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Xandarr

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Posts posted by Xandarr

  1. I'm helping build a campaign that emulates Vampire the Masquerade. One of the features I am using is this: all vampires must have Normal Characteristics Maximum. I use Hero Designer (which is excellent, by the way, thanks to Dan's hard work) to create the characters.

     

    One thing that I have noticed is this: during character creation, I have the players make 150 point "heroic" characters, with NCM (call this the "human" creation step). Once those human characters are created, I apply a basic vampire template, a clan template, and give them a certain amount of free points to buy Generation (higher stats bought as power kits), and Disciplines (powers).

     

    Some characters have a pretty high amount of some of the secondary characteristics (Speed, Stun, etc) that they buy during the first part of the process: the human creation. They pay the normal amount at that time as long as they are below the NCM. However, when I add the templates, which increase the Base characteristics (Dex, Str, Con, etc), the cost of the secondary stats increases to double because the primary stats become high enough to "push" the secondary stats past the NCM. Example: Bob buys 18 STR making his base PD a 4, and he then maxes out his PD to 8 with 4 points. He buys a Brujah template, which gives him +10 STR for 10 points. His base PD goes to 6 becase of the added STR, and so his PD jumps to 10, but now he's spending 6 points in PD instead of 4 because the STR pushed the PD over the human max of 8.

     

    So here's my question: is this the way the system is supposed to work? I've checked FRED, but I can't find anything directly on point for this issue. My question isn't as much about the order the extra stats were purchased, so much as the method used to buy them. They aren't bought as straight stats, they are bought as powers. I assumed that any figured stats would also be considers "bought as powers" by extension and thus bypass the NCM, but it doesn't appear to work that way in HD. In my opinion (for what little it's worth, heh heh), the extra PD shouldn't suddenly cost double because the STR that increased the base was bought as a power, and so it bypasses the NCM. Therefore, the secondary stats based on that added STR should also not apply to the NCM.

     

    At first I thought it was an error in HD, so I asked Dan about this and he says "All that matters is that, in the end, their figured characteristics are higher than the max allowed by NCM, causing them to have to pay double for those levels." Since you are the big rules guru, I am wondering if you concur with Dan's assessment. I'm not questioning Dan so much as I am the spirit of the rules. Am I way off base here?

     

    Curiously,

    Steve

  2. It seems to me that if you are allowing protection from nerve gas while in the space suit without paying points, then you have built the suit incorrectly. I say buy the 20 points worth of immunities (with all the appropriate limitations for the suit). Anything that breaches the suit is going to eliminate any and all protections that it provides: Immunities, Safe Environments, Breathing, etc. The suit should have them all. Then you aren't getting them "free" anymore.

     

    Regarding a superhero, he should also buy whatever protections his superhuman physique provides. Nothing free. SFX is supposed to provide "minor" adjustments based on the situation. Giving 20 points of protection for free isn't a minor adjustment that SFX should provide, in my opinion.

     

    But that's just me,

    Steve

  3. Two worthy quotes

     

    This wasn't actually during the game, but worth mentioning anyway. Four of our gaming group live an hour from Columbus, where the rest of the players live. Most of us are experienced gamers with many years under our belt, and we've all run at least a few games in our time. The exception is Dee, who has played less than 2 years. We were giving him some tongue-in-cheek grief over the fact that he was the only person in the car who isn't currently running a game for the group.

     

    His reply: "Hey man... don't be a player hater."

     

    ---------------------------------------------------------------------

     

    This one is from our World of Darkness to Hero conversion, run by my lovely fiance, Sudi. It stands well on its own:

     

    "Jesus goes on 3."

     

     

    Humorously,

    Steve

  4. Thanks for the feedback, Oddhat.

     

    Originally posted by OddHat

    Not bad. Luck certainly lends itself to house rules, and this system seems fair enough if a bit book-keeping heavy.

     

    Thanks. I figure it's not too bad, considering that Luck isn't that common. The bookkeeping I would think less tedious than keeping track of Stun or End during combat, plus it would make for great drama as someone gets close to the end of their luck and has to be very careful how to apply the remaining points.

     

    I usually offer these options for Luck:

     

    1) The player can buy luck that costs END. He may then roll the luck as often as he wants, provided he spends the END to do so. The GM still decides exactly what happens when the player gets X points of luck. Luck with charges is handled the same way.

     

    I've seen this before, and it's clever (especially the "Pushing your Luck" joke). However, I don't think it would limit characters much, except maybe in combat, where END costs might make a difference in a long fight.

     

    2) The player may ask to be allowed to roll luck once per game session per 2d6 of luck. If Captain Improbable has 12d6 of Luck, he can ask to be allowed to roll it 6 times per game session.

     

    Almost the same thing as my "Event Points" system, only half as often. How does that work out for you?

     

    3) Luck based characters are strongly encouraged to take other Luck powers, including Combat Luck and a Luck-based VPP or MP.

     

    Agreed. Characters with a Lucky Concept should buy much more than just the Luck power, just like a Fire Concept should buy much more than just EB. I was just looking for a way to give the characters more control over the power. Luck seems to be about the only power where the GM controls the power by default instead of the player.

     

    Thanks again for the feedback,

    Steve

  5. I was talking to one of my players (RadeFox on this board) and we were trying to come up with a fair but interesting rule for the Luck power. As it stands, everything about the power pretty much falls in the realm of GM fiat. Sure, you can roll some dice, and get a BODY total, but the effect of those dice are still pretty much up to the GM. What one GM thinks might be a 1 point luck effect could be worth 2 points in another GM's opinion. Not only that, but the player can (and usually will) constantly assault the GM with questions on whether or not his luck will apply to any given situation. This house rule was created to give the players more control over their luck, while still allowing it to be used as listed in the 5th Ed. rule book.

     

    For each 5 points, you can still buy 1d6 of luck. However, at the beginning of each game session, the player rolls the dice and counts them just like Normal Damage. The BODY damage is counted as "Event Points". The number of STUN damage on the dice are "Die Roll Points".

     

    With the event pool you can spend one point to ask the GM for a standard Luck Roll and the GM can apply the results appropriately as per the standard rules. You can also opt to pay 2 Event Points each to get a guaranteed result as if you had rolled 1 luck points on the dice, cumulative (spend 4 Event Points for a guaranteed result of 2 luck, etc). Using this method, points of luck are still arbitrarily decided by the GM, so the GM does maintain some control over the player's luck. The GM can also veto any request to spend those points as usual. Once all the Event Points are spent for the session, the player can no longer ask for the dice rolls. His character's luck has "run out" for events.

     

    This brings us to the Die Roll Points (DRP's). You can use a DRP to adjust any die roll that directly affects your character (whether rolled by you or by someone else) by 1 for each DRP spent. For each 3 DRP's, you can adjust any other die roll by 1, even if it only affects you indirectly. You cannot change any die rolls that do not at least marginally have some relation to the character in question. DRP's cannot be used in this way to change a critical success or failure, unless you spend 3 DRP's. For 3 DRP's, you can change any roll into a critical success or failure, or prevent a currently rolled critical success or failure that directly affects your character. If it only affects you indirectly, the charge is 10 DRP's. You still cannot affect rolls that have no affect on you.

     

    I think with this method, it gives more value to the Luck power, something that can be quantified by the players. This method can also be expanded to cover Unluck as well, except that the GM would secretly roll the player or NPC's unluck in advance without telling the player what the amount is, and would apply the same rules as for Luck, only against the player. This limits the amount of Unluck a player can be subjected to in any one game session and might actually encourage players to take it more often since they know it won't constantly be used against them.

     

    So what does everyone think? Is it abusive? Should this still be charged 5/die or is it worth much more now? Have we just completely lost our minds?

     

    Waiting with baited breath (yuck),

    Steve

  6. Re: Yo-ho-ho and a Bottle of Rum!

     

    Originally posted by Kevin Scrivner

    Name: Long John Silver Cyborg

    30 "Cyborg Weapons," Multipower

    3 u - "Bulkhead-Buster Missile," RKA 3D6, +1/2 adv AP, +1/2 adv Explosion, -2 limit 1 Charge

    3 u - "Switchblade Cutlass," 2D6 HKA (3D6 with STR), 3 END

    3 u - "Holdout Pistol," RKA 2D6 Energy, +1/2 adv AP, +1/4 adv 32 Charges, -1 limit OAF Laser Pistol

    3 u - "Shield," +6 DCV vs. All Attacks

     

    I hate to be the fly in the ointment, but your multipower is built incorrectly. The maximum power in any of the slots can only be 30 points. As written, you have all the REAL costs at 30. I used to do this too when I first learned the game. You'll have to bump up the points on the pool to make this legal. The missile by itself is 90 active points, which is going to cost you at least 60 more points on the character. You might shave a few ponits by putting a -1/2 limitation (requires obvious focus) on the pool, bringing it down to 60 real.

     

    Also, this character won't be able to use his shield and sword at the same time in it's current incarnation unless you raise the pool to at least 60 points. Putting DCV skill levels is also a no-no unless you have GM approval.

     

    Just picking nits,

    Steve

  7. Originally posted by Agent X

    The first 20 points are necessary because of the reflection power. It defines what can be reflected. If you are not reflecting the power, why buy this power instead of just a block? If you buy reflection then you may want to define what you can reflect and it may not be every melee attack.

     

    Although you have a good point, I disagree that there is a need to define specific types of HtH attacks for reflection purposes. If a character can block any type of HtH attack for free by default, then he should also be able to reflect any type of HtH attack for the 40 points (or whatever value you might feel is fair). If for some reason there are certain HtH attacks that cannot be reflected, I feel that is better defined by using a limitation on the cost of HtH Reflection instead. This allows the player to work with the GM to taylor the power at the appropriate level for the campaign, rather than setting arbitrary amounts that are unrelated to setting.

     

    This is what Missle Deflection and Reflection do now, and I disagree with it. I personally feel that MD should be 20 points, and MR should be another 20, with appropriate limitations based on the setting (only vs throw weapons might be -1/2 in a fantasy setting, but worth -2 in a futuristic campaign where laser guns and lightsabres are standard issue).

     

     

    But that's just my personal preference,

    Steve

  8. Originally posted by Agent X

    It should always be kept in mind what the usefulness of a power is as well as its relative ease of use. Having said that I would do it something like this:

    5 points: normal bludgeoning attacks

    10 points:bludgeoning hand killing attacks

    15 points: all bludgeoning and edged attacks

    20 points: all other attacks such as spiky attacks, offensive damage shields, etc.

    (forgive me for the language but I didn't want to have to sort through a thesaurus to figure this one out)

    +20 points to reflect back at attacker

    +10 more points to reflect at any target

     

    I really don't think that the first 20 points of this power are necessary. After all, any player already has 'Melee Deflection' at its highest level, and it's absolutely free. It's called the Block Maneuver.

     

    Now for the Reflection aspect, I could see why it might be expensive to build from scratch using the system rules. I would allow a player to use Missle Reflection as a basis for Melee Reflection for a flat fee of 40 points, with the appropriate adder/advantage for reflect at any target. I'd caveat the "any target" with "any adjacent target", since the attack being reflected is already No Range by its very definition.

     

    But that's just me,

    Steve

  9. This relates to a house rule that I use for stopping moving vehicles. This is a staple of superhero comics; the hero has to stop a vehicle before it careens over a cliff or crashes into someone. We've all seen it before.

     

    The way I do it is this: First of all, the hero's STR score must exceed that of the vehicle. Assuming that it does, the difference between the 2 scores is compared to the throwing chart in 5th Edition. However many inches the character has on that chart is the number of inches that the character can slow down the vehicle each phase, starting at the point of impact. Reduce the vehicles velocity first, then move both characters the amount that remains. Do the same on each of the vehicle's phases until the velocity is zero, and that's where the vehicle stops.

     

    The nice thing about this method is that it's simple to look up, and you can even be a sneaky GM and figure the whole thing in advance so that you know exactly what hex the vehicle will stop. Then put that hex right next to the target for that added element of suspense. The player's don't know exactly where it will stop, and at first it might seem like the player isn't going to succeed, until that last phase of deceleration. Fun for all!

     

    Try it, says I!

    Steve

  10. Re: Reversal of Polarity

     

    Originally posted by Tempuswolf

    I think that the skill modifiers are halved too. From above a 17- with +4 skill mods becomes 21- for normal skill success. Critical would be 10-. Using the symmetric rule, this becomes 11+ which would take 21/2 = 10 1/2 over your Target Number of 21.

    Yes, of course, you're right about halving the modifiers, too. I'm not sure if I understood your math correctly, but under the Target Number system, you'd have a total skill of 17+4= 21. Cut in half rounding up leaves 11, so a critical success would require a 10 or better roll. I think that's what you just said, but I couldn't be sure. :o

     

    Originally posted by Tempuswolf

    I'm looking forward to springing this new skill method on my charges next time I GM. Thanks, Xandarr.

    Glad I could help!

     

    Genius in training,

    Steve

  11. Re: Reversal of Polarity

     

    Originally posted by Tempuswolf

    There are alot of alternate methods. I use

     

    Die Roll + OCV >= 10 + DCV

     

    I call this the "Target Number" system, and I use it in my Fantasy Hero games. It's wonderful. All I have to do is figure the DCV of the defender, add 10 and I've got a target to shoot for. I don't have to tell my players, and they don't have to ask. They can just figure their OCV, add the 3d6 die roll and tell me the sum. If it equals or exceeds the Target Number, I tell them they hit. If not, I tell them they missed. It lets them gauge an approximate OCV, but since I don't tell them the specific maneuver the creature is using (I just describe the action and let the players guess... lot's of fun). If they fight the opponent for a few phases, they can usually narrow down his OCV/DCV to within 2 or 3, but they can never be 100% sure.

     

    Originally posted by Tempuswolf

    This form also has the advantage of being virtually the same as the 3000 lb gorilla's BAB(OCV) and AC(DCV), so it may ease the strain of redocrination of players imported from the jungles of Deetwentie.

     

    I agree with this as well. Having a tie in to something familiar makes the mechanics of Hero much easier for new players to grasp.

     

    Originally posted by Tempuswolf

    You can reverse the polarity for all you rolls in Hero using the symmetry rule P(N-)=P((21-N)+). The familiar 8-, 11-, 14- become the slightly strange 13+, 10+, 7+. For skill checks, the ease of use gets a bit gummy (unless you are coming from D20 in which case it is pretty natural)..

     

    The easy way to avoid this confusion is to leave the skill roll numbers where they are and set a Target Number of 21 for all standard skill checks. Roll 3d6 and add your skill level; if the total is 21 or better, you succeed. This makes the odds of success exactly the same as rolling the number or less on 3d6. Not to mention it makes adjustments easy. For harder tasks, increase the Target Number, for routine tasks, reduce it. It also makes the skill checks open ended, and routine tasks can be automatic successes if you like. If a character has a skill level at 18, you can eschew the die roll and say that all standard skills are automatically successful (granted this isn't any different from having an 18 now, but it's still easy to see why it's automatic).

     

     

    Originally posted by Tempuswolf

    Normally,

    Die Roll <= 9 + CHAR/5 + Levels

    so using P(N-)=P((21-N)+)

    Die Roll >= 21 - (9 + CHAR/5 + Levels)

    Die Roll + (CHAR/5 + Levels) >= 12

     

    So add your levels and your innate ability to do the skill to your 3d6 roll and beat a 12. The GM can adjust the difficulty of the task up or down, by either giving you a bonus or penalty to your roll or moving the target number 12 up or down. A Familiarity is a 8- or 13+, so Die Roll -1 >= 12.

    I think you're possibly introducing some confusion here by removing the 9 from the skill roll this way. You're basically making someone's raw ability the main indicator, which is counterintuitive to the way the system works. With this method, the average Normal Human has a base skill ability of 2 instead of 11. So by rolling 10 or better, they succeed the skill roll. But taking out the 9+char/5 in this way requires significant alteration of the character sheet, or ignoring the way standard skills are listed in the book. I think keeping the 9+char/5 and setting the target number higher (in this case, 21) is easier to understand. Take your skill roll and add your die roll. If it's 21 or better, you succeed. The GM can adjust the difficulty of the skill by adjusting the target number.

     

    Originally posted by Tempuswolf

    The only place where reversing the polarity becomes more trouble than its worth, is when you have skills with critical checks, ie you need a 12- to make the skill roll normally but special benefits ensue if you get 6-. The rather arcane formula for this condition is (someone check my math here):

     

    Die Roll + (CHAR/5 + Levels)/2 >= 16.5

     

    So a total reversal of polarity does have some pitfalls.

     

    Well I'm not sure about the math of your formula above, but going with the Target Number method, you have 2 options depending on your preference for critical success. Some people use half the die roll as critical success. If that's your method, you can still use it. Just half your skill and add your die roll. If it exceeds the Target Number, the success is critical. Granted, this method does require you to count the dice twice, so it's does slow things down a little. The method that I use (and I know that some others on the board do too) is that a critical success is 10 points away from a standard success. In the Hero system as written, this would make a crit a 5- if the basic roll is 15-. You have less chance of crits with this method unless your skill roll is better than 20-. The upside is that this method is much easier to compute when using the Target Number system; you get a crit if 3d6 + skill is a total of 31 or higher. In my group, this is easy to compute.

     

    For example, let's say Sherlock Holmes has a KS: Tobacco on a 17. Unless he completely botches the roll, he can recognize any tobacco on sight/smell. Scotland Yard asks for his help at the scene of a crime, and during the investigation, he finds cigar ashes left behind by the perp. Sherlock's player asks what the chances are of determining exactly what brand the criminal was smoking, and the GM says it would take a critical success to do so, since he has no cigar butt to work with. Sherlock knows his target number for critical success is 31, so he needs a 14 or better on the roll. To improve his odds, he studies the ashes with his magnifying glass (Gm gives +1 for this), and takes a full 5 minutes to examine them (+3 for time bonus). This brings his roll down to 10 or better and he takes his shot, rolling a 12. Success! Sherlock heads to the local Humidor shop to make further inquiries.

     

    Granted, this is an extreme example. Using the half-method, keep the target number at 21, and instead Sherlock's base skill is cut in half from 17 down to 9 (rounded up in favor of the player). Adding 4 for the previous bonuses gives a base of 13+3d6 to hit a 21. The player needs to roll 8 or better. Slightly better odds than the +10 method. Either way is good, depending on how much math you want to do.

     

    This doesn't change the fact that you can still have critical success and failure based solely on the dice rolls. 3 or 4 is critical failure in my games, and 17 or 18 is critical success. So basically the only way to improve your odds of a critical hit is if your target is really low, or your skill is really high. Still, there are the occasional crits on prone bodies, making the coup-de-grace an exciting roll.

     

    YMMV, but this has worked out really well for my group and combats go much faster since I switched to using Target Numbers.

     

    Helpfully,

    Steve

  12. Originally posted by Lord Liaden

    My suggestion of UoO for all the suit's Powers was only for if you yourself wanted to account for Bob's ability to take control of the armor - lots of HERO gamers like everything like that to be tallied up. ;) Personally, I as a GM would be fine with letting an appropriate Disadvantage take care of that by itself, especially since you don't want Bob's success at taking over to be automatic. But I could suggest some Power mechanics which might not be too expensive, if you'd like.

    Thanks for everything you've offered so far. I'll toss my comments in and fill in the blanks where I can.

     

    Originally posted by Lord Liaden

    Your idea of changing the "Enraged" Disad to a "Possessed" one has merit mechanically, but the effects although undesirable for the "host" character (I'm going to call him Joe for sake of discussion), are not nearly as debilitating as Enraged - Bob is presumably not a berserker and could deal with a situation quite rationally once he was in control of the armor. If you went that route I would reduce the value of the Disadvantage by at least one level. However, if Joe has Accidental Change he "may not change back until the circumstances which caused the change have altered" (FREd p. 212), so you as GM have some leeway in determining what those circumstances are. If you want to have the dice rolls represent a struggle for control between the two characters, you might consider giving Bob an Accidental Change Disad as well, which kicks in when the circumstances that triggered Joe's change have been resolved.

    Yes, I think this is a good suggestion. I'm thinking of having the trigger for the change be reduction of Ego to half it's full level, or any kind of ECV based "blocking" power (such as Entangle), which cuts Joe's mind off from the armor in some way. Mind Control wouldn't qualify, since he would still have full ability to interact with the armor, although Mental Illusions might, if he was made to believe that he wasn't wearing the armor anymore. That's a tricky one.

     

    Originally posted by Lord Liaden

    Now those circumstances have me a bit confused. Having Bob take control of Joe's armor whenever Joe is mentally debilitated (Ego Drained or Entangled were your examples) is usually a short-term circumstance, which really wouldn't allow for quests by Bob which was one of the examples you gave. I'd suggest making the Accidental Change occur when Joe is faced with situations of great importance to Bob which Bob would want to act on, instead of or in addition to the Ego-affecting conditions. That would let Bob take extended control until whatever task he wanted to accomplish was completed.

    Sorry about the confusion. I wasn't trying to imply that Bob would go questing if he took over. What I was trying to convey is that even if Bob has the opportunity to take over Joe's armor, he's restricted from doing so unless there is a driving religious reason for him to do so, such as destroying undead (an abomination to his faith) or preserving the sanctity of the nature. I've pretty much decided to go with an earth-centric faith with the 4 "traditional" elements as key ingredients, hence the armor. But if Joe is just mind-drained by Menton for example, Bob can't really step in because there's no religious reason to do so.

     

    Originally posted by Lord Liaden

    The campaign sounds pretty wild, but I'll reserve further comment until you can present your backstory. :)

    I'll post a follow-up for you in the next reply, but it will be long, so I'll have to postpone until tomorrow night. Sleep is calling me. Gotta wrap this up soon. *yawn*

     

    Originally posted by Lord Liaden

    What I was thinking of is essentially the "Mind Transferrence" ability from The Ultimate Mentalist: a Mental Major Transform used on Joe to place the mind of Bob into his body. The SFX of this could be that Joe's mind would be submerged, or he could switch places with Bob as the AI; since the AI is essentially impotent, this would be no Limitation on the Transform (as recommended in UM). Bob would gain all of the host body's Powers and all Physical Characteristics, but retain his INT, EGO, and maybe PRE, as well as Skills. Because of the cumulative nature of Transform, and the fact that you don't necessarily want it to take effect immediately, the cost of the Power can be relatively low. You can also define whatevert circumstances you think would "feel" appropriate to break the Transform and restore Joe to control.

    Now this is a good idea too. I don't have TUM, unfortunately, so I never really got to read about mental transforms of this nature. It does make sense, though. The transform would "heal" when the original trigger for the transform goes away.

     

    Originally posted by Lord Liaden

    As a sample writeup based on Mind Transference, let's say 1D6 Major Transform (15 BP), Based on ECV (+1), Works vs. EGO instead of BODY (+0 in most campaigns, unless BODY tends to be significantly higher or lower than EGO), Fully Invisible (+1) since it doesn't sound like it should be apparent, 0 END unless the AI has an END Reserve for some reason: Active Points 52. If Joe's armor grants him Mental Defense, make the Transform Armor Piercing or Penetrating based on what would be most effective, so AP go to 60.

     

    To this you apply No Range (-1/2) and Only Under Appropriate Conditions (at least -1/2 from your description), bringing the Real Points to 30. Your target would also be a Very Limited group (i.e. just Joe), which would be another -1 making the RP 20. Other Lims could be applied to make the Power more random, such as Activation Roll.

    This is a good construction, but I have a question. Since I'm not targeting anyone but the PC, does it really need to be based on ECV? Hitting yourself is pretty much automatic, isn't it? Without the ECV advantage, "Works vs. MD and Ego" would probably then go up to +½, making the active points only 45 and bringing the real points go down to about 15. Not bad for a bit of flavor. I'd make sure he'd get his points worth and still make it challenging for him when it does happen. I'll tie that to the Accidental Change (Possessed by AI follower) and it should make an interesting character.

     

    Thanks again!

    Steve

  13. Wow! A lot of great ideas. I'd like to clarify something before I conintue. The special effect of Bob (aka Ramses) is that he can only take over when the PC's will is drained or "shunted" off in some way. However, I definitely do not want this to be related to his Stun in any way whatsoever. I'm not looking for a way to keep the hero up and fighting once he's dazed or unconscious. Basically what I'm looking for is for Bob to be able to posess the PC"s body if the mind becomes weak enough. If the PC is stunned, so is Bob. If the PC is unconsious, so is Bob. They inhabit the same mind and body, but Bob can take over if great need arises.

     

    I do like a lot of the ideas, and I might shift them from Stun to Ego and see how they work out. The chances of using this power are going to be rare enough that it might be needed only one game session in 5 or 10, so I don't want it to be overly expensive. It's something to add flavor, but isn't a major power.

     

    Originally posted by Lord Liaden

    I've seen the "separate intelligence sharing a body" bit written up before. IMO the cleanest way to do this would be to write up "Bob" as an AI Follower with a Mind Link to your hero - that way you can define his Skills and Disadvantages separately from the hero's. He can communicate Knowledge Skills directly to your hero via the Mind Link, while any other practical Skills that Bob has which the character gains (e.g. Combat Driving) can have the Usable on Others Advantage applied to it.

     

    Thanks!! I think that so far, this is the best idea I have seen. I can give Bob Disads that reflect his necessity of sharing a body with the hero, and the skills will be cheap, even with the UOO advantages. This will make the point value low, but keep the flavor that I am looking for. I'm wondering if I shouldn't give Bob a really big Mind Control power with appropriate limitations usable only on the character in certain circumstances and with a Trigger. Not sure how point-prohibitive it might be but it's definitely an option.

     

    Originally posted by Lord Liaden

    Since you want only "a chance" for Bob to take control when your hero's will is weakened, I'd say that Accidental Change is the way to go. If you want to pay for the ability for Bob to use the armor's powers when the hero is mentally incapacitated, you could try applying UOO to all the abilities that the hero gains from the armor.

     

    Hmm... here's where things will get pretty expensive. Since the armor is basically a set of Power Armor with a magical SFX (and I'm using OiHID instead of OIF for the powers), it's going to be the majority of the PC's abilities. Making all of them UOO is going to cost a ton for something that is basically just a dash of flavor for the character.

     

    One thing that I had considered doing is giving the character an Enraged/Berzerk disad and changing the effect to "posessed" instead of "berzerk". Does anyone see any problems with going this route. If this were my character in your campaign, do you think I'd still have to spend points for Bob to take over? I realize that I'm the GM, but I want to be fair and make the ability as mechanically sound as possible.

     

    Originally posted by Lord Liaden

    It's difficult to come up with with one god who has influence over the traditional four elements of Western philosophy, since that's a later invention in most societies than their pagan pantheons. My suggestion would be a forge/craftsman god like Hephaestus/Vulcan; that's a natural for creation of armor, and you can justify influence over fire, earth and metal.

     

    Excellent suggestion again! I think I'll couple this with Wyrm Ouroboros' suggestion of having Bob be a warrior for an entire pantheon. I'll take a look at some pantheons as a whole and see which one's might fit the bill, although Greek/Roman is looking good right now.

     

    Originally posted by Lord Liaden

    The game world sounds like a lot of fun - hope you knock yourself out! (Or at least a few PCs.) ;)

     

    Thanks! It's going to be a combination of Supers/Fantasy/Stargate kind of campaign. Complex, but with a lot of options. The characters are basically guardians of the Magical Gate of Power, which has access to all other magical gates in the universe. The main power behind their opponents has access to the Technical Gate of Power, which can access any other technical gate in the universe. Many planets will have both types of gates on them, which provides an opportunity for tons of different scenarios, and a good solid basis for the main NPC villain team. Each character has a direct tie to the others, as well as a direct tie to one of the major bad guys. Perhaps later this week I'll give descriptions of the PC's and Villains, as well as the backstory for the campaign.

     

    In any case, thanks to everyone for their suggestions so far. Further input on my follow-up questions is appreciated.

     

    Thanks!!

    Steve

  14. I'm in the process of starting a new superheroic campaign (YAY!!), and my players and I were brainstorming on the game world and the characters, as well as the main enemy team. I think we've come up with a great world to play in, with an epic reason for the team to work together for the betterment of mankind (and the universe!). However, during the discussion, we came upon an interesting sticking point with which I would like some advice.

     

    The game world is much like our own, except that instead of the Industrial Revolution, there was instead a Magical Revolution. Magic is strong and has been the key to advancement since the invention of Sunpowder (a magical derivative of sunlight with explosive abilities). So now the characters live in a world similar to, but slightly askew from our own.

     

    One of the characters is an archaeologist who specialises in the finding and excavating of rare treasures from foreign tombs. In a magical world, you can imagine how dangerous this might be. Our hero is something like Indiana Jones before his first big break. On one of his excavations, he discovered some ancient runes, which he hastily translated one night, leading him to a hidden chamber deep in the tomb. There, he finds an ancient set of pure golden armor. Next to the armor is an amulet, to which the character is inexorably drawn. It seems to be calling to him, exhorting him to wear it. He does, and is immediately contacted by the spirit of an ancient warrior (we'll call him "Bob" for now). The warrior Bob is a previous servant of one of the ancient gods (haven't chosen which pantheon yet), who nearly acheived avatar status before he was destroyed by an extremely powerful undead (maybe Takofanes). Bob convinces the PC that he must take up the armor and fight on behalf of good and righteousness as the next chosen warrior of (insert god's name here). Our archaeologist agrees, and a new hero is born. Basically, he will be a powered armor type, but the armor will by powered by magic with elemental powers as the special effects. First, I need a good elemental god to use as the patron and symbol of the armor.

