Saturday, 20 July 2019

Treasure: Containers and Ropes

Treasure: Containers and Ropes

Here we have three extradimensional containers and two magical ropes. The portable hole ended up being ridiculously expensive.

NEW FORM MULTIPLIERS FOR SORCERY ITEMS

Backpack (x0.5)
DR 2 (-20%); SM-2 (-20%); must be forcibly removed (-10%).

Quiver (x0.3)
DR 0 (-20%); SM-2 (-20%); can be stolen with a Quick Contest of DX (-30%).

Rope (x0.35)
DR 1 (-20%); SM-4 (-15%); can be stolen with a Quick Contest of DX (-30%).

NEW ITEMS

Efficient Quiver

Efficient Quiver – as an enchanted item (using Sorcery)
This appears to be a typical hip arrow container capable of holding about twenty arrows. It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to sixty objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to eighteen objects of the same general size and shape as a javelin. The third and longest portion of the case contains as many as six objects of the same general size and shape as a bow (spears, staffs, or the like). Once the owner has filled it, the quiver can produce any item she wishes, as if from a regular quiver or scabbard. The efficient quiver weighs the same no matter what’s placed inside it. When the wearer stops paying the FP cost to maintain the effect, or when the quiver is ruptured, everything that was inside spills on the outside.
            Statistics: Payload 30 (Cosmic, Extradimensional, +50%; Magical, -10%; Nuisance Effect, Compartments and shape restrictions, -10%) [39]. Usually On; Quiver, x0.3; 12 EP.
            TL3 Price: 2 x ($70 + 12 x $320) = $7,820.
TL8 Price: 2 x ($1,400 + 12 x $1,180) = $31,120.

Efficient Quiver – as a metatronic generator (using Pyramid 3-46)
           This appears to be a typical hip arrow container capable of holding about twenty arrows. It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to sixty objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to eighteen objects of the same general size and shape as a javelin. The third and longest portion of the case contains as many as six objects of the same general size and shape as a bow (spears, staffs, or the like). Once the owner has filled it, the quiver can produce any item she wishes, as if from a regular quiver or scabbard. The efficient quiver weighs the same no matter what’s placed inside it. The effect costs 1 FP/hour. When the wearer stops paying the FP cost to maintain the effect, or when the quiver is ruptured, everything that was inside spills on the outside.
            Statistics: Payload 30 (Apparatus, +0%; Cosmic, Extradimensional, +50%; Magical, -10%; Nuisance Effect, Compartments and shape restrictions, -10%) [39].
            TL3 Cost: 2 x 39 x $100 = $7,800.
TL8 Cost: 2 x 39 x $2,000 = $156,000.

Handy Haversack

Handy Haversack – as an enchanted item (using Sorcery)
A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. When the wearer stops paying the FP cost to maintain the effect, or when the quiver is ruptured, everything that was inside spills on the outside.
            Statistics: Payload 60 (Cosmic, Extradimensional, +50%; Magical, -10%; Nuisance Effect, Compartment restrictions, -10%) [78]. Usually On; Backpack, 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.

Handy Haversack – as a metatronic generator (using Pyramid 3-46)
A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. The effect costs 1 FP/hour. When the wearer stops paying the FP cost to maintain the effect, or when the quiver is ruptured, everything that was inside spills on the outside.
            Statistics: Payload 60 (Apparatus, +0%; Cosmic, Extradimensional, +50%; Magical, -10%; Nuisance Effect, Compartment restrictions, -10%) [78].
            TL3 Cost: 2 x 78 x $100 = $15,600.
TL8 Cost: 2 x 78 x $2,000 = $312,000.
   
Portable Hole

Portable Hole – as a metatronic generator (using Pyramid 3-46)
A portable hole is a circle of cloth spun from the webs of a phase spider interwoven with strands of ether and beams of starlight. When opened fully, a portable hole is 6 feet in diameter, but it can be folded up to be as small as a pocket handkerchief. When spread upon any surface, it causes an extradimensional space 10 feet deep to come into being. This hole can be picked up from inside or out by simply taking hold of the edges of the cloth and folding it up. Either way, the entrance disappears, but anything inside the hole remains.
The only air in the hole is that which enters when the hole is opened. It contains enough air to supply one SM+1 creature or two SM-1 creatures for 10 minutes. The cloth does not accumulate weight even if its hole is filled. Each portable hole opens on its own particular nondimensional space. If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in that place. Both the bag and the cloth are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane. The hole, the bag, and any creatures within a 10-foot radius are drawn there, the portable hole and bag of holding being destroyed in the process. Costs 1 FP/hour. When the wearer stops paying the FP cost to maintain the effect, all contents spills on the outside.
            Statistics: Payload 2,830 (Apparatus, +0%; Cosmic, Extradimensional, +50%; Magical, -10%; Nuisance Effect, Cannot be used in extradimensional spaces, -10%) [3,679].
            TL3 Cost: 2 x 3,679 x $100 = $735,800.
TL8 Cost: 2 x 3,679 x $2,000 = $14,716,000.

