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Thread: Magic Items Thread

  1. #16
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    Re: Magic Items Thread

    And for those with a need to talk to their opponents before killing them, presenting:

    St. Roddenberry's Ring of Parallel Development

    Working on the theory that every humanoid species is somehow related (and probably interfertile), St. Roddenberry developed this magic item so that the various species could communicate more freely (that is, without the use of subtitles).

    St. Roddenberry's Ring of Parallel Development: Universal Translator 16- (25 Active Points); Independent (-2), OIF-Ring (-1/2), Only to translate spoken language between humanoids (-1/4) Real Cost: 7 points.

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  2. #17
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    Re: Magic Items Thread

    Quote Originally Posted by Dale A. Ward
    In reference to the Dimensional Bag...

    You say that no intelligence can enter the bag. Thus, if you stick your head in it, you die?
    No. Sorry, I thought I was clear, but perhaps not.

    An intelligence cannot enter the other plane; an attempt leaves the intelligence in the bag in "this" plane of reality.

    Quote Originally Posted by Dale A. Ward
    Also... could you put your entire body in it if you leave your head sticking out?

    Inquiring minds want to know!!
    Yes, you could. Now, if you "jumped in", leaving your head sticking out, and then tried to pull you head through to the other plane, well....

    The result I'd leave up to the GM. Perhaps all of you suddenly returns to "this" plane, inside the bag, which would be a tight fit since it's two feet deep and a foot-and-a-half wide. Or, the bag rips apart, with who-knows-what effect on the XDM power (probably lost forever).

    A truly cruel GM might rule that your head lands up in the bag in "this" plane, while the rest of you stays in "the other" plane.
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  3. #18
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    Re: Magic Items Thread

    The Cord of True Hearts

    Upon creation, this item looks like nothing more than a piece of leather cord, about 25 cm long, with a loop tied in each end with a slip knot. The creator of the Cord brings together any two people who consider themselves to be truly in love with each other, and who are willing to take on the Cord.

    The caster puts one of the loops over the finger of each of the two people, completes the spell, and cuts the cord between the two. If the two people both believe themselves to be in love, and are truly willing, the cord cuts with ease; within a few minutes the ends of cord fade away, and from then on there's only a thin band of unbroken leather. Note that if either person is not in love, or not willing, the cord cannot be cut. It is important to remember that the "rings" are not actually such; they are a physical alteration, and connot be removed.

    If the connection is somehow forcibly disrupted, it will restore itself as soon as the disrupting power is removed or overcome.

    If successful, from then on each of the two will be able to mentally contact the other, across any distance and even between planes. Note that the Cord of True Hearts continues to function even if the two people involved fall out of love or even become enemies. Since all mental powers can be transmitted through the connection the two have, if love turns to hate, each is highly vulnerable to the other.



    The Cord of True Hearts
    The item itself: Mind Link, One Specific Mind, Psychic Bond, Any Distance, Through The Dimensions; Inherent (+1/4); Always On (-1/2). Base/Active/Real: 20/25/17

    How the creator "casts" it; the above becomes the basis for a UOO power:
    Base cost 17 points; Usable As Attack (+1), Delayed Effect (+1/4); One Charge That Doesn't Recover (-4), OAF (-1), Independent (-2), Only If Both Persons Are In Love, And Willing (-1/2).

    B/A/R: 17/38/4


    It is done as "Usable As Attack" rather than "Usable By Others" because the creator/caster does it to the two people, rather than giving the two the power to do it to themselves, when and if they want.

    You might want to add Gestures to the UOO part. It's up to you.
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  4. #19
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    Re: Magic Items Thread

    Quote Originally Posted by Basil
    Dimensional Bag

    GM's can come up with a large number of variations
    Favorite one that I saw was a Rubix cube, the owner hadn't master the skill, so she would be constantly summoning random things out of it as she played with it. "Oh dear, I know I put it in here somewhere."
    "One of the hardest things to do, as a GM, is to make simple fantasy economics work. That's because it is easy to imagine flying dragons and magic, but simple economies that work, that is truly beyond even our wildest fantasies."

