Showing posts with label items. Show all posts
Showing posts with label items. Show all posts

Monday, March 9, 2015

Bronze Shiva

This is a three inch high bronze statue of a young man with three closed eyes sitting in lotus position, a snake coiled around his neck. Some well-traveled PCs might know that this is a depiction of the Hindu god Shiva. Shiva is the god of death and rebirth, of balance and transformation brought about by destruction. Detect Evil shows nothing evil about the statue (it is a holy relic), but detect magic works and even gives the player a hint about how to use it.

Any sentient creature can use the statue as a yogic meditation focus. When focusing on the statue and stilling the mind, they will regain one hit point every 30 minutes, for up to their level in hit points. Alternatively, someone magically inclined who focuses on the statue while preparing spells will take only half the normal time to do so.

If someone focuses on the statue after it has already been used that day, then those who previously used it lose their effects. Hit points are reduced, spells are dispelled, and where possible the rolled effect is transferred to the new beneficiary. If multiple people meditate on it at the same time, then only the one who mediates the longest receives any benefit or effect. The exception to this is when a Cleric of Shiva is leading the meditation process—then all receive the full benefits of the meditation, but the GM should roll on the effects table separately for each participant.

If a Cleric of any other god blasphemes by meditating on the statue in order to prepare their spells more quickly, they will immediately lose favor with their old god and become a Cleric of Shiva. It's a good idea to prepare a new list of spells focused on destruction and re-creation for this eventuality. Feel free to use some Magic User spells, but remember that Shiva and his clerics stand for Law, not Chaos. It just happens to be the law of Entropy. 

Each time the statue is used, the GM should surreptitiously roll a d100 on the table below and play out the effect as makes most sense. The purpose of these effects is to add some of the destructive transformation that Shiva represents to the campaign. While a character might receive an immediate bonus from the use of the statue, it is only by causing the entropy of the world around them to increase to preserve balance.

As a GM, do not give your players reasons to associate these effects with the statue. Each should have a normal cause in-game, even if it means ret-conning, fudging, or changing plans. Does a wound not heal? Then that must have been a magic sword. Are the bees going to attack? Wait until the next encounter check and fudge the roll. Did their house burn down? They won't find out about it until they go back or a hireling seeks them out. 

Once an effect is rolled, scratch it out and add something new. 

1-74: Nothing happens.
75: The next time the character wants something from an NPC, no matter how well they negotiate or roll the answer is "no".
76: The next time initiative is rolled, increase the hit dice of all the creatures the players are fighting by 1.
77: Before the end of the day it will begin raining. If it is below freezing where the characters are, it will not fall as snow, but rather ice rain.
78: The next time it thunders, lightening will strike the most heavily armored character in the party.
79: The character's closest relative just died.
80: The character's house just caught fire.
81: From the next blow to the head, the character will develop prosopagnosia (inability to recognize faces) for 5 days.
82: The next time the character takes damage, they permanently lose that damage from their total hit points.
83: The character is unable to close their next wound without magical healing.
84: One of the character's hirelings (or close contacts) will sever all ties and never speak to the character again.
85: The next time the character is outside for more than an hour, they will be attacked by a swarm of bees.
86: If the character is a magic user, they mysteriously gain the summon spell the next time they prepare spells en lieu of one of their first level spells. It will continue to take a first level slot until it is used. If the character is not a magic user, then at some point today they are going to step in some poo.
87: The next time the character levels up, they do not gain a new hit die. 
88: Alcohol no longer gets the character drunk. It is still a poison, however.
89: The character's hair will permanently turn grey over the next month. Any attempts to dye it will result in it falling out.
90: The character develops stage fright and must save vs. paralysis to speak in the presence of more than 15 people. Public places and fights included. This lasts 6 sessions or until leveling up, whichever is longer. 
91: Horses absolutely refuse to be ridden by the character. Donkey's don't mind.
92: With the next blow to the head, the character loses the ability to read for 5 days.
93: The next time the sun sets, it will not rise for another 29 hours. 
94: The next time the character attempts a disguise, a childhood friend will recognize them at an inopportune time and attempt friendly discourse.
95: The character will receive a vision of love and aid from a dead love one.
96: The character gains one hit point to their total the next time they accept magical healing.
97: A lost item or pet unexpectedly and happily returns.
98: The next time the character negotiates when selling items, they will receive 25% more than the expected amount. This counts towards XP.
99: The next three days are beautiful weather.
00: The statue is lost and will not be found again.

