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.
Except for Siege Weapons, it's not possible to use a weapon if its weight exceeds the wielder's carrying capacity.
See also: Vehicles, and Random Items.
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: 1d6-2 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 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: 1d6-2 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 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+1 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 |
Sling Weapon
| |
This is a cord with a pouch in the middle. | |
[ Muscle-Damage ] | |
Value 5 copper Weight 1 kilogram
| |
Damage: 1d6-3 Physical | |
Range: 70m/200m | |
Reload Time: 1 move action | |
Handedness: Reloading requires two hands. | |
Ammunition: Ten specially molded lead bullets weigh 1 kilogram, and are worth 1 copper | |
Effects: The Sling can also be used to triple the ranges of grenades. |
Blowgun Weapon
| |
This is a tube. A well-crafted tube, to be sure. | |
[ Piercing ] | |
Value 30 copper Weight 1 kilogram
| |
Damage: 1d6-3 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. |
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: 1d6-3 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. |
Hydraulic Crossbow Weapon
| |
This is a big bow on a stick with a water-powered mechanism for drawing back the extra-strong wire. | |
[ Heavy ], [ Piercing ], [ Loud ], [ Trigger Grip ] | |
Value 350 copper Weight 5 kilograms
| |
Damage: 1d6 Physical | |
Range: 50m/150m/300m | |
Handedness: Reloading requires two hands. | |
Ammunition: Ten bolts weigh 1 kilogram, and are worth 1 copper | |
Effects: The Hydraulic Crossbow can only fire while hooked up to a hydraulic power generator or water pack. |
Steam Bolter Weapon
| |
This is a bow on a stick with a water-powered mechanism for drawing back the wire and rapidly firing more bolts. | |
[ Piercing ], [ Automatic ], [ Loud ], [ Trigger Grip ] | |
Value 250 copper Weight 5 kilograms
| |
Damage: 1d6-2 Physical | |
Range: 15m/40m/80m | |
Reload Time: Every 10 bolts, it needs reloading as a move action. | |
Handedness: Reloading requires two hands. | |
Ammunition: Thirty bolts weigh 1 kilogram, and are worth 1 copper | |
Effects: The Steam Bolter can only attack while hooked up to a hydraulic power generator or water pack. |
Wire Bolt Weapon
| |
This bolt has a long thin wire tied to it. | |
Value 2 copper Weight 0.04 kilograms
| |
Effects: The attack with this bolt gets a -1 penalty to accuracy, but it functions as a Rope. | |
Special: This bolt is used as ammunition instead of a normal arrow or bolt. |
Melee Weapons
Even without any melee weapons, a character can fight in melee unarmed.
It is possible to throw any melee weapon. Normally, this is done with a range of 10m. There's a Throwing penalty to the accuracy of the attack: -1 if thrown one-handed, or -2 if thrown two-handed. For characters with more than 1 Muscle, the throwing range is multiplied by the amount of Muscle the character has.
Throwing Knife Weapon
| |
This is a well-balanced sharp object. | |
[ Muscle-Damage ], [ Piercing ], [ Thrown ] | |
Value 3 copper Weight 1/3 kilograms
| |
Damage: 1d6-2 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: 1d6-1 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: 1d6-1 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. |
Pike Weapon
| |
This is a sharp metal object with a very long handle. | |
[ Muscle-Damage ], [ Piercing ] | |
Value 50 copper Weight 12 kilograms
| |
Damage: 1d6 Physical | |
Handedness: Pikes are too awkward to be used effectively in one hand. | |
Special: Your reach with a pike is 4 meters farther than it would normally be, but you cannot attack targets within 4 meters with it. |
Javelin Weapon
| |
This is a sharp metal object with a long, skinny handle. | |
[ Muscle-Damage ], [ Thrown ], [ Piercing ] | |
Value 10 copper Weight 1 kilogram
| |
Damage: 1d6-2 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. |
Massive Axe Weapon
| |
This is a big sharp object with a sturdy handle. | |
[ Muscle-Damage ], [ Heavy ] | |
Value 35 copper Weight 5 kilograms
| |
Damage: 1d6+1 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 Physical | |
Demolition: +1 | |
Handedness: The Massive Hammer can be wielded in one hand, or two hands for +1 Damage. |
Halberd Weapon
| |
This is a small blade, spike, and hook with a long handle. | |
[ Muscle-Damage ], [ Heavy ] | |
Value 30 copper Weight 5 kilograms
| |
Damage: 1d6+1 Physical | |
Handedness: Halberds are too awkward to be used effectively in one hand. | |
Special: Your reach with a halberd is 1 meter farther than it would normally be, but you cannot attack targets within 1 meter with it. When you melee guard, you may make a single Heavy halberd attack rather than your normal number of attacks. |
Sickle Weapon
| |
This is a farming implement for harvesting grain. | |
[ Muscle-Damage ] | |
Value 10 copper Weight 2 kilograms
| |
Damage: 1d6-1 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. |
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+3 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. |
Chain-sickle Weapon
| |
This is a sickle attached to a heavy weight on a chain. | |
[ Muscle-Damage ] | |
Value 15 copper Weight 5 kilograms
| |
Damage: 1d6-1 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. |
Mace Weapon
| |
This is a spiked ball on a stick. | |
[ Muscle-Damage ] | |
Value 20 copper Weight 3 kilograms
| |
Damage: 1d6-2 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. |
Longstaff Weapon
| |
This is a long stick. | |
[ Muscle-Damage ] | |
Value 3 copper Weight 3 kilograms
| |
Damage: 1d6-1 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. |
Nunchucks Weapon
| |
[ Muscle-Damage ] | |
Value 10 copper Weight 1 kilogram
| |
Damage: 1d6+1 Physical | |
Handedness: Nunchucks can be wielded one-handed for a -2 penalty to attack, or two-handed for a -1 penalty to attack. | |
Special: When you miss with an attack using the Nunchucks, you hit yourself. |
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: 1d6-1 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. |
Throwing Star Weapon
| |
This is a star-shaped throwing weapon. | |
[ Muscle-Damage ], [ Thrown ] | |
Value 3 copper Weight 1/6 kilograms
| |
Damage: 1d6-3 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. |
Chakram Weapon
| |
This is a circular throwing weapon. | |
[ Muscle-Damage ], [ Thrown ] | |
Value 3 copper Weight 1/2 kilograms
| |
Damage: 1d6-2 Physical | |
Handedness: Can only be used one-handed. | |
Effects: The chakram has an increased range of 45m when thrown. |
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 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. |
Oversized Sword Weapon
| |
This is a gigantic sharp metal object with a short handle. | |
[ Muscle-Damage ], [ Heavy ] | |
Value 70 copper Weight 40 kilograms
| |
Damage: 1d6+2 Physical | |
Incremental Reload: 40 kilograms | |
Handedness: Oversized swords are too awkward to be used effectively in one hand. | |
Special: Your reach with an oversized sword is 2 meters farther than it would normally be, and it may be used as a Piercing weapon. |
Curling Blade Weapon
| |
This is an extremely flexible sword. | |
[ Muscle-Damage ] | |
Value 40 copper Weight 1 kilogram
| |
Damage: 1d6-1 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. |
Cat o' Nine Tails Weapon
| |
This is a whip with nine painful hooks. | |
[ Muscle-Damage ] | |
Value 30 copper Weight 2 kilograms
| |
Damage: 1d6-1 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. |
Whip Weapon
| |
This is a small weighted object on the end of a long supple rope, with a handle on the other end. | |
[ Muscle-Damage ] | |
Value 20 copper Weight 1 kilogram
| |
Damage: 1d6-2 Physical | |
Handedness: The Whip can be wielded in one hand, or two hands for +1 Damage. | |
Effects: The whip can be used to attack targets within twice the wielder's reach, and functions as a rope (with a length of twice the wielder's reach). |
Torch Weapon
| |
This is a short hefty stick with a fuel-soaked rag on one end. | |
[ Muscle-Damage ] | |
Value 5 copper Weight 2 kilograms
| |
Damage: 1d6-2 Physical | |
Handedness: Can only be used one-handed. | |
Effects: When an attack with a torch wounds a target, if the torch is burning, that target is lit on fire. | |
While lit, the torch brightly illuminates out to 5 meters. | |
Special: The torch can remain lit for a total of 1 hour before it runs out of fuel and becomes a simple small object. |
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: 1d6-2 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. |
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: 1d6-1 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. |
Blinding Agent Weapon
| |
This is a supply of something bad for the eyes, like a tankard of ale, pocket of sand, or bucket of paint. | |
Value 0 copper Weight At least 0.25 kilograms
| |
Damage: None | |
Handedness: Can only be used one-handed. | |
Effects: As a melee attack against GD, you may blind a target for 1 round. |
Siege Weapons
Oil Cauldron Weapon
| |
This is a large pot. | |
[ Heavy ] | |
Value 150 copper Weight 120 kilograms
| |
