Unstable Unboxinator

From: Whimsy Wunderkammer

Lore: The Unstable Unboxinator is a marvelously chaotic creation within the Whimsy Wunderkammer. This large, haphazardly built wooden crate features a big red button on the side, accompanied by warning labels scribbled in multiple languages. The crate’s appearance alone is enough to pique the curiosity and amusement of all who encounter it.

The purpose of the Unstable Unboxinator is to reveal the contents of any container or chest without the need for manual opening. When activated by pressing the big red button, the crate generates a controlled explosion imbued with magical energy. The explosion doesn’t cause harm to the surroundings or individuals, but it magically scatters the contents of the target container in all directions.

The Unstable Unboxinator is designed to be a time-saving tool, allowing the Professor to quickly access the contents of containers without the need for meticulous manual opening. However, the whimsical nature of the Professor often leads to unintended consequences. After the explosion, the Professor may find himself and others within the workshop scrambling to locate and gather the scattered items, creating a delightful and comical mess that adds to the overall charm of the Whimsy Wunderkammer.

Specific Tier One Stats:

  • Function: Reveals the contents of any container or chest without manual opening.
  • Activation: Controlled explosion causing magical scattering of contents.
  • Scatter Radius: 20 feet

Skills gained:

  • Arcana: +5 (for understanding and controlling the magical properties of explosions)

Cost: The Unstable Unboxinator is considered a highly eccentric and unusual magical item. As such, its value is difficult to determine, and its cost can vary widely based on demand and rarity. Due to the potential risks and chaotic nature of the explosion, the crate is typically sold at a lower price than more practical and reliable magical items.

Size: Large crate-sized, approximately 3 feet in height, width, and depth.

Requirements: The Unstable Unboxinator requires a magical activation sequence to prevent accidental explosions. Only individuals with a thorough understanding of its enchantments, such as the Professor himself, can safely operate it without chaotic consequences.

Tags: Controlled Chaos, Explosive Enchantment, Comical Unboxing, Magical Mishaps, Container Opener (Explosive), Content Scatterer, Harmless Explosion, Big Red Button, Activation Sequence Required, Warning Labeled, Wooden Crate Form, Low Practicality, Area Effect (Scatter)

Selling and Usage: The Unstable Unboxinator is rarely sold as a serious and practical magical item. Instead, it finds its way into the hands of eccentric collectors, adventurers with a taste for whimsy, or those who seek unique and entertaining magical tools.

Within the Whimsy Wunderkammer, the crate is considered a playful and entertaining addition to the Professor’s collection of whimsical inventions. It may be exhibited as part of guided tours or special events held at the workshop, where visitors can witness the chaotic yet controlled explosion and the ensuing search for scattered items.

The Unstable Unboxinator’s most common usage is within the workshop itself, where it serves as a source of amusement for the Professor and his companions. It is not used for serious or critical tasks due to its unpredictable and comical nature, but rather as a lighthearted way to reveal the contents of containers and chests in a truly unique manner.

Adventurers who encounter the Unstable Unboxinator during their visit to the Whimsy Wunderkammer might find it an intriguing and quirky addition to their collection of magical curiosities. While it may not have practical applications in dangerous situations, it offers a glimpse into the whimsical and innovative nature of the Professor’s creations.

The Unstable Unboxinator is a comically chaotic magical item that serves as a lighthearted and whimsical tool within the Whimsy Wunderkammer. Its controlled explosions and magical scattering of contents add an element of amusement to the workshop’s activities, making it a favored and unique creation of Professor Ignatius Q. Quibblewick.

Unreliable Account of the Great Scatter-Crate

It is told, by those whose memories may be clouded by time or wonder, of the Master of the Whimsy Wunderkammer, that great Chamber of Marvels. This Master, a Professor whose name echoed like Quibble-Wick, was known for his mind, which, like his workshop, was filled with both brilliance and clutter. Within the Wunderkammer, countless items accumulated – boxes sent from afar, chests locked long ago, crates holding experiments completed or perhaps forgotten entirely. They gathered dust in corners, they piled high upon tables.

