Treasure: Loot Pile III
Let's take a break from converting monsters (I will probably have to correct many of the templates after GURPS Template Toolkit 2: Races hits the electronic shelves) and get back to magic items. Here we have four items that did not fit any of the categories I've made - two vests, a movable random portal, and a fan. The druid's vestment works very differently from the one from the Dungeon Master's Guide for D&D 3.5.
NEW FORM MULTIPLIERS FOR SORCERY ITEMS
Fan (x0.35)
DR 0
(-20%); SM-4 (-15%); can be stolen with a Quick Contest of DX or grappled away
(-30%).
NEW ITEMS
Druid’s Vestment
Druid’s Vestment – as a metatronic generator (using
Pyramid 3-46)
This
light garment is worn over normal clothing or armor. Most such vestments are
green, embroidered with plant or animal motifs. A character wearing this
garment gains the benefits of Animal Empathy (p. B40) and Plant Empathy (p. B75).
Costs 1 FP/hour.
Statistics: Animal
Empathy (Apparatus, +0%; Magical, -10%) [5] + Plant Empathy (Apparatus, +0%; Magical,
-10%) [5].
TL3
Cost: 10 x $75 x 2 = $1,500.
TL8 Cost: 10 x $1,500 x 2= $30,000.
Druid’s Vestment – as an enchanted item (using
Sorcery, indestructible armor)
This
light garment is worn over normal clothing or armor. Most such vestments are
green, embroidered with plant or animal motifs. A character wearing this
garment gains the benefits of Animal Empathy (p. B40) and Plant Empathy (p. B75).
Statistics: Animal
Empathy (Magical, -10%) [5] + Plant Empathy (Magical, -10%) [5]. Usually On; Clothing,
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.
Druid’s Vestment – as an enchanted item (using
Sorcery, destructible armor)
This
light garment is worn over normal clothing or armor. Most such vestments are
green, embroidered with plant or animal motifs. A character wearing this
garment gains the benefits of Animal Empathy (p. B40) and Plant Empathy (p. B75).
Statistics: Animal
Empathy (Magical, -10%) [5] + Plant Empathy (Magical, -10%) [5]. Usually On; Clothing,
x0.45; 5 EP.
TL3
Price: 2 x ($30 + 5 x $320) = $3,260.
TL8
Price: 2 x ($600 + 5 x $1,180) = $13,000.
Vest of Escape
Vest of Escape – as a metatronic generator (using
Pyramid 3-46)
Hidden
within secret pockets of this simple silk vest are lockpicks count as basic
equipment for the Lockpicking skill. These lockpicks disappear when given away,
destroyed, or dropped, and reappear in the secret pockets. Additionally, the
vest gives a +3 on all ST, DX, and Escape rolls to slip restraints, break free
in close combat, or squeeze through narrow openings. Costs 1 FP/hour.
Statistics: Accessory
(Lockpicks; Apparatus, +0%; Magical, -10%) [1] + Slippery 3 (Apparatus, +0%; Magical,
-10%) [6].
TL3
Cost: 7 x $75 x 2 = $1,050.
TL8 Cost: 7 x $1,500 x 2= $21,000.
Vest of Escape – as an enchanted item (using Sorcery,
indestructible armor)
Hidden
within secret pockets of this simple silk vest are lockpicks count as basic
equipment for the Lockpicking skill. These lockpicks disappear when given away,
destroyed, or dropped, and reappear in the secret pockets. Additionally, the
vest gives a +3 on all ST, DX, and Escape rolls to slip restraints, break free
in close combat, or squeeze through narrow openings.
Statistics: Accessory
(Lockpicks; Magical, -10%) [1] + Slippery 3 (Magical, -10%) [6]. Usually On; Clothing,
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.
Vest of Escape – as an enchanted item (using Sorcery,
destructible armor)
Hidden
within secret pockets of this simple silk vest are lockpicks count as basic
equipment for the Lockpicking skill. These lockpicks disappear when given away,
destroyed, or dropped, and reappear in the secret pockets. Additionally, the
vest gives a +3 on all ST, DX, and Escape rolls to slip restraints, break free
in close combat, or squeeze through narrow openings.
