Difference between revisions of "Arms and armor"
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Revision as of 02:23, 31 October 2013
Characters do not function at their best without a full set of gear. It's possible, but often inadvisable, to fight with more than one weapon at a time, if one has sufficient hands: this is called multiweapon fighting.
Items that are meant to be worn, such as armor, weapons (other than siege weapons) or certain magic devices, must be sized to fit the creatures who wear them. The listed weight is for a 1 meter size creature; the weight for a creature of a different size is multiplied by their size, squared. For example, a 5 meter creature's armor or crown weighs 25 times as much as the listed weight. Resizing an item is not very difficult, and can be accomplished with 8 hours and a DC 10 Items check.
See also: Vehicles, and Random Items. SMW::off
Contents
Ranged Weapons
Weapons can't be left loaded for more than a minute at a time; doing so wears down the mechanism or tires the wielder.
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Shortbow Weapon
| |
This is a small bow. | |
[ Muscle-Damage ], [ Piercing ] | |
Value 15 copper Weight 1 kilogram
| |
Damage: 1d6-1 Physical | |
Range: 40m/120m | |
Handedness: Firing and reloading both require two hands. | |
Ammunition: Twenty arrows weigh 1 kilogram, and are worth 1 copper |
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Longbow Weapon
| |
This is a large bow. | |
[ Muscle-Damage ], [ Piercing ], [ Heavy ] | |
Value 30 copper Weight 2 kilograms
| |
Damage: 1d6+1 Physical | |
Demolition: +1 | |
Range: 60m/180m | |
Handedness: Firing and reloading both require two hands. | |
Ammunition: Twenty arrows weigh 1 kilogram, and are worth 1 copper |
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Repeating Crossbow Weapon
| |
This is a bow on a stick with a box that is tilted up and down to fire. | |
[ Semiautomatic ], [ Piercing ] | |
Value 30 copper Weight 2 kilograms
| |
Damage: 1d6-1 Physical | |
Range: 35m/100m | |
Reload Time: Every 15 bolts, it needs reloading as a move action. | |
Handedness: Firing and reloading both require two hands | |
Ammunition: Thirty bolts weigh one kilogram, and are worth 1 copper. | |
Special: Repeating Crossbows must be fired from the waist, getting a -1 penalty to Accuracy. |
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Crossbow Weapon
| |
This is a bow on a stick with a mechanism for drawing back the extra-strong wire. | |
[ Piercing ], [ Trigger Grip ] | |
Value 22 copper Weight 2 kilograms
| |
Damage: 1d6+1 Physical | |
Range: 35m/100m | |
Incremental Reload: 20 kilograms | |
Handedness: Reloading requires two hands. | |
Ammunition: Thirty bolts weigh 1 kilogram, and are worth 1 copper |
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Arbalest Weapon
| |
This is a big bow on a stick with a mechanism for drawing back the extra-strong wire. | |
[ Heavy ], [ Piercing ], [ Trigger Grip ] | |
Value 50 copper Weight 4 kilograms
| |
Damage: 1d6+2 Physical | |
Demolition: 1 | |
Range: 85m/250m | |
Incremental Reload: 40 kilograms | |
Handedness: Reloading requires two hands. | |
Ammunition: Ten bolts weigh 1 kilogram, and are worth 1 copper |
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Blowgun Weapon
| |
This is a tube. A well-crafted tube, to be sure. | |
[ Piercing ] | |
Value 30 copper Weight 1 kilogram
| |
Damage: 1d6-2 Physical | |
Range: 10m/20m | |
Reload Time: 1 immediate action | |
Handedness: Reloading requires two hands. | |
Ammunition: Thirty blowdarts weigh 1 kilogram, and are worth 10 copper | |
Special: You do not get a penalty to attack for trying to minimize the sound made by attacking with it. If you have high Muscle, the second range increment is doubled for every 2 points of Muscle you have. |
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Fighting Fan Weapon
| |
This is a large fan. If opened rapidly, it launches a spray of throwing stars. | |
[ Muscle-Damage ], [ Piercing ] | |
Value 16 copper Weight 1 kilogram
| |
Damage: 1d6-2 Physical | |
Range: 10m/20m | |
Reload Time: Three Move actions, which need not be consecutive. | |
Handedness: Reloading requires two hands. | |
Ammunition: The fighting fan launches Throwing Stars, and uses six of them per fan attack. | |
Effects: The throwing stars attack things in a 90 degree spray arc, making an attack against up to six creatures or unattended objects in the area. No two targets may be less than 10 degrees apart from each other. | |
Special: Fighting fans get -2 Accuracy except when used to make a Heavy attack. |
Melee Weapons
Even without any melee weapons, a character can fight in melee unarmed. If a melee weapon is wielded in two hands, it gets +1 Damage.
It is possible to throw any melee weapon. Normally, this is done with a range of 3m/10m, with a -2 penalty to attack if thrown one-handed, or a -3 penalty if thrown two-handed. However, some weapons have the [ Thrown ] descriptor, which negates the penalty.
