Pulse Grenade: This smooth metal sphere contains condensed arcane lightning, allowing it to disrupt the operation of mechanical minds. A creature may use an action to throw it at a point within 60 feet of them. Constructs within a 10 foot radius sphere centered on the point must succeed on a DC 16 Constitution saving throw or be incapacitated until the end of their turn.

TazArrow: This steel arrow shocks its target, possibly causing them to drop something they’re holding. On a hit, a target takes 1d4 lightning damage and makes a Constitution saving throw, and must drop whatever it is holding on a failure. The arrow becomes a mundane arrow after it hits a target.

Grapple Hook: This grappling hook is equipped with a powerful motor. The user can take an action to fire the grappling hook at a creature or object up to 60 feet away, and on a hit, can choose to reel themselves in up to 60 feet closer to the target. It can be used twice, and regains expended uses at dawn.

Therma-Dagger: The heating element embedded in this dagger causes it to cauterize wounds it makes. This dagger deals an additional 1d4 fire damage on a hit.

Lasing Dissipator: This handheld melee weapon mildly disrupts particle bonds to provide an effect similar to stabbing with a sharp object. It has been modified by SCSI Sataella, providing a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.

The dissipator has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against SCSI’s spell save DC. The weapon regains 1d4 expended charges daily at dawn.

AutoTurret: When placed on the ground or on a wall, this small metal box rapidly expands into a turret that fires on all enemies. The turret remains active for ten minutes or until it is destroyed.

Shield Generator: This small hexagonal item clips to a belt or shirt. When activated, it emits a magnetic field that can ward off attacks, granting the user 2d4 temporary hit points. While they have these temporary hit points, the user has resistance to bludgeoning, piercing, and slashing damage.

Mechs

Mechs are considered construct vehicles, with the following additional rules:

  • Mechs require a pilot in order to be used at all. In SCSI’s case, they are perhaps designed to be powered by a Sparkheart’s special arcane lightning and cannot be operated by other people.
  • Mechs synchronize with their pilots, so that their senses are fully transferred to the pilot inside, placing the body of the pilot into an sedated state. Mechs use the mental ability scores of their pilot, and if the mech is forced to make a Wisdom, Intelligence, or Charisma saving throw, the pilot makes the saving throw and suffers the effects instead.
  • Instead of normal HP, mechs use a “hull plating” system, e.g., 20/20/20. Outermost hulls receive damage first, and damage cannot be split between hulls. If a hull is destroyed, the pilot takes a certain amount of psychic damage as backlash, as the damage to the mech feeds back as overwhelming sensory stimulus to the pilot.
  • Pilots can’t cast spells while synchronized with a mech.
  • While a mech can be piloted normally from a Sparkheart’s nominal arcane lightning, the use of special abilities like weapons systems requires additional magical energy in the form of spell slots or psychic power.