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1995-04-01
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Path: usenet.ee.pdx.edu!insosf1.infonet.net!solaris.cc.vt.edu!news.alpha.net!uwm.edu!vixen.cso.uiuc.edu!howland.reston.ans.net!news.sprintlink.net!uunet!not-for-mail
From: iceblade@eskimo.com (Bob)
Newsgroups: rec.games.frp.archives
Subject: SUPPLEMENT: Hero: Digest of Projectors
Followup-To: rec.games.frp.misc
Date: 28 Mar 1995 18:17:16 -0500
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----------------------------------------------------------------------
Disclaimer: HERO System is a trademark of Hero Games, Inc. Any
reference to HERO, the HERO System Rulesbook, or any of the HERO
System supplements should not be construed as a challenge to the
trademark status. The author is not affiliated in any manner with
Hero Games, Inc. You can distribute this product freely, but you
can not charge more than a minimum delivery fee. Copyright 1995,
All rights reserved.
----------------------------------------------------------------------
This series of supplements can be used to expand those available
in the Fantasy HERO books from HERO Games, Inc. They can not be
used without reference to the HERO System Rulesbook. This material
is a mix of original designs and adaptations from other game
systems. The official archive site is 'ftp.cs.pdx.edu' in the
directory '/pub/frp/hero/fantasy-hero'.
----------------------------------------------------------------------
DIGEST OF PROJECTORS
----------------------------------------------------------------------
The class of projectors includes all wands, staffs, rods, and
other hand-held magic items that can project a power. Typically
these items have limited charges that can only be restored by a
powerful mage, or through a high risk undertaking such as a quest.
----------------------------------------------------------------------
RANDOM TABLE OF PROJECTORS
# Projector Name Primary Power(s)
---- ----------------------------- ---------------------------------
01 Concealment Rod Concealment powers
02 Cricket Wand Superleap
03 Delusion Wand Images to Sight/Sound, 4" radius
04 Entombment, Wand of (FHC94) 6d6 Entangle; 20 STR Telekinesis
05 Faerie Wand (FHCII57) 1d6 Suppress faerie powers
06 Fire, Wand of (FHC93) 6d6 EB (Fire), Area Effect
07 Fire Bolts, Wand of 2d6 EB (Fire), Autofire
08 Fright Wand 6d6 Mind Control (Fear), Cone.
09 Ice Wand Ice Elemental Control; END Res
10 Incineration Staff 2d6 KA Damage Shield
11 Lich Lord Staff Mind Control; Desolid.; NND
12 Lightning Stick (FHC94) Lightning powers
13 Mana Sensing Wand Sense Magic, 15-
14 Measure, Wand of Growth/Shrink MP; END Res.
15 Medusa Wand Transform Solids to Stone
16 Nullification Rod 6d6 Trans.; END Res; 3d6 END Heal
17 Paralyzer Wand 3d6 Entangle, No damage
18 Passage Rod Elemental Passage Powers
19 Priest's Staff (FHC93) Healing; Defense powers
20 Rod of Spheres Shrinking; Entangle; Life Support
21 Rope Staff TK; Swing; Flight; Entangle
22 Shadows, Staff of (FHCII64) Teleport; Clairsentience
23 Shaman, Rod of the (FHCII62) Images vs. Sight; 1/2d6 RKA
24 Smothering Wand Change Environment; Dispel
25 Sojourning Rod ExtraD Travel; REC; Life Support
26 Solar Wand Images; Change Environment; Flash
27 Sonic Staff Darkness; Sonic Blast; Flash Def.
28 Steam Rod Elemental Steam Powers; END Res
29 Totems of Summoning Summoning, Any Creature
30 Travel Staff Travel Powers
31 Wayfinder (FHC100) Flight; Teleport; ED Travel; etc.
32 Wizardry, Staff of Multipower; END Reserve; Transfer
33 Woodlands Staff +2 OCV; Woodlands powers
34 Wych Wand 2d6 EB, Autofire, AP, Penetrate
----------------------------------------------------------------------
CONCEALMENT ROD
Mounted in a delicate brass cage at each end of this short, metal
rod are two hollow, crystalline eggs. The globes are filled with a
clear oil in which float a multitude of carefully preserved eyes. The
rod shaft is molded to fit comfortably into the hand of its wielder,
but it will gradually readjust when it is acquired by a new owner.
The rod is magically empowered to conceal its wielder from all forms
of search, both mundane and magical. The character can change his
appearance, become invisible, confound any active senses; or, if worse
comes to worse, sneak away into the shadows.
* Detect Active Senses
* Stealth 15-
* +20 Mental Defense, Only versus Mind Scan (-1/4).
* 6d6 Suppress Clairsentience, 0 END Persistent (+1), Explosion
(+1/2), No Range (-1/2), Always On (-1/2).
