2436 lines
137 KiB
YAML
2436 lines
137 KiB
YAML
artifacts:
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list:
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- id: fantasy-artifact-adamantine-rope
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name: Adamantine Rope
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source: Godforsaken, page 147
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level: 1d6 + 4
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form: A 50-foot (15 m) length of black rope
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effect: |
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This length of rope has the flexibility of ordinary rope but a hardness greater than steel. It is impervious to
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damage (including attempts to cut it) from anything less than the artifact's level.
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- id: fantasy-artifact-alchemist-bag
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name: Alchemist Bag
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source: Godforsaken, page 145
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level: 1d6
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form: Embroidered velvet bag
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effect: |
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This bag can contain up to one cypher per artifact level, as long as each is no larger than a typical potion
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bottle or scroll case. These cyphers do not count against a character's cypher limit.
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depletion: 1 in 1d20
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depletion-check: each time a cypher is added to the bag
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- id: fantasy-artifact-angelic-ward
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name: Angelic Ward
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source: Cypher System Rulebook, page 257
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level: 1d6 + 2
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form: Tiny figurine of a winged angel
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effect: |
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Once activated, the figurine's spirit emerges and becomes semisolid as a glowing, human-sized winged angel. It
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follows within 3 feet (1 m) of the figurine owner. Anything within long range that attacks the owner is attacked
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by the angelic ward, which sends out a bolt of flesh-rotting energy, doing damage equal to the artifact's
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level. Once activated, it functions for a day.
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depletion: 1 in 1d10
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- id: fantasy-artifact-armored-cloth
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name: Armored Cloth
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source: Godforsaken, page 147
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level: 1d6
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form: Suit of typical clothing (robe, dress, jerkin and breeches, and so on)
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effect: |
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This clothing is soft and flexible, as expected, except when it is struck or crushed with force, at which point
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it hardens, providing +1 to Armor. It then immediately returns to its normal state (which is in no way
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encumbering). This clothing cannot be worn with armor of any kind.
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depletion: null
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- id: fantasy-artifact-belt-of-strength
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name: Belt of Strength
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source: Godforsaken, page 147
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level: 1d6
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form: Thick leather belt with a metal buckle and rivets
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effect: |
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The belt enhances the strength and endurance of the wearer. This increases the wearer's maximum Might Pool by 5
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(or by 7 if the artifact is level 6 or higher). If the wearer removes the belt, any excess Might points above
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their normal maximum Might Pool are lost; if they wear the belt again, the points do not automatically return
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(they must be restored with recovery rolls, healing magic, or similar effects).
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depletion: null
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- id: fantasy-artifact-book-of-all-spells
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name: Book of All Spells
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source: Godforsaken, page 147
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level: 1d6 + 2
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form: Weighty tome filled with pages of spell runes
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effect: |
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This mysterious spellbook is said to contain knowledge of hundreds of spells—perhaps even all spells. Each set
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of facing pages includes the magical runes for one spell and a description of the spell and how to use it.
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When a character first opens the book, the GM randomly determines what type of spell is shown by rolling on the
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following table, then rolling on the indicated table in the *Cypher System Rulebook*.
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The bearer can cast the spell on the page as if it were a cypher with a level equal to the book's level. This
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doesn't remove the spell from the page (it can be cast again and again), but it does require a depletion roll.
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As part of another action, the bearer can turn the page to find a new spell, but only forward, never
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backward. It is said that turning to the last page makes the book vanish and appear somewhere else in the world.
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The artifact always remembers the last page it was turned to. Opening the book always presents that
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page. Attempting to copy, remove, or destroy a page only makes the book turn to a later page on its own.
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effect-roll-type: d6
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effect-roll-values:
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- min-roll: 1
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max-roll: 2
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value: Roll on the Manifest Cypher Table
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- min-roll: 3
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max-roll: 5
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value: Roll on the Fantastic Cypher Table
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- min-roll: 6
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value: Roll on the Subtle Cypher Table
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depletion: 1 in 1d100
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depletion-check: |
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each time the book is used or the bearer turns a page. The chance of depletion increases by 1 each time it is
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used [1 in 1d100, 2 in 1d100, 3 in 1d100, and so on]. Instead of depleting, the book might turn to a later page,
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or disappear and reappear somewhere else in the world.
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- id: fantasy-artifact-bounding-boots
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name: Bounding Boots
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source: Godforsaken, page 148
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level: 1d6 + 1
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form: Sturdy but flexible boots
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effect: |
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The boots assist the wearer's every step to make jumping and running easier. The boots are an asset for jumping
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and running (easing one of these skills by two steps if the artifact is level 6 or higher).
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depletion: null
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- id: fantasy-artifact-cats-eye-spectacles
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name: Cat's eye spectacles
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source: Godforsaken, page 148
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level: 1d6
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form: Pair of dark crystalline spectacles in a dull wooden frame
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effect: |
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Outside, the wearer can see at night as if it were daylight. Inside, the wearer can see in pitch darkness up to
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short range (or to long range if the artifact is level 5 or higher).