     

    So we've got the player who is "haunted" in a way by the ancient warrior Bob. Bob now has a deep hatred for all undead and/or animated items (such as golems/robots, etc). Bob will be the special effect of some skills (KS: Religion for example), as well as a constant mentor to the fledgling hero. However, this mentor lives in the PC's head. Actually, he lives in the amulet, but since the amulet is now permanently bonded to the PC, he's pretty much there for life. As an interesting side effect of having Bob in the PC's head all the time, I want there to be a chance that if something happens to dramatically weaken the willpower of the PC while he's inside the armor (such as maybe an ECV based Entangle or an Ego Drain), then he is unable to resist Bob's will and Bob takes posession of the armor with the hero still inside! He then uses the armor as if he were still alive until such time as the PC can regain control, or the armor is removed, or the warrior completes some task related to his quest for vengeance on the undead.

     

    How would you model this effect in game terms? I don't want to just handwave this, because it will have advantages and disadvantages, so I would like to model it with character points. Any help that the rather insightful members of the Hero Gaming Community can give would be very much appreciated.

     

    Thanks in advance,

    Steve

  15. There's also...

     

    IMNSHO = In my not so humble opinion

     

    IDHMBIFOM = I don't have my book in front of me

     

    IOW = In other words (took me forever to figure this one out for some reason).

     

    Can't think of any others offhand.

     

    Helpfully,

    Steve

  16. Originally posted by Blue Angel

    Good point... So build it as an AOE explosion at the strength desired at 1" and apply a new modifier, exponential decay. Since it decays much faster than a normal explosion it should be a fairly good limitation.

     

    Maybe not. You have to remember that in HERO system, every 5 points is supposed to represent a doubling of effective power. Hence, a standard explosion is already "exponential decay" in a sense. Since with a standard explosion, you lose 1d6/hex, and most times 1d6 means 5 active points, then you could conclude that every hex away is only half as effective as the hex before. No need for a further reduction.

     

    And don't forget, every 5 points of TK can lift twice as much as before, so the "G-force effect" wouldn't be hard to simulate at all with TK explosion.

     

    I wouldn't let all this "singularity effects everything the same" worry you too much. As the GM, only you get to decide exactly how the effect works. I mean think about it! If you really WERE going to open a singularity in Earth's atmosphere only meters from the ground, the last thing you'd have to worry about would be how much damage it does to someone only 50 feet away. I'd be more worried about whether or not the sudden gravitational effect was enough to crack the planet in two and send it spinning out of orbit!

     

    Keep it simple. Don't make yourself crazy using realistic science to judge an impossible feat. I say go with the TK explosion. Either that or throw active points out the window and make it 1000 STR TK Area of Effect Radius. That should scare some people!

     

    Just a thought, or 5,

    Steve

  17. Originally posted by Derek Hiemforth

    It wouldn't take a Killing Attack to break bones. It would just require doing BODY damage. If you hit a normal (2 PD) with a 3d6 normal attack, they'll take BODY on an average roll. The GM is certainly within their purview to say they broke a bone as the SFX of taking BODY damage.

     

    While I agree that the GM could use that as a special effect, I think it's stretching things a little to allow only 1 Body pip of damage to break someone's arm. Something like that is more along the lines of a deep bruise, in my opinion. It hurts, and it will take a week to heal, but it's not impairing in any way like a broken arm would be. I would recommend that if you want to simulate broken bones in your campaign that you use the impairing and disabling rules. Using Derek's example above, it would take 7d6 Normal Damage or a 1½d6 Killing Attack to break an arm (I consider broken bones impairing, and severed limbs disabling in my Fantasy game). 7d6 Normal is usually only possible if you are extremely strong, or have martial arts, or if you take a really nasty fall. That sounds about right to me for most games.

     

    YMMV as usual, but that's how I do it.

     

    Helpfully,

    Steve

  18. Re: A sword from hell?

     

    Originally posted by Demonsong

    1) Is the disadvantage -1/2 Two Handed Weapon meant for this kind of thing or only for (as I see it) duplicating real life (or close too) weapons; rifles, normal polearms, ect?

     

    This disadvantage is meant to reflect the fact that you can't use your hands for anything else while you are wielding the sword. In Hero terms, it means you can't use a shield, can't use the sword if either of your hands is restrained (such as with an Entangle), nor can you perform Grabs. This is still somewhat limiting, even in Rifts Hero.

     

    Originally posted by Demonsong

    2) Side Effects: defined -1/2 half active points, ¼ less because you know what the effect will always be, X2 because if takes effect any time the weapon is removed from its scabbard. For a total of -1/2. The Side Effects take the form as disadvantages the first 2 effect the character, the 3rd is just the sword.

    1-Bloodlust: The desires to kill ones enemies. Not knock them out, not arrest them for trial, to simply kill them. Must make an Ego check to avoid killing a down combatant, or use restraint in combat with the sword.

    2-Enraged: When take body damage from an attack meant to kill (Killing attack)

    3-Aura of Total Evil, Extreme reaction, the sword itself is surrounded by on unmistakable aura of death and evil. Most normal people will be terrified of this weapon and here is no way for it to pass as a harmless old blade.

     

    This seems fine to me. You've got 3 fairly hard-core limitations. The first 2 will ensure that the PC eventually ends up with other limitations, such as Reputation: Ruthless Killer and various Hunteds. The 3rd one all by itself is going to ensure that the PC is going to be Target Number One in virtually every combat. Since the side effects only take place when the sword is drawn, make sure the 3rd limitations is not listed as "Always".

     

     

    Originally posted by Demonsong

    If it is important to your response, the blades power will be a Multi-Power (60pt), with 3 slots:

    1- 2D6 HKA (30pt)

    2- DCV +5 vrs ranged attacks only, or missiles deflection (30pts) We are still undecided about his one.

     

    These look fine. You have to decide whether the 2nd effect is Passive (+5 DCV), or Active (Missle Deflection). Does the character have to use an action to avoid attacks? If so, choose the Deflection. If the sword does it automatically without any effort from the character, use the DCV levels.

     

    Originally posted by Demonsong

    3-2D6 HKA +1 Variable Advantage +3/4 with 4 settings, (60pt)

    1) +¾ Fan shaped explosion -1DC/3†[end cost 12]

    2) +1/2 Line of hexes explosion -1DC/3â€; +1/4 Auto Fire X3 [end cost 12/24/36]

    3) +1/4 Auto Fire X3, +1/2 End = 0 [end cost 6/12/18]

    4) +1/2 Effect Disolid, +1/4 End = ½ [end cost 6]

     

    Here's where I see some problems. I don't have my book, but I think you figured the Variable advantage wrong on this slot. If I remember correctly, Variable Advantage is worth Double the cost of the advantages being used, plus further advantages based on how many you have. So for a Variable +¾ Advantage, you pay +1½, plus another +¼ for having 4 slots, making a total of +1¾. In a 60 point multipower, this gives an HKA of only 1d6+1

     

    I also have some questions about your slots:

     

    1. What is a "fan shaped explosion" and why is it worth less than a normal explosion? If you are substituting one shape for another (replacing "Radius" with "Cone") then you should be paying +1 for this. Generally speaking, swapping shapes does not change the value of the +½ advantage, and having the loss of DC's at 1/3" is worth another +½, for a total of +1. However, I can see how having a cone shape and losing 1/1 would be worth less than the same effect in a radius, so perhaps you've reduced the value by ¼ for that reason? If so, then this slot is fine.

     

    2. What is a "line of hexes explosion" and why is it worth less than as a normal explosion? Once again, if you are merely swapping shapes (in this case replacing "Radius" with "Line") and you've made the same assumptions as before, then the same thing applies. It should either be +1, or you've reduced the value due to the smaller shape causing a loss of effectiveness, which should be fine.

     

    3. Is this slot "½ END" or "Zero END"? If it's half, then this slot is fine, because Reduced Endurance costs double value on Autofire powers. However the END costs listed should be 3/6/9. A 60 point power would use 6 END per use. Half of that is 3, hence the 3/6/9. Don't forget to add END for the PC's STR to this as well. Perhaps that's where the extra END comes from?

     

    4. Is this slot "½ END"? If so, it's fine too but the END cost should be 3 + END from STR.

     

    Originally posted by Demonsong

    And as a side note the characters end is only 50 so he will not be laying the smack down with the special settings very often. So is it over the top abusive? The character story in a nut shell is it’s his responsibility to baby sit this evil blade until he can find a way to either hide it forever or destroy it.

     

    Over the top abusive? I would say not really. When the character is in "Bloodlust" mode, he's much more likely to use the heavy-hitting powers (which are likely to hit friends as well as enemies... not that the PC will care at the time, but he'll probably have a lot of explaining to do afterwards). People won't want to associate with this character and he's going to have a hard time keeping friends. He also won't really be welcome in any town that knows about his weapon. Local law-enforcement will keep a close eye on him, and any "unexplained" or "strange" deaths will likely be attributed to him, even when he isn't the guilty party. It should make for excellent roleplaying opportunities for the character, but I would definitely want to ensure that the player is mature enough to handle the consequences that this blade will undoubtedly bring to the PC.

     

    Good luck!

    Steve

  19. All damage is free! Whoo hoo! ;)

     

    Originally posted by Geoff Speare

    If it's a property of the campaign world (i.e., all deep scans cause it), I'd write it up as an external effect -- the character doesn't pay or receive points for it. Since it has bad (you can hurt or kill someone) and good (you can hurt or kill someone) effects, that seems fair.

     

    I don't agree with this logic. The argument that any power which is able to do damage to someone shouldn't cost anything, because "damage" is both good and bad doesn't wash in the HERO system. Otherwise EB and RKA would be free powers. I realize this is taking the argument to an extreme, but it is a valid point.

     

    I also don't agree with using the Side Effect limitation as suggested, because the Side Effect wouldn't affect the user of the power, it would affect the target. My opinion is that this should be built similar to how JmOz suggested: link an EB Based on ECV to the Telepathy and make it propotional to the amount of dice in telepathy. Maybe something like this:

     

    Deep Scan: 8d6 Telepathy PLUS 4d6 EB, Based on ECV (+1), Proportional effect (each step on the Telepathy Effect Chart does 1d6 damage; -¼); Linked to Telepathy (-½). Active points = 40+40, Real Cost = 40+ 23.

     

    If other telepaths cannot resist the effect of the EB, you may want to consider using a variant that has the EB as an NND which does Body. Don't know what the defense would be since I don't watch the show.

     

    Just my (deep) thoughts,

    Steve

  20. I think one thing you need to take into account here is that the bonus dice are based on the system as written. If you are going to adjust the system to make it more effective, you might want to make an adjustment to the modifying dice as well, or else you risk going too far and making Presence TOO powerful. I think a good rule of thumb would be to cut any modifier in half, especially given the large number of modifiers that can be applied to just about any given situation. This will still allow for a wide range of effects, while not making anyone with 20 Presence able to terrify the average Joe.

     

    Just my opinion,

    Steve

  21. The problem is that the energy type isn't as well defined as it could be. I looked at the original write-up from "Gadgets", which wasn't much more specific. The weapon was created by DEMON, and uses a metal whip-like coil to transfer the energy, so I supposed one could assume it's some kind of mutated electricity that directly attacks the nervous system. Your description of the SFX seems to support that theory. Consequently, you might allow any type of "grounding" to turn off the charge, such as touching a metal post such as a lamppost or parking meter maybe?

     

    Just a thought,

    Steve

  22. Once again, these are from the old message boards, before the crash. Many advanced apologies for the formatting, since I merely copied everything to a txt file to keep the file size down. In any case, it's still a huge amount of items, that would probably take days to read. Also many advanced apologies to whomever wrote the various items, since I only copied the text, and not the names of the posters.

     

    In any case, here they are, literally hundreds of magical items for use in campaigns. Power levels vary as widely as the personal preferences of the posters themselves.

     

    Rapier Wit - 90 GP

    1D6+1 HKA, 10 Strength Min, +2 OCV (3D6 max damage)

    Affects Desolid

    5 points mental defense

    Does an additional 2D6 NND on an 8-

    Detect mental powers used on caster or within 3†of caster - Always on, +3 perception, discriminatory

    Mental Barrier – 8 Def Hardened 8†FF, 2/day

    Mind over Matter – 6D6 Major transform any matter into any non-magical item

    5 Min to cast, 50 End,

    Craftsman skill Roll to see how good the item crafted is, 1/week

    Can put own character points into item created to make it magical. (GM option) Would require MagicSmith Skill also.

     

    Fire Eater – Long Sword (70 GP)

    1-1/2 D6 HKA, 15 Strength Min., +2 OCV (max 4D6)

    25% Damage Reduction from Fire damage

    20D6 Dispel vs. fire based spells 1/day

    Douse - put our normal fires 1†per phase, 12†range, 6/day

    Detect fires within 64â€, always on

     

    Blade Quisinart – Short Sword (80 GP)

    1D6+1 HKA, 10 Strength Min., +2 OCV (max 3-1/2D6)

    5 shot autofire 1/day (max 2-1/2D6 damage)

    Blade Barrier – Can create a 2D6 Damage shield, lasts 1 turn, 1/day (sword is barrier)

    Goes AP on an 8- attack roll (max 2-1/2D6 damage)

    Blade Storm – AE 1hex 2D6 AP 1/day (actually throw blade)

     

    Charm of Transmogrification (25 GP)

    This bracelet contains small figurines that represent a specific person or archetype. Activating a charm will destroy it, but shape shift the user (with 60 pt variable power pool for special effects, growth, skills, etc.) into the subject of the charm. The effects last for 6 hours. All of the users gear is transformed into that which the target would have. This bracelet has the following figurines:

    Medium Riding Horse

    Bar Wench (middle 40s and busty and beautiful – Human)

    Great Eagle

    Dumpy fat old Dwarf in miner’s gear

    Priest of Elzonn

    A big sallowed pig

    Elven liquor merchant

    Gray Wolf

    Small gray rat

     

    Essence - Rod (80 GP)

    Wound - 2D6 RKA Energy, no range, +3 OCV

    8- Wound is penetrating, 4- Wound is NND Killing

    Leech - transfer 2D6 Body, 2D6 Stun, 1D6 End, no range, 2/day (instead of wound)

    Exhaust – 3D6 End transfer, 12†range, 1/day (Instead of Wound)

     

    Black Storm – Heavy Bow (70 GP)

    2 D6 RKA, 18 Strength Min., +1 OCV (creates arrows)

    1-1/2D6 RKA 5 shot autofire, +1 OCV 1/day

    Willing weapon enchantment, quick draw

    Black Lightning – 2D6 Flash vs. all sight and all hearing, AE1â€, 1/day

    UV Vision

     

    Wicked – Battle Flail (75 GP)

    2 D6 HKA, 18 Strength Min., +1 OCV (max 4D6)

    Long arm, +2†reach

    Gash - +1D2 RKA NND Killing on an 8-

    Blast - 2D6 RKA AE2†radius, 1/day

     

    Hell Razor – Long Sword (60 GP)

    1D6+1 HKA AP, 18 Strength Min., +1 OCV (max 2-1/2D6)

    Fire Storm – 1-1/2D6 RKA, no range, penetrating 3†cone, 2/day

     

    Mozzy’s Miracle Grow – Wand (Total charges used by all powers – 16)

    Creepy Crawlers – 3D6 Entangle, legs only, AE 2â€, 2 charges, only where plants can grow

    Growth Spurt – 2 levels of growth, useable against others, lasts 1 min, 4 charges

    +10 str, +2 Body and Stun, +1†reach, -1 DCV, 10 feet tall

    Shrubbery Congestion – 5 Def, 20 Body FW, 3â€, 1 charge, only where plants can grow

    Bumbling Bramble – ½ move running, Dex check every phase you move to ignore, 24†radius, personal immunity, lasts 1 minute, if you fail your Dex check by 2, you fall down, 3 charges, only where plants can grow

     

    4 Leaf Clover Bracers – Pair of Bracers, must wear both (40 GP)

    +2 OCV to Block

    1D6+1 Absorption, max 20 points, to ablative luck. Ablative luck is gone when you successfully make a luck roll with that die.

    Starts with 2D6 ablative luck

     

    Relentless – Stiletto (40 GP)

    +3 OCV, +1 vs. range, 1D6 AP, 8 Str min.

    Seeking (see seeking rules posted on this board somewhere.)

     

    Mage Bane – Long Sword (65 GP)

    1-1/2D6, 15 Str. Min, +2 OCV

    Suppress vs. Force Fields, 11- activation: 1 DC per point under 11 (8=1D6 of suppress)

    Magic Deflection/Reflection +2 OCV deflect, +2 Reflect, adjacent hex, 1/day

    50% DR vs. Magic Missile spell, not items. (or similar: autofire, 1-1/2D6 to 2D6)

     

    Amulet of Restoration –trigger on Stun less than zero (15 GP)

    Feign Death – invisible power effects

    2D6 Aid to all characteristics below maximum – invisible power effects

    6D6 Heal – invisible power effects

    9 Def Force Field, Cumulative – invisible power effects

     

    Potion of Undead Sight – (12 GP)

    IR Vision, Sense Life Ranged, 3 charges last 1 hour

     

    Dust of the Blind Spot – (9 GP)

    Total invisibility to one type of creature

    This one works on trolls

    3 charges last 1 hour

     

    Ringlet of Deception – (15 GP)

    1D6 Images of character, -12 perception plus penalties for what the character is doing

    Appear in adjacent hexes, move with character. No more than can appear in an empty hex.

    Images disappear when successfully attacked. They are the players DCV –2

    6 non-recoverable charges

     

    Rod of Obliteration – (10 GP)

    20D6 of Transform – Object to destroyed object. 1†AE

    The effect is as if it lost all internal integrity and collapsed

    Not on living creatures, Full phase

    6 non-recoverable charges

     

    Mighty Blow – Great Mace (70 GP)

    2D6 HKA, 15 STR min, +1 OCV, 2 Handed

    Does knock back at –1D6 on the roll (use non-killing attack for distance)

    Does 1D6 NND on an 8-

    Does penetrating to structures

     

    Ninja Gloves – (35 GP)

    Only work with unarmed combat, both hands must be free

    1 charge per day lasts 3 turns

    Martial Dodge

    Martial Block, not edged attacks (blades, claws, etc.)

    Martial Offensive Strike

    Martial Defensive Strike

    Martial Escape

    Martial Grab

    3 Def on the hands, not cumulative with FF

     

    Goldtooth – Long sword (40 GP)

    1-1/2D6 HKA, 13 STR min, +2 OCV

    12†light, scalable to 0â€

    Detect magic discriminatory 2/day, no range

    UV Vision

     

    Amulet of Girth – (30 GP)

    +2 Stun

    +3 to Con for determining if stunned

     

    Grape of Wrath

    3D6 Strength aid, above char max, fade of 5 per minute

     

    Boots of Speed

    +4" running, max 10"

    +1 DCV in Hand to Hand combat

     

    Sword of Sharpness

    1-1/2D6 HKA, +2 OCV, 15 STR min

    Goes AP on an 8- attack roll

     

    Orc Bane - Falchion

    1-1/2D6 HKA, +2 OCV, 15 STR min

    +1 DCV and +1 OCV vs. Orcs

    Sense Orcs in 64" radius, must concentrate, half phase action, 1/2 DCV

     

    Willing Blade

    1-1/2D6 HKA, +2 OCV, 15 STR min

    1/2 End

    Zero End on an 8- activation attack roll

     

    Blade of Discord:

    This is a cursed blade that causes the weilder to become argumentative and uncooperative. While under the power of the sword, the wielder becomes combative and will demand to fight to settle any difference of opinion.

    Broadsword SFX-Magical)

    +1 OCV 1D6+1K Str Min-12

    6D6 Mind Control (30) 0End(+1/2) Cummulative. Only vs Weilder(-1)

    Control chart:

    Roll: Effect:

    >Ego: Wielder irritable. Ego at +1 to breakout.

    Ego+10: Wielder very irritable. Ego to break out.

    Ego+20: Wielder Angered. Ego at -2 to breakout.

    Ego+30: Wielder maniacal. Ego at -4 to breakout.

     

    If the situation is already tense, or if the situation is activating a hatred or Rival the effect is shifted up 1 level. If the situation is against a close friend or loved one, the situation can (at the Gm's discretion) be shifted down 1 level and/or give the wielder a +1 to +3 bonus to their breakout roll.

    The wielder is allowed a breakout roll for every step on the time chart. As long as the wielder is not engaged in battle, the control weakens. (+1 to breakout, cumulative per step on the chart). Once the wielder draws the sword, reroll the mind control with cummulative effects (up to the maximum rollable on the dice)

     

    Dragonslayer

    These are Bastard swords designed specificaly to kill Dragonkind. They can slice through Dragonscale armor easily and are enchanted to deal mighty wounds to the great beasts.

    Bastard Sword: (SFX-Magical)

    +2 OCV 2D6K Str Min-13

    +1D6K(base)vs Dragons. AP* vs Dragon Armor.

    *Note: The AP aspect works against Dragon armor of anykind...including plate armor made from the scales of dragons, and the Dragonians (Dragonmen or whathave you)

     

    Blade of Frost

    These blades are made from "Cold-forged Iron" The blade seems to have a permanent coating of Frost on it. Certain blades are enchanted to fire an intense blast of cold from them.

    Broadsword: (SFX-Magical/Cold)

    +1 OCV 1D6+1K +1stunX Str Min-11

    Optional: Cold Bold: 5D6EB (range:125")

    Note:The cold aspect doesn't cause the blade to do any more damage other than increase the pain of the wounds it causes (i.e. the increased stun multiplier) however, against creatures with vulnerabilities to cold effects, extra damage is appropriate.

     

    Justice

    This word appears to be made out of a solid peice of white gold. Forged with no seams as if it were made of plastic. It has an inner glow which grows brighter in combat if it is being used justly.

     

    This sword is in tune with the forces of good and justice and it will aid or hinder the weilder depending on what they are doing and for what reasons. IF they are fighting for justice (to save the maiden in the dark tower, etc.) then it is a plus +3 OCV. If they are fighting for nuetral or good reasons (self defense, etc.), then it will be a +2, but if they are fighting for greed, selfishness or even outright evil, they will get up to a -3 OCV. The GM can range the bonus between the two extreems at his option.

    1-1/2D6 Longsword, 15 STR min

    It does +1 StunX on an 8- attack roll only if it is currenlty not getting any negatives to OCV.

     

    Metaphysical Oil

    This oil, when poured on a weapon, will allow it to harm ghosts and spirits as easily as it harms flesh. It can be used on any sort of ordinary weapon, but it doesn't last long.

    Affects Desolid on up to 30 AP of weapon (typically 2d6 KA).

    OAF - expendible, Gestures (applying oil to the weapon), 3 Charges that last 2 Phases each.

    15 Active, 4 Real.

     

    Potion of Dragon's Breath

    After drinking this potion, be very careful to keep your mouth closed, for the next time you open it, you will belch forth a large spout of flame. It is advisable to wait for the ideal moment before unleashing the flame. The main drawback is that you won't be able to talk until afterwards, but it is useful for taking opponents by surprise, or if you become disarmed.

    8d6 EB - Fire, 1 Hex Area, Trigger - Opening the mouth.

    Limited Range (say 8") (-1/4), Gestures (drinking the potion), OAF - Expendable, 3 Charges.

    70 Active, 17 Real

     

    IRON HEEL (45 gp) - Heavy Ballista (1 person, 1 phase to load)

    3D6 RKA, +1 StunX, +4 vs. range, +2 OCV

    Needs no ammo, when cocked, bolt appears loaded

     

    NOTHING TO SEE (move along) (25 gp) - wand, 8 charges last 6 hours, from 1

    to 3" radius affect.

    Images vs. all sight, detect magic, all sound and all smell, -12 perception.

    To use this wand, conjure up an image of an area before you move into it,

    and then cast that image back on the area after you move into it. You can

    use this to disguise your camp at night, a guard at his post before you take

    him out, a solid wall before you poke a hole in it. The image takes 1 minute

    to capture and has a range of 30". Once it is "played back", that 1 minute

    segment will loop continuously for the duration. The charge will last until

    someone other than the caster crosses the area of affect.

     

    RINGS OF COORDINATION (25 gp each) - 2 platinum rings

    Gives a +1 to coordinate any attacks with the wearer of the other ring

    Lightning Blast, 2 charges/day

    2D6 RKA +1 OCV, +2 vs range, always coordinates with blast from other ring

     

    VOID (50 gp) - Buckler Shield (Lich was wearing)

    +2 DCV, 8 DEF, 10 BODY, Hardened

    Gives users Force Field 50% Hardened (you get 3/4 defenses from AP instead

    of 1/2)

     

    RUINER ICORTUS (ELF BANE) - Long Sword ( gp)

    1-1/2D6 HKA, 15 STR min, +2 OCV

    +1 OCV and +1 DC only vs. Elves

    +1 OCV only vs. half-Elves

    Glows 1' to 9" green light when near elves, 24" radius

    Bump of direction only in forests

    This legendary sword was reputedly created by Dwarves thousands of years ago

    when they were at war. Most Elves will know it by name, and pssible on site

    if they are older or well versed in their lore. They would like to destroy

    it very badly. The sword really hates Elves and will affect the mental process of the weilder likewise.

     

    Daedalus

     

    POLIDAR'S SARCOPHAGUS (60 gp) - cramped stone bed - weighs a few hundred

    pounds

    This bed has short stone walls that come up 2' above the feather down

    mattress. There is a red silk cloth that can be drawn over the top.

    20 points Mental Defense, 20 points Power Defense

    Restore condition (cure poison, critical wounds, missing finger, etc.), 8

    hours, 1 charge/3 months

    1 point of body healed per 6 hour night

     

    MANNA WELL (6 gp) - Crystal formation, 1/4 lb.

    30 End for spells or magic items

    Add one charge that day to a spell for 1 end per 3 active points of spell

     

    KARMA WELL (20 gp) - Stone formation, 1 lb.

    2 Brownie Points

     

    POWER WELL (40 gp) - Vile of oily liquid in a glass jar, 1 gallon

    1 character point to be put into a magical item.

     

    Elven Cloak

    The elven cloak is enchanted by elven spellmasters and given to the most skilled of Elven Rangers. It allows the wearer to pass unnoticed in heavy foilage (forest or jungle or in some cases, grasslands etc) to pass through without leaving a trace and not be inhibited by natural barriers (such a a thick copse of trees or tangleweeds..not stone). Keeping visual track of someone wearing an Elven cloak is difficult at best as the wearer will fade in and out of view. This makes them difficult to target during combat.

     

    Elven Cloak:

    Invisiblity to normal sight (w/fringe)

    +3 to Stealth and Shadowing rolls

    +3 to DCV

    Tunnelling (6" through up to 5 Def. Closes behind)

    Pass without trace: Desolidification (only for passing through foilage without leaving any trace)

    Limitations: Only works for those with Elven blood (must be at least 25%)

    Only works in forrested areas or areas of heavy foilage.

     

    Potion of Heroism

    This potion when imbibed will imbue the drinker with supernatural physical capability for a short period of time, allowing them to preform feats of superhuman ability. This is best reserved for those times of extreme necesity as it takes its toll on the drinker after the duration has expired

    Potion of Heroism:

    4D6 Aid to:

    Str

    Dex

    Con

    Bod

    End

    Stun

    Looses 5pts per minute.

    3 charges.

    Side Effects: 3D6 Stun and End drain after the effects completely wear off. Returns at a rate of 5pts per hour.

    Note: Maximum bonuses: +24STR/+8Dex/+12Con/+12Bod/+48End/+24Stun

     

    Kirae ShangBlack Laen blade of Souls

    A bastard sword whose blade is composed of silver Laen (a magical crystal) tinted black. There are fine runes ingraved in the blade. The Sword was forged to slay Elves.

    LongSword: (SFX-Magical)

    +3 OCV: 2D6K: STRmin-8

    +1D6K vs Elves (3D6K base vs elves)

    Victims killed by the sword have their soul devoured by it

    1D6 Transfer to (STR/Dex/Con) fades 5pts per week. Only if the sword causes a disabling wound. Maximum bonus to Characteristics +20 (1D6 +14limit) Note: the transfer is 2D6 if the victim killed is Elven.

    Missile Deflection: (Vs any ranged attack) +3 to deflect.

    Intelligence:

    INT:15

    EGO:12

    DEX:13

    SPD: 3

    Psychological disad: Must kill Elves (common/Total)

    Mind-link w/wielder

    Lgs: Elven/Common/Dwarven/Orcish/Dragon/Runic

    KS: Elves

    KS: Ancient Artifacts

    KS: Old Gods

    AK: UnderEarth

     

    Damage Shield: 1/2D6K: +1StunX: NND(vs armored gloves) only vs elves (any elf who touches the sword gets the shock of its life!)

    On the blade is written in runic alphabet:

    I am Kirae Shang, Black Blade of Souls. I was forged to kill the Immortal Elves

    Note: Got this one from ICE's Creatures and Treasures II. Very cool, neh?