The Professor, whose thoughts leaped often to new ideas, found the mundane task of opening these containers to be a heavy burden. Prying nails, picking locks, untying knots – it was slow work, tedious work for a mind buzzing with grander notions. “There must,” he likely declared, perhaps to a listening automaton or a dozing cat, “be a more immediate method! A way to see within, now, without this tiresome fiddling!”

And so, seized by this desire for rapid revelation, he constructed a device. He did not craft a delicate lock-picking engine or a key of universal turning. No, he built a large wooden crate, near as tall as a short man, and equally wide and deep. Its construction was… expedient. The planks seemed hastily joined, the corners not quite square, the wood perhaps unplaned. It had the look of something assembled quickly from available parts, not labored over with fine tools. Upon one side, bold and prominent, he placed a large button, vividly red against the plain wood. And around this button, like warnings or strange prayers, were affixed labels – papers scribbled with signs and writings in diverse tongues, none easily decipherable, suggesting caution, or perhaps just adding to the general air of haphazard mystery.

The Professor, standing back to admire his creation, explained its function. “This,” he might have announced, “is the Unboxinator! The Great Scatter-Crate! It achieves visibility without delay!” Its use, he explained, was simple in concept. One placed the Crate facing the target container – the box, the chest, the barrel whose contents were desired to be known. Then, a specific activation sequence was required – a pattern of knocks, perhaps, or a coded phrase spoken clearly, a secret known only to the initiated (simply pressing the red button without this preparation did nothing, or perhaps something unintended and alarming). Once the sequence was complete, the red button was pressed.

At this touch, a pulse of magical energy would build within the wooden shell, culminating in a contained, yet potent, explosion – WHOOSH! Not an explosion of fire and shrapnel, mind you. No harm came to the Crate itself, nor to the room, nor to any person standing nearby (provided they stood reasonably clear). It was an explosion of pure force and enchantment, directed at the target container. The lid would fly off, the sides might vanish into momentary dust, the bindings unravel instantly. And the contents? The contents would be flung outwards from the container’s original position, scattering magically through the air to land dispersed over a wide area, perhaps twenty feet across. Instantly, everything within was revealed, no longer hidden by wood or metal. “A great time-saver!” the Professor likely proclaimed.

And in a manner of speaking, it was. The contents were instantly visible. Visible, that is, upon the floor, atop bookshelves, dangling from light fixtures, nestled amongst other oddities across the workshop. A collection of rare gears might form a metallic constellation under a table. Delicate glass vials might land miraculously unbroken upon soft cushions twenty feet away. Scrolls might unroll dramatically mid-flight.

After the satisfying WHOOSH and the brief rain of items, the second phase of the Unboxinator’s operation began: the gathering. The Professor, perhaps aided by assistants or amused visitors, would then commence the task of locating and collecting all the scattered pieces. “Ah,” he might remark, retrieving a sock from atop a thinking cap, “Item identified! The system works!” The time saved in opening was often, observers noted, reinvested, perhaps with interest, in the subsequent cleanup. Yet, the Professor seemed to regard this as part of the process, a delightful consequence rather than a drawback. The mess was comical, the search an adventure.

Thus, the Great Scatter-Crate rarely left the confines of the Wunderkammer. Few outside those walls desired a tool that opened boxes by means of chaotic distribution. But within the Chamber of Marvels, it was known and spoken of. Not as a pinnacle of efficiency, but as a marvel of whimsy, a functional absurdity. It was sometimes demonstrated for guests, the startling WHOOSH and the ensuing scramble providing unique entertainment. It stood as a monument to its creator’s singular approach: why simply open a box when you can make its contents explode into view with magical, harmless, hilarious abandon?

