Saturday, 13 April 2019

Treasure: Mantles and Robes

Treasure: Mantles and Robes

This post details conversions of mantles and robes from Dungeon Master's Guide for D&D 3.5.

Mantle of Faith

Mantle of Faith – as a metatronic generator (using Pyramid 3-46)
This holy garment, worn over normal clothing, grants DR 4 to the character wearing it. This DR includes eyes and can be bypassed by unholy weapons. Mantle of faith can be used as a heavy cloak. Costs 1 FP/hour.
Statistics: DR 4 (Apparatus, +0%; Bane, Unholy Weapons, -1; Includes Eyes, +10%; Magical, -10%) [19].
            TL3 Cost: 19 x $100 x 2 = $3,800.
TL8 Cost: 19 x $2,000 x 2= $76,000.

Mantle of Faith – as an enchanted item (using Sorcery, indestructible armor)
This holy garment, worn over normal clothing, grants DR 4 to the character wearing it. This DR includes eyes and can be bypassed by unholy weapons. Mantle of faith can be used as a heavy cloak.
Statistics: DR 4 (Bane, Unholy Weapons, -1; Includes Eyes, +10%; Magical, -10%) [19]. Usually On; Heavy Cloak, x0.7; 14 EP.
            TL3 Price: 2 x ($70 + 14 x $320) = $9,100.
            TL8 Price: 2 x ($1,400 + 14 x $1,180) = $35,840.

Mantle of Faith – as an enchanted item (using Sorcery, destructible armor)
This holy garment, worn over normal clothing, grants DR 4 to the character wearing it. This DR includes eyes and can be bypassed by unholy weapons. Mantle of faith can be used as a heavy cloak.
Statistics: DR 4 (Bane, Unholy Weapons, -1; Includes Eyes, +10%; Magical, -10%) [19]. Usually On; Heavy Cloak, x0.3; 6 EP.
            TL3 Price: 2 x ($50 + 6 x $320) = $3,940.
            TL8 Price: 2 x ($1,000 + 6 x $1,180) = $16,160.
  
Mantle of Spell Resistance

Mantle of Spell Resistance – as a metatronic generator (using Pyramid 3-46)
This garment, worn over normal clothing or armor, grants the wearer Magic Resistance 3 (p. B67) that does not interfere with the wearer’s spellcasting. Mantle of spell resistance can be used as a heavy cloak. Costs 1 FP/hour.
Statistics: Magic Resistance 3 (Apparatus, +0%; Improved, +150%; Magical, -10%) [15].
            TL3 Cost: 15 x $100 x 2 = $3,000.
TL8 Cost: 15 x $2,000 x 2= $60,000.

Mantle of Spell Resistance – as an enchanted item (using Sorcery, indestructible armor)
This garment, worn over normal clothing or armor, grants the wearer Magic Resistance 3 (p. B67) that does not interfere with the wearer’s spellcasting. Mantle of spell resistance can be used as a heavy cloak.
Statistics: Magic Resistance 3 (Improved, +150%; Magical, -10%) [15]. Usually On; Heavy Cloak, x0.7; 11 EP.
            TL3 Price: 2 x ($70 + 11 x $320) = $7,180.
            TL8 Price: 2 x ($1,400 + 11 x $1,180) = $28,760.

Mantle of Spell Resistance – as an enchanted item (using Sorcery, destructible armor)
This garment, worn over normal clothing or armor, grants the wearer Magic Resistance 3 (p. B67) that does not interfere with the wearer’s spellcasting. Mantle of spell resistance can be used as a heavy cloak.
Statistics: Magic Resistance 3 (Improved, +150%; Magical, -10%) [15]. Usually On; Heavy Cloak, x0.3; 5 EP.
            TL3 Price: 2 x ($30 + 5 x $320) = $3,260.
            TL8 Price: 2 x ($1,000 + 5 x $1,180) = $13,800.

Robe of the Archmagi

Robe of the Archmagi – as a metatronic generator (using Pyramid 3-46)
This normal-appearing garment can be white (1-2 on d6), gray (3-4), or black (5-6). Its wearer, if an arcane spellcaster, gains Magic Resistance 3 (p. B67) that does not interfere with the his spellcasting and DR 4 that protects not only him, but only everything he is wearing. Robe of the archmagi can be used as a heavy cloak. Costs 1 FP/hour.
Statistics: DR 4 (Force Field, +20%; Magical, -10%) [18] + Magic Resistance 3 (Apparatus, +0%; Improved, +150%; Magical, -10%) [15].
            TL3 Cost: 33 x $100 x 2 = $6,600.
TL8 Cost: 33 x $2,000 x 2= $132,000.

