Gizmo, Variant (3.5e Class)
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"I'm going to put my Quantum Harmonizer in your Photonic Resonation Chamber."
- Frenzied Vault Scientist
- "But Doctor, wouldn't that cause a Parabolic Destabilization of the Fission Singularity?"
- - Concerned Gizmo
Making a Gizmo
A Gizmo is a mechanized terror, or a nexus of utility. But a gizmo ultimately needs funding, so adventure seems to be the greatest thing a gizmo is suited for. A gizmo will join a group of adventurers if there is a lot of foreseeable profit. No doubt a gizmo would put their services up for higher for a tough raid on a once wealthy castle that fell to invaders, or if they aren't big on Law, perhaps a wealthy castle that is very much still in use.
Abilities: The very existence of the Gizmo relies heavily on his intelligence, as he is basically reconstructing himself, he would want to know how to do it right the first time. The middle of battle is not a good time for a 404 error. His constitution is also important, seeing as how he is constantly replacing his flesh with mechanical parts.
Races: Races with racial bonuses towards Intelligence lean towards the path of a Gizmo, as well as races that do not have affinities towards nature or other divine domains.
Alignment: Gizmos are usually Chaotic, for they are out for their own ends. However lawful gizmos are not unheard of, using their intimate knowledge of machinery and modifications to maintain or enforce order.
Religion: All of the Gizmo's power comes from the knowledge they can gain themselves, and are entirely dependent on what they know. They don't seek out religion normally, but should they, they would pledge all of their progress to the Diety and enforce their domains, be it law or chaos.
Starting Gold: 6d12x10 (360)
Hit Dice 1d8
Starting Age: Complex
|Saving Throws||Special||Charges Per Day|
|1st||+0||+2||+0||+0||Craft (Gizmos), Mana Core, Upgrade, +3 Gizmo Slots, Analytic Mind||6|
|2nd||+1||+3||+0||+0||+2 Gizmo Slots||10|
|3rd||+2||+3||+1||+1||+1 Core Upgrade||14|
|4th||+3||+4||+1||+1||+1 Gizmo Slot||18|
|6th||+4||+5||+2||+2||+1 Gizmo Slot||26|
|7th||+5||+5||+2||+2||+3 Core Upgrades||30|
|8th||+6/+1||+6||+2||+2||+2 Cheap Upgrades, +2 Gizmo Slots||34|
|10th||+7/+2||+7||+3||+3||+2 Gizmo Slots||21|
|11th||+8/+3||+7||+3||+3||+2 Core Upgrades||46|
|12th||+9/+4||+8||+4||+4||Interface, +2 Gizmo Slots||50|
|14th||+10/+5||+9||+4||+4||+2 Gizmo Slots||58|
|16th||+12/+7/+2||+10||+5||+5||+2 Gizmo Slots||66|
|18th||+13/+8/+3||+11||+6||+6||+2 Gizmo Slots||74|
|20th||+15/+10/+5||+12||+6||+6||Gizmodule, +2 Gizmo Slots||82|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Gizmo.
Analytic Mind: The Analytic Mind of the Gizmo makes him strive to learn more. He gains plus 4 to all knowledge checks, and learns 5 new languages.
Weapon and Armor Proficiency: Proficient with all gizmos and martial weapons and medium armor, but not shields.
Craft (Gizmo): The focus of power for a Gizmo is the art of creating unique cybernetic upgrades that are connected with him bionically. A gizmo is at level 1 when it's first made. Gizmos vary between Augments and Utilities. Utility Gizmos will consume the charges from the Mana Core when they are used, while Gizmo Augments do not require a charge to operate. It's considered that the Augments are constantly drawing power that they need and the Mana Core has already compensated for it to maintain the number of charges available.
A Gizmo slot basically represents the fact that the Gizmo has found a place on their person that they could fit an another gizmo.
Optionally, at any point in which the player can gain a feat, the player can gain a gizmo slot intead.
A Gizmo may simply discharge any number of charges with touch attack, dealing 1d4/charge electrical damage to target.
(Editor's Notes: These are just baseline Gizmos. Feel free to create your own, as long as it checks out with your DM!)
Alternator: Augment; For a number of times equal to three times your Int mod per day, you gain 3 charge by spending a standard action. At 2nd level, gain your Int mod in charges by spending a move action. At 3rd lvl, you gain your 2x Int mod in charges by spending a free action once per round.