     

    Defender Blade

    These normal broadswords of unassuming appearance helps defend the wielder parry

    Broadsword: (SFX-Magical)

    +1OCV: 1D6+1K: STRmin-12

    When using the Block maneuver or Missile Deflection add +3 to OCV and DCV. This is in addition to any manuever bonuses and skill levels applied.

    NOTE:This does not impart the ability to missile deflect, merely aids in doing so if the wielder allready posseses the skill

     

    Orc Lesser Healing Salve – (2 GP)

    2D6 Heal, half phase pull, full phase apply, only to normal characteristic maximum

     

    Orc Healing Salve – (3 GP)

    3D6 Heal, half phase pull, full phase apply, only to normal characteristic maximum

     

    Orc Greater Healing Salve – (8 GP)

    4D6 Heal, cure poison, half phase pull, full phase apply, only to normal characteristic maximum

     

    Lesser Healing Potion – (4 GP)

    4D6 Heal, half phase pull, half phase drink, only to normal characteristic maximum

     

    Healing Potion – (6 GP)

    6D6 Heal, half phase pull, half phase drink, only to normal characteristic maximum

     

    Greater Healing Potion – (8 GP)

    8D6 Heal, half phase pull, half phase drink, only to normal characteristic maximum

     

    Healing Rod – (8 GP)

    4D6 Heal, 2 charges, half phase pull, half phase apply, only to normal characteristic maximum

     

    Greater Healing Rod – (16 GP)

    8D6 Heal, 2 charges, half phase pull, half phase apply, only to normal characteristic maximum

     

    Healing Amulet – (8 GP)

    3D6 Heal, 2 charges, half phase apply, only to normal characteristic maximum

     

    Greater Healing Amulet – (14 GP)

    6D6 Heal, 2 charges, half phase apply, only to normal characteristic maximum

     

    Healing Relic (Holy Symbol) – (18 GP)

    4D6 Heal, 3 charges, ranged, half phase apply, only to normal characteristic maximum

     

    Greater Healing Relic (Holy Symbol) – (27 GP)

    6D6 Heal, 3 charges, ranged, half phase apply, only to normal characteristic maximum

     

    Lesser Rejuvenation Potion – (9 GP)

    4D6 Heal, 2D6 End aid, half phase pull, half phase drink, only to normal characteristic maximum

     

    Rejuvenation Potion – (12 GP)

    6D6 Heal, 3D6 End aid, half phase pull, half phase drink, only to normal characteristic maximum

     

    Greater Rejuvenation Potion – (18 GP)

    8D6 Heal, 4D6 End aid, half phase pull, half phase drink, only to normal characteristic maximum

     

    Surge Powder – small tin snifter case (2 GP)

    2D6 End aid, half phase pull, half phase use, only to normal characteristic maximum

     

    Root of Vigor – (3 GP)

    3D6 End aid, half phase pull, half phase use, only to normal characteristic maximum

     

    Power Crystal – (4 GP)

    4D6 End aid, half phase pull, half phase use, only to normal characteristic maximum

     

    Heal Critical Wounds Potion – (8 GP)

    Cure critical wounds, 1 minute to apply

     

    Restoration Potion – (15 GP)

    4D6 Heal, cure critical wounds, half phase pull, full phase apply, only to normal characteristic maximum

     

    Second Chance Necklace – trigger on Stun less than 4 (8 GP)

    2D6 Aid to all characteristics below maximum

    9 Def Force Field, Xtra Phase, Cumulative

     

    Amulet of Restoration –trigger on Stun less than zero (15 GP)

    Feign Death – invisible power effects

    2D6 Aid to all characteristics below maximum – invisible power effects

    6D6 Heal – invisible power effects

    9 Def Force Field, Xtra Phase, Cumulative – invisible power effects

     

    Salve of Greater Reconstitution – Salve, 1 charge, 1 min to apply (35 GP)

    20D6 Major transform (restores all characteristics to maximum, restores charges from spells)

    Cures critical wounds, cures disease or other illnesses, breaks curses, restores severed limbs.

    Will not resurrect.

     

    MORE...

     

    Prayer in Hell – Long Sword

    1-1/2 D6 HKA, 15 Strength Min., +2 OCV (max 4D6)

    1D6 Luck

    +1 all dex rolls

    re-roll to hit or damage 1/week

    combat sense 8-

    Gambling 11- or +1

     

    Old Sparky – Lightning Ring

    Must wear gloves or take 1D6 NND continuous while on

    If gloved:

    25% DR vs. Electrical (non-cumulative)

    Call Lightning - 3D6 RKA only outside 1/week

    Lightning Spark - 2D6 NND continuous 1/day

    Lightning Strike - 2D6 RKA 3/day

    Lightning Flare – 2D6 Flash 2/day

     

    Heat Wave – War Fan

    1D6 HKA, 8 Strength Min., +2 OCV (max 3D6)

    Flame Wave - 2D6 RKA, no range, 3†cone, 2/day

    Fanning the flames – 50% increase to active points of a fire based spell 1/month

    Missile Reflect all ranged +1OCV 1/day

     

    Dogs of war - charm bracelet

    1 1/2D6 RKA, +1 or 2 (still need to decide) OCV, 3 shot auto fire 1/day

    If all three hit the dogs latch hold creating a 3d6 entangle linked with a

    1 1/2D6 RKA continuous until break out.

     

    Cranial Bore – wand

    4D6 body drain ranged 4 charges

     

    Razor Ring - throwing disk

    1/2D6 HKA AP 8 str (1D6+1 max) +2 OCV, returns to hand at end of phase

    on 8- +1D6 RKA

    on 4- +2D6 RKA (not cumulative with 8-)

     

    Elfbane - Orc Holy sword:

    1 1/2D6 HKA 15 str min (4d6+1 max), +2 Ocv

    in the hands of orcish paladin

    +1OCV +1DC

    20D6 dispell any fantasy 3/day

    Phantom Blade 24" range to attack 2/day

    15" teleport 3/day

    on 8- +2D6 NND

     

    Boomstick – wand

    2D6 RKA +2stunx +2 OCV 4 charges

     

    Fester - Long Sword

    +2 Ocv, 1 1/2D6 HKA 15 str min (4d6 max)

    Immunity to disease

    Rotting Touch: 8- 1D6+1 NND Killing over 1 turn (resistance Immunity to

    disease)

    Blight: 3D6 Body drain 1/day (not ranged)

     

    Black Death – Bow

    +1 OCV 2D6 RKA 15 str min +1 Rmod

    Fires black bone arrows (unlimited ammo)

    Death Vortex - AE 2" rad 2D6 RKA 2/day

    Syphon Soul - 1D6 Bod to Bod (above max) transfer lasts 2 phases 1/day

    Fast draw/put up

     

    Eviscerator - arrow (permanent)

    +1 OCV 2D6 RKA

    8- 2D6 RKA NND Killing

     

    Eradicator - Arrow (permanent)

    +1 OCV 2D6 RKA

    6- 10D6 transform to ash

     

    Soul Shards – darts

    +1 OCV 1D6 RKA NND Killing

     

    Shadow plate – hauberk

    7 def plate 9-13 (2.14kg)

    affects desolid (armor vs. non-corporeal undead NND attacks in locations covered)

     

    Kirklain’s Defense – Stiletto (45 GP)

    1/2D6 AP, 8 Str. Min, +2 OCV

    Defense Maneuver when wielded

    +1 DCV when wielded (plus the +1 vs. one HtoH attack)

     

    Fathomere – Whip (65 GP)

    3†reach, 2D6 RKA Energy, 15 STR min, +2 OCV

    Can grab (additional +1 OCV to grab)

    Grab has 5 STR per level of OCV over the DCV of the target hit

    Maximum of 25 STR, does the RKA continuous if grabbed.

    +3†reach 3/day

    25 STR TK, fine manipulation (only for grabbing hold of objects)

    1 Turn to use, whip end snakes up to 36’ away, 3/day

     

    Assasin’s Delight – Potion, 3 charges (15 GP)

    Invisibility to all sight, fringe up to 6†away

    Each charge lasts 5 minutes 1 end per phase

     

    Marathon – Ring (20 GP)

    x2 Non-combat running

    +2 Perception while running at non-combat speed

     

    Displacement – Potion, 3 charges (9 GP)

    20†teleport

    charges last 1 minute

     

    Azmod’s Globe – 1†crystal globe, 12 charges (26 GP)

    Puts random affect on user, each charge lasts 2 turns

    1. 10 points Mental Defense

    2. 10 points Power Defense

    3. 5 points Flash Defense and IR Vision

    4. 25% DR resistant, physical

    5. 25% DR resistant, Energy

    6. 4 DEF FF, cumulative

    Can be used multiple times in a row, but not cumulative effects. If you roll the same thing the next phase, you get an extra turn of duration.

     

    Stinger – Dart (35 GP)

    1/2D6 HKA, +3 OCV, 8 STR min +2 StunX

    + 2D6 NND continuous if HKA rolls 3 or more body

    Can be pulled out in a half phase, roll location

     

    Blade of Mastery – Broad Sword (70 GP)

    +3 OCV, 1D6+1 HKA, 13 STR min (2-1/2D6 max)

    Skill: Swordplay, 13- (gives +5 pre when successful, that phase only)

    Skill: Fast Draw and Fast Put Up

    Counter Style: Gives +1 DCV vs. sword wielding opponents. Must use 3 half phase actions to study opponent before gaining the bonus. Bonus counts toward similar opponents with the same type weapon.

     

    Potion of True Sight – Potion, 2 charges last 1 minute (10 GP)

    IR Vision, +2 Perception, UV Vision, 5 Points Flash Defense,

    Spacial awareness only to defeat magical darkness and blinding spells (including actual blindness)

     

    Dragon Scale Potion – Potion, 2 charges (12 GP)

    +2 DEF Armor, cumulative, lasts 3 turns

     

    Pollit’s Fighting Wonder – Ring (12 GP)

    Roll every day to see what power it has, determined by the color of the gem.

    1. +1†running (11†max)

    2. +1 Vs. all range

    3. +1 Perception

    4. +2 Con

    5. 1†stretching

    6. +3 Strength

     

    Potion of the Bear – Potion, 2 charges, lasts 3 turns (18 GP)

    +10 STR, +10 CON, +10 STUN, +20 END, +2 PD, +2 ED

     

    Faerie Wings – Amulet, 4 charges (8 GP)

    15†flight, zero endurance, lasts 1 minute each

     

    Eater – Long Sword (60 GP)

    +2 OCV, 1-1/2D6 HKA 15 STR min (4d6 max)

    +1 OCV only vs. Humans

    +1 DC on 8- only Vs. Humans

    Common tongue, 2 pts

     

    Murder of Crows – Wand, 3 charges (9 GP)

    2D6 Penetrating, AE any 5 hexes, no range

     

    Subdue – Ring, 3 charges (18 GP)

    9D6 Drain (2 Str, 3 Con, 2 End, 2 Stun), no range, full phase

     

    Jade Vengence – Long Sword (60 GP)

    +2 OCV, 1-1/2D6 HKA 15 STR min (4d6 max)

    3D6 Entangle, blocks all sight, any 3“, sticky, 1/day, no range

    Desolid to pass through woods undetected

    +1 tracking or 11- in wooded areas

     

    Spinner – Francisca (70 GP)

    1-1/2D6 HKA, +1 OCV, 13 STR min, can be thrown up to 12â€

    +1 OCV when thrown

    AP on an 8- when thrown

    Continues to consecutive target if misses (at –2 OCV per target)

    It cannot make more than a 60 degree turn between targets per 4†traveled. It will not turn more than 90 degrees from original course.

     

    Sword of Peace

    This ordinary-appearing sword is used to attack not enemies, but their weapons. When the user targets his opponent's weapon, it gains the following power:

    5d6 Drain vs. HKA, OAF - sword, Not vs. natural weapons (claws, teeth, etc.) (-0.5), Not vs. magical weapons (-0.5) 50 active, 17 real.

    It's just an ordinary sword when used to strike an opponent.

     

    Mizram’s Delight – Rust colored full-length cloak (35 GP)

    10†flight 3/day

    Cloak can block Hand to Hand attacks at +3 OCV, 2/day

    Gliding 2†always on

     

    Mirrored Gauntlets – 6 Def on hand (max 8 Def) (35 GP)

    Must wear both gauntlets

    Missile Deflection/Reflection +2 OCV to deflect, 2/day

    Adjacent Hex back at any target

    Only Vs. Lightning and light based spells (Magic Missile, etc.)

    Must have at least one empty hand

    Glare – 2D6 Flash Vs. all sight, 2/day

    Must have light source, dim lights are only 1D6, full sun is +2 OCV

     

    Fortress – Medium Shield (25 GP)

    10 Def, 10 Body, +2 DCV

    +1 DCV Vs. Arrows and thrown weapons

    Turtle – 9 Def FW, globe, no range, hardened, 2/day

     

    Ring of Constriction – Gold band (35 GP)

    25 STR TK Grab squeeze only, 2 end/phs, 2 charges/day

    Linked to a 2D6 Recovery Suppress (hard to breath)

     

    Wraith Rod – Ice cold 18†metal rod (35 GP)

    2D6+1 RKA Penetrating, AE 4†radius, selective, no range, 1/day

    12- activation or you are also attacked

    on a 16+, everyone in radius is attacked

     

    Protector – Long Sword (60 GP)

    +2 OCV, 1-1/2D6 HKA 15 STR min (4D6 max)

    Additional +1 OCV to block

    0 End, only to keep you from burning end, can’t push

    Protect – will block at a 8 OCV even if you are unconscious, speed 4, 17 DEX

    The sword levitates above it’s owner’s body and protects him until he regains consciousness

     

    Angelic Blade – Long Sword (100 GP, including 30 GP is precious metals and gems)

    +2 OCV, 1-1/2D6 HKA 13 STR min (4-1/2D6 max)

    5 points mental defense

    3 points power defense

    4D6 Heal, ranged, 1/day

     

    Folton’s Truth – Long Sword (75 GP)

    +2 OCV, 1-1/2D6 HKA 15 STR min

    9†golden light, can turn off

    +1 StunX on an 6-

    Fast Put Away

    Telepathy, surface thoughts, only with willing subjects

     

    Crusader – Very Heavy Bow (55 GP)

    2D6 RKA, +1 OCV, +1 Vs. Range, 15 STR min (1/2 DCV)

    Fast draw, fast put away

    Normal Arrows fired from it are Holy

    +2 OCV Vs. Undead

     

    Shocking Delanos – Heavy Bow Crossbow (60 GP)

    2D6 RKA, +1 OCV, +2 Vs. Range, 10 STR min

    Full phase to reload bolts

    ½ phase to prep Lightning bolts – 1-1/2D6, +1 StunX

     

    Golden Bracers – 2 Bracers (25 GP)

    2 Def FF not cumulative

    12†Radius soft torch light, can turn off/on zero phase

    +5 STR to break out of grabs or entangles

     

    Excelsior – Mythic Chain mail (70 GP)

    7 DEF all over but face, -1 DCV/DEX checks (not against stealth)

    very quite, rustles like a soft breeze through a curtain when moving

    Turn Aside – 50% chance of negating the effects of a critical hit (not damage)

    Immune to Disease/Poison

     

    Jade Aegis – Soft Leather Armor (65 GP)

    6 DEF all over but head, -1 DCV/DEX checks

    +1 Stealth or 11-

    +1 Concealment or 11- in wooded area

    UV Vision

    Bump of Direction in Wooded areas

     

    Bracers of Jarhim– Sea Green Gelatinous Bracers (65 GP)

    5 DEF all over FF

    25% DR Resist, damage reduction from lightning attacks, not cumulative

    Breath Under Water

    +1 HA

     

    Gauntlets of Mastery – Soft Leather Gauntlets (55 GP)

    5 DEF on 6 and 7 locations, not cumulative above a 7

    Familiarity w/ all personal weapons (not siege)

    Ambidexterity

    Defense Manuever

    Combat Sense 11-

     

    Cloak of the Hawk – Dark Brown Feathered Cloak (40 GP)

    12†flight, 4X noncom, must have room to extend wings and flap them,

    can carry one person and their gear

    +2 OCV vs. Grab by, don’t get half strength on attack

    +1 Perception

    +2 Telescopic sight

     

    Boots of the Athlete – Soft Leather Boots (35 GP)

    5 DEF on 17 and 18 locations

    +4†running, maximum 10â€, 2X noncom, ½ end on running

    +1 Breakfall or 11-

     

    Sensing Stone – Amulet (35 GP)

    UV Vision

    +1 Perception, not cumulative

    Can’t be surprised, always get abortive action

     

    Magic Leech – Charm (25 GP)

    Missile Deflect Vs. Magical attacks +2 OCV, 1/day

    Sucks the magical energy into itself

     

    Belt of Fortitude – Studded Leather Belt (25 GP)

    +1 CON, figured into stats

     

    Lancer – Diamond Ring (30 GP)

    2D6 RKA, no range mods, 3/day

    1-1/2D6 RKA, AP, +1 OCV, 3†line, no range, continue only if does body, 1/day

    must roll to hit on each person in area

    Creates diamond Heavy Lance, 1/day, lasts 1 hour

     

    FlameLore – Ruby Ring (55 GP)

    Fireball - 1-1/2D6, +1 StunX, AE 3†radius, personal immunity, 1/day

    Fiery Death – 1-1/2D6 RKA, +1 StunX, lasts Xtra phase, 1/day

    25% DR Resist, Fire only

     

    Swift – Boots Transportation (45 GP)

    13†teleport, 3/day

    10†flight, 2/day

    +2†Running, max 10â€

    Clinging at strength, always on

    3†swimming, always on

     

    Bleeder – Dagger (35 GP)

    1/2D6 HKA, +2 OCV, 8 STR min (Maximum 2D6)

    Does 1D2 NNDK on next phase from bleeding (to location hit)

    NND not Vs. targets that don’t bleed

     

    Spitter – Arrow (20 GP)

    2D6+1 RKA Penetrating, 1 recoverable charge

    Acid splatter, same damage

    2†radius selective (must attack all targets in area), 12- act on each target

     

    Contention – Buckler (35 GP)

    +2 DCV, 8 DEF, 7 Body, Hardened

    Fast Draw, Fast Put Away

    +2 on DEX roll offs for initiative when wearing

     

    Helm of Archon – Plate Helm (40 GP)

    7 DEF on 3-5 locations, not cumulative

    no perception penalty for wearing face plate down

    UV Vision

    +2 Perception Vs. Ghosts and non-corporeal beings

    Self Contained Breathing

    1 Point Flash Defense

     

    Shirt of Ether – Purple Silk Shirt (30 GP)

    Desolid, full phase to activate, lasts one turn, 2/day

    Can see invisible objects while desolid

     

    Nimble –Silver Thumb Ring (30 GP)

    +1 to All DEX skills involving the fingers

    Perform manual DEX skills in ¾ time (lock picking, trap setting, etc.)

     

    Relic of Elzonn –Amulet (45 GP)

    2D6 End Aid, ranged, 2/day

    Cure Critical 1/month

    4D6 Heal, 1/week

    Cure Poison 1/week

     

    The Rock and Roll Rebel Ring. 12d6 Mind Control, 1 command (Do the opposite of whatever you're told to do), 0 End, Persistant, Uncontrolled, Always On, OIF.

     

    Rampage – Long Sword (55 GP)

    +2 OCV, 1-1/2D6 HKA 15 STR min (4D6 max)

    Must make EGO roll or must push 5 STR

    If already pushing and fail EGO roll, then must make an EGO push of 5 End more

    Rush – 2D6 Heal to Stun and End, up to normal maximum, trigger when kill foe that you knocked out using this weapon

    Ice Aegis Blade – Long Sword (80 GP)

    +2 OCV, 1-1/2D6 HKA 15 STR min (4D6 max)

    +1 DC on an 8- attack roll

    Ice Wall – 9 Def FW, 10†long, no range, 2/day

    Ice Shield – create in zero phase a medium shield on your arm, 9 Def, 5 Body, 2/day

    Ice shield gives 10% DR resistant physical and energy Vs. Fire attacks, cumulative only w/armor

    Ice Armor – Create a magical suite of plate mail in half phase, 7 Def, -2 DCV/DEX, 2/day

    Ice Armor gives 15% DR resistant physical and energy Vs. Fire attacks, cumulative only w/shield

     

    Fight or Flight – Wind Ring (50 GP)

    50 STR TK, grab throw, directly away from attack, no range, +2 OCV, 2/day

    7D6 EB, wind blast, +2 OCV, 3/day

    13†flight, 1/day

    35†teleport, 1/day

    +5†running, maximum 15â€, lasts 6 phases, 1/day

     

    Crimson Disk – Glowing Red Metal 12†Diameter Disk (30 GP)

    2D6 RKA, Fire damage, AP, 1 recoverable charge, +2 OCV, Seeking (Uncontrolled)

    requires weapon familiarity or –3 OCV, range of 15â€

     

    Vibro – Wand (30 GP)

    5 Shot Autofire, +2 OCV, each shot does more damage, 1/day

    1) 1D6 RKA, 2) 1-1/2D6 RKA, 3) 2D6 RKA, 4) 2-1/2D6 RKA, 5) 3D6 RKA

     

    Lightning Crystal

    Toss crystal into a hex. 1D6 segments later lightning will strike that hex. Outdoors only.

    2D6+1 RKA, AE 1", +1 StunX

    1 non-recoverable charge

     

    The Vile Blade (Dagger)

    - 1d6 HKA (STR min 7)

    - 2d6 Drain vs PD

     

    Powder of Madness

    This magical substance is often used for nefarious political purposes. When sprinkled into food, the victim will slowly start to exhibit a marked change in beliefs or behavior, according to the specific preparation of the powder.

    12d6 Mental Illusion (60), Victim must consume powder (-1), One fixed illusion (-0.5), Gradual Effect - one week (-4), OAF - powder. 60 Active, 9 Real

    Some known applications:

    Standard Madness: Victim suffers illusion that everyone around him is a demon or other monster. His reaction is usually seen as madness. This version is useful for discrediting a political enemy.

    Intimidator: illusion causes the victim to see the user as being much more powerful and influencial than they really are. The victim will gradually develop an intense fear of the user.

    Assassin's version: the mental illusion makes the assassin invisible to the victim. The illusion is that there isn't a person there to kill him.

     

    Cleaver – Great Axe (60 GP)

    +1 OCV, 2D6+1 HKA 18 STR min, 2 Handed (5D6 max)

    AP Vs. Rigid Surfaces, Shields, Plate Armor, Walls, etc. on a 10-

    Maximum damage on a 3-

     

    Grinder – Great Mace (50 GP)

    +1 OCV, 2D6 HKA 15 STR min, 2 Handed (4D6+1 max)

    Penetrating on a 8-

     

    Falling Star – Wand, 1 charge per day (30 GP)

    3D6 RKA, Explosion, Outdoors only

    Linked to a 2D6 Flash Vs. All sight and all sound, Explosion

     

    Elixir of Might – Potion, 2 charges last 3 turns (20 GP)

    +10 STR, +10 CON, +5 PD, +5 ED, +10 STUN

     

    Phase Lance – Wand, 1 charge per day (20 GP)

    1D6 NND Killing, 6†line, Selective, +4 OCV, don’t roll location, no range

     

    Mole Bracers – Furry Bracers, 2 charges per day (20 GP)

    7 DEF, 3†tunneling, bump of direction only underground

     

    Time Bandit – Amulet (40 GP)

    +2 OCV, 1/day

    Evade, desolid, affected by light and equally fast attacks, 1/day

    +4 Perception, 2 phase duration, 2/day

    Martial Takeaway, net of +2 OCV and +5 Strength, 1/day

     

    Phantasm – Long Sword (105 GP)

    +2 OCV, 1-1/2D6 HKA 15 STR min, (4D6 max)

    All powers Affect Desolid (takes wielder partially into ghost realm)

    +1 DCV when hand is on hilt

    Self Contained Breathing when hand is on hilt

    UV Vision when hand is on hilt

    +3 Perception against non-corporeal beings when hand is on hilt

    -1 to perception against character when hand is on the hilt

    1D3 NND Killing to living creatures on a 7-

     

    Onslaught, Wyrm Slayer – Long Sword (80 GP)

    +2 OCV, 1-1/2D6 HKA 15 STR min, (4D6 max, 5D6 Vs. Drakes)

    +1 OCV and +1DC Vs. Drakes

    2 DEF Armor, not cumulative above 7 DEF

    10†flight, 4X non-com, 6/day, when hand is on hilt

    Immunity to Poison

    5 Points Mental Defense (not cumulative), when hand is on hilt

    +10 Presence, defensive only, when hand is on hilt

    12†light, dimmer switch

     

    Fire Ward– Medium Shield of Flame (75 GP)

    +2 DCV when wearing

    Fast draw and fast put away

    25% DR Physical and Energy Killing Vs. Cold attacks, when wearing

    1-1/2D6 damage shield of fire, lasts 1 turn, 1/day

    Flame Bash – 2-1/2D6 RKA, no range, use shield to attack, +2 OCV, 2/day

    4D6 Maximum of 24 AP Absorption Vs. fire attacks to Flame Bash, fade 5 per minute

     

    Shredder – Barbed Ring (40 GP)

    1-1/2D6 RKA, AP, no range, +2 OCV, 6/day

    1-1/2D6 RKA, AP, no range, 3 shot autofire, +2 OCV, 1/day

     

    Fleet of Foot – Silk Stockings (40 GP)

    +4†Running, Maximum 10â€

    Acrobatics +2 or at a 12-

    Breakfall +1 or at an 11-

    +2 on Dive for Cover rolls

    Flight, up to 10â€, equal to running, on water only

     

    White Ethos– Blue Tinted Plate Male (60 GP)

    8 DEF real armor, 23 KG

    Instant Change into and out of armor, becomes an amulet

    5 Points Power Defense

    25% DR from Destruction/Darkness Spells on an 10- activation

    15†Teleport, 2/day

     

    Elzonn’s Wrath– Holy Amulet of Elzonn (30 GP)

    4D6 NND, not vs. good, 2/day

    1D6+1 NND Killing, only vs. undead, 2/day

     

    Bright Star– Very Heavy Bow (60 GP)

    2D6 RKA, +1 OCV, 10 STR Min, +2 Vs. Range

    Quick Put Away

    2D6 Flash Vs. all sight and sense life, Explosion, 1/day

    20D6 Suppress Vs. Darkness spells, no range, 12†Radius, always on

    IR Vision, only after 1 full phase of aiming and for as long as continue firing

     

    Traveler’s Belt– Soft Leather Belt (50 GP)

    Equal to 2 bags of Holding

    Stores 3 potions, 0 phase call potion to top.

     

    Zot – Scabbard (45 GP)

    Teleports weapon to scabbard if dropped

    +5†Reach on 1st attack after being drawn, 3/day

    Adds Lightning SFX to attacks for 1 minute after drawn

    Adds +1 StunX for 1 minute after drawn, on a 5- attack roll

     

    Adamant – Great Sword (100 GP)

    +2 OCV, 2D6 HKA 20 STR min, (4-1/2D6 max)

    20D6 Dispel Vs. normal weapons only, full phase or abort, must attack focus unless aborting, 2/day

    Makes normal armor Hardened, when hand is on hilt

    Does not bleed (won’t lose body when below 0)

    25% DR physical killing Vs. normal swords only, when hand is on hilt

    +2 CON for figuring if stunned, when hand is on hilt

     

    Thorn of Withering - Wand (25 GP)

    2D6 RKA, NND Killing AE 2" radius, plants only, 3 charges

    1D6 RKA, AE 2" radius, plants only, 24 charges

    2D6 Con & 2D6 Body Drain, return rate of 5 per hour, Ranged, 2 charges

    Witches of Elmarr – 3 Long Swords (60 GP each)

    1-1/2D6 HKA, 15 STR min, +2 OCV, (4D6 Max)

    Telepathy between those holding the swords

    +1 to coordinate per additional sword attacking

    Wielders get to go at highest initiative roll among them

    Wielders can use END (willing person only) from other wielders

    Maximum of 5 end at a time, 1/day per sword, must be within 24â€

    +1 to overall perception per additional sword within 24â€

     

    Cold Blooded – 2 Rings, 2 charges (15 GP)

    Must use both rings, one on each hand

    Roll to hit separately for each ring, no range

    If one hits, then it does 1D6 NND Killing

    If both hit, then it does 3D6 NND Killing

     

    Black Heart – Rapier (50 GP)

    1D6+1, 13 STR min, +2 OCV (Max 5D6)

    Hits heart (vitals) on a to hit roll of 6-

    Does +2 DC if hits heart (vitals) naturally

    Doesn’t work on undead or similar creatures

    Heart Stopper – 1-1/2D6 RKA, +2 StunX, no range, 2/day

     

    Candied Apple – Potion (8 GP)

    +10 to Comeliness

    +10 to Presence

    Affects skill rolls etc., 2 charges last 5 days

     

    AnyWho – Potion (15 GP)

    Shape Shift into any humanoid, not individual

    Costs 50 End when consume, 2 Charges last 5 days

     

    Wind and Rain – 2 Throwing Daggers (35 GP each)

    Wind

    +3 OCV, +1 vs. range, 1D6 HKA, 5 STR min, can be thrown (2-1/2D6 max)

    can re-roll location one time each hit, 2nd roll is 3D6 random always, must take 2nd roll

    can be indirect, only outdoors, delayed 1D3 segments. If target is not in target hex at that time, it misses.