Robe of the Archmagi – as an enchanted item (using Sorcery, indestructible armor)
This normal-appearing garment can be white (1-2 on d6), gray (3-4), or black (5-6). Its wearer, if an arcane spellcaster, gains Magic Resistance 3 (p. B67) that does not interfere with the his spellcasting and DR 4 that protects not only him, but only everything he is wearing. Robe of the archmagi can be used as a heavy cloak.
Statistics: DR 4 (Force Field, +20%; Magical, -10%) [18] + Magic Resistance 3 (Apparatus, +0%; Improved, +150%; Magical, -10%) [15]. Usually On; Heavy Cloak, Requires Sorcery, x0.65; 22 EP.
            TL3 Price: 2 x ($150 + 22 x $320) = $14,380.
            TL8 Price: 2 x ($3,000 + 22 x $1,180) = $57,920.

Robe of the Archmagi – as an enchanted item (using Sorcery, destructible armor)
This normal-appearing garment can be white (1-2 on d6), gray (3-4), or black (5-6). Its wearer, if an arcane spellcaster, gains Magic Resistance 3 (p. B67) that does not interfere with the his spellcasting and DR 4 that protects not only him, but only everything he is wearing. Robe of the archmagi can be used as a heavy cloak.
Statistics: DR 4 (Force Field, +20%; Magical, -10%) [18] + Magic Resistance 3 (Apparatus, +0%; Improved, +150%; Magical, -10%) [15]. Usually On; Heavy Cloak, Requires Sorcery, x0.25; 9 EP.
            TL3 Price: 2 x ($50 + 9 x $320) = $5,860.

            TL8 Price: 2 x ($1,000 + 9 x $1,180) = $23,240.

Robe of Blending

Robe of Blending – as a metatronic generator (using Pyramid 3-46)
When this robe is put on, the wearer intuitively knows that the garment has very special properties. A robe of blending enables its wearer and everything he is wearing to appear to be part of his surroundings. In any situation where being seen is a factor, the wearer gets +10 to Stealth skill when perfectly still, or +5 if moving. This affects normal vision and Infravision. In addition, the robe lets the wearer use Lesser Polymorph at will. Costs 1 FP/minute.
Statistics: Chameleon 5 (Costs 1 FP, -5%; Extended, Infravision, +20%; Can Carry Objects, Extra-Heavy, +50%; Magical, -10%) [39] + Lesser Polymorph [20].
            TL3 Cost: 59 x $100 x 2 = $11,800.
TL8 Cost: 59 x $2,000 x 2= $236,000.

Robe of Blending – as an enchanted item (using Sorcery, indestructible armor)
When this robe is put on, the wearer intuitively knows that the garment has very special properties. A robe of blending enables its wearer and everything he is wearing to appear to be part of his surroundings. In any situation where being seen is a factor, the wearer gets +10 to Stealth skill when perfectly still, or +5 if moving. This affects normal vision and Infravision. In addition, the robe lets the wearer use Lesser Polymorph at will. Costs 1 FP/minute.
Statistics: Chameleon 5 (Costs 1 FP, -5%; Extended, Infravision, +20%; Can Carry Objects, Extra-Heavy, +50%; Magical, -10%) [39] + Lesser Polymorph [20]. Usually On; Heavy Cloak, x0.7; 42 EP.
            TL3 Price: 2 x ($700 + 42 x $320) = $28,280.
            TL8 Price: 2 x ($14,000 + 42 x $1,180) = $127,120.

Robe of Blending – as an enchanted item (using Sorcery, destructible armor)
When this robe is put on, the wearer intuitively knows that the garment has very special properties. A robe of blending enables its wearer and everything he is wearing to appear to be part of his surroundings. In any situation where being seen is a factor, the wearer gets +10 to Stealth skill when perfectly still, or +5 if moving. This affects normal vision and Infravision. In addition, the robe lets the wearer use Lesser Polymorph at will. Costs 1 FP/minute.
Statistics: Chameleon 5 (Costs 1 FP, -5%; Extended, Infravision, +20%; Can Carry Objects, Extra-Heavy, +50%; Magical, -10%) [39] + Lesser Polymorph [20]. Usually On; Heavy Cloak, x0.3; 18 EP.
            TL3 Price: 2 x ($100 + 18 x $320) = $11,720.

