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#1 |
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Join Date: Jan 2018
Location: Portland, Maine
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Anybody got new items they created & want to let us know about?
This one is a Chemical potion. Chemist’s Table STICKY: This is a small glob of special glue manufactured by a chemist. It works on small areas of 15cm (real world) or less. It is applied by squeezing it out of its sealed leather container. Its function is to make one thing adhere permanently to another. Basically, what you can bond with superglue you can bond with STICKY. Can support up to 150 pounds. It is pretty powerful, but can be broken. Someone strong can pry off a bar stickied to a wall. It takes 15 seconds to bond with the surface or it won’t take. The bond lasts for a year or until UNSTICK is used. Warning: Not for internal use. Do not touch it to skin or eyes. Costs $50. Requires 1/2 pound Giant Spider Web, 2 pounds horses hooves, $20 common ingredients and 1 week. UNSTICK: This is a liquid that is the antidote for STICKY. It comes in a small vial or can be placed in a very small gas bomb (which covers ½ hex), though it can also be put into a perfume aerator. Once UNSTICK makes contact with STICKY, it undoes the compound and after 15 seconds the glue melts. Cost $25. Requires ¼ pound Giant Spider Web, 1 green slime, $15 common ingredients and 1 week.
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- Hail Melee Fantasy Chess: A chess game with combat. Don't just take the square, Fight for it! https://www.shadowhex.com |
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#2 |
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Join Date: Mar 2018
Location: Berkshire - UK
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I created a dice game (within the game) that one group are gambling with - it uses 3 dice each of a different colour - are rolled, then the other player guesses what is on each face.
So the magic item I created, works a little bit like a proxy - although it has to be in contact with it's matched gaming table. The table has an inticate pattern on it, with inlaid silver. The other item is a 'Hookah' pipe - also intricately designed and embellished with sliver - The bottom bowl appears to be a semi liquid, swirling silver -(In fact it's a captive small silver slime - at the head of the pipe are 3 gemstones. When the pipe is on the table, and the dice are rolled - each of the gems shines a number of lights to those sitting facing it that matches the dice (almost) - it actually projects the number that is in contact with the table - so a reverse of the number rolled. I haven't worked out actual cost - but materials required - 1 silver slime (or part of, providing it is still alive) and 3 precious gems. |
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#3 |
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Join Date: Jan 2018
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well, all my players groups enjoed the "clespyral" (cost $ 50 weight 0,2 kg) that is a large and bulky sort of archaic watch.
It's actually a clepsydra (hourglass) shaped like a spiral, hence the name "clespyral" that in Italian sounds better "spiroclessidra". It has the merit to work in any position, horizontal/vertical, 24/7, even if packed in a backpack for days. Counts hours, half hours, quarters, and full days till 7, then restarts. Ideal for travelling people. No magic inside, just a clever mechanism, its particular shape, and the special sand used, partially magnetic, make the job. It does not use water or other liquids and it's fragile. Fairly common where the special magnetic sand is available, for example close to Vulcan Autyés. It's a rare item elsewhere. |
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#4 | |
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Join Date: Mar 2018
Location: Berkshire - UK
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Quote:
I like these a lot. I can see them having real use in game situations - both practical -like sticking handholds to a sheer surface to make climbing easier. Or for amusing asides - (Sticking that orcs drinking mug to the bar, then challenging him to a drinking contest) - etc. |
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#5 |
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Join Date: Nov 2010
Location: Arizona
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Stealing an idea from Call of Cthulhu, I created various ancient tomes for some of my campaigns. Some were evil, in and of themselves (think Necronomicon), and provided access to long forgotten and evil rituals that could summon horrific beings or cause horrendous things to happen to others. Others were relatively "benign" and provided clues to complex treasures or magic items that needed to be recovered or destroyed by the players. All were dangerous to the users and discoverers. They were an excellent macguffin that could easily lead to a whole series of macguffins.
