Arms and armor
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 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.
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 |
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 |
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. |
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 |
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 |
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. |
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. |
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.
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. |
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. |
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. |
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. |
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. |
Siege Weapons
Siege weapons are not resized for creatures of different sizes.
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. |
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. |
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. |
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. |
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. |
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.
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. |
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. |
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 |
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
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. |
Rope Device
| |
This is sturdy hempen rope, in units of 4 meters. | |
Value 2 copper Weight 1 kilogram
|
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.
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 actions. Items in which this is implanted have their effects function. |
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 actions. Items in which this is implanted have their effects function. |
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 actions. Items in which this is implanted have their effects function. |
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 actions. Items in which this is implanted have their effects function. |
Magic Items
Inserting a gem into a held item is a move action, as is removing a gem from a held item.
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
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: The Bonebiter Spear brightly illuminates out to 10 meters. | |
The Bonebiter Spear deals Light damage instead of Physical. | |
If the Bonebiter Spear would wound an [ Undead ] creature, it instead grants complete control over them for 1 round per wound. | |
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. |
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: The Blade of Purification gets +1 damage for every color of gem implanted in the target or inserted in any of their magic items. | |
Special: The Blade of Purification may be used as a Piercing weapon. |
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: The wielder is cloaked in shadow. They cannot be seen while in light that is dimmer than dim. If the shadow dagger wounds a creature it is thrown at, that creature counts as the wielder until it takes a Draw Item action to remove it from the wound. |
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: The Boneshooter grows and propels the wielder's arm bones. This inflicts a wound on the wielder every time it is fired. You cannot use the Boneshooter unless you are [ Bony ]. | |
Special: The Boneshooter cannot be fired without a white gem. |
Puppeteer's Gauntlet Magic Weapon
| |
This steel gauntlet is covered with bone spikes and is, oddly, fingerless. | |
Value 12000 copper Weight 1 kilogram
| |
Effects: You can perform unarmed Shove and Trip attacks with the gauntleted hand from up to 20 meters away. Only [ Bony ] creatures may be targeted. The Shove attack may fling the target in any direction, not just directly away from you. | |
You can make a dead [ Bony ] creature move up to 25 meters as a move action, if it is within 20 meters. If the wounds are not too obvious, you may attempt to convince observers that the corpse is still alive with a legerdemain check. You cannot make the corpse speak. |
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: The Inferno Blade deals 1d6 Heat damage instead, and creatures it wounds are lit on fire. | |
Special: The Inferno Blade may be used as a Piercing weapon. |
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: When you inflict any wounds with an unarmed attack with this hand, you may inflict an additional wound as an immediate action. | |
People cannot disarm you of anything you hold with the gauntlet. |
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: When the Knife of Spell Devouring is used to inflict wounds on a creature with charges, one of that creature's highest tier unexpended charges is expended. If the attacker had any expended charges of that tier, one of those charges has a 50% chance of being recharged. |
Dentures of Bloodsucking Magic Weapon
| |
These fine gold dentures have exceptionally long canines. | |
Value 500 copper Weight 0.1 kilograms
| |
Handedness: None | |
Effects: The first unarmed attack you make in a round without using any hands drains the blood of the victim on a successful wound, shriveling it. This blood fills you, healing you for 1 HP, and making you bloated and encumbered until a wound is inflicted upon you. |
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. | |
The immense boiling heat of this weapon is positively Frightening 5 to anyone it wounds. It also gets +3 Demolition. |
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. | |
If the Skip Cannon would wound a creature, that creature disappears for 1 round per wound, as per time skip, instead. The Skip Cannon cannot wound objects. |
Fire Bomb Magic Weapon
| |
[ Heavy ], [ Grenade ] | |
Value 10 copper Weight 1/3 kilograms
| |
Range: 5m/10m | |
Handedness: Can only be used one-handed. | |
Effects: After it is thrown, the Fire Bomb waits until it has remained in the same place for 1 round, then it detonates, making a +2 Accuracy Demolition 3 attack against AD against all creatures and unattended objects in a 10 meter blast for 1d6+6 Heat damage. Wounded targets are lit on fire. The Fire Bomb is destroyed upon detonation, but the gem is unharmed. The detonation is audible from 1000 meters away. |
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: The hammer can expand when used to attack. Doing so causes it to deal +2 damage and get +1 Demolition, but become a Heavy weapon for that attack. | |
Every wound inflicted by the hammer halves the target's size and reach for 2 rounds. |
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: The blade of the Mindslicer turns purple and translucent. It deals Mind damage rather than Physical damage. Instead of inflicting wounds, the blade erases one minute of the victim's memory for every wound it would have inflicted, starting with the most recent unerased memories.