    Rain

    +2 OCV, +1 vs. range, 1D6 HKA, 5 STR min, can be thrown (2-1/2D6 max)

    Not affected by water, +1 DC if in water (increases maximum to 3D6)

    Can be indirect, only in rain or water, delayed 1D3 segments. If target is not in target hex at that time, it misses.

     

    Blade of Ages – Long Sword (100 GP)

    +1 OCV, 1-1/2D6 HKA, 15 STR min, (4D6 max)

    ages victim on an 8-, roll 1D8

    1 = 1 Hour, 1D6 EB NND

    2-3 = 1 Day, 1D6 EB NND and 1D3 End Drain

    4-6 = 1 Week, 2D6 EB NND and 1D6 End Drain

    7 = 1 Month, +20 Stun only to figure if Stunned, and 1D3 NND Killing

    8 = 1 Year, +20 Stun only to figure if Stunned, and 1D6 NND Killing

    Gives the wielder the time stolen (can become immortal). On a 7 or 8, the wielder gets 1D6 Stun and End Aid

     

    Peril – Long Sword (50 GP)

    +2 OCV, 1-1/2D6 HKA, 15 STR min, (4D6 max)

    Proof against magical detection when holding (including danger sense, etc.)

    +1 Perception when holding

     

    Quicken– Heavy Crossbow (50 GP)

    +1 OCV, +1 vs. range, 2D6 HKA, 18 STR min

    Auto loads, Fire 1 shot in half phase, 2 shots in full phase.

    2 shot autofire, make attack roll for each shot

    can hit different targets if not more than 30 degrees apart.

     

    Purple Haze– Wand, +1 OCV, 2 charges non-recoverable (8 GP)

    -2 DCV/DEX checks and –2 Perception rolls for 1 turn

    counts as 4D6 of flash for defensive purposes.

     

    Ring of the Raven– Ring (15 GP)

    +2 to concealment in shadows, 1 charge per day lasts 1 hour

    +2 Perception, 1 charge per day lasts 1 hour

     

    Azure – Talisman (15 GP)

    Life Support: Breath Underwater, High Water Pressure, Intense Water Cold

    Bump of Direction under water

    Free Movement under water

     

    Inferno – Ruby, 3 charges non-recoverable (15 GP)

    1-1/2D6 RKA, +1 StunX, lasts extra phase, 3†any area effect

     

    GREEN DESTINY

    Description:

    A long, thin-bladed jien, Green Destiny is a sword forged of an unknown and unearthly metal. It has a blade two feet, nine inches long, and an inch wide. The blade itself is marked with a pattern of strange characters (or runes) in green, and gives off a faint greenish glow in dim conditions. The weapon is virtually unbreakable, but still flexible enough that it can be bent almost double and still return to its original form. The sword will also ring faintly if struck with a fingernail. Incredibly sharp, Green Destiny can lop though most anything with ease, and can be used to chop an opponent's weapon to bits.

     

    Currently, the sword has no owner, and is known to be held in a secure location somewhere in northern China.

     

    20 Green Destiny: HKA: 1d6+1, Penetrating (+1/2), 0 END (+1/2), OAF (-1)

    42 Green Destiny: Dispel: 12d6 vs All Melee Weapons (+1/4), 0 END (+1/2),

    No Range (-1/2), OAF (-1)

    62 Total

     

    Game Use Notes:

    Using Green Destiny in a fight can be a little tricky. When attacking, one uses the HKA and Dispel together, thus destroying (hopefully) any blocking weapon. If attacked, one aborts to the Dispel, instead of the normal Block, and directs the Dispel against the incoming attack (Dispel can be used defensively if you have a saved action).

     

    Ring of the Serpent – Double Finger Ring (55 GP)

    This ring summons forth a 12’ long serpent that rows strait from the ring and remains attached to the end of the ring by its tail. 1 charge per day, costs 2 end per phase. It requires an Ego roll every phase to control the serpent. See below for Ego roll effects. While the serpent is out, it can:

    2-1/2D6 RKA +2†Reach, +2D6 NNK poison if RKA does body, +1 OCV

    30 STR Grab, attacker is –1 DCV, not ½., Net +1 OCV (including –1 for grabs), +2†Reach

    Ego roll: Make it, command serpent, Miss it by 1 spend phase controlling it (can opt not to, but then it will do attack the user), Miss by 2-3 attacks random target in range, Miss by 4+ it attacks the user with an 10 OCV.

    Black Gate– Great Sword (75 GP)

    2D6 HKA, 20 STR min, +2 OCV, +1 DCV

    60†Teleport, 2/day, 10 END, not through barriers

    20†Teleport, 3†r, selective, 20 END, not through barriers, 1/day

     

    Frore – Long Sword (60 GP)

    1-1/2D6 HKA, 15 STR min, +2 OCV, SFX Cold

    Immunity to intense cold, puts off an aura of cold 1â€

    25% DR resistant from Cold Energy attacks

     

    Provocation – Long Sword (40 GP)

    1-1/2D6 HKA, 15 STR min, +2 OCV

    +2 DC if it is the first successful hit of a fight

    +10 Presence to be aggressive

    Makes player more aggressive/overconfident over time

     

    Lumini – Long Sword (55 GP)

    1-1/2D6 HKA, 15 STR min, +2 OCV

    2D6 Flash, +2 OCV, vs. all sight, 1/day

    1 point flash defense when wielding

    Create light on an inanimate object

    15†radius, lasts 8 hours, 6/day

     

    Compulsion – Dagger (100 GP)

    1D6 HKA, 8 STR min, +2 OCV

    Power Word Death: 8D6 Transform to Dead, only vs. Orcs, 2/day,full phase, 12 END

    Power Word Inanimate: destroy regular skeleton, zombie or similar animated dead, 2/day, 12 END

     

    Dysfunction – Wand, 1/day (50 GP)

    This wand has three portions over 3 phases. The next effect only works if you are still in the entangle. First, your legs stop working and you feel glued to the ground, and then an intense pain shoots up your legs and through your spine, and finally hits the base of your neck with excruciating pain.

    Phs 1 – 2D6 Ego Entangle (doesn’t take damage), AE 1â€

    Phs 2 – 2D6 Penetrating

    Phs 3 – 1D6+1 NNDK, +1 StunX, entangle is dispelled

     

    Augmentra – Rod, 1/day (20 GP)

    Cast a spell through this focus and it will become Autofire and +2 OCV, Maximum of 30 active point spell.

     

    Chill Blood Wand (35 active, 7 real)

    Drain 2d6 character points of SPD

    Ranged, Return 5 points / minute

    OAF, Gestures, Incantations, (Magic) Skill Roll, Independent

    In Heroic games I use the apportionment rules on p. 54 of the HSR - so Return is 1 point / Turn.

     

    SPECTACLES OF WIRE FRAME (15 GP)

    These spectacles give you the appearance of having +5 Intelligence. Due to this mystical ability, people will treat you as if you know more things than you actually do, talk down to you less, and trust you with greater responsibilities. The net result is that you gain +1 to persuasion, conversation and leadership skills. Oddly enough, these do not detect as magical. These affects do not work on people that know you intimately. You can buy this at DagMire's Magical Inventions, down on 33rd, between the Apothecary and Antique Books store.

     

    ELIXIR of ACUMEN (55 GP)

    This crystal vial slowly fills up over a 24 hour period. Drinking the concoction of deep blue liquid will give you special abilities for roughly 36 hours. Different versions of this give the imbiber different powers. Here is an example:

     

    Powers:

    Speed Reading

    +1 INT

    Cramming (remember that you must have access to training)

    Absolute Time Sense

    1D6 of luck (you are smart enough to make your own luck, subconsciously.)

    True Sight (+3 PER vs. Images, see invisible fringe at 6" instead of 1")

    +2 Mental Defense

     

    FIRE DRAGON's ESSENCE (70 GP)

    This charm is created from remnants of a Fire Dragon. Teeth, scales and the like.

     

    Powers:

    25% DR Resistant Physical and Energy vs. Fire only

    5D6 Suppress on self only vs. magic spells cast on you by a Fire Dragon. Suppress not vs. breath weapons.

    1 pt. Language: Dragon

    +10 PRE vs. Fire Dragons

    Fire Breath: 3D6 RKA 1" area, 6" range, 1/day

     

    Sharpening stone

    +1 DC only on bladed weapons

    3 nonrecoverable charges last 1 minute

    Takes full phase to apply.

     

    Acid Arrow +2 OCV

    2D6 RKA Penetrating

    1 nonrecoverable charge

    *1/2 DCV for firing a bow

     

    Napalm Arrow +2 OCV

    1-1/2D6 RKA +1 StunX

    1 nonrecoverable continuous charge lasts 1 turn

    *1/2 DCV for firing a bow

     

    Phantom Tentacle Ring (12 GP)

    20 STR TK

    no range

    AE 3" cone - selective

    Only to Grab

    2 charges

    Costs 3 end per phase

     

    This ring looks like a bunch of green tentacles wrapped around the length of the wearer's finger. Upon command, they spring forth (picture the tentacles in Final Fantasy, the movie), and grab your opponents.

     

    Härte - Amulet (30 GP)

    +10 REC, Only to recover BODY

    +10 Power Defense, only versus disease, venom and sickness

    +1 Constitution

    Blitz - Helm (55 GP)

    5 DEF FF, cumulative to 8 DEF on locations 3-5

    1 Point Flash Defense when faceplate is lowered.

    3 Points mental defense

    15†Teleport 2/day

    Lightning Gaze: 1D6 NND (grounded), continuous, 2 end per phase, 1/day

    25% DR Energy Killing from Lightning Attacks

     

    Description: This obsidian black helm is made of polished metal with a natural black hue. It is trimmed in white gold runes around the edges. When its powers are used, the runes spark and crackle to life. It has a full faceplate with a wide slot for the eyes that is protected by a golden force field when lowered.

     

    Sunrise – Long Sword (78 GP)

    1-1/2D6 RKA, 15 STR min, +2 OCV

    Wall of Fire: 8DEF FW, 8†area, with 1-1/2D6 RKA damage shield, 2/day lasts 1 turn

    Change environment to toasty warm and in dawn light, 24†radius, at will

    Start normal fires by touch of blade, at will

    Immune to intense heat, always on when in possession of weapon

    6D6 Heal, 1/day, only in the light of dawn

     

    Raven Ward – Medium Shield (65 GP)

    +2 DCV, 20 DEF, 10 BODY, Hardened x2

    Deflect normal missiles, +2 OCV to deflect, deflect adjacent hex, 2/day

    Deflect (eats) light based spells, +2 OCV, deflect adjacent hex, 1/day

    10% rDR Phys and Energy from Necromantic/Destruction Magic

     

    Description: This shield is made of an unblemished solid smooth piece of ebony. It has no marks or imperfections of any kind. It is unclear how the arm straps are held in place. It is believed to be indestructible.

     

    Jolt – Bastard Sword (120 GP)

    1-1/2D6 RKA, 12 STR min, +1 OCV

    +2D6 NND Electrical (not vs. flying), 8- activation on attack roll

    +2D6 additional NND Electrical (not vs. flying), 4- activation on attack roll

    Lightning Strike: +2 OCV to offset called shot penalties, 2/day

    Chain Lightning: 1-1/2D6 RKA, +1 Stun, any 5â€, no range, selective, +2 OCV, 2/day

    Positive Jolt: 3D6 End Aid, reduced by range, 2/day

    Negative Jolt: 4D6 NND Electrical (not vs. flying), 1/day

     

    Weapon Master – Deep bronze colored metal gauntlet, right hand (50 GP)

    8 DEF Armor, location 6-7 on right hand

    +1 HA for punching

    Weapon familiarity with Common Melee, Flails, lances, quarterstaff, and whip

    Summon any normal hand weapon, maximum of 45 active points, 1 at a time

    Weapon Cache: store up to 3 hand weapons in gauntlet, 0 phase put in or take out

    Can block HKAs with gauntlet at +1 OCV

     

    Wrathguard – Studded Leather Armor (65 GP)

    4 DEF armor on locations 7-15, lightened to 10 KG: –1 DCV/DEX checks

    25% DR Energy Killing from Lightning Attacks

    1-1/2D6 RKA, +1 StunX, no range, 2†radius, personal immunity, 6end, 1/day

     

    Description: This armor is a deep midnight blue color with knobs of dull bronze. Whenever it is struck by an attack, little bolts of electricity jump from the point of impact out to the adjacent knobs and continue is lessening intensity around the suit.

     

    Reaper’s Shadow – Black Leather Cloak (35 GP)

    +1 Stealth, Acrobatics and Concealment Skills, or 11-

    Clinging at strength and Flight (up to 15â€) only at running speed. Must touch solid surface at least once every phase. The effect is the ability to run and jump great distances effortlessly.

    Mask Life: Invisibility to IR vision and sense life, always on

     

    Black Boots of Aragorn –Leather Boots (25 GP)

    3 DEF on 16-18, Armor

    +4†Running

    Double Move: Can do a full move as a zero phase action, 4 End, 2/day

    Walk on Water: Flight (up to 15â€) only on water, at running speed. Must touch solid ground at the end of third phase, must move every phase. No charges

     

    Arachnid Girdle – Steel blue metal belt, 2†wide (55 GP)

    +2D6 STR to break out of web based entangles

    3D6 Entangle, AE 1†Sticky, entangle and defender take damage, 1/day

    5†Gliding, only strait down, only to repel from object.

    Telepathy with intelligent spiders, 1 at a time

     

    Troglodyte’s Revenge – Obsidian Ring (55 GP)

    6 DEF 4†Tunneling, 3/day, 2 End per phase

    Crumble: 4D6 RKA, AP, AE 1†only vs. natural earth and stone, 3/day

    Bump of Direction, only underground

    Detect underground open space, 20†range, 1 End per phase, at will

    Self Contained Breathing, only underground

    Tunnel Engineering skill 11- or +1

     

    Eagle’s Flight– Very Heavy Bow (80 GP)

    2D6 RKA, 15 STR min, +2 Vs. Range penalties

    Only -2 DCV when firing, instead of half (but normal penalties apply for bracing)

    +1 Perception when carrying in hand

    5†Gliding, always on, when in possession

    True Path: Can add No Range Penalties to any arrow, 2/day

    Willing Bow Enchantment: Fast Draw

     

    Viper – Dark Green Javelin (45 GP)

    1D6+1 HKA, can be thrown, 10 STR Min., +2 OCV

    Does an additional 1D6 NND Killing if does body, 2/day

     

    Heartbreaker – Dagger (40 GP)

    1D6 HKA, 8 STR min., +1 OCV, can be thrown

    +8 OCV, only to offset penalties for aiming at the Heart. Must aim at heart. A heart hit counts as a vitals shot. 2/day

     

    Tinker – Crystal Ring (30 GP)

    8 STR TK, Fine Manipulation, 1 End per phase, 3/day

    Invisible Power effects

     

    Lancer – Arrow (25 GP)

    2D6+1 RKA, +2 OCV

    AE 24†line, no range, Selective. Only continues to next target if does body

     

    And here is one that is sort of off the wall. It is extremely rare in my campaign, as in only one ever seen, and extremely powerful:

     

    Hyperion Pill

    +32 Speed, 1 charge lasts 4 segments.

     

    This is as close as any mage has ever come to completely stopping time in any realistic sense. The person who takes the pill is sped up so much that they will move appoximately 3 times every segment for 4 segments. Each action is treated as a complete and seperate phase for the character, even though three phases may take place within one segment.

     

    The Bone Wand:

    This item is generally made from a human ulna, though sometimes the three forefinger bones may be strung together. It fires a black beam of energy which will numb and temporarily render useless one limb of a victim.

    NOTE: This item only works properly if the campaign is using Hit Locations and Imparing/Disabling Hit rules.

    2d6 RKA, Energy (30), OAF (Wand) (-1), Only to impair a hit location, no effect if Body rolled is too low (-1)

    +4 OCV for above attack (20), OAF (Wand) (-1), Only to counter penalties for targeting a hit location (-1)

    Total: 17

    Total cost if Independent: 10

     

    Everfull Purses:

    Perk: Filthy Rich, OAF, Independent

    Total Cost: 4

    "Some things cost nothing. For everything else, there's the Everfull Purse."

     

    Invincible – Long Sword (75 GP)

    +2 OCV, 1-1/2D6 HKA 15 STR min, (4D6 max)

    6†silvery light source (dimmer switch)

    It is Indestructible by any known means

    Gives wielder ½ Hardened defenses (3/4 damage from AP attacks)

    50% chance of a critical hit not causing a critical wound

     

    Erin’s Gate – Medium Shield (30 GP)

    +2 DCV medium shield, 10 Def, 10 Body

    Create Gate – 40†teleport, AE 1â€, usable by others, lasts full phase, 2 charges per day

    Private Gate – 15†teleport, 3 charges per day

     

    Verve – Long Sword (55 GP)

    +2 OCV, 1-1/2D6, 13 STR. Min, Max (3-1/2D6)

    Fast Put Away and Fast Draw

    2D6 NND electrical on an 8- attack roll

     

    Kindler – Wand (45 GP)

    Start normal fires, AE 1â€, 3/day

    Charge – 2D6 RKA, +1 StunX, 2/day

    Fireball - 2-1/2D6 Explosion, +1 StunX, 8†range, 1/day

    10% DR vs. all Cold attacks

    Safe environment: Intense Cold

     

    Sangward – Ring of Ruby, raw looking (23 GP)

    +1 DCV in Hand to Hand Combat

    Can block bare handed, +2 OCV to block

    Defense Maneuver

     

    Boots of the Acrobat – Soft Leather Boots (15 GP)

    4 DEF (cumulative to 7 DEF) loc 16-18

    +2†Running (max 10â€)

    Acrobatics: +1 or 10- roll

     

    Rod of the Tabernacle – Ivory 12†rod (40 GP)

    Stores one Clerical spell per day, maximum of 40 active points

    Smite – 2D6 RKA, no range, +2 OCV, 4 charges per day (+2 DC vs. undead)

    12†golden light, off/on command word

    Glorify – +2 to Piety Roll, 2/day

     

    Schmiede - Dwarven Anvil (15 GP)

    Repair armor and magical armor, shields and weapons, 4D6 heal/day, 1 hour. 14- activation with Weapon smith skill, 10- without

    Barricade- Dwarven Kite Shield (15 GP)

    +3 DCV, 10 DEF, 10 BODY

    Stone barricade – 8 DEF Hardened, 8†Force Wall, must go through players hex, 2/day

     

    Silver Tongue – Stiletto (20 GP)

    1D6HKA, AP, +2 OCV, 10 STR min, silver weapon, can be thrown

     

    Stout – Ring, (20 GP)

    +3 CON to determine if stunned and for CON rolls

     

    Moon Cloak – Cloak Clasp (10 GP)

    Creates a dark gray cloak, +1 stealth and concealment, 1/day lasts 1 hour

     

    Violence – Great Sword (55 GP)

    2D6HKA, 18 STR min, 2H, +2 OCV, 1/2D6 NNDK on 8-

     

    Crystal Cleaver – Dwarven Great Axe (40 GP) 2D6+1 HKA, 18 STR min, +0 OCV, 5D6 dispel vs. force fields 8-

     

    Dwarven Shield Paint (5 GP)

    Hardened shield and +1 DCV, 1 charge lasts 1 hour, full phase to apply

     

    Dwarven Lung Amulet (10 GP)

    Self contained breathing

     

    Bloody Carnage – crude club with gnarly spike (55 GP)

    2D6 HKA +1 OCV, 19 STR min, 1-1/2 Handed, Penetrating

    (12.5 STR per DC over, maximum 3D6)

    1D6 Body Drain on an 8-

     

    Offender – Battle Flail (60 GP)

    2D6 HKA, +1 OCV, 19 STR min, 2 Handed

    flail maneuver

    (12.5 STR per DC over, maximum 3-1/2D6)

    AE any 3 hexes selective, 2/day

     

    Crash – Medium Shield (35 GP)

    +2 DCV, 8 DEF, 10 Body

    +2 OCV (total 4) OCV for shield bash

    +2 DCV to offset penalty of not getting shield bonus when doing a shield bash.

    25% DR (normal physical) only when you move through

     

    Sticky Fingers – Gold Bracelet (25 GP)

    SFX, your hand stretches out

    Your STR TK (max 20) fine manipulation, 20†range

    1 end per phase to run, 0 phase activate, 3/day

    +1 to sleight of hand and pick pockets with TK

     

    Stoker – Small Dagger (45 GP)

    1D6 HKA, +2 OCV, 5 STR min (max 3-1/2D6)

    SFX fire damage, +1 StunX on 6-, can be thrown

     

    Ring of Destruction – Large metal ring (40 GP)

    2 handed weapon, +3 DCV while holding, +3 to block

    Binding Rings - 3D6 Entangle, AE 1â€, 2/day

    Bladed Rings – 2D6 AP, AE 1â€, lasts Xtra phase, 1/day

     

    Elixir of Freedom – Potion, 2ch. (8 GP)

    +20 STR vs. grabs and entangles, lasts 1 hour

     

    Chill – Ice Ring (33 GP)

    25% DR vs. cold attacks (normal and killing, energy only)

    Immune to intense cold

    15D6 Suppress vs. ice entangles, invisible power effects. It looks like you are still entangled. Dispells invisible effects if you do something.

     

    Primer – Ornate Scabbard (25 GP)

    2D6 End AID and +5 STR lasts 1 turn when weapon drawn from scabbard, 1/day

     

    Gismo – Jumble of metal, wood, pulleys and wires (10 GP)

    Can take on the form of any simple machine

    Ex. Pulleys, crossbow, lock, jack, etc.

    Takes 1 turn to transform

     

    Fiend – Arrow (50 GP)

    Summons a Hordling, 1/day

    The Hordling will attack the closest person until killed.

    On a 8- it summons two, on a 4- it summons three.

    On a 17+, it attacks the user first.

     

    Stone Golem Necklace - does not breath, immune to intense heat, cold and pressure, 1 pt flash def

     

    Purse of Plenty – Small Gold Silk Purse (10 GP)

    This purse was originally created for the wives of noblemen. It was a fad to make sure that their wives had plenty of money, but still not allow them access to all of the families wealth. The fad is centuries gone many of the purses have been separated from the original owners. They pull coins from a store hidden in another location, or possibly even dimension. There is no way of getting at the store, much less knowing when or if it will run out.

    Generates 1 copper every three days

     

    Bronze Ranger – 6†Solid Hammered Bronze Globe (25 GP)

    Clairesentience normal sight, makes a low humming noise, the sight is with fish eye vision

    100†range, 4†Flight, 6 DCV, 8 DEF, 10 Body, full phase activate, 2/day

     

    Mystic Vial of Knowledge – Small glass vial of golden liquid, 1charge (30 GP)

    Familiarity in any one skill, full phase to drink

    Lasts 1 month, but is permanent if you put another point into it before the duration runs out.

     

    Averick’s Delight – Small spray bottle, 12charges (2 GP)

    Turns any organic matter into a four-course meal of your choice.

     

    Deep Blue – Large blue pill, 6 pills (4 GP)

    Breath under water, immune to intense cold and pressure,

    Free movement under water, 10†of swimming, lasts 1 day

     

    Angel Hair Whip – 5 Angel’s hairs with diamonds on each tip (80 GP)

    1-1/2D6 RKA, Autofire, +2 OCV, +2†Reach, 15 STR min (3 end total)

    1D6 Luck, Re-roll location once per day

     

    A Stone’s Throw – Small Gray Stone (15 GP)

    4†Radius selective teleport (willing subjects only), as far as you can throw the stone (-5 STR min), 2/day

    It is balanced and aerodynamic

     

    Tiger Claws – Tiger pelt gloves, must wear both (50 GP)

    2 DEF on location 6, cumulative to 7 DEF

    3D6+1 RKA, no range, reduced pen (2 x 1-1/2D6 RKA), half phase to activate claws

     

    Tiger Paws – Tiger pelt boots, must wear both (35 GP)

    2 DEF on locations 16-18, cumulative to 7 DEF

    +4†Running, max 10â€, +1 Stealth or 11-

    Pounce attack – Full move and attack, +) OCV, +0 DCV, + velocity/5 DC, 3/day

     

    Featherweight – Slender, bejeweled and intricate rapier (70 GP)

    1D6+1 HKA, +2 OCV, 10 STR min, Max 3D6

    Fast draw and fast put away, Can go AP 2/day

    5†Gliding, when wielding, 10†flight (must end phase on surface you can stand on) when wielding

     

    Snap Crackle and Pop – Silver and gold glittery wand 12†(15 GP)

    5 charges to use on various lightning powers

    2D6 RKA, +2 StunX, 1 charge

    4D6 EB, NND, 1 charge

    2D6 RKA, AP AP, 1 charge

     

    Grog’s Hammer – Murky brown potion, 2 charges last 1 minute (6 GP)

    +5 STR, +5 CON, +5 STUN, +10 END, -5 INT, -2 PER

    does not affect figured characteristics, does affect skill rolls etc.

     

    Mighty Blow – Thick black iron ring (5 GP)

    +3 HA for punching only, +2 OCV, full phase, cumulative to 10D6, 5 charges

     

    Slither – Snake arrow (8 GP)

    3D6 Entangle, +2 OCV, 2 recoverable charges

    5D6 EB penetrating, continuous, until broken out or 2 turns

     

    Stone of the smith:

    This whetstone will turn any edged weapon into a weapon of immeasuable sharpness. However to maintain the blades edge the weapon must be sharpened every day. The magic in the stone is typically enough to sharpen two average weapons per day.

     

    1d6 Cumulative Major T-Form(Edged Weapon to AP weapon for 24 hours)

    16 Charges(recover after 24 hrs), OIF, Gestures, Extra Time-1 min, Ind

     

    Mechanics:

    In order to turn a weapon into an AP one you must roll the Act Pts of the target weapon using one charge per roll. Example a Short Sword has 20 Act Pts(15 for HKA, 5 for +1 OCV) so you must roll 20 pts of body on T-form to turn it into a AP Shortsword.

     

    Ring of Identification – Sparkly blue ring, 9 ch. (4.5 GP)

    Detect magic, Discriminatory, +4 Perception, no range

    Pitfall Ring – Black and Red Granite Ring (5 GP)

    75% DR Physical normal and killing, falling damage only.

    Calculate full damage to determine if you are stunned.

     

    Blight – Withered black root wand, 3 charges (12 GP)

    6D6 Body Drain, +2 COV, roll location, no range, 5 END

     

    Bowless Arrows – 2 recoverable charges (16 GP)

    2D6 RKA, +2 OCV. +2 vs. range, can prepare arrow fire

     

    Earthen Defender – Med. Shield of Reddish clay (35 GP)

    +2 DCV, 4 DEF, 20 BODY, 15 STR min, fast put away

    The shield Regenerates 1 body per 5 minutes when in contact with earth.

    25% DR physical normal and killing vs. Earth golems and elementals.

     

    Scroll of Scrying – Scroll, 1 charge (4 GP)

    See invisible, see life force, IR vision lasts 5 hours

    Full phase, need light to read by, -2 DCV

     

    Energy Vial – 3D6 END aid (15 GP)

    3†radius, selective, only use by a Cleric, Ranger, or Druid.

     

    Benpher’s Swapping Pouches – 2 8†silk pouches (20 GP)

    Anything you put in either pouch can be removed from either pouch the following round. Range of 5 miles.

     

    Gloves of Pilfering – Thin leather gloves (20 GP)

    5 DEF Hardened, cumulative to 7 DEF on location 6

    +1 to Lock Picking and Sleight of Hands, or 11-

     

    Greensbarrow Playing Cards – Skillfully marked non-magical (1 GP)

    -4 perception to see that they are marked

    +1 to Gambling rolls with deck

     

    Book of Sorrow – Leather bound Crimson book (30 GP)

    3 pages empty. Each page can take on someone’s pain or sorrow, freeing them from pain (mental or physical). Major transform from hurt to well. There are 37 pages full of other peoples sorrows. The first page contains a warning not to read a sorrow once the book has taken it away. Can cure criticals, allow you to get over a lost love, etc. 5 minutes to write your sorrows down. Reading a sorrow will visit it upon the reader.

     

    Tired of eating nothing but trail rations on your quests? Heading out into the barren wilderness with nary a tavern or pub around? Afraid your cooking fire will attract the attention of trolls? Are the only game animals around corrupted by some evil force making them unfit to eat?

     

    Well worry no more! Try Quindard's Preserving Powder! Now you can have a hot home-cooked meal anywhere, anytime! Just sprinkle the powder on a heaping dish of your favorite meal, and presto! It assumes the composition of sturdy hardwood! Then just stick in in your packpack, and you're ready to go! When it's dinner time, just take it out and say your usual pre-meal prayer! It instantly changes back to the delicious state it was in before you used the powder!

     

    Quindard's Preserving Powder

    1d6 Minor Transform (10 active) plate of food into solid wooden sculpture of a plate of food, turns back when blessing is said over it.