Damage: 1d6+3 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+2 damage at the ends of their next turns. Creatures not hit by it still take 1d6-2 Heat damage at the ends of their next turns. |
Battering Ram Weapon
| |
This is a tree trunk or iron pole suspended from ropes. | |
[ Heavy ] | |
Value 50 copper Weight 500 kilograms
| |
Damage: 1d6+3 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. |
Catapult Weapon
| |
This is a lever for throwing rocks | |
[ Heavy ] | |
Value 500 copper Weight 1000 kilograms
| |
Damage: 1d6+5 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+6 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+4 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+1 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. |
Water Cannon Weapon
| |
This is a really large tube. | |
[ Heavy ] | |
Value 800 copper Weight 1200 kilograms
| |
Damage: 1d6+2 Physical | |
Demolition: 4 | |
Range: 50m/200m | |
Reload Time: The auto-loader takes 1 round to reload. | |
Handedness: Reloading needs no hands. | |
Effects: The Water Cannon can only attack while hooked up to a hydraulic power generator or water pack. The Water Cannon's Accuracy is always +3, independent of the user. |
Armor
Armor 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 weighs 25 times as much as the listed weight. Resizing armor is not very difficult, and can be accomplished with 8 hours and a DC 6 Items check.
Body armor (that is, armor that doesn't use any hands) takes 2 standard actions to put on or take off, which need not be consecutive. Partially worn armor applies its penalties but does not provide any bonuses or protection.
Thick Hides Armor
| |
This is clothing made of animal skins. | |
Value 30 copper Weight 6 kilograms
| |
-1 AD, -2 Agility | |
Special: Thick hides count 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 4 Toughness. |
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. |
Imperator Plate Armor
| |
This is clothing made of metal blocks and scales. | |
Value 1500 copper Weight 80 kilograms
| |
-1 AD, -1 GD, -3 Stealth, -2 Perception, -4 Agility, -4 Legerdemain | |
Special: Imperator Plate 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 4 HP and 7 Toughness. |
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. |
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 |
Other Equipment
Elaborate Clothing Armor
| |
The impracticality of this clothing serves to demonstrate that you don't need to waste your time on menial tasks. | |
Value 200 copper Weight 5 kilograms
| |
-1 AD, -1 Stealth, -2 Agility, -2 Legerdemain |
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: 1d6-3 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 1d6-1 Physical damage. If a creature runs, the DC is 7 instead.
Picking up 4 square meters of Caltrops takes a standard action. |
Rug Device
| |
This is a removable large flat surface for walking on, generally made of a material like wool or hide with the fur still on it. | |
Value 200 copper Weight 10 or more kilograms per square meter
| |
Effects: As a standard action, a creature within reach of the rug who is not standing on it, and who is strong enough to carry the rug and everything on it, may attempt to pull it out from under the creatures and objects on it. Unattended objects fall over automatically, while creatures must make a DC 5 Agility check or fall prone. If the creature has at least four times as much carrying capacity as necessary, they may pull out the rug without having creatures and things be in danger of falling down instead. |
Ear Plugs Device
| |
This is a pair of balls of wax. | |
Value 1 copper Weight 0.01 kilograms
| |
Effects: When placed in the ears (a Standard Action), this reduces the distance at which you can hear just like Plug Ears. Removing the ear plugs takes a Standard action. |
Poultice Device
| |
This is a soothing plant paste in a secure clay pot, and the thick bandages needed to keep it applied. | |
Value 5 copper Weight 5 kilograms
| |
Effects: One hour after rubbed on a wound (application takes a standard action), roll a d6. On an 5 or higher, the wound is healed. | |
Special: Only one poultice can be applied to each wound at a time. |
Jump Boots Device
| |
These are steel boots with special springs in the soles | |
Value 650 copper Weight 4 kilograms
| |
Effects: While the Jump Boots are hooked up to a hydraulic power generator or water pack, one jump you make each round gets +4 meters to jump distance. | |
Special: You get -5 meters to land speed. |
Gems
Gems must be implanted in certain magically active body regions 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 or color of gem implanted at a time: for every gem implanted beyond this limit of 1, they get a -2 penalty to Toughness. For every color of gem implanted beyond the first, they get another -1 penalty to Toughness.
Inserting a gem into a held item is a move action, as is removing a gem from a held item.
The magically active body regions for the majority of creatures are the face, along the spine, on the sternum, and on the hands and forearms. All magically active body regions are on the surface, and implanted gems are clearly visible. Implanting a gem takes a standard action, and removing a gem requires either a successful cut out action, or a successful DC 6 Supernatural Philosophy check by the creature after 30 minutes of continuous concentration.
There is no known method for crafting gems; new gems are obtained only by harvesting them from certain monsters.
Gem List
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. |
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 glow 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. |
Blue Gem Magic Device
| |
This spherical gem sounds like splashing when struck against a surface, and is filled with ever-changing jagged lines. Blue gems can grant power over air, water, and electricity. | |
Value 2000 copper Weight 0.01 kilograms
| |
Effects: Creatures in which this is implanted gain Electricity Resist 1. | |
Creatures in which this is implanted have a Sink Distance of 0 meters, and their Aerobatics Distance, if any, decreases by 1 meter. | |
Creatures in which this is implanted can use actions. Items in which this is implanted have their effects function. |
Green Gem Magic Device
| |
This cylindrical gem is painful to the touch. Green gems can grant power over toxic waste, mutation, and earth. | |
Value 2000 copper Weight 0.01 kilograms
| |
Effects: Creatures in which this is implanted can attach theirselves to any solid surface in order to hang from it safely, or move along it using their land speed at half speed without running. | |
Creatures in which this is implanted melt into toxic waste when they die, keeping only their skeletons intact. | |
Creatures in which this is implanted can use actions. Items in which this is implanted have their effects function. |
Black Gem Magic Device
| |
This crescent stone is a perfect pitch black. Black gems can grant power over sacrifice, void, and the astral realm. | |
Value 2000 copper Weight 0.01 kilograms
| |
Effects: Creatures in whom this is implanted can identify creatures as [ Angels ] on sight. | |
Creatures in whom this is implanted can feel creatures and objects that intersect with their corresponding location in the other realm, whether they are currently in the mortal or the astral. | |
Creatures in which this is implanted can use actions. Items in which this is implanted have their effects function. |
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
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: 1d6-3 Physical | |
Handedness: The Inferno Blade can be wielded in one hand, or two hands for +1 Damage. | |
Effects: The Inferno Blade deals 1d6-1 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: 1d6-2 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. |
Melter Cannon Magic Weapon
| |
This golden device looks sort of like a crossbow, with an impressive golden tube. | |
[ Magic-Damage ], [ Blaster ] | |
Value 300 copper Weight 5 kilograms
| |
Damage: 1d6 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 ], [ Blaster ] | |
Value 400 copper Weight 4 kilograms
| |
Damage: 1d6+1 | |
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+5 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: 1d6-2 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. |
Croquet Mallet Magic Weapon
| |
This is a very fine croquet mallet indeed. Reasonably sturdy, too. | |
[ Muscle-Damage ], [ Heavy ] | |
Value 5000 copper Weight 0.5 kilograms
| |
Damage: 1d6 Physical | |
Demolition: +1 | |
Handedness: The Croquet Mallet can be wielded in one hand, or two hands for +1 Damage. | |
Effects: When a creature would be wounded by the Croquet Mallet, it is teleported precisely 100 meters in a direction of the attacker's choice for each wound instead. | |
When an object weighing less than three times the attacker's Carrying Capacity would be broken by the Croquet Mallet, it is teleported precisely 100 meters in a direction of the attacker's choice instead. |
Mindslicer Magic Weapon
| |
This purple sword is almost more like a giant scalpel. | |
[ Muscle-Damage ] | |
Value 500 copper Weight 2 kilograms
| |
Damage: 1d6-1 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: 1d6-2 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+1 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.