| |
Special: The Mindslicer may be used as a Piercing weapon. |
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: When used to attack the walls of an extradimensional space, the walls permanently deform, expanding the extradimensional space by a 1 meter cube at the targeted area. |
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: The Warpbalest creates a tiny portal from the purple ring to whatever surface it is aimed at within 300 meters. In combination with the tilting ability of the ring, this allows the user to effectively fire and see from any visible surface within 300 meters, easily avoiding range, cover, and concealment problems, or even shooting targets they couldn't possibly shoot otherwise. However, using the Warpbalest is quite awkward, giving all attacks made through the portal a -1 penalty to Accuracy.
|
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: One round after it is thrown, the thrower teleports to it. |
Brain Lock Magic Weapon
| |
This is a metal helmet made of iron strips | |
Value 500 copper Weight 5 kilograms
| |
Effects: The creature wearing this cannot think, and mindlessly attempts to stay near the last creature that touched it. | |
Special: Attaching this to a creature is a melee heavy attack against GD with a -3 penalty to hit. |
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: Instead of making attack rolls with this weapon, the target must make a Will save with a DC equal to your Accuracy +3. It deals Mind damage rather than Physical. When it would inflict any wounds, it instead inflicts cumulative -1 penalties to Will that may be healed as though they were wounds. A creature whose Will has been reduced to -2 or less by this weapon becomes your willing sycophantic minion until their Will increases to 0 or higher again. A creature cannot be reduced to less than -3 Will in this way. Every round, if you are over your point limit, creatures who have been made into your sycophantic minions heal 1 Will. |
Soul Jar Magic Weapon
| |
This pink-glazed pottery is decorated with mesmerizing geometric shapes. | |
[ Magic-Damage ] | |
Value 14000 copper Weight 1 kilogram
| |
Effects: You can use a Heavy melee attack against GD for 1d6 Mind damage. If it would wound, the victim's soul is placed in this jar instead. | |
Spells with specific creature targets can target the soul of a creature in this jar in order to affect the creature itself. | |
Souls in the jar can be removed, and either allowed to snap back into their owners' bodies, or eaten. | |
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. |
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: When the Gravity's Bow would inflict a wound on a creature, it instead severs that creature's connection with gravity for a round. Multiple wounds are cumulative. Without gravity, when the creature attempts to jump or step off of something, it finds itself drifting through the air in a continuous direction: effectively that creature can drift in any direction a distance equal to the speed of the movement action it took to drift, and drifts the same distance every round thereafter until colliding with something. |
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. | |
When a creature is wounded with this arrow, it must make a Will Save using the attacker's Save DC or fall instantly asleep, without making a sound. It cannot wake up from this sleep during the next hour unless it is dealt damage. | |
Special: This arrow is used as ammunition instead of a normal arrow or bolt. |
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: One round after it is thrown, the Fascinating Trinket briefly becomes even more fascinating, forcing each creature in a 20 meter blast to succeed on a DC 5 Will save or do nothing but try their hardest to examine the trinket for the entirety of their next turn. |
Magic Siege Weapons
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: When used to attack, the Firebelcher makes a Normal Attack against every creature and unattended object in a 90 degree conical blast. | |
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: When the Time Boulder is hit with a non-piercing attack, if its time is not already stopped and it is not currently in flight, it stops its own time for 1 round. During this time, each point of non-piercing damage dealt to it adds 1 to its "momentum" rather than causing any harm to the object, with the amount of "momentum" added being doubled for every 2 Demolition.