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Throwing Knife Weapon
| |
This is a well-balanced sharp object. | |
[ Muscle-Damage ], [ Piercing ], [ Thrown ] | |
Value 3 copper Weight 1/3 kilograms
| |
Damage: 1d6-1 Physical | |
Handedness: Can only be used one-handed. |
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Sword Weapon
| |
This is a sharp metal object with a short handle. | |
[ Muscle-Damage ] | |
Value 30 copper Weight 2 kilograms
| |
Damage: 1d6 Physical | |
Handedness: Swords can be wielded in one hand, or two hands for +1 Damage. | |
Special: Swords may be used as Piercing weapons. |
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Spear Weapon
| |
This is a sharp metal object with a long handle. | |
[ Muscle-Damage ], [ Piercing ] | |
Value 20 copper Weight 3 kilograms
| |
Damage: 1d6 Physical | |
Handedness: Spears can be wielded in one hand, or two hands for +1 Damage. | |
Special: Your reach with a spear is 1 meter farther than it would normally be, but when attacking targets within 1 meter with it, it deals only 1d6-1 damage and is not Piercing. |
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Javelin Weapon
| |
This is a sharp metal object with a long, skinny handle. | |
[ Muscle-Damage ], [ Thrown ], [ Piercing ] | |
Value 10 copper Weight 1 kilogram
| |
Damage: 1d6-1 Physical | |
Handedness: Javelins can be wielded in one hand, or two hands for +1 Damage. They can only be thrown with one. | |
Special: Your reach with a javelin is 1 meter farther than it would normally be, but when attacking targets within 1 meter with it, it deals only 1d6-2 damage and is not Piercing. It can be thrown with an increased range of 30m. |
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Massive Axe Weapon
| |
This is a big sharp object with a sturdy handle. | |
[ Muscle-Damage ], [ Heavy ] | |
Value 35 copper Weight 5 kilograms
| |
Damage: 1d6+2 Physical | |
Handedness: The Massive Axe can be wielded in one hand, or two hands for +1 Damage. |
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Massive Hammer Weapon
| |
This is a big blunt object with a sturdy handle. | |
[ Muscle-Damage ], [ Heavy ] | |
Value 15 copper Weight 5 kilograms
| |
Damage: 1d6+1 Physical | |
Demolition: +1 | |
Handedness: The Massive Hammer can be wielded in one hand, or two hands for +1 Damage. |
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Longstaff Weapon
| |
This is a long stick. | |
[ Muscle-Damage ] | |
Value 3 copper Weight 3 kilograms
| |
Damage: 1d6 Physical | |
Handedness: Longstaves are too awkward to be used effectively in one hand. | |
Special: Your reach with a longstaff is 1 meter farther than it would normally be. |
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Sickle Weapon
| |
This is a farming implement for harvesting grain. | |
[ Muscle-Damage ] | |
Value 10 copper Weight 2 kilograms
| |
Damage: 1d6 Physical | |
Handedness: Can only be used one-handed. | |
Effects: When you successfully use the Sickle to disarm, you may be holding the disarmed item if you have free hands. |
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Flail Weapon
| |
This is a farming implement for threshing wheat. The end-piece has been reinforced with metal spikes. | |
[ Muscle-Damage ], [ Heavy ] | |
Value 10 copper Weight 5 kilograms
| |
Damage: 1d6+4 Physical | |
Handedness: Flails are too awkward to be used effectively in one hand. | |
Special: The Flail is so awkward that it gets a -2 penalty to attack if not aimed. |
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Chain-sickle Weapon
| |
This is a sickle attached to a heavy weight on a chain. | |
[ Muscle-Damage ] | |
Value 15 copper Weight 5 kilograms
| |
Damage: 1d6 Physical | |
Handedness: Can only be used two-handed. | |
Special: The chain-sickle can be used to make Heavy attacks against targets within twice your reach. It is not a Heavy weapon, however. |
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Fist blade Weapon
| |
This is a sharp metal object held in such a way as to be excellent for punching or swiping. | |
[ Muscle-Damage ] | |
Value 30 copper Weight 2 kilograms
| |
Damage: 1d6 Physical | |
Handedness: Fist blades can only be wielded one-handed. | |
Special: Fist blades may be used as Piercing weapons. You cannot be disarmed of a fist blade, but dropping it is a move action. |
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Throwing Star Weapon
| |
This is a star-shaped throwing weapon. | |
[ Muscle-Damage ], [ Thrown ] | |
Value 3 copper Weight 1/6 kilograms
| |
Damage: 1d6-2 Physical | |
Handedness: Can only be used one-handed. | |
Special: The Throwing Star has an increased range of 20m. You do not get a penalty to attack for trying to minimize the sound made by attacking with it. |
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Chakram Weapon
| |
This is a circular throwing weapon. | |
[ Muscle-Damage ], [ Thrown ] | |
Value 3 copper Weight 1/2 kilograms
| |
Damage: 1d6-1 Physical | |
Handedness: Can only be used one-handed. | |
Effects: The chakram has an increased range of 45m when thrown. |
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Bolas Weapon
| |
This is a pair or trio of balls connected by a string. | |
[ Muscle-Damage ], [ Heavy ], [ Thrown ] | |
Value 5 copper Weight 1 kilogram
| |
Damage: 1d6+1 Physical | |
Handedness: Can only be used one-handed. | |
Effects: The Bolas gets a +1 bonus to accuracy when used to trip, and does not suffer a penalty to the attack for being ranged. |
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Mace Weapon
| |
This is a spiked ball on a stick. | |
[ Muscle-Damage ] | |
Value 20 copper Weight 3 kilograms
| |
Damage: 1d6-1 Physical | |
Demolition: +1 | |
Handedness: Maces can be wielded in one hand, or two hands for +1 Damage. | |
Special: The Mace deals +2 damage when used to make Heavy attacks. |
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Curling Blade Weapon
| |
This is an extremely flexible sword. | |
[ Muscle-Damage ] | |
Value 40 copper Weight 1 kilogram
| |
Damage: 1d6 Physical | |
Handedness: Curling blades can be wielded only in one hand. | |
Effects: When used in a Melee Guard, you may choose to forfeit your movement during the guard. | |
When you forfeit your movement during a Melee Guard, the number of attacks you may make during the Melee Guard increases by 2. Those additional attacks must be made with the curling blade. | |
Special: You can wear the curling blade as a belt. When you miss with a curling blade, you hit yourself. |
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Cat o' Nine Tails Weapon
| |
This is a whip with nine painful hooks. | |
[ Muscle-Damage ] | |
Value 30 copper Weight 2 kilograms
| |
Damage: 1d6 Physical | |
Handedness: The Cat o' Nine Tails can be wielded in one hand, or two hands for +1 Damage. | |
Effects: The Cat o' Nine Tails cannot inflict wounds. When it would inflict wounds on a creature, that creature instead finds you Frightening X, where X is the number of wounds that would be inflicted, plus 4. |
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Small Object Weapon
| |
This is a small object, not designed at all for combat, like a teacup, spoon, or book. | |
[ Muscle-Damage ] | |
Value 0 copper Weight Up to 3 kilograms
| |
Damage: 1d6-1 Physical | |
Handedness: Can only be used one-handed. | |
Special: When it is used in a non-critical hit to deal more damage than the Toughness of its constituent material, it takes a wound, which usually breaks it. |
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Large Object Weapon
| |
This is a large object, not designed at all for combat, like a table, anvil, or suit of armor. | |
[ Muscle-Damage ], [ Heavy ] | |
Value 0 copper Weight 3 or more kilograms
| |
Damage: 1d6 Physical | |
Handedness: Large objects can be wielded in one hand, or two hands for +1 Damage. | |
Special: When it is used in a non-critical hit to deal more damage than the Toughness of its constituent material, it takes a wound, which usually breaks it. |
Siege Weapons
Siege weapons are not resized for creatures of different sizes.