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

Robe of Eyes

Robe of Eyes – as a metatronic generator (using Pyramid 3-46)
This valuable garment appears to be a normal robe until it is put on. Its wearer is able to see in all directions at the same moment due to scores of visible, magical eyelike patterns that adorn the robe. The wearer gains 360° Vision (p. B34), Infravision (p. B60), and becomes able to see beings using magical invisibility. In addition, the wearer gains a +5 bonus to Vision rolls. However, the wearer effectively cannot close his eyes or avert his gaze, which can be crucial when fighting medusas or other beings with sight-based attacks. Costs 1 FP/hour.
Statistics: 360° Vision (Magical, -10%) [23] + Acute Vision 5 (Magical, -10%) [5] + Cannot close eyes [-1] + Infravision (Magical, -10%) [9] + See Invisible (Magic; Magical, -10%) [14].
            TL3 Cost: 50 x $100 x 2 = $10,000.
TL8 Cost: 50 x $2,000 x 2= $200,000.

Robe of Eyes – as an enchanted item (using Sorcery, indestructible armor)
This valuable garment appears to be a normal robe until it is put on. Its wearer is able to see in all directions at the same moment due to scores of visible, magical eyelike patterns that adorn the robe. The wearer gains 360° Vision (p. B34), Infravision (p. B60), and becomes able to see beings using magical invisibility. In addition, the wearer gains a +5 bonus to Vision rolls. However, the wearer effectively cannot close his eyes or avert his gaze, which can be crucial when fighting medusas or other beings with sight-based attacks.
Statistics: 360° Vision (Magical, -10%) [23] + Acute Vision 5 (Magical, -10%) [5] + Cannot close eyes [-1] + Infravision (Magical, -10%) [9] + See Invisible (Magic; Magical, -10%) [14]. Usually On; Heavy Cloak, x0.7; 35 EP.
            TL3 Price: 2 x ($300 + 35 x $320) = $23,000.
            TL8 Price: 2 x ($6,000 + 35 x $1,180) = $94,600.

Robe of Eyes – as an enchanted item (using Sorcery, destructible armor)
This valuable garment appears to be a normal robe until it is put on. Its wearer is able to see in all directions at the same moment due to scores of visible, magical eyelike patterns that adorn the robe. The wearer gains 360° Vision (p. B34), Infravision (p. B60), and becomes able to see beings using magical invisibility. In addition, the wearer gains a +5 bonus to Vision rolls. However, the wearer effectively cannot close his eyes or avert his gaze, which can be crucial when fighting medusas or other beings with sight-based attacks.
Statistics: 360° Vision (Magical, -10%) [23] + Acute Vision 5 (Magical, -10%) [5] + Cannot close eyes [-1] + Infravision (Magical, -10%) [9] + See Invisible (Magic; Magical, -10%) [14]. Usually On; Heavy Cloak, x0.3; 15 EP.
            TL3 Price: 2 x ($70 + 15 x $320) = $9,740.

            TL8 Price: 2 x ($1,400 + 15 x $1,180) = $38,200.

Robe of Scintillating Colors

Robe of Scintillating Colors – as a metatronic generator (using Pyramid 3-46)
The wearer of this robe can cause the garment to display a shifting pattern of incredible hues, color after color cascading from the upper part of the robe to the hem in sparkling rainbows of dazzling light. The colors daze those near the wearer, conceal the wearer, and illuminate the surroundings. It takes 5 full seconds after the wearer speaks the command word for the colors to start flowing on the robe. Everyone within 8 yards of the wearer must roll against Will each second if he can see the colors. Failure means that he becomes dazed (p. B429) for margin of failure seconds. The robe also penalizes all vision-based tasks in the same radius, imposing a -5 penalty on Vision rolls. In addition, the robe provides illumination equivalent to a torch. Costs 1 FP/minute.
Statistics: Affliction 1 (Will; Area Effect, 8 yards, +150%; Aura, +80%; Costs 1 FP, -5%; Dazed, +50%; Delay, 5 seconds, +0%; Emanation, -20%; Link, +10%; Melee Attack, Reach C, -30%; Reduced Duration, 1/60, -35%; Requires Magic Words, -10%; Vision-Based, +150%) [44] + Illumination (Delay, 5 seconds, +0%; Link, +10%; Magical, -10%) [1] + Obscure 5 (Vision; Area Effect, 8 yards, +100%; Defensive, +50%; Delay, 5 seconds, +0%; Link, +10%; Magical, -10%) [25].
            TL3 Cost: 70 x $100 x 2 = $14,000.
TL8 Cost: 70 x $2,000 x 2= $350,000.

