Treasure: S-Items
Here we have four new magic items that begin on letter S. One of the items required me to write up two new spells.
NEW FORM MULTIPLIERS FOR SORCERY ITEMS
Burial Shroud (x0.45)
DR 0 (-20%);
SM-0 (-25%); must be removed forcibly (-10%).
Scabbard (x0.55)
DR 2 (-20%);
SM-3 (-15%); must be removed forcibly (-10%).
NEW ITEMS
Golembane Scarab
Golembane Scarab – as an enchanted item (using
Sorcery)
This
beetle-shaped pin enables its wearer to cast Detect Golems (see below). In addition, the
wearer’s weapons (including natural weapons) ignore DR of golems. This only
applies to the natural DR of the golem, not one granted by buffs, additional
worn armor, etc.
Statistics:
Detect Golems (Improved) [9] + Golembane [69]. Notes: “Golembane” is Imbue 3
(Limited Skill Access, One Skill, -80%) [8] + Unusual Training [1] +
Penetrating Strike (VH) DX+10 [48], modifier with Accessibility, Only against
golems (-80%), Cosmic, No die roll required (+100%), Magical (-10%), Reduced
Fatigue Cost 1 (+20%), and Visible (-10%) for the total of 69 points. Usually
On; Amulet, x0.5; 39 EP.
TL3
Price: 2 x ($500 + 39 x $320) = $25,960.
TL8
Price: 2 x ($10,000 + 39 x $1,180) = $112,040.
Golembane Scarab – as a metatronic generator (using
Pyramid 3-46)
This
beetle-shaped pin enables its wearer to cast Detect Golems (see below). In addition, the
wearer’s weapons (including natural weapons) ignore DR of golems. This only
applies to the natural DR of the golem, not one granted by buffs, additional
worn armor, etc. Costs 1 FP/hour.
Statistics:
Detect Golems (Improved; Apparatus, +0%) [9] + Golembane [69]. Notes:
“Golembane” is Imbue 3 (Limited Skill Access, One Skill, -80%) [8] + Unusual
Training [1] + Penetrating Strike (VH) DX+10 [48], modifier with Accessibility,
Only against golems (-80%), Apparatus, +0%; Cosmic, No die roll required
(+100%), Magical (-10%), Reduced Fatigue Cost 1 (+20%), and Visible (-10%) for
the total of 69 points.
TL3
Cost: 78 x $175 x 2 = $27,300.
TL8 Cost: 78 x $3,500 x 2 = $546,000.
Scabbard of Keen
Edges
Scabbard of Keen Edges – as an enchanted item (using
Sorcery)
This
scabbard is fashioned from cured leather and fine silver. It can shrink or
enlarge to accommodate any knife, dagger, sword, or similar weapon up to and
including a greatsword. Up to three times per day on command, the scabbard
casts Penetrating Weapon 1 (GURPS
Thaumatology: Sorcery, p. 16) on any blade placed within it. Each use costs
1 FP.
Statistics: Affliction
1 (HT; Accessibility, Only on sheathed blades, -30%; Advantage, Penetrating
Weapon (2), +340%; Fixed Duration, +0%; Limited Use, 3/day, -20%; Melee Attack,
Reach C, Cannot Parry, -35%; No Signature, +20%; Requires a command word, -10%;
Sorcery, -15%) [35]. Scabbard, x0.55; 20 EP.
TL3
Price: 2 x ($100 + 20 x $320) = $13,000.
TL8 Price: 2 x ($2,000 + 20 x $1,180)
= $51,200.
Scabbard of Keen Edges – as a metatronic generator
(using Pyramid 3-46)
This
scabbard is fashioned from cured leather and fine silver. It can shrink or
enlarge to accommodate any knife, dagger, sword, or similar weapon up to and
including a greatsword. Up to three times per day on command, the scabbard
casts Penetrating Weapon 1 (GURPS
Thaumatology: Sorcery, p. 16) on any blade placed within it. Each use costs
1 FP.
Statistics:
Affliction 1 (HT; Accessibility, Only on sheathed blades, -30%; Advantage,
Penetrating Weapon (2), +340%; Apparatus, +0%; Fixed Duration, +0%; Limited
Use, 3/day, -20%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%;
Requires a command word, -10%; Sorcery, -15%) [35].
TL3
Cost: 2 x 35 x $125 = $8,750.
TL8 Cost: 2 x 35 x $2,500 = $175,000.
Scarab of
Protection
Scarab of Protection – as an enchanted item (using
Sorcery)
This
device appears to be a silver medallion in the shape of a beetle. If it is held
for 5 seconds, an inscription appears on its surface letting the holder know that
it is a protective device. The scarab’s possessor gains Magic Resistance 3 (Improved)
(p. B67). The scarab can also absorb death curses (GURPS Magic: Death Spells, p. 6). Upon absorbing ten such attacks,
the scarab turns to powder and is destroyed.
