Wednesday, August 20, 2014

Higher Power Icon Items (Kaesot, Lukarr, Maemyer, and Munnatir):



Kaesot's Electric Gears are very curious things.  While it is true that trying to touch them without some measure of electrical resistance or insulation is ill advised due to the lethal electric shock output, the gears when spun by another gear will produce even more electric current to nearby electrically conductive materials that are not shielded.  One single gear has enough electricity contained to provide power for 5000 Electricity Points in total, lessening according to its use.  The faster the Electric Gear spins, the more power it outputs in a single turn.  Twenty rotations in a turn outputs 50 Electricity Points.  If found it may be used for 1d4 days and 1d2 hours total before it vanishes, returning to the higher power to whom it belongs.  Any intentional attempt to damage it, trade it, sell it or otherwise use it for anything other than machinery will have it immediately vanish and return to Kaesot, with the former wielder having a 3d12 chance of being struck by lightning, a 2d12 chance of being turned into a metal statue, a 2d12 chance being paralyzed for 2d4 turns, and 5d12 chance of having no ill effect immediately.

Lukarr's Slime Tea is a rare find, sought by his followers but mostly feared by others.  If one finds it and drinks a single sip (8 in total per Slime Tea), they have a 1d6 chance of the following: 1) The drinker becomes poisoned with Lukarr's Poison immediately, needing to be cured within 2d4 turns or they will die, unless they have poison resistance.  The cure is ingesting 3 Tearful Violet.   2) The drinker gains poison resistance for 1d20 days.  3) The drinker fins their hunger completely refreshed, but their thirst doubles for the next six days.  If they do consume more than their normal thirst count, however, they will take 1 Water Damage per count higher than their normal levels.  4) The drinker takes a random mutation from genetic samples in a 5m radius, with the GM rolling die to determine which sample available is used, and another die to determine which of the slot areas gets affected.  These mutations have a 2d4 chance of being cosmetic only, 1d4 chance of being beneficial, and 1d4 chance of being hindering.  5 & 6)  The drinker has no effect other than their thirst being refreshed.  If found it may be kept for 1d4 days and 1d4 hours total before it vanishes, returning to the higher power to whom it belongs, and using it completely will have the original vessel for it vanish immediately.  Any intentional attempt to damage it, trade it, sell it or otherwise use it for anything other than drinking it, holding it or setting it down will have it immediately vanish and return to Lukarr, as well as putting them into a Dazed state.  It may, however, be lent to someone else to drink from if they remain in the same room as the current owner, or used to trick someone or force them into drinking it.

Maemyer's Eternal Shield is a very potent item in the right hands.   While holding it, the wielder does not suffer any aging or other temporal effects, nullifying any temporal attacks against them, doubling any temporal buffs placed on them, as well as providing +20 EP if used to block an attack, and dealing +5 EP Damage and +5 Temporal Damage to any tool, weapon or body part used to attack the shield.  Additionally, the wielder of the shield if not moving for more than four hours will have 2cm of dust cover everything within 20m of them per hour they are not moving.  The Eternal Shield wielder can be disarmed, but the shield will never break.  If not recovered within 5 turns, however, the Eternal Shield will vanish.   If found it may be held for 3d4 days and 2d2 hours total before it vanishes, returning to the higher power to whom it belongs.  Any intentional attempt to damage it, trade it, sell it or otherwise use it for anything other than shielding will have it immediately vanish and return to Maemyer.

Munnatir's Blank Scroll is a strange item.  When held and examine it will be blank, unless someone within 40m is speaking.  If they do, anything they say will be recorded as well as translated into the wielder's language if spoken in another language.  Holding it up toward any text in another language will additionally make the text be readable to the wielder.  It should be noted, however, that the scroll will still appear blank to anyone not holding it, and if rolled up or changing hands it will erase anything recorded upon it.  Additionally, it will not retain any writing applied onto it, no matter what material is used to try writing upon it.  If found it may be used for 1d2 days and 1d4 hours total before it vanishes, returning to the higher power to whom it belongs.  Any intentional attempt to damage it, trade it, sell it or otherwise use it for anything other than reading will have it immediately vanish and return to Munnatir.

All of these items are considered priceless, though any attempt to sell them to one not worthy (or even at all in the case of some) will have it vanish immediately, so they do not meet standard item listing value.

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