Sunday, March 8, 2015

Secret Santicore Reference: "Things"

And so is finished the table of contents for the "Things" Secret Santicore 2014 PDF.

There were a tonne of great rules and systems in here. "Diseases and Cures" is definitely finding its way into my Rivercrawl game, and "Gear and Careers" is just going to be my new normal for "defining player gear at chargen".

When the Monster is the Treasure2-3Rules for harvesting parts from monsters/animals. Tables for what you get, what they do, what it's worth, etc..
Things Found in an Abandoned Hospital or Asylum4-5A d66 (or 11d6?) list of things found in a modern abandoned medical facility. Each item comes with a modifier to make it work for a horror or medieval game.
An Arsenal and Armoury Pertaining to the Shed and Stolen Nails of Giants, Giantesses, and Giant Brood6-7A listing of items created from the use of the finger and toe nails of Giants. Arrayed in several tables depending on if found wild or as spoils of war. All pretty nasty in a body-horror type way, but also useful if you're OK with the nasty. Includes rules for several weird diseases you can catch from using the objects.
What is That up There, My Lord?8-9Four d10 tables that can be used to generate a "Buck Rogers-type" spaceship, including the craft, the pilots, the weaponry, and its mission.
Deep Dungeon Transports10-14Discussion of the viability of various types of non-magical transport options in the deep underdark. Breaks the general problem into more specific instances, describes ways of solving each instance. Includes putting something in the belly of a Purple Worm, getting transport across the deep underground sea, and using Beholders to carve out large tunnels.
Black Magic Alphabet15-16d26 alphabet tables for generating tomes of black magic, including their name and what's contained inside them.
The Alchemist Store17-18Eight d6 tables for generating an alchemist's store, including items in the shop, other customers, the owner, etc.
Games of Irradiated Wastelands19Five short descriptions of games played by peoples in a post-apocalyptic setting. Gonzo/silly in the best way.
Dangerous Technology for Stupid People20-28100(?) dangerous technology items, such as the Fez of Protection, the Soup Bowl of Death, and a Spinning Bow Tie that knocks down missile attacks. Great fun list.
The Seven Vestments of Sutoyar the Mad29-32Seven magical clothing items enchanted by a mad historical figure. Each has advantages and disadvantages when worn, as well as a magical and mundane history.
Amulet of Flawed Majesty33-35A magic item which gives the character a permanent +1 to Charisma and the occasional +6 to charisma and random super power, but at the cost of the characters' soul.
12 Wizard Hats36-38Twelve wizard hats, each with an image and a description, each of which offers certain advantages and disadvantages in play.
Alien Bionics39-43A d20 list of alien bionics with descriptions on how to use each. These are fairly serious scifi technomagic items, and rules are provided for using each one in play including advantages and disadvantages.
Thirteen Tomes44-45A list of 13 magical books, each with a paragraph description detailing what they do. Any would make great loot in a D&D campaign.
Random Effects for Eating Mushrooms or Other Bizarre Foods46-49d100 table of effects from eating weird, dangerous, rotten, unknown, etc foodstuffs. Most are short and fun in play, offering more flavor than mechanical (dis)advantage, although mechanics are there.
Magic Cutlery50-51Backstory and a list of 15 magical eating implements. Can be left in a wizard's tower, a magical school, etc.. The effects tend to be small but useful in a dining setting. I'm sure players can find a way to make them useful for killing things and taking their loot.
The Five Blades of the Dead Titan52-54Five magical, sentient swords, each with different magical abilities that they grant their users, but also each has its own goals and will attempt to take over the character to achieve those goals.
Clerical Spells55-57A number of clerical spells for three different deities: The Builder (Structure and Self), the Lady (Blessing and Light), and the Shipbuilder (Sails and Storms). Excellent list to help add flavor to different types of clerics.
