Dusklight

hovercraft.jpg
hovercraft.jpg

Technological Artifact

Dusklight

Slot none; Weight 210 tons.; Capacity -; Usage

DESCRPTION

The Divinity wasn’t the only spaceship to crash on Golarion during the Rain of Stars. The massive starship housed many smaller vehicles and vessels onboard its numerous docks. Most of these small vessels broke apart or were destroyed upon entering the atmosphere, but one of the spacecraft—a vessel of mysterious and unknown origin— survived the crash mostly intact. The Divinity’s crew had found this ship drifting out in space, abandoned but fully functional, not long before the crash. The crew dubbed the thing the Dusklight, naming it after an excavated digital

record presumably made by its previous inhabitants, and were busy outfitting the ship as a science/research vessel when the Divinity fell headlong into Golarion’s atmosphere.

Before the Dusklight began breaking apart in Golarion’s atmosphere, one of the Divinity crew members researching the vessel accidentally reactivated a distress signal on the ship that corresponded to several remote chipfinders— most of which were scattered across Numeria with pieces of their mother ship. The Dusklight landed along the shores of the Dagger River, sinking into the muck and becoming all but lost to the ages as mud blocked the ship’s tracking signal. Like many others of its kind, the Dusklight seemed destined to be buried forever—until recent events exposed it once more.

Colossal Land Vehicle

Squares 162 (75 ft. by 80 ft.; 25 ft. high)

DEFENSE

AC 10 (+8 armor, -8 size); Hardness 15 (takes 150% damage from electricity and critical hits)

Hit Points 720 (360)

Base Save +0

OFFENSE

Maximum Speed 150 ft. (current depletion state); 8,000 ft (normal)

Acceleration 50 ft. (current depletion state); 1,000 ft (normal)

Attack ram 8d8

CMB 8; CMD 18

DRIVE

Propulsion Fission Reactor (2; 6 squares of energy drive; hardness 10, hp 500; extreme device); fission reactor located in engineering, rear compartments.

Driving Check Knowledge (engineering) or Profession (pilot)

Forward Facing the vehicle’s forward

Driving Device avionics

Driving Space a single 5-ft.-by-5-ft. square that contains electronics panels that control the driving device; the driving space is located at either two flight chairs in the far front of the flight cabin/observation deck.

Crew 1 or 2 (a single passenger may share the driving space/controls, at the chair next to driver, this passenger acting as support, grants a +2 bonus to the driver’s driving checks.)

Passengers 4 – 5 (navigation control room)

Decks 1

Weapons 2 integrated heavy laser rifles (driver’s base attack bonus modified by the driver’s

Intelligence score) ranged touch (4d10 fire)

LOAD

There is ample room along the rear of the vehicle, located within the loading dock.

FEATURES

Glaucite Armor (heavy): The vehicle gains a +8 armor bonus to AC from a heavyweight polymer resembling glaucite.

Illuminators: A pair of bright technological lights are mounted on the vehicle. These give off normal light in 2; 60 foot cones in front of the vehicle and increase the light level by one step out to a 120 foot cone beyond that. These draw upon the same power source that powers the vehicle, allowing them to give off light as long as the vehicle’s engine is powered. The pilot can light or douse these lights as a swift action.

Shelter: The vessel contains a combination heater/air scrubber set that controls the temperature (between 50 and 80 degrees Fahrenheit) and creates purified breathable air. The vessel cannot float on water. Dusklight secured sealable shelter allows the inhabitants to live in inhospitable conditions with ease for as long as the power holds out

DECK FEATURES

Floors/Walls/Ceilings: Internal walls are generally composed of two, 1-inch-thick glaucite panels separated by 10 inches of support beams (hardness 15, hp 180, break DC 40), whereas external hull walls are a solid 2 feet thick (hardness 15, hp 720, break DC 100). 

Doors: Doors consist of a 1-inch-thick sheet of glaucite (hardness 15, hp 30, break DC 28). When powered, a door slides swiftly up into the ceiling when a gray panel situated on the wall nearby is touched—opening a door in this way is a swift action. A door can be locked or unlocked by pressing an access card of any color to this gray panel (note that some doors can only be locked or unlocked by specific colors—these are mentioned in the text as appropriate). Once a door is locked, or if a door is unpowered, it can be forced open or closed with a successful DC 25 Strength check. Disable Device can be used to unlock a locked door, but attempts to do so take a –4 penalty unless the user has the Technologist feat (Iron Gods Player’s Guide) or uses an e-pickTG, since typical thieves’ tools are of limited use against electronic locks. A successful DC 20 Disable Device check is needed to pick a brown lock, DC 25 to pick a black lock, and DC 30 to pick a white lock (these are the only three lock categories in the ruins). A door closes automatically at the end of any round in which it is opened unless it has no power or it’s locked in an open position with a tap of an access card on its panel.