* Invisibility to Sight Group, 3 Continuing Charges per day lasting
for 1 Minute each (-1/2).
* Shape Shift into another member of same species, 1 Continuing
Charge per day lasting 1 hour each (-1/2).
Combined: OAF Rod (-1), Independent (-2).
Active Cost: 173; Real Cost: 38.
---------------------------------------------------------------------
CRICKET WAND
This simple wooden wand empowers a character to leap a greater
distance, much like a Cricket.
When the wand is aimed at the target and a command word is spoken,
the legs of the character are then infused with magical energy. During
his next leap the actions of the leg muscles are greatly amplified,
increasing the total distance jumped.
The wand is not infallible, however, and will sometimes cause the
leg muscles of the target creature to suddenly give out at the moment
of the leap. For this reason, the powers of this wand should be used
with some caution.
* +12" Superleap, Usable by Another at Range (+1), Trigger: next leap
(+1/4), 15- Activation Roll (-1/4), 16 (10+1d6) charges (-1/2),
Charges do not recover (-2), Gestures (Point at target) (-1/4),
Incantation (Activation word) (-1/4), OAF Wand (-1), Independent
(-2), Side Effect (3d6 STR Drain, Triggered by leap, Only while
jumping) (-1/2).
Active Cost: 54; Real Cost: 7.
---------------------------------------------------------------------
DELUSION WAND
This smooth, black wand is capped by white at each end, but is
otherwise free of markings. The wand is stored in a polished brass
tube that is lined with fur of a hare. When the activation phrase is
spoken by the wielder, the image carefully formed in his mind is
captured and projected to the designated location. The illusion can
have both audible and visual components, and are quite vivid and
life-like.
Abilities:
+ -2 PER Images to Sight and Sound, 4" Radius (+1/2), Continuous
(+1), 5d6 Continuing Charges lasting one minute each (+1+1/4),
Charges are difficult and expensive to recover (-1/2), Incantations
(Activation) (-1/4), 1/2 DCV Concentrate throughout (-1/2), OAF
Wand (-1), Independent (-2), Extra Time: Full Phase (-1/2).
Active Cost: 79; Real Cost: 14.
----------------------------------------------------------------------
FIRE BOLTS, WAND OF
A small lump of obsidian is hammered into the branch of a hundred
year old hickory tree. After the wood has grown around the rock, the
limb is burnt off and stripped of bark. The naked wand, bearing the
obsidian lump at one end, is then carefully hardened in hot coals.
During this hardening, the Wizard imbues the wand with the magical
power of creating bolts of fire. The wand is then coated with black
enamel, inlaid in gold with the word of activation, then baked inside
a furnace for an hour.
Upon speaking the activation phrase, the wand projects up to three
bolts of Fire per phase at the target. The inner wood gradually burns
away after each use, falling to ashes after the final charge is used.
If the wand comes into contact with water, it explodes in a ball of
fire. For this reason, the wand is stored in a water-tight wooden case
when not in use.
Abilities:
* 2d6 Energy Blast (Fire), Autofire (3 maximum) (+1/2), 64 (40+4d6)
Charges (+1/2); Gestures (point at target) (-1/4), Incantations
(Inlaid Word) (-1/4), Charges are difficult and expensive to
recover (-1/2), Independent (-2), OAF Wand (-1), Extra Time: Full
Phase (-1/2), Explodes on contact with water (1d6 Energy
Blast/charge, Explosion, No range) (-1/2).
Total Active Cost: 20; Real Cost: 4.
----------------------------------------------------------------------
FRIGHT WAND
This hollow bone wand emits a gloomy ray that causes those caught
inside to panic, and feel a powerful urge to flee. Those with
sufficient self-control or mental defenses can resist this fear to
some extent, and will stand their ground, if not advance.
Abilities:
* 6d6 Mind Control, Area Effect (Cone) (+1), Telepathic (+1/4), 64
(40+4d6) Charges (+1/2); Only to flee in fear (-1/2), No Range
(-1/2), Visisble (-1/4), Gestures (aim at target) (-1/4),
Incantations (Activation) (-1/4), Charges are difficult and
expensive to recover (-1/2), OAF Wand (-1), Independent (-2).
Active Cost: 82; Real Cost: 13.
----------------------------------------------------------------------
ICE WAND
This icicle-shaped, milky-white wand is prepared from the ivory tusk
of a giant walrus. The wand must be prepared for magical investment by
bathing it in freezing cold water for a period of not less than a
year, followed by a lengthly ritual ensorcelment.
The wand is created for use in cold, wintry conditions, and will not
function when the air is too warm or very dry. After exposure to such
an unhealthy environment, the wand must be stored in freezing
temperatures for a period of at least one week before it will function
again.