|
Interdictor Bolt Magic Weapon
| |
This purple bolt has a gem socket where the arrowhead should be, and fletching of basilisk scales. | |
Value 100 copper Weight 0.1 kilograms
| |
Effects: When a creature is wounded with this bolt, you gain control of its teleportation targets for 1 minute per wound. Any time it teleports, you may choose where it teleports to. You cannot choose an illegal target. | |
Special: This bolt is used as ammunition instead of a normal arbalest bolt. It's too large to be used in place of a bolt or normal arrow. |
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. |
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: 1d6-1 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. | |
When you kill a creature with the Metempsychotic Sickle, their soul is immediately transferred to the body of the nearest creature with a partially formed soul, replacing that soul. This does prevent effects like raise dead from restoring the creature, until the creature's new body is killed: then, either one of the bodies may be raised, but not both. |
Willcrusher Magic Weapon
| |
This is a brightly colored hammer, festooned with smiling faces | |
[ Muscle-Damage ], [ Heavy ] | |
Value 800 copper Weight 5 kilograms
| |
Damage: 1d6 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 1d6-1 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: 1d6-2 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. |
Bonebiter Spear Magic Weapon
| |
This spear is tipped with a large tusk or rib. | |
[ Muscle-Damage ], [ Piercing ] | |
Value 300 copper Weight 3 kilograms
| |
Damage: 1d6-1 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: 1d6-1 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. |
Shadestar Magic Weapon
| |
The orb on the end of this weapon's unusually long chain, when powered, looks oddly like shapeless darkness. | |
[ Muscle-Damage ], [ Heavy ] | |
Value 500 copper Weight 6 kilograms
| |
Damage: 1d6+2 Physical | |
Handedness: The Shadestar is too awkward to be used effectively in one hand. | |
Effects: The shadestar passes effortlessly through unattended objects, allowing it to attack through walls with ease. This makes it immune to Physical damage from projectile weapons, and means it tends to be irretrievably lost when dropped.
The shadestar deals Cold damage instead of its normal kind, and chills for 1 round on a successful wound. | |
Special: The Shadestar is so awkward that it gets a -3 penalty to attack if not aimed. Your reach with a shadestar is 2 meters farther than it would normally be, but you cannot attack targets within 2 meters with it. |
Shadow Dagger Magic Weapon
| |
This is a dagger with a white hilt. | |
[ Muscle-Damage ], [ Piercing ], [ Thrown ] | |
Value 300 copper Weight 1/3 kilograms
| |
Damage: 1d6-2 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+1 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. |
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: The attack made with this mouse has a range of 100m/500m and deals Light damage instead of its normal type, because the mouse dissolves into a perfectly straight beam of white light when fired. The gem lands 2 meters in front of the firer. | |
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. |
Sword of the Storm Magic Weapon
| |
This sword has an angular design and a blue handguard. | |
[ Muscle-Damage ] | |
Value 300 copper Weight 2 kilograms
| |
Damage: 1d6-1 Physical | |
Handedness: Swords of the Storm can be wielded in one hand, or two hands for +1 Damage. | |
Effects: As a standard action, you may raise the sword up to cause a lightning bolt to strike the sword, electrocuting you for 1d6+2 Electricity damage (neither Muscle nor Magic Power applies) and stunning you for 1 round. Bolts shoot from you to each other creature in a 30 meter spray around you, attacking each one for 1d6-1 Electricity damage (this is [ Magic-Damage ] rather than [ Muscle-Damage ]); wounded creatures are also stunned for 1 round. | |
Special: Swords of the Storm may be used as Piercing weapons. |
Lightning Whip Magic Weapon
| |
This appears to be the handle for a whip. | |
[ Muscle-Damage ] | |
Value 300 copper Weight 0.5 kilograms
| |
Damage: 1d6-2 Physical | |
Handedness: The Lightning Whip can be wielded in one hand, or two hands for +1 Damage. | |
Effects: The lightning whip deals 1d6-2 Electricity damage instead, and stuns until the end of the turn on a successful wound. |
Thunder Maul Magic Weapon
| |
This is a large short-handled hammer with a lightning bolt motif. | |
[ Muscle-Damage ], [ Heavy ], [ Thrown ] | |
Value 400 copper Weight 5 kilograms
| |
Damage: 1d6 Physical | |
Demolition: +1 | |
Handedness: The Thunder Maul can be wielded in one hand, or two hands for +1 Damage. | |
Effects: When the thunder maul is thrown, it releases a thunderclap and lightning that attacks all creatures and unattended objects in a 2 meter spray around the point of impact for 1d6-1 Electricity damage, flinging away hit targets 1 meter. This spray is [ Magic-Damage ] and [ Muscle-Area ], not [ Muscle-Damage ]. | |
When the thunder maul is thrown, after the attack is resolved, it teleports back into the thrower's hands. |
Ice Fan Magic Weapon
| |
This is an ice-blue hand fan, with a cold wind motif. | |
[ Muscle-Damage ], [ Heavy ] | |
Value 300 copper Weight 1 kilogram
| |
Damage: 1d6-2 Cold | |
Range: 30m/60m | |
Handedness: The Ice Fan can only be wielded one-handed | |
Effects: The Ice Fan cannot fire while unpowered. | |
When used to attack, the Ice Fan makes a Normal Attack against every creature and unattended object in a 45 degree conical spray. Wounded targets are chilled for 1 round, and flung backwards 2 meters per wound. |
Bubble Blaster Magic Weapon
| |
This is a hoop at the end of a stick handle, with a button on the handle | |
[ Magic-Damage ], [ Heavy ] | |
Value 300 copper Weight 5 kilograms
| |
Damage: 1d6 Noise | |
Range: 100m | |
Handedness: Firing requires one hand. | |
Effects: The Bubble Blaster cannot fire while unpowered. | |
When the Bubble Blaster attacks, choose a 90 degree cone: it releases a 0.5 meter wide bubble in a random direction in that cone. When the bubble collides with an object or travels 100 meters, it explodes, making a Normal Attack against all creatures and unattended objects in an 8 meter blast. The explosion is audible from 300 meters away. |
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. |
Claw Bracelet Magic Weapon
| |
This is a set of teeth on a string. | |
[ Muscle-Damage ] | |
Value 120 copper Weight 0.25 kilograms
| |
Damage: 1d6-1 Physical | |
Handedness: Claw bracelets can only be wielded one-handed. | |
Effects: The claw bracelet cannot be used unpowered. | |
Your hand sprouts vicious claws that drip with venom. Any creature that is wounded by a claw attack takes 1d6-2 Disease damage at the end of its next turn. Magic Power applies to this damage, not Muscle. | |
Special: Claw bracelets may be used as Piercing weapons. You cannot be disarmed of a claw bracelet, but dropping it is a move action. |
Rock Sprayer Magic Weapon
| |
This is a copper tube with rusty handles. It spews mud that quickly hardens into rock. | |
[ Magic-Damage ], [ Heavy ] | |
Value 500 copper Weight 4 kilograms
| |
Damage: 1d6 Physical | |
Range: 40m/120m | |
Handedness: Aiming and firing requires two hands. | |
Effects: The Rock Sprayer cannot fire while unpowered. | |
When it wounds a target, the rock hardens to them, encumbering them by 10 kilograms. So long as any rock is hardened to them in this way, they are squeezed. The rock can be broken off, and has HP 1 and Toughness 6. |
Mewling-Tube Magic Weapon
| |
This furry tube has a crossbow-like trigger made of a shark tooth. | |
Value 1200 copper Weight 1 kilograms
| |
Damage: - | |
Range: 50m/150m | |
Handedness: Aiming and firing requires two hands. | |
Effects: The Mewling-Tube cannot fire while unpowered. | |
The Mewling-Tube fires Mewlets, which act immediately upon hitting, and start out grappling any target they hit. | |
Special: The Mewling-Tube is a heavy weapon. |
Ugly Stick Magic Weapon
| |
This is the most hideous staff you've ever seen. Somehow, it looks even worse with a gem in it. | |
[ Muscle-Damage ] | |
