Monday, August 25, 2014

Higher Power Icon Items (Najon, Nysisa, Oroyas, and Prenn):



Najon's Ancient Puzzles are strange, wonderful and frightful things.  If one finds the pieces, there will always be more than enough pieces to form a complete solution, and each valid solution if there are more than one will grant a different blessing.  Each solution formed locks the puzzle permanently, remaining where it is for 1d4 hours before vanishing, regardless of whatever effects it may use on the individual that solved it.  Blessings include: 1) A random item of a magic or technology level higher than is common to the area.  2) A random knowledge subject being increased by 1d4 full levels, or even mastery depending on how extensive the subject is.  3) All locks, traps and concealment means within 50m unlock, dispel, disappear or otherwise are revealed for 1d6 hours.  4) A random piece of technology, magical device or creature of choice may be merged with the individual, providing appropriate benefits.  5) A random blessing normally provided to devout followers of Najon.  6) A random blessing normally provided to devout followers of Najon.  Those who either force pieces to fit that would otherwise not, or those who form an incorrect solution based off of the image on the puzzle will find themselves paralyzed for 2d4 turns, as well as having their body being merged with any material within 20m that was not previously on their person if any portion of their skin was exposed.  As a result, some may end up with Stone Skin or other effects without a set expiration of the merger even once they are mobile again, needing some other cure to return themselves to normal.  If found the pieces may be used for 1d2 days and 1d4 hours total before they vanish, returning to the higher power to whom it belongs.  Any intentional attempt to damage the puzzle pieces, trade them, sell them or otherwise use them for anything other than solving the puzzle will have the pieces immediately vanish and return to Najon, with the former wielder having a 1d4 chance of being paralyzed for 3d6 turns.

Nysisa's Bleeding Sword is a potent item most would do well to stay away from.  If one finds it holds it they have a 1d2 chance become beserk each day for 1d20 turns until the sword is gone, and a 1d6 chance of the following each day it is kept: 1) Regaining 1 HP for every 2 HP removed from another creature, terror or character dealt from the sword.   2) Continuing to have a 1d4 chance to enter a beserk state even after the sword it gone.  3) The wielder having to roll a 1d4 to determine if they lose 1 SP and are afflicted with Paranoia.  4) The blood on the sword causing any who touch said blood or are cut by the sword to have a 1d4 chance of blood coming out of all of their orifices at a rate of 2 HP per hour.  5 & 6)  The wielder losing 1d4 HP for that day as 1d20 deep, scarring wounds appearing on their body.  If found it may be kept for 1d6 days and 1d2 hours total before it vanishes, returning to the higher power to whom it belongs.  Once picked up, it cannot be left behind by the wielder without a 1d4 chance of vomiting and losing 3 HP per turn that they are not within 5m of the sword.  Should the sword be stolen, the former wielder will suffer 4d12 HP damage per hour if it is not recovered within 3 hours, until either the wielder dies or the sword vanishes due to the amount of time since it was first picked up.  Any intentional attempt to damage it, trade it, sell it or otherwise use it for anything other than fighting with it, holding it or setting it down will have it immediately vanish and return to Nysisa, as well as having a 1d4 chance of dealing 3d20 HP damage and 4d4 deep, scarring wounds.

Oroyas's Sculpted Ice Statuettes are strange but useful items.  Each one in the shape of any animal may be put into a lake, sea or ocean and pushed away from the wielder, causing a fog to rise up and obscure it and everything else on the body of water for 3d6 turns at the end of which an abandoned boat will crash onto the shore filled with the creature it was shaped as.  The creatures have a 1d4 chance of being 1) rotting corpses and skeletons, 2) frozen solid, 3) alive and confused, 4) already prepared into the most valuable materials that could be made from their remains.   The smaller the creature, the higher the number of said creature may be found within the boat.  Each Ice Statuette in the shape of a known landmark may be pushed into the water and then swam or sailed into the resulting fog will then arrive in the nearest waterway to that landmark with a 1d4 chance of arriving too close to the nearest shore to avoid landing or shipwreck depending on how unforgiving the shoreline is.  If one holds an Ice Statuette in their hand and attempts to use any ice, water or purification ability or item, they will have the chance of success increase by 4, as well as having a 30% increase in whatever attempted usage they have succeeded in doing.  If found it may be held for 2d4 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 shielding will have it immediately vanish and return to Oroya, with a 1d4 chance of receiving 5 Water Damage, 1d4 chance of receiving 5 Ice damage, and 2d4 chance of being dehydrated.

Prenn's Fungus-Covered Cheesewheels are strange items best avoided by most.  Any who touch it have a 1d4 chance of being infected with a random fungal infection, as well as 1d2 chance of becoming jealous about one of their items they have on their person at the time, with a 1d2 chance of losing 1 SP and gaining Paranoia.  If any others try to take that item, they have a 1d4 chance of resisting the effect, but will otherwise attempt to attack the creature, terror or character trying to take, damage or otherwise affect the item they are jealous about.  Additionally, if one eats one of the fungus pieces, they will have a 1d4 chance of a hallucination as well as decreasing or increasing by two size categories depending on if it is more light (decreasing) or dark (increasing).  Eating a piece of cheese that does not appear to have obvious fungus on it will grant +3 HP at a cost of -2 EP, as well returning the individual to their natural size.  If one keeps the Fungus-Covered Cheesewheel within 50m of any cheese or fungus production facility or farm, they will have a 20% increase in productivity per hour, but a 1d20 chance of it becoming tainted with a random fungus.  If found it may be used for 1d4 days and 1d6 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 eating will have it immediately vanish and return to Prenn.  Individuals who find it will, however, be able to share it with others for eating if the other creatures, terrors or characters remain within 20m of the one who found it for 1d2 hours.  If they leave this radius, those who have eaten any of it will suffer 1d4 HP damage per turn until they are within range again, dead, or all others who ate with them are dead.

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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