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depletion: null
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- id: fantasy-artifact-cloak-of-balakar
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name: Cloak of Balakar
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source: Godforsaken, page 148
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level: 1d6 + 3
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form: Blue cloak with elaborate designs suggesting blowing wind
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effect: |
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The wearer can calm winds of the artifact's level or lower in a radius of 1 mile (1.5 km). Up to once a day, the
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wearer can create a destructive windstorm up to that size, lasting one minute; this storm's level is equal to
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half the artifact's level.
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depletion: 1 in 1d6
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depletion-effect: cloak disappears and reappears somewhere else in the world
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- id: fantasy-artifact-cloak-of-elfkind
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name: Cloak of Elfkind
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source: Godforsaken, page 148
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level: 1d6 + 2
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form: Thin greyish-green cloak with a cowl and clasp
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effect: |
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When activated (by drawing the hood over the wearer's head), the cloak takes on the colors and textures of
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everything around the wearer for ten minutes (or one hour if the artifact is level 8 or higher). This eases
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hiding and sneaking tasks by two steps. While the cloak is activated, the wearer can also see in the dark.
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depletion: 1 in 1d100
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- id: fantasy-artifact-cloak-of-finery
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name: Cloak of Finery
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source: Godforsaken, page 148
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level: 1d6 + 1
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form: Multilayered cloak of glittering material
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effect: |
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This cloak is woven of beautiful fibers and set with dazzling gems. It automatically fits itself to its wearer
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in the most flattering way. When activated, it enhances the wearer's appearance, voice, tone, and even their
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grammar, granting an asset to all interaction tasks for the next minute.
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depletion: 1 in 1d20
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- id: fantasy-artifact-coil-of-endless-rope
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name: Coil of Endless Rope
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source: Godforsaken, page 148
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level: 1d6
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form: Coil of rope
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effect: |
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The coil of rope can be let out at a rate of 50 feet (15 m) per round; however, no end to the rope can be found
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no matter how long the user uncoils it. The rope retains its incredible length until recoiled or until it
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becomes depleted. If cut, any length beyond the coil's initial 50 feet crumbles into powder after a round or
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two.
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depletion: 1 in 1d20
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depletion-check: each use that extends it beyond 50 feet
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- id: fantasy-artifact-crown-of-eyes
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name: Crown of Eyes
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source: Godforsaken, page 148
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level: 1d6
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form: Metallic circlet set with several crystal spheres
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effect: |
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It takes one round to activate the crown. When activated, the crystal spheres separate from the crown and fly
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around the wearer at immediate range for an hour. The wearer can see anything the crystal spheres can see. This
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allows the wearer to peek around corners without being exposed to danger. This gives the wearer an asset in
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initiative and all perception tasks.
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depletion: 1 in 1d100
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- id: fantasy-artifact-crown-of-the-mind
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name: Crown of the Mind
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source: Godforsaken, page 149
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level: 1d6
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form: Crown, circlet, headband, diadem, or amulet
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effect: |
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The crown augments the mind and thoughts of the wearer. This increases the wearer's maximum Intellect Pool by 5
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(or by 7 if the artifact is level 6 or higher). If the wearer removes the crown, any excess Intellect points
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above their normal maximum Intellect Pool are lost; if they wear the crown again, the points do not
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automatically return (they must be restored with recovery rolls, healing magic, or similar effects). (GF, 149)
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depletion: null
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- id: fantasy-artifact-crystal-ball
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name: Crystal Ball
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source: Godforsaken, page 149
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level: 1d6 + 3
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form: Melon-sized crystalline or glass orb, with or without a support stand
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effect: |
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This allows the user to scry (view) remote locations and creatures. The user must make a difficulty 2 Intellect
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task to activate the crystal ball, then use an action trying to make it show a person or location they know. The
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user must succeed at an Intellect task against the level of the target; otherwise, the crystal shows only
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indistinct or misleading images. The task roll is modified by how familiar the target is to the user, how
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available they are to be viewed, and how far away they are.
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| **Familiarity** | **Difficulty** |
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|----------------------------------|----------------|
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| Only have name or description | Hindered |
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| Target has been visited | Eased |
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| Target is well known to the user | Eased |
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| **Availability** | **Difficulty** |
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|---------------------|----------------|
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| Target is willing | Eased |
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| Target is unwilling | Hindered |
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| **Distance** | **Difficulty** |
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|---------------------|----------------|
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| More than 1 mile | Hindered |
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| More than 10 miles | Hindered |
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| More than 100 miles | Hindered |
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These modifiers are cumulative, so trying to view a level 4 target who the user knows only by name (+1 step), is
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unwilling (+1 step), and is 20 miles away (+2 steps) is a difficulty 8 task.