  5. #20
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    Re: Magic Items Thread

    From my campaign based on the Legend of Zelda/Hyrule:

    The Corrupted Glove
    One thousand years ago lived Bonavin the True, who, it is said, was so pure that no lies could be told in his presence. He precided over the Sancturary of Truth, a vast, pristine temple to Nayru, goddess of Wisdom.
    One day, the tale is told, Bonavin was approached after his service one day by a man in a crimson robe. "Your temple is beautiful," said the man, "But it is missing something. Let me help you to make it perfect."
    Bonavin, knowing that no lie could be told to him, agreed, and thus began his relationship with the man in crimson. First, they say, the changes started small. At first nobody noticed it. One by one, the holy man replaced every white candle in his sanctuary with a black one. Next, he moved to the great statue of Nayru, her arms outstretched, her face smiling warmly. At his new companion's instruction, he took the chisel to it, and her smile become a cold frown. The fountain at its base became a great granite slab. Soon, his sermons became different; no longer did he preach the virtues of truth and wisdom, but rather he began to beseige his followers with long, angry rants about the dangers and punishments for their mistakes and failings. He covered the mighty entry arch of the temple with a massive iron door, and the ranks of his flock began to dwindle. Fewer and fewer people came to his services, and the changes he made to the temple continued. Around the time he carved great circles around the triforces in the walls and floor of the sanctuary and had the great statue of Nayru pulled down (as it turned out, the man in crimson had noticed that it really didn't look like her, anyway), people stopped coming to his services entirlely.
    One day, he came into his sanctuary from his morning washings, and was shocked. The man in crimson knelt upon the granite slab, a twisting steel knife clutched in his hands. Great X's had been violently torn into the stone through the each holy Triforce symbol in the room, and a great flaming circle, accented about its edges by strange signs and patterns which glew with an unearthly light, flickered over desecrated Triforce in the center of the sanctuary floor.
    Bonavin's hand tightened around the longsword hanging at his waist. "What... what is this? You've broken the sacred sign of the Goddesses!"
    The man in crimson drove the knife into the stone upon which he sat. It cleanly entered the slab, as though the great table of granite was not even there. "So," he chuckled, "It seems that even the holiest of the holy may be corrupted by our power. I will tell you this, friend Bonavin: Not a word I have said to you since 'Your temple is beautiful' has been the truth."
    "How?" replied the priest, drawing his blade, "How can the power of the Goddesses be defied so?"
    "I told you that I could show you how to make your temple perfect. So determined were you to create the ultimate shrine to your precious Nayru..." grinned the man, as Bonavin turned pale, "That you forgot that 'perfect' is a word that only a god can truly use. Your holy way has been cast completely aside by the very force you had purged yourself of!"
    The man in crimson, pulled a hood up over his head, and stepped forward. "The Dark God of Lies has already scribed the contract for you, brother Bonavin," he said, motioning toward the burning circle. "Won't you please sign it, and complete this lovely renovation of ours?"

    It is said that on that night, for just a few moments, the full moon took the appearance of a great, bulging eye, which darted its gaze around from its perch in the sky, and fixed straight down on the sanctuary, as the very world itself bucked and roared, and swallowed the structure in a great, rolling sea of broken earth.

    Deep in that buried shrine, a single steel longsword lies embedded in the stone. Gripping its hilt is a single black glove, a cracked crystal triangle adorning its back.

    The Corrupt Glove is able to add a DRAIN BODY 10d6 to any attack with a weapon, ranged or hand to hand, which is considered to be a part of that weapon during that attack. It has the following disadvantages: x2 END, Activation Roll 11-, Side Effects (if roll fails): 2d6 energy KA to the user, Drain CON 2d6 to the user, recovers once per day. The Corrupt Glove's power manifests as a freezing cold, crackling field of negative energy, which lashes out from the glove's crystal and surrounds the weapon being used. If the activation roll fails, then this energy surrounds the user, instead, and then explodes in a burst of black and red.
    Last edited by Fenixcrest; Aug 27th, '05 at 09:30 PM.
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  6. #21
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    Re: Magic Items Thread

    Potion of Youth
    The potion has one use, and when imbibed will reduce the age of the user by 10 years. If only partially drunk, this change will only be cosmetic (they'll look young, but not be young).
    If the drinker spends time in sacred places, churches etc, then the effect wears off quicker (twice as fast, in fact). One month in a church is equal to two months outside.
    Only works on Humans.

    The effects are cummulative, so if two potions are drunk, they will get 20 years younger.