Statistics: Accessory
(Lockpicks; Magical, -10%) [1] + Slippery 3 (Magical, -10%) [6]. Usually On; Clothing,
x0.45; 4 EP.
TL3
Price: 2 x ($30 + 4 x $320) = $2,620.
TL8
Price: 2 x ($600 + 4 x $1,180) = $10,640.
Well of Many
Worlds
Well of Many Worlds – as a metatronic generator (using
Pyramid 3-46)
This
strange, interdimensional device looks just like a portable hole. Anything
placed within it is immediately cast to another world - a parallel world,
another planet, or a different plane (chosen randomly). If the well is moved,
the random factor again comes into play. It can be picked up, folded, or
rolled, just as a portable hole can be. Keeping the well open costs 1 FP per 30
seconds. Objects from the world the well touches can come through the opening
just as easily as from the initiating place. (It is a two-way portal.) Each
time the well is opened, make a 3d roll. On a roll of 6 or less, something
comes in from the other side.
Statistics: Jumper
(World; Cosmic, No roll required, +100%; Extended Duration, 3x, +20%; Extra
Carrying Capacity, Extra-Heavy, +50%; Interplanar, +100%; Magical, -10%; Nuisance
Effect, Can attract threats from the other side, -5%; Random Destination, -30%;
Tunnel, +100%; Warp Jump, +10%) [435] + Warp (Cosmic, No roll required, +100%; Extended
Duration, 3x, +20%; Extra Carrying Capacity, Extra-Heavy, +50%; Magical, -10%; Random
Destination, -30%; Tunnel, +100%; Warp Jump, +10%) [340].
TL3 Cost: 2 x 775 x $75 = $116,250.
TL8 Cost: 2 x 775 x $1,500 = $2,325,000.
Wind Fan
Wind Fan – as an enchanted item (using Sorcery)
A
wind fan appears to be nothing more than a wood and papyrus or cloth instrument
with which to create a cooling breeze. By uttering the command word, its
possessor causes the fan to generate air movement duplicating an Air Jet 3 (GURPS Thaumatology: Sorcery, page 12) spell.
The fan can be used once per day with no risk. If it is used more frequently,
there is a chance per usage during that day that the device tears into useless,
nonmagical tatters. On the second use, the fan tears on a 3d roll resulting in 6
or less. On the third use, the fan tears on a 3d roll resulting in 9 or less. On
the fourth use, the fan tears on a 3d roll resulting in 12 or less. On the later
uses, the fan tears on a 3d roll resulting in 15 or less.
Statistics: Air Jet
3 (Limited Use, 1/day, Variant, -30%) [14]. Fan, x0.35; 5 EP.
TL3
Price: 2 x ($30 + 5 x $320) = $3,260.
TL8 Price: 2 x ($600 + 5 x $1,180) =
$13,000.
Wind Fan – as a metatronic generator (using Pyramid
3-46)
A
wind fan appears to be nothing more than a wood and papyrus or cloth instrument
with which to create a cooling breeze. By uttering the command word, its
possessor causes the fan to generate air movement duplicating an Air Jet 3 (GURPS Thaumatology: Sorcery, page 12) spell.
The fan can be used once per day with no risk. If it is used more frequently,
there is a chance per usage during that day that the device tears into useless,
nonmagical tatters. On the second use, the fan tears on a 3d roll resulting in 6
or less. On the third use, the fan tears on a 3d roll resulting in 9 or less. On
the fourth use, the fan tears on a 3d roll resulting in 12 or less. On the later
uses, the fan tears on a 3d roll resulting in 15 or less.
Statistics:
Air Jet 3 (Limited Use, 1/day, Variant, -30%) [14].
TL3
Cost: 2 x 14 x $125 = $3,500.
TL8 Cost: 2 x 14 x $2,500 = $70,000.
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