It's not an opinion if it's right. Therefore, I'm not opinionated. I'm just right.
Just to bump this thread:
Sword of Heroes:
+2 OCV: 2D6K STR Min-10 Longsword (SFX-Magical)
Cuts through Armor as easily as it cuts through flesh (Add Armor Piercing)
Inspires men to great acts of courage and heroism (+15 to wielders PRE, only for making PRE attacks to command and inspire)
Heroes Fury:
4D6 Aid (40) to STR, DEX, CON, STUN and END. All same time (+2)
Fades 5pts per minute (+1/4)
1 Recoverable charge (charge recovers at Sunrise the next day) Self Only (-1/2)
(Bump)
White Satin Armor (Knights in)
Forged long ago to reclaim the majesty and virtues of the Royal Knights. The reaction to wearing white satin armor has been mixed.
"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."
Ahh...finals are done. Just finished my last paper.
Now for that ring I promised y'all.
Ring of Autumn: A copper ring shaped like a circle of overlapping leaves, these were first created by Elves to demonstrate the power which can be drawn from the seasons. They were rare, until a certain eccentric elven wizard became convinced that the end of the world was near - eternal winter. He believed that this winter would be preceded by a nigh-endless autumn, and so made a great number of these in the hopes that they would prove especially useful. Useful in any season, the ring provides some magical protection from most attacks, and the constant rain of leaves that is the trademark of this item also provides concealment. Most useful is the ability of the wearer to apparently explode into a flurry of leaves, and reappear some distance away in a similar burst - sadly this can only be done once per day. Not only does the trail of debris that the ring leaves behind it (no pun intended) make wearing this item all the time something of a nuisance, it also can be used to track the character by anyone who knows they possess one of these. This is less of a problem in autumn, when the ground is covered in leaves anyways, and additionally the season grants the ring one additional power - the rain of leaves around the character is so heavy that it becomes almost impossible to see them.
Ring of Autumn Leaves: (Total: 91 Active Cost, 18 Real Cost) Armor (2 PD/2 ED), Side Effect: Leaves constantly fall on and near the Wearer and from his Clothes (Side Effect only affects the environment near the character; +0) (6 Active Points); Independent (-2), IIF (-1/4) (Real Cost: 2) PLUS Invisibility to Sight Group , Side Effect: A rain of leaves is constantly falling around the Wearer (Side Effect only affects the environment near the character; +0), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Independent (-2), Only works during Autumn (-1), Always On (-1/2), Bright Fringe (-1/4), IIF (-1/4) (Real Cost: 8) PLUS Teleportation 20", Side Effect: A flurry of leaves bursts from the Wearer at either 'end' of his movement, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; +0) (40 Active Points); 1 Charge (-2), Independent (-2), Cannot be used to escape Entangles (-1/4), IIF (-1/4) (Real Cost: 7) PLUS +1 with DCV, Side Effect: Leaves constantly fall about the Wearer (Side Effect only affects the environment near the character; +0) (5 Active Points); Independent (-2), IIF (-1/4) (Real Cost: 1)
It's not an opinion if it's right. Therefore, I'm not opinionated. I'm just right.
Sky Shield: An object of unknown origin, the Sky shield is made from silvery-blue brushed steel shield and can be expanded or shrunk between buckler and medium size with a command word (Nel). When it is a buckler, its wielder may use it to deflect incoming missiles with a fair degree of confidence. A second command word allows it, twice per day, to summon a wall of force near the user, useful in protecting him.
Sky Shield: (Total: 69 Active Cost, 13 Real Cost)
Arrow Deflection: Missile Deflection (Arrows, Slings, Etc.) (10 Active Points); Independent (-2), Armor Weight (-1), OAF (-1), Requires A DEX Roll (-1), Linked (Buckler; Lesser Power can only be used when character uses greater Power at full value; -3/4), Will Not Work Against Heavy Missiles (-1/4), STR Min 3 (-1/4) (Real Cost: 1)
Arrow Deflection: +4 with Missile Deflection (20 Active Points); Independent (-2), OAF (-1), STR Min 3 (-1/4) (Real Cost: 5)
Second Shield: Force Wall (3 PD/3 ED) (15 Active Points); Independent (-2), 2 Continuing Charges lasting 1 Turn each (-1), OAF (-1), No Range (-1/2), Incantations (-1/4), Restricted Shape: Curved Wall (-1/4) (Real Cost: 2)
Buckler: +2 with DCV (10 Active Points); Independent (-2), Requires A DEX Roll (-1), OAF (-1), Incantations (-1/4), STR Min 3 (-1/4) (Real Cost: 2)
Medium Shield: +4 with DCV (20 Active Points); Independent (-2), OAF (-1), STR Min 10 (-1/2), Incantations (-1/4) (Real Cost: 4)
Still more to come!