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The crystal shows the creature or area for one minute before the image becomes muddled and the artifact must be
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activated again.
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In addition to the normal options for using Effort, the user can choose to apply a level of Effort to open
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two-way communication with the viewed area. All creatures in the area can sense the user's presence and hear
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their voice, and the creatures can speak to and be heard by the user.
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depletion: 1 in 1d20
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note: |
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An unwilling creature's defenses against magic and Intellect attacks should hinder scrying attempts just as they
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would against a directly harmful mental spell.
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- id: fantasy-artifact-deaths-scythe
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name: Death's Scythe
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source: Godforsaken, page 149
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level: 1d6 + 4
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form: Double-handed scythe
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effect: |
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This scythe functions as a heavy weapon. In addition, it instantly kills level 1 or level 2 creatures it
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hits. In addition to the normal options for using Effort, the user can choose to use a level of Effort to affect
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a higher-level target; each level of Effort applied increases the level of creature that can be instantly killed
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by the scythe. Thus, to instantly kill a level 5 target (three levels above the normal limit), the wielder must
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apply three levels of Effort.
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depletion: 1 in 1d20
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depletion-check: per killing effect
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depletion-effect: a manifestation of Death appears to reclaim its blade
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note: |
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Death manifestation: level 7
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The *deflecting shield* (GF, 150) is not included in the CSRD.
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- id: fantasy-artifact-demonflesh
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name: Demonflesh
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source: Godforsaken, page 150
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level: 1d6 + 1
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form: Ball of black leather with vein-like red streaks
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effect: |
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When activated, the ball liquefies and coats the body of the user for one hour, appearing to be a form-fitting
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leather suit veined with pathways of dully glowing blood. As an action, the wearer can become invisible. While
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invisible, they are specialized in stealth and Speed defense tasks. This effect ends if they do something to
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reveal their presence or position—attacking, casting a spell, using an ability, moving a large object, and so
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on. If this occurs, they can regain the remaining invisibility effect by taking an action to focus on hiding
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their position. The wearer can inflict 3 points of damage with a touch by releasing a dark crackle of demonic
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power. This attack ignores most Armor, but Armor made to ward against evil or demonic attacks should work
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against it. (GF, 150)
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depletion: 1 in 1d20
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- id: fantasy-artifact-demonic-rune-blade
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name: Demonic Rune Blade
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source: Godforsaken, page 150
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level: 1d6 + 4
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form: Sword inscribed with demonic runes
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effect: |
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This longsword functions as a medium weapon, but it is actually a powerful demon transformed into the shape of a
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sword. The demon cannot speak directly to the wielder, but it can make its desires known by emitting bass
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rumbles and dirgelike melodies, and by pulling in the direction of its desire. The sword eases all attacks made
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with it by one step, and it inflicts 4 additional points of damage (for a total of 8 points).
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If the wielder kills a creature with the sword, the sword eats the creature's spirit and transfers some of its
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energy to the wielder, adding 5 points to their Might Pool and increasing their Might Edge by 1. This lasts for
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an hour and allows the wielder to exceed their normal Might Pool and Might Edge stats.
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If the wielder misses with an attack, the blade sometimes hits an ally of the wielder instead (this always
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happens on an attack roll of 1).
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depletion: 1 in 1d10
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depletion-check: each time a killed creature's life force is absorbed
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depletion-effect: if depleted, the sword's magical abilities can be recharged if it kills an "innocent" creature
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- id: fantasy-artifact-dragontongue-weapon
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name: Dragontongue Weapon
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source: Godforsaken, page 150
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level: 1d6 + 2
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form: Weapon that roars with red flame when activated, trailing a stream of black smoke
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effect: |
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This weapon functions as a normal weapon of its type. If the wielder uses it to attack a foe, upon a successful
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hit, the wielder decides whether to activate the flame. Upon activation, the weapon lashes the target with fire,
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inflicting additional points of damage equal to the artifact level. The effect lasts for one minute after each
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activation.
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depletion: 1 in 1d100
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- id: fantasy-artifact-dragontooth-soldiers
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name: Dragontooth Soldiers
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source: Godforsaken, page 151
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level: 1d6 + 1
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form: Burlap bag containing a handful of large reptilian teeth
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effect: |
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If a tooth is drawn from the bag and cast upon the earth, a dragontooth warrior appears, ready to fight for the
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user for up to ten minutes before going their own way. The user can draw several teeth at once from the bag, but
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each tooth drawn requires a separate depletion roll.
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depletion: 1 in 1d10
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note: |
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Dragontooth warrior: level equal to the artifact level, Speed defense as artifact level + 1 due to shield; Armor
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1; spear attack (melee or short range) inflicts damage and impedes movement of victim to immediate range for one
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round
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- id: fantasy-artifact-elfblade
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name: Elfblade
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source: Godforsaken, page 151
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level: 1d6 + 3
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form: Medium sword
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effect: |
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This sword can be used as a normal medium sword that deals 2 additional points of damage (for a total of 6
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points). The short sword can cut through any material of its level or lower with ease, owing to its exceptional
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sharpness. The blade sheds a blue light as bright as a candle to warn when goblins, orcs, trolls, or similar
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creatures are within 300 feet (90 m).