Robe of Scintillating Colors – as an enchanted item (using Sorcery, indestructible armor)
The wearer of this robe can cause the garment to display a shifting pattern of incredible hues, color after color cascading from the upper part of the robe to the hem in sparkling rainbows of dazzling light. The colors daze those near the wearer, conceal the wearer, and illuminate the surroundings. It takes 5 full seconds after the wearer speaks the command word for the colors to start flowing on the robe. Everyone within 8 yards of the wearer must roll against Will each second if he can see the colors. Failure means that he becomes dazed (p. B429) for margin of failure seconds. The robe also penalizes all vision-based tasks in the same radius, imposing a -5 penalty on Vision rolls. In addition, the robe provides illumination equivalent to a torch. Costs 1 FP/minute.
Statistics: Affliction 1 (Will; Area Effect, 8 yards, +150%; Aura, +80%; Costs 1 FP, -5%; Dazed, +50%; Delay, 5 seconds, +0%; Emanation, -20%; Link, +10%; Melee Attack, Reach C, -30%; Reduced Duration, 1/60, -35%; Requires Magic Words, -10%; Vision-Based, +150%) [44] + Illumination (Delay, 5 seconds, +0%; Link, +10%; Magical, -10%) [1] + Obscure 5 (Vision; Area Effect, 8 yards, +100%; Defensive, +50%; Delay, 5 seconds, +0%; Link, +10%; Magical, -10%) [25]. Usually On; Heavy Cloak, x0.7; 49 EP.
            TL3 Price: 2 x ($1,000 + 49 x $320) = $33,360.
            TL8 Price: 2 x ($20,000 + 49 x $1,180) = $155,640.

Robe of Scintillating Colors – as an enchanted item (using Sorcery, destructible armor)
The wearer of this robe can cause the garment to display a shifting pattern of incredible hues, color after color cascading from the upper part of the robe to the hem in sparkling rainbows of dazzling light. The colors daze those near the wearer, conceal the wearer, and illuminate the surroundings. It takes 5 full seconds after the wearer speaks the command word for the colors to start flowing on the robe. Everyone within 8 yards of the wearer must roll against Will each second if he can see the colors. Failure means that he becomes dazed (p. B429) for margin of failure seconds. The robe also penalizes all vision-based tasks in the same radius, imposing a -5 penalty on Vision rolls. In addition, the robe provides illumination equivalent to a torch. Costs 1 FP/minute.
Statistics: Affliction 1 (Will; Area Effect, 8 yards, +150%; Aura, +80%; Costs 1 FP, -5%; Dazed, +50%; Delay, 5 seconds, +0%; Emanation, -20%; Link, +10%; Melee Attack, Reach C, -30%; Reduced Duration, 1/60, -35%; Requires Magic Words, -10%; Vision-Based, +150%) [44] + Illumination (Delay, 5 seconds, +0%; Link, +10%; Magical, -10%) [1] + Obscure 5 (Vision; Area Effect, 8 yards, +100%; Defensive, +50%; Delay, 5 seconds, +0%; Link, +10%; Magical, -10%) [25]. Usually On; Heavy Cloak, x0.3; 21 EP.
            TL3 Price: 2 x ($150 + 21 x $320) = $13,740.

            TL8 Price: 2 x ($3,000 + 21 x $1,180) = $55,560.