It's not an opinion if it's right. Therefore, I'm not opinionated. I'm just right.
there are funny symbols imbedded. I realize that they probably mean something, but I am trying to do a global replace, and I dont know what should i replace those symbols with?
a slash? a hyphen? Thanks in advance.
I have a file of treasures, including a randomizer, on my gaming downloads site. It's incomplete as it is part of an upcoming book, but it has the charts and basic descriptions:
Gaming Downloads
Yes, ive spent many hours trying to put your random treasure generator into a java program. I wanted to talk to you about fixing your lists. As it stands certain treasures occur too frequently. more on that another time....
If any one is curious, CTaylor has some great GREAT stuff on his downloads. His monster manuals are the best ive seen for Fantasy hero.
Bumping this thread for great justice. More items need to be added...
I'd love to see a similar list for spells. I'm playing more of a champions campaign rather than fantasy hero, but for my purposes a list of spells would be very helpful.
Very nice job posting these though, nice to see fan creations.
A few I recently put together for my Lostorum "steampunkish" setting:
Larraiss Guard: A simple, padded shoulder and neck guard, its plain appearance masks its true power. As the discovery of Aether weapons spread across Telos, the Elite units of the newly formed Kingdom of Kalanth needed protection that normal armor could not provide. The Larraiss Family of Feldmar was contracted, and produced a few hundred of these for the Royal Guard, though they were secretly selling some to their Noordmarian neighbors as well. The Larraiss Guard produces a spark of oppositional force to any incoming projectile, stopping most arrows or bullets completely - though the wearer often takes some of the impact, rarely does a projectile pierce the wearer's skin. The guard also takes a brief moment to recharge; as such, it is more useful as a safeguard from assassins or random attacks than during the chaos of a full fledged battle. Nonetheless, those who possess them would nearly never be found without them - stopping one bullet is better than stopping none.
Resistant Protection (12 PD) (Protect Carried Items), Hardened (+1/4), Impenetrable (+1/4), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Full Phase to reset, Character does not control activation of personal Trigger; Triggered when any ranged attack would successfully hit; resets after one full phase.; +1/4) (49 Active Points); IAF (-1/2), Nonpersistent (-1/4), Requires A Roll (13- roll; -1/4), Restrainable (Magic) (Only by means other than Grabs and Entangles; -1/4), Perceivable (-1/4)Prism of Displacement: This simple hexagonal prism, dating back to the First Age if not before, is more a curio to most. In the right hands, however... The prism seems mundane enough on first inspection, but the base of the prism can be depressed. Press it once, the prism does nothing. Press it twice, and an image of the last person to press the base is displayed. Thus, one who knows its powers can either see who touched it last, or can project an image he sets up beforehand.
Sight Group Images, Alterable Origin Point, Invisible Power Effects (Fully Invisible; +1/2), Reduced Endurance (0 END; +1/2) (30 Active Points); Set Effect (Image of person who places prism) (-1), IAF Arrangement (-3/4), Restrainable (Magic) (Only by means other than Grabs and Entangles; -1/4), Conditional Power Power does not work in Uncommon Circumstances (Requires at least some light; candle, moonlight, etc.; -1/4)
Kraven Kor
"We're making a better world. All of them -- better worlds."
"Learn from History - The only way to buy what you believe is with battle scars." - Scott Rockwood, "The Crazier Life Is"
The Ilasiri:
There are 4 Master Orbs and 16 Access Orbs. The Master Orbs are largely immobile, set in a large pedestal of Laen and gold. The Access Orbs are smaller and more mobile. They can be set into a pedestal or removed for transport. Those who know the key Words can cause the Access Orbs to shrink in size to fit into a small pouch or sack for easy transport.