When the activation phrase is spoken, the wand can project one of
its three frigid powers. However, the total amount of stored magical
energy is limited. An Ice Elementalist with the appropriate knowledge
can recharge the wand, as can certain powerful entities from the Icy
realms.
Abilities:
* 24 pt. END Reserve (0 REC), 5d6 Charges (+1/4), Charges are
difficult and expensive to recover (-1/2).
* 30 pt. Elemental Control (Cold), Must be frozen for a week when
exposed to Temperatures above 25C (77F) or in very dry conditions
(-1/4), Incantations (-1/4), Only draw from Wand END reserve (+0).
Only for the following abilities:
+ 3d6 Energy Blast (Cold), Area Effect (3" Radius) (+1), Continuous
(+1); 3" Change Environment (Hail), Linked to EB (-1/2) [6 END]
+ 12PD, 8ED Force Wall (Ice), Opaque to Sight Group, 1/2 Defense
versus Fire (-1/2) [6 END]
+ 4d6 Energy Blast (Cold), AE (9" Cone) (+1), Continuous (+1), No
Knockback (-1/4), No Range (-1/2), 2xEND (-1/2) [12 END]
Combined: OAF Wand (-1), Independent (-2).
Active Cost: 121; Real Cost: 24.
----------------------------------------------------------------------
INCINERATION STAFF
This staff has the appearance of a fine walking stick, with a
smooth, tapered wooden leg, a steel toe, and a polished brass cap
shaped in the fashion of a Salamander head. The eyes of the cap are
set with ruby stones that glow a dull red. The cap can be unscrewed to
reveal a metal rod engraved with runes.
When activated, the Staff envelops the wielder in searing flames
that will cook normal flesh. Unless improperly activated, the fire has
no effect on the character holding the Staff.
* 2d6 RKA (Flames), Damage Shield (+1/2), Activation Roll 14- (-1/2),
Three Charges/day (-1-1/4), Incantations (-1/4), OAF Staff (-1),
Independent (-2), Side Effect (4d6 KA versus Weilder) (-1).
Active Cost: 45; Real Cost: 6.
----------------------------------------------------------------------
LICH LORD STAFF
This staff consists of the fang of an ancient dragon, mounted in an
iron bracket at the tip of a length of unblemished dark wood from a
cursed forest. The grip is wrapped in fine steel mesh, drawn tight
across rings cut from dragon bone.
The wielder of this staff can turn spectral in form: able to pass
through solid objects and being quite unaffected by most attacks. He
can also project green bolts of life-draining energy, even when
spectral, and can control a group of undead. The staff radiates a
permanent sensation of foreboding within a 1km diameter.
Abilities:
* 4d6 Mind Control, Area Effect (Any 10) (+1+1/4), Telepathic Contact
(+1/4); 1/2 DCV Concentrate (-1/4), Only versus Undead (-1/4),
Reduced by Range (-1/4). [5 END]
* Desolidification (Vulnerable to Holy or Silver Weapons); 2x END
(-1/2), Extra time: Full phase (-1/2). [8 END]
* 3d6 Energy Blast, NND (Afterlife support) (+1), While desolidified
(+2); Gestures (aim at target) (-1/4). [6 END]
Combined: 14- Activation roll (unless employed by a Lich) (-1/4), Does
not work on ground sanctified to a "good" religion (-1/4), OAF Staff
(-1), Independent (-2), Side Effect (2d6 STUN Drain, recover 5
points per hour) (-1/2).
* Images (Mental), 256" Radius (+2), 0 END (+1/2), Persistent (+1/2);
Only to produce sensation of foreboding (-1/4) No Range (-1/2),
Always On (-1/2), OAF Staff (-1), Independent (-2).
Active Cost: 190; Real Cost: 35.
----------------------------------------------------------------------
MANA SENSING WAND
When in the presence of magic, this dark-wood wand will bend and
point toward the strongest relative source of magic in the general
direction in which it is aimed. This sensitivity quickly decreases
with distance, so that the wand will point to a nearby relatively weak
source, rather than a more powerful source a good distance away. (+1
PER per 10 Active Points, minus range modifiers.) The wand is not
always reliable, however, and will sometimes give false readings.
Abilities:
* Sense Magic; 15- Activation Roll (-1/4), 3 Charges/day (-1-1/4),
Gestures (point toward target) (-1/4), OAF Wand (-1), Independent
(-2), Side Effect (False Magic) (-1/2).
Active Cost: 6; Real Cost: 1.
----------------------------------------------------------------------
WAND OF MEASURE
The Gnomish Wizard Salyaxier the Madest spent the final years of his
life studying the Bittern Giant Clan of the Great Salt Swamps. To
travel in their company and introduce the Giants to civilization (such
as it was) he created the Wand of Measure. When properly employed, the
wand can shrink a Giant down to the size of a man, or reverse the
process. Shortly after being put to use, however, the wand and its
creator vanished and were never seen again.