Rope of Climbing

Rope of Climbing – as an enchanted item (using Sorcery)
A 20-yard-long rope of climbing is no thicker than a wand, but it is strong enough to support 3,000 pounds. Upon command, the rope snakes forward, upward, downward, or in any other direction at 1 yard per second, attaching itself securely wherever its owner desires. It can unfasten itself and return in the same manner.
A rope of climbing can be commanded to knot or unknot itself. This causes large knots to appear at 1-foot intervals along the rope. Knotting shortens the rope to a 15-yard length until the knots are untied but lowers the Climbing penalty from -2 to -1. A creature must hold one end of the rope when its magic is invoked. Each use costs 1 FP.
            Statistics: Climbing Line (Cosmic, Can go up, +300%; Costs Fatigue, 1 FP, -5%; Magical, -10%) [4]. Rope, x0.35; 2 EP.
            TL3 Price: 2 x ($30 + 2 x $320) = $1,340.
TL8 Price: 2 x ($600 + 2 x $1,180) = $5,920.

Rope of Climbing – as a metatronic generator (using Pyramid 3-46)
A 20-yard-long rope of climbing is no thicker than a wand, but it is strong enough to support 3,000 pounds. Upon command, the rope snakes forward, upward, downward, or in any other direction at 1 yard per second, attaching itself securely wherever its owner desires. It can unfasten itself and return in the same manner.
A rope of climbing can be commanded to knot or unknot itself. This causes large knots to appear at 1-foot intervals along the rope. Knotting shortens the rope to a 15-yard length until the knots are untied but lowers the Climbing penalty from -2 to -1. A creature must hold one end of the rope when its magic is invoked. Each use costs 1 FP.
            Statistics: Climbing Line (Apparatus, +0%; Cosmic, Can go up, +300%; Costs Fatigue, 1 FP, -5%; Magical, -10%) [4].
            TL3 Cost: 2 x 4 x $125 = $1,000.
TL8 Cost: 2 x 4 x $2,500 = $20,000.

Rope of Entanglement

Rope of Entanglement – as an enchanted item (using Sorcery)
A rope of entanglement looks just like any other hempen rope about 10 yards long. Upon command, the rope lashes out to entangle a victim. Treat this as a melee attack, do not apply range penalties. Use Innate Attack (Beam) to hit. On a hit, the victim is grappled (see p. B370) and rooted in place. He cannot select the Move or Change Posture maneuvers or change facing, and is at -4 to DX. The ST of this effect is equal to 10. To break free, the victim must win a Quick Contest of ST or Escape skill against 10. Each attempt takes one second. If the victim fails to break free, he loses 1 FP but may try again. Alternatively, he may try to destroy the rope. Innate Attacks hit automatically; other attacks are at -4. External attacks on the rope take no penalty, but risk hitting the victim on a miss (see Striking Into a Close Combat, p. B392). The rope has DR 3. Each point of damage reduces ST by one. At ST 0, the rope is destroyed and the victim is freed. Each use costs 1 FP.
            Statistics: Binding 10 (Costs Fatigue, 1 FP, -5%; Jet, +0%; Magical, -10%; One-Shot, -10%; Requires a command word, -10%) [13]. Rope, 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.

Rope of Entanglement – as a metatronic generator (using Pyramid 3-46)
A rope of entanglement looks just like any other hempen rope about 10 yards long. Upon command, the rope lashes out to entangle a victim. Treat this as a melee attack, do not apply range penalties. Use Innate Attack (Beam) to hit. On a hit, the victim is grappled (see p. B370) and rooted in place. He cannot select the Move or Change Posture maneuvers or change facing, and is at -4 to DX. The ST of this effect is equal to 10. To break free, the victim must win a Quick Contest of ST or Escape skill against 10. Each attempt takes one second. If the victim fails to break free, he loses 1 FP but may try again. Alternatively, he may try to destroy the rope. Innate Attacks hit automatically; other attacks are at -4. External attacks on the rope take no penalty, but risk hitting the victim on a miss (see Striking Into a Close Combat, p. B392). The rope has DR 3. Each point of damage reduces ST by one. At ST 0, the rope is destroyed and the victim is freed. Each use costs 1 FP.
            Statistics: Binding 10 (Apparatus, +0%; Costs Fatigue, 1 FP, -5%; Jet, +0%; Magical, -10%; One-Shot, -10%; Requires a command word, -10%) [13].
            TL3 Cost: 2 x 13 x $125 = $3,250.
TL8 Cost: 2 x 13 x $2,500 = $65,000.

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