Thursday 17 January 2019

Treasure: Gauntlets and Gloves

Treasure: Gauntlets and Gloves

Some more gauntlets and gloves as magic items from Dungeon Master's Guide for D&D 3.5.

Gauntlets of Ogre Power

Gauntlets of Ogre Power – as a metatronic generator (using Pyramid 3-46)
These hardened leather gauntlets (LTIA, page 15) grant the wearer Arm ST+4 (p. B40). Costs 1 FP/hour.
Statistics: Arm ST+4 (Apparatus, +0%; Magical, -10%) [18].
            TL3 Cost: 13 + 18 x $125 x 2 = $4,513.
TL8 Cost: 13 + 18 x $2,500 x 2= $90,013.

Gauntlets of Ogre Power – as an enchanted item (using Sorcery, indestructible armor)
These hardened leather gauntlets (LTIA, page 15) grant the wearer Arm ST+4 (p. B40).
Statistics: Arm ST+4 (Magical, -10%) [18]. Usually On; Armor, x0.9; 17 EP.
            TL3 Price: 2 x ($100 + 17 x $320) = $11,080.
            TL8 Price: 2 x ($2,000 + 17 x $1,180) = $44,120.

Gauntlets of Ogre Power – as an enchanted item (using Sorcery, destructible armor)
These hardened leather gauntlets (LTIA, page 15) grant the wearer Arm ST+4 (p. B40).
Statistics: Arm ST+4 (Magical, -10%) [18]. Usually On; Armor, x0.55; 10 EP.
            TL3 Price: 2 x ($50 + 10 x $320) = $6,500.
            TL8 Price: 2 x ($1,000 + 10 x $1,180) = $25,600.

Gauntlet of Rust

Gauntlet of Rust – as a metatronic generator (using Pyramid 3-46)
This single medium segmented gauntlet (LTIA, page 15) rusted and pitted but is actually quite powerful. It can affect an object as with the Rusting Grasp spell (see below). It also completely protects the wearer and her gear from rust (magical or otherwise), including the attack of a rust monster. Each use costs 1 FP, and the passive rust protection costs an additional 1 FP/hour.
Statistics: Affliction 1 (HT; Accessibility, Rusting objects only, -40%; Apparatus, +0%; Attribute Penalty, HT-5, +50%; Costs 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Negated Advantage, Reduced DR 10, +50%; No Signature, +20%) [24] + Immunity to Rust (Apparatus, +0%; Force Field, +20%; Magical, -10%) [6].
            TL3 Cost: 45 + 30 x $125 x 2 = $7,545.
TL8 Cost: 45 + 30 x $2,500 x 2= $150,045.

Gauntlet of Rust – as an enchanted item (using Sorcery, indestructible armor)
This single medium segmented gauntlet (LTIA, page 15) rusted and pitted but is actually quite powerful. It can affect an object as with the Rusting Grasp spell (see below). It also completely protects the wearer and her gear from rust (magical or otherwise), including the attack of a rust monster. Each use costs 1 FP, and the passive rust protection costs an additional 1 FP/hour.
Statistics: Rusting Grasp [24] + Immunity to Rust (Force Field, +20%; Magical, -10%) [6]. Usually On; Armor, x0.9; 27 EP.
            TL3 Price: 2 x ($200 + 27 x $320) = $7,680.
            TL8 Price: 2 x ($1,180 + 27 x $1,180) = $71,720.

Gauntlet of Rust – as an enchanted item (using Sorcery, destructible armor)
This single medium segmented gauntlet (LTIA, page 15) rusted and pitted but is actually quite powerful. It can affect an object as with the Rusting Grasp spell (see below). It also completely protects the wearer and her gear from rust (magical or otherwise), including the attack of a rust monster. Each use costs 1 FP, and the passive rust protection costs an additional 1 FP/hour.
Statistics: Rusting Grasp [24] + Immunity to Rust (Force Field, +20%; Magical, -10%) [6]. Usually On; Armor, x0.6; 18 EP.
            TL3 Price: 2 x ($100 + 18 x $320) = $11,720.

            TL8 Price: 2 x ($2,000 + 18 x $1,180) = $46,480.

Gloves of Arrow Snaring

Gloves of Arrow Snaring – as a metatronic generator (using Pyramid 3-46)
Once snugly worn, these gloves seem to meld with the hands, becoming almost invisible. While wearing these gloves and having at least one free hand, the wearer can catch missiles as per Catch Missile spell (GURPS Sorcery – Protection and Warning Spells, p. 5). Costs 1 FP/hour.
Statistics: Catch Missile (Apparatus, +0%) [11].
            TL3 Cost: 1 x $125 x 11 = $2,750.
TL8 Cost: 1 x $2,500 x 11= $55,000.

