A few new ‘magic’ items I came up with that I thought I would share; as always, feedback is appreciated – I would…

A few new ‘magic’ items I came up with that I thought I would share; as always, feedback is appreciated – I would…

A few new ‘magic’ items I came up with that I thought I would share; as always, feedback is appreciated – I would hate to drop one of several borked items on the party =) 

I’m particularly interested in fixing up the ‘Paradox Band,’ which I’m desperately unhappy with in all but principle.

[Of note, the “Lion” uses the [Mechanical] hireling rules I adapted from the standard hireling rules: https://plus.google.com/100062857438961342750/posts/HeMdSh7AuCK]

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Lightning Wand near, far, +1 damage, 2 weight [Lightning damage]*

This ‘wand’ is actually comprised of two metallic and wand-like implements, each with a small sphere at the end; one held in each hand. Upon activation, electrical energy jumps erratically between the spheres until it is directed at its target. 

When you volley with the Lightning Wand, replace the 7-9 result “Mark off 1 ammo” with the wand is depleted until recharged – by being struck with lighting. 

*While wielding the lighting wand, the user is immune to electrical damage. 

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The Paradox Band

When you don the paradox band, roll +CHA. On a hit, you are split into two separate individuals, each wearing either a (red) band or a (green) band. All equipment, abilities, and experience remain, but divide HP by ½, rounding down. The effect lasts for ten minutes or until both doubles remove their respective bands. When the effect ends, choose one double – it disappears in an instant; add its remaining HP to the ‘survivor’.  On a 7-9 also choose :

• Some ability or piece of equipment was NOT doubled.

• The doubling lasts longer or shorter than you would like.

• When the effect ends, your HP is not added together.

On a miss, the (red) double has a mind of its own and is driven by some aspect of your personality. Removing the bands will not end this effect. The GM decides when the doubling effect ends.    

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Iron Lion of the Rise:

This mechanized beast was created as a personal guard for the 2nd Marquees of Sturn and is named for the massive lighthouse that approaching ships first see in the distance, as if rising from the horizon. 

Constructed from a combination of clockwork internals and alchemically treated ‘skin,’ the Lion is beautifully sculpted, life-sized, and appears hewn of polished Iron. Looters stole the Lion during the riots that killed the 2nd Marquees, and it has moved from one owner to the next since that time. 

Once bonded to a new master via the proper alchemical ritual, the Lion of the Rise is a tireless protector, every bit as agile and ferocious as its namesake.   

NOTE: The Iron Lion of the Rise is a [Mechanical] Hireling

FUNCTION: 3 

PROTECTOR: 3 

WARRIOR: 1  

COST: Maintenance and Repairs

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Alchemist’s Fire 1 weight, 3 uses [dangerous]

A volatile liquid derived from molten magicite. The slightest spark will cause it to ignite with an otherworldly green flame, which will burn to its last drop.   

Damage done with Alchemist’s Fire does +1d4 damage and is [Magical].

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