Robe of Stars

Robe of Stars – as a metatronic generator (using Pyramid 3-46)
This garment is typically black or dark blue and embroidered with small white or silver stars. The robe has three magical powers. Costs 1 FP/hour.
-          It enables its wearer to cast Plane Shift (Astral Plane).
-          It gives its wearer the benefits of Luck (p. B66). It  can be used only to reroll failed active defense rolls, resistance rolls, or HT rolls to resist the effects of injury, or to make an opponent reroll a critical hit against the wearer.
-          Its wearer can use up to six of the embroidered stars on the chest portion of the robe as  shurikens. Each shuriken disappears after it is used. This is a ranged attack with 1/2D 10, Max 100, Acc 3, RoF 1, Shots N/A, and Recoil 1. It deals 1d+1 cutting damage, uses Innate Attack (Projectile) skill, and requires no hands to use.
Statistics: Cutting Attack 1d+1 (Limited Use, 6 uses total, -20%; Magical, -10%) [7] + Plane Shift (Astral Plane) [110] + Luck (Defensive, -20%; Magical, -10%) [11].
            TL3 Cost: 128 x $100 x 2 = $25,600.
TL8 Cost: 128 x $2,000 x 2= $512,000.

Robe of Stars – as an enchanted item (using Sorcery, indestructible armor)
This garment is typically black or dark blue and embroidered with small white or silver stars. The robe has three magical powers. Costs 1 FP/hour.
-          It enables its wearer to cast Plane Shift (Astral Plane).
-          It gives its wearer the benefits of Luck (p. B66). It  can be used only to reroll failed active defense rolls, resistance rolls, or HT rolls to resist the effects of injury, or to make an opponent reroll a critical hit against the wearer.
-          Its wearer can use up to six of the embroidered stars on the chest portion of the robe as  shurikens. Each shuriken disappears after it is used. This is a ranged attack with 1/2D 10, Max 100, Acc 3, RoF 1, Shots N/A, and Recoil 1. It deals 1d+1 cutting damage, uses Innate Attack (Projectile) skill, and requires no hands to use.
Statistics: Cutting Attack 1d+1 (Limited Use, 6 uses total, -20%; Magical, -10%) [7] + Plane Shift (Astral Plane) [110] + Luck (Defensive, -20%; Magical, -10%) [11]. Usually On; Heavy Cloak, x0.7; 90 EP.
            TL3 Price: 2 x ($20,000 + 90 x $320) = $97,600.
            TL8 Price: 2 x ($400,000 + 90 x $1,180) = $1,012,400.

Robe of Stars – as an enchanted item (using Sorcery, destructible armor)
This garment is typically black or dark blue and embroidered with small white or silver stars. The robe has three magical powers. Costs 1 FP/hour.
-          It enables its wearer to cast Plane Shift (Astral Plane).
-          It gives its wearer the benefits of Luck (p. B66). It  can be used only to reroll failed active defense rolls, resistance rolls, or HT rolls to resist the effects of injury, or to make an opponent reroll a critical hit against the wearer.
-          Its wearer can use up to six of the embroidered stars on the chest portion of the robe as  shurikens. Each shuriken disappears after it is used. This is a ranged attack with 1/2D 10, Max 100, Acc 3, RoF 1, Shots N/A, and Recoil 1. It deals 1d+1 cutting damage, uses Innate Attack (Projectile) skill, and requires no hands to use.
Statistics: Cutting Attack 1d+1 (Limited Use, 6 uses total, -20%; Magical, -10%) [7] + Plane Shift (Astral Plane) [110] + Luck (Defensive, -20%; Magical, -10%) [11]. Usually On; Heavy Cloak, x0.3; 39 EP.
            TL3 Price: 2 x ($500 + 39 x $320) = $25,960.

            TL8 Price: 2 x ($10,000 + 39 x $1,180) = $112,040.

Robe of Useful Items

Robe of Useful Items – as a metatronic generator (using Pyramid 3-46)
This appears to be an unremarkable robe, but a character who dons it notes that it is adorned with small cloth patches of various shapes. Only the wearer of the robe can see these patches, recognize them for what items they become, and detach them. Detaching a patch causes it to become an actual item, as indicated below. A newly created robe of useful items always has five of the following patches:
-          Dagger.
-          Lantern (filled and lit).
-          Mirror.
-          10-foot pole.
-          50-foot rope.
-          Sack.
-          Wooden ladder.
-          Portable ram.
-          Shovel.
-          Oar.
Variants of the item exist, each providing similar accessories.
Statistics: 5 x Accessory (Magical, -10%) [1].
TL3 Cost: 5 x $100 x 2 = $1,000.
TL8 Cost: 5 x $2,000 x 2 = $20,000.