Illumination: Chambers are well-lit by bright lighting set into panels high on the walls or ceiling of each room.

1. Bridge / Navigation Control Room

The crew once used the bridge to navigate Dusklight and maneuver it in space when it wasn’t docked within another ship or exploring the surface of alien environs. Needless to say, while the control panels along the side walls still blink and flash, they no longer function for sustained flight in the sky and beyond. At normal speeds, fission drive should have no problem achieving escape velocity on any Golarion-like world. In its current fuel depleted state, Dusklight functions as a hovercraft. The central captain seat contains an electronic panel that allows communication with all chambers of the vessel.

2. Security

The door here is locked, but can be opened by a black (or higher-ranking) access cards (or a successful DC 25 Disable Device check). Small weapons fire lockers are stationed upright and line the walls of this room. 

Treasure: The glaucite lockers can be smashed open (hardness 15, hp 10, break DC 28), but doing so runs a 50% chance of causing the grenades found within to explode. A search of the lockers reveals four flash grenades, two soft grenade, two fire extinguishers, one flashlight, a heavy weapons harness, three masterwork plastic breastplates, timeworn panic suit, plasmathrower (6 charges),and three stun guns (10 charges each).

New Schematic

New Material – Plastics

Plastics are a family of lightweight solids, typically petroleum-based and sometimes naturally

derived. Many are well suited to molding and are malleable under relatively little heat, making

them an easy material to work with. While not as stout as metals, a skilled plastics crafter

can create surprisingly effective light armor and lightweight reinforcements for more traditional

armors.

An item made from plastics weighs half as much as the same item made from iron. Spell

failure chances for armors and shields made of plastics are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0).

Plastics are naturally nonconductive, and armors and shields made of plastics gain electricity

resistance 2; plastics are also vulnerable to heat, taking half again as much damage from fire

attacks. Plastics’ relative flimsiness doubles the cost of crafting masterwork items from it, and

their heavy processed refinement increases the difficulty of crafting plastic magical items (+10

DC). However, their malleability reduces the Craft DC for non-magical plastic items by 2.

Plastics have 10 hit points per inch of thickness and hardness 10.

In Numeria, they are easily manufactured in production labs (costs 1/4 as much as iron).

3. Fabrication Lab

An immense machine looms to the south in this room, its upper portion obscured by tangles of hanging cables and cords. The device looks something like an enormous oven, its front open with a rotating belt of green leathery material connecting to a wide metal table. Metal desks with flashing lights sit to the east, while a second rotating belt of leather moves through an opening in the east wall.

This workroom provided the necessary facilities for building and fabricating virtually any piece of simple equipment required by the crew. It likely saw frequent use on worlds where they needed to replicate or modify the less advanced technology or tools employed by the crew and aliens they took on board the habitat. Fortunately, like the medical bay to the west, this chamber remains functional and serves as a production lab to allow PC’s to craft if they so choose.

4. Functional Biolock

The outside door is locked (black access).

This entryway once served as a sort of airlock between the outside world and the ship’s deck—quick sterilization procedures here ensured that no contaminants were introduced into the habitat when wildlife or visitors entered the area beyond. A single glowing panel on either wall next to either door can be used to activate the sterilizers, but only if both doors are closed. One round after the sterilizers are activated, they spin and hum and spray the room with a mixture of nanites and chemicals that affects all creatures in area 4 with a remove disease effect (CL 10th). Unfortunately, because of long centuries of neglect, the sterilizers can function in this manner only once per day—but these represent a handy way for PCs who’ve become infected to swiftly cure their ailments.

5. Kitchen

The northwestern room once served as a kitchen. The northern room still functions as food preparation—glowing panels on a machine next to the wall allow the source to become red-hot. Anyone foolish enough to touch one of these burners takes 1d3 points of fire damage (Reflex DC 11 negates). 

Treasure: A search of the cabinets reveals a large collection of 40 goo tubes TG—small tubes of concentrated food with almost as many different flavors as there are tubes available. Unfortunately, roughly half of these tubes are spoiled—when it’s used, there’s a 50% chance that a goo tube fails to nourish and instead causes the eater to become sickened for 2d4 hours (Fortitude DC 11 negates).

6. Lounge

Situated in a nook towards the southeast, cushioned couches arranged near a round metal table containing a multitude of small boxes and discarded wrappers. Several doors are throughout this chamber along the sides. A small robot, appearing unthreatening, moves along the floor with unknown but diligent purpose.

This room once served as a lounge for the crew—a place for them to relax without having to rely on meals in crew quarters, while the rooms to the side served as barracks.  A space janitor serves this vessel as maintenance for light to moderate repairs. Tryg also performs cleaning duties with its ionized scrubbers throughout the various rooms.

