Sunday 16 June 2019

Treasure: S-Items

Treasure: S-Items

Here we have four new magic items that begin on letter S. One of the items required me to write up two new spells.

NEW FORM MULTIPLIERS FOR SORCERY ITEMS

Burial Shroud (x0.45)
DR 0 (-20%); SM-0 (-25%); must be removed forcibly (-10%).

Scabbard (x0.55)
DR 2 (-20%); SM-3 (-15%); must be removed forcibly (-10%).

NEW ITEMS
  
Golembane Scarab

Golembane Scarab – as an enchanted item (using Sorcery)
This beetle-shaped pin enables its wearer to cast Detect Golems (see below). In addition, the wearer’s weapons (including natural weapons) ignore DR of golems. This only applies to the natural DR of the golem, not one granted by buffs, additional worn armor, etc.
            Statistics: Detect Golems (Improved) [9] + Golembane [69]. Notes: “Golembane” is Imbue 3 (Limited Skill Access, One Skill, -80%) [8] + Unusual Training [1] + Penetrating Strike (VH) DX+10 [48], modifier with Accessibility, Only against golems (-80%), Cosmic, No die roll required (+100%), Magical (-10%), Reduced Fatigue Cost 1 (+20%), and Visible (-10%) for the total of 69 points. Usually On; Amulet, x0.5; 39 EP.
            TL3 Price: 2 x ($500 + 39 x $320) = $25,960.
            TL8 Price: 2 x ($10,000 + 39 x $1,180) = $112,040.

Golembane Scarab – as a metatronic generator (using Pyramid 3-46)
This beetle-shaped pin enables its wearer to cast Detect Golems (see below). In addition, the wearer’s weapons (including natural weapons) ignore DR of golems. This only applies to the natural DR of the golem, not one granted by buffs, additional worn armor, etc. Costs 1 FP/hour.
            Statistics: Detect Golems (Improved; Apparatus, +0%) [9] + Golembane [69]. Notes: “Golembane” is Imbue 3 (Limited Skill Access, One Skill, -80%) [8] + Unusual Training [1] + Penetrating Strike (VH) DX+10 [48], modifier with Accessibility, Only against golems (-80%), Apparatus, +0%; Cosmic, No die roll required (+100%), Magical (-10%), Reduced Fatigue Cost 1 (+20%), and Visible (-10%) for the total of 69 points.
            TL3 Cost: 78 x $175 x 2 = $27,300.
TL8 Cost: 78 x $3,500 x 2 = $546,000.

Scabbard of Keen Edges

Scabbard of Keen Edges – as an enchanted item (using Sorcery)
This scabbard is fashioned from cured leather and fine silver. It can shrink or enlarge to accommodate any knife, dagger, sword, or similar weapon up to and including a greatsword. Up to three times per day on command, the scabbard casts Penetrating Weapon 1 (GURPS Thaumatology: Sorcery, p. 16) on any blade placed within it. Each use costs 1 FP.
Statistics: Affliction 1 (HT; Accessibility, Only on sheathed blades, -30%; Advantage, Penetrating Weapon (2), +340%; Fixed Duration, +0%; Limited Use, 3/day, -20%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Requires a command word, -10%; Sorcery, -15%) [35]. Scabbard, x0.55; 20 EP.
            TL3 Price: 2 x ($100 + 20 x $320) = $13,000.
TL8 Price: 2 x ($2,000 + 20 x $1,180) = $51,200.

Scabbard of Keen Edges – as a metatronic generator (using Pyramid 3-46)
This scabbard is fashioned from cured leather and fine silver. It can shrink or enlarge to accommodate any knife, dagger, sword, or similar weapon up to and including a greatsword. Up to three times per day on command, the scabbard casts Penetrating Weapon 1 (GURPS Thaumatology: Sorcery, p. 16) on any blade placed within it. Each use costs 1 FP.
            Statistics: Affliction 1 (HT; Accessibility, Only on sheathed blades, -30%; Advantage, Penetrating Weapon (2), +340%; Apparatus, +0%; Fixed Duration, +0%; Limited Use, 3/day, -20%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Requires a command word, -10%; Sorcery, -15%) [35].
            TL3 Cost: 2 x 35 x $125 = $8,750.
TL8 Cost: 2 x 35 x $2,500 = $175,000.
  