Moral of the story: The most direct way to see inside is not always the tidiest, but the ensuing search may reveal more than just the contents.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition)

  • High-Level Overview: This device is alarming. A “controlled magical explosion” sounds like dangerously misunderstood hyperborean technology or chaotic sorcery. The “Whimsy Wunderkammer” origin suggests a potentially deranged or Mythos-influenced creator. The haphazard appearance and warnings are justified. Using it risks revealing things best left contained or attracting unwanted attention through magical discharge, even if physically harmless. The scattered contents could easily include disturbing items or clues leading to madness.
  • Game Mechanics:
    • Item: Quibblewick’s Containment Agitator
    • Description: A large (~3 ft cube), crudely assembled wooden crate, covered in peeling labels with unintelligible warnings and esoteric symbols. A prominent, incongruously simple red button adorns one side. Emits a faint thrumming noise or ozone smell. Weighs considerably.
    • Activation Protocol: Requires specific, non-intuitive actions to arm (e.g., chanting a phrase while tapping specific panels, potentially requiring a Hard Occult or Cthulhu Mythos roll if deciphered from notes). This sequence takes 1 minute. Once armed, pressing the red button activates the effect. Attempting activation without correct arming might cause a dangerous backlash (e.g., 1d6 electrical damage, temporary blindness, summoning a minor entity, Keeper’s choice).
    • Forced Revelation Burst: When activated, targets one container (chest, crate, sarcophagus, etc.) within 15 feet. A contained pulse of shimmering energy erupts from the crate towards the target. The target container is instantly forced open or possibly disintegrated (unless magically warded or made of truly resilient material). All contents are ejected and scattered randomly within a 20-foot radius. The energy burst itself is physically harmless, but the sudden revelation and scattering of potentially unknown or disturbing contents might necessitate a Sanity roll (0/1d4) for those witnessing it. Fragile items have a high chance of breaking upon landing.
    • Magical Resonance: Activating the device creates a noticeable magical disturbance, potentially detectable by psychically sensitive individuals or certain Mythos entities within a significant radius (Keeper determines).
    • Cost/Availability: Unique and dangerous artifact. Unlikely to be bought or sold through normal channels. Found in specific, likely hazardous locations associated with its creator or previous owners.

Blades in the Dark

  • High-Level Overview: This is pure Duskvol chaos-tech. Likely a volatile spark-craft device or something jury-rigged with bound spirits by an eccentric inventor. Perfect for loud smash-and-grab operations where scattering the loot is the point, or causing a massive distraction. The activation sequence prevents trivial use. Its main currency is chaos and noise, generating significant Heat.
  • Item Profile:
    • Name: The Scatter-Bomb Box
    • Qualities: Large (Requires crew effort or vehicle to move, 4+ Load), Volatile, Crude, Explosive (Contained Energy), Area Effect (Scatter), Loud, Requires Ritual Activation.
    • Tier: II or III (Reflects unique effect but crude/dangerous design)
    • Load: N/A (Environmental/vehicle scale)
    • Description: A big, ugly wooden crate held together with bolts and metal straps. Covered in faded warnings. Has a big red button. Smells faintly of ozone and desperation.
    • Game Mechanics:
      • Arming Sequence: Requires a specific ritual or sequence (e.g., successful Tinker or Attune roll, possibly taking time and marking Load for tools/components) to arm safely. Failure likely results in a Complication (e.g., partial discharge, electroplasmic shock [Harm 2], attracting spirits). Simply pressing the button unarmed is asking for trouble (GM determines consequence, likely harmful).
      • Contents Dispersal: When armed and activated (usually involves pressing the button), targets one container within short range. A contained energy blast forces it open (likely bypassing mundane locks; Tier III+ locks might require pushing self or extra effect). All contents are violently scattered in a ~20-foot radius (GM describes the messy outcome). This action generates significant attention: automatic +2 Heat, starts or ticks relevant Alert clocks substantially.
      • Utility: Primarily used for: bypassing sturdy containers quickly when stealth is lost, creating a massive distraction (“look, free loot scattering everywhere!”), or potentially destroying specific contained evidence by scattering it widely (though this is unreliable). Rarely a subtle tool. Retrieving specific scattered items afterwards might require another action roll (e.g., Prowl or Survey).

