Treasure: Amulet of the Planes
This ridiculously expensive item allows the wearer to cross planar boundaries, opening up the whole multiverse for him.
Amulet of the
Planes
Amulet of the Planes – as an enchanted item (using
Sorcery)
This
device usually appears to be a black circular amulet, although any character
looking closely at it sees a dark, moving swirl of color. The amulet allows its
wearer to utilize plane shift.
The
wearer can move himself to another plane of existence or alternate dimension.
To initiate a jump, he must visualize his destination, concentrate for 10
seconds, spend 1 FP, and make a IQ roll. He may hurry the jump, but his roll
will be at -1 per second of concentration omitted (-10 to jump with no
preparation at all). On a success, he appears at his target destination. On a
failure, he goes nowhere. On a critical failure, he arrives at the wrong
destination, which can be any place the GM wishes!
He
appears at his destination at exactly the same place he left his previous plane
– or as close as possible. This means the same place, but on a parallel world.
If there is no corresponding “safe” location within 100 yards of his
destination – for instance, if he jumps while on an airplane to a destination
with no plane at his location, or from a half-mile deep mine to a destination
with no corresponding mine – the jump will fail and he will know why it failed.
This does not prevent him from jumping into other types of danger, such as
radiation, gunfire, or wild animals. If he has Danger Sense, the GM should roll
before the wearer makes a hazardous jump; on a success, he gets a warning.
The
wearer can carry up to his Heavy Load when he travels.
The
amulet can transport the wearer to any dimension the wearer is familiar with. He
can become familiar with new planes by hitching a ride there – with another character
using this amulet, a magician using an equivalent spell, a creature with an
innate ability, etc. – or via tomes of knowledge which contain detailed
instructions on where and how to travel.
Statistics: Jumper
(Extra Carrying Capacity, Heavy, +30%; Improved, +10%; Magical, -10%) [130]. Amulet,
x0.5; 65 EP.
TL3
Price: 2 x ($3,000 + 65 x $320) = $47,600.
TL8
Price: 2 x ($60,000 + 65 x $1,180) = $273,400.
Amulet of the Planes – as a metatronic generator
(using Pyramid 3-46)
This
device usually appears to be a black circular amulet, although any character
looking closely at it sees a dark, moving swirl of color. The amulet allows its
wearer to utilize plane shift.
The
wearer can move himself to another plane of existence or alternate dimension.
To initiate a jump, he must visualize his destination, concentrate for 10
seconds, spend 1 FP, and make a IQ roll. He may hurry the jump, but his roll
will be at -1 per second of concentration omitted (-10 to jump with no
preparation at all). On a success, he appears at his target destination. On a
failure, he goes nowhere. On a critical failure, he arrives at the wrong
destination, which can be any place the GM wishes!
He
appears at his destination at exactly the same place he left his previous plane
– or as close as possible. This means the same place, but on a parallel world.
If there is no corresponding “safe” location within 100 yards of his
destination – for instance, if he jumps while on an airplane to a destination
with no plane at his location, or from a half-mile deep mine to a destination
with no corresponding mine – the jump will fail and he will know why it failed.
This does not prevent him from jumping into other types of danger, such as
radiation, gunfire, or wild animals. If he has Danger Sense, the GM should roll
before the wearer makes a hazardous jump; on a success, he gets a warning.
The
wearer can carry up to his Heavy Load when he travels.
The
amulet can transport the wearer to any dimension the wearer is familiar with. He
can become familiar with new planes by hitching a ride there – with another character
using this amulet, a magician using an equivalent spell, a creature with an
innate ability, etc. – or via tomes of knowledge which contain detailed
instructions on where and how to travel. Tiny, 0.03 lbs. Self-Powered. 1 FP/use.
LC3.
Statistics:
Jumper (Apparatus, +0%; Extra Carrying Capacity, Heavy, +30%; Improved, +10%; Magical,
-10%) [130].
TL3
Cost: 130 x $175 x 2 = $45,500.
TL8 Cost: 130 x $3,500 x 2= $910,000.
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