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depletion: null
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- id: fantasy-artifact-enchanted-armor
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name: Enchanted Armor
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source: Godforsaken, page 151
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level: 1d6 + 3
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form: Full suit of light, medium, or heavy armor
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effect: |
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This armor is carefully crafted and reinforced with magic to be stronger and more protective than typical
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armor. It is armor according to its type (light, medium, or heavy), but it grants an additional +1 Armor (or +2
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if the artifact is level 7 or higher) beyond what it would normally provide. For example, chainmail is medium
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armor (2 Armor), so enchanted chainmail provides a total of 3 Armor (for artifact level 6 or lower) or 4 Armor
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(for artifact level 7 or higher).
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The additional Armor provided by the magic also applies to damage that often isn't reduced by typical armor,
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such as heat or cold damage (but not Intellect damage).
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depletion: null
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- id: fantasy-artifact-exploding-arrow
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name: Exploding Arrow
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source: Godforsaken, page 151
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level: 1d6
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form: Arrow with runes carved on the shaft and head
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effect: |
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The arrow explodes when it strikes something, inflicting its level in damage to all within immediate range. Roll
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d100 to determine the type of damage.
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effect-roll-type: 1d100
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effect-roll-values:
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- min-roll: 01
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max-roll: 20
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value: Acid
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- min-roll: 21
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max-roll: 40
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value: Electricity
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||
- min-roll: 41
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||
max-roll: 60
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||
value: Cold
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||
- min-roll: 61
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||
max-roll: 90
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||
value: Fire
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- min-roll: 91
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max-roll: 00
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||
value: Necromantic (harms only flesh)
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||
depletion: automatic (GF, 151)
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note: |
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One advantage of an exploding arrow over a detonation cypher is that the arrow doesn't count toward your cypher
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limit.
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An exploding arrow can instead be a crossbow bolt, sling stone, or other thrown weapon or projectile.
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- id: fantasy-artifact-explorers-gloves
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name: Explorer's Gloves
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source: Godforsaken, page 151
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||
level: 1d6
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form: Thick but flexible-fingered leather gloves
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||
effect: |
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||
The wearer can cling to or climb any surface for up to one hour. Even level 10 climbing tasks become routine
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||
while the gloves are activated, but taking any other action while climbing requires a new activation.
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||
depletion: 1 in 1d20
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||
- id: fantasy-artifact-falcon-cloak
|
||
name: Falcon Cloak
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||
source: Godforsaken, page 151
|
||
level: 1d6
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form: Cloak made of feathers
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||
effect: |
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For ten hours, the wearer becomes a falcon whose level is equal to the artifact level. The falcon can fly a long
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distance each round, or up to 60 miles (97 km) per hour when traveling overland.
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||
depletion: 1 in 1d100
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||
note: |
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||
Most magic items that turn a character into a different creature make it difficult to use any of the character's
|
||
special abilities (other than skills) in that form.
|
||
- id: fantasy-artifact-flying-carpet
|
||
name: Flying Carpet
|
||
source: Godforsaken, page 152
|
||
level: 1d6 + 1
|
||
form: Silken rug with repeating designs bordered with a pattern that suggests scudding clouds
|
||
effect: |
|
||
The carpet flies a long distance each round, carrying up to five passengers. It flies for up to ten hours per
|
||
activation. When traveling overland, the artifact can achieve a flying speed of 60 miles (97 km) per hour.
|
||
depletion: 1 in 1d20
|
||
- id: fantasy-artifact-ghostly-armor
|
||
name: Ghostly Armor
|
||
source: Godforsaken, page 152
|
||
level: 1d6 + 3
|
||
form: Full suit of light, medium, or heavy armor
|
||
effect: |
|
||
This armor is carefully crafted and reinforced with magic to be stronger and more protective than typical
|
||
armor. It is armor according to its type (light, medium, or heavy), but it grants an additional +1 Armor beyond
|
||
what it would normally provide. For example, chainmail is medium armor (2 Armor), so ghostly chainmail provides
|
||
3 Armor.
|
||
|
||
When activated, the armor randomly makes the wearer ghostly and immaterial for ten minutes (or for one hour if
|
||
the artifact is level 9 or higher), which hinders attacks on the wearer by two steps without hindering any of
|
||
the character's abilities. Special multidimensional weapons or attacks (such as abilities meant to harm ghosts)
|
||
ignore this defense.
|
||
|
||
After depletion, the suit still functions as normal armor and provides its full Armor value.