Dungeons & Dragons (5th Edition)

  • High-Level Overview: This is a quirky, potentially dangerous wondrous item, likely Rare. Its function is unique – opening containers via a harmless blast that scatters contents. The activation sequence adds a layer of safety/complexity. It’s more of a novelty or plot device than a practical tool for most adventurers due to the chaos it creates.
  • Stat Block and Mechanics:
    • Unstable Unboxinator Wondrous item, rare This object appears as a large (3-foot cube) wooden crate of rough construction, weighing about 100 pounds. A large red button is set into one side, surrounded by faded warning labels in various scripts.
    • Activation Sequence: To use the Unboxinator safely, a creature must first perform a specific 1-minute activation sequence involving touching panels and speaking a command word (learning this sequence might require finding instructions or succeeding on a DC 20 Intelligence (Arcana) check after 1 hour of study). Once the sequence is complete, using an action to press the red button activates the device. Pressing the button without the sequence causes the button to emit harmless sparks and nothing else.
    • Expulsive Burst: When activated, you choose one container (no larger than a 5-foot cube) that is not being worn or carried, located within 20 feet of the Unboxinator. The device emits a silent burst of magical force directed at the container. Any nonmagical lock, latch, or seal on the container is instantly broken, and the container is forced open. All objects within the container are then magically propelled outwards and land in random unoccupied spaces within a 20-foot radius of the container. This effect does not damage creatures or objects directly (beyond opening the container). Fragile unsecured items may break upon landing (50% chance unless stated otherwise).
    • Chaotic Results: The scattering makes finding specific items afterward potentially difficult and time-consuming (DM’s discretion).
  • Value: Standard Rare item range (501-5,000 gp), though its practical value might be lower unless sought as a curiosity.

Knave (Assumed 2nd Edition Context)

  • High-Level Overview: In Knave, this is a cumbersome, highly situational item. Its main draw is bypassing locks/containers instantly, but the massive drawback is scattering everything. The activation sequence prevents accidental discharge. It takes up significant inventory space (representing difficulty moving it) and has limited practical application outside of specific scenarios or comical effect.
  • Item Description and Mechanics:
    • Item: Explosive Crate Opener
    • Slots: 8+ (Very bulky and heavy, requires significant effort/multiple people to transport)
    • Description: A large (3ft cube), crudely made wooden crate with warning labels and a big red button. Requires learning a specific activation sequence (e.g., 3 specific taps then button press) to use.
    • Activation: Performing the correct sequence and pressing the button (takes 1 round) targets one non-magical container (chest, box, etc.) within 15 feet. A magical thump occurs, the container bursts open (mundane locks/latches broken). All loose contents are scattered randomly in a 20 ft radius area around the container’s original spot. The effect is harmless to creatures/structures but makes finding items difficult and noisy.
    • Improper Use: Pressing the button without the correct sequence results in a loud clunk sound and nothing happens. Forcing or damaging the device might cause it to harmlessly discharge its magic or potentially explode like a mundane crate if severely damaged.
    • Utility: Opens things fast. Creates a huge mess. Might be used to quickly reveal if a container holds anything at all, or as a chaotic diversion.
  • Value: 100 gp (Low value due to extreme impracticality and bulk).

Fate (Core/Condensed)

  • High-Level Overview: The Unstable Unboxinator is less a tool and more a portable chaos generator in Fate. Its Aspect reflects its function and unreliability. Its primary use is to Overcome the obstacle of a locked/sealed container in a dramatic, messy way, creating immediate narrative consequences (scattered contents) represented by Situation Aspects or compelling existing Aspects. The activation sequence provides a barrier to casual use.
  • Representation and Mechanics:
    • As Item Aspect: Chaotic Unboxing Crate or Professor Quibblewick’s Explosive Solution. This Aspect is tied to the physical crate object.
    • Invoking: Difficult to invoke for a direct bonus on most tasks. Perhaps invoke on Provoke to create a chaotic diversion by activating it, or on Crafts/Lore to understand its bizarre mechanics. More often, it’s a source of Compels.
    • Compelling: GM offers a Fate Point: “The only way to open the ancient chest before the ritual completes is using the Chaotic Unboxing Crate, but doing so will scatter the crucial ritual components across the entire chamber.” or “You managed to arm Professor Quibblewick’s Explosive Solution, but a stray shot hits the crate – triggering it prematurely and sending your own gear flying everywhere.”
    • Activation Requirement: Using the crate requires knowing the specific activation sequence. This could be represented by needing to succeed at an Overcome action using Lore or Investigate (difficulty based on obscurity) beforehand, or possessing a related character Aspect like Knows Quibblewick’s Contraptions.
    • Effect: Successfully activating the crate (usually an Overcome action against the container’s security if significant, or just an action if mundane) instantly opens one target container within the same zone. Simultaneously, it creates a problematic Situation Aspect like Everything Went Everywhere! (20-foot radius / affects immediate area). Finding specific items within the mess requires subsequent Overcome actions using Notice or Investigate, likely facing passive opposition or needing to overcome the situation Aspect. The explosion itself is harmless.

