 and 50 Hit Points. The
  windows have Hardness 4 and 12 Hit Points, but
  recover lost HP at the rate of 1 per minute, even
  if destroyed.
  Multiversal Ring (PL 9+)
  A smoothly faceted band of slender
  purple Yahn crystal this ring (or other rings like
  it) has passed through many hands. Constructed
  of a xeno-mineral that weakens dimensional
  barriers, the Multiversal Ring is etched with
  nearly microscopic circuit patterns that are only
  visible under extreme magnification.
  A creature who wears this ring can use
  the device to temporarily swap bodies with
  alternate versions of themselves from parallel
  realities. Sometimes the differences are minor
  (you grew up to become a radiologist instead of
  a cardiologist), cosmetic (you are a different race
  or sex), or really impressive (you are a member
  of a different species, have weird powers or have
  persued a completely different profession).
  By spending an action point, you activate
  the multiversal ring. Roll 1d4, this represents the
  increase to your Challenge Rating your
  transformation can provide. You may increase
  your CR further by spending additional action
  points; each action point allows you to improve
  yourself by +1 CR when swapping bodies across
  dimension.
  When using this ring, you may make any
  of the following changes.
  •
  Reassign spent skill points as desired or
  reassign your ability scores. If these
  changes cause you to no longer quality
  for a feat or advanced class, you cannot
  use those abilities while transformed.
  •
  Add any combination of class levels
  desired to increase your CR to the
  allowed maximum.
  •
  Alter your species. Remove your base
  racial traits and replace them with racial
  traits of another species of your choice.
  You can choose from species with a
  higher ECL if you choose, upto the limit
  of the transformation.
  •
  Make any cosmetic changes to your
  alternate reality body you want to. Have
  some fun with it.
  Transforming is a move-equivalent action.
  You remain in your altered state until you
  suffer five points of damage, either from a single
  attack or cumulatively. If slain while wearing the
  ring, the device is lost, possibly reappearing in
  another plane of reality.
  The Motorload (PL 8+)
  This ancient nano-implant went rogue
  eons ago, and has been hopping from host to
  host, transmitting and replicating itself like a
  disease. Supposedly, a Motorload infection
  touched down on Earth during the early 1960s,
  and a few unconfirmed sightings since then have
  Psi-Watch worried. The Motorload virus has an
  affinity for the dregs of society- those not smart
  enough to understand what happened to them,
  without the resources to seek a cure, and most
  likely to use the power the mechano-virus
  bestows.
  
  11
  The Motorload
  is an opportunistic
  infection. It is a
  contact disease that
  prefers to hide in
  rusting metal, stagnant
  water and scrap. When
  exposed to the
  disease, make a DC 22
  FORT Save; success
  means the character
  remains uninfected. To
  recover, the patient
  must make a DC 28
  FORT Save.
  Infected
  characters form a
  mechanical symbiosis
  with the Motorload.
  Strange markings
  made of organic steel
  tendril erupt across
  their bodies, looking
  like gleaming tribal
  tattoos. The
  character’s eyes are
  replaced with high
  resolution, jet black
  cameras grown from
  alien cyber-disease.
  A character
  infected with
  Motorload undergo
  the following changes.
  •
  The character
  gains Darkvision with a 60 ft range.
  •
  The character suffers -2 points of
  permanent INT and CHA damage.
  •
  The character receives a +2 bonus to his
  STR score.
  •
  Frustration Engine (EX): Originally a
  cybernetic power core, the Motorload
  now converts the host’s rage and
  frustration to unstable energy. Anytime
  the host fails a skill check, saving throw
  or attack roll, keep track of how many
  points the character failed by. These
  points go into a Frustration pool. The
  host can release energy from the
  Frustration pool in a destructive burst of
  radioactive plasma.
  ·
  The host can store up to 100 points of
  energy in the Frustration pool. The character
  always releases the maximum energy available in
  the Frustration pool. When released, all
  
  12
  characters and objects within the blast radius
  suffer the same amount of damage
  (REF DC 20 half).
  The energy discharge’s radius is
  determined by the amount of energy released.
  Until the Frustration pool is depleted, the host is
  in ever increasing pain, as shown on the chart. All
  effects are cumulative.
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  If reduced to 0 HP or less, the character’s
  Frustration blast automatically fires, affecting
  enemies and allies alike.
  •
  Anyone touching the infected character or
  coming in contact with his blood or
  bodily fluids risks Motorload infection.
  Psychoforge (PL 9+)
  This strange device stands roughly eight
  feet tall and is composed of several angular,
  shield-like plates of some unknown, mildly
  radioactive alloy. These pale green shields are
  decorated with geometric golden and silver
  designs, and float freely in a gravity well created
  by a spherical ball of white energy at the center
  of the device. When the device is activated, a
  man steps into the orbit of the slowly rotating
  shields, and is bathed in the white light of the
  Psychoforge.
  The device is currently held in a secure
  research laboratory on Clark Island, under the
  study of Puzzle Ops. Their scientists believe the
  Psychoforge in some way taps into and channels
  the enigmatic energy source known as the White
  Wave, which is present throughout the multiverse
  and can alter mutant DNA. The theory is that the
  floating shields somehow channel the white
  energy so it can alter more than just mutant
  genetics.
  By standing within the
  activated device for at least an
  hour, a humanoid, giant or
  monstrous humanoid can be
  forever transformed. At the end
  of the hour, the character must
  succeed at a variable FORT Save
  (DC 4d6). For some, the ordeal
  in the light is nearly lethal, and
  for an unknown reason, others
  emerge from the light with a
  smile on their faces.
  If the FORT Save is successful, the
  subject gains the Psionic subtype and may choose
  1d4+1 Psionic Precursor or Psionic feats she
  qualifies for.
  If the FORT Save is unsuccessful, the
  subject gains the Psionic subtype and may choose
  any Psionic Precursor or Psionic feat she qualifies
  for. However, the character is physically mutated,
  her type changing to Monstrous Humanoid, and
  she permanently loses 1d6+1 points from two
  randomly determined ability scores.
  A character can only benefit from
  transformation by the Psychoforge once during
  her life.
  