|
||
depletion: 1 in 1d10
|
||
- id: fantasy-artifact-gloves-of-agility
|
||
name: Gloves of Agility
|
||
source: Godforsaken, page 152
|
||
level: 1d6
|
||
form: Supple leather or cloth gloves
|
||
effect: |
|
||
The gloves enhance the dexterity and reflexes of the wearer. This increases the wearer's maximum Speed Pool by 5
|
||
(or by 7 if the artifact is level 6 or higher). If the wearer removes the gloves, any excess Speed points above
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||
their normal maximum Speed Pool are lost; if they wear the gloves again, the points do not automatically return
|
||
(they must be restored with recovery rolls, healing magic, or similar effects).
|
||
depletion: null
|
||
- id: fantasy-artifact-gruelmaker
|
||
name: Gruelmaker
|
||
source: Godforsaken, page 152
|
||
level: 1d6
|
||
form: Clay bowl stamped with symbols of fish and birds
|
||
effect: |
|
||
The bowl fills itself to the brim with a bland-tasting tan porridge that provides enough nutrition for one
|
||
person for one day (or two people if the artifact is level 5 or higher).
|
||
depletion: 1 in 1d10
|
||
- id: fantasy-artifact-guardian-idol
|
||
name: Guardian Idol
|
||
source: Godforsaken, page 152
|
||
level: 1d6 + 3
|
||
form: Demonic idol on top of a thin metal leg that is 1 foot (30 cm) tall
|
||
effect: |
|
||
It takes two rounds to balance this artifact on its metal leg, and then it requires an action to activate. When
|
||
activated, the idol stares at the activating character and nearby creatures for five rounds, memorizing their
|
||
faces and shapes. After that, if anything the idol doesn't recognize (and is larger than a mouse) comes within
|
||
long range, it spits a small ball of fire at the target. The fire inflicts damage equal to the artifact
|
||
level. The idol can attack up to ten times per round, but it never attacks the same target more than once per
|
||
round. It remains on watch for twenty-four hours or until it has made one hundred attacks, whichever comes
|
||
first.
|
||
depletion: automatic
|
||
- id: fantasy-artifact-hand-of-glory
|
||
name: Hand of Glory
|
||
source: Godforsaken, page 153
|
||
level: 1d6 + 3
|
||
form: Dried humanoid hand with candle-tip fingers
|
||
effect: |
|
||
A hand of glory has several potential uses, including the following. In all cases, the candles making up the
|
||
hand must be lit and burning to produce an effect. Insensibility: A target within short range is held motionless
|
||
and unable to take actions as long as the lit hand remains within range (or until the target is attacked or
|
||
otherwise snapped out of the trance). Invisibility: User is invisible for up to one minute while holding the
|
||
hand. While invisible, the user is specialized in stealth and Speed defense tasks. Thief 's Passage: A locked or
|
||
barred door or a container whose level is less than or equal to the hand's level becomes unlocked when touched
|
||
by the hand.
|
||
depletion: 1 in 1d20
|
||
- id: fantasy-artifact-helm-of-water-breathing
|
||
name: Helm of Water Breathing
|
||
source: Godforsaken, page 153
|
||
level: 1d6
|
||
form: Green metal helm with a scaly or fishy motif
|
||
effect: |
|
||
The wearer's head is enveloped in a tight bubble of air that constantly renews itself, allowing them to breathe
|
||
underwater indefinitely, speak normally, and so on.
|
||
depletion: 1–2 in 1d100
|
||
depletion-check: each day
|
||
- id: fantasy-artifact-horn-of-thunder
|
||
name: Horn of Thunder
|
||
source: Godforsaken, page 153
|
||
level: 1d6 + 4
|
||
form: Large signal horn banded with metal and carved with runes
|
||
effect: |
|
||
This massive instrument can barely be held or carried by a single person. When activated, it emits a 50-foot (15
|
||
m) wide cone of pure sonic force out to long range. Any creature in that area is knocked prone and stunned for
|
||
one round, losing its action. Unfixed items the size of a human or smaller are toppled and/or moved at least 5
|
||
feet (1.5 m). Larger objects might also be toppled.
|
||
depletion: 1 in 1d10
|
||
- id: fantasy-artifact-instant-ladder
|
||
name: Instant Ladder
|
||
source: Godforsaken, page 153
|
||
level: 1d6
|
||
form: Small lightweight metal rod with gem buttons
|
||
effect: |
|
||
When activated, the rod extends and produces rungs so that it can be used as a ladder up to 28 feet (9 m)
|
||
long. The ladder can be transformed back into its rod form from either end.
|
||
depletion: 1 in 1d100
|
||
note: |
|
||
A creature unfamiliar with the buttons on an instant ladder needs to spend several rounds figuring out the
|
||
proper sequence to expand or collapse it.
