Artifacts & Special Items

These items are not for sale. PCs must find them or else be given them. Some are easy to classify as items. As in, this is something special a PC can't find at an ordinary shopping outlet. Others you may want to classify as rare artifacts, depending on how you want to balance your game. And at least one of these items you should classify as being the only one like it in existence. 

SCROLL OF ARMOR HEALING

This powerful spell is taxing on personal health and drains the caster of 5 CP when it is cast. Upon doing so the spell completely restores one suit of armor to full AP. Once the spell is completed the scroll may be saved and used again.

Time to Cast 1 min

Duration: Concentration, up to 1 day

Requires sacrifice of 2 IP per use. 


SCROLL OF FIRE GHOST

Requires knowledge of the Hellspawn languages, of which the spell is written. If language is unknown to the mage it must be translated, but casting the spell requires a perfect recitation. Therefore the mage must first learn to speak the language and the spell’s phrasing perfectly. Any attempt to cast the spell without this knowledge results in failure. 

Reading from the scroll in its native language, the mage creates a ghostly apparition of fire that they control for up to 1 minute. If an opponent is attacked by the fire ghost they are unable to fight it off and suffer injury 10 CP. If they are temporarily possessed by the fire ghost for the duration of the spell they are completely consumed by fire from within and die. They may try to escape when they are first attacked and if they have successfully fled the attack the spell expires.

Time to cast 1 min

Duration 1 minute


THE BOOK OF DEEDS

A mage wanting to use this book must take caution, as it may attract the attention of a god. 

Opening this book is nearly impossible. To do so a mage must roll against all three of their Intellect scores without failing. If they fail, they may not make another attempt for 3 days. 

Once they have successfully made all three rolls the book opens. Inside are the "deeds of the Old Gods" that they must choose not to read if they are to use the book for its greatest benefit. A mage will wish into the book and then speak out loud the word, "kre'at".

The book will close and vanish, but whatever the mage wished for will be true. But if the mage has tried to read a single word from the book, it will close and vanish to appear at another unknown location. 

Time to cast instant

Duration permanent


POCKET POUCH

Anyone who finds these may use them. This pouch holds anything you put into it while reducing both its weight and size. It is essentially a portal into a pocket universe. If the size of the item you want to put into the pocket looks as if it will not fit, the opening of the pouch will expand until it has swallowed the item. There are no limitations. 

The weight of the pouch will never exceed a few ounces. You may put anything inside, no limitations, but do not put living things into it, as they will die. 

To retrieve a specified item, speak into the pouch and it will be brought into your hand. 


AMULET OF OCULAR IRRITATION

This amulet is ornate and gleaming in its beauty. When it is first put on around the neck the wearing will experience an itching of the eyes. As the wearing rubs their eyes of irritation there are brief moments of relief. The next day the itching returns, and now each time they rub their eyes the irritation becomes greater. On the third day they have gone blind while the itching continues. The irritation will continue to become more intense the longer they wear the amulet and they will be blind for as long as the amulet is in their possession. Only after the amulet has been removed and either given away or thrown into a fire to its permanent destruction will its effects be dispelled. 


BIORGANIC ARMOR 

This exceptionally powerful armor is of an alien origin, though not of Pleiadian design, and is itself a full environmental weapon. To don this armor the wearer must first place the faceplate onto their face. The term "biorganic" is a reference to the biological-organic transformation which increases the host organism's internal and external systems. Once the faceplate has been placed on the face of the wearer/host organism the transformation process begins by first inducing a coma. For the next 24 hours the host's system is injected with nanites that increase power levels, jumping all stats to 25. Once the host is awakened after the transformation process they are permanently bonded with the armor. To don the armor they need only will it to activate. The armor then bursts from out of their breastplate and covers them in a near-indestructible biological living organic armor, flexible and responsive to its host's desires. The armor is weaponized with dual retractable blades, temple beam, and phaser chest cannon. The cannon may only be used once per battle and once it has been used the armor will go into an emergency shutdown and deactivate. To doff the armor the host wills it and the armor collapses inward to the breastplate and they are restored to their former appearance and previous baseline stats. 

DM note: do not give this to a PC without a very good reason and a very good opponent to challenge them. 

Stats: increase all to 25

Attack +5

Injury: blades +4, temple beam +8, phaser chest canon +20

AP 75


TECHORGANIC ARMOR

Similar to the biorganic armor the techorganic armor likewise bonds to the wearer permanently. However, this is a case of retro-engineering, in that one species has adapted the technology of another species to suit its needs. TOA (the anagram used to describe Techorganic Armor) does not require a host to first be induced into a coma. To don the armor the wearer is scanned and their unique genetic signature is marked by the armor as "permanent host". From then on no other host will be recognized. Contrary to rumors the armor will not cause injury to someone attempting to wear the armor. It simply shuts down and will not activate without its "permanent host". Also contrary to rumors a host is not sealed inside the armor permanently for the rest of their lives. They may don and doff the armor at will. In mock imitation of the biorganic armor the TOA is similarly weaponized with blades, beam weapons, and a chest cannon*. The use of the chest canon drains the TOA of power and will cause it to shut down after use. In shutdown mode the TOA is a useless hulk, extremely heavy and bulky. It will first eject its host and then regenerate for a period of no less than 12 hours. 

*Be advised that all internal systems and weapons are nuclear powered. If TOA overheats from overuse there is a possibility of a meltdown and explosion. Damage to be determined by DM. 

Stats: increase physicality scores to 20

Attack +5

Injury: blades +4, beam +6, chest canon +15

AP 60


TRANSMUTATION ARMOR

A mercury-like liquid, this armor must first be ingested by the wearer. It then takes up to 12 hours for the liquid to successfully bond with its host. Afterward the liquid can then be willed by thought to cover the host in a silvery liquid metal. The host may shape the armor into any form they imagine. When not in use the host wills the armor to recede. In response it again liquifies and recedes back into the host's internal systems via skin pores. A side benefit to bonding with the liquid is an increase to speed while the armor is in use. The armor does not require repairs. A regeneration period of 6 hours will restore all Armor Points.

Stat increase: Speed +2, Attack +2

AP 10


SURVEILLANCE HOUND

This autonomous robotic dog is an all-on-one security system. Impervious to all weather conditions and exposure to space, it will watch and protect what it is assigned to with prejudice. The hound appears harmless in surveillance mode, barely moving. When it senses unauthorized activity it switches to apprehension mode and will take action to “apprehend” the threat. If the hound is itself threatened it goes into defense mode, attempting to defend itself using non-lethal actions. In the event it becomes necessary to battle the hound will go into assault mode and will then use extreme tactics to eliminate an opponent. 

SP 5

AP 10

CP 13

Speed 20

Attack +5

Injury: jaws +3, ballistics +4

Special

Apprehend: when chasing down a suspect the hound will roll under its speed with +5. The target may attempt an escape roll. If they succeed the hound will continue giving chase and re-roll under its speed +5. It will continue to do this until its target has been apprehended. When it catches the target the hound injects a paralysis stimulant directly into their nervous system and muscle tissue. There is no roll against this. The target is caught and paralyzed. DM may decide how long they are affected. 


INTERNAL COMMUNICATION BUGS

These tiny devices are implanted directly into the inner-ear and allow thought to thought communication between two or more. Range is planetary. Meaning communication can be sent/received anywhere on the same planet or from orbit of that planet. Implants are permanent and do not require batteries. 






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