Organizational Events for a Fantasy City58-61A d100 table of events that might happen in a fantasy city that pertain to its management and government. Often will affect a party of PCs, lead to adventure hooks, etc.. Great way to make the city feel alive and bureaucratic.
Gear and Careers62-64A method for determining starting gear of a newly rolled character that doesn't involve buying it. The character will get different gear depending on their ability scores and their class. Low scores don't get bad gear, just different gear. Really neat, versatile, and fast system.
Accessories of Exacerbating Transformation65Three magical clothing items that in some way transform their wearer. Switch mental/physical attributes, mutate them, etc..
Plastic Model Spaceships66-67Tables for quickly rolling up Gonzo Hitchhiker's Guide to the Galaxy style spaceships of varying size and functionality. Comes with illustrations, is both hilarious and functional.
Magical Medical Marvels68-72Various items, spells, NPCs, and adventure hooks, all of questionable healing power. Oh, they'll heal you all right, but they'll also grow you weird limbs you didn't know you wanted (and probably didn't).
Uncommon Skills of the Second Age of Adventuring73-74A list of narrow skills / non-weapon proficiencies for your Old School game. All are helpful, most are a little funny too. Great way to round out a skill or feat list.
Random Potion Effects75d20 effects a random potion might have. Some are gross and deadly, some are useful, and some are window dressing. Given the context of "Wizard creates these, force feeds them to prisoners to see what's up", that's a pretty good mix.
Quick and Dirty B/X Vehicle Rules for Science Fantasy or Sci-Fi76-77Really quick and easy to use rules for deteriming the speed, handling, cargo load, etc of random vehicles in play.
Strange and Terrible Artifacts from the Bleak78-79d19 magical scifi artifacts. The short descriptions leave a lot to the GM to decide, but give some great flavor text.
Diseases and Cures80-83Two d20 tables. The first is long descriptions and rules for various diseases that a character might catch. Some might even appear to be helpful on the surface. The second is a d20 list of "rumors of cures", which do a good job of suggesting adventures for the player to go on to get cured.
Galdr Rune Magic84-87A totally new magic system + class for DnD-type games. Uses runes, which can be either invoked by speaking them or inscribed on something. Different effects come about depending on how they're used.
Tapestries, Murals, and Mosaics88-89Various wall decorations. Mostly flavor, no real mechanical effects. Really great flavor.
Mundane Magic90-9430 items whose magic focuses on day to day life, rather than adventuring or combat. Magic as daily technology, if you will. Great list.
Wizard Treasure95-97Tables detailing wizard loot! This is what Seclusium of Orphone should have been. Great system that emergently allows for having more, and more rare, loot for higher level wizards.
Yuletide Playbook for Dungeon World98-100Moves, monsters, and more for your Christmas-themed Dungeon World game.
Items that Grow with the Characters101-102Six whimsical magic items that grow more powerful as the character who is wielding them levels up.
The whole table of contents can be found in our handy-dandy Google Spreadsheet link: https://docs.google.com/spreadsheets/d/11nXs4Tv-XkKC2RD8Y3f5g4MQnnTclm7bzXZ2s7hPiGo/edit?usp=sharing

Saturday, September 1, 2012

An Almost-Cube Made of 16 Smaller Metallic Cubes

An almost-cube made of 16 smaller metallic cubes. These cubes display a omnidirectional magnetic-like attraction to each other. When pulled more than a foot apart they do not attract with any discernable force, but the closer they come the harder it is to pull them apart. When an organic object is placed between two attracting cubes it begins to warm steadily. The cubes cannot be melted, but the hotter they get the stronger the attractive force. They do not attract to regular metals, but may weakly interact with some metallic weird items.