Numenera / Cypher System

  • High-Level Overview: This device is classic numenera – a bulky, specific-purpose tool from a prior world that functions in a strange, possibly inefficient way. It uses contained force projection or localized spatial distortion to open containers, with an uncontrolled kinetic scattering effect. The activation sequence is likely a safety interlock or command protocol. Its low level reflects its niche application and potential instability.
  • Artifact Profile:
    • Name: Kinetic Displacement Unit (‘Unboxinator’)
    • Level: 4 (Device function is straightforward but activation/control might be tricky)
    • Form: A large (~1m cube) utilitarian crate made of synth panels and reinforced struts, marked with alien warning glyphs. Features a large, simple activation stud (red button). Requires a specific start-up sequence.
    • Effect: Opens containers via directed force and scatters contents.
      • Activation Protocol: Requires a specific sequence of commands or physical interactions (learned from instructions or determined via an Intellect task, difficulty 4, involving numenera understanding). Takes one minute to arm. Pressing the stud without arming is ineffective or causes a minor energy discharge (GM Intrusion possibility).
      • Container Breach & Scatter: Once armed, pressing the stud (action) targets one non-artifact container within short range. A contained force pulse automatically opens the container (bypassing non-artifact locks/seals). All unsecured contents are immediately flung outwards, landing randomly within short range of the container’s original position. The pulse is harmless to creatures, but fragile items may break upon landing.
    • Depletion: 1 on d10 (Check each time it is successfully activated). If depleted, it requires a new power source or significant repair (level 4 parts, difficulty 4 Intellect-based repair task).
    • Eccentric Design: Its unusual function might provide an asset on interaction tasks involving individuals fascinated by strange or impractical numenera.

Pathfinder (2nd Edition)

  • High-Level Overview: This magical device offers a unique, if messy, way to bypass mundane locks and containers. Classified likely as Uncommon due to its specific and somewhat limited utility balanced by its magical nature. The activation ritual prevents accidental use, and the scattering effect is its main feature and drawback.
  • Item Stat Block:
    • UNSTABLE UNBOXINATOR ITEM 5 UNCOMMON, EVOCATION, MAGICAL Price 150 gp Usage held in 2 hands (requires setting down to use); Bulk 10 This large wooden crate (3-foot cube) looks haphazardly built and features a big red button. Faded warnings in various languages adorn its sides. It must be placed on a stable surface before activation.
    • Arming Ritual: Requires knowledge of a specific 1-minute ritual involving gestures and magical phrases (DC 19 Arcana check to learn from notes or study). Successfully performing the ritual arms the crate for 1 minute.
    • Activate [Activity – Two Actions] Interact; Requirements The crate must be armed; Effect You press the button, targeting one non-magical container no larger than 10 cubic feet within 30 feet. A contained burst of force opens the container, breaking any non-magical lock or hasp (DC 20 check to break magical locks of level 4 or lower). All loose contents are instantly scattered into random unoccupied squares within a 20-foot burst centered on the container. This effect deals no damage, but fragile items must succeed at a DC 5 flat check or be broken. Pressing the button without arming it causes a harmless puff of smoke.
  • Craft Requirements Must be trained in Crafting. Material cost 75 gp.