    OAF - powder (-1), N charges (-?), Gestures (sprinkling the powder, -1/4)

    Real cost: 4 (or less, depending on how many charges you want)

     

    Black Vial (Potion) resist poison for 5 hours, 4 charges

    Wand of Frost: 2D6 RKA or 7D6 EB, 5" cone, 3" radius or 10" line - 5 charges

     

    Scroll of Resurection: Creates a Zombie or Skeleton depending on how long the subject has been dead.

     

    Amulet of Protection: Protection from detect lie

     

    Ring of Freedom: +1D6 to break out of entangles and grabs

     

    Cloak of the Raven: 8" flight all day long, half phase to activate, invisible power effects

     

    Midnight: Stiletto +2 OCV 1/2D6 AP, 5 STR min, +1 Stealth and concealment at night

     

    Striken (Black leather gloves): 4DEF cum to 7 loc 6, 2D6 EB NND Cont., 1H gestures throughout, 2e, 1/wk

     

    Ancient Mana Cube – Gold and Platinum cube with strange runes (70 GP)

    50 active point variable power pool. Zero phase to change power (-5 MR)

    2 charges per day, using the power requires a MR at -1 per 10 active used.

    It can only create powers that affect inanimate objects.

    Shards of Apocalypse – Amulet (total 93 GP)

    Originally, this was a complete and powerful artifact of great power. Legend has it that thousands of years ago, it was broken in battle. There are a total of 6 shards, and it is believed that if they are all combined, they will regain their true power. You have recovered 4 of the shards. You are missing the Crystal and the Clay Shard.

     

    Ebon Shard (30 GP)

    25% DR physical and normal, killing damage, from Necromantic Magic

    +1 or 10- Concealment and Stealth

     

    Gold Shard (25 GP)

    +3 Presence and Comeliness,

    +1 or 10- High Society and Persuasion

    +1 Perception

     

    Diamond Shard (18 GP)

    +10 DEF Force Field, cumulative to 20 DEF, lasts 1 phase, can abort, 2/day

    Cause up to 8 DEF of armor or FF hardened for 1 turn, 1/day

     

    Aqua Shard (20 GP)

    2†Stretching, 2 charges per day last 1 min each.

    +3†Swimming, breath under water

     

    Midnight – Dark Gray Cloak (53 GP)

    Missile Deflection: Any normal missile or magical missile (not any spell)

    +2 OCV, adjacent hex, 2/day

    Martial Dodge (+5 DCV): 1/day

    Defend: +2 DCV (acts like shield with fast draw and fast put away), 8 DEF 15 BODY

    Barrier: 9 DEF Force Wall, 12†line, no range, 2/day

     

    Bashers – Heavy Black Boots (# GP)

    5 DEF, cumulative to 8 DEF on locations 16-18

    +1 HA to Kicks, or +4 HA kick, only vs. rigid surfaces (walls, doors, etc.)

     

    Lehdo’s Leggings – Black Leather Shin Guards (25 GP)

    +4†Running, max 10â€

    40†Superleap, 2/day

    Water Walking, flight, only on water, up to 10â€, 2/day, 1end per phase

    Clinging at strength, 2/day, 1end per phase

     

    Damocles – Elegant Long Sword (48 GP)

    1-1/2D6 HKA, +2 OCV, 15 STR min, 4D6 Max

    2X non-com on running or flight

    Images to record one audio and visual message at a time (5 min long)

    25% DR while running non-com

    In a Scabbard of Concealment (15 GP)

     

    Fatal – Long Sword (75 GP)

    1-1/2D6 HKA, +2 OCV, 15 STR min, 4D6 Max

    Armor Piercing on an 8- attack roll

    Automatic critical on a 4-

    Can zero phase sense life (body) on individual within 6†range

    Does very gory damage, +5 Presence after attack does body

    In a Scabbard of Instant Concealment (fast put away) (25 GP)

     

    Slither – Very Heavy Long Bow (60 GP)

    2D6 RKA, +1 OCV, 18 STR min

    Venom Arrows, 2D6 RKA, plus 1D6 NNDK if do body, 4/day

    50% DR vs. poisons

    Willing Bow; Fast put away

     

    Mage Ward – Dart (35 GP)

    1D6+1 HKA, +2 OCV, 10 STR min, AP vs. Force Fields

    Returns to scabbard at the end of the next phase after being thrown.

     

    Arctic – Ice Wand, 3 charges per day (# GP)

    2D6 RKA, 12†Line, no range

    7D6 EB, 6†cone, no range

    3D6 Entangle, AE 1â€, 6†range

     

    Fortitude – Black Leather Belt (20 GP)

    +3 CON for determining if stunned or making CON checks

     

    The Hand – Mummified Human Hand (40 GP)

    35 STR TK, no fine manipulation, 2/day, 2e per phase

    The hand appears next to the user and can move 10†per phase and still attack

    Carnivore – Blood Red Dagger (40 GP)

    1/2D6 HKA, +2 OCV, 5 STR min, Max 2D6, can be thrown

    2D6 Body and 2D6 Stun transfer, no range, 2/day

     

    Hex – Wand, 3 charges (21 GP)

    3D6 Unluck, ablative, +2 OCV, 6†range

     

    Tumult – Spiked Black Ring, 3 charges (15 GP)

    3’ long spikes shoot up from the ground

    2D6 RKA, AP (must be touching the ground), AE any 3â€, no range

     

    Black Tentacle – Whip that is a living monster’s tentacle (50 GP)

    2D6 RKA, 2†range, +2 OCV, 8 STR min

    Grab: 15 STR plus 5 STR per 2 OCV over defender’s DCV, max 30 STR

    Can squeeze at 15 STR penetrating, and can pull around. Attacker is -2 DCV while grabbing in this manner

     

    Rhino – Plate Helm with Rhino Horn (20 GP)

    7 DEF, not cumulative on locations 3-5

    +1 OCV and +2 DCV with Move Through, 25% DR vs. self inflicted move through damage, 2/day

     

    Liquid Fire

    - Change Environment to Sunlight (8" radius) 0 End, Pers., Always On

    Fragile OIF-water, IND, No Range

    Hold a piece of the sun in your hand trapped in the water held in a glass vial. A very effective weapon against creatures with an aversion to sunlight and a useful light source.

     

    Blessed Holy Symbol of True Church

    - 2d6 Aid to Ego, 1d6 Aid to End(linked) Fade @ 5 Hrs

    IIF, One Turn, 0 DVC-thru, Inc.-thru, Gest.-thru, IND, x5 End

    A small careworn holy symbol with when used in prayers adds to the determination and fervor of the user.

     

    Sword of Saint Antonias

    - 1.5d6 HKA, OAF, IND, StrMin 13, 1.5 Handed

    - +1d6 HKA, OAF, IND, Only vs. Faeborn, StrMin(-5) 13

    - 5d6 Supress vs. Fae AA-1 hex, 0 End, Pers., Always On, OAF, IND, No Range

    Wielded by St. Antonias himself, a warrior priest who ventured forth to defeat a faeborn lord but lost his life. His sword is said to be imbued with his zeal for defeating the fae. It is said to appear as though made of ivory.

     

    Sir Thomas's Defender- a medium shield

    - +3 DCV, OAF, IND, StrMin(-5) 13

    - 50% Damage Reduction rPD/rED AE-1 hex, OAF, IND, Only vs Front

    This medium shield was created for Sir Thomas to protect him in his battles with Faeborn legions, this shield will protect it's user from numerous attacks. Often it deflects blows which would otherwise be lethal, reducing them to mere scraps.

     

    Staff of the Monk

    - +1 OCV, OAF, IND, StrMin, 2 Handed

    - 4d6N HA, OAF, IND, StrMin, 2 Handed

    - +2d6N HA 0 End, OAF, IND, 2 Handed

    - Usable at Range for upto 12d6N, OAF, IND, Red. By Range

    A small group of martial priests, broke from the church and began using faeworkings. This weapon was a favorite among these warrior priests who attempted to harness the fae to fight the fae.

     

    Firelight Bow

    -2d6 RKA, OAF, IND, 2 Handed, StrMin(-5) 10, Cant Add Str, 1/2 DCV

    - Explosion on 2d6RKA, OAF, IND, 6 Charges, 2 Handed, 1/2 DCV

    - IR Vision, OAF, IND

    A v.heavy longbow with a mystically easier draw with 6 rubies embedded into it. Gaze into the rubies and it is though you were gazing at a creatures own life. When a ruby is touched and a arrow fired from the bow that arrow explodes into a fiery ball.

     

    Cloak of the Hunter

    - +2 DCV, +2 DCV vs. penalties, OIF, IND

    - +2 Lvls with Stealth, OIF, IND

    Greatly sought after ball all woodsman and hunters this cloak will help hide even those who cannot. It's abilities even prevents an opponent from making truly accurate strikes at the wearer.

     

    Gauntlet's of the Woodsman

    - 3 rDef, OIF, IND, Real Armor, Has Mass, Loc 6-7

    - 3d6 Entangle 4" AA-any, OIF, IND, Charges-2 recovers daily, Full Phase

    These are a gardeners dream. Appearing as brilliant green gaunlets of studded leather these gauntlets went thrust into the ground will cause a large area to spring forth in growth. Often so quickly as to trap anyone unlucky enought to be there. These are used many times by foresters to quickly replenish an area of woods for latter harvest.

     

    Specter Potion – Potion Bottle appears to be empty, but feels full (16 GP)

    Desolidification – affected by spells

    2D6 RKA, no range affects solid

    2 charges last 1 turn each.

    Gallant – Silver Chain Coif (28 GP)

    7 DEF on locations 3-5, cumulative to 8 DEF

    1 Point Flash Defense and 5 points mental defense, not cumulative

    +2 Comeliness and +3 Presence

     

    Inquisitor’s Hood – Black Leather Hood (18 GP)

    5 DEF on locations 3-5, cumulative to 7 DEF

    +1 or 10- in Interrogation, +3 to Presence (negative only)

     

    Howl – Wand, 3 charges (9 GP)

    Sonic Blast – 1-1/2D6 RKA, +1 StunX, 8†line or 3†Cone

     

    Silver Slayer – Very Heavy Bow (70 GP)

    2D6 RKA, +1 vs. range, +1 OCV

    Silver Arrows (6 per day) 2-1/2D6, +1 vs. range, +2 OCV

    silver weapon, affects desolid

    Willing Bow enchantment (fast draw and fast put up)

    Protection from being turned into a Lycanthrope

     

    Salve of Restoration – salve, 1 charge per day (15 GP)

    Cure poison & disease, require -2 herbs/paramedic skill roll.

     

    Blackout – Black Leather Sap (25 GP)

    3D6 HA, 5 STR min, +1 OCV, +1 Stealth while wielding

     

    Ring of Splinters – wooden ring, 3 charges (12 GP)

    1-1/2D6 RKA, AP, +2 OCV

     

    Batter – Metal Rod, 2 charges per day (20 GP)

    2D6 RKA, no range, +2 OCV, zero end

    8- roll to hit again (keep attacking if continue to roll 8-)

     

    Power Monger – Big Red Pill (6 GP)

    +10 STR, +2 PD, +2 ED, +20 END, lasts 1 min.

     

    Gauntlets of Stunning

    Power A: 4d6 Hand to Hand attack (normal attack, Str can add to this)

    Base: 12 points

    Limitations: OIF (-1/2), Independent (-2)

    Total Limitations: -2 1/2

    Final Cost: 3

     

    Power B: Armor 7/7

    Base: 21 points

    Limitations: OIF (-1/2), Independent (-2), Locations 6 and 7 only (-3)

    Total Limitations: -5 1/2

    Final Cost: 3

     

    Total Active points: 33 (versus a Dispel or Supress Magic)

    Total Final Cost: 6 (The cost in character points)

     

    The Gauntlets are a "paired" item (left and right, no bonus, they are just made that way)that will fit most human-sized hands. They are a tightly woven mesh of dark grey metal. Other gloves could be worn over them, but at first use of the Gauntlets the gloves would be shredded. Very handy for a sneaky character (rogues, thieves, ninjas) as well as a trained Hand-to-Hand fighter (martial artist, monk?). Also makes a spell-caster a good weapon without the further encumbrance of a sword.

     

    Since the damage from a weapon can only normally be doubled (Hero rules) this "weapon" has a maximum damage of 8d6 normal versus PD. This won't necessarily do Body to a well-armored foe, but can put some serious Stun on anyone else.

     

    Mythic Mantle – Pearly translucent silk cloth (25 GP)

    8 Def on locations 9-10, not cumulative, negligible weight

    +1 or 10- Stealth and Concealment, only at night

    Shattered Soul – 3†round mirror, 3 mirrors (12 GP)

    Pointing this mirror at an opponent and then breaking it will shatter the opponent as well

    Defender must be visible to normal sight to appear in the mirror and be affected

    1-1/2D6 RKA, NND Killing, 6†range, full phase

     

    Barful’s Sleeping Powder – small leather pouch, 3 charges (8 GP)

    2D6 Ego Entangle, AE 1â€, half phase take out and half phase use, target must breath, no range

     

    Adamant – Jet Black Long Sword (53 GP)

    1-1/2D6 HKA, 15 STR min, +2 OCV, 4D6 Max

    5 points Power Defense

    5 points Power Defense

    10 DEF Hardened Armor, all over, can abort for 1 phase, 1/day

     

    Prism of Wonder – 2†long crystal prism, 1 chg./day, Roll 1D12 for effect (25 GP)

    1 = 3D6 Brittle Entangle

    2-3 = 3D6 Entangle, -1 Body

    4-9 = 3D6 Entangle

    10-11 = 3D6 Entangle, +1 Body

    12 = 4D6 Entangle, blocks all sight and sound

     

    Quest – Dagger (35 GP)

    1/2D6 HKA, 5 STR min, +2 OCV, Max 2D6

    Variable Detect Discriminatory, 5 mile range, can change the one item quested for once per week. It provides a vague feeling of direction to the target. User must have specific knowledge of the target.

     

    Wolfbane – Long Sword (45 GP)

    1-1/2D6 HKA, 15 STR min, +2 OCV, 4D6 Max

    animal empathy with canines

    +1 DC and +1 OCV vs. canines

     

    Wings of Avermoore – Long Golden Brown Cloak (25 GP)

    12†Flight, 2/day, can carry twice normal weight, normal end cost

    half phase to activate wings.

    +2 OCV on move by attacks

     

    Black Bolt – Ring (50 GP)

    1-1/2D6 RKA, all day long, zero end

    Can load magical crossbow bolts into it (maximum 6 bolts at a time)

     

    Narsil’s Stride – Bootstrap (10 GP)

    Clinging at STR. Can cling a number of inches equal to double your movement the phase before you started clinging. Clinging ends at end of move. So, you can get a running start and cruise right u a castle wall to stop on the top of the wall.

    Ooze Flesh – Gelatinous ring (20 GP)

    Desolidification, not through airtight spaces.

    1 charge per day, affected by all attacks. The effect is that you can turn you and your equipment to ooze, and slip through tight spaces, out of bonds or grabs, etc.

     

    White Fang – Short Sword (35 GP)

    1D6 HKA, +2 OCV, 10 STR min (max 3D6+1)

    Does SFX cold damage

    IR Vision, only when half phase concentrate, 1 end per phase

     

    Endure – Elegant Long Sword (60 GP)

    1-1/2D6 HKA, 15 STR min, +2 OCV (4D6 Max)

    ½ END for normal STR (normal END for push)

     

    Sear – Falchion (60 GP + 20 GP)

    1-1/2D6 HKA, 15 STR min, +2 OCV (4D6 Max)

    The blade is extremely hot, requires magical scabbard to withstand the heat (Scab of conceal)

    Penetrating on 8- attack roll

    Start normal fires at will with touch of blade

     

    Frensel’s Metal Binder – Scabbard (25 GP)

    For one turn after a weapon is drawn from this scabbard, it will have +2 OCV to block attacks from metal weapons and +1 OCV to hit opponents wearing 6 DEF or more of metal armor. 1 charge per day

     

    Mad hornet – Hornet Broach, 1/day (40 GP)

    Activating this broach causes the it to grow into a giant hornet (Summon). The hornet will attack whom it is directed to until destroyed. It moves 8†per phase and can still attack, 8 DCV, 8 OCV, 4 DEF, 10 Body, 4 Speed. It has a 1-1/2D6 AP RKA, no range stinger attack. If it goes below zero body, it turns back into the broach. If it goes below -10 body, it is destroyed forever. After it kills its target, it turns back into a broach.

     

    Anathema – V. Heavy Bow (55 GP)

    2D6 RKA, +1 OCV, 15 STR min arrows

    +2 OCV vs. Goblins, +1 OCV vs. Orcs

    1D6 NND EB vs. Goblins and Orcs

    Creates a Hatred of Orcs (total) in user

     

    Globe of Preservation – Crystal Amulet (30 GP)

    Self Contained Breathing,

    Survive high heat, cold and pressure

    ½ normal aging rate (maximum 100 years)

    Immunity to Disease

     

    Draco – Great Sword (70 GP + 25 GP)

    2D6 HKA, 18 STR min, +2 OCV, 2H, Max 5D6

    25% DR vs. Fire (Physical and Energy killing)

    Scorch – 2D6 RKA, penetrating, 3â€line, no range, 1/d

    Dragon decorated Scabbard of Concealment

     

    Charm of Accuracy – 5 Charms (40 GP)

    +1 OCV (not cumulative) to H2H

    Must tie charm onto one H2H weapon

    1 charge that lasts for 1 month.

     

    Eldorin Steed – Mythical Black Horse (60 GP)

    Steed of mythical origins. It does not age, never tires, is well trained and fairly intelligent for a horse. It is the size of a Clydesdale. 15†running. It is skilled at survival, mountain climbing, concealment and stealth.

     

    Penetrator – Javelin (40 GP)

    1D6 HKA, Penetrating, +2 OCV, Thrown, +1 vs. range penalties, 10 STR min, Maximum 2D6+1

    AP on a 8- attack roll

    Aaargh! – Javelin (40 GP)

    1D6 HKA, +2 OCV, Thrown, 10 STR min, maximum of 2D6+1, +1 StunX,

    +2 StunX on attack roll of 5-

     

    Orc Mean Paint – Black and red war paint (3 GP)

    +5 Presence, 1 phase to apply, lasts 1 hour

    Makes you aggressive (V. Common, Strong)

     

    Orc No Pain Mix – Potion, lasts 5 minutes (3 GP)

    User feels no pain, +20 CON for Stunning purposes

    User doesn’t go unconscious until -10 Stun

    GM keeps track of their STUN and BODY damage and END, they can ask only for visual clues only.

     

    Sharpening Wax – Waxy Yellow Stuff (3 GP)

    Adds +2 DC to weapon (max 5DCs of base damage)

    1 phase to apply, lasts 1 min

     

    Orc Acid Barb Arrow – V. Heavy Bow Arrows (1.8 GP)

    2D6 RKA, +2 OCV, +1 vs. range

    1D3 RKA, NND Killing if RKA does body

     

    Burrower – Piece of charcoal (5 GP)

    Creates a 2†radius burrow underground with wooden ladder to get down into it. 1 minute to draw opening.

    Lasts for 1 day.

     

    Orc Mythic Breastplate – Plate Mail (40 GP)

    8 DEF Hardened locations 9-13, weighs 14 KG

    2D6 End aid, over normal maximum, 2/day

    2D6 Body aid, 1/day, trigger if Body goes below 5

     

    Ring of Hern – Slim Silver Ring (25 GP)

    20 STR TK, fine manipulation, 4 END per phase

    Creates a set of mystic ghostly hands

    Can activate 2 times per day

     

    Black Fist – Large Obsidian Ring (20 GP)

    When activated, it coats your fist with obsidian

    +1D6 HA, makes punches penetrating and ranged

    2/day, lasts 2 turns

     

    Battle Eye – Hawks Eye Amulet (15 GP)

    Clairesentience, whatever sight perception visions the user has, fixed position 50†above user looking strait down. +1 Perception, ½ DCV while using.

    2 charges per day, 2 END per phase.

     

    Chain Reactor– Platinum Ring, 6 charges (30 GP)

    Can store up to 100 active points of spells in it (maximum of 3 spells). When activated they are all released at same target. Spell rolls and END is spent when they are released. Charges are used when they are stored.

     

    Mana Potion – Potion (5 GP)

    6D6 End Aid to 0 End 0 Recovery Reserve

    Fade rate of 5 per minute

     

    TOOTH OF DECAY

    Ths horrid weapon was created from te fang of a draco-lich. Not longer than a short sword, its powers set it among some of the most evil weapons in existance.

    Once an apponent is struck, he is a carrier of a disease that causes a rapid decay of the body. This disease spreads rapidly through a community, and can only be put to an end when all of the carriers are isolated and burned (or magcally cured).

    What could be considered justice, is the sword doesn't prevent the weilder from suffering from the illness it imbibes. Thus, and intelligent weilder will flee shortly after using it.

     

    1/2 d6 killing attack, nnd(immune to disease), gradual effect-1 day, continuous, sticky(even after death)

     

    Baldun's Defender - Throwing Axe (50 GP)

    1D6+1 HKA, 10 STR min, +1 OCV, max 2-1/2D6

    Returns to scabbard the next segment after thrown

    +1 DCV as off-handed weapon (as buckler) in addition to the +1 DCV vs. one hand to hand attack

    Mystic Battle Rod – Black studded shaft (45 GP)

    +1 OCV magic weapon. Half phase to switch from Long Sword, Large Flail, Large Hammer or Large Pick

     

    True Flight – Runed permanent arrow (12 GP)

    2D6 RKA, +2 OCV, +2 vs. range, +1 offset called shot

     

    Hammer Flight – Runed permanent arrow (10 GP)

    1-1/2D6 RKA, +1 StunX, +1 OCV

     

    Ring of Storing – silvery mirrored ring (20 GP)

    Can store anything you can normally hold in one hand

    Takes zero phase to put in, half phase to take out

    Stores one item at a time. Command word activate

     

    Bracers of Displacement – Black leather (15 GP)

    6 DEF loc 16-18, Cumulative to 7 DEF

    12†teleport, 3 charges per day

    Defensive Shift – Martial dodge, a/day

     

    Chill Blood Wand

    4D6 cp of SPD Drain, return 5 cp/5 minutes, ranged, OAF wand, Gestures, Incantation, Independent, Requires (Magic) skill roll.

    40 base, 80 active, 16 real, 8 END

     

    [Weak version] Chill Blood Wand

    3D6 cp of SPD Drain,

    30 base, 60 active, 12 real, 6 END

     

    Shield of Destruction

    1D6 cp of BOD Drain, return 5 cp/month, Continuous, 0 END Persistent, Area Effect (Cone) [10" side], Always On, Activation 14-, OIF shield, Gestures, Incantation, Independent.

    10 base, 57 active, 13 real, 0 END

    This shield is inscribed with a major glyph of destruction, which pulses red and white.

     

    Shield of Destruction Cover

    6 points Power Defense

    6 base, 6 active, 6 real, 0 END

     

    Power Glove

    4D6 HA, Armor Piercing, Penetrating, OIF gloves, X3 END, Independent.

    12 base, 24 active, 4 real, 6 END.

    Note: Using UM rules, a character can add 10 STR to this, resulting in a 6D6 Armor Piercing, Penetrating attack for 8 END.

     

    Scar Sword

    1D6+1 HKA, +1 OCV, STR Min (/2), Fragile IIF scar, Independent.

    25 base, 25 active, 6 real, STR Min 13

    This independent spell is cast into a sword-shaped scar on the back of a hand. It allows instant summoning of a broadsword to the hand at any time. This spell is often given as a reward to trusted warriors by grateful kings and wizards.

     

    War Cleaver

    3D6+1 HKA, STR Min (/3), 2-hand weapon, Concentrate 1/2 DCV, Full Phase, OAF huge war cleaver, Independent.

    50 base, 50 active, 8 real, STR Min 17

    This is a terrible,two-handed, single-edged sword - more a meat cleaver than an instrument of war. The war cleaver is a weapon for immensely strong, dumb or suicidal people who intend to kill what the swing at. The weapon takes a full phase to swing, and the wielder is at half DCV. The war cleaver is made of bloodiron, native iron that has been mined from beneath a field of mass slaughter. The spirits on such battlefields make the mining a risky venture, but there is a constant market for the metal and no lack of suitable deposists.

     

    War Cleaver [heavy version]

    4D6 HKA

    60 base, 60 active, 10 real, STR Min 20

     

    Shillelagh of Weapons

    2D6 HKA, +1 OCV, +1 STUN Multiplier, STR Min (/3), OAF bladed weapon, Independent.

    35 bae, 52 active, 11 real, STR Min 17.

    This multipurpose weapon appears to be a stout walking stick stained with blood. However, it can assume the apprearance of a bladed melee weapon. Note that the appearance of the weapon and the STR Min will vary with the amount of HKA:

    2D6 HKA 17 STR Min

    1-1/2D6 HKA 15 STR Min

    1D6+1 HKA 12 STR Min

    1D6 HKA 10 STR Min

    1/2D6 HKA 7 STR Min

     

    And my version of a Bane sword -

    Orcbane Broadsword

    1D6+1 HKA, +1 OCV, STR Min 13, OAF broadsword, Independent

    +5 HKA DC (base), 0 END, OAF broadsword, Independent, Only vs. Orcs (-1)

    +2 OCV, +2 DCV, 0 END, OAF broadsword, Independent, Only vs. Orcs (-1)

    Detect Orcs, Sense, Range, Discriminatory, OAF broadsword, Independent

    Totals: 85 base, 107 active, 22 real, 13 STR Min

     

    This acts as a normal (magical) broadsword against non-Orc targets. Against Orcs it does 3D6 w/STR Min 13, +3 OCV and +2 DCV. It also detects Orcs.

     

    Clinging Fire –Red Glass Vial (4 GP ea)

    2D6 RKA, Explosion, Penetrating

    plus 1D6 of fire EB for every body hit from the explosion that burns the next phase

     

    Illumine – Scimitar (65 GP)

    1D6+1 HKA, 10 STR min, +2 OCV, 3-1/2D6 max

    Light Blast - 2D6 RKA, No Range Mods, Max range 400â€, starts as +1 OCV, gets additional +2 OCV every phase it is continuously fired, up to a maximum of +5 OCV. 4/day

    Create light – 12†light, cast on object, lasts 2 hours. 4 charges per day

     

    Mountain’s Heart – Giant Ruby (35 GP)

    The ruby alone is worth 20 GP

    25% DR killing and normal from Fire attacks

    Immunity to intense heat

     

    Black Burst – Arrow – 3 recoverable charges (9 GP)

    1-1/2D6 RKA, no range, 12†cone

    Bolt bursts into hundreds of small bolts

     

    Arrow of Agony – Arrow – permanent (15 GP)

    1-1/2D6 RKA, +1 OCV

    + 1D2 RKA NND Killing lasts extra phase

    NND is only if normal bolt does body

     

    Golden Ward – Dwarven Great Helm (15 GP)

    8 DEF on locations 3-5, no perception penalties

    Jeweler Appraiser skill at 10- or +2

     

    Golden Vigilance – Dwarven Medium Shield (35 GP)

    +2 DCV, Defense Maneuver, Fast Put Away

     

    Spectacles of Darkmoon

    enhanced vision that allows for sight under the most difficult situations. Even grants the wearer the ability to see through the most powerful illusions.

    +10 Perception roll

     

    Darkmoons' Grasp

    This item is a mesh left handed glove made of a transparent metal alloy. At the stage of each knuckle is mounted a large rainbow opal branching out to the fingers, each tipped with pointed claw like caps. When activated a ghostly hand draws from the glove travelling out under the command of the weilder. If the weilder of the item may confer any touched based spell or ability through the use of the item, including those imbued by other magic items. The hand is insubstantial in appearance and is difficult to see. However if one can see/sense magic they will notice a silvery cord stretching back to the weilder. The cord will sever upon taking any body damage, and thus feed it back to the weilder. The damage has not permanent effects on the magic item, but the ghostly hand may not be resent again until the following day. Further the glove may only be dispatched five times (charge held in each of the opals) perday. If the weilder is struck to break his concentration the hand will dissipate, but may be recalled it the next opportunity. The Hand may travel at a rate of 5" per phase.

     

    Stretching 5", Invisible power effects (sight group)(+1/2), Requires Magic skill roll (-1/2), Gestures (motion of the hand)(-1/4), 1/2 Dcv Concentration (-1/4), Duration - 1 phases for every point Magic skill roll made by(-1/4), OAF Mesh Glove (-1), Independant(-2), 5 charges per day (-3/4)

    Active: 38, Real Cost: 6

     

    Living Armor

    8 PD/ED Armor

    Instant Change

    -4 Lack of Weakness

    1 Body Regeneration ( 1 body per 5 min)

    4d6 Healing, Side effect Armor looses 1body & 1 def(see below)

    Armor is a living being that starts with 1 point of body for every Def point (PD/ED are the counted as the same) it has. The armor looses one point of body/Def for every body point taken over 15 body in one shot. The armor also looses one def/body point every time the weilder forcefully activates the healing ability.