Like CoC, the books would have a list of spells that might potentially be learned from them (usually no more than four or five), but they came at a cost since usually some quest had to be undertaken to learn the spell -- and quite frequently that quest was a terrible challenge to the players. I even racked up IQ costs for reading the book (they didn't lower IQ at all, but when a character had exceeded his IQ in IQ costs, he began to go crazy and started picking up insanities and the like...definitely derivative from CoC! ;-) ) When a character was driven totally insane, he became a "cultist" and was now an NPC under my control. They made some great villains (and henchmen for villains) as the game went on, and each new generation of "investigators" would eventually stumble over one of their old characters doing something hideous in support of "the book." It really invested the players in the game... An example might be (just making this one up off the top of my head, for right now): The Red Grimoire IQ Cost: 1/3 (3/IQ to save, lose one IQ point if successful, 3 if not) Takes three months to read; Language: Hieratic Sorcerer's Tongue Spells possible: IQ 8: One hex Fire IQ 12: Fireball IQ 19: Zombie IQ 24: The Ritual of Blood: Summons an avatar of the Red Lord who will demand a sentient sacrifice and then grant a servitor to the summoner while demanding some very difficult task be performed by the summoner. If the ritual fails or the sacrifice is not provided, the Red Lord will destroy the summoner. (The servitor could be anything that seemed appropriate to the scenario, but usually was something along the lines of a Gargoyle or rough equivalent, whatever was suitable to the book or the "outsider" that it summoned -- I frequently "re-skinned" various TFT monsters into something else for this purpose.) The Spells could only be figured out when the reader read the book again at a suitable IQ level; and then only for that IQ level or below, and only if the reader made a successful "comprehension" role when reading the book (usually a 4/IQ check, though languages could change this difficulty...) Each time the reader re-read the book, s/he had to re-roll the IQ cost too. Each time the character successfully read the book, I'd give more hints about what the reader could learn or do as the reader "correlated the contents" (to use the Call of Cthulhu terminology) and reached a greater understanding of the contents of the book. Sometimes that would include hints on where to search for some object that might be needed for some spell the reader hadn't yet learned about, or whatever sounded like a good excuse for a new scenario... Needless to say, it offered a different take on the books in the original rules. I also included books suggested in the original game (recipes for potions or magical items, for example), but spiced it up with history books, or diaries, or other books that contained adventure hooks or old maps or whatever. It gave a lot of utility to Literacy, Priest, Theologian, some of the otherwise odd Talents like scholarship and so on; and especially to foreign languages in those particular campaigns! Mind you, this wasn't the most important part of the campaign usually (though in one memorable instance, I managed to cough up a well figured book of this kind and it gradually became the focus of the entire campaign as the players tried to figure out what it was, then to destroy it when they HAD figured out what it was). Anyway, the players seemed to enjoy it! ;-) BTW, this idea may not be for everyone; it depends on what your players enjoy most. This is one of those things you can get an idea about from that initial campaign concept meeting where you and the players discuss what kinds of adventures you'd like to have. My players in those groups enjoyed mysteries and macguffins as well as more traditional dungeon attacks, wilderness treks, or political scheming, so it worked out for us. Last edited by JLV; 08-05-2018 at 07:52 PM. |
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#6 |
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Join Date: Jan 2018
Location: Portland, Maine
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Here are some more non-magic items.