This wand consists of a handle fitted with a number of small
controls, and a metallic needle with a small copper dish at the tip.
The wand controls are somewhat awkward and unreliable to use.
* END Reserve (30 END, 6 REC/day: -1-1/4)
* Scaling Multipower (60 point Reserve); 14- Activation Roll (-1/2),
Gestures (-1/4), Only draw from the END Reserve (+0), Extra Time:
Full Phase (-1/2), Costs END to use (-1/2).
+ Growth (45 Pts), Useable Against Others (+1), Ranged (+1/2),
0 END (+1/2). [6 END]; Slot Cost: 2.
+ Shrinking (30 Pts), x64 Mass (+1+1/2), Useable Against Others
(+1), Ranged (+1/2), 0 END (+1/2). [6 END]; Slot Cost: 2.
Combined: OAF Staff (-1), Independent (-2).
Total Cost: 25.
----------------------------------------------------------------------
MEDUSA WAND
This twisted length of old wood emits a sinister green beam that
turns anything it strikes to stone. The beam is reflected by any
polished surfaces, such as a silvered mirror or polished metal shield.
(Since both the weilder and his foes can take advantage of this
property, it has no cost.)
* 2d6 Major Transform - Solid Matter to Stone, Cummulative (+1/2),
Continuous (+1), 64 (4d6+40) Charges (+1/2), Charges do not recover
(-2), Gestures (-1/4), Incantations (-1/4), OAF Wand (-1),
Independent (-2), Only while touching the ground (-1/4), Reflected
by Mirrors (+0).
Active Cost: 90; Real Cost: 13.
----------------------------------------------------------------------
NULLIFICATION ROD
This smooth metal rod holds an inky black stone between three sharp
prongs at the tip. The hilt is tightly wrapped in chamois hide, and a
wrist strap hangs from the end. The rod is usually stored in a black
lacquered case, with an eight-sided silver star inlaid in the cover,
and the interior lined with green felt.
When held properly, this rod will absorb a portion of the magic
directed at the wielder, transfering the energy into the sphere, to be
used later. As more energy is added, the sphere turns increasingly
lighter shades of grey until, when fully charged, it becomes
completely white. At a word, part of the energy stored in the rod can
be used to reduce the fatigue of the wielder.
The rod can only absorb magic a limited number of times, and can
never be recharged. Once the charges have been expended and remaining
energy is used to restore END, the rod becomes permanently inert.
Abilities:
+ 6d6 Transfer to END Reserve, Any Magic (+2), Trigger (Any Magic
Directed at Wielder) (+1/4), 32 charges (+1/4); Always On (-1/2),
Charges do not recover (-2).
+ END Reserve (100 END, 0 REC), END turns Stone white (+1/4).
+ 3d6 END Healing, Only from END Reserve (+0), Only to raise END to
starting value (-1/2), Incantations (activation phrase) (-1/4).
Combined: OAF Wand (-1), Independent (-2).
Active Cost: 340; Real Cost: 53.
----------------------------------------------------------------------
PARALYZER WAND
This polished wand, made from the purest silver, tapers smoothly
from the light handle to a rounded point at the tip, and vibrates
slightly while held. When activated, the wand emits a narrow beam of
sparkling blue light that completely paralyzes a selected target. The
victim will gradually recover from the paralysis over the course of
several minutes.
Abilities:
* 3d6 Entangle, Entangle takes no damage from attack (+1/2), 5d6
Charges (+1/4); Lose 5 points per minute (-1/2), Gestures (aim at
target), Incantations (Activation) (-1/4), Charges are difficult
and expensive to recover (-1/2), OAF Wand (-1), Independent (-2).
Active Cost: 52; Real Cost: 10.
----------------------------------------------------------------------
PASSAGE ROD
The end of this rod is fitted with a cluster of heavy, retracted
digging claws, as from a subterranean creature, mounted in star-
pattern in a blunt crown. The shaft is smooth oak, with a wire-bound
handle and a small crystal sphere mounted at the end inside a silver
frame. When the rod is activated, the sphere begins to produce
disturbing patterns and the claws extend to form a cage.
This rod has a number of powers related to passing physical
obstacles, including the ability to take ethereal form, teleportation
to a nearby location, and passage through otherwise solid walls. The
rod charges can only be recovered by a Transport Wizard or some
similar magical power.
Abilities:
* 400 point END Reserve (0 REC), Charges are difficult and expensive
to recover (-1/2).
* 20 pt. Elemental Control (Passage), Incantations (activation)
(-1/4), Only draw from the END Reserve (+0).
