VI
Mythos Items and Artifacts
Alien and Bizarre Technology
Some of the technological wonders presented here
on the following round. Once the brain is extracted, the
require energy to function. These items each have a
device permits communication with the brain. Because
capacity score, which indicates the maximum number
of the trauma in removing the brain, the wielder of the
of charges the item can store at any one time. The
cylinder may ask up to 1d6 questions per brain before
number of charges an item consumes when it is used
the victim becomes too distressed to communicate
varies from item to item.
coherently. A brain expires 24 hours after removal from
Compatibility: Most races have their own
its body unless the cylinder's energy is resupplied. The
distinctive means of recharging their devices, which are
cylinder can hold only one brain at a time. The living
not compatible with the technology of other species.
brain's body can be restored if the brain is removed and
Understanding an Item: Deducing how to activate
the body is immediately targeted with regenerate. The
an item without watching it being used by another
body can't be revived with resurrection magic while the
generally requires a successful DC 20 Profession
brain lives; such effects work only if the dead brain and
(Yog-Sothothery philosopher) or a successful DC 30
body are reunited. With a successful Profession (Yog-
Knowledge (engineering) check, although some might
Sothothery philosopher) check against DC 20 or a
be more or less intuitive at the GM's discretion.
Knowledge (nature) check against DC 30 as a standard
Construction: Most alien technology can be
action, a user can restore 1 charge by accepting 1
manufactured by specific types of aliens with supplies
temporary negative level (Fortitude DC 15 to remove).
costing half the price, but terrestrial mortals generally
It can be recharged only once per day.
cannot replicate it.
BRAIN CYLINDER, FAULTY
Price 4,000 gp; Weight 20 lbs.; Capacity 1 charge; Usage
1 charge per 24 hours
CLITHNI
Price 10,000 gp; Weight 1/2 lb.; Capacity —;
Usage consumable
This clear, emerald liquid, when ingested, causes
Able to briefly preserve a living brain, a faulty brain
the drinker to live several years longer. It makes the
cylinder is less effective than the fully-functional mi-
drinker more youthful by subtracting 1d10 years off
go design because it lacks the mi-go’s unique multi-
the character's current age. Penalties from aging can be
dimensional fluid (see page 300). This bizarre and
reversed by this effect, but bonuses are not lost.
grisly cylinder of glass and metal allows the removal of
the brain of a creature, which can then be housed within.
First, the empty cylinder must be attached to the head
of a helpless living creature. It automatically begins the
process of removing the creature’s brain, which takes 1
minute, after which the brain is extracted and the body
dies. A successful Fortitude save against DC 20 at the
end of the minute causes the process to fail, dealing
10d6 damage due to harm to the victim’s skull, but
unless removed, the cylinder begins the process again
DIGESTIVE REPLACEMENT
Sometimes mi-go find it useful to change the diet
of their human allies/slaves. This is accomplished
through complete surgical removal of the humanoid’s
gastrointestinal tract and support organs (i.e., pancreas,
liver, etc.), which the mi-go then replace with a whole
new set of organs designed to handle whatever the
fungi desire that human to be able to subsist upon.
These replacements can take a variety of forms.
For example, if the humans are going to be visiting
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