The Weaver’s Guild hold the secret of BUR-BIND. This is a process that adheres two pieces of cloth together. One cloth is a Pile Weave carpet (with loops). The other cloth has stitches Cocklebur plants on it. When the two cloths are brought together, they adhere to each other. However, with a pull, they can be separated. The two stay together fairly well, but pulling them apart too many times (15 perhaps?) tears out the Cockleburs and the cloth will be useless. Can be purchased by the bolt from the guild or by the foot from a tailor. Some have found ways to use this that go beyond the clothing guilds. The Theatrical Guild has been recently employing this. Some have combined this with Sticky and made wallpaper in which to adhere and remove items to walls. $50 per bolt; $5 per foot square. ====================== The Painter's Guild hold the secret of Iridescent. It is a paint that in darkness will glow when Purple Lamp is projected on them. The current method is to use a Bull’s-eye lantern made of Wood’s Glass (special purple glazing) burning high grade molotail oil. The paint is a clear base with crushed Giant Nepenthes and lichen pigments. This is painted onto an object and dries clear. In a dark room, when the Purple Glaze lantern is lit and projected onto the surface, the pigments light up into vivid colors. Comes in specific colors. It has been used on paintings to give "life" to the viewing and in special theatrical performances. There are giant Wood’s Glass brazier/lanterns that can light up an entire room. $200 for gallon of paint. $100 for Purple Lantern
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- Hail Melee Fantasy Chess: A chess game with combat. Don't just take the square, Fight for it! https://www.shadowhex.com Last edited by JohnPaulB; 08-05-2018 at 10:10 PM. Reason: added some detail to |
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#7 |
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Join Date: Jan 2018
Location: Portland, Maine
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DWARVEN SHERPA PACK
Cost = $50 To take advantage of “Dwarves can also carry immense loads. The maximum load for a Dwarf is DOUBLE that for a man of equal strength,” dwarves have developed the DWARVEN SHERPA PACK. It is a tall backpack like structure that can contains a 4 foot leather bag with ability to attach more bags on top and sides. Fill the bag with loot, weapons, armor, rations, bodies, etc. See Weight Carried ITL p35 The Dwarves have crafted quick release straps. Snapping the button on each shoulder strap drops the pack in one turn. The pack is balanced and it hits the ground standing up. In the same way, the pack is easy for the dwarf to put on. Lock the straps and squat, slip the straps on and stand. This can be done in 2 turns. The dwarves have also made the structure so that it will collapse into itself when empty and fit in its own 1 ft cube. Others can use this pack, but not at the capacity the dwarves can. It can be worn even over plate armor.
__________________
- Hail Melee Fantasy Chess: A chess game with combat. Don't just take the square, Fight for it! https://www.shadowhex.com |
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#8 |
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Join Date: Jan 2018
Location: Portland, Maine
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DA-GLO MOSS
This is a moss that has very bright vibrant colors. It almost glows in the daytime. If brushed/touched, it will paint the subject with a bright stain. DA-Glo Moss comes in a variety of colors. It can be seen at a far distance where most colors would disappear. The paint will be vibrant for 1d6 weeks. Scrubbing with soap and water dims it. You can scrape it off, but that usually damages the item its on. The moss could be put into an airtight can or dark jar should preserve it for a month. The most common Da-Glo Moss color is Orange, followed by pink and yellow. There are more rare and expensive ones. It takes an Expert Naturalist to GROW Da-Glo moss in a new area. The Cloth Guild has been known to use specially made Da-glo oils (secret of the Painter's Guild) to die rare bolts of sturdy fabric and an occasional silk. PHOSPHY (Phosphorescent) MOSS This is a moss that takes on a phosphorescent glow. In the dark, it lights up an area when lamplight is shined on it. The moss will stay glowing for 3 hours. If plucked, the moss will lose its phosphorescent capacity in 1d6 days. One cupful will dimly light up 1 megahex. A 1 hex wall of Phosphy Moss would brightly light up a megahex. Phosphy Moss comes in many colors. It takes an Expert Naturalist to transplant Phosphy moss in a new environment. Gardeners have been known to plant (and grow) phoshy in their gardens to create a midnight show. These would be the transplants taken from Expert Naturalists. LUMY (Luminescent) MOSS This is a slimy moss that glows brightly in the dark. It generates the light by its own chemical energy reaction and is "on" all the time. It lights up an area like Cyalume stick (it is a dim glow). If brushed/touched, it will paint the subject with green glow. The paint will light up for 3 hours, then fade for 1 hour till it disappears as a dull non-glowing stain. Cold keeps it lasting longer. Scrubbing with soap and water dims it. Put into an airtight can or dark jar should preserve it for a week. The other colors of Lumy mosses are more rare and expensive. It takes an Expert Naturalist to GROW Lumy moss in a new area. Architects have been known to build notches or even walls that habitate Lumy Moss.