  13
  The Roulette (PL 9+)
  Noone really knows what the Roulette is,
  but the best guess it is some kind of terraforming
  device. Whatever it’s true origin, it was found by
  the Culture a million years ago and deemed so
  dangerous it was buried in an asteroidal rock in
  Jupiter orbit. Somehow, it was forgotten, and
  within the last human generation it woke up.
  The Roulette is a massive, wheel like
  device roughly the size of a two story building.
  Made of some dense golden metal, the device is
  carved with grimacing faces and demonic
  creatures, reminiscent of Mesoamerican artwork.
  Parts of the device randomly become translucent-
  taking on the molecular properties of some ultra-
  dense glass- before returning to their default
  golden state.
  Like the Psychoforge, the Roulette can
  rewrite the genomes of anyone in close
  proximity, but unlike the Psychoforge, the
  Roulette’s affects extend far past one supplicant.
  The Psychoforge randomly rewrites the race of
  any character who comes within 100 ft of the
  structure and spends an action point, for any
  reason. No awareness of the Roulette is
  necessary. The artifact will activate when a
  character spends an action point to enhance an
  attack roll or activate a power.
  The device eliminates the original racial
  traits (including human feat and skill points) of
  the character who spent the action point and
  randomly assigns new racial traits. The game
  master can use any race common to the Psi-
  Watch Campaign Setting, or any other race they
  desire. If the character has racial feats, they are
  lost and are replaced with an equal number of
  racial feats suitable to their new species. There is
  no limit to the number of times a character near
  the Roulette can be transformed.
  In addition, the Roulette will fire a blast
  of energy that extends outward several hundred
  thousand kilometers. Within this radius, those
  bathed in the invisible exotic radiation are more
  prone to mutation and evolution. One or two
  percent of all sentient creatures born will within
  this area will be a member of the species the
  triggering character is transformed into,
  regardless of their genetic background. Finally,
  any character within this blast radius who has
  spent an action point for any reason within one
  minute of detonation will gain the Psionic
  Subtype and may select one Psionic Precursor
  feat as a bonus feat.
  Thought Yahn
  (No PL, naturally occuring)
  Found in the heart of yahn deposits, this
  blue and purple crystal is formed from the
  universal collective unconsciousness- from the
  interaction of thinking minds upon space/time.
  Anyone who shatters a Thought Yahn crystal
  (requiring a DC 11 +1d6 STR check) feels a rush
  of knowledge and experience, most of it strange
  and alien rip through their consciousness.
  By breaking the thought yahn crystal, a
  character gains 3d4 x 100 XP. Though rare, there
  is no limit to the number of times a character can
  benefit from exposure to Thought Yahn.
  White Key (PL 8)
  The White Key is a palm sized sculpture
  made of some odd white metal that is painfully
  cold to the touch. When struck with metal, the
  White Key rings softly for several minutes. The
  sculpture resembles some kind of large, semi-
  abstract key made of multiple layers of
  interlocking metal.
  When held aloft and willed to function,
  the White Key blazes with ivory light. All locks
  and bindings, including electronic and simple
  mechanical locks and chains within 30 ft open.
  The White Key can be used in this manner up to
  five times per day, and activating it is a standard
  action.
  Unlock: After possessing the White Key
  for at least 40 hours, an owner can attempt to
  unlock its true potential. Doing so requires the
  
  14
  character to meditate on the nature of freedom
  and unbind mental locks. Doing so requires an
  hour and a DC 30 Disable Device check (a purely
  mental action) with its key ability as WIS, not
  DEX as normal. The check can be retried as
  often as once per week. Each week the White
  Key is in its owner’s possession reduces the
  check DC by one.
  If this check is successful, the owner can
  use the key to open a small planar gate three
  times per day as a move equivalent action. The
  owner can teleport himself and upto 100 lbs of
  additional gear up to 100 ft to any visible open
  space.
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  Secondary Unlock: After unlocking the
  first stage of the White Key’s potential and
  owning the device for at least one month, the
  owner can attempt another purely mental DC 35
  Disable Device check. Each month the unlocked
  White Key is in its owner’s possession reduces
  the check DC by one.
  If the check is successful, three times per
  day, the owner can choose to add his ranks in
  Disable Device to any WILL or REF save. The
  owner must declare the use of this ability prior to
  rolling the save.
  
  15
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  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.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC;
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  Author: Chris A. Field
  
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