Monday, 9 July 2018

Treasure: Loot Pile II

Treasure: Loot Pile II

And another batch of relatively cheap magic items that I made when deciding what to buy for my character.

Glove of Food Purification

Glove of Food Purification – as a metatronic generator (using Pyramid 3-46)
The wearer can touch a piece of food, take a Concentrate maneuver, and spend 1 FP to remove all impurities from it, rendering it fit to consume. To purify food successfully, the wearer must make a successful IQ roll. Failure means nothing happens. Critical failure means the transformation happens, but in a way that is inconvenient or dangerous – the GM should be creative! The wearer can purify no more than 10 lbs. of food at a time.
Statistics: Create 1 (Accessibility, Only to transform into edible food, -20%; Apparatus, +0%; Transmute Food to Food, +50%; Transmutation Only, -100%; Magical, -10%) [4].
            TL3 Cost: 4 x $125 x 2 = $1,000.
TL8 Cost: 4 x $2,500 x 2= $20,000.

Glove of Food Purification – as an enchanted item (using Sorcery, indestructible armor)
The wearer can touch a piece of food, take a Concentrate maneuver, and spend 1 FP to remove all impurities from it, rendering it fit to consume. To purify food successfully, the wearer must make a successful IQ roll. Failure means nothing happens. Critical failure means the transformation happens, but in a way that is inconvenient or dangerous – the GM should be creative! The wearer can purify no more than 10 lbs. of food at a time.
Statistics: Purify Food 1 [4].Usually On; Armor, x0.9; 4 EP.
            TL3 Price: 2 x ($30 + 4 x $320) = $2,620.
            TL8 Price: 2 x ($600 + 4 x $1,180) = $10,640.

Glove of Food Purification – as an enchanted item (using Sorcery, destructible armor)
The wearer can touch a piece of food, take a Concentrate maneuver, and spend 1 FP to remove all impurities from it, rendering it fit to consume. To purify food successfully, the wearer must make a successful IQ roll. Failure means nothing happens. Critical failure means the transformation happens, but in a way that is inconvenient or dangerous – the GM should be creative! The wearer can purify no more than 10 lbs. of food at a time.
Statistics: Purify Food 1 [4].Usually On; Armor, x0.6; 1 EP.
            TL3 Price: 2 x ($30 + 3 x $320) = $1,980.
            TL8 Price: 2 x ($600 + 3 x $1,180) = $8,280.

Ring of Analyze Magic

Ring of Analyze Magic – as an enchanted item (using Sorcery)
Identifies the spells cast on the subject; enchanted items do count. The user must be able to see or touch the subject. If the user is familiar with the spells in question (might require a Thaumatology roll), this will reveal them. Otherwise, the GM will provide a clue, for example, “some kind of a protection spell”. Each use costs 1 FP. SM-11, DR 4, HP 3. LC4.
            Statistics: Analyze Magic [12]. Ring, x0.65; 8 EP.
            TL3 Price: 2 x ($50 + 8 x $320) = $5,220.                   
            TL8 Price: 2 x ($1,000 + 8 x $1,180) = $20,880.

Ring of Analyze Magic – as a metatronic generator (using Pyramid 3-46)
Identifies the spells cast on the subject; enchanted items do count. The user must be able to see or touch the subject. If the user is familiar with the spells in question (might require a Thaumatology roll), this will reveal them. Otherwise, the GM will provide a clue, for example, “some kind of a protection spell”. Each use costs 1 FP. Tiny, 0.03 lbs. Self-Powered. LC4.
            Statistics: Detect (Magic; Analysis, +100%; Analysis Only, -50%; Apparatus, +0%; Costs 1 FP, -5%; Magical, -10%; Touch- or Vision-Based, -15%) [12].
            TL3 Cost: 12 x $175 x 2 = $4,200.
TL8 Cost: 12 x $3,500 x 2= $84,000.

Ring of Detect Curse

Ring of Detect Curse – as an enchanted item (using Sorcery)
Determines whether the subject (person, object, or area) is under the effects of a curse. Curses are supernatural negative effects that cannot be removed via Dispel Magic or an equivalent of a different power source, and require a specific spell or ability (Remove Curse, Stone to Flesh, etc.) to dispel. The GM will secretly roll against the user’s IQ minus range penalties (p. B550) to the subject, which the user must be able to see or touch. If the user is familiar with the curse in question (might require a Occultism, Theology, or Thaumatology roll), this will reveal them. Otherwise, the GM will use the margin of success to determine how much information to give the user. Each use costs 1 FP. SM-11, DR 4, HP 3. LC4.
            Statistics: Detect Curse [7]. Ring, x0.65; 5 EP.
            TL3 Price: 2 x ($30 + 5 x $320) = $3,260.                   
            TL8 Price: 2 x ($600 + 5 x $1,180) = $13,000.

Ring of Detect Curse – as a metatronic generator (using Pyramid 3-46)
Determines whether the subject (person, object, or area) is under the effects of a curse. Curses are supernatural negative effects that cannot be removed via Dispel Magic or an equivalent of a different power source, and require a specific spell or ability (Remove Curse, Stone to Flesh, etc.) to dispel. The GM will secretly roll against the user’s IQ minus range penalties (p. B550) to the subject, which the user must be able to see or touch. If the user is familiar with the curse in question (might require a Occultism, Theology, or Thaumatology roll), this will reveal them. Otherwise, the GM will use the margin of success to determine how much information to give the user. Each use costs 1 FP. Tiny, 0.03 lbs. Self-Powered. LC4.
            Statistics: Detect (Curse; Apparatus, +0%; Costs 1 FP, -5%; Magical, -10%; Touch- or Vision-Based, -15%) [7].
            TL3 Cost: 7 x $175 x 2 = $2,450.
TL8 Cost: 7 x $3,500 x 2= $49,000.