Value 700 copper Weight 3 kilograms
| |
Damage: 1d6-1 Physical | |
Handedness: Ugly Sticks are too awkward to be used effectively in one hand. | |
Effects: Whenever the Ugly Stick is successfully used to disarm a creature, that creature loses the use of one of its hands. | |
Whenever the Ugly Stick is successfully used to trip a creature, that creature gets a -15 meter penalty to all movement speeds. | |
When the Ugly Stick is used to wound with a Heavy Normal Attack, the target loses the abilities to eat, drink, and speak. | |
A single successful Cut Out attempt made on a creature affected by the Ugly Stick cures all of the above problems, as does 8 hours of rest. | |
Special: Your reach with an ugly stick is 1 meter farther than it would normally be. It's so poorly made, it gives a -1 penalty to accuracy. |
Antenna Bow Magic Weapon
| |
This is a chitinous bow. | |
[ Muscle-Damage ], [ Piercing ] | |
Value 300 copper Weight 1 kilogram
| |
Damage: 1d6-2 Physical | |
Range: 30m/100m | |
Handedness: Firing and reloading both require two hands. | |
Ammunition: Twenty arrows weigh 1 kilogram, and are worth 1 copper | |
Effects: When the Antenna Bow inflicts a wound on a creature, their eyes sprout antennae, rendering them blind but increasing the base range of their Scent sense by 30 meters. The antennae last until the wound is healed, restoring their sight. |
Duster Rod Magic Weapon
| |
This is a metal rod, slightly tapered at one end, with a gem socket that also functions as a button. It fires noisy green rays. | |
[ Magic-Damage ], [ Semiautomatic ], [ Loud 200 meters ] | |
Value 200 copper Weight 4 kilograms
| |
Damage: 1d6-2 Noise | |
Demolition: 4 | |
Range: 30m/90m | |
Handedness: Aiming and firing require one hand. | |
Effects: The Duster Rod cannot fire while unpowered. | |
Anything the Duster Rod destroys or kills is turned to sand. |
Earthball 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 Earthball Bomb detonates, filling a 5 meter spray with dirt. Creatures in the blast when it is thrown may take an immediate action to attempt a DC 3 Agility check; if successful, the creature may move one-quarter of one of its non-Run speeds. The dirt is sturdy enough that if undamaged, characters cannot easily leave the area by walking away from the center of the spray. The Earthball Bomb is destroyed upon detonation, but the gem is unharmed. The detonation is audible from 300 meters away. |
Ceremonial Knife Magic Weapon
| |
This is a unwieldy sharp object. | |
[ Muscle-Damage ], [ Piercing ] | |
Value 300 copper Weight 1/2 kilogram
| |
Damage: 1d6-2 Physical | |
Handedness: Can only be used one-handed. | |
Effects: When you kill a non-[ Angel ] creature with the Ceremonial Knife, you gain Sacrifice Energy depending on its tier: 2 if Common, 4 if Elite, 8 if Paragon, 16 if Legend. |
Void Axe Magic Weapon
| |
This appears to be a small double-bladed hatchet. The blades turn black when powered. | |
[ Muscle-Damage ] | |
Value 300 copper Weight 2 kilograms
| |
Damage: 1d6-1 Physical | |
Handedness: The Void Axe can be wielded in one hand, or two hands for +1 Damage. | |
Effects: The void axe deals Void damage instead, and attacks with it get +4 to Demolition. However, this makes it move weirdly, so attacks with it also get a -1 penalty to Accuracy. |
Hero's Blade Magic Weapon
| |
This is a sword adorned with stylish geometric shapes. | |
[ Muscle-Damage ] | |
Value 300 copper Weight 2 kilograms
| |
Damage: 1d6-1 Physical | |
Handedness: Hero's Blades can be wielded in one hand, or two hands for +1 Damage. | |
Effects: When the wielder rolls damage for an attack with the Hero's Blade, they must spend 1 or more Sacrifice Energy and add the same amount as a bonus to the damage. | |
Special: Hero's Blades may be used as Piercing weapons. |
Black Blade of Integrity Magic Weapon
| |
This is an oversized sword with a pitch-black blade. | |
[ Muscle-Damage ], [ Heavy ] | |
Value 350 copper Weight 40 kilograms
| |
Damage: 1d6+2 Physical | |
Incremental Reload: 40 kilograms | |
Handedness: Black blades of integrity are too awkward to be used effectively in one hand. | |
Effects: Any target with Sacrifice Energy struck by the Black Blade of Integrity resists 1 point of damage per 2 points of Sacrifice Energy, but all Sacrifice Energy is destroyed on a hit. | |
Special: Your reach with a Black Blade of Integrity is 2 meters farther than it would normally be, and it may be used as a Piercing weapon. |
Hand, Basket Magic Weapon
| |
This is a large collection of wicker hands coated with clay, with all the hands grasping outwards as if to drag its contents away. | |
Value 300 copper Weight 1/2 kilogram
| |
Handedness: Can only be used one-handed. | |
Effects: As a standard action, you can attempt to force the head of a creature you are grappling into the basket hand with an attack against GD. If you hit, they project an Avatar into the astral realm, appearing in the closest open space corresponding to your location in the mortal realm. They stop projecting an Avatar if their head is extricated from the basket hand (a move action). Only one creature may be projecting an Avatar with the basket hand at a time. The basket hand does not function on Avatars or creatures already in the astral realm. You may use the basket hand on yourself without needing to grapple yourself first. |
Magic Siege Weapons
Firebelcher Magic Weapon
| |
This is a semiconical cauldron with tilting mechanism | |
[ Heavy ] | |
Value 700 copper Weight 1200 kilograms
| |
Damage: 1d6+1 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: 1d6-1 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. |
Bounceback Ballista Magic Weapon
| |
This is a ballista emblazoned with pink chevrons pointing backwards. | |
[ Heavy ], [ Piercing ] | |
Value 1600 copper Weight 400 kilograms
| |
Damage: 1d6+4 Physical | |
Demolition: 4 | |
Range: 90m/350m | |
Incremental Reload: 90 kilograms. | |
Handedness: Reloading requires two hands. | |
Ammunition: One bolt weighs 10 kilograms, and is worth 5 copper | |
Effects: The Bounceback Ballista can attack the GD of a target weighing less than 1000 kilograms to fling it directly towards the ballista a distance of 100 meters. When used for this attack, it deals no damage other than damage caused by the fling itself. | |
Special: The Bounceback Ballista's Accuracy is always +2, independent of the user. |
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. |
Discworm Magic Device
| |
This is a gently pulsing 2 meter wide disc of flesh. | |
Value 6000 copper Weight 20 kilograms
| |
Effects: When placed against a solid surface and stroked as a standard action, the Discworm begins digging forward as fast as it can destroy what's in front of it, dealing 1d6+3 Physical damage to unattended objects in its path each round. Objects destroyed in this way are completely eradicated. When it is no longer supported by solid objects, or it attempts to dig more than 5 meters in a round, it stops digging. |
Castle Heart Magic Device
| |
Value 9000 copper Weight 15 kilograms
| |
Effects: When placed as a standard action, the Castle Heart begins to grow a castle of granite around itself. It creates 10 cubic meters of granite per round, at a distance of up to 30 meters. It cannot create granite within 5 meters of a creature that does not want granite to grow near it. Control over where the granite is created is given to whichever creature is touching it: if there's more than one creature, the first one to touch it has control. |
Gravedirt Coffin Magic Device
| |
This is an exquisite stone coffin, lined with grave dirt. | |
Value 500 copper Weight 150 kilograms (small)
| |
Effects: Undead that rest within the coffin for 5 consecutive hours are coated in a layer of flesh that appears as they did in life, with a Good Disguise. The Disguise decays to Decent after 4 hours, Poor after another 4, and stops working at all 4 hours after that. | |
Special: The smallest coffin is only large enough for Undead of up to 1 meter size. Larger versions have proportionally increased dimensions and weight. |
Shadeless Cape Magic Device
| |
Value 300 copper Weight 2 kilograms
| |
Effects: The wearer casts no shadows and has no reflection. |