Arm Cannon: Utility; Deals 1d6/charge + Int damage, critical x2. Range 60ft. Minimum 1 charge per use. At 2nd lvl, Deals 1d8/charge + Int Mod, critical 19-20/x2. Minimum 2 charges per use. At 3rd lvl, 1d10/charge + Int Mod, critical 19-20/x3. Minimum 4 charges.
Compressor Engines: Augment; 1 charge/round. Can fly at land speed with poor maneuverability. Gain the Hover feat. At 2nd lvl, x2 land speed with good maneuverability, At 3rd lvl, x3 land speed with flawless maneuverability.
Counterbalances: Augment; Reduce armor check penalties with armors worn by 2, and increase the max Dex by 1 with all armour worn. At 2nd lvl, Gizmo becomes proficient with heavy armour. Reduce all armour check penalties by 3, increase max Dex by 2. At 3rd lvl, reduce all armour check penalties by 4, and increase max dex by 3.
Dermatanium: Augment; Cybernetic skin-tight armor is installed for +2 AC, max Dex 3. At 2nd lvl, +4 AC max Dex 5. At 3rd lvl, +8 AC max Dex 7.
Exhaust Port: Utility; When used, you can make an immediate save against any poison to get rid of it. It other wise casts Obscuring Mist for 1 charge and lasts 1 round/lvl. At 2nd lvl, can cast Fog Cloud as a spell, costs 2 charges to use. Any poisons the character was poisoned with dispurses into the cloud, and anyone in it must make saves against poison. At 3rd lvl, can cast Solid Fog as a spell, 4 charges per use. The fog is charged, and gizmos only cost half as much while in the fog.
Organic Mana Core: The Gizmo's mana core integrates into the Gizmo, and can not be lost or stolen.
Heads Up Display: Augment; Effects Stack. Grants Low-light vision, and magnification lenses (4 ranks to Spot, regardless if untrained). Detect Magic and Secret Doors at will. True Strike 1/day. At 2nd lvl, With a threat proximity warning, Gizmo cannot be caught Flat-Footed. Detect Undead/Life at will. Analyze Dweomer 5 charges. At 3rd lvl, Arcane Sight at will. True Seeing 5 charges.
Subdermal Screen: The Subdermal Screen gives the augmented person a screen in the inside of either forearm. At level 1, for one charge, it tells you the identity and species of one creature, it also tells you any weaknesses or immunities. At level 2, you may cast clairvoyance for 3 charges, and the results show on the screen. At level 3, you can cast scry for 4 points, with the results showing on the screen.
Hydraulic Muscles: Augment; Use Intelligence for determining carrying capacity. At 2nd lvl, use Int mod instead of Str mod for everything.
Mana Dampener: Augment; Imbues you with spell resistance equal to 7 + your class level. At 2nd lvl, 11 + class level. At 3rd lvl, you can add your Int modifier to it.
Nature Compensator: Augment; Water Filter. Purifies any amount of water. 1 liter per minute. Compass, +2 to survival checks (does not stack). At 2nd lvl, Oxygen Re-filtration tank. 10 minutes of air per lvl. +4 Survival checks. At 3rd lvl, Endure Elements constant effect, +6 Survival.
Pneumatic Grip Shot: Utility; 30ft grapple range and +2 to grapple. 1 charge to compress gases, takes a standard action. At 2nd lvl, 50ft range and +5, 2 charges to compress gases, takes a move action. At 3rd lvl, 80ft range and +10, 3 charges to compress gases, takes a swift action.
Rejuvenator: Utility; Heals 4 HP per round, 1 charge per round. At 2nd lvl, it heals 8 HP, 2 charges per round. At 3rd lvl, it heals 15 HP, 3 charges per round.
Spark Touch: Utility; Imbues weapons with an additional 1d6 + Int mod electrical damage. One charge to activate per day, per weapon. At 2nd lvl, 2d6 + Int Mod, 2 charges to activate per day. At 3rd lvl, 2d8 + Int Mod. 3 charges to activate per day.