+ Desolidification, Affected by Magic. [4 END]
+ Teleportation, Useable by 8 Others (+1). [4 END]
+ Tunneling through 6 DEF at 5", Not through metal or artificial
materials (-1/4). [1/5" END]
+ Tunneling through 6 DEF at 1", Closes behind, Useable by Another
instead of weilder (+1/4), Invisible Power Effects (Sight)
(+1/2), Trigger (Attempt to pass through) (+1/4). [1/5" END]
Combined: OAF Staff (-1), Independent (-2).
Active Cost: 180; Real Cost: 44.
----------------------------------------------------------------------
ROD OF SPHERES
This glassy rod has a polished metallic cap, shaped in the form of a
five-sided star, with its sharp leaves bent inward and joining at the
tip. The back end of the rod is capped in a perfectly smooth, silver
egg. The shaft is fluted with a crossing spiral pattern, making it
easy to grip. Within the rod, vessels can be seen constantly pumping
drops of mercury from the sphere to the cap, then back again.
When activated, the leaves bend open and a perfectly spherical
bubble appears in the cup. This bubble is projected toward the target,
and envelops him completely. The bubble then shrinks in size, along
with its contents, leaving only a crystal sphere with the victim
frozen inside. The prisoner is held inside until the ball is
shattered, or he somehow manages to escape.
Once all the charges have been expended, the vessels within cease to
pulse and the rod becomes inert.
Abilities:
* Shrinking (40 pts) (12.5cm, 25g, -8 PER), Persistent (+1/2),
Useable against Others (+1), Ranged (+1/2).
* 6d6 Entangle, Hardened (+1/4), Brittle from the outside (1 BODY, 6
DEF) (-1/4), Linked (-1/2).
* Life Support (No need to eat, excrete, or sleep; immune to aging),
Useable against Others (+1), Ranged (+1/2), Linked (-1/2).
Combined: 32 (20+2d6) Charges (+1/4), Gestures (aim at target) (-1/4),
Incantations (Activation) (-1/4), Charges can not be recovered (-2),
OAF Rod (-1), Independent (-2).
Active Cost: 242; Real Cost: 35.
----------------------------------------------------------------------
ROPE STAFF
The grip of this short wooden staff is tightly wrapped with silk
rope woven in a pattern of knots. Attached to the tip is a three-
pronged grappling hook. The back end is attached to a short loop of
rope that can be slipped over the wrist to improve the grip.
When activated, the hook is projected outward a distance of up to
20", trailing a length of quality silk rope. If the hook attaches
itself to a projection (on a successful attack roll) the wielder can
swing from the rope, or command the staff to retract the rope, pulling
him toward the hook. If the hook is ever severed from the staff by
cutting the rope, fitting back the tip is sufficient to restore the
special abilities. The grappling hook will release itself upon
speaking a command word.
The staff can also project a rope net over a 1" radius, entrapping
anyone caught therein. The staff also allows the character to
manipulate a rope from a distance, wielding it as a noose, tying the
end in a knot, pulling on anything to which it is attached, and so on.
* 50 point END Reserve (1 REC).
* 10 STR Telekinesis, Fine Manipulation, Invisible Power Effects
(All) (+1), Indirect (Any location and direction) (+3/4), Only to
manipulate a rope (-1). [7 END]
* 20" Swinging, Requires successful grappling hit (-1/4), Extra
Time: Full Phase (-1/2). [1/5" END]
* 10" Flight, Requires successful grappling hit (20" or less) (-1/4),
Only to follow the retracting rope (-1/2), Extra Time: Full Phase
(-1/2). [1/5" END]
* 2d6 Entangle - Allows limited movement, Does not protect
character (+1/4), Area Effect (1" Radius) (+1). [2 END]
Combined: Gestures (-1/4), Incantations (-1/4), OAF Staff (-1),
Independent (-2), Must draw from END Reserve (+0).
Active Cost: 140; Real Cost: 27.
---------------------------------------------------------------------
SMOTHERING WAND
This solid bronze implement has a small hand at the tip, slightly
closed as if preparing to scoop sand. A loose ring is mounted behind
the hilt for convenient storage. When activated, the small hand makes
peculiar motions with its digits.
This wand can be used to extinguish any number of normal fires, and
a limited number of fire-based magic spells. The later charges should
be used with particular care since they can not be recovered.
Abilities:
* Change Environment (Extinguish fires), 2" Radius, 0 END (+1/2).
* 10d6 Dispel, Fire-based Magic Power (+1/4), 32 (20+2d6) charges
(+1/4); Charges can not be recovered (-2).
Combined: Gestures (aim at target) (-1/4), Incantations (Activation)
(-1/4), OAF Wand (-1), Independent (-2).