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Battering Ram Weapon
| |
This is a tree trunk or iron pole suspended from ropes. | |
[ Heavy ] | |
Value 50 copper Weight 500 kilograms
| |
Damage: 1d6+4 Physical | |
Demolition: 5 | |
Incremental Reload: 108 kilograms. | |
Handedness: Battering rams are too awkward to be used effectively in one hand. Reloading only takes one hand, though. |
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Oil Cauldron Weapon
| |
This is a large pot. | |
[ Heavy ] | |
Value 150 copper Weight 120 kilograms
| |
Damage: 1d6+4 Heat | |
Incremental Reload: 200 kilograms. Once full, it then takes four rounds for the oil to heat up. | |
Handedness: Oil cauldrons are too awkward to be used effectively in one hand. Refilling only takes one hand, though. | |
Ammunition: 200 kilograms of oil is sufficient for one attack. | |
Effects: The oil fills a 1 meter radius cylinder, downwards from wherever it is tipped. Creatures and unattended objects that are hit by it take another 1d6+3 damage at the ends of their next turns. Creatures not hit by it still take 1d6-1 Heat damage at the ends of their next turns. |
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Catapult Weapon
| |
This is a lever for throwing rocks | |
[ Heavy ] | |
Value 500 copper Weight 1000 kilograms
| |
Damage: 1d6+6 Physical | |
Demolition: 5 | |
Range: 100m/400m | |
Incremental Reload: 144 kilograms. | |
Handedness: Reloading requires two hands. | |
Ammunition: One rock weighs 15 kilograms | |
Special: The Catapult cannot be used to attack creatures less than 35 meters away. The Catapult's Accuracy is always +1, independent of the user. |
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Trebuchet Weapon
| |
This is a rope system for throwing rocks | |
[ Heavy ] | |
Value 1200 copper Weight 1500 kilograms
| |
Damage: 1d6+7 Physical | |
Demolition: 6 | |
Range: 80m/300m | |
Incremental Reload: 144 kilograms. | |
Handedness: Reloading requires two hands. | |
Ammunition: One rock weighs 25 kilograms | |
Special: The Trebuchet cannot be used to attack creatures less than 30 meters away. The Trebuchet's Accuracy is always +1, independent of the user. |
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Ballista Weapon
| |
This is an incredibly large bow on a stick with a mechanism for drawing back the extra-strong wire. | |
[ Heavy ], [ Piercing ] | |
Value 800 copper Weight 400 kilograms
| |
Damage: 1d6+5 Physical | |
Demolition: 4 | |
Range: 120m/380m | |
Incremental Reload: 90 kilograms. | |
Handedness: Reloading requires two hands. | |
Ammunition: One bolt weighs 10 kilograms, and is worth 5 copper | |
Special: The Ballista's Accuracy is always +2, independent of the user. |
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Arrow Sprayer Weapon
| |
This is a box with forty holes in it, a metal plate in the back, and a pulley system. A dropped rock makes the plate slam, flinging arrows from the holes. | |
[ Heavy ], [ Piercing ] | |
Value 500 copper Weight 200 kilograms
| |
Damage: 1d6+2 Physical | |
Range: 45m/150m | |
Incremental Reload: 135 kilograms. | |
Handedness: Arrow sprayers are too awkward to be used effectively in one hand. Reloading takes two hands as well. | |
Ammunition: Twenty arrows weigh one kilogram, and are worth 1 copper. | |
Effects: The arrows attack everything in a 150 meter, 30 degree spray cone, making an attack versus AD against each creature and unattended object in the area. | |
Special: The Arrow Sprayer can be left loaded for any amount of time. |
Armor
It is not possible to wear multiple suits of armor if those suits add to the same Defense.
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Chainmail Armor
| |
This is clothing made of metal rings. | |
Value 120 copper Weight 12 kilograms
| |
-1 Stealth, -2 Agility, -2 Legerdemain | |
Special: Chainmail counts as an obstacle for firing through, or total cover, attacker's choice. Its AD is the same as its wearer's, and it has 1 HP and 5 Toughness. |
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Fullplate Armor
| |
This is clothing made of metal sheets. | |
Value 500 copper Weight 20 kilograms
| |
-1 AD, -1 Stealth, -2 Agility, -2 Legerdemain | |
Special: Fullplate counts as an obstacle for firing through, or total cover, attacker's choice. Its AD is the same as its wearer's, and it has 2 HP and 5 Toughness. |
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Armor Spikes Armor
| |
Armor spikes are sharp adornments which cut through restraints and make grabbing you very painful. | |
Value 200 copper Weight 6 kilograms
| |
+1 GD, -1 Stealth, -2 Agility, -2 Legerdemain |
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Shield Armor
| |
This is metal or wooden disc or rectangle, with a handle. | |
Value 200 copper Weight 5 kilograms
| |
Handedness: The shield only functions properly when wielded in one hand. | |
Special: You have cover. When you use a standard action to do something other than Cower, Assault, Ranged Guard, or Melee Guard, the shield stops granting you cover until the beginning of your next turn.