|
||
- id: fantasy-artifact-lightning-hammer
|
||
name: Lightning Hammer
|
||
source: Godforsaken, page 153
|
||
level: 1d6 + 2
|
||
form: Massive silver hammer that crackles with electricity
|
||
effect: |
|
||
This hammer functions as a normal heavy weapon. However, if the wielder uses an action to activate it, the
|
||
weapon radiates electricity for one round. If used to attack on the next round, the hammer inflicts an
|
||
additional 10 points of electricity damage. The user can choose to strike the ground instead, sending shockwaves
|
||
of electricity outward that deal 5 points of damage to everyone within short range.
|
||
|
||
Lightning Hammer is still usable as a normal weapon after depletion.
|
||
depletion: 1 in 1d6
|
||
- id: fantasy-artifact-mastercraft-armor
|
||
name: Mastercraft Armor
|
||
source: Godforsaken, page 154
|
||
level: 1d6
|
||
form: Armor of exceptional quality
|
||
effect: This armor grants its wearer an asset for Speed defense rolls.
|
||
depletion: null
|
||
- id: fantasy-artifact-mastercraft-weapon
|
||
name: Mastercraft Weapon
|
||
source: Godforsaken, page 154
|
||
level: 1d6
|
||
form: Weapon of exceptional quality
|
||
effect: This weapon grants its wielder an asset for attack rolls made with it.
|
||
depletion: null
|
||
note: |
|
||
Depending on the game world, mastercraft armor and weapons might be magical, mundanely crafted with exceptional
|
||
quality, or both.
|
||
- id: fantasy-artifact-mindshield-helmet
|
||
name: Mindshield Helmet
|
||
source: Godforsaken, page 154
|
||
level: 1d6 + 2
|
||
form: Lightweight cloth, leather, or metal helmet
|
||
effect: |
|
||
The wearer gains 3 Armor that protects against Intellect damage only. Further, attempts to affect the wearer's
|
||
mind are hindered (or hindered by two steps if the artifact is level 7 or higher).
|
||
depletion: null
|
||
- id: fantasy-artifact-necromantic-wand
|
||
name: Necromantic Wand
|
||
source: Godforsaken, page 154
|
||
level: 1d6 + 4
|
||
form: Bone wand carved with runes
|
||
effect: |
|
||
This wand emits a faint short-range beam of sickly violet light that affects only organic creatures and
|
||
materials. Living targets hit by the beam move one step down the damage track. Nonliving organic targets are
|
||
likely destroyed.
|
||
|
||
This device is a rapid-fire weapon and thus can be used with the Spray or Arc Spray abilities that some
|
||
characters have, but each "round of ammo" used or each additional target selected requires an additional
|
||
depletion roll.
|
||
depletion: 1 in 1d10
|
||
- id: fantasy-artifact-pack-of-storage
|
||
name: Pack of Storage
|
||
source: Godforsaken, page 154
|
||
level: 1d6 + 1
|
||
form: Leather backpack or haversack with multiple pockets
|
||
effect: |
|
||
This pack's mouth can be loosened to open as wide as 6 feet (2 m) in diameter. It is larger on the inside than
|
||
on the outside, and can carry up to 500 pounds (226 kg) or 10 cubic feet (.3 cubic m). The pack weighs about
|
||
one-tenth as much as it is holding.
|
||
depletion: 1 in 1d100
|
||
depletion-check: each time something is added to the pack
|
||
depletion-effect: all objects are expelled from the pack
|
||
- id: fantasy-artifact-poisoners-touch
|
||
name: Poisoner's Touch
|
||
source: Godforsaken, page 154
|
||
level: 1d6 + 1
|
||
form: Very thin transparent glove with faint markings
|
||
effect: |
|
||
When the wearer activates the glove (which might require speaking a command word or tracing a specific pattern
|
||
on its surface), it secretes a small amount of poison. The next creature the wearer touches with the glove takes
|
||
Speed damage equal to the artifact level (ignores Armor) and must make a new Might defense roll each round or
|
||
suffer the damage again until either they succeed at the defense roll or five rounds pass, whichever comes
|
||
first.
|
||
depletion: 1 in 1d10
|
||
- id: fantasy-artifact-protection-amulet
|
||
name: Protection Amulet
|
||
source: Godforsaken, page 154
|
||
level: 1d6
|
||
form: Stylized amulet worn on a chain
|
||
effect: |
|
||
The amulet reduces one type of damage by an amount equal to the artifact level. Roll a d20 to determine the kind
|
||
of damage the amulet protects against.