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- Hail Melee Fantasy Chess: A chess game with combat. Don't just take the square, Fight for it! https://www.shadowhex.com Last edited by JohnPaulB; 08-23-2018 at 10:07 PM. Reason: Clarifying Phosphy Moss |
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#9 |
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Join Date: Jul 2018
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Two more Chemist potions:
HALLUCINOGENIC POISON: If on a weapon, takes 2 turns to take effect, lasts (2d6 x 10) turns. If ingested, takes about 5 minutes to take effect, lasts (2d6 x 10) minutes, but the effects are much milder, generally restricted to euphoria, seeing pretty colors, and a -2 penalty to DX and IQ. Take a DX -3 and IQ -4 while the poison is in effect. Each turn, roll 3 dice (before movement phase), and then act according to the instructions next to the number you got: 3 - Act normally. Any action attempted will be treated as an automatic success (but no double/triple damage). 4 - Believe you gained a temporary superpower. Attempt to use it. 5 - Act normally OR player's discretion. 6 - Act normally. 7 - Act normally. 8 - Lie down on the ground (go prone). 9 - Attempt to disbelieve a random figure. 10 - Attempt to disbelieve an empty hex. 11 - Ramble incoherently (at normal speech volume). 12 - Spread your arms and spin in circles (in place). 3vs(adj at -3)DX to remain upright. 13 - Move in a random direction (1d hexes) 14 - Attempt to hug the closest figure, friend or foe (treat as entering HTH, but add 2 to the defender's 1-die roll) 15 - Scream and run in a random direction. (3vDX to avoid tripping over real or imagined obstacle and falling.) 16 - Attack a figure, randomly chosen from all available targets including friendly ones. 17 - You see horrible things crawling under your skin. Attack yourself (at +4 DX … +1 accounting for the -3 from the poison's effects). 18 - Go Berserk (q.v.) for 2d6 turns. If at any time a figure under the effects of the potion falls prone, for any reason including rolling an 8 on the table, each turn thereafter they have a 50% chance of deciding to stand up; otherwise they will simply lie there. Suggested price: $50/dose, and it needs a Purple Slime (but one slime will make 10 doses) BUG REPELLENT: Smeared all over your body, 1 dose repels mosquitoes, ticks, etc. for 1 day. This is important for not catching insect-borne diseases – which tend to be even more varied and nasty on Cidri than they are on Earth, though somewhat less prevalent. Using a triple dose will generally dissuade even much larger insectoids from trying to eat you, though they will still attack if provoked. Suggested price: $5/dose, tends to be produced in industrial quantities and easily obtainable most anywhere civilized, if insects are a problem in that climate. |
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#10 | |
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Join Date: Jan 2018
Location: Portland, Maine
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Quote:
I would also allow a NATURALIST to find the flora equivalent. Perhaps another type Hallucinagen that allows for an 8 hour experience. For the longer Trips, perhaps some Insight or other benefits. Roll the Drug Experience after the Trip is over: 3 - Imbiber has a profound experience that alters him. Permanently raise IQ by 1. 4 - The Imbiber has gained some insight into the essence of magic. He may learn his next spell at 1/2 the cost. 5 - The Imbiber has an experience melding with GAIA. For the next 7 days, he gains a bonus of the GameMaster's choosing when dealing with nature, animals or nature-type magic. 6 - Apparently, he was entertaining and those he was Tripping around have good thoughts of Imbiber. 7-14 Imbiber had a good time. 15 - Apparently, Imbiber was too weird for those he was Tripping around. They look at him with pity, disgust, concern, etc. 16 - The Imbiber has had a bad experience. For the next 7 days (only) he gains a Handicap from the SpaceGamer articles. 17 - The Imbiber has had a searing insight into the essence of magic and it was horrible. He develops some unique idiosyncratic negative quirk about magic. GameMaster and Player should come up with this. 18 - The Imbiber has had a melt-down during the Trip. It has scarred him. Permanently lower his IQ by 1. I would think that a Physicker would be able to tone down any of the drug affects while it is happening.
__________________
- Hail Melee Fantasy Chess: A chess game with combat. Don't just take the square, Fight for it! https://www.shadowhex.com |
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