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. |
Blitz Boots Magic Device
| |
These are more like purplish glass slippers, really. | |
Value 2000 copper Weight 1 kilogram
| |
Chakra: Foot | |
Effects: As a move action, you may stomp the left boot to mark the ground with a Glyph of Recall. The Glyph lasts until it is cleaned off or the boots are used to make a new Glyph. | |
As a move action, you may stomp the right boot to teleport to the Blitz Boots' Glyph of Recall. | |
As a lesser action, you may stomp randomly to do either of the two above effects. If you fail a DC 6 Agility check, you do the other effect instead. |
Detonation Boots Magic Device
| |
These boots have flame decals on them. | |
Value 3000 copper Weight 2 kilograms
| |
Chakra: Foot | |
Effects: When you land from a fall, and will take fall damage, the boots release an explosion. All other creatures and unattended objects within 5 meters suffer an attack against AD for Heat damage with the same die size, bonus, and Demolition as the fall damage. The explosion is audible from 1000 meters away. |
Reflection Boots Magic Device
| |
These boots are incredibly shiny. | |
Value 2000 copper Weight 2 kilograms
| |
Chakra: Foot | |
Effects: As a move action, you can generate an image of yourself at your location and decide what it should do. It resembles you with a Poor Disguise, although its voice is always a deep whisper. It lasts for 2 rounds, cannot directly interact with anything, passes through objects harmlessly, and cannot respond to stimuli. |
Stonefoot Ring Magic Device
| |
This is a rather plain-looking toe ring. | |
Value 300 copper Weight 0.02 kilograms
| |
Chakra: Foot | |
Effects: Your sink distance increases by 15 meters, and you fall three times as far per round. |
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. |
Crown of Electric Attraction Magic Device
| |
This crown is crafted of long metal rods. | |
Value 1500 copper Weight 1 kilogram
| |
Chakra: Brain | |
Effects: If an attack that deals Electricity can include a creature wearing a powered Crown of Electric Attraction as a target, it must include a creature wearing a powered Crown of Electric Attraction as a target. |
Crown of Biohazards Magic Device
| |
This crown is crafted of glass discs and fine mesh. | |
Value 1500 copper Weight 1 kilogram
| |
Chakra: Brain | |
Effects: Toxic waste within 10 meters is harmless and breathable for all creatures. |
Crown of Champions Magic Device
| |
This is a black helmet adorned with little blinking lights and dials. | |
Value 500 copper Weight 2 kilograms
| |
Chakra: Brain | |
Effects: When the Crown of Champions is projected into a different realm, the spectation screen built for it displays everything the creature wearing its projected version can see. This only functions if the spectation screen is in the same realm as the real Crown of Champions. |
Spectation Screen Magic Device
| |
This is a blank black slate disc, 10 meters in radius. | |
Value 100 copper Weight 250 kilograms
| |
Effects: The spectation screen is built and matched with a particular crown of champions, which provides the effect. |
Friendship Bracelet Attunement Device Magic Device
| |
This is a circular dais with a ring-shaped indentation. | |
Value 12000 copper Weight 500 kilograms
| |
Effects: Normal, nonmagical bracelets placed on the center of the dais become Friendship Bracelets, part of this device's Network. The Friendship Bracelet Attunement Device can attune one bracelet per minute. Attuned bracelets are bound to the Device for the purposes of effects like trace bindings and unbinding. | |
Wearers of Friendship Bracelets in this device's Network cannot feel ill will towards other creatures who are wearing powered Friendship Bracelets from this device's Network. Nothing can cause a wearer to take an action that it believes would cause harm to such a creature. |
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.
|
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. |
Whistle Magic Device
| |
Value 100 copper Weight 0.2 kilograms
| |
Effects: When blown into (a lesser action), the Whistle can be heard from 2 kilometers away. No two Whistles sound exactly alike. | |
When blown into (a lesser action), the Whistle can be heard from 10 kilometers away. No two Whistles sound exactly alike. |
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. |
Explorer's Top Magic Device
| |
This appears to be a simple wooden top, painted purple, with the main weight of the top being a purple gem. | |
Value 200 copper Weight 0.01 kilograms
| |
Effects: When it is spun inside an extradimensional space, the Explorer's Top does not stop spinning unless touched somewhere other than its point. |
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: 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. |
Cauldron of Devotions Magic Device
| |
This is a large obsidian cauldron embossed with depictions of people prostrating theirselves before an imperious figure. | |
Value 2000 copper Weight 400 kilograms
| |
Effects: Creatures can place Sacrifice Energy into the cauldron by touching it as a move action. As with all receptacles of Sacrifice Energy, adding more only increases the amount to the higher of the current and new value. | |
A creature can retrieve any amount of Sacrifice Energy from the cauldron (up to and including all of it) by reaching into it as a standard action. | |
Special: Unlike characters who receive Sacrifice Energy, Sacrifice Energy in the cauldron is only wasted if no new Sacrifice Energy has been put into it in the past 5 minutes. |
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 1d6-2 Heat damage, and is lit on fire on a successful wound.
|
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. |
Brain Extractor Magic Device
| |
This collection of leather strips with many thin spikes on them looks perfect for wrapping a brain with. | |
Value 1000 copper Weight 1 kilogram
| |
Chakra: Brain | |
Effects: If a dead creature's brain is wrapped in this item (a standard action) no more than 4 rounds after death, the brain is preserved for later implantation, bringing the soul with it. It can be transferred to the skull of a non-dead creature of the same race or species (which takes 5 minutes of concentration during which time the creature must not ever be out of reach), killing the soul and mind of that creature and implanting the wrapped brain: classes, skills, specialties, memory, and personality of the invading brain are used instead of the host body's, but all other attributes are derived from the body. |
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. |
History Drill Magic Device
| |
This is an ornate golden drill with a viewport on the back. | |
Value 18000 copper Weight 50 kilograms
| |
Effects: As a standard action, you may make the History Drill begin showing the past. When it starts, the view through the port shows the present as it would look if there wasn't a History Drill in the way. The view slowly progresses backwards in time, such that every 2 rounds it is showing the scene 1 round earlier. | |
If the History Drill is moved, it stops and must be restarted to function again. |
Delayed Door Magic Device
| |
This is a pair of impressive gold and cobalt doorways, 1 by 2 meters in interior size. | |
Value 6000 copper Weight 500 kilograms/door
| |
Effects: The two doors are linked; their interiors are filled with an odd, shimmering, oily surface, through which a delayed vision of the world beyond the other door can be seen. Whenever a creature touches either surface, it disappears, reappearing at the other door one minute later. Unattended objects pass through the doorway exactly as they would if it wasn't powered. |
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: 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.
|
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. |
Helm of Overchanneling Magic Device
| |
This remarkably pink helm has gold spikes jutting out of it. | |
Value 14000 copper Weight 2 kilograms
| |
Chakra: Brain | |
Effects: As a lesser action, you can gain a new charge of any tier you already have charges in, expended or not. If you remove the helm, the charge is lost.