Active Cost: 60; Real Cost: 10.
----------------------------------------------------------------------
SOJOURNING ROD
The head of this rod consists of eight diamond-shaped vanes attached
radially to the central stock. The metal shaft is fluted, with a
smooth knobby handle formed from polished stone. When activated, the
vanes begin to glow and rotate in a counter-clockwise fashion.
The rod creates a portal in mid air though which the weilder and up
to seven others can enter a pocket universe. This space consists of a
beautiful island floating in the midst of an endless red void. All the
earthly needs of the group are met by this island, including food,
drink, and deep rest. The idillic nature of this world also causes all
wounds to heal more rapidly.
After a total of sixteen person-days spent in this paradise, a
portal appears and the characters are transported back from whence
they came. A single person can remain 64 days in this pocket universe;
two people can stay for 32 days; four people for 16 days; and so on.
Once the group has left, no further benefits are gained.
* Extradimensional Travel (Pocket Universe), Returned after a
combined 64 person-days to point of departure (-1/4).
* +5 REC, 0 END (+1/2), Persistent (+1/2); Linked to Extradimensional
Travel (-1/2).
* Life Support (No need to eat, excrete, or sleep; Immune to Aging)
Linked to Extradimensional Travel (-1/2).
Combined: 32 (20+2d6) Charges (+1/4), Useable by 16 Others (+1+1/4);
Incantations (Activation) (-1/4), OAF Rod (-1), Charges are
difficult and expensive to recover (-1/2), Extra Time: 1 Turn (-1).
Active Cost: 105; Real Cost: 25.
----------------------------------------------------------------------
SOLAR WAND
This clear length of crystalline material constantly glows with its
own inner light, bespeaking the power it holds. The wand possesses
powers of illumination drawn from the blessed light of the sun. When
properly activated, the wand can create glowing illuminated forms,
bathe an area in the glow of daylight, or blind foes with a flash of
brilliant light.
The stored magical energy of ther wand is limited. To recover this
energy, the wand must be unceasingly bathed in direct sunshine for a
period of one day for every 10 points of END reserve recovered.
(Anything less than a full day of exposure has no effect.) Usually
this requires passage to the far northern or southern regions, where
the sun never sets for months at a time.
* 200 point END Reserve (0 REC); Difficult to recover END (Keep in
continuous sunlight for an entire day per 10 END) (-1/4).
* Images (Sight), 2" Radius (+1/4); Only to produce glowing lights
(-1/2), Gestures (aim at target) (-1/4). END Cost: 1.
* Change Environment (Brighten), 2" Radius; No Range, staff only
(-1/2), 3 Continuing Charges/day lasting 1 hour (+0), Costs END to
activate (-1/4). [1 END]
* Change Environment (Brighten), 2" Radius, 0 END (+1/2), Persistent
(+1/2), Uncontrolled (+1/2); Costs END to cast (-1/4). [2 END]
* Flash to Sight, Area Effect (Radius) (+1); Gestures (aim at target)
(-1/4). [4 END]
Combined: Incantations (Activation) (-1/4), OAF Wand (-1), Independent
(-2), END from Reserve only (+0).
Active Cost: 107; Real Cost: 23.
----------------------------------------------------------------------
SONIC STAFF
This long, polished brass staff has the shape of a horn, with the
tip expanding into a curved cone. The staff remains permanently free
of tarnish, and a strip of engraved markings runs from end to end.
When activated, the staff cloaks all sounds produced by the wielder,
including footfalls, spoken words, and any movement of small objects.
Once a day the staff can project a tremendous blast of sound,
deafening and stunning all within its cone. The staff protects the
wielder from deafness caused by loud noises.
Abilities:
* 1" Radius Darkness to Sound Group, 64 (34+5d6) Continuing Charges
lasting 5 Minutes each (+1+1/2), Hole in the Middle (1 hex) (+1/4),
No Range (-1/2), Incantations (activation phrase) (-1/4).
* Sonic Blast:
+ 3d6 Flash to Sound.
+ 5d6 EB, Armor Piercing (+1/2), Linked to Flash (-1/2).
Combined: Area Effect (Cone) (+1), One Charge per Day (-2),
Gestures (aim at target) (-1/4), Incantations (blow through horn)
(-1/4), Reduced by Range (-1/4), Not in a silenced area (-1/4).
* +10 Flash Defense to Sound Group.
Combined: OAF Staff (-1), Independent (-2).
Active Cost: 187; Real Cost: 39.
----------------------------------------------------------------------
STAFF OF WIZARDRY
This potent Staff must be crafted from the pale wood of the gnarly
Yarrow tree, found only in the enchanted woods of the Faerie. The
powers of the Staff are intended to aid a Wizard, and indeed it can
only be employed to its full abilities by those with Magical
knowledge.