When a creature would hit you with a melee attack, you may inflict one wound on the shield to take one less wound from the attack. |
Other Equipment
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Grappling Hook Device
| |
This is a set of large curved metal hooks and a place through which a rope can be threaded. | |
[ Muscle-Damage ], [ Thrown ], [ Piercing ] | |
Value 50 copper Weight 3 kilograms
| |
Damage: 1d6-2 Physical | |
Range: 5m/20m | |
Special: If it's thrown such that it successfully hits the AD of a structure that the grappling hook could catch onto, it is stuck. Removing it from such a place requires the creature to reach the hook itself and take a lesser action. |
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Rope Device
| |
This is sturdy hempen rope, in units of 4 meters. | |
Value 2 copper Weight 1 kilogram
|
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Caltrops Device
| |
This is essentially a 4-sided die made of iron, with the non-point material removed. | |
Value 10 copper Weight 5 kilograms
| |
Range: 1m/4m | |
Special: When tossed onto the ground, the Caltrops make a 4 square meter area hazardous to walk through. Creatures must make a DC 4 Agility check to move within the area or take 1d6 Physical damage. If a creature runs, the DC is 7 instead.
Picking up 4 square meters of Caltrops takes a standard action. |
Gems
Gems must be in contact with internal membranes to function, unless used to power magic items. Gems of the same color do not stack. A normal character can't handle having more than one gem implanted at a time; for every gem implanted beyond this limit of 1, they get a -2 penalty to Toughness.
Inserting a gem into a held item or one's own mouth is a move action, as is removing a gem from a held item or spitting out such a gem.
There is no known method for crafting gems; new gems are obtained only by harvesting them from certain monsters.
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White Gem Magic Device
| |
This is a smooth round stone, pearlescent white. It glows gently. White gems can grant power over light, death, and bone. | |
Value 2000 copper Weight 0.01 kilograms
| |
Effects: Creatures in whom this is implanted gain the ability to make their teeth and bones grow brightly, or stop glowing, as a Lesser action. This brightly illuminates an area out to up to 20 meters. | |
The gem staves off death and regenerates damaged bones. At the end of its user's turn, they regain 1 HP if they took no actions that turn and have less than 0 HP. | |
Creatures in which this is implanted can use ![]() ![]() |
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Orange Gem Magic Device
| |
This faceted transparent orange gem has peculiar refractive properties: light takes twelve seconds to pass through it. Orange gems can grant power over time, fire, and devouring. | |
Value 2000 copper Weight 0.01 kilograms
| |
Effects: Creatures in whom this is implanted gain Heat Resist 1. | |
The gem can be used to accelerate the user. Once per round, they may gain an additional move action. Doing so puts stress on their very existence, however, reducing their Toughness by 1 for 1 minute. A character reduced to 0 Toughness in this way ages into dust. | |
Creatures in which this is implanted can use ![]() ![]() |
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Purple Gem Magic Device
| |
This is a smooth round stone, a matte but marbled purple. It seems to leak ink when rubbed against nonliving objects, but never grows smaller or dry. Purple gems can grant power over words, space, and mind. | |
Value 2000 copper Weight 0.01 kilograms
| |
Effects: Creatures in whom this is implanted gain a 5 meter teleport speed, or increase an existing teleport speed by 5 meters. | |
By concentrating as a standard action, the user of this gem can hear every word that was audible at their location for a specified 15-second interval at any time during the past hour. | |
Creatures in which this is implanted can use ![]() ![]() |
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Pink Gem Magic Device
| |
This is a smooth toroidal stone, a somewhat translucent pink. Staring at it tends to remind the viewer of their goals. Pink gems can grant power over sympathy, inversion, and soul. | |
Value 2000 copper Weight 0.01 kilograms
| |
Effects: Creatures in whom this is implanted get a +2 bonus to Insight checks made against targets that are 10 meters or less away to determine what those targets want, through limited emotion detection. | |
The reflections of creatures in whom this is implanted are not mirror-imaged. | |
Creatures in which this is implanted can use ![]() ![]() |
Magic Items
If an item specifies a Chakra, it only functions for its wearer if no other item that uses that chakra is closer to the chakra location.