Savage Worlds (Adventure Edition – SWADE)

  • High-Level Overview: This is a piece of Weird Science or a bulky magical Gadget. Its function is to pop open containers instantly but make a huge mess. The activation sequence is a necessary safety feature. Useful for bypassing obstacles quickly when stealth and order are irrelevant, or for comedic effect.
  • Representation and Mechanics:
    • Gear: The Scatter-Crate
    • Description: A large, cumbersome (Size 3) wooden crate with a big red button and faded warnings. Weighs 80 lbs. Requires a specific 1-minute activation sequence (e.g., successful Weird Science or Academics (Occult) roll, standard TN 4) to arm safely.
    • Function: When armed and activated (action, press button), targets one non-magical container (chest, door, crate) within 12″ (24 yards). A contained magical burst forces it open, bypassing mundane locks automatically (Strong locks may require a raise on the arming roll to bypass). All contents are scattered within a Medium Burst Template centered on the target container.
    • Safety First: Failing the arming roll means the device doesn’t arm, possibly with a minor sparking effect. Pressing the button unarmed does nothing.
    • Consequences: The scattering is noisy (likely alerts anyone nearby). Retrieving items requires searching (Notice roll, possibly at -1 or -2 depending on clutter). Fragile items may break (GM determines based on item Toughness vs rough landing).
    • Weight: 80 lbs
    • Cost: $600 (Reflects niche utility and drawbacks)
    • Rarity: Uncommon (+1)
  • Notes: Requires 2 people to carry comfortably. Not subtle.

Shadowrun (6th World / 6e)

  • High-Level Overview: In the context of Shadowrun, the Unstable Unboxinator is likely either a piece of dangerously experimental corporate tech designed for rapid, forceful cargo inspection, or a jury-rigged device built by sprawl gangers or an eccentric mage using a blend of scavenged parts and chaotic magic. Its size, crude appearance, and unpredictable (though supposedly harmless) explosive effect make it highly conspicuous and probably illegal in most sectors. Its primary use cases are limited to situations where noise, mess, and collateral scattering are acceptable or even desired outcomes.
  • Representation and Mechanics:
    • Gear: ‘Scatter-Box’ Breaching Device
    • Availability: 10F (Often jury-rigged or experimental, likely Forbidden)
    • Cost: 4,000 Nuyen
    • Description: A large (approx. 1m cube, requires significant effort or vehicle to move), haphazardly constructed crate made of wood and metal scraps. Features a prominent red activation button and multiple faded, multilingual warning labels or glyphs. Requires a complex arming sequence known only through schematics or instruction (takes 3 Combat Rounds).
    • Function: Once armed via the correct sequence (requiring a successful Engineering + Logic [Mental] (5) test, or potentially Spellcasting + Magic [Manipulation] (5) if magical), activating it (Complex Action) targets one non-armored container (chest, crate, standard door) within 15 meters. It releases a contained directional kinetic or magical pulse. The target container is forced open, bypassing conventional locks up to Rating 5. All loose contents within are forcibly ejected and scattered randomly within a 6-meter radius. The pulse itself is non-damaging to living tissue but creates significant noise and mess.
    • Malfunction Potential: Failure on the arming test causes the device to fail to arm, possibly emitting loud sparks. A Critical Glitch during arming or activation could cause a minor harmful discharge (e.g., 4S(e) damage to user, resist with Body + Willpower) or render the device permanently inoperable. Pushing the button without the correct arming sequence does nothing.
  • Legality & Use: Possession is likely illegal. Use immediately attracts attention. Best suited for chaotic entry or creating diversions where subtlety is impossible.

Starfinder

  • High-Level Overview: This device fits Starfinder as potentially alien tech with a poorly understood function, experimental breaching gear, or perhaps even a Vesk “efficiency” tool gone wrong. Its reliance on a specific activation sequence suggests safety protocols or complex operation. The harmless blast but chaotic scattering makes it a tool of last resort or specialized application (like rapidly emptying cargo holds for inspection, consequences be damned).
  • Representation and Mechanics:
    • Technological Item: Kinetic Content Ejector (KCE Unit)
    • Level: 6; Price: 3,800 credits; Bulk: 18 (Large, unwieldy crate)
    • Capacity: 20; Usage: 4/activation
    • Description: A large, utilitarian crate (approx. 1m cube) made of durable polymers and metal, looking field-modified. Features a large red activation stud and warning pictograms. Requires a specific 1-minute arming sequence (e.g., inputting codes on a small panel, requires DC 20 Engineering or Computers check if sequence is unknown but analyzed).
    • Function: Once armed, activating the device (standard action) targets one non-magical, non-artifact container (up to 15 Bulk capacity) within 30 feet. A localized kinetic pulse forces the container open, bypassing locks with a disable DC of 30 or lower. All loose contents (items Bulk 2 or less) are ejected and scattered randomly into unoccupied spaces within a 20-foot-radius burst centered on the container. The pulse is harmless to creatures, but fragile items might break (DC 12 Reflex save or object breaks). Causes considerable noise.
    • Safety Interlock: Failing the arming sequence check, or pressing the stud without arming, results in the device emitting a loud error tone and requiring the sequence to be re-attempted.