TOS= Trace On System is a series of wires and mixtures with micro-scale clockwork devices that function to accelerate the reflexes of the grafts recipient. The more complex the gizmo becomes, the more elaborate and arcane the circuit like patterns on the skin become. A basic graft is nothing more than a few main lines, while a top shelf fully involved system would appear as a faintly luminescent baroque or even decorative pattern covering large amounts of skin surface.
Main Lines: main lines are wide 'avenues' for transferring energy though the system, and these frequently cross the core of the body and branch out at the arms and legs. Base, no effect. When this gizmo is installed, chose one of the below effects. You can add another of these effects one time each as an upgrade.
Access Lines: Access lines branch out from the main lines to dissipate energy from the core to the extremities and are accordingly much smaller than main lines. Each major muscle group affected by the system will have its own dedicate access line from the main line.
Accumulators: A series of discs, usually serving as junctions, or over joints, accumulators allow for power to flow through the system, and not be interrupted by the movement of the body. The accumulators also serve as batteries and boosters to keep the system active under heavy load. Add an additional +1 charge for each level gizmo you are, and you gain an additional one point each time you level up. +2 to all strength checks.
Dissipators: Like accumulators, dissipators are discs, but instead of being solid, or filled with intricate patterns, they are hollow, and allow energy to bleed out of the system to prevent a neurokinetic overload. This is important as trace on systems can and do absorb ambient energy, and can become overloaded in the presense of an abundance of magical energy, that creates burn offs of magical energy. DR/2 Fire, DR/2 Magic, when struck by a spell reflect 1/3 of the spells damage to any enemy within the spells original range.
Exciters: Intricate patterns, often with geometric motifs, exciters are deliberately activated aspects of a Trace On System and allow for incredibly accurate movements and actions. +2 jump and sleight of hand checks.
Some gizmos can also be upgraded to include these sub-processes. Sub-Gizmos can be added onto the gizmo the same way a gizmo can be upgraded, by using the cost and time it took to upgrade the gizmo to its current level. The Sub-gizmos are upgraded independently. They cannot be upgraded past the level of the Gizmo they are attached too. Sub-Gizmos do not take up extra slots.
Attack Vectors: Augment; Requires HUD; Add 1/2 your Int mod to all attacks. Gain the Deflect Arrows feat, regardless of prerequisite. At 2nd lvl, add your Int mod to all attacks. Gain Precise Shot feat, regardless of prerequisite. At 3rd lvl, add x1.5 Int mod. Gain Snatch Arrows and Improved Precise Shot feats, regardless of prerequisite.
Combat Simulator: Augment; Requires HUD; Gain proficiency and Weapon Focus with any one weapon, as well as the Improved Sunder feat regardless if you meet the prerequisites. At 2nd lvl, gain Weapon Specializatoin with selected weapon, and the Cleave feat regardless if you meet the prerequisites. At 3rd lvl, gain Improved Critical with the selected weapon, and the Cleave Asunder regardless if you meet prerequisites. Any feat gained by this only applies to the selected weapon.
Joint Actuators: Augment; Requires Hydraulic Muscles; x1.5 base land speed. x5 running. +6 to jumps with running start. Gain Spring Attack. At 2nd lvl, x2 land speed, x6 running. +10 to jump with running start. Gain Improved Bull Rush. At 3rd lvl x3 land speed, x7 running. +15 to jump with running start. Gain Improved Overrun.
Logistics: Augment; Requires HUD; Add your Int Mod to your Initiative. 2nd lvl Add your Int mod to Reflex and Will. At 3rd lvl, Add your Int mod to your AC.
Phasic Weaponry: Utility; Spending 1 charge, weapons have the effect of ghost touch 1 round/lvl. At 2nd lvl, spending 2 charges adds wounding to the effects. At 3rd lvl, spending 4 charges, weapons have wraith strike.
Photomagnetic Shielding: Utility; Requires Dermatanium; +3 AC 2 charges to activate, lasts 1 round/lvl. At 2nd lvl, +6 AC, 3 charges to activate. At 3rd lvl, +10 AC, 6 charges to activate. If activated at a lower level, just add the remaining charges needed to increase it to the next one (if it's been already upgraded).