Magic Weapons
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Bonebiter Spear Magic Weapon
| |
This spear is tipped with a large tusk or rib. | |
[ Muscle-Damage ], [ Piercing ] | |
Value 300 copper Weight 3 kilograms
| |
Damage: 1d6 Physical | |
Handedness: Bonebiter Spears can be wielded in one hand, or two hands for +1 Damage. | |
Effects: ![]() | |
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Special: Your reach with a bonebiter spear is 1 meter farther than it would normally be, but when attacking targets within 1 meter with it, it is not Piercing. |
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Blade of Purification Magic Weapon
| |
This plain-looking sword has a polished ivory handle. | |
[ Muscle-Damage ] | |
Value 500 copper Weight 2 kilograms
| |
Damage: 1d6 Physical | |
Handedness: The Blade of Purification can be wielded in one hand, or two hands for +1 Damage. | |
Effects: ![]() | |
Special: The Blade of Purification may be used as a Piercing weapon. |
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Shadow Dagger Magic Weapon
| |
This is a dagger with a white hilt. | |
[ Muscle-Damage ], [ Piercing ], [ Thrown ] | |
Value 300 copper Weight 1/3 kilograms
| |
Damage: 1d6-1 Physical | |
Handedness: Can only be used one-handed. | |
Effects: ![]() |
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Boneshooter Magic Weapon
| |
This crossbow is lacking some necessary parts, like a place to put the bolt. It can be strapped onto an arm. | |
[ Magic-Damage ], [ Piercing ] | |
Value 300 copper Weight 1 kilogram
| |
Damage: 1d6+2 Physical | |
Range: 70m/200m | |
Reload Time: No Action | |
Handedness: The Boneshooter must be strapped to one arm; using it during a round prevents you from using whatever is in that hand, and vice-versa. | |
Ammunition: None | |
Effects: ![]() | |
Special: The Boneshooter cannot be fired without a white gem. |
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Puppeteer's Gauntlet Magic Weapon
| |
This steel gauntlet is covered with bone spikes and is, oddly, fingerless. | |
Value 12000 copper Weight 1 kilogram
| |
Effects: ![]() | |
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Brightmouse Magic Weapon
| |
This is a small, live white mouse with no eyes or ears. When pulled against a bowstring, a gentle beam of light illuminates a meter ahead for ease of use. | |
Value 10 copper Weight 0.1 kilograms
| |
Effects: ![]() | |
Special: This animal is used as ammunition instead of a normal arrow or other projectile weighing less than 1 kilogram. It is a living creature, and does not function if dead. |
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Inferno Blade Magic Weapon
| |
This is a hilt. When powered by an orange gem, it has a long blade of orange flame. | |
[ Muscle-Damage ] | |
Value 400 copper Weight 2 kilograms
| |
Damage: 1d6-2 Physical | |
Handedness: The Inferno Blade can be wielded in one hand, or two hands for +1 Damage. | |
Effects: ![]() | |
Special: The Inferno Blade may be used as a Piercing weapon. |
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Gauntlet of Chewing Magic Weapon
| |
This gold and red gauntlet has a toothy metal mouth in the palm. | |
Value 500 copper Weight 1 kilogram
| |
Effects: ![]() | |
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Knife of Spell Devouring Magic Weapon
| |
This is a well-balanced sharp object, made of gold and ruby. | |
[ Muscle-Damage ], [ Thrown ], [ Piercing ] | |
Value 2500 copper Weight 1/3 kilograms
| |
Damage: 1d6-1 Physical | |
Handedness: Can only be used one-handed. | |
Effects: ![]() |
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Dentures of Bloodsucking Magic Weapon
| |
These fine gold dentures have exceptionally long canines. | |
Value 500 copper Weight 0.1 kilograms
| |
Handedness: None | |
Effects: ![]() |
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Melter Cannon Magic Weapon
| |
This golden device looks sort of like a crossbow, with an impressive golden tube. | |
[ Magic-Damage ] | |
Value 300 copper Weight 5 kilograms
| |
Damage: 1d6+1 Heat | |
Range: 20m/50m | |
Handedness: Aiming and firing requires two hands. | |
Effects: The Melter Cannon cannot fire while unpowered. | |
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Skip Cannon Magic Weapon
| |
This bronze tube has a crossbow-like trigger, and is covered with hourglasses filled with various colors of sand. | |
[ Magic-Damage ], [ Heavy ] | |
Value 400 copper Weight 4 kilograms
| |
Damage: 1d6+2 | |
Range: 40m/120m | |
Handedness: Aiming and firing requires two hands. | |
Effects: The Skip Cannon cannot fire while unpowered. | |
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Fire Bomb Magic Weapon
| |
[ Heavy ], [ Grenade ] | |
Value 10 copper Weight 1/3 kilograms
| |
Range: 5m/10m | |
Handedness: Can only be used one-handed. | |
Effects: ![]() |
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Spacehammer Magic Weapon
| |
This is a laughably tiny hammer. | |
[ Muscle-Damage ] | |
Value 300 copper Weight 0.5 kilograms
| |
Damage: 1d6-1 Physical | |
Handedness: The hammer can be wielded in one hand, or two hands for +1 Damage. If wielded in one hand as it expands, it is dropped after one attack. | |
Effects: ![]() | |
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Mindslicer Magic Weapon
| |
This purple sword is almost more like a giant scalpel. | |
[ Muscle-Damage ] | |
Value 500 copper Weight 2 kilograms
| |
Damage: 1d6 Physical | |
Handedness: The Mindslicer can be wielded in one hand, or two hands for +1 Damage. | |
Effects: ![]()
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Special: The Mindslicer may be used as a Piercing weapon. |
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Extradimensional Shovel Magic Weapon
| |
This is an excellent-looking shovel. | |
[ Muscle-Damage ] | |
Value 25000 copper Weight 3 kilograms
| |
Damage: 1d6-1 Physical | |
Handedness: The shovel can be wielded in one hand, or two hands for +1 Damage. | |
Effects: ![]() |
Warpbalest Magic Weapon
| |
This is a big bow on a stick with a mechanism for drawing back the extra-strong wire. At the front end, there is a small, tiltable purple ring. | |
[ Heavy ], [ Piercing ], [ Trigger Grip ] | |
Value 3500 copper Weight 4 kilograms
| |
Damage: 1d6+2 Physical | |
Demolition: 1 | |
Range: 85m/250m | |
Incremental Reload: 40 kilograms | |
Handedness: Reloading requires two hands. Firing also requires two hands while powered. | |
Ammunition: Ten bolts weigh 1 kilogram, and are worth 1 copper | |
Effects: ![]()