TRYG                                                                                                                                    CR 1/2

XP 200

N Small construct (robot)

Init +0; Senses darkvision 60 ft., low-light vision; Perception +3

DEFENSE

AC 13, touch 11, flat-footed 13 (+2 natural, +1 size)

hp 15 (1d10+10)

Fort +0, Ref +0, Will +1

Immune construct traits

Weaknesses vulnerable to critical hits and electricity

OFFENSE

Speed 30 ft.

Melee 2 slams +0 (1d3–2) or integrated laser torch +0 touch (1d4 plus fire)

Special Attacks integrated laser torch

STATISTICS

Str 7, Dex 11, Con —, Int 8, Wis 12, Cha 1

Base Atk +1; CMB –2; CMD 8

Feats Alertness

Skills Climb +2, Disable Device +4, Knowledge (engineering) +3, Perception +3, Sense Motive +3; Racial Modifiers +4 Climb, +4 Knowledge (engineering)

Languages Androffan

SQ tools

ECOLOGY

Environment any (Numeria)

Organization solitary or crew (2–5)

Treasure none

SPECIAL ABILITIES

Integrated Laser Torch (Ex) As part of its built-in toolkit, Tryg is outfitted with an integrated laser torch it can use to cut through minor barriers. When activated, the torch emits a beam of highly focused light, cutting and burning through surfaces up to 6 inches away. Attacks from a laser torch resolve as touch attacks and deal 1d4 points of fire damage. This damage is not modified further by Strength. Tryg's integrated laser torch is mounted inside one of its appendages. When the laser torch is used as a tool or as a weapon to sunder, its damage bypasses hardness up to 20 points, and damage is not halved (as is normally the case for energy damage applied to objects) unless the object is particularly fire-resistant. A laser torch's cutting beam passes through force fields and force effects without damaging the field. Invisible objects and creatures can't be harmed by a laser torch.

Tools (Ex) Tyrg has tools built into its body that can reconfigure themselves into nearly any cutting, grasping, or drilling device. Tryg is always considered to be using masterwork tools for any Craft or Disable Device checks.

7. Crew Quarters

The doors to these chambers are locked (brown access).

These living quarters serves as rest for the crew. Each area contains bunk beds and a sink with drinkable water. Beneath the beds lies storage containers. 

Treasure: A search of the lockers reveals 4 batteries, a helo (observer robot), and a reconnaissance helmet (homebrew).

 RECONNAISSANCE HELMET                                         PRICE 4,000 GP

SLOT head USAGE 1 charge/hour

CAPACITY 10 WEIGHT 2 lbs.

This open-faced, blue polymer helmet includes a nylon strap and adjustable tinted visor capable of hiding all but the wearer’s mouth and chin. The interior of the tinted faceplate provides a heads-up display when activated, with each charge providing enough power to function for 1 hour of continuous use. During this time, the helmet’s display screen functions as an audio/video receiver and is keyed with the helo (observer robot).  The viewer can direct the helo through simple communication in Common or Androffan. The helo can broadcast everything it can see or hear to this helmet as long as it is within 1 mile. The signal strength can be enhanced with a signal boosterTG. A signal has difficulty penetrating solid barriers. A signal is blocked by 1 foot of metal, 5 feet of stone, or 20 feet of organic matter. Force fields do not block signals. Broadcasting functions like a scrying sensor, allowing the viewer to hear and see what the helo is experiencing. The viewer gains the benefits of any nonmagical special abilities the helo has tied to its senses (such as low-light vision), but the viewer uses her own Perception skill. This ability doesn’t allow magically or supernaturally enhanced senses to work through it, even if both the helo and the viewer possess them.

 CONSTRUCTION                  CRAFT DC 20                       COST 2,000 GP

Craft Technological Item, production lab

8. Restroom

Two narrow stalls take up the east portion of this room, their doors and partitions not quite reaching the tiled floor or ceiling above. A overhanging contraption lies in the corner, while  strange metal basin protrudes from the wall immediately to the south of the entrance.

The toilets, sonic shower, and in wall sinks all function well, and while the water some produce is drinkable, the fixtures are unlikely to be of much use to the PCs beyond providing entertainment.

Treasure: In one of the stalls, some reading material can be found. For those who can read Androffan, this military tablet contains video instructions on improving muscle memory through eye coordination and reflexive positioning but entwined within the words is a powerful cerebral effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains Exotic Weapon Proficiency (firearms). Once the book is read, the tablet ceases to function correctly, becoming intermittent.

9. Medical Bay

The door to this room is locked with a security ranking of white (Disable Device DC 30, brown and black access cards won’t open the doors).