|
Bonespray Shell Magic Weapon
| |
This is a woven sphere of finger bones | |
Value 50 copper Weight 30 kilograms
| |
Effects: When it lands, the Bonespray Shell explodes in a 10 meter radius blast of growing finger bones. It makes a +3 attack against GD against each creature in the area, paralyzing any creatures it hits until the bones holding them in place are destroyed (Toughness 4). | |
Special: The Bonespray Shell is used instead of normal ammunition for a catapult or trebuchet. |
Magic Devices
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. |
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. |
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. |
Portable Hole Magic Device
| |
This is a silky purple cloth circle, with a sticky fringe. | |
Value 12000 copper Weight 0.2 kilograms
| |
Effects: When stretched flat over a solid surface as a standard action, all but the fringe disappears, replaced by an extradimensional tunnel to the first large enough flat surface in a straight line from the portable hole, perpendicular to its surface. The extradimensional tunnel is as long as the straight line path was when the tunnel was created, and does not change if one or both of the surfaces are moved. The fringe becomes simultaneously extant at that location, and may be picked up from either end. Picking up the portable hole or destroying the surface it is on dispels the extradimensional tunnel.
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. |
Sack of Bones Magic Device
| |
This is a large white sack. | |
Value 400 copper Weight 2 kilograms
| |
Effects: This sack is always full of bones. Bones can be poured from it at a rate of 500 kilograms per round (approximately 0.175 cubic meters). |
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: The Mansion Door leads to an extradimensional cube, 20 meters on a side, with the only entry point being the door, in the center middle bottom of one side. Owners of Mansion Doors usually build expensive structures inside them. | |
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. |
Tight Clothing Magic Device
| |
Those bindings don't look comfortable. | |
Value 300 copper Weight 3 kilograms
| |
Chakra: Lung | |
Effects: The wearer's size and reach are halved. Their weight is divided by 4 and they get -2 to Muscle. They get +6 meters to sink distance. |
Airboxing Suit Magic Device
| |
This is a rather stiff looking purple suit. | |
Value 20000 copper Weight 3 kilograms
| |
Chakra: Lung | |
Effects: Your reach increases by 5 meters, because you can teleport your hands to locations up to 5 meters away at will, using skintight portals that keep them attached to your arms. | |
You can also teleport your feet to locations up to 5 meters away at will, allowing you to step on distant objects, effectively standing up to 5 meters away from any stable surface. |
Seven League Boots Magic Device
| |
These look like good, sturdy boots. | |
Value 15000 copper Weight 2 kilograms
| |
Chakra: Foot | |
Effects: When you take an action which causes you to move using your Land speed, and you are not prone, you teleport precisely 38892 meters in that direction. You always teleport to the highest stable surface at those lateral coordinates: walking towards a mountain will land you at the peak, not inside a cave or high in the sky.
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. |
Crown of Fire Control Magic Device
| |
This is an intimidatingly spiked golden crown. | |
Value 1500 copper Weight 2 kilograms
| |
Chakra: Brain | |
Effects: The wearer of this crown gains Heat Resist 2. | |
As a move action, the wearer can cure any number of targets within 20 meters of the on fire condition. |
Crown of the Lich King Magic Device
| |
This is an ominous bone crown. | |
Value 1500 copper Weight 1 kilogram
| |
Chakra: Brain | |
Effects: Creatures adjacent to the wearer of this crown can choose to die in order to heal the wearer of 1 wound as an immediate action. |
Crown of Conviction Magic Device
| |
This is a thin pink foil crown. | |
Value 1500 copper Weight 1 kilogram
| |
Chakra: Brain | |
Effects: The wearer of this crown cannot be mind controlled, cannot have their soul assaulted, and cannot be convinced of anything they do not already believe. |
Crown of Comprehension Magic Device
| |
This is an exquisitely painted paper crown. | |
Value 1500 copper Weight 1 kilogram
| |
Chakra: Brain | |
Effects: The wearer of this crown can understand every language. When the wearer speaks, they may be understood differently by different observers, as they choose. All creatures the wearer is unaware of must understand the wearer in the same way. |
Crown of Synergy Magic Device
| |
This is a crown of pink ribbons | |
Value 1500 copper Weight 1 kilogram
| |
Chakra: Brain | |
Effects: Whenever any creature of Common tier or greater within 10 meters takes damage, all other creatures within 10 meters of you take half that much damage, before resistances. |
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: You always feel ill will towards other creatures who are wearing powered Friendship Bracelets or powered Enmity bracelets. Nothing can cause you to take an action that you believe would help such a creature.