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Warp Orb Magic Weapon
| |
This purple sphere is divided by a cobalt ring around the middle. | |
[ Heavy ], [ Grenade ] | |
Value 100 copper Weight 1/3 kilograms
| |
Range: 5m/10m | |
Handedness: Can only be used one-handed. | |
Effects: ![]() |
Brain Lock Magic Weapon
| |
This is a metal helmet made of iron strips | |
Value 500 copper Weight 5 kilograms
| |
Effects: ![]() | |
Special: Attaching this to a creature is a melee heavy attack against GD with a -3 penalty to hit. |
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Willcrusher Magic Weapon
| |
This is a brightly colored hammer, festooned with smiling faces | |
[ Muscle-Damage ], [ Heavy ] | |
Value 800 copper Weight 5 kilograms
| |
Damage: 1d6+1 Physical | |
Demolition: +1 | |
Handedness: The Willcrusher can be wielded in one hand, or two hands for +1 Damage. | |
Effects: ![]() |
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Metempsychotic Sickle Magic Weapon
| |
This is an implement for severing creature's souls from their lifeless bodies. | |
[ Muscle-Damage ] | |
Value 400 copper Weight 2 kilograms
| |
Damage: 1d6 Physical | |
Handedness: Can only be used one-handed. | |
Effects: When you successfully use the Sickle to disarm, you may be holding the disarmed item if you have free hands. | |
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Soul Jar Magic Weapon
| |
This pink-glazed pottery is decorated with mesmerizing geometric shapes. | |
[ Magic-Damage ] | |
Value 14000 copper Weight 1 kilogram
| |
Effects: ![]() | |
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Special: Each soul in the jar weighs 2 kilograms and mumbles to itself, making the jar audible at a distance of 5 meters per soul. Creatures whose souls are in this jar can continue to act normally. |
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Gravity's Bow Magic Weapon
| |
This is a small bow covered with pink arrow symbols. | |
[ Muscle-Damage ], [ Piercing ] | |
Value 300 copper Weight 1 kilogram
| |
Damage: 1d6-1 Physical | |
Range: 30m/80m | |
Handedness: Firing and reloading both require two hands. | |
Ammunition: Twenty arrows weigh 1 kilogram, and are worth 1 copper | |
Effects: ![]() |
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Soporific Arrow Magic Weapon
| |
This pink arrow has a gem socket where the arrowhead should be, and fletching of cotton. | |
Value 150 copper Weight 0.05 kilograms
| |
Effects: The attack with this arrow gets a -1 penalty to damage. | |
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Special: This arrow is used as ammunition instead of a normal arrow or bolt. |
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Fascinating trinket Magic Weapon
| |
This is one of the most interesting baubles you've ever seen | |
[ Heavy ], [ Grenade ] | |
Value 200 copper Weight 1/6 kilograms
| |
Range: 8m/15m | |
Handedness: Can only be used one-handed. | |
Effects: ![]() |
Magic Siege Weapons
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Firebelcher Magic Weapon
| |
This is a semiconical cauldron with tilting mechanism | |
[ Heavy ] | |
Value 700 copper Weight 1200 kilograms
| |
Damage: 1d6+2 Heat | |
Range: 10m/60m | |
Effects: ![]() | |
Special: The Firebelcher's Accuracy is always +5, independent of the user. It can only be fired while powered. |
Time Boulder Magic Weapon
| |
This is a glass sphere filled with complicated clockworks | |
Value 300 copper Weight 100 kilograms
| |
Damage: 1d6 Physical | |
Range: * | |
Effects: ![]()
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Bonespray Shell Magic Weapon
| |
This is a woven sphere of finger bones | |
Value 50 copper Weight 30 kilograms
| |
Effects: ![]() | |
Special: The Bonespray Shell is used instead of normal ammunition for a catapult or trebuchet. |
Magic Devices
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Elite Wand Magic Device
| |
This is a rod with a slot for a gem at one end. | |
Value 3500 copper Weight 2 kilograms
| |
Effects: If the Elite Wand is powered by Gem(s) of the correct color(s), it may be used to cast its spell. It takes 30 minutes while powered to regain the ability to cast that spell. | |
Special: An Elite Wand is built around one particular Elite spell. If it's a bound spell, it doesn't begin recharging until it's unbound. The Wand is the caster, and anyone holding the Wand can force it to unbind its spell by taking a standard action. |
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Paragon Wand Magic Device
| |
This is a rod with a slot for a gem at one end. | |
Value 15000 copper Weight 3 kilograms
| |
Effects: If the Paragon Wand is powered by Gem(s) of the correct color(s), it may be used to cast its spell. It takes 3 hours while powered to regain the ability to cast that spell. | |
Special: A Paragon Wand is built around one particular Paragon spell. If it's a bound spell, it doesn't begin recharging until it's unbound. The Wand is the caster, and anyone holding the Wand can force it to unbind its spell by taking a standard action. |
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Legend Wand Magic Device
| |
This is a large rod with a slot for a gem at one end. | |
Value 50000 copper Weight 4 kilograms
| |
Effects: If the Legend Wand is powered by Gem(s) of the correct color(s), it may be used to cast its spell. It takes 18 hours while powered to regain the ability to cast that spell. | |
Special: A Legend Wand is built around one particular Legend spell. If it's a bound spell, it doesn't begin recharging until it's unbound. The Wand is the caster, and anyone holding the Wand can force it to unbind its spell by taking a standard action. |
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Portable Hole Magic Device
| |
This is a silky purple cloth circle, with a sticky fringe. | |
Value 12000 copper Weight 0.2 kilograms
| |
Effects: ![]() No extradimensional space is created if the tunnel would be more than 100 lightyears long. The portable hole has a Volume Ratio of 1 per every 5 meters of depth, rounded down. |
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Sack of Bones Magic Device
| |
This is a large white sack. | |
Value 400 copper Weight 2 kilograms
| |
Effects: ![]() |
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Mansion Door Magic Device
| |
This appears to be a fancy door with doorframe. It is backed by steel on one side. | |
Value 9000 copper Weight 15 kilograms
| |
Effects: ![]() | |
Even while the Mansion Door is unpowered, the extradimensional cube exists. The entry point becomes a simple wall, however.
