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 charge by accepting 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 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 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 149