If you use the charge, the helm melds into your flesh, becoming unremovable and indestructible and giving you -1 Toughness until the charge is recharged. |
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. |
Decanter of Timestone Consecration Magic Device
| |
This is an orange clay decanter | |
Value 3000 copper Weight 3 kilograms
| |
Effects: When water is poured from the decanter onto stone, that stone becomes timestone to a depth of 0.1 meters. |
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: Drinking all the liquid in the flask from the clockwise side rapidly boosts the ingester's metabolism, causing them to heal 2 wounds, but immediately experience 2 days of hunger and 2 days of poison and disease. | |
Drinking all the liquid in the flask from the counterclockwise side instead completely stops the ingester's metabolism, causing them to fall unconscious for one day, during which time they do not heal naturally, don't need to eat, drink, or breathe, and their poison and disease do not progress. | |
Special: Drinking liquid from a Hip Flask of Altered Metabolism takes a standard action. |
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: There's a button that can be pressed as a standard action to convert all air in the region described by the box into airsteel. | |
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. |
Bridge of Belief Magic Device
| |
This is exceptionally clear Airsteel, in a 2 by 0.1 by 20 meter block. It has a socket in one corner. | |
Value 600 copper Weight 0.1 kilograms
| |
Effects: Any creature that does not first make a move action to believe in the Bridge of Belief before stepping on it during a round passes through it as though it were merely air. Even if it does take an action to believe, after 10 meters of traveling on the Bridge, it must make a DC 4 Bluff check against itself or stop believing. | |
Special: Despite being Airsteel, the Bridge of Belief has 2 HP. Wounds that don't destroy it don't deform it in any way. |
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. |
Hydraulic Power Generator Magic Device
| |
This is a complicated series of things that look like brass boilers, with many valves and gauges. | |
Value 1000 copper Weight 2000 kilograms
| |
Effects: The Hydraulic Power Generator can be hooked up to any number of hydraulic devices via special telescoping hoses. |
Water Pack Magic Device
| |
This is a single brass container, with many valves and gauges. | |
Value 500 copper Weight 30 kilograms
| |
Effects: The Water Pack can be hooked up to as many as 3 hydraulic devices via special telescoping hoses. |
Magic Armors
Mind Barrier Magic Armor
| |
This is a set of wires, which are wrapped around the body; all of them originate at a helmet and end at a small chest-piece. | |
Value 8000 copper Weight 5 kilograms
| |
Chakra: Heart | |
Effects: Wearing a Mind Barrier reduces your Will Saves by 2, but it gives +2 AD. |
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 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+2 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. |
Quill Amulet Magic Armor
| |
This amulet is adorned with the image of a hedgehog. | |
Value 3000 copper Weight 0.5 kilograms
| |
Chakra: Heart | |
Effects: Wearing a Quill Amulet reduces your Toughness by 1 but gives you +1 to GD. | |
When you hit a creature you are grappling or ridden by with an unarmed attack, or they hit you with one, they take another hit for 1d6-1 Physical damage. |
Thessian Armor Magic Armor
| |
This haphazard robe of quilted hide is adorned with stone spikes that are meant to be jabbed into the flesh. | |
Value 11000 copper Weight 6 kilograms
| |
Chakra: Heart | |
Effects: Wearing Thessian Armor reduces your HP by 1 but gives you +1 to GD. | |
As a standard action, you may mutate yourself into a new, identical version of yourself. Effects from spells and magic items that have durations or are bound and targeted you do not target this new version. Linked effects that had you as a target end. |
Warhamster's Battle Regalia Magic Armor
| |
This is a hollow metal sphere. It was presumably named by enemies of the inventor. | |
Value 1500 copper Weight 100 kilograms
| |
-1 AD, -2 Stealth, -4 Agility, -4 Legerdemain | |
Effects: The sphere prevents visual and scent senses, and blocks 25 meters of sound from passing into it. | |
You can't use your swim speed or fly speed inside the sphere. | |
The interior of the sphere is supplied with fresh air. | |
Special: Warhamster's battle regalia counts as an obstacle for firing through. Its AD is the same as its wearer's, and it has 4 HP and 6 Toughness. |
Triton Plate Magic Armor
| |
This plate armor has a distinctly aquatic motif. | |
Value 5000 copper Weight 20 kilograms
| |
Chakra: Heart | |
-1 AD, -1 Stealth, -2 Agility, -2 Legerdemain | |
Effects: The user can breathe both water and air, their sink distance increases by 12 meters, and walking underwater is no slower for them than walking on land. | |
Special: Triton plate 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. |
Immovable Shield Magic Armor
| |
This is a circular metal disc with a handle, made of alternating black and white stripes which look gray when spun. | |
Value 15000 copper Weight 5 kilograms
| |
Handedness: The shield only functions properly when wielded in one hand. | |
Effects: The Immovable Shield can replicate the effects of Nullify Momentum, but with melee range, as an attack option. | |
Special: You have cover. When you use a standard action to do something other than Cower, Assault, or Ranged 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. |
Void Plate Magic Armor
| |
This is clothing made of dull metal sheets, with three gem sockets at the neck. | |
Value 35000 copper Weight 20 kilograms
| |
-1 AD, -1 Stealth, -2 Agility, -2 Legerdemain | |
Effects: The Void Plate annihilates everything it touches, except on the bottoms of the feet (you are granted total cover by the plate). However, for every 1000 kilograms annihilated in this way, it takes a wound. The Void Plate repels air and water, however, keeping the plate from being the obvious center of a maelstrom in those media. Being knocked prone causes the wearer to fall through the ground as though it were so much nothing until the armor breaks, which is generally 10 or fewer meters per wound, at which point the wearer takes fall damage. | |
Your Unarmed base damage becomes 1d6+1 Void damage. | |
The Void Plate appears to be a normal suit of fullplate. | |
Special: While not powered by a Black gem, Void Plate 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. |
Angelfeathers
All Angels are capable of granting feathers: as a standard action, if they hit a touched Avatar from the mortal realm with an attack against GD, the creature's real self will have one of the angel's feathers in its possession when it stops projecting. Each angel can only have one of its feathers in the mortal realm at a time, and cannot grant more until the existing one has been destroyed. Feathers are used for certain summoning spells and abilities, and don't do much otherwise.
If the possessor of the feather and the Angel whose feather it is are not part of the same party, the Angelfeather counts against its possessor's point limit, at a cost of one-half as many points as the Angel itself is worth.