     

    Bloodbane (Long Sword)(Bruce Cordell convertion)

    This evil long sword was created long ago by the power hungry Drow. The sword is structured like a finely made blade with two out standing qualities, first are the strange runes carved in the blade and the secong in that the blade appears to be made of solid bone. The sword is a sentient blade that thirsts for blood. Upon contact or successfull wounding strike that draws blood the blade will draw blood from it's target to "feed" it's self. Apon doing so thin veins glow red through out the blade as the blood gets sucked in. The more blood the blade sucks in the more powerful it becomes, and with it the damage of the blade increases. This lasts temporary however, sortly after a typical combat is concluded the enchantment fades back to normal.

    +3 OCV

    2d6+1 HKA

    4d6 Aid to HKA only adds active points equal to the amount of body rolled on KA

    +24 Active limit(35 pts total or 7 DC's 4.5d6) only works if weilder has the disadvatage "DF-Evil"

     

    The Cloak of Manix Kallic the Cursed

    This is a finely made black cloak has a two brooches linked together on each side of the cloak in the place of a tie or clasp. When the wearer of the cloak crosses their arms in a "x" with each fist touching one of the brooches, the item is activated and a magical set of platemail will apear on the wearer. The armor in no way hinders mages or priests that are not allowed to wear armor (the armor is just a special effect of a spell)

    +8 PD/ED Force Field, 0 End Cost (Constant), Hardend only vs non-Magical attacks

    -5 Lack of Weakness

     

    Nellis's Amulet of Lost Location

    This amulet was made for an imfamous theives guild master that has crossed too many people. The amulet is imbuded with proof vs al forms of scrying, detection and location sense.

    Invisibility to Unusual and Mental Sense Groups, 0 End, Persistant, always on

     

    Sylvan Spirit Bow

    This item is actually a magical set of Bracers. These wristlets were once a fairly common item, originally made for long distance trackers that had to travel light. They are activated when the wearer positions his hands as if he was drawing a bow, then a glowing ghostly bow will appear as the wear draws back the bow string.

    1d6+1 Rka AP, 0 End, must have both bracers, Gestures (motion of drawing a bow)

     

    Bracers of Magic Missiles

    1d6+1 Rka Autofire 5 shot burst, 90 charges(18 shots), must have both bracers

    +5 Ocv with Bracers

     

    Eye of the Drow/Eyes of Fire

    This ring imbues it's wearer with infra vision

    IR vision

     

    Cats Eye

    This ring imbues it's wearer with Night vision, and the ability to sense when someone is around the wearer.

    UV vision

    +3 per sight roll

    Combat sense 16-

    Danger Sense(out of Combat) 14-

     

    Lenses of Utter Domination (Bruce Cordell convertion)

    These are crytaline contact lenses the all but dissapate when worn on the eyes. There is always a strange glassy look in the weares eyes when worn. When the lenses are in use they glow bright red.

    12 Mind Control (Telepathic Command), Must have both lenses, Must have Line of sight, IAF Lenses, full phase action, 0 DCV concentration(initial contact)

     

    Unifex (Bruce Cordell convertion)

    This dagger's blade has been crafted from a unicorn's horn.

    1d6+1 Hka

    +2 Ocv

    Life Support- Ages very Slowly(immune to aging)

    +8 PD/ED Force Field Inis power effects, persistant. Not stack able with any other "base" defense, such as armor, bracers of Def etc.

    40" Teleportation

     

    Robe of the Arch Magi

    +4 with Spell Craft(Magic Skill roll)

    2d6 Supress all magic Area effect 1 hex(centered on self) continuous, always on, personal immunity

    6d6 Aid to All Spells wear off 5 pts per year, automaticall dispells when robes are taken off

    +8 PD/ED Force Field Inis power effects, persistant. Not stack able with any other "base" defense, such as armor, bracers of Def etc.

     

    Cloak of Otherwear(Displacement) (Bruce Cordell convertion)

    Images -5 to be seen, location projected 5 ft away

     

    Gloves of Impact (Bruce Cordell convertion)

    This pair of gauntlets are made from a curiously transparent metal alloy. It has an Engraving in Duergar that reads "Gloves of Impact." when worn any melee weapon's damade is increased by 3 DC's.

    +1d6 HKA to any melee weapon that performs killing damage

    +3d6 HA to any melee weapon that performs Normal damage

     

    Nightcaller (Bruce Cordell convertion)

    This whistle is made from a curiously transparent metal alloy. It has an Engraving in Duergar that reads "Night caller." When the whistle in blown during the night above a grave or fresh corpse it will raise the dead from the grave as a Zombie or skeleton.

    Summon 125 pt. Skeleton or Zombie

     

    Ring of Missed Meals (Bruce Cordell convertion)

    Life Support- Doesn't need to eat, requires 24 hours of wear before the enchantment takes effect

     

    Sethos Tribal Tattoo Edge Kit

    This rather plain looking tattoo blade and ink vile hold an enchantment that comes through when used by skilled hands. The blade can create a plethera of enchantment varying on what the artist creates. Most enchantments are temporary, only usable once then disappears.

    Below are some examples:

    Summon Animal or creature, tattoo animates and jumps off person

    create weapon - as per weapon

    Wings- granting flight for a period of time

    Cloth Wraps- Entrapping Entanglement

    Sun- either change enviroment light, LS-Immune to cold or Flash

    Variable Power Pool

    Delayed effect, usuable by others, Uncontrolled

    OAF Tatto kit, Require successful Artist skill roll, extra time (hours) concentration

     

    Medallion of Mass-missile Protection

    Missile Defection (All) +6 to Deflect area effect Line upto 12", Continuous, Full phase action, 0 DCV Concentration (through out), Oaf

     

    Oil of Rockskin

    When this oils is appied to the whole body, the wearer grows a stone growth covering his whole body. This enchantment grants not only the defense of stone but also encrease strength and weight.

    +20 PD/ED Armor, Hardend, Ablatative(3rd Ed)

    Density Increase +15 Str, +3 PD/ED, -3 KB, 8x Mass

    Wears off after 5 Hours, Extra time(application) 5 minutes, 0 DCV Concentration, Gestures(motions of applying) Dispells with water

     

    Oil of Fire Bane

    When this oils is appied to the whole body, the wearer becomes virtually immune to fire.

    +20 ED only vs Fire/Heat Hardend

    3/4 Damage Reduction - Energy only vs Fire/Heat

    LS Immune to extreame Heat

    Wears off after 5 Hours, Extra time(application) 5 minutes, 0 DCV Concentration, Gestures(motions of applying) Dispells with water

     

    Chalk of Portals

    This item functions as a normal peice of chalk, when the chalk is used to draw a polygon of some sort of shape(such a a circle or door) the chalk line begin to glow and a portal similar to passwall is created to the next chamber, up to 2000 meters. The portal will only last for a few moments then fades away. When the stick of chalk is used up so is the enchantment.

    10" Teleportation area effect upto 5r", continuous, 512x distance(5120")

    Expendable OAF Chalk, 8 uses, gestures(to draw shape) full pase action, 1/2 Dcv Concentration

    Wears off after one minute, or dispelled is chack ring is broken(on either end) will not work in wet areas.

     

    Spider Silk Gloves

    Theses gloves are created for Drow thieves of the underdark. They increase finger agility and improved any Dex based function that requires the use of fingers, this also includes weapon use.

    The gloves will grant a +2 with any weapon that requires finger manipulation such as Daggers or knives(this does not include crossbows and bows.) The gloves in some rare cases have been known to compensate from maimed or crushed hands, allowing then to function normally.

    The gloves are often found in use with full body Spider Silken suits and well as booties.

    +3 with Dex based Skill that require finger use

    +2 Ocv

    Images -2 to see actions performed by hands, -5 in the dark

     

    Tannar'ri Ring

    Carved from the bone of a great Balor, this ring grants the wearer complete immunity to all forms of electricity magic or natural. The ring also grants the wearer with the ability to activly read the minds of those around him,as well as communicate via thought.

    Desolification only vs electricity

    Telepathy 12d6 area effect 5r", O End Continuous, always on, Invis Power effects

     

    Cloak of the War Wizard (tsr convertion)

    IronGuard - Desolification only vs Metal

    For any metal that passes through the wearer that is magical he will suffer 1 pt body for every magical Damage class the weapon carries.

    Protection from Missiles - Missile Defection (Missiles & Shrapnel) +10 to Deflect

     

    Battlestar Bracers (tsr convertion)

    Protection from Missiles - Missile Defection (Missiles & Shrapnel) +10 to Deflect

    Magic Missile - 1 1/2d6 Rka, autofire, AE 1", 0 End, only usable once per turn(-1/2)

    Flaming Sphere - 1d6+1 Rka AE 1", continuous, uncontrolled, Duration 1 turn+2 phases per roll made by(-1/2),

    Telekinisis 10 Str - only usuable to move the sphere around

     

    Crown of Magi

    5 pts Power Def, 8 pts Mental Def, 3 pts Flash def, LS immune to poisons,

    +2 spellcarft, Dark Vision, Speed reading, +2 OCV w/Spells, +10 Pre

     

    Wand of Paralysation

    2d6 entrangle -transparent 16x, OAF Wand -1, Requires Magic Skill roll -1/2, Full Phase Concentration 0 DCV -1/2

     

    Shi-Andi Talisman of Protection - Necklass of Bones

    4 PD/ED, LS - Immune to Poisons & Disease, 10 pts Ego def & 5 pts power def

     

    Girdle of Tentecles

    This appears a a wide metallic gordles with several rows of metal studs. When activated the studs grow into tentecles and move under the control on the wearer.

    3" Stretching

    Autofire 5 shot Area Effect 3r" of upto 120 active Touch based spell/ability (only if a cleric of Death)

    4d6 Ha Autofire 5 shot Area Effect 3r" (only if a cleric of Carnalus)

     

    Mask of the Serene

    +15 Pre (only to resist Pre base offenses)

    10 Pts Flash defense

    10 Pts Ego Defense vs Violent anti-calming effects(not including sedating like effects)

    5 Pts Magic Defense (5 pts Power Def only vs magic drains)

    3/4 Damage Reduction vs PD & ED Resistant, 0 CV Concentration, Full phase action,requires ego roll at +4(Zen Motion)

    +8 PD hardend only in Def location 3-5

     

    Mask of Fear

    +15 Pre ( only to insite/Resist fear) - Always On

    +8 PD hardend only in Def location 3-5

    5 Pts Magic Defnse (5 pts Power Def only vs magic drains)

    12d6 Mind Control - Single Command -Fear - Always On

     

    Rosary (Talisman) of Penance

    15d6 Mind Control - Sinlge Command "To be forgiven for a Sin" - 5 to resist

     

    Ring of Persuation

    Persuation Skill on 25-

    Mind Control - Only to convey with Idea (requires succesful roll)

    Gestures - Requires stroking the rings surface, as if poishing the ring

     

    Lute of Insomniacs Dreams

    25d6 Mind Control Area Effect 30r" - Single Command - sleep/Feel serene, only vs those who have been awake 12 hours or greater

    2d6 Aid to all Physical Characteristics upto 2pts above Max( original) requires Music Skill roll

     

    Jailors Bane

    3d6 Major transformation accumlative, Locked state to unlocked, OAF Bone Key

     

    Romantic Chello

    Mind Control 10d6 - only to enchant/Seduce, requires Music Skill roll

    +3 to Users Music Roll, Oaf Chello

     

    Totem of Iron Grasp

    25d6 Mind Control only vs Iron Golem Automatons

    OAF - small tin heart

     

    Writers (Spell) Block

    4d6 Int & Ego Drain only vs Conceptualizing ideas for spell creation, or creative spell use and memorizing spells. Continuous, uncontrolled, Duration (GM set)

     

    Gleam of the Unknown (Golden Breast Plate of Hermes)

    +6 PD/ED Force Field Hardend location 10-13 only, 3 Pts Flash Def, 1 pip Flash, AE 1r" Always On(requires Sunlight)

    Change Enviroment 4r" - Light

     

    Cards of Fate

    90 Active Pool Targets must be willing or card Cannot be Draw(AE targets must be DCV 0), 0 DCV, Extra Time

    1-3 bentificail, 4-6 Detrimental

     

    Bottle of Joy

    2d6 Minor Tranformation (Endless bottle of Mead), OAF Fragile Brown Glass Bottle

     

    Potion of True Bliss

    6d6 Major Transformation, 3 uses - Complete loss of personal history (Permentent)

     

    Escape - Ear Ring

    Desolidification, 0 DCV Concentration, 3 phase duration, may only make 1/2 movement

     

    Social Grace - Ammulet

    +10 Pre, Diplomacy, Negotiation, Conversation, Persuation Skills +3 Roll, Target must be insight (looking at user)

     

    Crown Cap of Shar-Reen the Dry

    Eidedic Memory, Speed Reading, +2 Spell Roll, +2 w/Int Based Skills

     

    Figurine of Power - Beetle " Scarabe of Mogi-Rah-Heeb"

    Sommon Giant Beetle - on 8- Beetle turns on the controller (Tunnelling Beetle)

     

    Savior from Sands of Fire - Scarab Pendant

    LS - Vs Exreame Heat, 5 ED vs Heat/Fire Attack only

    6" only usable to counter the hinering affects of travelling in the desert

    1 pip Flash Def

     

    Turban of Coolness

    LS - Immune to heat

    +1 to All Int Based Skill rolls only in a desert or in exreame heat

    IR Vision only in a desert or in exreame heat

     

    Scimatar of Flames

    1d6 Hka No Str min, +1d6Ka(Fire), AP, +1d6 vs Cold or regenerating Creatures

     

    Bear Claw - Dagger

    1d6-1 Hka No STR Min, 2xKB, +2 Stun Mult

     

    Staff of the Magi

    4d6 Aid to all Spells

    +1 to Spell Craft

    +1 to all Int based Skills

    3 PD/ED Hardend Only vs Magical effects

    3 Power Def Only vs Magical effects

     

    War Paint of Power

    +5 Con

    +5 Stun

    +2 PD

    +2 ED

    +2 Rec

    +10 End

    +2 Str

    +2 w/Ego Rolls for pushing End

    +5 Body, only for delaying death to justify revenge/ justice

     

    Incents of Enchantment

    2d6 Aid to Any one physical Cha, extra time - 5 min, Oaf - incents, Requires skill roll, 0 DCV concentration

     

    Ointment of the Spellweave

    With the use of this ointment, one is able to temporarily trap or delay a spell for his/her benifit as if the wearer had cast it(similar to a ring of spell storing)

    Delayed Effect or Trigger, usable by others and self(caster) at same time up to 90 active points.

     

    The Silent Blade

    1d6 Hka

    Darkness to Sound, no fringe

    12d6 Mind Control -Single Command Render Mute(-1) apon successful attack

     

    The Spectacular Climbing Gear of Sleek the Sly

    This is an outstanding set of both climbing claws and boot shackles/Spikes. when worn together the imbued magic grants the wearer the ability to scale the most difficult climb as if where a mild grade.

    Clinging 25 Str Requires climbing check

     

    Dragon Foil

    This is a small collapsable screen of sheet made with Dragon scales stiched to it. The the weilder unfolds it and prepares the "foil" in a position set to capture or close, on a successful attempt the weilder may capture or redirect a combat spell. A spell may be held for upto one day befor ethe magic fades away. No more then one spell may be held at a time.

    deflection/Reflection any target with delayed effect of return of attack roll

     

    Reager's tenative treasure

    This over stocked chest of gold and jewels as actually a living decendant of the famiilar of the once great Reager. Reager the great and powerful saught to protect his sanity by ensuring and enemies would never target his weakspot - by slaying his familiar. So crazed and paraniod to the idea of conspiracies against him, Reager went to lengths to protect his familiar and his weaning sanity. It doing so he permenently transormed his kindly familiar in to a living chest of jewels and gold. The creature may still move about eat sleep and react both as a chest of treasure and as a living being. What Reager didnot realize is that the gold and jewels that tthe living chest possesed were now a kind of excreation of growth that was discarded like hair folicles or dead skin. Now at initail glance or for upto several days for that matter the treasure emmited from the chest actually appears to be real, only to begin to decay or wilt within a few days.

    Summon Living Chest

    6d6 Transfornation attack, ae 2 targets only - caster & living chest. "Familar's Bond"

     

    Niolga's Fan of Shrouding

    This collapsing asian styles fan, when waved creates a sprewing clowd/shroud of darkness in the direction waved. However the effects of the fan do not funtion very well in very windy areas.

    Darkness vs sight group 4r", dispell vs wind

     

    Griffon’s Milk – Potion (2 quaffs) (8 GP)

    +1 Perception and 15†Flight for 1 Day.

    Greater Bowless Arrows – 3 (4.5 GP)

    2D6+1 RKA, +1 OCV, +1 vs. Range

    non-recoverable charges, -2 DCV

     

    Ghost Medallion – Crystal face (20 GP)

    Desolid, can abort, lasts 1 phase, 1/day

    Affected by magic, and undead

     

    Glove of Mending – Dark Red Silk Glove (4 charges) (10 GP)

    2D6 Heal, living or inanimate, full phase

     

    Boots of Flight – Hawk Feather Boots (25 GP)

    +2†Running, Maximum of 11â€

    8†Flight, 3/day

     

    Feather Fall Ring – Ivory Feather Shaped Ring (5 GP)

    5†Gliding, always on, no conscious control

     

    Tome of Construction – Leather Bound Book (20 GP)

    Each page is a diagram of a non-magical object. Speak the magic words and the object becomes real, but the page is destroyed. It takes 1 full turn to create the object. Objects in book: Ballista with 24 bolts, 6 man rowboat, 12’ ladder, small horse cart, wagon wheel, 6 person heavy oak table with chairs, kite shield, long sword, and a 4 man tent.

     

    Skinton’s Skillful Picks – 3†shaft of rubber (15 GP)

    10- or +1 to Lock Picking skill

     

    Mountain’s Heart – Giant Ruby (35 GP)

    The ruby alone is worth 20 GP

    10% DR killing and normal from Fire attacks

    Immunity to intense heat

    Black Burst – Arrow – 3 non-recoverable charges (9 GP)

    1-1/2D6 RKA, no range, 12†cone

    Bolt bursts into hundreds of small bolts

     

    Arrow of Agony – Arrow – permanent (15 GP)

    1-1/2D6 RKA, +1 OCV

    + 1D2 RKA NND Killing lasts extra phase

    NND is only if normal bolt does body

     

    Golden Ward – Dwarven Great Helm (15 GP)

    8 DEF on locations 3-5, no perception penalties

    Jeweler Appraiser skill at 10- or +2

     

    Golden Vigilance – Dwarven Medium Shield (35 GP)

    +2 DCV, Defense Maneuver, Fast Put Away

     

    Star Blazer – Wand, 3 charges (6 GP)

    Creates dazzling lights in front of the targets eyes, making it hard for them to act. -1 CV lasts for 1 turn. +1 OCV

    Ice Cube – Chunk of Ice (3.5 GP)

    3D6 Icy Entangle, Sticky, -2 PER to sight and sound.

     

    Invisible Servant Ring – Ring, 2 charges 1 hour (12 GP)

    Creates an invisible servant. 10 STR TK, Fine Manipulation

    Indirect, can give orders to carry out.

     

    Arrow Hawk – Permanent Arrow (10 GP)

    2D6 RKA, no range penalties, returns on zero phase command after being shot. Takes two segments to fly back into scabbard.

     

    Rings of Dexterity – two golden rings (25 GP)

    Ambidexterity and +1 DEX skills that require fine manipulation, requires both rings be worn.

     

    Necrodat – Black Headband Circlet (25 GP)

    +5 Presence vs. undead, +1D6 mind control over undead

     

    NightSteed Statuette – small statue, 6 charges (12 GP)

    Creates a black heavy riding horse that does not tire

    Can only exist at night. 15†running, no turn mode.

     

    Treasure Trove – small silver jewelry box (12 GP)

    Can hold an amount equal to a pouch of holding

     

    Scarab of Protection – gold & silver scarab, 4 chg (14 GP)

    2D6 Heal and 1D6 End aid, trigger when either Stun, or Body goes below 75% of maximum. Max 2 chg per day.

     

    Napalm Wand – 2 charges (8 GP)

    1-1/2D6 RKA, +1 StunX, Lasts Extra Phase

    8†line, no range, 14- activation, or goes off in hex

     

    Shocking Grasp Glove – 1 Golden Glove (40 GP)

    1-1/2D6 RKA Penetrating, Continuous, 6†Range, 1/day

    2 End/Phase, Can’t use that hand, Maximum 4 phases

     

    Elemental Ring – Rainbow Ring (50 GP)

    5% DR Killing, Cumulative vs. Fire, Lightning

    Water, Cold, Ice, Wind, and Earth Magic.

     

    Crystal Bane – Long Sword (60 GP)

    1-1/2D6 HKA, +2 OCV, 13 STR min

    AP vs. Crystal Force Fields and Force Walls

    25% DR vs. crystal magic,

    +5 STR vs. Crystal entangles/grabs

     

    Surprise – Long Sword (65 GP)

    1-1/2D6 HKA, +3 OCV, 15 STR min

    Completely Invisible, all senses (don’t lose it)

    Only +2 OCV if they can see Invisible.

    Can get surprise on first attack.

    Comes with an Invisible Scabbard also (15 GP)

     

    Weird – Enslaved Water Weird Spirit (70 GP)

    Any weapon of 15 or less STR min, Additional +1 OCV

    Grab/Squeeze at 30 STR, 3†range

    Cannot be destroyed, can let go after Grab Hits

    If you hold on, you are at -2 DCV instead of half

    If you let go of it, you can command it to Grab on it’s own

    18 DEX, 3 SPD, 7 OCV (including grab penalty)

     

    Phase Wand – 1 charges (4 GP)

    1D6+1 NND Killing, +2 OCV

    Teleports part of target back 1 foot.

     

    Gloves of Asphyxiation – 2 Gloves (20 GP)

    4D6 Suppress vs. Recovery, +2 OCV

    2/day lasts 2 turns. Must wear both gloves

    Need both hands for the initial attack only. Then no action is required.

     

    Stone Potion – Thick gritty brown potion (24 GP)

    3 Resistant rPD/rED, 3 charges last 1 minute

     

    Anti-Magic Dust – Glittery Dust, 2 ch. 1 min (16 GP)

    10% DR Killing, All Magic, Cumulative, Full Phase

     

    Arrow Guard – Buckler, 3 charges last 1 min (15 GP)

    Missile Deflection, normal arrows/bolts only, +2 OCV

    No conscious control after activate. You make the deflect rolls, but it doesn’t take your action.

     

    Hurricane Bottle – 1 potion, 1 charge ea (5 GP)

    35 STR, grab throw TK, AE 6†cone, no range

     

    Hair Splitter – Ultra thin Dagger (35 GP)

    1D6+1 RKA no range, +2 OCV, AP/AP (1 end)

    Special scabbard to keep the blade from touching

     

    Vim and Vigor – Potion, 3 charges (9 GP)

    This unstable potion has erratic effects

    You get 1D8-3 D6 worth of END Aid

     

    Wand of Anti-magic – Wand, 2 charges (4 GP)

    15D6 of Dispel vs. any fantasy magic

     

    Ardent – V. Heavy Bow (40 GP)

    2D6 RKA, +1 OCV, +1 Range, 15 STR min

     

    Anti-Magic Charm – crystal (5 GP)

    Absorbs the first 10 body worth of magic damage.

     

    Bloodletter – Long Sword (20 GP)

    1-1/2D6 HKA, +2 OCV, 15 STR min

     

    Rod of Loraak – unadorned wooden stick (50 GP)

    Hit does 1-1/2D6 Body Drain to affected location

    Each hit inflicts a random natural disease on an 8-

     

    Shrine of Loraak – 2’ high statue (50 GP)

    Believers in Loraak can use a 25 point variable power pool. Costs end, 1/2 DCV concentrate, extra time variable depending on effect. Non-believers using it get a 1-1/2D6 RKA energy bolt for their troubles.

     

    Immolate – permanent arrow (20 GP)

    3D6 RKA, energy flame damage, +1 OCV

     

    Girdle of Troll Strength – Leather Girdle (40 GP)

    +30 STR, with 1.5 x END on all STR.

    1/week lasts 1 turn

     

    Erendol’s Choking Vine – 12†vine (12 GP)

    4D6 Suppress vs. Recovery, +1 OCV, 6†rng.

    1/day lasts 1 minute, costs 4 END to use.

     

    Lokaar’s Natural Disaster – long sword (60 GP)

    1-1/2D6 HKA, 15 STR min, +2 OCV, max 4D6

    1/day it can do one of the following effects:

    Tornado: AE 2†50 STR TK grab throw random direction, costs 4 END to use

    Earthquake: AE 4†radius 35 STR TK grab throw to ground, plus 6D6 EB penetrating, 4 END to use

    Lightning Strike: 2D6 RKA, +1 StunX, 1†radius, plus a 2D6 Flash vs. all sight explosion, 4 END

     

    Greater Troll’s Heart Healing Potion - 6D6 Heal, plus 2 points of regeneration for 1 minute. Will heal 10 Body worth of critical wounds. (12 GP)

     

    Necklace of the Sea Elf – octopus shaped (10 GP)

    Breathe under water, +2†swimming

     

    Violent Song – ivory whistle (50 GP)

    1D6 NND normal, 1D6 Flash vs. all hearing

    continuous, 12†radius, personal immunity

    1/week costs 6 END per phase

    Can take ½ damage by covering ears.

     

    Unifex: Dagger formed from Unicorn's horn - 1D6+1 HKA, 8 STR min, +2 OCV, 1D6 Luck, 40" Teleport 2/day

     

    Silent Blade: Stiletto 1/2D6 HKA, AP, 8 STR min, 2D6 max, +2 OCV, invisible to sound, darkness to sound on victim if hit.

     

    Black Disc: Black Med. Shield, +2 DCV, Fast Draw, 1 pt Flash Defense, 1D6 Dark Flash vs. all sight 3" cone w/day light (2D6 in torchlight equiv.)

     

    Nightfall: Long Sword 1-1/2D6 HKA, 15 STR, +2 OCV, 3-1/2D6 max, silver weapon, +1 DC vs. Lycanthropes and Undead, affects desolid

     

    Tragar's Spirit Bow Rings: Must wear both rings. Gestures as if firing a bow, +1 OCV, -2 DCV, fire any arrows, 2D6 RKA affects desolid, 4/day

     

    Vampiric Blade: Long Sword 1-1/2D6 HKA, 15 STR, +2 OCV, 3-1/2D6 max, 1D6 Body Transfer on an 8- attack roll, Full Invisibility in mirrors

     

    Long Arm: Short Sword, 1D6+1 HKA, +2 OCV, 10 STR min, 3-1/2D6 max, +2" reach, indirect (can attack around friends or opponents), Can get surprise the first time it is used in a way the defender would never expect.

     

    Ring of Zericus – Blood Red Ring (35 GP)

    +1 Strength, +1 Endurance (not cumulative)

    Can push to +10 STR 2/day w/no EGO roll

     

    Globe of Defense – 3†r Crystal Globe (30 GP)

    Useable by any magic caster. When activated it hovers in the air around the user for 1 minute. While hovering, it can do the following things from a pool of 4 charges:

    Block/Deflect from H2H weapons to arrows +3 OCV (1 ch.)

    Deflect any 1 Fantasy Spell, +3 OCV (4 ch.)

    Erect a 2â€r Force Wall, 8 DEF Hardened (3 ch.)

     

    Troglodyte Tongue – Preserved Tongue (5 GP)

    +1 point of Troglodyte language

     

    Troll Tongue – Preserved Tongue (5 GP)

    +1 point of Troll language

     

    Hill Giant Tongue – Preserved Tongue (5 GP)

    +1 point of Hill Giant language

     

    Harpy Feather – 2’ long feather (15 GP)

    +2†Flight, cumulative, makes all flight 1/2 END

     

    Cobra’s Fang – Mummified Cobra Rod (40 GP)

    Useable only by priests and druids

    1D6 RKA, AP , 0 END, no range, bite, +2 OCV

    +1D6+1 RKA, NND Killing if does body, 2/day

     

    Essence of Wraith – blue smoke potion, 2 ch. (12 GP)

    Desolidifcation, costs 4 END per phase, affected by magic and mystical creatures.

     

    Salve of Reattachment – golden salve, 1 ch. (8 GP)

    Cure critical wound, even severed limb, 1 hour

     

    Ointment of the Eagle – glittery silver, 12 ch. (3 GP)

    Adds no range penalties to any attack for one shot

    Works with arrows, bolts, throwing daggers, darts, etc.

     

    Vigilant Protector – shield shaped amulet (45 GP)

    3 DEF Force Field (not cumulative), 2 points power defense, 2 points mental defense

    Missile Deflection, up to arrows, +2 OCV, 1/day, trigger when attacked (free action)

     

    Alchemists Belt – Utility Belt of Holding (35 GP)

    6 pockets hold 3’ x 3’ volume each.

    1 potion pocket holds 2 potions, Fast draw on potions

    1 wand loop holds 1 wand, Fast draw on wand

    Analyzer pocket – Detect magical properties on alchemical components, 2/day

    Will tell you what uses there are for the components (Troll heart for healing potion, etc.)

