Wednesday, 1 February 2023

Treasure: Special Materials X

Treasure: Special Materials X

There is one topic that I haven't finished yet - converting D&D special materials to GURPS. I think I did all the Pathfinder ones and many of the D&D ones, but not all of them. So, it's time to get back to work, because I love me some materials.
  
Abyssal Bloodiron
In the Abyss, cataclysmic battles have raged for eons, laying down a sediment of iron, blood, and spent magic. Abyssal bloodiron is mined from thin deposits of mixed blood and ferrous mineral, compacted over the years, then forged at a low temperature to preserve its innate powers. Weapons forged of the metal usually appear dark except for their cutting edges, which are as red as freshly spilled blood. Metal melee weapons, thrown weapons, and projectiles can be made of abyssal bloodiron to exploit supernatural monster Vulnerability (they are treated as cold iron weapons), but are treated as Cheap weapons for the purpose of breakage. First Aid rolls to stop bleeding caused by abyssal bloodiron take an additional -2 penalty. +22 CF.
  
Alchemical Copper
While copper’s brilliant color makes it popular for ornamental items, its relative softness makes it unsuitable for armor or weapons unless magically treated (which also activates its resistance). Items, including armor, made from magically treated copper grants DR 2 against cold, and have the same properties and weight as steel. +1 CF.
  
Alchemical Gold
While most use gold as a currency, spellcasters know of gold’s magical properties. When magically refined and treated, gold can be made as hard as steel. The following information refers to magically treated gold. Multiply the weight of any metal weapon by 2.5 or any wooden one by 19; multiply the ST requirement by 1.6 or 4.4, respectively. Metal armor made from gold has its usual DR, plus an additional DR 3 against acid. Multiply weight by 2.5. Cost is $25,000 per pound of adjusted weight.
 
Alchemical Platinum
This silvery-white metal superficially resembles aluminum but is extremely heavy. Because it is so malleable, it must be magically altered to the rigidity of steel so it can maintain its shape even when used in combat. This process also catalyzes its magical properties. The following information refers to magically treated platinum.
Items made of alchemical platinum have +10 DR against corrosion, sound, and cold. Multiply the weight of any metal weapon by 2.75 or any wooden one by 21; multiply the ST requirement by 1.7 or 4.6, respectively. Solid platinum armor is shiny and exceptionally heavy. Multiply weight by 2.75. Cost is $45,000 per pound of adjusted weight.

Arandur
Arandur is a rare natural metal found in igneous rock, usually as streaks of blue-green ore amid vitreous glass. When refined and forged, the metal is silver-blue with a green reflective shine. It is famous for holding a sharp edge even when abused and is the favored material for making keen weapons. Items made of arandur, including armor, have DR 2 against sonic attacks. +9 CF.
  
Blood Obsidian
When volcanoes are created through defiler magic, veins of blood obsidian result. Cutting or impaling weapons made from blood obsidian get +1 damage and add +2 to breakage (as if cheap). -0.4 CF.

Blue Ice
Found only in the depths of the most ancient glaciers, veins of blue ice are often sought out by glacier dwarves. It appears as dark blue, opaque ice that sparkles in light as if it were coated with a tiny film of gemstones; this is merely a thin layer of frost that forms over its surface when exposed to air. The material is cold and feels identical to regular ice upon casual observation, but blue ice only melts under intense and direct application of heat, similar to iron. Blue ice can be forged, shaped, and utilized as if it were iron. Blue ice is much lighter than iron, and when forged into a slashing weapon it keeps its edge much longer and is much sharper than an equally forged iron weapon. Weapons made of blue ice get +1 to cutting damage. Blue ice constantly emanates cold. Cooling is limited to 60 degrees and occurs at a rate of 6 degrees per second in a two-yard radius around the item. A room lined with sheets of blue ice is an effective way to create refrigerated chambers for food storage. Blue ice has nearly the same density as steel, but its DR, hit points, and structural strength are twice higher than those of steel. Blue ice armor can be twice lighter for the same protection or equally heavy for protection twice better. Weapons and other items made of blue ice are twice as light. +29 CF.
     