A metal desk sits to the south of this long room. A bedlike table flanked by curving panels of blinking, pulsing lights is stationed near the desk. Moving armatures of metal extend out over the bed, outfitted with glowing panes of glass and strangely glowing tools. Along the western wall is a small laboratory station of some kind.

This room once served as a combination medical facility, surgical lab, and research chamber for crew and alien alike. A single glowing panel next to door can be used to activate a prismatic hologram generator. The hologram takes the form of a humanoid with uncanny resemblance to a human and speaking mild mannered, “Please state the nature of the medical emergency?”

The Doctor (Ex) Programmed to execute advanced medical procedures, the hologram can perform surgeries and other procedures that heal humanoid creatures of all manner of maladies. The hologram can heal wounds, set broken bones, cure diseases, treat burns, remove poison, and even install cybertech items. These procedures take varying amounts of time for it to complete and require different Heal check DCs. The DCs for these surgical procedures increase by 10 when they’re performed on a non-humanoid creature. The hologram contains nanites that fabricate the pharmaceuticals needed for the patient.

These procedures leave the patient with the exhausted condition. If the hologram fails any of its Heal checks (1d20+25), the surgery fails and the patient takes 1d4 points of Constitution damage and is exhausted for 24 hours. Unfortunately, because of long centuries of neglect, the power to supply the medical facility only has enough sustainable power to allow the hologram to interact with the room for 2 hours per week or to perform one procedure per week as follows:

? Cure Blindness/Deafness (DC 35): The patient’s sight or hearing is restored. Required Time: 30 minutes.

? Install Cybertech (DC = 5 + the cybertech install DC): Cybernetic equipment is installed safely. Required Time: 20 minutes per point of implantation of the cybertech being installed.

? Minor Surgery (DC 25): The patient is healed of 1d8+1 points of damage. Required Time: 5 minutes.

? Moderate Surgery (DC 30): The patient is healed of 2d8+3 points of damage and 1d4+1 points of ability damage to a selected ability score. Required Time: 10 minutes.

? Major Surgery (DC 35): The patient is healed of 3d8+5 points of damage and is cured of blindness and deafness. Required Time: 15 minutes.

? Critical Surgery (DC 40): The patient is healed of 4d8+7 points of damage and either all ability damage to all ability scores or all ability drain to one ability score. Required Time: 30 minutes.

? Treat Toxin (DC = 10 + the save DC of disease or poison): One disease or poison currently afflicting the patient is removed. Required Time: 10 minutes.

A barrier generated by the integrated prismatic hologram generator has hardness 10 and 50 hit points (break DC 28). If the doctor is convinced of life threatening danger to the crew (GM discretion), the doctor can be directed to attack targets within the room. The creature can make only one attack per round. This room has enough equipment to serve as a pharmaceutical lab.

Melee slam +14 (2d6 force), or 1 scapel +14 (1d6/ 19-20). 

Ranged surgical laser +14 touch (1d6 fire/ 19-20).

10. Captains Room

The door to this chamber is locked (white access).

These living quarters serves the captain of the vessel. A panel near the bed allows direct communication with the bridge. This chamber contains a beds, desk with chair, and a sink with drinkable water. Beneath the beds lies a storage container. 

Treasure: A search of the locker reveals a white access card.

11. Loading Dock

Flickering lights on the ceiling give the room a phantasmagoric cast. Numerous strange containers lie throughout the chamber.

This room acted as the deck’s primary loading dock for bringing on new supplies and parts for continued operation. A search of the containers reveals rubble and worthless junk.

12. Engineering

The doors to these chambers are both locked (black access).

Panels of blinking lights and machinery line the walls of this chamber, but the true spectacle here is the massive machine of metal that looms against the far walls. Two immense cylinders of pulsing violet light throb at the machine’s core, while above a thinner cylinder extends through the ceiling. The entire room vibrates with a roaring thunder, and the air feels strangely alive, almost as if it were vibrating as well.

In its currently activated state and depleted condition, the reactor’s yield is only 300, half of its normal output. Of that yield, the charges are dedicated to the vessel in keeping the electronics powered.

FISSION REACTOR

YIELD 300 (current depletion state) FORT +2 Hardness 10 HP 1,500

EXPLOSION 10d6 bludgeoning, 10d6 fire, plus severe radiation (current depletion state) (125-ft. radius; Reflex DC20; half)

PERCEPTION PENALTY -10

A fission reactor harnesses power from nuclear energy gathered by processing and consuming radioactive fuel. Once activated, a fission reactor can function for many years before its radioactive fuel must be replaced. Unfortunately, this reactor is at a depleted stage and is unable to power all systems of the vessel,  The core of a fission reactor is constantly irradiated at a high level of radioactivity; the bulk of the reactor actually consists of shielding meant to protect those nearby from radiation poisoning. If a fission generator explodes, it inundates its blast radius with severe radiation.

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