Three Technocratic Artifacts for the WARPLAND RPG

Three Technocratic Artifacts for the WARPLAND RPG

Forbidden by The Tenet, the technological wonders of the Eloi are anathema to the denizens of the civilized places of Warpland, the death sentence that they carry ensures that only the bravest and most secretive Technocrats are able to keep more than a handful. The WARPLAND RPG core book* includes only 13 of these Technocratic treasures, and here are three more from me. 

Quantum Harmony Generator 

This device emits harmonizing quantum waves that stabilize the chaotic energy of Warpland, creating pockets of relative calm and clarity amidst the swirling psychedelic chaos. It acts as a sanctuary for weary travelers and provides temporary respite from the mind-bending effects of the environment.

Upon activation, the Quantum Harmony Generator nullifies the effects of the Aether of Warpland for 1d6 hours in a radius of 2d6 x10 feet. A single use of this device is enough to completely drain a Crystal Shard.

Molecular Phase Disruptor

This once-experimental weapon disrupts the molecular structure of targets, causing them to temporarily phase out of sync with reality. The affected creatures or objects become translucent and intangible, their phasic displacement making them more vulnerable to physical sources of damage. 

When using the Molecular Phase Disruptor, make an attack roll as normal. However, instead of applying damage directly; instead, the Molecular Phase Disruptor adds an amount of damage to subsequent physical attacks done to the target by an amount equal to the lower die on the attack roll. This additional damage is applied to the next physical attack done to the target, after which the target returns to a normal phase alignment. This artifact uses Crystal Shards as normal (usage die applies).


This bizarre headset amplifies the user's psychic abilities, granting them enhanced telepathy, telekinesis, and other mind-altering powers to navigate the strange landscapes of Warpland.

Any time a character attempts to use a Full or Partial Mutation that requires the expenditure of a Willpower point, test Wits; if successful, the mutant retains the Willpower point. This use of the Psimax works once per session. Further, when used in conjunction with Mutations or Gifts of the Void that affect the mental state of another (such as Confusion or Awe), the Lore test is made with a +1 bonus. Either use of the Psimax forces a roll of the usage die. 

*If you've enjoyed this or any other of my WARPLAND RPG content, please consider using the affiliate links in this article to support this site.