Most of the abilities of the Staff are shared with a 25 point
Multipower Reserve, and all the slots are fixed. The staff supplies
all the energy for its multitude of powers, but it is dangerous to
recharge and should be used sparingly. Magical spells can be absorbed
by the Staff and used to restore its depleted energy. However,
overcharging will cause the Staff to explode, with deadly consequences
for anybody caught in the vicinity.
Abilities:
* 200 point END Reserve (0 REC).
* 2d6 Transfer Power to END Reserve, Any Magic Spell (+1/4),
Limitation: 10d6 EB Explosion destroys Staff if END Reserve
exceeded (-1).
* Multipower (25 point Reserve), Incantations (-1/4), Only draw from
the END Reserve (+0). Only for the following fixed slots:
+ Sense Magic, Discriminatory, 1/2 DCV Concentrate throughout
(-1/2). [0 END] Real Cost: 2.
+ Change Environment, Variable Special Effects (Elemental) (+1/4),
0 END (+1/2). [0 END] Real Cost: 3.
+ Growth (15 pts), Useable Against Others (+1).
[3 END] Real Cost: 7.
+ 10 STR Telekinesis w/ Fine Manipulation. [2 END] Real Cost: 6.
+ Invisibility to Sight Group w/ Fringe. [3 END] Real Cost: 7.
+ 3d6 Entangle, Area Effect (Any) (+1), Variable Special Effects
(Elemental) (+1/4), Brittle (-1/2). [7 END] Real Cost: 14.
+ 6d6 Energy Blast, Area Effect (Any) (+1), Variable Special
Effects (Elemental) (+1/4). [7 END] Real Cost: 16.
+ 8d6 Dispel, Any Magic (+2). [7 END] Real Cost: 17.
+ 9 DEF Tunnel 6", Closes behind. [1/5" END] Real Cost: 15.
+ Extradimensional Movement, Any Dimension, 16x Mass, Extra Time:
Full Phase (-1/2). [6 END] Real Cost: 13.
+ Summon Elemental (365 points), Any Elemental (+1/4), Single
Charge/day (-2), Costs END (-1/2). [13 END] Real Cost: 19.
Combined: OAF Staff (-1), Independent (-2).
Total Cost: 89.
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STEAM ROD
This steel rod has a long shaft attached to a squat, hollow cylinder
with beveled edges. A number of brass valves are attached to the
cylinder, each releasing small wisps of steam from time to time. When
the rod is activated, the valves emit blasts of steam with an angry
hiss. The shaft has several knobs and grooves along its length, but is
otherwise free of markings.
When a rock, or other small object, is inserted in the hollow
cylinder, the rod uses a blast of steam to project the item with
considerable force. The rod can also create a cone-shaped cloud of
scalding steam, or generate a cloud of thick mist. In addition, the
rod can transform the character into a vaporous form, allowing him to
pass through cracks and other small openings with ease. However, this
mist-like form is blocked by sealed barriers, and can not travel
through water or other liquids.
If the rod is improperly employed, or if the valves become clogged
with dirt or dust, it will become jammed. A skilled mechanic will be
required to clean and repair the steam values.
Abilities:
* 80 point END Reserve (10 REC, recovered each hour: -3/4).
* 20 pt. Elemental Control (Steam), Gestures (Manipulate knobs)
(-1/4), 14- Activation Roll (-1/2), Becomes jammed by dirt or dust
(-1/4), Side Effects (Rod becomes jammed, requiring a Mechanics
Roll to repair) (-1/2), Only draw END from the Reserve (+0).
+ Fire projectile: 5d6 Physical Blast, Penetrating (+1/2), Beam
Only (-1/4), OAF Projectile. [4 END]
+ Cone of Scalding Steam: [4 END]
+ 2d6 EB (Steam), NND (Life Support vs. Intense Heat) (+1), Area
Effect (5" Cone) (+1), No Knockback (-1/4), No Range (-1/2).
+ Images to Sight, 4" Radius (+1/2), Linked to EB (-1/2), Only to
produce cone-shaped cloud of steam (-3 to PER) (-1/2).
+ Wall of Mist: 4" Radius Darkness to Sight (Normal and
Ultravision), Continuous (+1). [4 END]
+ Cloud Form: [5 END]
+ Desolidification (Vulnerable to cold-based attacks), Can not
pass through water or sealed barriers (-1/2).
+ Images (Sight), Only to appear as a Mist-like form (-1), Linked
to Desolidification (-1/2).
Combined: OAF Rod (-1), Independent (-2).
Active Cost: 181; Real Cost: 31.