Gloves of Arrow Snaring – as an enchanted item (using Sorcery, indestructible armor)
Once snugly worn, these gloves seem to meld with the hands, becoming almost invisible. While wearing these gloves and having at least one free hand, the wearer can catch missiles as per Catch Missile spell (GURPS Sorcery – Protection and Warning Spells, p. 5). Costs 1 FP/hour.
Statistics: Catch Missile [11]. Usually On; Armor, x0.9; 10 EP.
            TL3 Price: 2 x ($50 + 10 x $320) = $6,500.
            TL8 Price: 2 x ($1,000 + 10 x $1,180) = $25,600.

Gloves of Arrow Snaring – as an enchanted item (using Sorcery, destructible armor)
Once snugly worn, these gloves seem to meld with the hands, becoming almost invisible. While wearing these gloves and having at least one free hand, the wearer can catch missiles as per Catch Missile spell (GURPS Sorcery – Protection and Warning Spells, p. 5). Costs 1 FP/hour.
Statistics: Catch Missile [11]. Usually On; Armor, x0.6; 7 EP.
            TL3 Price: 2 x ($50 + 7 x $320) = $4,580.
            TL8 Price: 2 x ($1,000 + 7 x $1,180) = $18,520.
  
Gloves of Dexterity

Gloves of Dexterity – as a metatronic generator (using Pyramid 3-46)
These thin leather gloves are very flexible and allow for delicate manipulation. The gloves grant the wearer High Manual Dexterity 2 (p. B59). Costs 1 FP/hour.
Statistics: High Manual Dexterity 2 (Apparatus, +0%; Magical, -10%) [9].
            TL3 Cost: 1 x $125 x 9 = $2,250.
TL8 Cost: 1 x $2,500 x 9= $45,000.

Gloves of Dexterity – as an enchanted item (using Sorcery, indestructible armor)
These thin leather gloves are very flexible and allow for delicate manipulation. The gloves grant the wearer High Manual Dexterity 2 (p. B59). Costs 1 FP/hour.
Statistics: High Manual Dexterity 2 (Magical, -10%) [9]. Usually On; Armor, x0.9; 9 EP.
            TL3 Price: 2 x ($50 + 9 x $320) = $5,860.
            TL8 Price: 2 x ($1,000 + 9 x $1,180) = $23,240.

Gloves of Dexterity – as an enchanted item (using Sorcery, destructible armor)
These thin leather gloves are very flexible and allow for delicate manipulation. The gloves grant the wearer High Manual Dexterity 2 (p. B59). Costs 1 FP/hour.
Statistics: High Manual Dexterity 2 (Magical, -10%) [9]. Usually On; Armor, x0.6; 6 EP.
            TL3 Price: 2 x ($50 + 6 x $320) = $3,940.
            TL8 Price: 2 x ($1,000 + 6 x $1,180) = $16,160.

Glove of Storing

Glove of Storing – as a metatronic generator (using Pyramid 3-46)
This device is a simple leather glove. On command, one item held in the hand wearing the glove disappears, moving to an extradimensional space. The glove provides extra space for (wearer’s HP x wearer’s HP)/200 cubic feet of possessions. While you can multiply by 20 lbs./cubic foot to estimate weight, the contents aren’t affected by gravity and capacity doesn’t depend on the wearer’s ST. The stored item is in another dimension entirely and can’t be affected by any normal attack. A glove can only store one item at a time. With a snap of the fingers wearing the glove, the item reappears. Storing or retrieving the tiem is a free action. Costs 1 FP/hour.
Statistics: Payload 5 (Apparatus, +0%; Cosmic, Extraplanar, +50%; Magical, -10%; Nuisance Effect, Must fit in one hand, -5%; Nuisance Effect, One item at a time, -5%; Reduced Time 1, +20%; Requires words to activate and a snap to restore, -10%) [7].
            TL3 Cost: 1 x $125 x 7 = $1,750.
TL8 Cost: 1 x $2,500 x 7 = $35,000.

Glove of Storing – as an enchanted item (using Sorcery, indestructible armor)
This device is a simple leather glove. On command, one item held in the hand wearing the glove disappears, moving to an extradimensional space. The glove provides extra space for (wearer’s HP x wearer’s HP)/200 cubic feet of possessions. While you can multiply by 20 lbs./cubic foot to estimate weight, the contents aren’t affected by gravity and capacity doesn’t depend on the wearer’s ST. The stored item is in another dimension entirely and can’t be affected by any normal attack. A glove can only store one item at a time. With a snap of the fingers wearing the glove, the item reappears. Storing or retrieving the tiem is a free action. Costs 1 FP/hour.
Statistics: Payload 5 (Cosmic, Extraplanar, +50%; Magical, -10%; Nuisance Effect, Must fit in one hand, -5%; Nuisance Effect, One item at a time, -5%; Reduced Time 1, +20%; Requires words to activate and a snap to restore, -10%) [7]. Usually On; Armor, x0.9; 7 EP.
            TL3 Price: 2 x ($50 + 7 x $320) = $4,580.
            TL8 Price: 2 x ($1,000 + 7 x $1,180) = $18,520.