Polarized Armour Plating: Utility; Requires Dermatanium; Can gain a DR/-- equal to the number of charges used. 1 min/lvl. At 2nd lvl, x1.5 times the number of charges. At 3rd lvl
Upgrade: The Gizmo can increase a gizmo's level with a craft check of 10 and 50 gold for 2nd lvl, craft check of 15 and 75 gold for 3rd lvl. A failed craft check results in the loss of the money involved in the check(as spent, unusable resources. Can be sold as raw metal for 10 GP.) Any utility gizmo can be optionally used as if it was a lower level.
Mana Core: At 1st level, the Gizmo creates some sort of energy generator that he wears on his back. Be it a magical crystal lattice that filters ambient mana, to an alchemical combination of highly unstable chemicals/materials, he has created the means to power any crazy invention he creates on this new venture. The mana core has 6 available charges, which is increased by four each level. Outside of combat, it recharges at a rate of 1 charge per hour per 1 levels". (ex: At 6th level, the core recharges 6 charges per hour. Equivalent to 1 charge per 10 minutes. At 10th level, it is 5 charges per hour, or 1 charge per 12 minutes. At 20th, 10 charges per hour, or 1 charge per 6 minutes.) After every full rest, the Mana core will start with the maximum number of charges. (Any extra charges are lost)
Core Upgrades: At 3rd Level, the Gizmo modifies his Mana Core to be able to be charged by external sources of magical and nonmagical energy sources. The upgrades are as follows:
Electromotive Generator: The Gizmo installs magnetic motors in their body that utilize any force attacks to create a charge. The Gizmo cannot gain resistance to force damage, but gains 1 charge per 2 points of damage the effect would normally do.
Lead-Acid Battery: The Gizmo builds a system of reservoirs that absorbs normal or magically acidic agents and charges an external, rechargeable battery (Much like a car battery). The Gizmo gains acid resistance equal to his intelligence modifier +1/3 HD. He then receives additional number of charges (can exceed maximum) equal to the amount of damage reduced.
Heat Sink: The Gizmo builds small heat-conducting batteries around his body, that channel energy into the Mana Pack. The Gizmo gains energy resistance to normal and magical fire equal to his Intelligence Modifier +1/3 HD, and imbues him with 1 charge per 3 points of damage the effect would normally do.
Ultrasonic Transducer: The Gizmo builds implants a device into his ears that converts high frequency and magnitude sound waves, such as any sonic attack, into energy. The Gizmo gains an amount of charges equal to half of the amount of sonic damage he takes. The Gizmo also no longer has a risk of being deafened.
Voltaic Conductor: By placing conductors around the Gizmo's body, the Gizmo can channel sources of magical and nonmagical electricity into his Mana Pack. The Gizmo gains additional energy resistance to normal and magical electrical effects equal to his intelligence modifier +1/3 HD, and imbues him with 1 charge per point of damage the effect would normally do.
Past 9th level, if the damage drops the Gizmo's HP below 0, charges gained this way can be automatically expended to activate Defibrillators.
Cheap Upgrades: At 8th level, the gold cost for gizmo upgrades halves.
Defibrillators: At 9th level, the Gizmo installs a back up system in his chest that will restart his heart if his HP hits 0 or lower, bringing it up to 1. The Gizmo must expend a number of charges equal to the amount he is below 0. If he doesn't have enough, he will fall unconscious as normal. The defibrillators will not work if his HP drops below -9 in one hit.
Interface: At 12th level, a Gizmo can begin to 'communicate' with constructs. It's treated like a language, and by using a full round action, and making an Intelligence check, the Gizmo can convince the construct of one idea. Perhaps it's that the Gizmo is a friendly (different check for each member of the party), or that it's current action isn't necessary, like guarding a wizard's hidden treasures. The DC is equal to the Constuct's HD. If the suggestion is harmful to the construct's true master, an extra 5 points are added to the DC. A Gizmo can never fully control a construct by the Interface.
Inner Workings: At 13th level, the squishy organic bits of the Gizmo slowly mimic the cybernetic enhancements, and gradually become synthetic themselves. Gains 25% miss chance on critical hits and sneak attacks. The Gizmo can no longer be exhausted or fatigued. The gizmo is also half as affected by healing spells, and are more correctly 'repaired' when damaged similarly to a warforged. The gizmo can rest to gain health normally.