Angelfeather Device
| |
This is a beautiful black feather, with shape differing slightly depending on which angel it came from. | |
Value 5 copper Weight 1/4 kilograms
| |
Effects: When projecting into the astral realm, no copy of the feather appears there. | |
Special: The feather decays to a dull gray after one month, becoming functionally destroyed. |
Psychic Items
Psychic characters with the relevant bloodline may craft special equipment into which they invest pieces of their souls. Each item they craft in this way reduces their Strong Aura by 2 meters, until the item is destroyed, freeing that part of their soul to return to their body.
Crafting Psychic Items
Psychic items have crafting requirements: A Psychic Strength, and maybe a Bloodline or two. Psychic Strength is equal to what the character's Strong Aura would be if they didn't have any psychic items currently reducing it.
Borrowed Psychic Items
Sometimes a group may get hold of psychic items crafted by characters not in any of the players' parties. In that situation, but only in that situation, the item counts against the wielder's point limit, depending on the Psychic Strength requirement of the item:
Psychic Strength | Point Cost |
---|---|
8 | 1 |
12 | 3 |
16 | 7 |
20 | 17 |
Psychic Weapons
Glowknife Psychic Weapon
| |
This is a well-balanced sharp object. | |
Psychic Crafting Requirements Psi Strength 8 meters | |
[ Muscle-Damage ], [ Thrown ], [ Piercing ] | |
Value 250 copper Weight 1/3 kilograms
| |
Damage: 1d6-2 Physical | |
Handedness: Can only be used one-handed. | |
Effects: When the glowknife enters the faint aura of a psychic creature, it glows that creature's favorite color (Brightly 1 meter) until it leaves the aura. If it's already glowing from some other creature's aura, it begins glowing with that other creature's color as well, with a distinct line between them. |
Arrow of Truth Psychic Weapon
| |
This arrow is made of a single piece of white cedar. The fletching must have been very tedious to carve. | |
Psychic Crafting Requirements Psi Strength 8 meters and Telepathy | |
Value 100 copper Weight 0.05 kilograms
| |
Effects: Attacks made with the Arrow of Truth ignore spatial reasoning and uncertain location, so long as the arrow's creator would not suffer from those things. | |
Special: This arrow is used as ammunition instead of a normal arrow. It's too large to be used in place of a bolt. |
Crystal of Searing Light Psychic Weapon
| |
Psychic Crafting Requirements Psi Strength 12 meters and Slaughter | |
[ Magic-Damage ] | |
Value 300 copper Weight 1 kilogram
| |
Handedness: The Crystal of Searing Light must be wielded in one hand in order to attack with it. | |
Effects: The Crystal of Searing Light glows, brightly illuminating out to a distance of 30 meters. | |
As a standard action, the wielder of the Crystal of Searing Light can make an attack against AD against all other creatures in a 30 meter spray for 1d6-1 Heat damage. Wounded creatures are set on fire. |
Destruction Blaster Psychic Weapon
| |
This glass sphere has a crossbow-like handle, and a set of curved iron spikes pointing away from the user | |
Psychic Crafting Requirements Psi Strength 12 meters and Slaughter | |
[ Magic-Damage ], [ Trigger Grip ], [ Blaster ] | |
Value 300 copper Weight 5 kilograms
| |
Damage: 1d6-1 Heat | |
Range: 60m/160m | |
Reload Time: The creator of the Destruction Blaster can spend a standard action to reload the blaster while the blaster is within their Faint Aura. | |
Handedness: Aiming and firing requires two hands. | |
Ammunition: A glowing sphere of pure violence is weightless and priceless, but brightly illuminates out to 5 meters. | |
Effects: If the glowing sphere of pure violence hits, it explodes for a +2 Accuracy attack against all creatures and unattended objects in a 5 meter blast for 1d6-2 Heat damage. |
Vaulter's Spear Psychic Weapon
| |
This is a spear with a curve motif. | |
Psychic Crafting Requirements Psi Strength 12 meters and Force | |
[ Muscle-Damage ], [ Piercing ] | |
Value 400 copper Weight 3 kilograms
| |
Damage: 1d6-1 Physical | |
Handedness: Vaulter's spears can be wielded in one hand, or two hands for +1 Damage. | |
Effects: As a standard action, the spear's creator can fling you up to 60 meters in any direction if you're within their Faint Aura. | |
Special: Your reach with a vaulter's spear 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. |
King's Sword of Haste Psychic Weapon
| |
This is a exquisitely decorated sword. | |
Psychic Crafting Requirements Psi Strength 12 meters and Celerity | |
[ Muscle-Damage ], [ Automatic ] | |
Value 250 copper Weight 2 kilograms
| |
Damage: 1d6-1 Physical | |
Handedness: King's Swords of Haste can be wielded in one hand, or two hands for +1 Damage. | |
Special: King's Swords of Haste may be used as Piercing weapons. |
Jagged Sickle Psychic Weapon
| |
This is a wicked implement for inflicting pain. | |
Psychic Crafting Requirements Psi Strength 16 meters and Slaughter | |
[ Muscle-Damage ] | |
Value 100 copper Weight 2 kilograms
| |
Damage: 1d6-1 Physical | |
Handedness: Can only be used one-handed. | |
Effects: When you successfully use the Jagged Sickle to disarm, you may be holding the disarmed item if you have free hands. | |
Attacks with the Jagged Sickle count as Techniques used by the crafter for the purpose of the crafter's Revel in Slaughter Presence. |
Siege Bow Psychic Weapon
| |
This is a large, bulky bow. | |
Psychic Crafting Requirements Psi Strength 20 meters and Force | |
[ Muscle-Damage ] | |
Value 300 copper Weight 2 kilograms
| |
Damage: 1d6-2 Physical | |
Range: 60m/180m | |
Reload Time: 1 immediate action | |
Handedness: Firing and reloading both require two hands. | |
Ammunition: Twenty arrows weigh 1 kilogram, and are worth 1 copper | |
Effects: Attacks with the Siege Bow get Demolition +5. |
Crushing Hammer Psychic Weapon
| |
This is a rounded hammer. | |
Psychic Crafting Requirements Psi Strength 20 meters and Force | |
[ Muscle-Damage ], [ Heavy ] | |
Value 150 copper Weight 5 kilograms
| |
Damage: 1d6 Physical | |
Demolition: +1 | |
Handedness: The Crushing Hammer can be wielded in one hand, or two hands for +1 Damage. | |
Effects: When an attack with the Crushing Hammer flings a creature, that creature is overloaded for 1 round. |
Psychic Devices
Vim Ring Psychic Device
| |
This is an ornate ring. | |
Psychic Crafting Requirements Psi Strength 8 meters | |
Value 500 copper Weight 0.02 kilograms
| |
Effects: The Vim Ring can be used to perform its Technique. If the user has Faint and Strong Auras, it may use those; otherwise, the user gets an effective Strong Aura of 4 meters and Faint Aura of 16 meters for the purpose of using this Technique. The Technique is always performed as though the user was Calm. | |
Special: The Vim Ring is built around one particular Minor Technique its creator knows. |
Precious Possession Psychic Device
| |
This is an item the psychic treasured, imbued only later with psychic power. | |
Psychic Crafting Requirements Psi Strength 8 meters and Projection | |
Value As item copper Weight As item
| |
Effects: As item | |
Anything the item is in physical contact with counts as being within the creator's Faint Aura. |
Ring of Arheid Psychic Device
| |
This is a ring adorned with images of winged figures sleeping. | |
Psychic Crafting Requirements Psi Strength 8 meters and Projection | |
Value 500 copper Weight 0.02 kilograms
| |
Effects: When donned while outside the astral realm, the wearer projects an Avatar into the astral realm appearing at the closest open space corresponding to the wearer's location in the mortal realm. Leaving the astral realm causes the ring to fall off their finger, and removing the real ring causes them to stop projecting into the astral realm. If the projection of the Ring of Arheid inside the astral realm is not currently being worn, but has not been destroyed, the wearer cannot stop projecting into the astral realm and their real ring cannot be removed. |
Watcher's Helm Psychic Device
| |