Traveller (Mongoose 2e)

  • High-Level Overview: Likely low-to-mid TL (9-11) experimental or repurposed technology in Traveller. Could be a hazardous materials disposal unit modified for breaching, a failed cargo handling prototype, or even alien tech with a bizarre function. Its bulk, power needs, and chaotic results limit its practicality severely, making it fringe technology.
  • Representation and Mechanics:
    • Device: ‘Scatter-Charge’ Opener (TL-10 Experimental)
    • Tech Level: 10
    • Weight: 60 kg
    • Cost: Cr 7,000 (Limited utility limits value)
    • Power: 10/activation (Requires significant power source connection or large dedicated battery)
    • Description: A large (1m cube) crate made of robust but scarred materials, clearly modified or experimental. Features a prominent guarded red button and stenciled warnings. Requires a precise start-up and targeting procedure (1 minute, requires Difficult (10+) Electronics (operate) or Engineer (appropriate specialty) check).
    • Function: When successfully started and activated, targets one non-armored container within 15 meters. Emits a focused sonic or kinetic pulse that breaks mundane locks/latches and forces the container open. All contents (up to 1.5 cubic meters) are violently ejected and scattered within an 8-meter radius. The pulse is harmless, but scattering is loud and potentially damaging to fragile contents.
    • Reliability: Failure on the start-up check means the device fails to activate and may require troubleshooting (another check). Critical failure might damage the device or its power source. Pressing the button without proper start-up does nothing.
    • Legality/Use: Likely unrestricted but regarded as dangerously unreliable or impractical by most authorities. Might be used in salvage, demolition, or very specific desperate breaching scenarios.

Warhammer Fantasy Roleplay (4th Edition)

  • High-Level Overview: (Assuming WFRP 4e) This device screams Gnome or Goblin engineering, or perhaps an incredibly unstable piece of Imperial Engineer experimentation influenced by Jade or Amber magic (force/growth). It’s large, clumsy, probably smells weird, and does something dramatic but ultimately inconvenient. Useful only when the need to open something now outweighs any concern for the state or location of the contents. Likely to backfire amusingly or dangerously.
  • Representation and Mechanics:
    • Item: The Great Exploding Unpacker
    • Encumbrance: 250+ (Effectively immobile without a cart and crew)
    • Price: 120 GC (More hazard than help)
    • Availability: Exotic / Unique
    • Description: A large, battered wooden crate reinforced with metal bands and numerous questionable repairs. Features a single, oversized red button protected by a flimsy wire cage. Covered in hastily painted warning signs in multiple languages (mostly variations of “Danger!”). Requires a complex, specific 1-minute ritual to prime (e.g., pouring specific liquids into vents, chanting nonsense words, succeeding on a Difficult (–10) Lore (Engineering) or Sleight of Hand Test to manipulate hidden levers correctly).
    • Function: When primed and the button is pressed (Interact action), targets one non-magical container (chest, barrel, etc.) within 6 yards. A contained blast of magical wind (possibly Ulgu for displacement) forces the container open (defeats Average locks automatically, Tough locks require a success with +1 SL on the priming test). All contents are violently scattered within a 6-yard radius, potentially requiring Agility Tests to avoid being hit by flying debris (minor Damage 1-2 hits possible for those failing). Fragile items are likely destroyed. Creates a loud WHOOMPH and immense clutter.
    • Mishap: Failing the priming Test means the device sputters uselessly. A Critical Failure might cause it to emit noxious smoke (Toughness Test vs minor Condition), trigger a small, localized explosion causing minor damage to the crate and operator, or simply fall apart. Pressing the button unprimed does nothing.