Statistics:
Magic Resistance 3 (Improved, +150%; Magical, -10%) [15] + Immunity to Death
Curses (Limited Use, 10 uses total, -20%; Magical, -10%) [7]. Usually On;
Amulet, x0.5; 11 EP.
TL3
Price: 2 x ($70 + 11 x $320) = $7,180.
TL8
Price: 2 x ($1,400 + 11 x $1,180) = $28,760.
Scarab of Protection – as a metatronic generator
(using Pyramid 3-46)
This
device appears to be a silver medallion in the shape of a beetle. If it is held
for 5 seconds, an inscription appears on its surface letting the holder know that
it is a protective device. The scarab’s possessor gains Magic Resistance 3 (Improved)
(p. B67). The scarab can also absorb death curses (GURPS Magic: Death Spells, p. 6). Upon absorbing ten such attacks,
the scarab turns to powder and is destroyed. Costs 1 FP/hour.
Statistics:
Magic Resistance 3 (Apparatus, +0%; Improved, +150%; Magical, -10%) [15] + Immunity
to Death Curses (Apparatus, +0%; Limited Use, 10 uses total, -20%; Magical,
-10%) [7].
TL3
Cost: 22 x $175 x 2 = $7,700.
TL8 Cost: 22 x $3,500 x 2 = $154,000.
Shrouds of
Disintegration
Shrouds of Disintegration – as an enchanted item
(using Sorcery)
These
burial wrappings look to be made of fine, embroidered materials. When a body is
placed inside, a command word will turn it to dust. The magic of the shrouds is
usable only once, after which the wrappings become ordinary, fine cloth.
Statistics: Affliction
1 (HT; Accessibility, Only on corpses, -80%; Cosmic, Corpse disintegrates if
destroyed, +50%; Fixed Duration, +0%; Heart Attack, Variant, +300%; Magical,
-10%; Malediction 1, +100%; Melee Attack, Reach C, Cannot Parry, -35%; No
Signature, +20%; Requires a command word, -10%; Triggered Delay, +50%) [49]. Burial
Shroud, One Use, x0.2; 10 EP.
TL3
Price: 2 x ($50 + 10 x $320) = $6,500.
TL8 Price: 2 x ($1,000 + 10 x $1,180)
= $25,600.
Shrouds of Disintegration – as a metatronic generator
(using Pyramid 3-46)
These
burial wrappings look to be made of fine, embroidered materials. When a body is
placed inside, a command word will turn it to dust. The magic of the shrouds is
usable only once, after which the wrappings become ordinary, fine cloth.
Statistics:
Affliction 1 (HT; Accessibility, Only on corpses, -80%; Apparatus, +0%; Cosmic,
Corpse disintegrates if destroyed, +50%; Fixed Duration, +0%; Heart Attack,
Variant, +300%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C,
Cannot Parry, -35%; No Signature, +20%; Requires a command word, -10%;
Triggered Delay, +50%) [49].
TL3
Cost: 2 x 49 x $100 / 5= $1,470.
TL8 Cost: 2 x 49 x $2,000 / 5 = $29,400.
NEW SORCERY SPELLS
Detect Golems
Keywords: Information.
Full Cost: 4 or 9 points.
Casting Roll: Per.
Range: Unlimited.
Duration: Instantaneous.
With the basic (4-point) version of
this spell, you can immediately sense all nearby golems, sorted by the direction
to each one. The GM will roll against your Per (plus Talent), minus the range
penalty to the nearest golem, and inform you if you succeed.
The improved (9-point) version of this
spell works as above, except that you know the precise location of each golem.
This allows you to cast spells on any of them for as long as each remains in
that location – or for the next second, if one is already on the move.
Statistics:
Detect (Golems; Cannot Analyze, -10%; Sorcery, -15%) [4]. The improved version
adds Precise (+100%) [+5].
Golembane Weapon
Keywords: Weapon Buff.
Full Cost: 79 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.
The weapon enhanced ignores DR of
golems for the duration. This only applies to the natural DR of the golem, not
one granted by buffs, additional worn armor, etc.
Statistics:
Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Golembane
Weapon, +690%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%;
Sorcery, -15%) [79]. Note: “Golembane Weapon” is Imbue 3 (Limited Skill
Access, One Skill, -80%) [8] + Unusual Training [1] + Penetrating Strike (VH)
DX+10 [48], modifier with Accessibility, Only against golems (-80%), Cosmic, No
die roll required (+100%), Magical (-10%), Reduced Fatigue Cost 1 (+20%), and
Visible (-10%) for the total of 69 points.
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