Bluewood
Volodni craftsfolk often fashion armor and weapons from the wood of blueleaf trees grown with care, sculpted with wood shape, and then magically treated to be as hard as steel. A bluewood item has the same DR and characteristics as a normal metal item of that sort but weighs half as much. +24 CF.
  
Byeshk
This rare metal is prized by smiths for use in jewelry and weapons. It has a lustrous purple sheen and is hard and dense. A bludgeoning weapon whose head is made of byeshk has +1 to basic damage. In addition, byeshk weapons of any type are able to overcome the damage reduction of daelkyr, which are resistant to all other weapons. An item made of byeshk weighs 50% more than the same item made of iron. Calculate its ST statistic from its new weight (see pp. 15- 16 of GURPS Low-Tech Companion 2). +4 CF.
 
Darksteel
Darksteel is silvery in hue when polished or cut, but its exposed surfaces have a deep, gleaming purple luster. The process for making this type of steel was once lost, but has been recently rediscovered thanks to some ancient dwarven texts. The alloy is made from meteoric iron tempered with a variety of special oils. Items made from darksteel have DR 2 against acid and do not corrode in water. Weapons forged of darksteel inflict 1 point of follow-up burning surge damage from a mild electrical shock. Darksteel weighs the same as steel. +9 CF.
  
Densewood
Densewood is a strong, hard, heavy wood similar to iron in its properties. Crushing damage of a densewood weapon gets a +1 bonus, DR becomes 6. Weight is +100%. Calculate its ST statistic from its new weight (see pp. 15- 16 of GURPS Low-Tech Companion 2). +9 CF.

Dlarun
This bone-white metal, sometimes known as icesteel, can take a high polish and is often mistaken for ivory when seen in finished items, but has a distinctive greenish sheen in candlelight. Dlarun ore is found in the clay dug from riverbanks, and when first refined it is soft and easily carved. A second heating makes it hard and durable. This property makes the metal ideal for decorative work and figurines. Items made of dlarun, including armor, have DR 2 against fire. Weapons forged of dlarun inflict 1 point of follow-up non-incendiary burning damage from cold. Dlarun can never be used in a magic item that uses fire effects. Dlarun weighs the same as steel. +6 CF.
  
Dragonmetal
Dragonmetal is a glistening silver and lighter than steel, but just as strong and durable, and its innately magical nature enables a skilled smith to create items of great beauty and utility. Dragonmetal armor can be twice lighter for the same protection or equally heavy for protection twice better. Any dragonmetal item is considered a magic item, for example, for the purpose of detection and vulnerability. +31 CF.

Duskwood
This species of tree was named for the eerie appearance of its tightly growing groves. Smooth, with small branches at the top of 60-foot trunks, duskwood trees have black bark and smoky gray wood that is as tough as iron. Any wooden or mostly wooden weapon (for example, a spear) made of duskwood, weighs half as much. Multiply the required ST by 0.7. A duskwood shield has the same DB, but is twice lighter. In addition, any duskwood item has DR 2 against fire. +28 CF for weapons and armor, +63 CF for shields.
  
Ferroplasm
This malleable metal holds its shape only in the hands of a psionic being. When an item forged with ferroplasm is unattended or held by a nonpsionic creature, it melts and temporarily loses all special powers. But when wielded by a psionic creature, such an item immediately springs back into its true shape and regains all abilities. In its proper form, a ferroplasm item glows with a violet light (illuminating the area like a torch), unless the item’s owner mentally quenches it (this requires a Will roll per minute). In an area where psionic powers do not function, it collapses as if in the hands of a nonpsionic creature. +9 CF.

Fever Iron
In some volcanic craters, pools of molten metal collect and are never allowed to fully cool. Sometimes these pools of semisolid metal attract the raw magical energy and are transformed into what the dwarves call fever iron. Fever iron can be made fully solid through a magical process that includes application of intense cold, after which it can be worked like normal iron. Items made of fever iron, including armor, have DR 2 against fire. Weapons forged of fever iron inflict 1 point of follow-up burning damage from heat. Fever iron can never be used in a magic item that uses cold effects. Fever iron weighs the same as steel. +6 CF.
  