The Master Orbs:
The Master Orbs are incredibly powerful scrying devices. Those trained in their use have access to a vast array of powers and spells and in addition to enhancing the scrying and prophetic capabilities of its user, allows them to cast spells through the Orb at any scene they are viewing through the Orb….with enhanced effects.
120pt Variable Power Pool (120)
OIF (-1/2) Bulky (-1/2) Very difficult to obtain new focus (-1) Only spells related to Scrying, detection and Postcognition and Prophecy (-1) Requires a Skill Roll (-1/2) Control Cost: 13pts
Spell Boost: 10D6 Aid (100) to Magic Spells (+1/4) one at a time. 0 End (+1/2) 175 Active Standard Effect +30 Active Points
OIF(-1/2) Bulky (-1/2) Very difficult to obtain (-1) Requires a Skill Roll (-1/2) 50pts.
Enhanced Ranging: Megascale 1” = 1000km(+1) Naked Advantage for up to 150 AP spells (150pts)
OIF(-1/2) Bulky (-1/2) Very difficult to obtain (-1) Requires a Skill Roll (-1/2) 42pts
Expanded Area of Effect: Megascale 1” = 1km (+1/4) Naked Advantage for up to 150 AP spells (38pts)
OIF(-1/2) Bulky (-1/2) Very difficult to obtain (-1/) Requires a Skill Roll (-1/2) 11pts
Scrying Shield: Invisibility to All Sense Groups (100) 0 End (+1/2) Persistant (+1/2) 200 Active
OIF(-1/2) Bulky (-1/2) Very difficult to obtain (-1) Only to prevent scrying attempts against the Ilasiri (-1) 50pts
Spell Strengthening: Difficult to Dispel x4 (+1/2) Naked Advantage for up to 150 AP spells (75pts)
OIF(-1/2) Bulky (-1/2) Very difficult to obtain (-1) Requires a Skill Roll (-1/2) 21pts
Remote Spellcasting: Indirect (+3/4) Naked Advantage for up to 150 AP spells (112pts)
OIF(-1/2) Bulky (-1/2) Very difficult to obtain (-1) Requires a Skill Roll (-1/2) 32pts
Remote Communication: Mind Link (5) with up to 4 minds at once (+10) 15 Active Points
OIF(-1/2) Bulky (-1/2) Very difficult to obtain (-1) Requires a Skill Roll (-1/2) Only with another Orb (-1) 4pts
A Master Orb has the ability to cast any kind of scrying, clairvoyance, detection and prophetic type magic spell in the game up to 120 active points worth. A skilled user can gain access to any location upon Kulthea (Clairsentience with Megascale of 10,000km per hex which is 42 active points) although even the vaunted power of the Ilasiri cannot pierce the veil between the Eastern and Western hemispheres.
Spells can also be cast through the Orb onto the scene currently being viewed through it. Of course, one cannot cast spells into the Past or into the future, only scenes viewed in the present.
The Orb also has the ability to enhance the power of spells being cast through it allowing them to affect entire cities or whole armies. The Orb can also be tuned to prevent scrying attempts on the location of the Orb. Without another Master Orb or Access Orb, it is very difficult to scry on one of the Ilasiri. The Orbs also have the ability to communicate with one another over vast distances.
The Access Orbs
The Access Orbs, while less far-reaching than the Master Orbs, are still very potent scrying devices in their own right. They were designed to be remote boosters for the Master Orbs. A chosen Emissary would carry an Access Orb into a location and remain in communication with a Master Orb. The controller of the Master Orb could then see everything in the vicinity of the Access Orb unerringly.
60pt Variable Power Pool (60)
OAF(-1) Very difficult to Obtain new focus (-1) Only Spells pertaining to scrying, detection, Clairsentience, postcognition and prophecy (-1) Control Cost: 8pts
Spell Boost: 5D6 Aid (50) to Magic Spells (+1/4) one at a time. 0 End (+1/2) 88 Active Standard Effect +15 Active Points
OIF(-1/2) Bulky (-1/2) Very difficult to obtain (-1) Requires a Skill Roll (-1/2) 25pts.
