Come in freinds. Feel free to browse my collection of artifacts obtained on my adventures. Adventurers (and GM's!) may find them most useful... |
Clariam Hammer:A holy hammer bestowed by an ancient god on his
worthy priest in one of the greatest struggles against darkness. The
hammer itself is made of white stone and silver metal and is covered with
inctricate scenes depicting evil being crushed by the hammer. Powers of Note:
Earth CleaverA giant axe, 6 feet long, but strangeley wieldable,
it is black and gold in color and covered with runes/designs
Eye of Ithan:This talisman created by the dwarves during the Great
War is a super powerful PPE battery! The actual Eye is a perfectly
spherical translucent white stone the size of a baseball which glows with
magic energy. The stone holds up to 2000 PPE! When it is emptied it
need only be placed at a nexus point and it will begin to absorb PPE at a
rate of 100 PPE per day!
Flash Bomb:Commonly available at alchemist shops, this item is a
golf ball sized tightly wrapped in paper. When thrown agains a hard
surface it explodes in a flash of light and puff of smoke temorarily
distracting opponents (lose 1 action and the initiative, if they had it)
allowing for a swift attack or to cover an escape.
Herald Fife:This beautiful, slender and elegant looking flute is
actually an enchanted object. When played successfully, the flute weaves
an enchanting spell of calm over those who hear it. They cannot attack
the player or any within a 10 ft radius of him as long as the music
plays, or unless the roll 14 or better vs. magic, but can defend
themselves or run. Does not effect Greater Demons, Gods or
super-powerful creatures.
Indrak's Gauntlet:A polished gold gauntlet with a saphire set in
the center of the back of the hand. It's contours are of the finest
workmanship and are very attractive to the eye. It once belonged to the
great sorcerer Indrak.
Lover's Bands: An elegant pair of gold arm bands adorned with doves and cherubim. One band (the left) depicts a male lover and the other (the Right) depicts a female. When a man and woman wear the bands accordingly, they will be able to sense the emotions of the other person. After one week, surface thoughts will also be read (equal to telepathy, this can be stopped with a Mind Block) After three weeks the two will be linked by love and cannot bear to be more than 20 feet apart (if seperated will do everything they can to reunite). No matter the distance the lovers will be able to sense each other's emotions and thoughts. Also, if one of the lovers takes damage, the damage is divided in half and subtracted from BOTH people. Thus the lovers can tell if another is in danger.
Lute of Illusion: An ornamental lute with many bangles and charms
hanging from the neck. Intricate carvings cover the body. When played
(+15% on skill) soft illusionary mist swirls around the player and the
images of the song being played begin to form themselves out of the fog.
This will be astounding and mesmerizing (or frightening) to the
listeners, depending in the song played. Soft ballads are the best.
Lyre of Dreaming: Those hearing the sweet sound of this harp will
suddenly become very sleepy and suffer the same effects as the "Cloud of
Slumber" spell equal to a 3rd level warlock. Does not affect greater
supernatural beings.
Mellistic's Wand: This wand, once belonging to a powerful Druidess
is a powerful tool for controling nature and the elements.
Damage:None
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Arcah Longsword:A light weight longsword which is generally
straight then proceeding to a sharp curve towards the tip. This curve
produces better durability and cut. It is often carried by elves and
those wanting a lighter weight weapon. 2-Handed:no Average Length:.9 m/3 ft Weight:1 kg/2.5 lbs Damage:3D4 Average Cost:70 gold
Calitrops:Small pyramid shaped metal barbs designed so one spike
is always pointing up, when stepped on or crawled over without wearing
metal armor or thick boots they will minor (but painful) injury.
Chain Whip:A long length of chain with an angular metal weight on
one end and a handle on the other. (Uses WP Chain)
Claw Hook:A weapon used by Lizard Men and occasionally cannines.
It consists of a wooden handle ending in a metal or animal claws
protruding to the side. It is used to rake and gouge opponents.
Clawed Glove:A glove with claws sewn into the fingertips.
Crook:Long staff with a hook at one end often used by shepherds.
Can be used to entangle or trip opponent (+1 on such rolls)
Dai-Katana:An oversized version of the Katana with a more severe
curve carried on the back.
Dirk:A long and wicked dagger
Double Crossbow:Resembles a standard crossbow but has a second set
of arms underneath the stalk, can hold two blots and fire each seperate
or both at once (the latter is double damage but -2 to strike) takes
double time to reload.
Fang Mace:A tribal mace composed of a steel ball with hard leather
stretched over and animal teeth protruding from the head.
Great Bow:A large bow used by Wolfen and other creatures 7 feet or
taller. Minimum PS 17 to draw.
Heavy Nunchakau:Identical to standard "Numchuks" but have heavy
metal weights/studs at the ends.
Kestrel DaggerA slender dagger which ends in a fine point,
specialized for penetrating armor (act as if AR wa reduced by 2).
Man Eater:A broad,curved sword with a specialy serrated edge with
the barbs going toward the hilt. The causes lethal damage to flesh but
is less effective agains armored opponents. Often used by evil orcs,
goblins and other subhumans. Most good characters will not use this
weapon.
Steel Falcon:A boomerang shaped throwing iron with a sharpened
edge.
Templar Sword:A massive 2 handed sword with a wide crossbar.
Usually has a holy symbol in the hilt and can keep vampires at bay.
Requires minimum PS 17 to weild.
Wooden Sword:Identical to a normal sword but made entirely of
wood. Used for practice, as an equalizer against fully armed opponents,
and the occasional Druid.
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Paladin's Armor:A combination of plate covered with a white resin,
which is later hardened, and bleached leather. The end effect is a suit
of white ,non-metalic armor with good protection and fair mobility. SDC:105 (full) AR:15 Weight:40 lbs Average Cost:900 gold
Wooden Armor:Popular among druids and creatures with the "Mend
Wood" spell, the armor is usually a collection of wood plates or
scales.
Wicker Armor:Another armor sometimes used by druids or as practice
armor consisting of tough, interwoven reeds and fibers.
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Special Move,Spin Hit:Characters can perform a spinning attack
with their weapon which inflicts +3 damage but is -1 to strike.
Weapon Durability:Whenever the Strike Roll is a natural 19 or 20,
or when a natural 20 is parried, weapon durability is rolled (Listed in
"The Compendium of Castles and Armor" or use a standard 65% durability).
If the roll is over the % number the weapon breaks. Magic and rune
weapons cannot be broken in this manner.
Broken Weapons/Pommel Strike:Attempting to damage an opponent with
a broken weapon or striking the opponent with the pommel of a weapon does
1D6+PS bonus (If broken, the character is -1 to strike, akward, parry is
not affected).
Terrain Penalties:Characters attempting to battle on uneven
terrain or in strange positions must make balance rolls whenever they
attack/dodge with the following modifiers.
BS'able Skills:If the none of the characters know a much needed skill, a character can attempt to "BS: doing the skill by rolling under his/her IQ on the percentile dice (or IQ +% bonus, depending on difficulty) and pull the party out of trouble!
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