     

    Silver Surprise – invisible to all sight ring (50 GP)

    Summons a magical silver dagger, 0 phase activate, ½ phase put away

    1D6 HKA, 8 STR min, +3 OCV, silver weapon, can be thrown

    +1 overall DCV in addition to the +1 DCV vs. one H2H attack as offhanded weapon.

     

    Sorcerer’s Secret – Plain bronze ring (15 GP)

    Adds Invisible power effects to all sight, sound and smell on any spell, 2/week

    Also removes any incantation component of the spell.

     

    Amulet of the Sea Elf – choral (15 GP)

    Underwater breathing, UV vision, +2†swimming

     

    Mana Stone – 20 END reserve, only for Spells, no recovery, non-permanent item

     

    Blink Potion, 13†teleport, 2 charges last 1 minute each (user must teleport at least 1" every phase) non-permanent item

     

    Thrasher – Bladed Flail (50 GP)

    1D6+1 HKA, 13 STR min, 6.25/DC, +1 OCV, 3D6 max

    AE Selective 2 adjacent hexes, no range, 2/day

     

    Orc Arrow of Pain – Acid Arrow (.8 GP)

    2D6 RKA, Penetrating, +2 OCV, non-permanent item

     

    Brandwunde – Long Sword (45 GP)

    1-1/2D6 HKA, 15 STR min, +2 OCV, 3-1/2D6 max

    2D6 Flash vs. all sight on a 6- attack roll

     

    Ogre Bracers – Thick Leather (15 GP)

    +2 HA with punches, 4/day

     

    Salve of Fixing – 2 charges (15 GP)

    6D6 Healing and cure poison, 2 phases to apply, non-permanent item

     

    Hooooowee – 1 charge Potion (10 GP)

    8D6 END aid and 2D6 Stun AID (can go 10 over max), non-permanent item

     

    Splitting Oak – Arrow (5 GP)

    2D6 RKA, AE 8†cone, selective, +1 OCV, non-permanent item

     

    Pointy Pokey –Arrow (2 GP)

    2D6 RKA AP, +1 OCV, non-permanent item

     

    Arrow of the void, a rare one shot item. Works wonders vs. mages and other archers.

    - 4d6 nnd eb (cold energy damage), Not vs. those immune to cold or in fullcoverage armor. 2' darkness vs. sight and sound, useable aginst others(centers on the one struck and follows them about). 4' change enviroment lowers temp to near freezing.(centers on the one struck and follows them about). The arrow shatters upon impact and is not reuseable if it fails to hit its target the darkness and cold still occur where the arrow falls. Each power is one charge with the darkness and change enviroment continueing charges that last one min.

     

    Leach shot, one shot arrows. Not reuseable.

    - 2d6 rka, 2d6 drain vs. one primary characteristic. The arrow must do body damage to the target for the drain to occur.

     

    Arrows of seeking, 2d6 rka no range penalty. These are reuseable.

     

    And every archers friend, The Quiver Ring: Worn on the drawing hand of the bowman it produces an arrow nocked on the string when a drawing motion is made. Each ring has a set number of charges, once exausted the ring crumbles into dust. Charges range from 12 to 250 arrows. Found rings may have any number of charges, less than 250, remaining. I assume that the quiver ring saves you a half phase when firing a bow. It would be really cool if you could "load" arrows into the ring. That way, you could put magic arrows or whatever you wanted in there.

     

    Marksman Dagger – silver throwing dagger (30 GP)

    This lightweight slim dagger is made of silver and magically enhanced. The end of the pommel has concentric rings of gold and silver, like a bull’s eye

    1/2D6 HKA, +2 OCV, 5 STR min, 2D6 MAX

    +3 OCV to offset called shots when thrown, 2/day

     

    Chameleon Clothing – set of clothes (30 GP)

    This set of clothing can transform in 1 turn to any type of clothing, from winter furs to high court silk. The clothes are also magically resistant and can cover a suit of light armor.

    Transform on Clothing to other non-magical clothing, 1 turn to cast

    3 DEF Armor, cumulative to 7 DEF.

     

    Glenner’s Master Picks –lock pick tool (8 GP)

    10- or +1 to Lock picking skill

     

    Drake – Wyvern Skin Suit (20 GP)

    Made from the relatively soft, and very flexible, underside of a Wyvern, this armor is extremely tough for the weight.

    4 DEF Armor, all over except locations 3 and 6 when the hood is pulled up. -1 DCV/DEX Checks

     

    Bone Bow – Heavy Crossbow (50 GP)

    This gruesome crossbow is partially assembled from an animated skeleton. Upon command, the skeleton arms will **** the bow for the next shot, which takes a ½ phase of time but only 0 phase to activate it. So, you can activate it, move and still fire the crossbow.

    2D6 RKA, 15 STR min, +1 Rmod

     

    Grim – Short Sword (55 GP)

    The blade of this short sword is blood red and appears as if it were made of glass and filled with constantly swirling blood. A strike from this sword will sometimes cause a gushing wound.

    1D6+1 HKA, +2 OCV, 10 STR min, 3D6 Max

    on an 8 or less attack roll, it causes an additional 1D6 Body drain the next phase.

     

    Ricochet – 1†Steel Ball Bearing (20 GP)

    1-1/2D6 RKA, +1 StunX, +2 OCV, 1/ day, recoverable charge.

    AE any 12â€, selective, no range, must travel 2†per hex side direction change.

     

    Steadfast – Medium Shield (45 GP)

    This was once a normal wooden shield that had seen a lot of use. After a pitched battle with a Temporal Liche, this shield was found on the battlefield next to a seemingly alive fighter. However, they found that neither the fighter or his equipment could be affected by normal means. They were somehow immune to normal kinetic forces. The shield was a novelty for many years, until finally another mage put a telekinesis spell on the shield, allowing the wielder to move it, although it still takes great strength to force it where you want it, hitting it with a normal weapon is worse than striking a solid piece of metal, it sends shock waves of force back down your arm, but the wielder feels nothing. You could use this to block a battering ram, a dragon’s claw, or a canon shot.

    +2 DCV, 18 STR min, 20 DEF Hardened x2 vs. non-spell (10 DEF normal vs. spells), 5 Body,

    Fast Draw on shield with DEX check if not 5 STR over minimum.

    It can block any non-spell attack without the wielder feeling the force of the attack.

    Damage Shield feedback physical EB of DC equal to attack, going back to attacking limb.

     

    Oculus – Demon Eye Broach (15 GP)

    UV Vision, IR Vision within 5†range, See life force within 5†range (can help see invisible as w/fringe)

     

    Fresh Air Globe – ½†Swirled Marble (5 GP)

    Self Contained Breathing while it is in your mouth.

     

    Ring of the Nereids

    5 LS:Breath Underwater

    8 +8" Swimming

    4 Language:Nereids

    17 Pnts. IIF (-1/4), Independent (-2), Real cost:5

     

    Everlast – Long Sword (50 GP)

    1-1/2D6 HKA, +2 OCV, 13 STR min, 4D6 Max

    ¼ Aging rate for wielder, Immune to Disease

    Slayer – Grand Sword (50 GP)

    2-1/2D6 HKA, +2 OCV, 25 STR min, 6D6 Max

    2 handed unless 3 levels of growth or more

    Will not fit in normal scabbard of concealment

     

    Azmod – Small Rod (30 GP)

    50 STR TK, grab throw, directly away from attack, no range, +2 OCV, 2/day

    Damage is from hitting objects in path.

     

    Unmaker – Main Gouge (35 GP)

    1/2D6 HKA, +2 OCV, 5 STR min, 1-1/2D6 max

    Can block to destroy a non-magical weapon

    Destroys the weapon on a 8- block roll.

    15D6 Dispel, any single fantasy magic, 1/week

     

    The Sky is Falling – Stone Ring (20 GP)

    2-1/2D6 RKA, 8†radius, 1/week

     

    Girth – Clay Ring (30 GP)

    +2 Body, +1 CON (not affect figured stats)

     

    The Great Wall – Stone Amulet (10 GP)

    9 DEF Hardened, 60†long Force Wall, 1/day

    The wall is broken down in 10†segments

     

    Mind Grabber – Wand, 3 charges (15 GP)

    Ego Entangle, +2 OCV, doesn’t take damage

    #D6 = (EGO of target/7)

     

    Nova – Potion Bottle of light (6 GP)

    10D6 EB Energy Explosion, Penetrating

    linked to a 2D6 Flash all sight explosion, 2†fade

     

    Daze – Permanent Arrow (20 GP)

    2D6 RKA, +2 OCV

    -2 CV and -2 Perception, -2 DEX roll offs

    the effects last for 1 turn.

     

    Oh, BTW, FWIW, given the current discussion about plate armor (elsewhere on the message boards), I should explain that with my Grey Hero House Rules I give:

    1) each "plus" of a magic weapon a level of Penetrating (as well as +1 OCV and +1 DC) and

     

    2) each "plus" of magic armor a level of hardened (as well as +1 DCV and +1 rDEF)

     

    This allows magic weapons to get some damage through non-magical armor (or more magical weapons to penetrate through less magical armor, as the case may be), but YMMV...

     

    ----------------------------------------------------------------------------------

     

    MACE OF THE MANTICORE

    The original Manticore Mace gained infamy in the bloody hands of one of the most notorious knights of the Order of the Black Hart, who is said to have gained the mace through an unholy pact with Hextor himself. This great two-handed mace is a magnificent piece of ornate gothic craftsmanship inset with iron-hard spines taken from the tail of a live manticore. This wicked weapon is enchanted to enhance its melee combat capabilities but it's most deadly power is the ability to shoot a volley of enchanted manticore spines. Thirteen copies of this fearsome mace have been commissioned by the Horned Society and Manticore Maces are now encountered in a variety of sizes and degrees of supernatural potency.

     

    MANTICORE MACE, SMALL (MAGICAL +1) (20 POINTS)

     

    Accuracy Enchantment: OCV +1 with Manticore Mace (5 Base Points); Reduced Endurance (0 END; +½), (+½; 7 Active Points); Focus (OAF small mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (1-Handed Weapon; -0), Strength Minimum (8; -½) (-3½; 2 Real Points).

     

    Melee Mace: HKA 1d6+1 (up to 2½d6) (20 Base Points); Penetrating (+½), Reduced Endurance (0 END; +½), (+1; 40 Active Points); Focus (OAF small mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (1-Handed Weapon; -0), Strength Minimum (8; -½) (-3½; 9 Real Points).

     

    Shooting Spines: RKA 1d6+1 (20 Base Points); Armor Piercing (+½), Autofire (6 spikes; +½), No Range Modifier (+½), Penetrating (+½) (+2; 60 Active Points); Charges (1 volley of up to 6 spikes per day; -2), Focus (OAF small mace; -1), Incantations (True Name of the manticore the tail spikes are from; -¼), Independent (-2), Magical Weapon (0), Required Hands (1-Handed Weapon; -0), Strength Minimum (8; -½)(-5¾; 9 Real Points).

     

    Totals: 45 Base Points, 107 Active Points, 20 Real Points.

     

    MANTICORE MACE, SMALL (MAGICAL +2) (31 POINTS)

     

    Accuracy Enchantment: OCV +2 with Manticore Mace (10 Base Points); Reduced Endurance (0 END; +½), (+½; 15 Active Points); Focus (OAF small mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (1-Handed Weapon; -0), Strength Minimum (8; -½) (-3½; 3 Real Points).

     

    Melee Mace: HKA 1½d6 (up to 3d6+1) (25 Base Points); Penetrating (x2; +1), Reduced Endurance (0 END; +½), (+1½; 62 Active Points); Focus (OAF small mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (1-Handed Weapon; -0), Strength Minimum (8; -½) (-3½; 14 Real Points).

     

    Shooting Spines: RKA 1½d6 (25 Base Points); Armor Piercing (+½), Autofire (6 spikes; +½), No Range Modifier (+½), Penetrating (x2; +1) (+2½; 87 Active Points); Charges (2 volleys of up to 6 spikes per day; -1½), Focus (OAF small mace; -1), Incantations (True Name of the manticore the tail spikes are from; -¼), Independent (-2), Magical Weapon (0), Required Hands (1-Handed Weapon; -0), Strength Minimum (8; -½)(-5¼; 14 Real Points).

     

    Totals: 60 Base Points, 165 Active Points, 31 Real Points.

     

    MANTICORE MACE, SMALL (MAGICAL +3) (45 POINTS)

     

    Accuracy Enchantment: OCV +3 with Manticore Mace (15 Base Points); Reduced Endurance (0 END; +½), (+½; 22 Active Points); Focus (OAF small mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (1-Handed Weapon; -0), Strength Minimum (8; -½) (-3½; 5 Real Points).

     

    Melee Mace: HKA 2d6 (up to 4d6) (30 Base Points); Penetrating (x3; +1½), Reduced Endurance (0 END; +½), (+2; 90 Active Points); Focus (OAF small mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (1-Handed Weapon; -0), Strength Minimum (8; -½) (-3½; 20 Real Points).

     

    Shooting Spines: RKA 2d6 (30 Base Points); Armor Piercing (+½), Autofire (6 spikes; +½), No Range Modifier (+½), Penetrating (x3; +1½) (+3; 120 Active Points); Charges (3 volleys of up to 6 spikes per day; -1¼), Focus (OAF small mace; -1), Incantations (True Name of the manticore the tail spikes are from; -¼), Independent (-2), Magical Weapon (0), Required Hands (1-Handed Weapon; -0), Strength Minimum (8; -½) (-5; 20 Real Points).

     

    Totals: 75 Base Points, 225 Active Points, 45 Real Points.

     

    MANTICORE MACE, MEDIUM (MAGICAL +1) (21 POINTS)

     

    Accuracy Enchantment: OCV +1 with Manticore Mace (5 Base Points); Reduced Endurance (0 END; +½), (+½; 7 Active Points); Focus (OAF medium mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (1½-Handed; -¼), Strength Minimum (10; -½) (-3¾; 1 Real Point).

     

    Melee Mace: HKA 1½d6 (up to 3d6+1) (25 Base Points); Penetrating (+½), Reduced Endurance (0 END; +½), (+1; 50 Active Points); Focus (OAF small mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (1½-Handed; -¼), Strength Minimum (10; -½) (-3¾; 11 Real Points).

     

    Shooting Spines: RKA 1d6+1 (20 Base Points); Armor Piercing (+½), Autofire (6 spikes; +½), No Range Modifier (+½), Penetrating (+½) (+2; 60 Active Points); Charges (1 volley of up to 6 spikes per day; -2), Focus (OAF medium mace; -1), Incantations (True Name of the manticore the tail spikes are from; -¼), Independent (-2), Magical Weapon (0), Required Hands (1½-Handed; -¼), Strength Minimum (10; -½) (-6; 9 Real Points).

     

    Totals: 50 Base Points, 117 Active Points, 21 Real Points.

     

    MANTICORE MACE, MEDIUM (MAGICAL +2) (32 POINTS)

     

    Accuracy Enchantment: OCV +2 with Manticore Mace (10 Base Points); Reduced Endurance (0 END; +½), (+½; 15 Active Points); Focus (OAF medium mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (1½-Handed; -¼), Strength Minimum (10; -½) (-3¾; 3 Real Points).

     

    Melee Mace: HKA 2d6 (up to 4d6) (30 Base Points); Penetrating (x2; +1), Reduced Endurance (0 END; +½), (+1½; 75 Active Points); Focus (OAF medium mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (1½-Handed; -¼), Strength Minimum (10; -½) (-3¾; 16 Real Points).

     

    Shooting Spines: RKA 1½d6 (25 Base Points); Armor Piercing (+½), Autofire (6 spikes; +½), No Range Modifier (+½), Penetrating (x2; +1) (+2½; 87 Active Points); Charges (2 volleys of up to 6 spikes per day; -1½), Focus (OAF medium mace; -1), Incantations (True Name of the manticore the tail spikes are from; -¼), Independent (-2), Magical Weapon (0), Required Hands (1½-Handed; -¼), Strength Minimum (10; -½) (-5½; 13 Real Points).

     

    Totals: 65 Base Points, 177 Active Points, 32 Real Points.

     

    MACE, MEDIUM (MAGICAL +3) (46 POINTS)

     

    Accuracy Enchantment: OCV +3 with Manticore Mace (15 Base Points); Reduced Endurance (0 END; +½), (+½; 22 Active Points); Focus (OAF medium mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (1½-Handed; -¼), Strength Minimum (10; -½) (-3¾; 5 Real Points).

     

    Melee Mace: HKA 2d6+1 (up to 4½d6) (35 Base Points); Penetrating (x3; +1½), Reduced Endurance (0 END; +½), (+2; 105 Active Points); Focus (OAF medium mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (1½-Handed; -¼), Strength Minimum (10; -½) (-3¾; 22 Real Points).

     

    Shooting Spines: RKA 2d6 (30 Base Points); Armor Piercing (+½), Autofire (6 spikes; +½), No Range Modifier (+½), Penetrating (x3; +1½) (+3; 120 Active Points); Charges (3 volleys of up to 6 spikes per day; -1¼), Focus (OAF medium mace; -1), Incantations (True Name of the manticore the tail spikes are from; -¼), Independent (-2), Magical Weapon (0), Required Hands (1½-Handed; -¼), Strength Minimum (10; -½) (-5¼; 19 Real Points).

     

    Totals: 80 Base Points, 247 Active Points, 46 Real Points.

     

    MANTICORE MACE, LARGE (MAGICAL +1) (23 POINTS)

     

    Accuracy Enchantment: OCV +1 with Manticore Mace (5 Base Points); Reduced Endurance (0 END; +½), (+½; 7 Active Points); Focus (OAF large mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (1½-handed; -¼), Strength Minimum (13; -½) (-3¾; 1 Real Point).

     

    Melee Mace: HKA 2d6 (up to 4d6) (30 Base Points); Penetrating (+½), Reduced Endurance (0 END; +½), (+1; 60 Active Points); Focus (OAF large mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (1½-Handed; -¼), Strength Minimum (10; -½) (-3¾; 13 Real Points).

     

    Shooting Spines: RKA 1d6+1 (20 Base Points); Armor Piercing (+½), Autofire (6 spikes; +½), No Range Modifier (+½), Penetrating (+½) (+2; 60 Active Points); Charges (1 volley of up to 6 spikes per day; -2), Focus (OAF medium mace; -1), Incantations (True Name of the manticore the tail spikes are from; -¼), Independent (-2), Magical Weapon (0), Required Hands (1½-handed; -¼), Strength Minimum (13; -½) (-6; 9 Real Points).

     

    Totals: 55 Base Points, 127 Active Points, 23 Real Points.

     

    MANTICORE MACE, LARGE (MAGICAL +2) (34 POINTS)

     

    Accuracy Enchantment: OCV +2 with Manticore Mace (10 Base Points); Reduced Endurance (0 END; +½), (+½; 15 Active Points); Focus (OAF medium mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (1½-handed; -¼), Strength Minimum (13; -½) (-3¾; 3 Real Points).

     

    Melee Mace: HKA 2d6+1 (up to 4½d6) (35 Base Points); Penetrating (x2; +1), Reduced Endurance (0 END; +½), (+1½; 87 Active Points); Focus (OAF medium mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (1½-handed; -¼), Strength Minimum (13; -½) (-3¾; 18 Real Points).

     

    Shooting Spines: RKA 1½d6 (25 Base Points); Armor Piercing (+½), Autofire (6 spikes; +½), No Range Modifier (+½), Penetrating (x2; +1) (+2½; 87 Active Points); Charges (2 volleys of up to 6 spikes per day; -1½), Focus (OAF medium mace; -1), Incantations (True Name of the manticore the tail spikes are from; -¼), Independent (-2), Magical Weapon (0), Required Hands (1½-handed; -¼), Strength Minimum (13; -½) (-5½; 13 Real Points).

     

    Totals: 70 Base Points, 189 Active Points, 34 Real Points.

     

    MANTICORE MACE, LARGE (MAGICAL +3) (49 POINTS)

     

    Accuracy Enchantment: OCV +3 with Manticore Mace (15 Base Points); Reduced Endurance (0 END; +½), (+½; 22 Active Points); Focus (OAF medium mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (1½-handed; -¼), Strength Minimum (13; -½) (-3¾; 5 Real Points).

     

    Melee Mace: HKA 2½d6 (up to 5d6+1) (40 Base Points); Penetrating (x3; +1½), Reduced Endurance (0 END; +½), (+2; 120 Active Points); Focus (OAF medium mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (1½-handed; -¼), Strength Minimum (13; -½) (-3¾; 25 Real Points).

     

    Shooting Spines: RKA 2d6 (30 Base Points); Armor Piercing (+½), Autofire (6 spikes; +½), No Range Modifier (+½), Penetrating (x3; +1½) (+3; 120 Active Points); Charges (3 volleys of up to 6 spikes per day; -1¼), Focus (OAF medium mace; -1), Incantations (True Name of the manticore the tail spikes are from; -¼), Independent (-2), Magical Weapon (0), Required Hands (1½-handed; -¼), Strength Minimum (13; -½) (-5¼; 19 Real Points).

     

    Totals: 85 Base Points, 262 Active Points, 49 Real Points.

     

    MANTICORE MACE, GREAT (MAGICAL +1) (23 POINTS)

     

    Accuracy Enchantment: OCV +1 with Manticore Mace (5 Base Points); Reduced Endurance (0 END; +½), (+½; 7 Active Points); Focus (OAF great mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (2-handed; -½), Strength Minimum (15; -¾) (-4¼; 1 Real Point).

     

    Melee Mace: HKA 2d6+1 (up to 4½d6) (35 Base Points); Penetrating (+½), Reduced Endurance (0 END; +½), (+1; 70 Active Points); Focus (OAF great mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (2-handed; -½), Strength Minimum (15; -¾) (-4¼; 13 Real Points).

     

    Shooting Spines: RKA 1d6+1 (20 Base Points); Armor Piercing (+½), Autofire (6 spikes; +½), No Range Modifier (+½), Penetrating (+½) (+2; 60 Active Points); Charges (1 volley of up to 6 spikes per day; -2), Focus (OAF great mace; -1), Incantations (True Name of the manticore the tail spikes are from; -¼), Independent (-2), Magical Weapon (-0), Required Hands (2-handed; -½), Strength Minimum (15; -¾) (-6½; 9 Real Points).

     

    Totals: 60 Base Points, 137 Active Points, 23 Real Points.

     

    MANTICORE MACE, GREAT (MAGICAL +2) (35 POINTS)

     

    Accuracy Enchantment: OCV +2 with Manticore Mace (10 Base Points); Reduced Endurance (0 END; +½), (+½; 15 Active Points); Focus (OAF great mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (2-handed; -½), Strength Minimum (15; -¾) (-4¼; 3 Real Points).

     

    Melee Mace: HKA 2½d6 (up to 5d6+1) (40 Base Points); Penetrating (x2; +1), Reduced Endurance (0 END; +½), (+1½; 100 Active Points); Focus (OAF great mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (2-handed; -½), Strength Minimum (15; -¾) (-4¼; 19 Real Points).

     

    Shooting Spines: RKA 1½d6 (25 Base Points); Armor Piercing (+½), Autofire (6 spikes; +½), No Range Modifier (+½), Penetrating (x2; +1) (+2½; 87 Active Points); Charges (2 volleys of up to 6 spikes per day; -1½), Focus (OAF great mace; -1), Incantations (True Name of the manticore the tail spikes are from; -¼), Independent (-2), Magical Weapon (0), Required Hands (2-handed; -½), Strength Minimum (15; -¾) (-6; 13 Real Points).

     

    Totals: 75 Base Points, 202 Active Points, 35 Real Points.

     

    MANTICORE MACE, GREAT (MAGICAL +3) (47 POINTS)

     

    Accuracy Enchantment: OCV +3 with Manticore Mace (15 Base Points); Reduced Endurance (0 END; +½), (+½; 22 Active Points); Focus (OAF great mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (2-handed; -½), Strength Minimum (15; -¾) (-4¼; 4 Real Points).

     

    Melee Mace: HKA 3d6 (up to 6d6) (45 Base Points); Penetrating (x3; +1½), Reduced Endurance (0 END; +½), (+2; 135 Active Points); Focus (OAF great mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (2-handed; -½), Strength Minimum (15; -¾) (-4¼; 26 Real Points).

     

    Shooting Spines: RKA 2d6 (30 Base Points); Armor Piercing (+½), Autofire (6 spikes; +½), No Range Modifier (+½), Penetrating (x3; +1½) (+3; 120 Active Points); Charges (3 volleys of up to 6 spikes per day; -1¼), Focus (OAF great mace; -1), Incantations (True Name of the manticore the tail spikes are from; -¼), Independent (-2), Magical Weapon (0), Required Hands (2-handed; -½), Strength Minimum (15; -¾) (-6; 17 Real Points).

     

    Totals: 90 Base Points, 277 Active Points, 47 Real Points.

     

    MANTICORE MACE, GREAT (MAGICAL +4) (ARTIFACT) [80 POINTS]

     

    This is the original mace upon which all the others are based. This is not a standard magic item that any PC is likely to gain (or want to keep), it is an artifact wielded by a powerful arch-villain with high placed infernal contacts who commands a legion of loyal evil knights whose rites emulate the brutal feeding habits of the manticores whom they venerate.

     

    Accuracy Enchantment: OCV +4 with Manticore Mace (20 Base Points); Reduced Endurance (0 END; +½), (+½; 30 Active Points); Focus (OAF great mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (2-handed; -½), Strength Minimum (15; -¾) (-4¼; 6 Real Points).

     

    Melee Mace: HKA 3d6+1 (up to 6½d6) (50 Base Points); Penetrating (x3; +1½), Reduced Endurance (0 END; +½), (+2; 150 Active Points); Focus (OAF great mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (2-handed; -½), Strength Minimum (15; -¾) (-4¼; 29 Real Points).

     

    Shooting Spines: RKA 2d6+1 (35 Base Points); Armor Piercing (+½), Autofire (6 spikes; +½), No Range Modifier (+½), Penetrating (x3; +1½) (+3; 140 Active Points); Charges (4 volleys of up to 6 spikes per day; -1), Focus (OAF great mace; -1), Incantations (True Name of the manticore the tail spikes are from; -¼), Independent (-2), Magical Weapon (-0), Required Hands (2-handed; -½), Strength Minimum (15; -¾) (-5½; 22 Real Points).

     

    In addition, the original mace has two other powers that the copies don't:

     

    Mantimorph: Multiform to Manticore (350 point form; 70 Base Points); (70 Active Points); Personality Loss (Hour; -1), Reversion (most people are weaker but those likely to take the mace aren't by much; -¼); Charges (1/day; -2), Extra Time (Full Phase; -½), Focus (OAF, great mace; -1), Incantations (Chant; -¼), Independent (-2), Side Effect (Cumulative Gradual Transform into Voracious Eater and Vicious Killer; -1) (-8; 8 Real Points),

     

    Manticall: Summon Manticores (6 x 350 points each; 70+30 = 100 Base Points); Amicable (Loyal; +½) (150 Active Points); Arrives under own power (-½), Summoned Beings Must Inhabit Locale (-½), Charges (1/day; -2), Extra Time (6 Minutes; -2), Focus (OAF, great mace; -1), Incantations (Chant; -¼), Independent (-2), Side Effect (Cumulative Gradual Transform into Voracious Eater and Vicious Killer; -1) (-9¼; 15 Real Points),

     

    Totals: 275 Base Points, 540 Active Points, 80 Real Points.

     

    ----------------------------------------------------------------------------------

     

    GAUNTLETS OF OGRE POWER (8 Points)

     

    These gloves increase the strength of the wearer into that of an Ogre.

     

    Gauntlets of Ogre Power: STR +20 (20 Base Points); 0 END (only on the 20 STR from the Gauntlets; +½) (30 Active Points); Focus - IIF (Gloves; -¼), Independent (-2), Only hands and arms (-¼), Must use, and pay END on, natural STR first (-¼)(-2¾; 8 Real Points)

     

    In Grey Hero, a normal human has 10 STR and a normal Ogre has 30 STR, thus these gloves increase a human's STR into the Ogre range.

     

    Variations

     

    1. A Semi-Cursed version would be that the Gauntlet STR is always used first with 0 END and then the normal STR used, which seems like a good thing; and it is except that over time the natural muscles in the arms will atrophy due to the magic doing all the work -- that is unless massive amounts of STR are used regularly. Treat this as a Side Effect of a Gradual Effect STR Drain with a long recovery rate that can only be recovered by excercising normal STR.

     

    I really like this variation in an Elric/Stormbringer sort of symbiotic gift/curse/dependence way but haven't taken the time to write it up in full.

     

    2. A less interesting Endurance variation is: Instead of 0 END, having the full Endurance cost would tire the user more quickly if they used the extra STR; OR a Step Further would be to have Increased END on the extra STR and make the gauntlets useful only for short-term bursts of strength.

     

    3. Instead of +20 STR, the gauntlets could give a flat 30 STR so that regardless of the initial STR of the wearer they would have 30 STR. This is a more strict xD&D conversion, but I think a less interesting and less logical one.

     

    4. Aid could be used instead to provide a variable STR but the cost of the item would be much higher (which is why I didn't use it).