Flametouched Iron
Flametouched iron is rare and considered sacred by certain faiths. When mined, this iron variety has a speckled dark red color, resembling rust, but when it is refined, it takes on a shimmering, silvery hue. Flametouched iron has the same weight and other physical characteristics as iron. It possesses magical qualities, however, that manifest in different ways depending on the item it is crafted into. A flametouched iron weapon is treated as a holy weapon for the purpose of Weaknesses and Vulnerabilities. Flametouched iron armor has +1 to DR against direct attacks of evil outsiders. +9 CF.

Hizagkuur
This rare pale silvery gray metal is named for its discoverer, a dwarf from long ago. It is found only in scattered, but very rich, deposits deep in the Underdark as a soft, greenish-gray claylike ore or a flaky mud. One misstep in its refining, and it remains useless mud. Items made from hizagkuur have DR 2 against cold. Weapons forged of hizagkuur inflict 1 point of follow-up burning surge damage from a mild electrical shock. Hizagkuur can never be used in a magic item that uses cold effects. Hizagkuur weighs the same as steel. +12 CF.
   
Kheferu
Quarried from rare meteorite craters, kheferu ore is an extremely hard, red substance. When forged as an alloy with iron, carbon, and other trace metals, the resultant material has a consistency and ductility like that of a standard steel alloy. This final product, simply called kheferu, is distinctive in its glossy sheen and crimson hue. Many kinds of items can be crafted from kheferu, but weapons are the best choice because of the alloy’s particular qualities. A weapon forged from kheferu is bright red. Salt crystals grow on the sides of the weapon if it is left untended for more than a few months, but these are easily wiped away. A kheferu weapon has a (2) armor divisor against natural DR of any creature of the earth subtype. Kheferu items have their DR increased by 1.5. +29 CF for armor and shields, +15 CF for weapons.
 
Lenaer Wood
Lenaer wood is pale and extremely light, and it is often used by elves for simple artistic carving. When properly cured, however, lenaer wood is extremely durable while remaining lightweight. Any wooden or mostly wooden weapon (for example, a spear) made of lenaer, weighs 25% less. Multiply the required ST by 0.85. A lenaer wood shield has the same DB, but is 25% lighter. +10 CF for weapons and armor, +29 CF for shields.

Livewood
Livewood is a green-colored hardwood with a highly magical nature. When livewood trees are felled, they do not die, though they stop all growth. Livewood can be worked like normal hardwood, while it remains completely alive. In most respects, livewood is just like normal wood. For the purpose of spells and other supernatural abilities, a livewood item is considered a living plant, not dead plant matter. +5 CF.

Living Metal
Powerful sources of life energy, such as druid circles, sometimes leach energy into the soil, which changes the properties of the natural deposits of iron buried nearby. This living metal usually has a light gray-green color and has properties of natural repair and reshaping. Over time, armor made of living metal naturally shapes itself to fit its wearer. If worn for at least six hours, it reshapes itself to fir the wearer (see My Armor Doesn't Fit! (p. LT103)). In addition, an item made of living metal naturally repairs damage to itself, healing 1 HP per hour. It cannot repair itself if brought to 0 HP or destroyed. Living metal weighs the same as steel. +59 CF.
 
Mindsteel
Miners might run across the extremely rare mokklor or “mindsteel” metal. Mindsteel is immune to psionics. Of course, it can’t benefit from psionic enchantments or psionic repairs. Any metal weapon or armor: +19 CF. Any metal shield: +49 CF.

Nephelium
Found only in the rarest of veins of areas saturated with magic, nephelium has all the attributes of iron (it is ferrous), except that it is transparent. It does not add to the quality of a weapon or a suit of armor, but alloys made from nephclium are transparent. Thus, nephelium plate armor appears glasslike, as does a nephelium axe. Purposely adding mineral impurities to nephelium can produce shades of sapphire, emerald, and ruby. Nephelium can be enchanted just like standard iron. +2 CF.

Pearlsteel
A strange metal crafted by secretive aventi metallurgists working near volcanic vents in the ocean floor, pearlsteel is gleaming, shining steel covered with a blue-white sheen like mother of pearl. Created from fine steel and rare silvery pearls found only in the ocean depths where the pressures alone would kill a land walker, pearlsteel is highly prized by all undersea races and constitutes a major trade item for the aventi. Pearlsteel is very light, especially in water. Pearlsteel items weigh 25% less than their normal equivalents. Pearlsteel also slices more smoothly through the resistance that water presents. When a weapon made of pearlsteel is used in the water, its damage and attack penalties from water drag are halved. +19 CF.
 