The extradimensional cube has a Volume Ratio of 3. |
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Tight Clothing Magic Device
| |
Those bindings don't look comfortable. | |
Value 300 copper Weight 3 kilograms
| |
Chakra: Lung | |
Effects: ![]() |
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Airboxing Suit Magic Device
| |
This is a rather stiff looking purple suit. | |
Value 20000 copper Weight 3 kilograms
| |
Chakra: Lung | |
Effects: ![]() | |
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Seven League Boots Magic Device
| |
These look like good, sturdy boots. | |
Value 15000 copper Weight 2 kilograms
| |
Chakra: Foot | |
Effects: ![]() Aiming steps with the boots is not easy; the teleport misses to the left or right by 1600 meters minus your Agility check times 80. |
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Crown of Fire Control Magic Device
| |
This is an intimidatingly spiked golden crown. | |
Value 1500 copper Weight 2 kilograms
| |
Chakra: Brain | |
Effects: ![]() | |
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Crown of the Lich King Magic Device
| |
This is an ominous bone crown. | |
Value 1500 copper Weight 1 kilogram
| |
Chakra: Brain | |
Effects: ![]() |
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Crown of Conviction Magic Device
| |
This is a thin pink foil crown. | |
Value 1500 copper Weight 1 kilogram
| |
Chakra: Brain | |
Effects: ![]() |
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Crown of Comprehension Magic Device
| |
This is an exquisitely painted paper crown. | |
Value 1500 copper Weight 1 kilogram
| |
Chakra: Brain | |
Effects: ![]() |
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Crown of Synergy Magic Device
| |
This is a crown of pink ribbons | |
Value 1500 copper Weight 1 kilogram
| |
Chakra: Brain | |
Effects: ![]() |
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Enmity Bracelet Magic Device
| |
This is a simple pink bracelet with some unpleasant word engraved in it, and a single gem socket. | |
Value 200 copper Weight 0.5 kilograms
| |
Effects: ![]()
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Lantern Magic Device
| |
This is a finely carved bone lantern, with a gem socket where the candle would be. | |
Value 200 copper Weight 2 kilograms
| |
Handedness: The direction of the cone can be changed freely only if the lantern is held in one hand. Otherwise, it takes a move action. | |
Effects: ![]() |
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Crystal Ball Magic Device
| |
This is a purple glass orb on a small wooden pedestal. | |
Value 22000 copper Weight 3 kilograms
| |
Effects: ![]() You can only use the Crystal Ball to watch a creature you have met, and who has met you. The crystal ball continues to display whatever creature it was set to watch until deactivated or set to a different target, as a standard action. |
Projection Sheet Magic Device
| |
This is a plain white sheet with a loop for a gem at one corner. | |
Value 3000 copper Weight 4 kilograms
| |
Effects: ![]() |
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Recording Skull Magic Device
| |
Close inspection of this skull reveals that each tooth is attached to a spring and labeled with a different symbol, and there is a gem socket on the inside of the skull. | |
Value 1000 copper Weight 3 kilograms
| |
Effects: ![]() | |
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Corpse Mirror Magic Device
| |
This fine standing mirror's rim is made of large rib bones. | |
Value 6000 copper Weight 20 kilograms
| |
Effects: ![]() | |
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Time Keeper Magic Device
| |
This is a fine gold hourglass with orange sand, labelled "Start" on one end and "Reset" on the other. | |
Value 35000 copper Weight 1 kilogram
| |
Effects: ![]() | |
When the Time Keeper is turned so that the label saying Reset is facing upwards, the Time Keeper's revert functionality is canceled. After a number of rounds equal to the number of rounds it spent in the Start state, maximum 3, all of the sand is returned to this section. | |
Special: Turning the Time Keeper is a Lesser Action. |
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Jetpack Magic Device
| |
Value 3500 copper Weight 5 kilograms
| |
Chakra: Lung | |
Effects: ![]() |
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Sympathetic Fireplace Magic Device
| |
Whoever decorated this fireplace was really obsessed with fire. | |
Value 100 copper Weight 5000 kilograms
| |
Effects: ![]() |
Skeleton Key Magic Device
| |
This appears to be an ordinary skeletal finger. The bones are fused together. | |
Value 1000 copper Weight 0.05 kilograms
| |
Effects: ![]() |
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Dark Sun Magic Device
| |
This 2 meter diameter obsidian sphere can actually be split in two, to gain access to the tiny gem socket at the very center. | |
Value 2000 copper Weight 11000 kilograms
| |
Effects: ![]() |
Necromantic Emanator Magic Device
| |
This is a steel pole. A long spinal column is coiled around it in a conical fashion, with a skull at the end of the pole. | |
Value 6000 copper Weight 2000 kilograms
| |
Effects: ![]() |
Mundanity Shrine Magic Device
| |
This is a simple iron podium. | |
Value 10000 copper Weight 1000 kilograms
| |
Effects: ![]() |
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Cataclysm Staff Magic Device
| |
This staff is covered with intricate images of fire, and has an intimidating claw at its base. | |
[ Magic-Damage ] | |
Value 33000 copper Weight 2 kilograms
| |
Effects: ![]()
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Euphio Box Magic Device
| |
This is a box with a single button on it. | |
Value 26000 copper Weight 2 kilograms
| |
Effects: ![]() A creature who has not yet been stunned by the music can take a move action on its turn to get a +2 bonus to the Will Save against the item for that round, by thinking hard about things that need to be done. |
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Dreamsharer Magic Device
| |
This glass jar has two purple silk ropes attached to metal hats. Both ropes are connected to a pulsing purple brain in the jar. | |
Value 23000 copper Weight 35 kilograms