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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: This brightly illuminates a 100 meter spray. Shutters which are opened or closed as a move action toggle whether the spray is spherical or a 90 degree cone. |
Crystal Ball Magic Device
| |
This is a purple glass orb on a small wooden pedestal. | |
Value 22000 copper Weight 3 kilograms
| |
Effects: By thinking hard about a creature while grasping the orb and speaking their name, you can make the orb display what that creature sees. This is a standard action, and the creature gets a DC 6 Will save to resist: if a creature resists, the orb goes blank and becomes unusable for 24 hours. Regardless of whether the creature successfully saves, the creature can clearly identify the direction to the crystal ball, and knows that you are watching them.
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: The sheet appears to transparently show what is beyond it, but living creatures and their equipment appear invisible when viewed through the sheet. |
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: The skull can be used to record what it sees and hears: it can store up to 1 hour of recording data. If a section of data is recorded over, that old data is forever lost. Turning on the record function is a lesser action. | |
The skull can be used to display what it saw and heard: it renders a 1 cubic meter ghostly white hologram directly in front of itself, combined with a somewhat breathy and distorted soundtrack. | |
The user can make the skull skip to a specific point in its data (specified in terms of time) as a lesser action. |
Corpse Mirror Magic Device
| |
This fine standing mirror's rim is made of large rib bones. | |
Value 6000 copper Weight 20 kilograms
| |
Effects: Creatures in the mirror look dead. | |
When a piece of body matter (hair, skin, blood, etc) from a dead creature touches the mirror, the mirror shifts to show that creature's corpse and its immediate surroundings, viewed from 1 meter above the largest portion. The body matter disintegrates after 3 rounds. When there's no body matter touching the mirror, it reverts to its normal reflective state. |
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 Start is facing upwards, it pours sand for 3 rounds. Then, the person who turned it and all of their equipment are reverted to the state, memories, and location they were in when they turned the Time Keeper. For some mysterious reason, charges are not reverted. This effect only works if all of the sand was in the other section to begin with. This is a [ Time ] effect. | |
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. |
Jetpack Magic Device
| |
Value 3500 copper Weight 5 kilograms
| |
Chakra: Lung | |
Effects: When strapped properly to your back, you gain a 50 meter fly speed with 20 meter aerobatics distance. At the beginning of each of your turns while the Jetpack is powered, roll a d6: on a 1, you hurtle straight upwards 40 meters; colliding with a ceiling deals falling damage to you as though you had fallen the distance you traveled in this way. |
Sympathetic Fireplace Magic Device
| |
Whoever decorated this fireplace was really obsessed with fire. | |
Value 100 copper Weight 5000 kilograms
| |
Effects: The Sympathetic Fireplace is Thermosympathetic. Examining the flames inside it closely allows you to locate things exactly as easily as if you had a Thermosympathetic sense. |
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: The Skeleton Key fits any lock. |
Dark Sun Magic Device
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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: The Dark Sun dims all light in a 1000 meter spray. No light within that area can be brighter than dim. |
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: Beams of light shoot from the Necromantic Emanator at every creature within 20 meters. Creatures that end their turns within range heal one HP. The Necromantic Emanator can be toggled into or out of Killing Mode as a standard action; in Killing Mode, creatures are wounded by it instead of healed. |
Mundanity Shrine Magic Device
| |
This is a simple iron podium. | |
Value 10000 copper Weight 1000 kilograms
| |
Effects: The Mundanity Shrine devours the energies of other gems in a 50 meter spray, preventing them from functioning while within range. Creatures and magic items do not block the spray. |
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: The staff can be plunged into the ground as a standard action. It immediately releases a thunderous boom which can be heard from 3 kilometers away. Five rounds later, the sky above the staff for 1 kilometer around begins to release a heavy rain of fire. On that round and every later round, everything that is outside and beneath the sky area takes 1d6-1 Heat damage, and is lit on fire on a successful wound.
