Tuesday, 5 May 2020

Treasure: Epic Artifacts

Treasure: Epic Artifacts

In this post, I will convert artifacts from the Epic Level Handbook for D&D 3.0 to GURPS. As before, items whose effects cannot be replicated properly with advantages, or those that can be replicated, but cost so much that the price is way off the chart, will be without the statblock.

Cup and Talisman of the Demigod

The Cup is a large gem-set golden chalice. It emits light (as a torch) at all times and automatically dispels any darkness-based spells whose area it enters. If the cup is filled with holy water (requiring a full gallon), that substance will act as a Potion of Greater Healing or a Universal Antidote (owner’s choice) if drunk. This liquid can’t be saved or stored in any way. The Talisman is a small eight-pointed platinum star hanging from a chain of gold and pearls. The wearer gains a Charisma 2 (p. B41) and may cast Restore Hearing, Restore Sight, Remove Curse (GURPS Thaumatology: Sorcery, p. 21), and Cure Disease at will. Furthermore, if the Talisman is placed within the Cup and the Cup filled with holy water, that liquid coalesces into an Ointment of Resurrection. This effect will function only once per month. Any evil or chaotic creature that touches the Cup or Talisman takes 1 injury per second.

Everfull Purse

Everfull Purse – as an enchanted item (using Sorcery)
This leather belt pouch has the power to turn a single coin into many overnight. If a single coin is placed in the everfull purse at sunset, it will be replaced at sunrise by more coins. The exact amount depends on the currency and TL. The purse has no effect if more than one coin is left within, or if anything other than coins is placed within. In effect, this item gives the possessor Independent Income 100 (p. B26).
            Statistics: Independent Income 100 (Magical, -10%) [90]. Bag, Cloth, x0.3; 27 EP.
            TL3 Price: 2 x ($200 + 27 x $320) = $17,680.

Eye of the Orc

Eye of the Orc – as an enchanted item (using Sorcery)
This lump of rock has a marquis-cut black sapphire set in its center, making it appear similar to a large eye. If possessed by an orc, it grants +6 bonus to ST and Charisma 3 (p. B41). Furthermore, the possessor of the Eye can see through illusions of any kind.
            Statistics: Charisma 3 (Magical, -10%) [14] + See Invisible (Illusions; Magical, -10%) [14] + ST+6 (Magical, -10%) [54]. Gem, Racial Restriction, x0.35; 29 EP.

            TL3 Price: 2 x ($200 + 29 x $320) = $18,960.
  
Golem Armor

Golem Armor – as an enchanted item (using Sorcery, indestructible armor)
This plate armor (LTIA, page 5) protects torso, limbs, extremities, groin, neck, face, and skull (it includes a medium plate full helm (LTIA, page 14), medium plate gauntlets (LTIA, page 15), and medium plate sabatons (LTIA, page 16)). Torso piece is made of heavy plate armor (DR 9 without the enchantment), the rest is made of medium plate armor (DR 6 without the enchantment). It is enchanted with Fortify 4, providing 4 more DR than normal (DR 13 for torso, DR 10 for other locations). The suit grants immunity to mind control and metabolic hazards, and a +10 bonus to ST.
This suit’s magical properties only work if the entire suit is worn.
Statistics: DR 4 (Magical, -10%) [18] + Immunity to Metabolic Hazards (Magical, -10%) [27] + Immunity to Mind Control (Magical, -10%) [27] + ST+10 (Magical, -10%) [90]. Armor, Requires Full Suit, x0.85; 138 EP.
TL3 Price: 2 x ($1,000,000 + 138 x $320) = $2,088,320.
            TL4 Price: 2 x ($2,000,000 + 138 x $365) = $4,100,740.

Golem Armor – as an enchanted item (using Sorcery, destructible armor)
This plate armor (LTIA, page 5) protects torso, limbs, extremities, groin, neck, face, and skull (it includes a medium plate full helm (LTIA, page 14), medium plate gauntlets (LTIA, page 15), and medium plate sabatons (LTIA, page 16)). Torso piece is made of heavy plate armor (DR 9 without the enchantment), the rest is made of medium plate armor (DR 6 without the enchantment). It is enchanted with Fortify 4, providing 4 more DR than normal (DR 13 for torso, DR 10 for other locations). The suit grants immunity to mind control and metabolic hazards, and a +10 bonus to ST.
This suit’s magical properties only work if the entire suit is worn.
Statistics: DR 4 (Magical, -10%) [18] + Immunity to Metabolic Hazards (Magical, -10%) [27] + Immunity to Mind Control (Magical, -10%) [27] + ST+10 (Magical, -10%) [90]. Armor, Requires Full Suit, x0.45; 73 EP.
TL3 Price: 2 x ($7,000 + 73 x $320) = $60,720.
            TL4 Price: 2 x ($14,000 + 73 x $365) = $81,290.