Ring of Detect Magic

Ring of Detect Magic – as an enchanted item (using Sorcery)
Determines whether the subject (person, object, or area) is under the effects of magic; enchanted items definitely count. The GM will secretly roll against the user’s IQ minus range penalties (p. B550) to the subject, which the user must be able to see or touch. If the user is familiar with the spells in question (might require a Thaumatology roll), this will reveal them. Otherwise, the GM will use the margin of success to determine how much information to give the user. Each use costs 1 FP. SM-11, DR 4, HP 3. LC4.
            Statistics: Detect Magic (see GURPS Thaumatology – Sorcery, p. 19) [7]. Ring, x0.65; 5 EP.
            TL3 Price: 2 x ($30 + 5 x $320) = $3,260.                   
            TL8 Price: 2 x ($600 + 5 x $1,180) = $13,000.

Ring of Detect Magic – as a metatronic generator (using Pyramid 3-46)
Determines whether the subject (person, object, or area) is under the effects of magic; enchanted items definitely count. The GM will secretly roll against the user’s IQ minus range penalties (p. B550) to the subject, which the user must be able to see or touch. If the user is familiar with the spells in question (might require a Thaumatology roll), this will reveal them. Otherwise, the GM will use the margin of success to determine how much information to give the user. Each use costs 1 FP. Tiny, 0.03 lbs. Self-Powered. LC4.
            Statistics: Detect (Magic; Apparatus, +0%; Costs 1 FP, -5%; Magical, -10%; Touch- or Vision-Based, -15%) [7].
            TL3 Cost: 7 x $175 x 2 = $2,450.
TL8 Cost: 7 x $3,500 x 2= $49,000.
   
Wand of Lesser Curse Detection

Wand of Lesser Curse Detection – as an enchanted item (using Sorcery)
The wielder can touch the subject (person or an object) with this wand and make a Per roll to determine whether the subject is cursed or not. Curses are supernatural negative effects that cannot be removed via Dispel Magic or an equivalent of a different power source, and require a specific spell or ability (Remove Curse, Stone to Flesh, etc.) to dispel. Each use costs 1 FP. SM-6, DR 2, HP 6, 0.5 lb. LC3.
Statistics: Detect (Curse; Costs 1 FP, -5%; Magical, -10%; Melee Attack, Reach C, -30%; Vague, -50%) [2]. Wand, x0.4; 1 EP.
            TL3 Price: 2 x ($30 + 1 x $320) = $700.
            TL8 Price: 2 x ($600 + 1 x $1,180) = $3,560.

Wand of Lesser Curse Detection – as a metatronic generator (using Pyramid 3-46)
The wielder can touch the subject (person or an object) with this wand and make a Per roll to determine whether the subject is cursed or not. Curses are supernatural negative effects that cannot be removed via Dispel Magic or an equivalent of a different power source, and require a specific spell or ability (Remove Curse, Stone to Flesh, etc.) to dispel. Each use costs 1 FP. SM-6, DR 2, HP 6, 0.5 lb. LC3.
Statistics: Detect (Curse; Apparatus, +0%; Costs 1 FP, -5%; Magical, -10%; Melee Attack, Reach C, -30%; Vague, -50%) [2].
            TL3 Cost: 2 x $150 x 2 = $600.
TL8 Cost: 2 x $3,000 x 2= $12,000.

Wand of Water Purification

Wand of Water Purification – as an enchanted item (using Sorcery)
The user can touch water with this wand, take a Concentrate maneuver, and spend 1 FP to remove all impurities from it, rendering it drinkable. To purify water successfully, the wearer must make a successful IQ roll. Failure means nothing happens. Critical failure means the transformation happens, but in a way that is inconvenient or dangerous – the GM should be creative! The wearer can purify no more than 10 lbs. of water at a time.
Statistics: Purify Water 1 [1].Usually On; Wand, x0.4; 1 EP.
            TL3 Price: 2 x ($30 + 1 x $320) = $700.
            TL8 Price: 2 x ($600 + 1 x $1,180) = $3,560.

Wand of Water Purification – as a metatronic generator (using Pyramid 3-46)
The user can touch water with this wand, take a Concentrate maneuver, and spend 1 FP to remove all impurities from it, rendering it drinkable. To purify water successfully, the wearer must make a successful IQ roll. Failure means nothing happens. Critical failure means the transformation happens, but in a way that is inconvenient or dangerous – the GM should be creative! The wearer can purify no more than 10 lbs. of water at a time.
Statistics: Create 1 (Accessibility, Only to transform into drinkable water, -20%; Apparatus, +0%; Transmute Water to Water, +50%; Transmutation Only, -100%; Magical, -10%) [1].
            TL3 Cost: 1 x $150 x 2 = $300.
TL8 Cost: 1 x $3,000 x 2= $6,000.

No comments:

Post a Comment