Scarab of Protection

Scarab of Protection – as an enchanted item (using Sorcery)
This device appears to be a silver medallion in the shape of a beetle. If it is held for 5 seconds, an inscription appears on its surface letting the holder know that it is a protective device. The scarab’s possessor gains Magic Resistance 3 (Improved) (p. B67). The scarab can also absorb death curses (GURPS Magic: Death Spells, p. 6). Upon absorbing ten such attacks, the scarab turns to powder and is destroyed.
            Statistics: Magic Resistance 3 (Improved, +150%; Magical, -10%) [15] + Immunity to Death Curses (Limited Use, 10 uses total, -20%; Magical, -10%) [7]. Usually On; Amulet, x0.5; 11 EP.
            TL3 Price: 2 x ($70 + 11 x $320) = $7,180.
            TL8 Price: 2 x ($1,400 + 11 x $1,180) = $28,760.

Scarab of Protection – as a metatronic generator (using Pyramid 3-46)
This device appears to be a silver medallion in the shape of a beetle. If it is held for 5 seconds, an inscription appears on its surface letting the holder know that it is a protective device. The scarab’s possessor gains Magic Resistance 3 (Improved) (p. B67). The scarab can also absorb death curses (GURPS Magic: Death Spells, p. 6). Upon absorbing ten such attacks, the scarab turns to powder and is destroyed. Costs 1 FP/hour.
            Statistics: Magic Resistance 3 (Apparatus, +0%; Improved, +150%; Magical, -10%) [15] + Immunity to Death Curses (Apparatus, +0%; Limited Use, 10 uses total, -20%; Magical, -10%) [7].
            TL3 Cost: 22 x $175 x 2 = $7,700.
TL8 Cost: 22 x $3,500 x 2 = $154,000.

Shrouds of Disintegration

Shrouds of Disintegration – as an enchanted item (using Sorcery)
These burial wrappings look to be made of fine, embroidered materials. When a body is placed inside, a command word will turn it to dust. The magic of the shrouds is usable only once, after which the wrappings become ordinary, fine cloth.
Statistics: Affliction 1 (HT; Accessibility, Only on corpses, -80%; Cosmic, Corpse disintegrates if destroyed, +50%; Fixed Duration, +0%; Heart Attack, Variant, +300%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Requires a command word, -10%; Triggered Delay, +50%) [49]. Burial Shroud, One Use, x0.2; 10 EP.
            TL3 Price: 2 x ($50 + 10 x $320) = $6,500.
TL8 Price: 2 x ($1,000 + 10 x $1,180) = $25,600.

Shrouds of Disintegration – as a metatronic generator (using Pyramid 3-46)
These burial wrappings look to be made of fine, embroidered materials. When a body is placed inside, a command word will turn it to dust. The magic of the shrouds is usable only once, after which the wrappings become ordinary, fine cloth.
            Statistics: Affliction 1 (HT; Accessibility, Only on corpses, -80%; Apparatus, +0%; Cosmic, Corpse disintegrates if destroyed, +50%; Fixed Duration, +0%; Heart Attack, Variant, +300%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Requires a command word, -10%; Triggered Delay, +50%) [49].
            TL3 Cost: 2 x 49 x $100 / 5= $1,470.
TL8 Cost: 2 x 49 x $2,000 / 5 = $29,400.
NEW SORCERY SPELLS

Detect Golems
Keywords: Information.
Full Cost: 4 or 9 points.
Casting Roll: Per.
Range: Unlimited.
Duration: Instantaneous.

With the basic (4-point) version of this spell, you can immediately sense all nearby golems, sorted by the direction to each one. The GM will roll against your Per (plus Talent), minus the range penalty to the nearest golem, and inform you if you succeed.
The improved (9-point) version of this spell works as above, except that you know the precise location of each golem. This allows you to cast spells on any of them for as long as each remains in that location – or for the next second, if one is already on the move.
Statistics: Detect (Golems; Cannot Analyze, -10%; Sorcery, -15%) [4]. The improved version adds Precise (+100%) [+5].
  
Golembane Weapon
Keywords: Weapon Buff.
Full Cost: 79 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

The weapon enhanced ignores DR of golems for the duration. This only applies to the natural DR of the golem, not one granted by buffs, additional worn armor, etc.
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Golembane Weapon, +690%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [79]. Note: “Golembane Weapon” is Imbue 3 (Limited Skill Access, One Skill, -80%) [8] + Unusual Training [1] + Penetrating Strike (VH) DX+10 [48], modifier with Accessibility, Only against golems (-80%), Cosmic, No die roll required (+100%), Magical (-10%), Reduced Fatigue Cost 1 (+20%), and Visible (-10%) for the total of 69 points.

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