Remote Spellcasting: Indirect (+3/4) Naked Advantage for up to 75 AP spells (56pts)
OIF(-1/2) Bulky (-1/2) Very difficult to obtain (-1) Requires a Skill Roll (-1/2) 16pts
Remote Communication: Mind Link (5) with up to 1 minds at once 5 Active Points
OIF(-1/2) Bulky (-1/2) Very difficult to obtain (-1) Requires a Skill Roll (-1/2) Only with another Orb (-1) 2pts
The Access Orbs are a smaller, less powerful version of the Master Orbs. They can allow spellcasting through the orbs, though the Access Orbs don’t enhance the range or area of effect of spells as do the Master Orbs, nor are they capable of protecting the user from scrying.
The true purpose of the Access orbs becomes clear when several are brought together under the control of a Master Orb. The controller of the Master Orb can channel magic spells through the Master Orb and piggyback them through multiple Access Orbs, each time the spell gains a power boost. At maximum (1 Master Orb linked with 4 Access Orbs) a spell can gain a boost of 90 Active Points! (30 from the Master Orb, +15 from each Access orb totaling 60 for a grand total of 90) When coupled with the bonus from a Major Foci, such spells are capable of wiping out entire nations or permanently changing the Flows of Essaence upon the face of Kulthea. For this reason the Loremasters and other powers are struggling fiercely to keep the Ilasiri out of the hands of the minions of the Unlife…
The Mindstones of Itanis:
These gemstones come in a variety of colors and are extremely rare. Thus far, they have only been mined in the Southeast portion of Emer. The Warlocks of Itanis prize these stones highly, for they have the capability, once Worked with the Essaence, to enhance the mental capabilities of the aforementioned Warlocks.
The Mindstones are famous throughout Emer and a vast mythology has grown to obscure their true capabilities. Stories abound of Intani Warlocks who could call upon world-shattering powers through their mindstone. While the truth is far less dramatic, the Mindstones do indeed enhance the power of any Mentalist who can get their hands on one of these precious stones.
Itani Mindstone:
Essaence Battery: Endurance Reserve: 80 END(8) REC 1 (2) 10pts
IIF(-1/4) Very difficult to obtain new focus (-1) 4pts
(Notes: The Mindstones Endurance Reserve can vary between 20pts of END and 80pts of END. The writeup above represents the most powerful Mindstone available…it represents only 1% of Mindstones)
Improve Mentalism: +3 Skill Levels with Mentalism magic skill. (9)
IIF(-1/4) Very difficult to obtain new focus (-1) 4pts
Enhance Mentalism spells: Increased Range Naked Advantage (+1) for up to 120 Active Points (120)
IIF(-1/4) Very difficult to obtain new focus (-1) Concentration (-1/2) Extra Time1 minute (-1 ½) 28pts
Detect Essaence: Detect Essaence (5) 360^ (5) Ranged (5) Sense (2) 17 Active Points
IIF(-1/4) Very difficult to obtain new focus (-1) 8pts
Spell Storing: Trigger Naked Advantage: +1/2 for up to 120 Active Points (60)
IIF(-1/4) Very difficult to obtain new focus (-1) 1 Charge (-2) recovers daily 14pts
Mind Defense: +10 to Mental Defense (10) Hardened (+1/4) 13pts
IIF(-1/4) Very difficult to obtain new focus (-1) 6pts
Detect Illusion: Detect Illusion (5) Ranged (5) 10 Active points
IIF(-1/4) Very difficult to obtain new focus (-1) Concentration (-1/4) 4pts
Keyed to a single owner: 2D6 RKA (30) +2 Stun Multiplier (+1/2) Trigger (+1/4) 52 Active Points
IIF(-1/4) Very difficult to obtain new focus (-1) No Range (-1/2) 19pts
The powers of the Mindstones vary per stone. Most especially the Essaence Battery. They vary between 20 END and 80 END. The Improve Mentalism ability aids the Mentalist in casting spells. It adds directly to the Mentalists spellcasting roll. Enhance Mentalism spells increases the range on the spells the Mentalist casts. The spellcaster must concentrate to gain the bonus however. Concentrating for a half phase gains x5 to range. For a full phase gains x25 to range. For a full turn gains x125 and for a full minute gains x625 range.