This helmet comes with built-in goggles. | |
Psychic Crafting Requirements Psi Strength 8 meters and Telepathy | |
Value 300 copper Weight 1 kilograms
| |
Effects: You can sense with the helm's creator's senses. |
Imaginary Totem Psychic Device
| |
This stone statue looks remarkably like one of its creator's Horrors. | |
Psychic Crafting Requirements Psi Strength 8 meters and Imaginary Horrors | |
Value 200 copper Weight 60 kilograms
| |
Effects: When the creator uses Create Horror, the Imaginary Totem becomes an Imaginary Horror for 1 round. If slain, the Imaginary Totem is destroyed. Otherwise, the horror reverts to Imaginary Totem form at the end of the duration. |
Superior Vim Ring Psychic Device
| |
This is a plain ring. | |
Psychic Crafting Requirements Psi Strength 12 meters | |
Value 3500 copper Weight 0.01 kilograms
| |
Effects: The Superior Vim Ring can be used to perform its upgraded Technique. If the user has Faint and Strong Auras, it may use those; otherwise, the user gets an effective Strong Aura of 4 meters and Faint Aura of 16 meters for the purpose of using this Technique. The Technique is always performed as though the user was Calm. | |
Special: The Superior Vim Ring is built around one particular Minor Technique its creator knows, and up to two upgrades for that Technique they know. |
Endless Storybook Psychic Device
| |
This is a leatherbound tome of great thickness but fortunately equally great lettering. | |
Psychic Crafting Requirements Psi Strength 12 meters and Projection | |
Value 800 copper Weight 8 kilograms
| |
Effects: When a creature reads a chapter of the Endless Storybook (it has 10 chapters that each take an hour to read) they project an Avatar of theirself appearing at the location indicated by that chapter. If read aloud, all who hear the entirety of a chapter spoken in a single sitting are projected. | |
Special: When created, the creator chooses ten places in the astral realm that they or an Avatar of theirs has visited to indicate in the book, one for each chapter. |
Sandals of Inertia Psychic Device
| |
These are extremely fast-looking sandals. | |
Psychic Crafting Requirements Psi Strength 12 meters and Celerity | |
Value 300 copper Weight 1 kilogram
| |
Chakra: Foot | |
Effects: You get +15 meters to your land speed. | |
If, at the beginning of your turn, you are able to use an action to run with one of your speeds, you must do so. |
Psychic Compass Psychic Device
| |
Psychic Crafting Requirements Psi Strength 12 meters and Telepathy | |
Value 1500 copper Weight 0.2 kilograms
| |
Effects: While touched to another psychic item, it points to the item's creator. |
Cards of Volition Psychic Device
| |
Psychic Crafting Requirements Psi Strength 12 meters and Telepathy | |
Value 50 copper Weight 0.1 kilograms
| |
Effects: When used to play a card game in which there is a clear loser and a clear winner and all the players choose to play, the winner can command the loser to perform any task. The loser then spends the next 4 hours attempting to perform that task. |
Psychic Lock Psychic Device
| |
This is an elaborately decorated padlock. | |
Psychic Crafting Requirements Psi Strength 12 meters and Force | |
Value 1200 copper Weight 0.3 kilograms
| |
Effects: While closed, the Psychic Lock cannot be damaged. | |
The Psychic Lock can only be opened when touched by its creator, or by an object that contains part of the creator's soul, like another psychic item they have created or a soul jar in which their soul is captured. |
Vim Amulet Psychic Device
| |
This is an ornate amulet. | |
Psychic Crafting Requirements Psi Strength 16 meters | |
Value 15000 copper Weight 0.1 kilograms
| |
Effects: The Vim Amulet can be used to perform its Technique. If the user has Faint and Strong Auras, it may use those; otherwise, the user gets an effective Strong Aura of 4 meters and Faint Aura of 16 meters for the purpose of using this Technique. The Technique is always performed as though the user was Calm. | |
Special: The Vim Amulet is built around one particular Major Technique its creator knows. |
Self Portrait Psychic Device
| |
This is a painting, which tends to be uglier than its subject. | |
Psychic Crafting Requirements Psi Strength 16 meters and Projection | |
Value 800 copper Weight 2 kilograms
| |
Effects: The Self-Portrait is created with 5 vitality points. When it has run out of points, it is destroyed and the creator takes 1 wound. The painting regenerates one vitality point every 12 hours. | |
When the creator would fail a save against a poison or disease, instead the Self-Portrait loses 1 vitality point. | |
When the creator would suffer from wounds from Suffocation or Dehydration, instead the Self-Portrait loses 2 vitality points per wound. | |
When the creator would suffer from Toughness penalties, instead the Self-Portrait loses 2 vitality points per point of penalty, and its maximum number of vitality points decreases by 2 per point of penalty for the duration of the penalty. | |
Special: If there are multiple Self-Portraits of the creator, each has its own set of vitality points, but wound/toughness loss only triggers for the painting with the highest current Vitality. |
Orb of Mental Sensing Psychic Device
| |
This is a semi-translucent black sphere. | |
Psychic Crafting Requirements Psi Strength 16 meters and Telepathy | |
Value 500 copper Weight 3 kilograms
| |
Effects: By clutching the orb and concentrating, a creature can locate all souls within 20 meters. |
Superior Vim Amulet Psychic Device
| |
This is a plain amulet. | |
Psychic Crafting Requirements Psi Strength 20 meters | |
Value 50000 copper Weight 0.05 kilograms
| |
Effects: The Superior Vim Amulet can be used to perform its upgraded Technique. If the user has Faint and Strong Auras, it may use those; otherwise, the user gets an effective Strong Aura of 4 meters and Faint Aura of 16 meters for the purpose of using this Technique. The Technique is always performed as though the user was Calm. | |
Special: The Superior Vim Amulet is built around one particular Major Technique its creator knows, and up to two upgrades for that Technique they know. |
Mask of Awe Psychic Device
| |
This is a blank white mask. | |
Psychic Crafting Requirements Psi Strength 20 meters and Telepathy | |
Value 2000 copper Weight 0.5 kilograms
| |
Effects: The wearer of the mask can see through it. | |
Anyone who sees the mask must make a Will Save using the wearer's Save DC or go blind for 1 round. If they successfully save, they are immune to this effect for 1 hour. |
Immortality Shard Psychic Device
| |
This is a giant jagged crystal of the creator's favorite color. | |
Psychic Crafting Requirements Psi Strength 20 meters and Slaughter | |
Value 5000 copper Weight 200 kilograms
| |
Effects: When the creator dies, the Immortality Shard catches their soul, protecting it from being eaten or raised. Over the course of the next three days, the creator is rebuilt within the shard. At the end of this time, the creator returns to life with a new body and the Immortality Shard is destroyed. |
Psychic Armors
Plate of the Guardian Psychic Armor
| |
This plate armor has a wing motif | |
Psychic Crafting Requirements Psi Strength 16 meters and Projection | |
Value 2500 copper Weight 20 kilograms
| |
-1 AD, -1 Stealth, -2 Agility, -2 Legerdemain | |
Effects: As an immediate action, the creator of the Plate of the Guardian can teleport you to an empty space adjacent to them. | |
Special: Plate of the Guardian 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 8 Toughness. |
Repulsive Armor Psychic Armor
| |
This is clothing made of metal sheets, engraved with circular patterns. | |
Psychic Crafting Requirements Psi Strength 20 meters and Force | |
Value 2500 copper Weight 20 kilograms
| |
-1 AD, -1 Stealth, -2 Agility, -2 Legerdemain | |
Effects: When you or the armor take damage, the attacker is flung directly away from you 1 meter per point of damage. | |
Special: Repulsive 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 2 HP and 8 Toughness. |