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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