Invulnerable Coat

Invulnerable Coat – as an enchanted item (using Sorcery, indestructible armor)
This fine mail armor (LTIA, page 5) only protects torso. In addition, it projects a force field that grants the wearer and everything he is carrying DR 10. Furthermore, when the wearer is injured, he is treated as if he has Injury Tolerance (No Brain; No Vitals).
Statistics: DR 10 (Force Field, +20%; Magical, ‑10%) [55] + Injury Tolerance (No Brain; Magical, -10%) [5] + Injury Tolerance (No Vitals; Magical, -10%) [5]. Armor, x0.9; 59 EP.
            TL3 Price: 2 x ($2,000 + 59 x $320) = $41,760.

Invulnerable Coat – as an enchanted item (using Sorcery, destructible armor)
This fine mail armor (LTIA, page 5) only protects torso. In addition, it projects a force field that grants the wearer and everything he is carrying DR 10. Furthermore, when the wearer is injured, he is treated as if he has Injury Tolerance (No Brain; No Vitals).
Statistics: DR 10 (Force Field, +20%; Magical, ‑10%) [55] + Injury Tolerance (No Brain; Magical, -10%) [5] + Injury Tolerance (No Vitals; Magical, -10%) [5]. Armor, x0.5; 33 EP.
            TL3 Price: 2 x ($300 + 33 x $320) = $21,720.

Iron Gauntlet of War
This right medium segmented gauntlets (LTIA, page 15) provides a +4 bonus to right Arm ST. The wearer gains the Natural Leader advantage (Pyramid #3-65, p. 11). It is intelligent (IQ 13; Will 14; Per 14). It can communicate telepathically with its wearer. It can use Mind Control to force the wearer to commit tyrannical deeds (or find a more suitable wearer).

Ring of Nine Facets

Ring of Nine Facets – as an enchanted item (using Sorcery)
This ring is set with a gem of nine facets, each one in-scribed with a different incomprehensible rune. Each day at sunrise, the gem turns to display a different facet. The active facet determines the Ring’s power for that day. Each day, roll 2d to determine which facet (and thus which power) is active.
2d
Active Facet Power
2
Immunity to Disease
3
Doesn’t Breathe
4
DR 2
5
Night Vision 5
6
Regeneration (Regular)
7
Flight
8
DR 10 (Force Field; Only vs. Cold)
9
Slippery 5
10
+2 to Will
11-12
Wearer may select which facet is active
The wearer of the Ring can, with a great deal of mental exertion, attempt to change the active facet away from one he or she does not desire. This requires a Concentrate maneuver, a successful Will-2 roll, and a spending of 2 FP. If the roll is successful, the new facet is determined randomly. If the Ring is removed, the former wearer loses 2d FP.
Statistics: DR 2 (Magical, -10%) [9/5=2] + DR 10 (Force Field, +20%; Limited, Cold, -40%; Magical, -10%) [30/5=6] + Doesn’t Breathe (Magical, -10%) [18/5=4] + Flight (Magical, -10%) [36] + Immunity to Disease (Magical, -10%) [9/5=2] + Night Vision 5 (Magical, -10%) [5/5=1] + Regeneration (Regular; Magical, -10%) [23/5=5] + Slippery 5 (Magical, -10%) [9/5=2] + Will+2 (Magical, -10%) [9/5=2]. Ring, x0.65; 39 EP.
            TL3 Price: 2 x ($500 + 39 x $320) = $25,960.            

Rogue’s Dice
This pair of cubes appears much like any other pair of typical (6-sided) dice. A character with a pair of rogue’s dice who wishes to roll them must announce that he or she is rolling the dice (accidental rolls have no effect). Rolling the dice is a Ready maneuver, and both dice must be rolled simultaneously to have any effect. The player should roll 2d and consult the table below to determine the dice’s affects.
2d
Effect
2
Lose 20 character points (as determined by the player) and dice roll again next turn
3
Permanently lose 1d/2 levels of DX
4
Roll against HT-5. On failure, lose 1 level of each attribute.
5
-1 penalty to all attributes for 1 hour
6
-4 penalty to active defenses for 10 minutes
7
+1 bonus to attack rolls and immunity to Fright Checks for 10 minutes
8
Gain effects of Blur for 10 minutes
9
+1 bonus to all attributes for 1 hour
10
Gain effects of Freedom 3 (GURPS Sorcery: Protection and Warning Spells, p. 7) for 1 hour
11
Gain one Wish that must be used within 1 minute (no casting roll required)
12
Gain 5 character points and may roll again during the next 5 seconds
No character can gain any effect from an additional roll of the dice within 24 hours, with two exceptions. If a 2 is rolled, the dice automatically roll themselves at the beginning of the character’s next turn and he or she must accept the additional result. If a 12 is rolled, the character may choose to roll again during the next 5 seconds (if more than 5 seconds elapses between the roll of 12 and this bonus roll, the character loses the bonus roll). There is no method (mundane or magical) to predict or influence the result of a roll of rogue’s dice. Even powerful divination magic cannot predict the outcome of a roll before it is made.



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