     

    GIRDLES OF GIANT STRENGTH

     

    Similar to Gauntlets of Ogre Power (q.v.), these belts increase the strength of the wearer into that of a giant. (In Grey Hero, normal humans have 10 STR, Hill Giants have 35 STR, Stone Giants 40, Frost Giants 45, Fire Giants 50, Cloud Giants 55, and Storm Giants 60)

     

    Giant STR

     

    Hill +25

    Stone +30

    Frost +35

    Fire +40

    Cloud +45

    Storm +50

     

    Variations: See above, but the greater the STR enhancement of the item, the greater the effect of the variation -- be it tiring from increased END or long-term weakening from reliance on artificial STR.

     

    ----------------------------------------------------------------------------------

     

    Spear of the Unicorn: tip looks like an Alicorn; HKA, may be thrown (or treated as RKA with SFX of teleporting return); Teleportation (Self & 1 other), Only usable by Virgin Girls, teleports away from all others hands before they can use.

     

    Oathbinder

    Crafted long ago, by the greatest smiths of the Sidhe, this elegantly crafted bronze blade is home to mighty enchantments. A Queen amongst the Sidhe, dismayed by the knowledge that mankind was free to foreswear their oaths without punishment from the Gods, had this blade crafted to bind the life forces of oath takers to their sworn quests, granting aid to those truesworn and doom to those who spoke false. Often this blade has found its way into the hands of mortals, but it usually returns in time to the Otherworld, where it is still used to bind mortals to quests of glory or necessity.

     

    Oathbinder is a superbly crafted, artfully made leaf blade bastard sword of reddish bronze, with a shimmering patina of reds, purples and blues swimming along the blade. The guard and pommel are covered in intricate spiral patterns, and the hilt is wrapped in knobby, iridescent black leather from some otherworld beast’s hide. The blade has no obvious manifestations of power, but touching the blade will send a cold chill up the spine of most mortals.

     

    Though Oathbider is a superb weapon, most of its powers are not apparent in combat…at first. Swearing on Oathbinder is, as the name implies, binding. As long as an oathtaker is true to their quest, they will find themselves difficult to harm, linked as one in purpose with other oathtakers, led by omens towards their goal, and filled with a supernatural vitality… this vitality increases both when they come closer to victory and when one of their sworn fellows falls. However, if they foreswear their oath or swear foolishly to something impossible, the magic of the sword will be merciless, turning the very fabric of existence against them. Tales are oft told, within the hollow hills, of the foolish mortal hero who swore not to rest till a marauding worm had been slain. After tracking the fell beast for three days, he collapsed into an exhausted sleep and found upon awakening that he bore the crushing burden of a broken geis upon his soul. By the same token, swearing that a foe will die by your hand invites doom, as you will be foresworn if such a foe dies by any other means.

     

    All powers are OAF(-1), Independent (-2)

     

    -- 2D6 HKA: +2 OCV (40 active) Str Min 13/11 2handed StrMin [Active/3] (-3/4), 1 1/2 handed (-1/4)

    -- Mind Link: up to 8 people at one time, O end (37 active) Gestures [touch blade] (-1/4), Incantations [swear oath] (-1/4), costs End (-1/2), 1 charge [recovers when oath is fulfilled or all oathtakers are dead or foresworn] (-2) SideFX [6d6 unluck if oath is foresworn] (-1/2)

    Detect Dedication: sense, Discrim., +8, based on ECV (works through link) (52 active) Only usable by sword to activate powers and SideFX (16 or less PER roll)

    -- Detect Goal of Oath: sense, ranged, 360 degrees, discriminatory (25 base) No Range Mod (+1/2), Usable by Others -up to 8 (+1 3/4) (81 active) Only usable by those sworn to oath (-1/2), no conscious control (-2), Visible (-1/4), Requires a SR (KS: Omens) on Discriminatory (This is the appearance of omens leading the questers toward their goal)

    -- 50% Damage Reduction: physical & energy, resistant (60 base) Usable by others: up to 8 (+1 3/4) (165 active) Oathsworn Only (-1/2), only when pursuing goal (-1/2), SideFX [every point of Body damage not taken by character due to reduction is taken as 1 point of cumulative major transform [living to dead] with a time delay [when quest is complete]. These transform points heal like body, and healing is not aided by any other powers from the sword] (-1) (This is the life force linkage, and part of the vitality… as long as the quest is being followed, the questers are able to ignore much pain and damage… but it is quite possible for the effect to kill them if their life force has not recovered before the quest is finished)

    -- 1D6 Aid: To all CHA of a group (Body, Con, End, Rec, End and Stun) (+2) Increased Max to 30 (+12 base), Fade rate 5pts/year (+2 1/4), Continuous (+1), 0 Endurance persistent (+1) Variable trigger [when quest is sworn, when questers are slain, or when a significant goal towards completion of the quest is attained] (+1/2) Usable by others: up to 8 (+1 3/4) (161 active) Only usable by those sworn to the quest (-1/2), Aid Fades completely at successful conclusion of quest or when foresworn) (-1/2) (This is the rest of the vitality boost. 1D6 is granted to each quester each time the trigger activates. This increases their vitality a bit at the start, but increases as the quest continues. As those who have sworn together have linked lives, each increases in vigor when one of their numbers falls)

     

    As you can see, this is an artifact level item, but not overly unbalancing. It was also designed so that the owner of the blade does not need to be one of those who swears to undertake a quest… it’s a great plot device. Its built with 4th Ed rules, as I have yet to obtain a copy of FreD, but should be easy to translate.

     

    Sawtooth – Halberd (60 GP)

    2D6+1 HKA, +1 OCV, 18 STR, 2H, 5D6 max

    Penetrating on a 7- attack roll

    +3 PRE when wielding, cumulative +10

    Beast Master – Horse Hair Charm (20 GP)

    +1 or 11- Combat riding: Any horse-like animal

    ½ End and fatigue when riding

    +1 or 11- to Animal handling (horse-like only)

     

    Whisper – Long Sword (60 GP)

    1-1/2D6 HKA, +2 OCV, 15 STR min, 4D6 max

    11- or +1 to Stealth rolls, cumulative to +2

    Can conceal incantations 1/day

    Can put invisible power effects a spell 1/day

     

    Fire Brand – Long Sword (65 GP + 5 GP)

    1-1/2D6 HKA, +2 OCV, 15 STR min, 4D6 max

    +1D6 EB fire, NND always on (requires special scabbard that suppresses fire (comes with sword)

    Start normal fires at will

    10% DR vs. fire, cumulative to 25%

     

    Potion of Life – blood red potion (12 GP/ch.)

    8 points of Regeneration for 2 Turns

    1D6 Stun Aid on segment 6 and 12, 2 Turns

     

    Blade Barrier – Charm with 12 swords (15 GP/ch.)

    1-1/2D6 Penetrating Damage Shield

    ½ phase activate (does not end turn), last 1 turn

     

    Dark Shard – Black Long Sword (50 GP)

    1-1/2D6 HKA, +2 OCV, 15 STR min, 4D6 max

    1D6 (darkness) flash vs. all sight on a 8-

    Night vision (1/2 penalties from all darkness)

     

    Bow Ring– ring of bow string (6 GP/each)

    Can “store†up to 6 arrows (normal or magical) inside it

    takes 1 phase to load each arrow. Fire them in a ½ phase action as if firing a crossbow. Max 2D6+1 normal arrows.

     

    Minmax – mini Arbalest (15 GP)

    This crossbow is the size of a small pistol

    You can load any Arbalest bolt into it as normal

    Willing weapon enchantment (fast draw)

     

    Storm Giant Potion – Smoky Potion (8 GP/ch.)

    +25 STR, +10 ED, lasts 1 minute

    Call lighting: 2D6+1 RKA, +1 StunX, outside, 2 ch.

     

    Life Saver – Ivory Necklace (25 GP)

    1 Point of Flash Defense, not cumulative

    +8 DCV vs. Called shots on the head

    1 DEF on loc 3-5, cumulative to 8 DEF

     

    Bone Reaver – Long Sword/Hammer (70 GP)

    This sword is made out of the spinal chord of a skeleton

    1-1/2D6 HKA, +2 OCV, 15 STR min, 4D6 max, OR

    1-1/2D6 HKA, +1 OCV, 22 STR, +1 StunX, 4D6 max

    +1 DC vs. skeletons of all types

     

    Ice Pick – Ice Stiletto (40 GP)

    1D6 HKA, AP AP, +2 OCV, 10 STR min, max 2-1/2D6

    Can be thrown, returns to scabbard at end of next phase

     

    Rolling Stone – G. Ball of Crushing (5 GP/each)

    2D6 RKA, Penetrating, any 12â€, no range, 1†turn mode

     

    Sunder – Small Runed Baton (30 GP)

    3D6N +2 OCV, 5 STR min

    Does additional 2D6 RKA, no range, no 8-

    Shooting Stars Darts – Silver Darts (10 GP)

    1-1/2D6 RKA, +2 OCV, +1 StunX. +2 vs. range

    Recoverable charge

     

    Wyvern Armor – like soft leather (35 GP)

    5 DEF, cumulative to 7 DEF, all over, -1 DCV/DEX

     

    Crystal Wand – 4 charges (12 GP)

    1-1/2D6 AP AP or +2 StunX, +2 OCV or

     

    Bender – Long Sword (45 GP)

    1-1/2D6 HKA, +2 OCV, 15 STR min, 4D6 max

    +2†Reach and +2 OCV, activate 0 phase, 3/day

     

    Circlet of Fire – ruby circlet (25 GP)

    10% DR fire, cumulative to 25%

    Fire Bolt: 2D6 Explosion, 1/day

     

    Gloves of Spellcraft – Burgundy Leather (25 GP)

    +1 to Classic Spells and Magic Theory

    +1 to cast one spell (chose)

     

    Potion of Stone – Black potion (8 GP)

    25% DR from blades, last 2 turns

    +5 STR, +2 PD +2 ED

     

    Stave of the Acrobat

    +4d6 Ha

    +2 8 point levels with Dexterity Skills.

    Mincer- Meat Cleaver

    1d6 HKA, Str min 5

    +2d6 HKA, only to increase addable str and to double Str add increase above base HKA level. (ie +15 Str over Str Min would add 2d6 HKA not 1d6HKA)

     

    Switcheroo wand

    3d6 Major Transform-transforms Spell Foci to other (inappropriate) Spell Foci....

    +4 CV's with Transforms

     

    Blood Strike:

    Standard scimitar with blood red ruby in hilt.

    (Scimitar part as per Hero 5th) plus

    +5 to hit OAF, Ind, 1 Charge

    (recharge the weapon by cutting oneself, causing 1 body worth of dmg, and coating the weapon with the blood.)

     

    [ Oh yeah did i mention some of these were the "bad guys" weapons? ]

     

    Blade Charms:

    Small coins tied to the hilt of a weapon.

    3d6 Luck IIF, Ind, Only for fighting

    (using the hero 5th alternate rules for luck, each body rolled on Luck dice at beginning of session is a chance to reroll any bad rolls)

     

    Faestrike Gauntlets:

    Chainmail gauntlets

    (again Chainmail gauntlets as per Hero 5th)plus

    +20 Str OIF, 1 Charge, Ind

    (Charge is once per day)

     

    Minor Arcanas – Diamond Ring (15 GP)

    Can store one 40 AP spell per day

    Any spell caster

     

    Talisman of the Blade – braided hilt charm (20 GP)

    Re-roll 1 to hit or location roll, 1/week

    Works on any kind of sword

     

    Potion of Occlusion – clear potion (6 GP)

    Invisibility to normal, IR and UV sight, lasts 1 minute

    not within 6†radius

     

    Pounder – mud brown potion (8 GP)

    +2 PD, +2 ED, +5 CON (for determining if stunned only)

    2 charges last 1 minute each.

     

    Argute – Glittery White Javelin (45 GP)

    1D6+1 HKA, +1 OCV, 10 STR min, 3D6 Max, can be thrown

    AP on a 6- attack roll

     

    Prismatic Wand – 1â€x 18†kaleidoscope (10.5 GP)

    Roll 2D6 for which color hits each target

    3 charges, 3†cone, no range

    Blue 2-3: 1D6 CON Drain

    Green 4-5: -1 CV for 1 Turn

    Yellow 6-8: 6D6N EB heat ray

    Orange 9-10: 2D6 Flash vs. all sight

    Red 11-12: 3D6 NND Energy

     

    Rod of Might –Rod w/ fist (10 GP)

    +20 END, +5 STR (cumulative to +10)

    2 charges last 1 minute each, only on self

     

    Rubber Arms – Bracers (9 GP)

    3†Stretching, 3 charges last 5 minutes

    not a permanent item

     

    Magic Bane – Salve (8 GP)

    This salve makes an item very resistant to magic, but only protects the item. 75% DR vs. all damage and 10D6 Suppress vs. all fantasy magic at once, only on the item it is rubbed on. Item can be about the size of a weapon or piece of armor, or shield and non-living. 4 charges last 1 week.

     

    Focus – Mirrored Rod, 3 charges (6 GP)

    Automatic coordinate on any spell or spell-like powers cast at the rod and then sent at same time on to target. The holder of the rod must use a half phase to coordinate the attacks.

     

    Tooth of the Banshee – 1†long (6 GP)

    Can perform Banshee scream during duration of power

    +20 PRE to cause fear, 2 charges last 1 minute

     

    Carrion – Writhing Wormy Black Rod, 3 charges (9 GP)

    1/2D6 RKA, NND Killing, +1 OCV

    linked to 2D6 CON & 2D6 END Drain, fade per week

     

    Perfect Body – blue potion, 1 charge (7 GP)

    Gives user a 20 Body, 20 CON, 20 Dex, 10 PD, 10 ED,

    50 End, 50 Stun, 10 Rec, 5 Speed, 17- Acrobatics,

    10†Running, and +1 all Combat, for 2 turns

    At the end of the duration, the character takes 30 End from current total. Only useable by Monks

     

    Dolomedes Triton Boots – Spider Hide (10 GP)

    Up to 10†flight, only on water (at running speed)

     

    Brainer – Blood Red Sap (15 GP)

    3D6N, 5 STR min, +1 OCV

     

    Purgatory – Black Helm (10 GP)

    8 DEF on loc 3-5

    Simulate Death, Invisibility to detect life. Also gives Discriminatory hearing so that the character has an idea of what is going on around them, 1 charge per week that lasts up to 1 hour

     

    Dwarven Insight – Small Hammer Charm (7 GP)

    Bump of Direction, underground only

     

    Eluvia – Silver Braded Belt (20 GP)

    Self contained breathing

    +2 DEF on location 13, cumulative to 9 DEF

    3 Points Power Defense, cumulative to 5

     

    Harvest – Golden Scythe (50 GP)

    1-1/2D6 HKA, +2 OCV, 12 STR min, 2H, 4D6 max

    1D6 END transfer on 7- attack roll

    1D6 Body and 1D6 Stun transfer on 4- attack roll

     

    Defender of Utarin – Elegant Short Sword (45 GP)

    1D6 HKA, +2 OCV, 10 STR min, 3D6 max

    +1 DCV when wielding as primary weapon

    +3 DCV, 0 phase activate, 2/day

     

    Swarm – Temporary Arrows (2 GP each)

    2D6 RKA, 5 shot Autofire, +2 OCV

    Each one does 1 pip NND Killing if the RKA does body

     

    Vamp – Permanent Arrow (12 GP)

    2D6 RKA, +1 OCV

    2D6 Body and 2D6 Stun Transfer, above max

     

    Subdue – Permanent Arrow (10 GP)

    6D6 N, +1 OCV, +1 Rmod, Invisible Power Effects

     

    Bolster – Strong Alcoholic Potion (2 GP per charge)

    +5 PRE (defensive only), 2D6 END aid above max

     

    Zinger – ½†Runed Slingless Bullet (15 GP)

    2D6 RKA, Penetrating, +2 OCV, any 12â€, no range, must hit target to proceed to next. +1 StunX on 7- attack roll.

     

    Suspender, Arrow of Sleep

    12d6 supress body, 1 charge, lasting 10 years.

    Slipknot(Sfx:Rope(may have other uses))

    4d6 Entangle Linked with 0 End 1d6 Transfer STR to Body for Slipknot Triggered by using Str. (The more you struggle, the harder it gets to get free)

     

    Strafer: Longbow,

    +8PSL's vs Rapidshot penalties. Side effects= 1/2 DCV while carried.

     

    Potion of Spirit Touch

    This potion allows the imbiber to affect the spirit world as though it was the real world...grab or punch spirits for example.

    Affects Desolid as naked advantage applied to up to 20 STR (10 Active); OAF - expendible, Trigger - drinking potion, 3 charges that last 1 turn each.

     

    Oil of Ricochet

    This oil, when applied to a missile weapon, allows the user to bounce the weapon off multiple surfaces before hitting the target.

    Indirect +3/4 as naked advantage on up to 2d6 RKA, OAF, Trigger (drink), 3 charges of 2 phases each.

     

    Potion of Retribution

    This sneaky potion lets the user attack with no visible effect. The effects occur later, perhaps at an inoppurtune time. (example: Crush drinks the potion and hits Dirk with an 8d6N blow to the back, then runs away as fast as he can. Dirk feels nothing, but wonders why Crush is running away. Crush set the time of the effect for 1 minute, so in 60 seconds, Dirk is going to fall to the ground with no Crush to be seen.)

    Time Delay +1/4 as a naked advantage on up to 20 STR. 3 charges of 1 Turn each, OAF, Trigger (drink).

     

    Potion of Shadowself:

    Drinking this potion creates a shadowy copy of the imbiber, who will aid his 'brother' as possible while he lasts...1 minute.

    Duplication on up to 200 points (40); OAF Potion, Trigger (drink), Cannot Recombine (-0), 1 charge lasting 1 minute.

    Messenger's Deliverance

    This potion allows the drinker to move huge distances, each stride taking the character 1/3 of a kilometer instead of 1/3 of a meter (average stride for 5'5" person). Of course, you have to be careful not to step headlong into a building or mountainside...

    Megascale +1/4 as naked advantage on up to 6" of running (3 points); OAF Potion, Trigger (drink), 4 charges lasting 1 minute.

     

    Leechstone

    When placed on bare skin (or scales, hide, etc), this stone attaches itself like a leech. It drains 1d6 BODY until time runs out or the victim is dead.

    Drain 1d6 vs. BODY, Continuous, Uncontrolled; OAF - stone, trigger-magic word, 1 charge lasting 1 turn.

     

    Numbing Agent

    Though sometimes used legitimately, the most common use is by assassins. The vial is thrown and breaks, loosing an agent the stops the victim's sense of touch. Blowdarts, pin-pricks, and other followup attacks are then unnoticed, until too late...

    6d6 Flash vs Touch, Explosion (+1/2), Invisible to Sight, Smell, Touch (+1); IAF-vial, trigger-throw and break, 1 charge.

     

    Potion of Long Reach

    This potion allows the user to attack at a distance without having to be there. It is typically used by assassins of Noroki to get at well protected targets, and by some thieves for safer pickpocketing. The user may attack or perform other actions at up to 6" distance as if standing there.

    6" Stretching, Does Not Cross Intervening Space (+1/4), No Noncombat Stretching (-1/4), Invisible to Sight, Sound, and Touch (+1), OAF potion, Trigger -drink, 3 charges lasting 1 turn.

     

    Velvet Touch -- Rapier 1d6 HKA, Invisible to Touch Sense group (+1/2), Does no Stun

    The wounds this weapon causes are painless. The effect is that the target doesn't realize he's been wounded (or how badly he's been wounded) unless he takes a moment to examine the wound. (The GM doesn't tell players struck by it how much BODY they took -- and plays NPCS/Monsters as though they don't know either.) This weapon is especially favored by assassins for attacking sleeping victims as it will not wake them ...

     

    Oil of Ricochet – 6 charges (3 GP)

    Can add indirect (bounce off objects) to any physical ranged weapon (arrows, daggers, etc.)

     

    Hyper Alert – 3 pills, lasts 5 minutes (15 GP)

    +10 Perception, Danger Sense 11-

    Must take half phase perceive to keep from being disoriented. If you don’t take a half phase, you get an Ego Save or you are disoriented (-2 CV)

     

    In Motion – Simple Gold Ring (20 GP)

    +1†Running (max 10â€), +2†Swimming (max 6â€)

    15†Teleport, 3 End, 2/day, 6†Flight, costs end, 2/day

     

    Cloak of Protection – Dark Blue, blade edge (25 GP)

    Block, uncontrolled, 10 OCV, for 1 turn

    1-1/2D6 RKA, Damage shield, lasts 1 turn

    Both powers only activate when knocked out, or when incapacitated, with 1 charge per day

     

    Ring of Ready –Platinum Ring, 12 charges (6 GP)

    Instant Change, can include readying a weapon/shield

     

    Sanctuary – Ring, 3 charges (9 GP)

    Extra Dimensional Movement (safe zone) Gives user two full phases to take defensive, non-movement actions, only on self, (healing potions, etc.)

     

    Keep Back – Rod, 2 charges (10 GP)

    4D6 EB Electricity, NND, No Range, Hole in the middle, explosion

     

    Purse of Plenty – Small Coin Purse (10 GP)

    creates 1 Copper per 2 days, only if previous copper is spent. This is real money, not a transformation.

     

    Set the Pace – Potion, 12 charges (12 GP)

    ½ END and no long term END effects from movement powers, each charge lasts 5 hours.

     

    Siphon – Twisted Bands Ring, 3ch. (7.5 GP)

    2D6 Stun and 1D6 Body Transfer

    No Range, +2 OCV

    Barricade – Bracers (20 GP)

    8DEF Hardened Force Wall, 8†Line only

    Stone Wall, blocks all sight, lasts 5 minutes

    3 END per use, 2 charges per day

     

    Filcher – Soft Leather Gloves (20 GP)

    4 DEF cumulative to 7 DEF on location 6

    5 STR TK, Invisible Power Effects, Fine Manip

    12†Range, 1 END per phase, 2 charges per day

    8- or +1 to Pick Pockets and Sleight of Hand

     

    Like Minds – 2 Amulets (15 GP each – 30 GP)

    Telepathy Surface Thoughts only between amulets

    +2 to Coordinate attacks with other amulet wearer

     

    Blazer – Permanent Arrow (10 GP)

    1-1/2D6 RKA, +1 StunX, +2 OCV, Lasts extra phase

     

    Thumper – Temporary Arrows (2 GP each)

    8D6 EB, physical, +1 OCV, does double knockback (normally no knockback in FH)

     

    Featherweight – Salve, 6 charges (12 GP)

    Lowers the STR min of a weapon by 5. Can also be put on other things, be creative. Each charge takes a full phase to apply, but lasts for 24 hours.

     

    Globe of Defense – Scroll (3 GP each)

    Missile Deflection, normal projectiles

    AE 1â€, Uncontrolled, lasts 1 minute

     

    Improved Globe of Defense – Scroll (12 GP each)

    Missile Deflection, all ranged including magic

    AE 1â€, Uncontrolled, lasts 1 minute

     

    Empower –Silver Ring, 6 ch (5 SP each, 3 GP)

    Adds 10 Active points to a spell, 0 phase activate

     

    Staff of Aldur – Metal banded Staff (45 GP)

    4D6 N, +2 OCV, 13 STR min, 2H

    Surprise: +1†Reach, 0 phase activate

    Lighting Strike: +2 OCV, 0 phase activate, 2/day

     

    Stone Skin Potion – gray and powdery (2 GP each)

    +2 DEF, +2PD and +2ED, lasts 1 minute

     

    Eye of Elvie – Diamond Eye Amulet (10 GP)

    See invisible, 8†range, 0 phase activate

    2 charges per day last 5 minutes

     

    Fortress – Mirrored Tower Shield (40 GP)

    +3 DCV Shield, 10 DEF, 10 Body

    Create Stone Wall, 6 DEF, 10 Body, 8â€, 1/day

    Each hex has to be defeated separately

    +2 OCV Deflect/+2 OCV Reflect light based flashes

     

    Enchanted Scrolls – Blank Scrolls (1 GP each)

    Can store up to a 60 active point spell

     

    Zephyr– Glass Ring (25 GP)

    5†gliding, always on

    20% DR from wind based attacks

     

    Athletes Strap – Red Silk Boot Strap (8 GP)

    +1†Running, Max 11â€

     

    Slip Stone – Amulet (.5 GP per charge)

    20†Teleport

     

    Pellets: These pellets are typically the size of a pearl, with the consistency of baby aspirin. Pellets usually come 6-12 to a container...

     

    Bird Pellet: Eating this pellet transforms the user into a blackbird (crow/raven from bestiary) for 1 hour. The bird form has the same INT and EGO as the user, as well as skills, although a crow can't speak incantations or wield a sword...

    Multiform, -12pt creature modified (10 points), OAF-pellet, Trigger-eat, 6 charges lasting 1 hour, Limited-crow form lasts one full hour.

     

    Banquet Pellet: This pellet provides the equivalent of one days food all day long. Eat one at breakfast and you don't need to eat again until tomorrow...

    Diminished Eating (1 day), OAF-Pellet, Trigger-eat, 6 charges lasting 1 day

     

    Bonding Pellet: When two objects are impacted by this pellet (e.g. hammer hits pellet resting on stone), the two objects are stuck together (e.g. the hammer just hit a bottle of superglue).

    3d6 DEF3 Entangle, Sticky, only to bond surfaces, OAF-pellet, Trigger-impact of DC1 or greater, 6 charges

     

    Odorous Pellet: When thrown against the target, the pellet releases a skunklike odor that clings to the target. The effect lasts 24 hours, much shorter than a real skunk's spray. Tomato juice can reduce the odor as per Skunk's odor also.

    Flash vs. smell 4d6, 1 hex, Continuous, OAF-Pellet, Trigger-impact of DC1 or greater, 6 charges lasting 1 day

     

    --------------------------------------------

     

    "Dark Blade of the Broken" - A black edged dirty silver blade that has a squirmish leather grip wrapping. In the hands of a "Broken" works as such: 2d6 Killing, 10 Str Min, +2 OCV, +1 DCV; Immunity to Disease and Poison

     

    In the hands of any other: 1/2D6 NK, 30 Str Min, -4 OCV/DCV; Disease - Transformation 4d6 - Into undead

     

    Basically I wanted a sword, a good one, that my bad guys used, but couldnt be used by the party, or sold etc. Something they would have to destroy. Its worked wonderfully so far.

     

    Displacer Medallion

     

    Cost Power

    7 Initial Displace: +5 with DCV (25 Active Points); Limited Power (Only vrs. First Attack of any attacker; -2), OIF (-1/2), Limited Power (Only vrs. Oppenents with Sight PER; -1/4)

    9 Combat Displace: +4 with DCV (20 Active Points); OIF (-1/2), Limited Power (-1 Level for every successful "hit"; -1/2), Limited Power (Only vrs. Oppenents with Sight PER; -1/4)

    Powers Cost: 16

    --------------------------------------------

     

    Burne's Baton (Wand of Fireballs): Created by renowned pyromancer Burne of Hommlet, this unassuming baton acts as a wand of fireballs but with a lot more options. The user need only point the baton, focus his attention for a moment and utter one of fifteen command words and it will shoot forth one of a variety of fireballs.

     

    Multi-Power, 60-point reserve (60 Active Points); Charges (100 Charges that don’t recover; -1¼), Concentrate (½ DCV; -¼), Extra Time (Delayed Phase; -¼), Focus (OAF wand; -1), Incantations (-¼), Independent (-2) (-5; 10 Real Points).

    1u Standard: RKA 2d6; Area of Effect (Radius 3" or 19 Hexes; +1).

    1u Concentrated Blast: RKA 2d6; Area of Effect (One Hex plus One Hex Radius or 7 Hexes; +¾), Increased STUN Multiplier (+1 STUN; +¼).

    1u Focused Blast: RKA 2d6; Area of Effect (One Hex; +½), Increased STUN Multiplier (+2 STUN; +½)

    1u Arcing: RKA 2d6; Area of Effect (One Hex plus One Hex Radius or 7 Hexes; +¾), Indirect (from wand; +¼)

    1u Ground Zero: RKA 2d6; Area of Effect (One Hex plus One Hex Radius or 7 Hexes; +¾), Personal Immunity (+¼)

    1u Delayed Blast: RKA 2d6; Area of Effect (One Hex plus One Hex Radius or 7 Hexes; +¾), Time Delay (+¼)

    1u Blinding: RKA 1d6 and Flash 3d6 vs. Sight Group; Area of Effect (Radius; +1).

    1u Flickering: EB 6d6; Autofire (x5; +½), Explosion (+½).

    1u Big Boom: EB 6d6; Explosion (-1 DC/3";+1).

    1u Conforming: EB 6d6; Conforming (+½), Explosion (+½).

    1u Penetrating: EB 6d6; Explosion (+½), Penetrating (+½).

    1u Armor Piercing: EB 6d6; Armor Piercing (+½), Explosion (+½).

    1u Line of Sight: EB 6d6; Explosion (+½), Line of Sight (+½).

    1u Long Range: EB 6d6; Explosion (+½), Increased Maximum Range (x25 Range; +½).

    1u Accurate: EB 6d6; Explosion (+½), No Range Modifier (+½).

    Total Real Cost: 25 points

     

    There you go.

     

    Enjoy!!

    Steve

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