Gizmo Gun: At 15th level, the Gizmo can expend 20(+) charges to fire one large, ridiculous, overkill of a laser. Every 3 additional charges put into it is an additional 1d6 of damage. The gun itself can only be used once per day, and must be targeted at an intersection of squares. At that point, the payload hits a focal point where it explodes dealing the initial 1d10/2 levels + Xd6. It explodes outwards dealing the maximum d6 of extra damage 5 ft in every direction. It will continue every 5 ft outwards dealing 1d6 less. If no additional charges are used, then the blast will only be 5 ft wide, dealing 1d4 of damage to anyone caught by it. The blast wave pushes every movable object in it 2 spaces away from the center point. Reflex halves damage. Being caught in the beam deals only the 1d10/2 levels of damage, but does not stack if caught in the initial blast.
Gizmology: At 17th level, the Gizmo decides he's experienced enough to upgrade his gizmos without silly money, literally. Instead, he can choose to replace the upgrade cost for gizmos for the equivalent amount of XP. If he loses a level in the process, then he cannot do it again until he gains it back.
Profession (Gizmology): At 19th level, the Gizmo may now upgrade the gizmos he installed on all of his hopefully satisfied customers. He can restore their constitution score from failed attempts, for 50 GP and 3 hours per point lost. The Gizmo is so skilled, that he installs and upgrades gizmos as easily as he would as if on himself. A failed attempt no longer results in constitution loss. However, the material cost is now 300 GP.
He can also upgrade the charge of the Mana Core, to be equal to the level of the subject, plus the Gizmo's Int Mod at the time. This counts as an upgrade to lvl 2.
Gizmodule: The final piece in a Gizmo's quest to perfection. At 20th level, he installs it directly into his chest, guaranteed to keep his gizmos running forever. The Gizmo A gizmo will no longer take penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue. When a gizmo's natural life span is reached, the biology inside it fails, and it's remaining systems become a construct with all of the same stats it had in life, but it no longer has independent thought (i.e. the computer in front of you). Once per year, it can also be used as True Resurrection, like a fail safe for a high powered Gizmo doing something dumb, and getting a second chance. When this effect is invoked, the Gizmo is resurrected with only 1 unusable charge in his Mana Core.
"Your biology is obsolete." - Ackbar, Successful Gizmo
|22nd||+1 Gizmo Slot||94|
|23rd||Epic Inner Workings||100|
|24th||Bonus Feat, +1 Gizmo Slot||106|
|26th||+1 Gizmo Slot||118|
|28th||Bonus Feat, +1 Gizmo Slot||130|
|30th||+1 Gizmo Slot, Gizmus, +1 Supreme Gizmo||142|
6 + Int modifier skill points per level.
Mana Core: The wonderful combination of two hydrogen atoms now means that every level the number of charges per level is increased to 6, and recharges 8 charges per minute (10 rounds).
Epic Inner Workings: All vital points on the body are now mechanical, and impervious to critical hits and sneak attacks.
Gizmus: Hard to believe you made it this far, so congratulations! You take on the title of Gizmus, a God among Gizmos. You gain the ability to innately control constructs and other construct-like creatures, such as a Gizmo with an INT check. The DC is 10 + the creator's HD. If you fail, you must wait 24 hours before reattempting. If the construct's master is dead, or long lost, use the HD of the monster. It is infact easier to steal control, rather than gain control of a construct. The maximum number of golems controlled cannot exceed the Gizmo's INT mod.
Supreme Gizmo: A supreme gizmo is an answer, and a solution to any doubt or question in a Gizmo's mind if what he was doing this whole time was right. An Epic Gizmo may only choose one supreme gizmo, which represents the most perfect gizmo a Gizmo can make.
Atom Splitter: To use this, a Gizmus must spend his max number of charges from his Mana Core. In one swift action, the Gizmus weaponizes the most familiar gizmo to him, his good old Mana Pack. It creates an initial devastating explosion dealing 2d10/charge force damage, 1d6/charge fire, and 1d4/charge light damage in a 1000 ft. (~.2 miles) burst (This bypasses any energy/elemental resistance/immunity). Anything within 4000 ft. (~.75 miles) takes half damage. Anything within 1 mile takes 1/4 total damage. Anything within 1.5 miles takes 1/8 total damage, and needs a DC 25 reflex save or be thrown 30 ft. Everything is subject to a Gust of Wind for 11 miles from ground zero. The blast lasts for 2 rounds. Items, monsters, and people who are caught in the blast take continuous damage and are knocked back at least to 150ft (5 ft per level at 30th level). The Mana Core will drop to the number of charges not used, and can only recharge to that maximum number until the Gizmo spends one week locating and refining new materials to replenish it. Hopefully whatever was around you isn't there anymore. Items, monsters, and characters destroyed by this effect are considered to be disintegrated. May cause mushroom clouds. Avoid Japan.