Robe of Useful Items – as an enchanted item (using Sorcery, indestructible armor)
This appears to be an unremarkable robe, but a character who dons it notes that it is adorned with small cloth patches of various shapes. Only the wearer of the robe can see these patches, recognize them for what items they become, and detach them. Detaching a patch causes it to become an actual item, as indicated below. A newly created robe of useful items always has five of the following patches:
-          Dagger.
-          Lantern (filled and lit).
-          Mirror.
-          10-foot pole.
-          50-foot rope.
-          Sack.
-          Wooden ladder.
-          Portable ram.
-          Shovel.
-          Oar.
Variants of the item exist, each providing similar accessories.
Statistics: 5 x Accessory (Magical, -10%) [1]. Usually On; Heavy Cloak, x0.7; 4 EP.
            TL3 Price: 2 x ($30 + 4 x $320) = $2,620.
            TL8 Price: 2 x ($600 + 4 x $1,180) = $10,640.

Robe of Useful Items – as an enchanted item (using Sorcery, destructible armor)
This appears to be an unremarkable robe, but a character who dons it notes that it is adorned with small cloth patches of various shapes. Only the wearer of the robe can see these patches, recognize them for what items they become, and detach them. Detaching a patch causes it to become an actual item, as indicated below. A newly created robe of useful items always has five of the following patches:
-          Dagger.
-          Lantern (filled and lit).
-          Mirror.
-          10-foot pole.
-          50-foot rope.
-          Sack.
-          Wooden ladder.
-          Portable ram.
-          Shovel.
-          Oar.
Variants of the item exist, each providing similar accessories.
Statistics: 5 x Accessory (Magical, -10%) [1]. Usually On; Heavy Cloak, x0.3; 2 EP.
            TL3 Price: 2 x ($30 + 2 x $320) = $1,340.

            TL8 Price: 2 x ($600 + 2 x $1,180) = $5,920.

Robe of Bones

Robe of Bones – as a metatronic generator (using Pyramid 3-46)
This handy item functions much like a robe of useful items for the serious necromancer. It appears to be an unremarkable robe, but a character who dons it notes that it is adorned with small embroidered figures representing undead creatures (worth 25% or less of the character’s point value). Only the wearer of the robe can see the embroidery and recognize them for the creatures they become, and detach them. One figure can be detached each second. This costs the character 1 FP. Detaching a figure causes it to become an actual undead creature (see the list below). The skeleton or zombie is not under the control of the wearer of the robe, but may be subsequently commanded, rebuked, turned, or destroyed. A newly created robe of bones always has two embroidered figures of each of the following undead:
-          Goblin skeleton
-          Human commoner skeleton
-          Wolf skeleton
-          Goblin zombie
-          Human commoner zombie
-          Wolf zombie
See statistics below.
Statistics: Ally (A specific set of undead; Built on 25%; Constantly; Adjustable, a set of undead, does not provides information, +50%; Costs 1 FP, -5%; Magical, -10%; Nuisance Effect, 12 uses total, -5%; Summonable, +100%) [10].
            TL3 Cost: 10 x $100 x 2 = $2,000.
TL8 Cost: 10 x $2,000 x 2= $40,000.

Robe of Bones – as an enchanted item (using Sorcery, indestructible armor)
This handy item functions much like a robe of useful items for the serious necromancer. It appears to be an unremarkable robe, but a character who dons it notes that it is adorned with small embroidered figures representing undead creatures (worth 25% or less of the character’s point value). Only the wearer of the robe can see the embroidery and recognize them for the creatures they become, and detach them. One figure can be detached each second. This costs the character 1 FP. Detaching a figure causes it to become an actual undead creature (see the list below). The skeleton or zombie is not under the control of the wearer of the robe, but may be subsequently commanded, rebuked, turned, or destroyed. A newly created robe of bones always has two embroidered figures of each of the following undead:
-          Goblin skeleton
-          Human commoner skeleton
-          Wolf skeleton
-          Goblin zombie
-          Human commoner zombie
-          Wolf zombie
See statistics below.
Statistics: Ally (A specific set of undead; Built on 25%; Constantly; Adjustable, a set of undead, does not provides information, +50%; Costs 1 FP, -5%; Magical, -10%; Nuisance Effect, 12 uses total, -5%; Summonable, +100%) [10]. Heavy Cloak, x0.7; 7 EP.
            TL3 Price: 2 x ($50 + 7 x $320) = $4,580.
            TL8 Price: 2 x ($1,000 + 7 x $1,180) = $18,520.