Riedran Crysteel
Crysteel makes excellent weapons, and the crystalline component makes them resonate with psionic power. Crysteel is exceptionally sharp; cutting or impaling weapons made from crysteel get +1 damage per die. Crysteel weapon is as durable as any metal weapon as well as being resistant to acid and electrical attacks (DR 10 against such attacks). When psionically enchanting a crysteel item, the enchanter gains a +1 bonus to IQ rolls made during the enchantment. For the purpose of supernatural effects, crysteel is considered both a crystal and a metal. +39 CF.

Rimefire Ice
This form of ice is found only in icebergs inhabited by rimefire eidolons. These icebergs are approximately 95% normal ice, but the remaining 5% consists of veins of pale blue ice that glows softly, providing illumination equal to that of a torch. Rimefire ice is especially cold to the touch, and any creature that comes in contact with it takes 1 point of non-incendiary burning damage per 10 seconds. The most unusual aspect of rimefire ice is that it is approximately as flammable as wood; it does not melt when heat is applied to it. Burning rimefire ice does not deal burning damage, though, even if it is ignited by an open flame. Rather, burning rimefire ice deals non-incendiary burning damage from extreme cold on anything unfortunate enough to get too close. Rimefire ice has about the same amount of resilience and strength as wood. It cannot be used to make any appreciable armor, but it can be used to create any weapon that is normally made out of wood. Rimefire ice items glow with blue light, providing illumination equivalent to a torch. +9 CF.
  
Riverine
This unusual material is made from water under extremely high pressure, usually obtained from the Elemental Plane of Water but sometimes from the blackwater trenches far below the ocean’s surface. The water swirls and flows continuously, sandwiched between fields of magical force. It has the properties of steel, but also can interact with insubstantial beings and is considered a magical material for the purpose of weaknesses and vulnerabilities. Weapons made from riverine can harm insubstantial beings as if they had the Affects Insubstantial modifier. +22 CF.
 
Soarwood
Soarwood possesses a magical buoyancy. Ships made from soarwood skim effortlessly over the surface of the water. Soarwood is a necessary component of the airships and elemental galleons. The maximum Move of a boat or ship made from soarwood is double that of an equivalent boat made from ordinary wood, and the cost is four times normal. Soarwood has the same physical characteristics as normal wood, but weighs only 75% as much.

Stygian Ice
This extraplanar ice comes from Stygia, the fifth layer of Hell. Infused with the soulless evil of that realm, along with the magical waters of the river Styx, stygian ice is black and constantly crawls with a thin layer of pale blue mist. Stygian ice is much colder than normal ice, and it melts slowly in nonfreezing environs. The coldness that this ice exudes is magical in nature, and freezes the mind much more rapidly than flesh. Stygian ice deals 1 points of fatigue damage from extreme cold per second of contact. Worse, if a creature takes damage from this supernatural cold, it must make a Will roll or take a cumulative -1 penalty to IQ as its memories are slowly frozen. A creature that loses all its FP and HP to Stygian ice rises as a wraith in 2d minutes. Stygian ice is not much harder than normal ice, so it doesn’t make effective armor. Weapons made of Stygian ice are somewhat fragile – treat them as Cheap weapons for the purpose of breakage. An object made of Stygian ice takes 1 point of damage per hour it exists in an environment above 40° F; this damage overcomes the ice’s DR. As it melts, the ice gives off foul vapors. +19 CF.
 
Targath
Targath is a soft metal mined on the northern lands. Even a small amount of targath worn or carried on the body grants a character a +1 bonus on HT rolls against disease. Targath is, for reasons that are not clear, anathema to the deathless: They shrink from its touch, and a weapon fashioned from targath can overcome their damage reduction. Perhaps fortunately for the deathless, weapons made of targath are inferior to steel weapons, treat them as Cheap quality weapons. +9 CF.
 
Vakar
This durable bluish-black metal can withstand extreme heat during the tempering process and exudes a strange oil. A vakar weapon gains a +1 per die bonus to damage against elves. +14 CF.
 


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