|
||
effect-roll-type: 1d100
|
||
effect-roll-values:
|
||
- min-roll: 1
|
||
max-roll: 4
|
||
value: Acid
|
||
- min-roll: 5
|
||
max-roll: 8
|
||
value: Cold
|
||
- min-roll: 9
|
||
max-roll: 12
|
||
value: Electricity
|
||
- min-roll: 13
|
||
max-roll: 16
|
||
value: Fire
|
||
- min-roll: 17
|
||
max-roll: 20
|
||
value: Poison
|
||
depletion: 1 in 1d6
|
||
depletion-check: each time the amulet reduces damage (GF, 154)
|
||
- id: fantasy-artifact-ring-of-dragons-flight
|
||
name: Ring of Dragon's Flight
|
||
source: Cypher System Rulebook, page 257
|
||
level: 1d6 + 2
|
||
form: Green iron ring that appears like a dragon wound around the finger
|
||
effect: |
|
||
When the wearer activates the ring, dragon wings unfurl from their back, and for one minute the wearer can fly
|
||
up to long range. The ring does not confer the ability to hover or make fine adjustments while in flight.
|
||
depletion: 1 in 1d10
|
||
- id: fantasy-artifact-ring-of-fall-flourishing
|
||
name: Ring of Fall Flourishing
|
||
source: Godforsaken, page 155
|
||
level: 1d6
|
||
form: Gold band inscribed with feather wreath
|
||
effect: The wearer of the ring can fall any distance safely, landing easily and upright.
|
||
depletion: 1 in 1d100
|
||
- id: fantasy-artifact-ring-of-invisibility
|
||
name: Ring of Invisibility
|
||
source: Godforsaken, page 155
|
||
level: 1d6
|
||
form: Gold band inscribed with characters that are revealed only if ring is heated
|
||
effect: |
|
||
The wearer of the ring becomes invisible for one minute. While invisible, the wearer is specialized in stealth
|
||
and Speed defense tasks. The effect ends if they attack or spend points from a Pool for any reason.
|
||
depletion: 1 in 1d20
|
||
- id: fantasy-artifact-ring-of-wishes
|
||
name: Ring of Wishes
|
||
source: Godforsaken, page 155
|
||
level: 1d6 + 4
|
||
form: Plain gold band
|
||
effect: |
|
||
The user makes a wish, and it is granted, within limits. The level of the effect granted is no greater than the
|
||
level of the artifact, as determined by the GM, who can modify the effect accordingly. (The larger the wish, the
|
||
more likely the GM will limit its effect.)
|
||
depletion: 1–3 in 1d6
|
||
- id: fantasy-artifact-shield-of-two-skies
|
||
name: Shield of Two Skies
|
||
source: Godforsaken, page 155
|
||
level: 1d6 + 2
|
||
form: Small hexagonal amulet
|
||
effect: |
|
||
Upon activation, the amulet creates a faint glow around the wearer that provides +2 to Armor against heat and
|
||
cold (or +3 for artifact level 6 and higher). The effect lasts for ten minutes.
|
||
depletion: 1 in 1d100
|
||
- id: fantasy-artifact-skill-ring
|
||
name: Skill Ring
|
||
source: Godforsaken, page 155
|
||
level: 1d6
|
||
form: Ring carved with sigils appropriate to its granted skill
|
||
effect: |
|
||
This ring grants its wearer knowledge of a specific skill, such as climbing, jumping, history, or
|
||
persuasion. This grants the wearer training in that skill (or in two skills if the artifact is level 5 or
|
||
higher).
|
||
depletion: null
|
||
- id: fantasy-artifact-smooth-stepping-boots
|
||
name: Smooth Stepping Boots
|
||
source: Godforsaken, page 155
|
||
level: 1d6 + 1
|
||
form: Pair of boots
|
||
effect: |
|
||
When the boots are activated, for the next hour the wearer can move across rough or difficult terrain at normal
|
||
speed, walk up walls, and even walk across liquids. In areas of low or no gravity, the wearer can walk along
|
||
hard surfaces (even vertically or upside down) as if under normal gravity.
|
||
depletion: 1 in 1d100
|
||
- id: fantasy-artifact-soul-stealing-knife
|
||
name: Soul-Stealing Knife
|
||
source: Godforsaken, page 155
|
||
level: 1d6
|
||
form: Night-black blade in which distant stars are sometimes visible
|
||
effect: |
|
||
This knife functions as a normal light weapon. However, if the wielder wishes, on a successful attack, it
|
||
inflicts additional damage (ignores Armor) equal to the artifact's level. If damage from the dagger reduces a
|
||
target to 0 health, the target's soul is drawn into the blade. The soul remains trapped there for up to three
|
||
days, after which time it is consumed. (Alternatively, the wielder can release the soul to whatever its fate
|
||
would otherwise be.)
|
||
|
||
As a separate activation, the wielder can ask three questions of a creature whose soul is trapped in the blade
|
||
and not yet consumed. After answering the third question, the soul is consumed.
|
||
depletion: 1 in 1d20
|
||
depletion-check: each activation
|
||
- id: fantasy-artifact-soulflaying-weapon
|
||
name: Soulflaying Weapon
|
||
source: Cypher System Rulebook, page 257
|
||
level: 1d6 + 1
|
||
form: Weapon of any type, with engraved glowing runes denoting soulflaying
|
||
effect: |
|
||
This weapon functions as a normal weapon of its kind. The wielder can use an action to activate its soulflaying
|
||
magic for one minute. During that time, if the weapon scores a hit, it inflicts normal damage, plus 3 additional
|
||
points of Intellect damage on all creatures that have souls (not automatons, mindless undead, or the like).