| |
Chakra: Brain | |
Effects: ![]() |
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Unlimited Furnace Magic Device
| |
This is a 0.5 meter wide golden sphere, with one hole in the top and one in the side. Both can be screwed shut. | |
Value 6000 copper Weight 40 kilograms
| |
Effects: ![]() |
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Time Beacon Magic Device
| |
This appears to be a miniature bale of hay. While powered, it burns constantly. | |
Value 20000 copper Weight 0.1 kilograms
| |
Effects: The Time Beacon is immune to Heat damage. | |
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Thermal Lifting Discs Magic Device
| |
These are two pink ceramic discs. One says "Hot" and has a gem socket in it. The other says "Up". | |
Value 4000 copper Weight 1 kilogram each
| |
Effects: ![]()
|
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Cold Terror Discs Magic Device
| |
These are two pink ceramic discs. One says "Scare" and has a gem socket in it. The other says "Freeze". | |
Value 4000 copper Weight 1 kilogram each
| |
Effects: ![]() |
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Bone Cocoon Choker Magic Device
| |
This delicate necklace is made out of mouse ribcages. | |
Value 500 copper Weight 0.5 kilograms
| |
Chakra: Lung | |
Effects: ![]() |
Helm of Mana Collection Magic Device
| |
This extravagant golden helm is inlaid with remarkably pink mother-of-pearl. | |
Value 12000 copper Weight 2 kilograms
| |
Chakra: Brain | |
Effects: ![]() ![]() While you are concentrating, this Helm does not function. |
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Tablet of Forgotten Realms Magic Device
| |
This clay tablet is inscribed with a single symbol, which in an ancient language meant "forget". | |
Value 8000 copper Weight 1 kilogram
| |
Effects: ![]() |
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Robes of Timestone Permeability Magic Device
| |
These are flowing, dusty orange robes. | |
Value 500 copper Weight 4 kilograms
| |
Chakra: Lung | |
Effects: ![]() |
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Decanter of Timestone Consecration Magic Device
| |
This is an orange clay decanter | |
Value 3000 copper Weight 3 kilograms
| |
Effects: ![]() |
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Hip Flask of Altered Metabolism Magic Device
| |
This is an golden flask. On one side is a clockwise spiral; on the other, a counterclockwise spiral. | |
Value 800 copper Weight 0.5 kilograms
| |
Effects: ![]() | |
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Special: Drinking liquid from a Hip Flask of Altered Metabolism takes a standard action. |
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Frame of Airsteel Manufacture Magic Device
| |
This is a set of lightweight telescoping metal rods, arranged to form a box. | |
Value 3000 copper Weight 3 kilograms (small)
| |
Effects: ![]() | |
Special: Each frame is designed for a limited size range. The smallest version is 0.1 to 2 meters on a side; larger versions have proportionally increased dimensions and weight. |
Earring of Power Magic Device
| |
This simple earring is clearly designed to have a gem of any type inserted in it. | |
Value 1500 copper Weight 0.02 kilograms
| |
Effects: The earring can have one gem in it. Its wearer gets the benefits of having it implanted, without counting it against the maximum number of gems they can implant. | |
Special: This item only has 6 Toughness and 1 HP, and it can be removed by a disarm attack instead of making its owner drop what they're holding, if the attacker so chooses. |
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Beacon of Aspatiality Magic Device
| |
This appears to be a lantern, but the windows are opaque. An inscription reads: "Everywhere, and nowhere". | |
Value 4000 copper Weight 2 kilograms
| |
Effects: ![]() |
Magic Armors
Nothingness Armor Magic Armor
| |
This armor is made of portals, such that things pass by the wearer harmlessly, except for the eye slit, gauntlets, and boots. When unpowered, it seems to be just a fancy but impractical suit of full plate. | |
Value 32000 copper Weight 35 kilograms
| |
Chakra: Heart | |
-1 AD, -1 Stealth, -2 Agility, -2 Legerdemain | |
Effects: ![]() Nothingness Armor has a Volume Ratio of 0. | |
Special: While the portals are inactive, Nothingness Armor counts as an obstacle for firing through, or total cover, attacker's choice. Its AD is the same as its wearer's, and it has 3 HP and 8 Toughness. |
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Illusory Armor Magic Armor
| |
This full body robe of chainmail is made of intricately carved bone rings. | |
Value 4000 copper Weight 15 kilograms
| |
Chakra: Heart | |
-1 Stealth, -2 Agility, -2 Legerdemain | |
Effects: ![]() | |
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Special: Illusory Armor counts as an obstacle for firing through, or total cover, attacker's choice. Its AD is the same as its wearer's, and it has 1 HP and 8 Toughness. |
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Reactive Armor Magic Armor
| |
This full plate armor seems to be made out of hardened explosions. The fact is, they're not hardened, they're frozen in time. Small amounts of explosion unfreeze when struck, softening the blow. | |
Value 9000 copper Weight 30 kilograms
| |
Chakra: Heart | |
-1 AD, -1 Stealth, -2 Agility, -2 Legerdemain | |
Effects: ![]() | |
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Special: Removing the Orange Gem from the Reactive Armor makes it explode, attacking all creatures and unattended objects within a 20 meter blast for 1d6+3 Heat damage, with an Accuracy of +3. The attack hits you automatically. The explosion is audible from 1000 meters away. |
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Kinetic Armor Magic Armor
| |
This appears to be a set of bright pink bracers, shoulder pads, leg plate, and belt. | |
Value 12000 copper Weight 4 kilograms
| |
Chakra: Heart | |
Effects: ![]() | |
Special: Kinetic Armor comes in variants for other damage types: Thermodynamic for Heat damage, Cryonic for Cold damage, Sonic for Noise damage, Chemical for Acid damage, Magnetic for Electricity damage, and Photonic for Light damage. |