Table: Rare Technological Artifacts
Item Cost Availability
Battery charger, solar 4 GP Almost impossible to find
Combat suit: AC+9, electrically grounded, radiation buffer (100 R.E.M. / year). Starlight faceplate, +2 BAtCh via heads-up targeting display.  Uses 4 battery clips. 4 PP Almost impossible to find
Communication badge, 1 mile range 4 GP Almost impossible to find
ElectroSword (2d6), uses 3 battery clips 5 GP Almost impossible to find
Environmental suit: Radiation buffer (500 R.E.M. per year), resists int(5) toxin, AC+2, starlight and infrared face plate, disease pathogen filter.  Self-contained breathing w/ 18-hour capability.  Uses 6 battery clips. 7 PP Almost impossible to find
Global Positioning system, handheld, solar 1 GP Almost impossible to find
Handheld computer: 256mb storage.  Built in communications w/ 1-mile range.  Uses 1 battery clip. 8 GP Almost impossible to find
Laser gun, 4d6, 15// range, uses 2 battery clips 1 PP Almost impossible to find
PDA, stored 32mb text.  Uses 1 battery clip. 6 GP Almost impossible to find
Starlight goggles (removes low light penalties) 1 PP Almost impossible to find
Taser, stuns for 2d4 turns, uses 2 battery clips 7 GP Almost impossible to find
Universal Battery Clip 2 GP Almost impossible to find
Vacuum suit: Same as Environmental suit, except withstands vacuum of space, AC+4, and 24 hour capability.  Uses 8 battery clips 9 PP Almost impossible to find

 

Most technological artifacts are between 400 and 600 years old.  Thus, most artifacts found (85%) do not actually function (but may possibly be used as spare parts to repair technological artifacts that do function). 

The rare technological items that do function have a reliability rating, as determined by the Game Master using percentile dice.  Each day thereafter, the GM rolls for the device in order to determine if it works on the day that the character wishes to implement the device.  If the roll is successful, the device functions, if not, the user must wait until the following day to try again.

If a 99% or 100% is rolled on the daily reliability roll, the technological artifact has somehow become broken and thus need repair.  In this event, only a character with both Ancient Knowledge and Engineering may attempt the repair procedure.