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TALUS VERIKHA TOTEMS OF SUMMONING
This heavy wand is made from a single piece of Heart Wood. Carved as
a stack of iconic creatures sitting atop each other, the wand
resembles a miniature, tapered totem pole. When wielded properly, the
wand will summon virtually any creature of which the character can
visualize mentally. A number of these wands are known to exist, with
the limits of their power determined by the type of carving.
The beasts summoned by this wand are under no compulsion to serve
the wielder, and some other means must be employed to task the being.
Indeed, if the wand is improperly employed, the creature will arrive
greatly enraged and will be extremely difficult to control.
* Summoning, Any Creature (+2), Must be a species known to wielder
(-1/4), 1/2 DCV Concentrate (-1/4), Incantations (-1/4), Activation
Roll 12- (-3/4), Charges can not be recovered (-2), OAF Wand (-1),
Independent (-2), Side Effects (Same creature but angry with
wielder, +10 EGO, and +10 Mental Defense vs. Mind Control) (-1).
Use lowest roll of 2 six-sided dice:
1-2: 150 Points, 16 Charges (+0): Active Cost: 60; Real Cost: 7.
3-4: 300 Points, 8 Charges (-1/2): Active Cost: 90; Real Cost: 10.
5: 450 Points, 4 Charges (-1): Active Cost: 120; Real Cost: 13.
6: 600 Points, 2 Charges (-1-1/2): Active Cost: 150; Real Cost: 15.
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TRAVEL STAFF
This seemingly ordinary length of well-used hickory harbors a
plethora of magical powers designed to aid the traveller. The Staff is
highly attuned to the journey, and its powers will weaken from overuse
if it remains in one location for any length of time.
Abilities:
* 4" Change Environment - Comfortable Shelter, Single Continuing
Charge per day lasting 10 hours (+0), Incantations (-1/4), No Range
(-1/2), Extra Time - 1 Turn (-1).
* Sense Direction, Three Charges per Day (-1-1/4).
* 60 point END Reserve (6 REC, Recover per kilometer of travel
(-1/2)).
* 4 DEF Force Wall (1"x10"), Only to form horizontal bridge (-1/2).
* 10" Flight, 2x maximum noncombat velocity.
* +15" Superleap, 4x maximum noncombat distance.
* 1" Tunneling through 5 DEF, Armor Piercing (+1/2), Only when
Entangled (-1).
* +4" Running.
* +2" Swimming.
+ Breathing is self-contained, Linked to swimming (-1/2).
* Clinging.
Combined: OAF Staff (-1), Independent (-2), Only draw from the END
Reserve (+0), 1/2 DCV Concentrate (-1/4).
Active Cost: 162; Real Cost: 37.
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WOODLANDS STAFF
This fine staff is made from a knot free length of ash, oak, or yew;
polished to a fine luster; and bound with bronze rings and end caps.
Among its powers is the ability to create a barrier of dense thorns,
communicate with and befriend animals, and summon an animated tree.
The staff is magically aware, and will offer its powers only to those
who work to protect the woods.
* 4d6 Normal Attack, Has a STR Min of 13 (-1).
* +2 OCV Combat Skill Levels with Staff.
* 160 point END Reserve; Difficult to recover END (Rest in a Sylvan
Woodlands Clearing for a period of one month and a day) (-1/4).
* 15 pt. Elemental Control (Woodlands), Gestures (Aim at target)
(-1/4), Incantations (-1/4), Only draw END from the Reserve (+0).
+ 2d6 Entangle (Thorns), Area Effect (Line) (+1), Indirect (+3/4),
Only where plants can grow (-1/4), Extra Time: Full Phase (-1/2).
[5 END]
+ 8d6 Mind Control, Only versus Woodland Beings (-1/2). [4 END]
+ 8d6 Telepathy, Only versus Woodland Beings (-1/2). [4 END]
+ Summon Ent, Requires an elder Oak tree (-1/2). [8 END]
Combined: OAF Staff (-1), Independent (-2), Only to serve and protect
woodlands (-1/2).
Active Cost: 189; Real Cost: 36.
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WYCH WAND
This simple wand of wych wood will project up to five bolts of pure
magical energy each time it is activated. The bolts will penetrate
even the toughest armor, and will always cause some damage when they
strike. The wand will function only a limited number of times before
it turns to dust.
* 2d6 EB (Magic Energy), Armor Piercing x2 (+1/2), Autofire 5 Shots
(+1/2), Penetrating (+1/2), 100 (70+5d6) charges (+3/4), No Range
Penalty (+1/2); Beam Attack (-1/4), Gestures (aim at target)
(-1/4), Incantations (Activation) (-1/4), Charges can not be
recovered (-2), OAF Wand (-1), Independent (-2).
Active Cost: 37; Real Cost: 5.
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--
Bob | ...said the tailor to the repair man...
iceblade@eskimo.com |