Robe of Bones – as an enchanted item (using Sorcery, destructible armor)
This handy item functions much like a robe of useful items for the serious necromancer. It appears to be an unremarkable robe, but a character who dons it notes that it is adorned with small embroidered figures representing undead creatures (worth 25% or less of the character’s point value). Only the wearer of the robe can see the embroidery and recognize them for the creatures they become, and detach them. One figure can be detached each second. This costs the character 1 FP. Detaching a figure causes it to become an actual undead creature (see the list below). The skeleton or zombie is not under the control of the wearer of the robe, but may be subsequently commanded, rebuked, turned, or destroyed. A newly created robe of bones always has two embroidered figures of each of the following undead:
-          Goblin skeleton
-          Human commoner skeleton
-          Wolf skeleton
-          Goblin zombie
-          Human commoner zombie
-          Wolf zombie
See statistics below.
Statistics: Ally (A specific set of undead; Built on 25%; Constantly; Adjustable, a set of undead, does not provides information, +50%; Costs 1 FP, -5%; Magical, -10%; Nuisance Effect, 12 uses total, -5%; Summonable, +100%) [10]. Heavy Cloak, x0.3; 3 EP.
            TL3 Price: 2 x ($30 + 3 x $320) = $1,980.

            TL8 Price: 2 x ($600 + 3 x $1,180) = $8,280.

NEW MONSTERS

These ones are created using the undead lenses from GURPS Magic, p. 152, but removing Dependency to get a more D&D-like feel.


Goblin Zombie

 Typical Stats (-122 points)

ST:

9

HP:

12

Speed:

5.25

DX:

11

Will:

8

Move:

4

IQ:

8

Per:

8

 

 

HT:

10

FP:

N/A

SM:

-1

Dodge:

8

Parry:

8 (unarmed)

DR:

0

SM-1 Small Round Mace (11): swing 1d crushing, Reach 1, unbalanced, 1.9 lb.
                SM-1 Small Round Mace throw (7): swing 1d crushing, Acc 1, x1/x1.5 (9/13), 1.9 lb., Bulk -3.
                Sharp Teeth (11): thrust 1d-3 cutting, Reach C.
                Punch (11): thrust 1d-3 crushing, Reach C.
 
                Traits: Appearance (Monstrous; Universal); Automaton; Bad Smell; Cannot Learn; Dark Vision; Disturbing Voice; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Enhanced Unnatural; Immunity to Metabolic Hazards; Immunity to Mind Control; Immunity to Pain; Indomitable; Injury Tolerance (No Blood, Unliving); No mental skills; No Sense of Smell/Taste; Potential Form (Skeleton); Reprogrammable; Sexless; Silence 1; Single-Minded; Social Stigma (Dead); Temperature Tolerance 10; Unaging; Unfazeable; Unhealing (Total); Wealth (Dead Broke).
                Skills: Axe/Mace-11.
Creature Type: Undead.
 

Goblin Skeleton

 Typical Stats (-120 points)

ST:

7

HP:

6

Speed:

6.75

DX:

13

Will:

8

Move:

5

IQ:

8

Per:

8

 

 

HT:

10

FP:

N/A

SM:

-1

Dodge:

9

Parry:

9 (unarmed)

DR:

2 (no extra DR on skull)

Sharp Teeth (13): thrust 1d-4 cutting, Reach C.
                Punch (13): thrust 1d-4 crushing, Reach C.
 
                Traits: Appearance (Monstrous; Universal); Automaton; Brittle; Cannot Float; Cannot Learn; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Enhanced Unnatural; Immunity to Metabolic Hazards; Immunity to Mind Control; Immunity to Pain; Indomitable; Injury Tolerance (No Blood, No Brain, No Eyes, No Vitals, Unliving); No Sense of Smell/Taste; Numb; Reprogrammable; Sexless; Single-Minded; Skinny; Social Stigma (Dead); Temperature Tolerance 10; Unaging; Unfazeable; Unhealing (Total); Vacuum Support; Vulnerability (Crushing Attacks, x2); Wealth (Dead Broke).
Creature Type: Undead.

Human Commoner Zombie

Typical Stats (-123 points)
ST:
11
HP:
15
Speed:
5
DX:
10
Will:
8
Move:
5
IQ:
8
Per:
8


HT:
10
FP:
N/A
SM:
+0
Dodge:
8
Parry:
8 (unarmed)
DR:
0
Punch (10): thrust 1d-2 crushing, Reach C.

