Friday 18 May 2018

Treasure: Amulet of the Planes

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.




No comments:

Post a Comment