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Caleon Magic Items


Jkeown

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I've been running Caleon since the late Devonian Period, it seems... at least since 1986. Lately, something new has been showing up; Necromechanical Magic, the fusion of life and machines. It's not pretty, and some other systems have done things like this, notably Iron Kingdom's Cryx faction and Monte Cook, he had a supplement for d20 along these lines. I think it was called Chaositech. Perhaps I'll dig that up and do a conversion?

 

Anyway... here are some items form Caleon that my players have yet to see used in action against them.

 

Necromechanical Flamer Arm

This replaces a users real arm and runs off of his life force. Special amplifier/converter circuits transmute the life force into raging flames of death. It's exhausting to the wearer, but fatal to the target. Technically, one could wire this thing up to one's body without loping off an arm, but it's creepier that way.

 

Necromechanical Flamer Arm: (Total: 45 Active Cost, 18 Real Cost) RKA 2d6+1 (35 Active Points); Increased Endurance Cost (x4 END; -1 1/2), OIF (-1/2), Limited Range (-1/4) (Real Cost: 11) plus +2 with Ranged Combat (10 Active Points); OIF (-1/2) (Real Cost: 7)

 

Necromechanical Tentacles

Yeah, I liked Spiderman II as well. These writhing metal tentacles are grafted onto a bad guy and the pseudoflesh nerves braided into his spine. From then on, he's much more effective at close range. For an advanced version of these, try buying them as an Automaton the user wears and attacks independantly of him.

 

Necromechanical Tentacles: (Total: 65 Active Cost, 37 Real Cost) HKA 2 1/2d6 (40 Active Points); OIF (-1/2), Reduced Penetration (-1/4) (Real Cost: 23) plus Stretching 3" (15 Active Points); OIF (-1/2), no Noncombat Stretching (-1/4) (Real Cost: 8) plus Extra Limbs (2) (5 Active Points); OIF (-1/2) (Real Cost: 3) plus +1 with HTH Combat (5 Active Points); OIF (-1/2) (Real Cost: 3)

Necromechanical Arm Replacement

Using the same amplifier/converters employed by the Flamer, above, the Arm is a massively disproportionate limb. It multiplies the wearer's strength, provides some armor, but mostly just lets the user pound walls into powder and drain the life force from his victims.

 

Necromechanical Arm: (Total: 148 Active Cost, 72 Real Cost) Armor (3 PD/3 ED) (9 Active Points); Limited Coverage (Locations 6-9 only; -1), OIF (-1/2), Real Armor (-1/4) (Real Cost: 3) plus +3 with HTH Combat (15 Active Points); OIF (-1/2) (Real Cost: 10) plus +3 DEX (9 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) (Real Cost: 4) plus HKA 1 1/2d6 (2d6+1 w/STR) (25 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage; 1 BODY per Month (Drain BODY 1 pip AP NND (Not using Arm)), Points return at 1 per year; -1/2), OIF (-1/2) (Real Cost: 12) plus IR Perception (Sight Group), +3 to PER Roll, Discriminatory (13 Active Points); OIF (-1/2) (Real Cost: 9) plus +10 STR (10 Active Points); No Figured Characteristics (-1/2), OIF (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage; 1 BODY per Month (Drain BODY 1 pip AP NND (Not using Arm)), Points return at 5 per 5 years; -1/2), Real Weapon (-1/4) (Real Cost: 4) plus Transfer 3d6 (BODY to BODY), Required Hands One-Handed (+0), Armor Piercing (+1/2) (67 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage; 1 BODY per Month (Drain BODY 1 pip AP NND (Not using Arm)), Points return at 1 per year; -1/2), OIF (-1/2), Extra Time (Delayed Phase, -1/4) (Real Cost: 30)

 

Perhaps later I'll post pictures of these twisted implements. And I'll certainly post more items from the Vaults of the White Tower.

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