                Traits: Appearance (Monstrous; Universal); Automaton; Bad Smell; Cannot Learn; Dark Vision; Disturbing Voice; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Enhanced Unnatural; Immunity to Metabolic Hazards; Immunity to Mind Control; Immunity to Pain; Indomitable; Injury Tolerance (No Blood, Unliving); No mental skills; No Sense of Smell/Taste; Potential Form (Skeleton); Reprogrammable; Sexless; Single-Minded; Social Stigma (Dead); Temperature Tolerance 10; Unaging; Unfazeable; Unhealing (Total); Wealth (Dead Broke).
Creature Type: Undead.

Human Commoner Skeleton

Typical Stats (-114 points)
ST:
9
HP:
9
Speed:
6.5
DX:
12
Will:
8
Move:
6
IQ:
8
Per:
8


HT:
10
FP:
N/A
SM:
+0
Dodge:
9
Parry:
9 (unarmed)
DR:
2 (no extra DR on skull)
Punch (12): thrust 1d-3 crushing (KYOS: 1d-4), Reach C.

                Traits: Appearance (Monstrous; Universal); Automaton; Brittle; Cannot Float; Cannot Learn; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Enhanced Unnatural; Immunity to Metabolic Hazards; Immunity to Mind Control; Immunity to Pain; Indomitable; Injury Tolerance (No Blood, No Brain, No Eyes, No Vitals, Unliving); No Sense of Smell/Taste; Numb; Reprogrammable; Sexless; Single-Minded; Skinny; Social Stigma (Dead); Temperature Tolerance 10; Unaging; Unfazeable; Unhealing (Total); Vacuum Support; Vulnerability (Crushing Attacks, x2); Wealth (Dead Broke).
Creature Type: Undead.

 

Wolf Zombie

Typical Stats (-142 points)

ST:

11

HP:

15

Speed:

6

DX:

12

Will:

9

Move:

9/13

IQ:

2

Per:

12

 

 

HT:

12

FP:

N/A

SM:

+0

Dodge:

9

Parry:

N/A

DR:

1* (tough skin)

Sharp Teeth (12): thrust 1d-1 cutting, Reach C.
 
                Traits: Appearance (Monstrous; Universal); Automaton; Bad Smell; Born Biter 2; Cannot Learn; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Enhanced Move 0.5 (Ground); Enhanced Unnatural; Extra Legs (Four Legs); Fur; Horizontal; Immunity to Metabolic Hazards; Immunity to Mind Control; Immunity to Pain; Indomitable; Injury Tolerance (No Blood, Unliving); No Fine Manipulators; No mental skills; No Sense of Smell/Taste; Penetrating Voice; Potential Form (Skeleton); Reprogrammable; Sexless; Single-Minded; Social Stigma (Dead); Tail; Temperature Tolerance 10; Unaging; Unfazeable; Unhealing (Total); Wealth (Dead Broke).
Creature Type: Undead.
 

Wolf Skeleton

Typical Stats (-164 points)

ST:

7

HP:

7

Speed:

7.25

DX:

14

Will:

8

Move:

11/16

IQ:

2

Per:

10

 

 

HT:

11

FP:

N/A

SM:

+0

Dodge:

10

Parry:

N/A

DR:

2 (no extra DR on skull)

Sharp Teeth (14): thrust 1d-3 cutting (KYOS: 1d-4), Reach C.
 
                Traits: Appearance (Monstrous; Universal); Automaton; Born Biter 2; Brittle; Cannot Float; Cannot Learn; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Enhanced Move 0.5 (Ground); Enhanced Unnatural; Extra Legs (Four Legs); Horizontal; Immunity to Metabolic Hazards; Immunity to Mind Control; Immunity to Pain; Indomitable; Injury Tolerance (No Blood, No Brain, No Eyes, No Vitals, Unliving); No Fine Manipulators; No Sense of Smell/Taste; Numb; Reprogrammable; Sexless; Single-Minded; Skinny; Social Stigma (Dead); Tail; Temperature Tolerance 10; Unaging; Unfazeable; Unhealing (Total); Vacuum Support; Vulnerability (Crushing Attacks, x2); Wealth (Dead Broke).
Creature Type: Undead.

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