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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: When the button is pressed (a move action), the box plays unbelievably pleasing music for one hour or until the button is pressed again, whichever comes first. Any creature capable of clearly hearing the music (it can be heard from 200 meters) must make a DC 6 Will Save each round or become stunned by the music's sheer beauty. Creatures that have been successfully stunned are too happy to be brought out of this stunning trance for so long as they can still hear the music, no matter what happens to them. This happiness is a [ Joy ] effect.
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. |
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: If two creatures wear the two hats, all memories and visualizations either of them thinks are experienced by both. Bluffing with false memories using this device is just as hard to detect as bluffing normally is; if one of the creatures is asleep, the other one can attempt to implant false memories or alter real memories by Bluffing with a -2 penalty, but the sleeping creature gets to make an automatic insight check to detect this, become conscious, and reject all future attempted implantations by that character. |
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: The furnace generates enough heat that rock or metal placed inside it turns into lava after 2 rounds. |
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. | |
The Time Beacon glows like a torch. | |
When anybody casts a Rewind spell, creatures and objects within 10 meters of the Time Beacon are affected as though they knew Rewind. | |
Other creatures remember what the creatures and objects affected by the Time Beacon's Rewind-imitation effect did during the now-nonexistent round. They continue to remember even if additional Rewind spells should cause them to lose that memory. |
Thermal Lifting Discs Magic Device
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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: When the disc labeled "Hot" is heated, instead of warming up, the disc labeled "Up" lifts into the air. Exposure to temperatures above 0° celsius gives the "Up" disc 1 kilogram of lift per 20 degrees, where 1 kilogram of lift is sufficient to precisely counteract gravity on the disc itself.
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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: When a creature touching the disc labeled "Scare" would activate a fear response, instead the disc labeled "Freeze" cools down by 1° Celsius. |
Bone Cocoon Choker Magic Device
| |
This delicate necklace is made out of mouse ribcages. | |
Value 500 copper Weight 0.5 kilograms
| |
Chakra: Lung | |
Effects: When the wearer is reduced to 0 or less HP, the Bone Cocoon Choker expands to project a bone cocoon around its wearer. This protects the wearer from both damage and healing by outside sources. The choker returns to its normal state after 5 minutes. The wearer is incapable of taking actions while encased in the cocoon. |
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: When you expend a spell charge or unbind a spell, it will recharge by itself in twice the amount of time it would take to recharge if you concentrated on recharging it.
While you are concentrating, this Helm does not function. |
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: If this is placed inside an extradimensional space, that space becomes a Forgotten Realm until the tablet leaves or is unpowered. Any creature that leaves a Forgotten Realm must make a DC 14 Will save or forget everything that happened in that area until next they enter a Forgotten Realm again. |
Robes of Timestone Permeability Magic Device
| |
These are flowing, dusty orange robes. | |
Value 500 copper Weight 4 kilograms
| |
Chakra: Lung | |
Effects: Timestone the robes touch disappear, reappearing only when the space it occupied becomes empty again. This is a [ time ] effect, but unlike other [ time ] effects, only the portions directly touching the robes are affected. |
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. |
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: This generates a microscopic extradimensional space, with subatomic entry points scattered liberally throughout the region within 20 meters of the lantern. While the entry points are too small to actually enter or even transmit sound or light, they can still be used to calculate distance when teleporting. |
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: The portals activate, becoming full-body entry points to a body-shaped extradimensional space, with walls only for the behind-the-eyes area, and the hands and feet. This gives +2 AD, and makes it so you can only be seen from a quarter of the normal distance. However, a tendency to fall through the floor when not standing means that the stand up action becomes a standard action for you.
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. |
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: You may begin generating bright light in the directions of your choice out to up to 20 meters or disable this as a Lesser action. | |
You may disguise yourself with a Decent disguise as a Move action. | |
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. |
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: All attacks against AD that deal damage get a -2 penalty to damage against you. | |
Creatures that attack your GD and hit take 1d6+1 Heat damage if they're within 5 meters. | |
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. |
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: When an attack that deals Physical damage would wound you, it flings you backwards 10 meters per wound instead. Because the affected region is accelerated first, the inevitable spin increases the Agility check DC to remain standing by 8. | |
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. |