Sunday 8 July 2018

Treasure: Loot Pile

Treasure: Loot Pile

Just some magic items I statted up when deciding what to buy for my character. And the celestial lamp that is a remnant of some old write-up.
  
Celestial Lamp

Celestial Lamp – as an enchanted item (using Sorcery)
This polished lantern contains a continual flame and sheds light as a common lamp. If its font of consecrated crystal and metalwork is filled with holy water ($15 for a flask), the lamp's light is sanctified for 24 hours, granting the wielder a +1 bonus to IQ to activate abilities that channel positive energy (such as clerical Healing or clerical undead-destroying spells). Small (SM-5), 3 lbs. LC4.
            Statistics: IQ+1 (Only to activate positive energy, -80%; Requires holy water, -10%; Divine, +0%) [4]. Usually On, 1 flask/day; Lantern, Metal, x0.4; 2 EP.
            TL3 Price: 2 x ($30 + 2 x $320) = $1,340.
TL8 Price: 2 x ($600 + 2 x $1,180) = $5,920.

Celestial Lamp – as a metatronic generator (using Pyramid 3-46)
This polished lantern contains a continual flame and sheds light as a common lamp. If its font of consecrated crystal and metalwork is filled with holy water ($15 for a flask), the lamp's light is sanctified for 24 hours, granting the wielder a +1 bonus to IQ to activate abilities that channel positive energy (such as clerical Healing or clerical undead-destroying spells). Small, 3 lbs. Powered by holy water. LC4.
            Statistics: IQ+1 (Apparatus, +0%; Only to channel positive energy, -80%; Divine, +0%) [4] + Illumination [1].
            TL3 Cost: 5 x $125 = $625.
TL8 Cost: 5 x $2,500 = $12,500.
  
Sawing Glove

Sawing Glove – as a metatronic generator (using Pyramid 3-46)
The wearer can use his hand to saw wood or metal. This effect only works with relatively slow movements, so it cannot be used as an attack. The hand is protected from splinters. Costs 1 FP/hour.
StatisticsAccessory (Saw; Apparatus, +0%; Magical, -10%) [1].
            TL3 Cost: 1 x $125 x 2 = $250.
TL8 Cost: 1 x $2,500 x 2= $5,000.

Sawing Glove – as an enchanted item (using Sorcery, indestructible armor)
The wearer can use his hand to saw wood or metal. This effect only works with relatively slow movements, so it cannot be used as an attack. The hand is protected from splinters. Costs 1 FP/hour.
StatisticsSawhand [1]. Usually On; Armor, x0.9; 1 EP.
            TL3 Price: 2 x ($30 + 1 x $320) = $700.
            TL8 Price: 2 x ($600 + 1 x $1,180) = $3,560.

Sawing Glove – as an enchanted item (using Sorcery, destructible armor)
The wearer can use his hand to saw wood or metal. This effect only works with relatively slow movements, so it cannot be used as an attack. The hand is protected from splinters. Costs 1 FP/hour.
StatisticsSawhand [1]. Usually On; Armor, x0.6; 1 EP.
            TL3 Price: 2 x ($30 + 1 x $320) = $700.
            TL8 Price: 2 x ($600 + 1 x $1,180) = $3,560.

Wand of Magic Missile

Wand of Magic Missile – as an enchanted item (using Sorcery)
A magical force missile flies off your wand towards your target. A successful hit does 1d-1 crushing damage. The missile can strike even insubstantial targets. The projectile is homing, so it steers itself. As it uses normal vision to seek its target, it does not ignore darkness penalties. To “lock on,” you must Aim at the target and make an unmodified Innate Attack (Projectile) roll. Do not roll against your skill to hit. Instead, use the attack’s skill of 10 – plus Accuracy, if you made your skill roll – and ignore all range penalties. The projectile moves 4 yards per second. For more information, see Guided and Homing Weapons (p. B412). Each use costs 1 FP. SM-6, DR 2, HP 6, 0.5 lb. LC3.
            Statistics: Magic Missile [5]. Wand, x0.4; 2 EP.
            TL3 Price: 2 x ($30 + 2 x $320) = $1,340.
TL8 Price: 2 x ($600 + 2 x $1180) = $5,920.

Wand of Magic Missile – as a metatronic generator (using Pyramid 3-46)
A magical force missile flies off your wand towards your target. A successful hit does 1d-1 crushing damage. The missile can strike even insubstantial targets. The projectile is homing, so it steers itself. As it uses normal vision to seek its target, it does not ignore darkness penalties. To “lock on,” you must Aim at the target and make an unmodified Innate Attack (Projectile) roll. Do not roll against your skill to hit. Instead, use the attack’s skill of 10 – plus Accuracy, if you made your skill roll – and ignore all range penalties. The projectile moves 4 yards per second. For more information, see Guided and Homing Weapons (p. B412). Each use costs 1 FP. Mini, 0.3 lb. Self-Powered. LC3.
            Statistics: Crushing Attack 1d-1 (Affects Insubstantial, +20%; Apparatus, +0%; Costs 1 FP, -5%; Homing, +50%; Increased 1/2D, 2x, +5%; Magical, -10%; Reduced Range, x1/5, -20%) [5].
            TL3 Cost: 5 x $150 x 2 = $1,500.
TL8 Cost: 5 x $3,000 x 2= $30,000.
  
Wand of Test Load

Wand of Test Load – as an enchanted item (using Sorcery)
Upon touching the subject, this wand tells the user how much weight the subject can support before warping or breaking. This can reveal the capacity of bridges, baskets, ropes, etc. Each use costs 1 FP. SM-6, DR 2, HP 6, 0.5 lb. LC3.
            Statistics: Test Load [1]. Wand, x0.4; 2 EP.
            TL3 Price: 2 x ($30 + 1 x $320) = $700.
            TL8 Price: 2 x ($600 + 1 x $1,180) = $3,560.

Wand of Test Load – as a metatronic generator (using Pyramid 3-46)
Upon touching the subject, this wand tells the user how much weight the subject can support before warping or breaking. This can reveal the capacity of bridges, baskets, ropes, etc. Each use costs 1 FP. Mini, 0.3 lb. Self-Powered. LC3.
            Statistics: Accessory (Tensometer; Apparatus, +0%; Costs 1 FP, -5%; Magical, -10%) [1].
            TL3 Cost: 1 x $150 x 2 = $300.
TL8 Cost: 1 x $3,000 x 2= $6,000.

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