Detect Essaence is pretty self explanatory and is automatic. The Spell storing ability allows the Mindstone to store a single spell cast by the mentalist. After the spell is stored it can be activated at will (as a 0 phase action) or set to trigger under a specific condition. Only 1 spell can be stored at a time, after which 24 hours must pass before another spell can be stored.
Mind Defense is the Mindstones protection against mental attacks. The Mindstone can also detect Illusions. Each Mindstone is keyed to a specific owner and once imprinted, anyone else attempting to use one will receive a blast of elemental essaence (lightning).
The Essaence Blades:
These twin swords were made by Tethior the Smith during the latter days of the Wars of Dominion. The blades are not evil, but are touched by Tethior’s feelings of despair at the never-ending war against Darkness and he was beginning to tire of the ceaseless crusade.
The weapons are Bastard Swords, being wieldable in one hand or two. Each sword has a blade made of crystal clear Laen with a hilt and handguards of silver and gold with a clear spherical gem at the pommel. Only when the blade is grasped and the power called forth do the weapons reveal their natures. The 1st sword is the Blade of Light. The second is the Blade of Shadow. The Blade of Light glows with a bright light that fills the Laen blade. The Blade of Shadow absorbs light and the blade is filled with a smokey darkness. The blades are intelligent and have a Will of their own. They are filled with Tethior’s anger at the senselessness of the Wars and they fill their wielders with an almost fatalistic drive to kill their enemies.
Magical Bastard Swords:
Of Slaying All foes: 3D6 HKA (45) 0 End (+1/2) 67 Active sfx Magical/Slaying
OAF(-1) Very Difficult to obtain new focus (-1) STRmin (-1/2) 19pts STRmin= 12
Magical Blade: +3 OCV (15)
OAF(-1) Very difficult to obtain (-1) 5pts
Slaying weapon: +3 to Critical hit range: +6 OCV (30)
OAF(-1) Very difficult to obtain (-1) Only to increase Critical Hit range (-1) 8pts
Warrior’s resilience: +20 to CON (40)
OAF(-1) Very difficult to obtain (-1) Only to determine point of Stunned result (-1) 10pts
Call the Essaence: 3D6 RKA (45) +2 Stun Multipler (+1/2) 67 Active
OAF(-1) Very difficult to obtain (-1) Side Effect: drains 1pt of CON (-1/2) returns per hour of rest. 19 7 End/blast (-1 CON) Range 225"
Intelligence
INT: 15 (5) EGO: 20 (20) DEX: 20 (30) SPD: 4 (10)
Mind Control vs Wielder: 10D6 (50)
Always attempts to make the wielder go Berserk. Depending on the characters demeanor, this could be EGO+ (for someone who already has a Berserk disad) EGO+10 (for someone with an Enraged) EGO+20 (for someone who is normal amount of anger) to EGO+30 (for someone who is zen-like calm)
The Essaence blades have an ECV of 7 for purposes of this contest of Wills.
All of the above abilities are fairly self explainitory. The Call the Essaence is the weapons special attack. The Blade of Light fires a bolt of Plasma (pure Essaence energy) and the Blade of Shadow fires a bolt of Nether. Both blades drain a single point of CON from the wielder for this attack. The CON point will return after an hour of rest and relaxation.
The previous items were written up for use in my Fantasy campaign set in I.C.E.'s Shadow World setting. (the one that was supposed to include stats for Fantasy Hero in its supplements). The Illasiri are artifact level magical items and should be used sparringly. If used at all, they should be the focus for the campaign or factor heavily in the plot. They are highly sought after by all manner of magical beings (Mages, Elves, Dragons, Demons and Deities among others) and if they were to fall into the hands of the Powers of Darkness, a dark shadow would cover the land in darkness and the mortal races would endure all manner of suffering and woe.
The Mindstones of Itanis and The Essaence Blades, while not as powerful as the Illasiri are potent magical creations in their own right. These are much more reasonable to put into the hands of a P.C., but only consider doing so if your P.C.s are about to jump out of the frying pan.
Btw, these are written in the 5th edition format. Converting them shouldn't take too much effort though.
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