Spell Gizmo: A Gizmus can cast Epic Spells as a Wizard of the same level could. Use Profession (Gizmology) for any knowledge checks, and Craft (Gizmo) for any Spellcraft checks needed for epic casting. Skies the limit.
Gizmo Golem: A Gizmus can produce a huge Adamantine Golem with a Mana pack, and as many gizmo's as he thinks he can fit in it. The Craft (Gizmo) skill can be substituted for any feat, skill, or spell requirements of the construction of the golem. The golem is considered to be animated through means of the Mana Pack instead of magic spells. To install gizmos into the golem, refer to Profession (Gizmo). The materials for the golem's gismos instead cost 5000 gp each, while taking 1 full day to install each. These count towards the number of golems the Gizmus can control. The Gizmus can install any gizmo they own onto any gizmo they control, provided they install a Mana Pack first.
Magic Bane: To use this, a Gizmus must spend his max number of charges from his Mana pack. 1/day, he can permanently cast a wild or anti magic field anywhere. This area is also dimensionally anchored, and shielded from divination and scrying. While in this field, the Gizmo gains a number of charges per round equal to his INT modifier.
The Internet: Get broadband access to the modern day internet! Learn how to do all kinds of crazy stuff! Nothing could go wrong!
Bonus Feats: The epic gizmo gains a bonus feat (selected from the list of epic gizmo bonus feats) every 4 levels after 20th.
Epic Gizmo Bonus Feat List: Armor Skin, Augmented Alchemy, Blinding Speed, Damage Reduction, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Wondrous Item, Efficient Item Creation, Energy Resistance, Epic Fortitude, Epic Reflexes, Epic Speed, Epic Skill Focus, Epic Prowess, Fast Healing, Great Charisma, Great Constitution, Great Dexterity, Great Intelligence, Great Strength, Great Wisdom, Improved Combat Reflexes, Legendary Climber, Legendary Leaper, Penetrate Damage Reduction
Human Gizmo Starting Package
Weapons: Short sword (1d4, crit 19–20/×2, 1 lb., light, piercing)
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: Combat expertise.
Gear: Adventurer's Kit.
Playing a Gizmo
Religion: Gizmos don't normally worship a religion, seeing their gizmos as all that matters.
Other Classes: Gizmos are solitary people. If they meet another character, they use them for their own gain, most likely.
Combat: Depending on the gizmos of choice, they can range from a tank to a sniper.
Advancement: Gizmos won't normally seek the training or advancement in other classes.
Gizmos in the World
|“||It appears that your arm is broken, might I suggest an upgrade?||”|
|—Samuel, Human Gizmo|
Daily Life: Gizmos seek money by any means, as long as it comes in huge sums of it. They seek out the more rich benefactors, or even the more grand legends of the best treasures.
Notables: Samuel v 1.2.0
Organizations: Gizmos may join the more accepting organizations, as long as there's money involved.
NPC Reactions: Until a gizmo shows his power, he is seen as a normal person. Afterwards, as a frightening enigma.
Characters with ranks in Craft(Artifacts) can research Gizmos to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Gizmos are smart.|
|10||Gizmos are big on surgery.|
|15||Gizmos may have a lot of cash.|
|20||Gizmos have origins from the Planes of Mechanus.|
Gizmos in the Game
Sample Encounter: Beta, a budding gizmo, is looking for some quick cash via his new friends: the players. So he offers his very unorthodox brand of service for a conveniently arisen and particularly intimidating adventure, for a hefty fee of course.
Adaptation: Instead of technology, it could be necrotic limb graftings with the same effects. Use all of the same stats and calculations, but be sure to make up cool sounding names for it. LIke, instead of a Gizmo, it could be a Zombologist or a Necro-grapher. Or Dennis.
Sample Encounter: Gizmos might be found where ever technology is honoured and sought.