Glove of Storing – as an enchanted item (using Sorcery, destructible armor)
This device is a simple leather glove. On command, one item held in the hand wearing the glove disappears, moving to an extradimensional space. The glove provides extra space for (wearer’s HP x wearer’s HP)/200 cubic feet of possessions. While you can multiply by 20 lbs./cubic foot to estimate weight, the contents aren’t affected by gravity and capacity doesn’t depend on the wearer’s ST. The stored item is in another dimension entirely and can’t be affected by any normal attack. A glove can only store one item at a time. With a snap of the fingers wearing the glove, the item reappears. Storing or retrieving the tiem is a free action. Costs 1 FP/hour.
Statistics: Payload 5 (Cosmic, Extraplanar, +50%; Magical, -10%; Nuisance Effect, Must fit in one hand, -5%; Nuisance Effect, One item at a time, -5%; Reduced Time 1, +20%; Requires words to activate and a snap to restore, -10%) [7]. Usually On; Armor, x0.6; 5 EP.
            TL3 Price: 2 x ($30 + 5 x $320) = $3,260.
            TL8 Price: 2 x ($600 + 5 x $1,180) = $13,000.

Gloves of Swimming and Climbing

Gloves of Swimming and Climbing – as a metatronic generator (using Pyramid 3-46)
These apparently normal lightweight gloves grant a +2 bonus to Climbing and Swimming. Costs 1 FP/hour.
Statistics: Racial Bonus to Climbing +2 (Apparatus, +0%; Magical, -10%) [4] + Racial Bonus to Swimming +2 (Apparatus, +0%; Magical, -10%) [4].
            TL3 Cost: 4 x $125 x 8 = $2,000.
TL8 Cost: 4 x $2,500 x 8 = $40,000.

Gloves of Swimming and Climbing – as an enchanted item (using Sorcery, indestructible armor)
These apparently normal lightweight gloves grant a +2 bonus to Climbing and Swimming. Costs 1 FP/hour.
Statistics: Racial Bonus to Climbing +2 (Magical, -10%) [4] + Racial Bonus to Swimming +2 (Magical, -10%) [4]. Usually On; Armor, x0.9; 4 EP.
            TL3 Price: 2 x ($50 + 8 x $320) = $5,220.
            TL8 Price: 2 x ($1,000 + 8 x $1,180) = $20,880.

Gloves of Swimming and Climbing – as an enchanted item (using Sorcery, destructible armor)
These apparently normal lightweight gloves grant a +2 bonus to Climbing and Swimming. Costs 1 FP/hour.
Statistics: Racial Bonus to Climbing +2 (Magical, -10%) [4] + Racial Bonus to Swimming +2 (Magical, -10%) [4]. Usually On; Armor, x0.6; 5 EP.
            TL3 Price: 2 x ($30 + 5 x $320) = $3,260.
            TL8 Price: 2 x ($600 + 5 x $1,180) = $13,000.

NEW SPELL

Rusting Grasp
Keywords: Resisted (HT).
Full Cost: 21 points.
Casting Roll: Will. Use DX or unarmed combat skills to hit.
Range: Touch.
Duration: Three minutes.

The caster touches a metal item, causing it to rust and become fragile. The metal in question must be of a type that weakens in time with exposure to oxygen; copper, for example, changes color to green but does not weaken. The sorcerer must roll a Quick Contest of Will vs. the object’s HT+SM. If the target’s HT is unknown, assume that machines have HT 10 and simple objects have HT 12, modified for quality: -2 for cheap, +1 for fine, +2 for very fine.
If he wins, for the next three minutes the object’s HT is at -5 and its DR is reduced by 10; if it’s a weapon, treat it as cheap for breakage purposes, or an extra +2 to break if already cheap. If he loses or ties, there is no effect.
Rusting Grasp must affect objects as a whole; it cannot target part of an object. The GM has the final say over what constitutes a “whole” object.
This spell may be countered by casting Restore Metal.
Statistics: Affliction 1 (HT; Accessibility, Rusting objects only, -40%; Attribute Penalty, HT-5, +25%; Fixed Duration, +0%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Negated Advantage, Reduced DR 10, +50%; No Signature, +20%; Sorcery, -15%) [21].



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