    Reverse Aging: Major Transform 5d6 (Human into Human 10 years younger, Normal Healing (Accelerated by contact with sacred ground/temples/churches)), Partial Transform (+1/2) (112 Active Points); OAF Fragile Expendable (Extremely Difficult to obtain new Focus; -2 1/4), Independent (-2), 1 Charge (-2), Limited Target (Humans only; -1/2)
    Real cost: 14pts

    Western Shores cost - 58 pounds 16 shillings to create. Figure two to four times the cost on the black market.

  7. #22
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    Re: Magic Items Thread

    Quote Originally Posted by Curufea
    Potion of Youth
    {snip}
    Reverse Aging: Major Transform 5d6 (Human into Human 10 years younger, Normal Healing (Accelerated by contact with sacred ground/temples/churches)), Partial Transform (+1/2) (112 Active Points); OAF Fragile Expendable (Extremely Difficult to obtain new Focus; -2 1/4), Independent (-2), 1 Charge (-2), Limited Target (Humans only; -1/2)
    Real cost: 14pts
    Why Normal Healing? That's not going to be too useful, nor too popular. I'd go for an all-or-nothing healing. Say, if BODY, STUN, or END Drained. Or if subject to accelerated aging.

    Just a suggestion.
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  8. #23
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    Re: Magic Items Thread

    Or just use Life Support on a really long charge (difficult to dispell, of course)

    That would be more of a age-stopping effect than a age reversing one, though.

  9. #24
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    Re: Magic Items Thread

    Heroblade.

    This weapon was designed to increase in power the more heroic the wielder was.

    It starts of just a sword without the real weapon disadvantage but increased in power proportionately with the character. It would remove the wielders NCM among other things.

    Anyway it is a GM's device that allowed me to hand out 1 magic weapon which didn't need to be upgraded as the character got more powerful, I would just make the sword more powerful to keep up with him.

    Also when the player realised that his sword would get more powerful the more heroic he bacame it was great way to get the character interested being a good guy not just a DND kill the monster take his stuff type thing.
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  10. #25
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    Re: Magic Items Thread

    Quote Originally Posted by Basil
    Why Normal Healing? That's not going to be too useful, nor too popular. I'd go for an all-or-nothing healing. Say, if BODY, STUN, or END Drained. Or if subject to accelerated aging.
    The purpose of this potion is to NOT be an instant, no frills, perfect solution.
    It is also slightly addictive.
    Normal healing (as with other transforms on living creatures) gives a time period of suitable length and is actually more useful to the elderly, than the young (who tend to be more physical with a higher REC)

    Quote Originally Posted by Outsider
    Or just use Life Support on a really long charge (difficult to dispell, of course)

    That would be more of a age-stopping effect than a age reversing one, though.
    Yeah - this is for people who are already old. You don't want to be age 60+ for the next hundred years

    The potion is highly illegal, highly sought after and a wonderful plot point.

  11. #26
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    Re: Magic Items Thread

    Cost POWERS
    15 The Burnoose of Wilds: (Total: 51 Active Cost, 15 Real Cost)
    Life Support (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points); OAF (The Burnoose Itself; -1) (Real Cost: 2) plus +3 with Concealment (6 Active Points); OAF (The Burnoose Itself; -1), Self Only (-1/2) (Real Cost: 2) plus +2 with Stealth (4 Active Points); OAF (The Burnoose Itself; -1) (Real Cost: 2) plus Change Environment 1" radius, Long-Lasting (lasts until dirtied again) Permanent, Requires Command Word (+0), Reduced Endurance (0 END; +1/2) (37 Active Points); 1 Recoverable Once Per Day Charge (-1 1/4), OAF (The Burnoose Itself; -1), No Range (-1/2), Only Cleans The Burnoose (-1/4) (Real Cost: 9)

    [Notes: This flowing greatcoat provides a constant pleasant climate for the wearer at all times, protecting the wearer from the harshness of the elements. It has the ability to clean itself completely once a day. The fabric is completely water proof from the effects of the weather (rain, snow, ...) and the fabric wicks away sweat and breathes as if it were always a dry day. The cloak also also has the ability to change color to camoflage patterns, but only for natural camoflage patterns.] - END=[1 rc]

    POWERS Cost: 15

    Please recomend improvements to the write-up, I wrote up the description before I stat-ed it out so I might have missed some things in the game mechanics side of things.

    TB
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