Description: Tinkers have long sought methods to help soldiers haunted by war experiences. Most methods attempt to erase the memories of those events altogether. Unfortunately no method has proved perfect at removing specific memories without damaging other parts of the brain, but tinkers have developed a machine to aid in the erasing of more recent memories: the memory scrubber.
Some are against the use of memory scrubbers because they have removed crucial information more than once — not to mention the part they could play in removing the memories of an unwilling participant. What makes it more dangerous is that tinkers have not yet figured out how to recover the lost memories.
Operation: The device consists of a chair attached to a large trunk full of machinery. The user sits in the chair and puts a helmet on her head. Wires snake back to the device from the helmet. The operator then chooses the settings; they can remove memories from the last 1d20 hours, 1d10 days, 1d6 weeks, 1d4 months, or 1d2 years. Upon activation, the user sees flashing lights and hears a buzzing sound, then blackness and silence. After 1 minute, the process is complete and, if successful, the target is unable to remember any part of the period erased.
It takes 5 minutes and a DC 15 Use Technological Device check to hook someone into the memory scrubber. Operating the device requires a DC 25 Use Technological Device check.
Fuel: The memory scrubber uses 1 vial of liquid phlogiston per use.
Malfunction: Memories remain, but they are warped.
HR 5; 20 hp; Size Medium; Weight 225 lb.; MR 2; TS 20; Craft DC 50; Price 20,000 gp.
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