|
||
depletion: 1 in 1d100
|
||
- id: fantasy-artifact-sovereign-key
|
||
name: Sovereign Key
|
||
source: Godforsaken, page 156
|
||
level: 1d6 + 2
|
||
form: Slender golden key
|
||
effect: |
|
||
When touched to a lock or the surface of a sealed object (such as a chest, envelope, or urn), the key briefly
|
||
glows and attempts to open the target. Sealed objects fall open like peeled fruits if their level is equal to or
|
||
less than the artifact level, and locks open easily if their level is equal to or less than the artifact
|
||
level.
|
||
depletion: 1 in 1d10
|
||
- id: fantasy-artifact-spellbook-of-elemental-summoning
|
||
name: Spellbook of Elemental Summoning
|
||
source: Godforsaken, page 156
|
||
level: 1d6 + 1
|
||
form: Weighty tome filled with pages of spell runes
|
||
effect: |
|
||
When the user incants from the spellbook and succeeds at a level 3 Intellect task, they can summon an elemental
|
||
of one specific kind described in the book (earth, fire, thorn, or some other type). The elemental appears and
|
||
does the summoner's bidding for up to one hour, unless it somehow breaks the geas created by the book.
|
||
depletion: 1–3 in 1d20
|
||
- id: fantasy-artifact-spellbook-of-the-amber-mage
|
||
name: Spellbook of the Amber Mage
|
||
source: Cypher System Rulebook, page 257
|
||
level: 1d6
|
||
form: Weighty tome bound in amber filled with pages of spell runes
|
||
effect: |
|
||
When the user incants from the spellbook and succeeds at a level 3 Intellect-based task, the user can attempt to
|
||
trap a creature within long range inside a block of amber. Only creatures whose level is equal to or lower than
|
||
the artifact's level can be targeted. A creature successfully caught is preserved in perfect stasis until the
|
||
encasing amber is broken away (the amber has 10 points of health per level of the artifact).
|
||
depletion: 1 in 1d20
|
||
- id: fantasy-artifact-staff-of-black-iron
|
||
name: Staff of Black Iron
|
||
source: Godforsaken, page 156
|
||
level: 1d6 + 2
|
||
form: Staff of black iron set with an eye-shaped crystal headpiece
|
||
effect: |
|
||
The wielder can use an action to gain one of the following effects.
|
||
|
||
- *Influence*: The wielder makes a mental attack on a creature within immediate range by providing a
|
||
suggestion. An affected target follows any suggestion during its next turn that doesn't cause direct harm to
|
||
itself or its allies.
|
||
- *Lightning*: The wielder discharges a bolt of lightning that attacks all targets along a straight line out to
|
||
long range, inflicting damage equal to the artifact level.
|
||
- *Shield*: For one hour, the wielder gains the protective effect of using a normal shield (an asset on their
|
||
Speed defense rolls). This effect is invisible and doesn't require them to hold a shield; merely touching the
|
||
staff is sufficient.
|
||
|
||
The staff can have more than one effect ongoing at a time (such as using the shield ability and blasting someone
|
||
with lightning), but each requires a separate activation and depletion roll.
|
||
depletion: 1 in 1d100
|
||
- id: fantasy-artifact-staff-of-healing
|
||
name: Staff of Healing
|
||
source: Godforsaken, page 156
|
||
level: 1d6 + 4
|
||
form: Wooden staff capped with a golden icon
|
||
effect: |
|
||
The staff emits a short-range beam of silvery light that affects only living creatures. A living creature hit by
|
||
the beam moves up one step on the damage track. A target that is not down on the damage track can immediately
|
||
make a free recovery roll (or, for NPCs, regain a number of points of health equal to three times their level).
|
||
depletion: 1 in 1d10
|
||
- id: fantasy-artifact-staff-of-the-prophet
|
||
name: Staff of the Prophet
|
||
source: Godforsaken, page 157
|
||
level: 1d6 + 2
|
||
form: Short wooden staff
|
||
effect: |
|
||
The staff has three abilities, each of which requires an action to activate.
|
||
|
||
- *Sea Passage*: Creates a dry route through a body of water. The route is approximately 20 feet (6 m) wide, up
|
||
to 1,000 feet (300 m) deep, and as long as the body of water is wide. The path remains open for up to four
|
||
hours, or the wielder can collapse it as an action.
|
||
- *Snake Form*: Staff transforms into a venomous snake whose level is equal to the artifact level. The snake
|
||
has a bite attack that inflicts 6 points of damage, plus 3 additional points of Speed damage (ignores Armor)
|
||
for three rounds on a failed Might defense roll. The snake obeys the wielder's verbal commands, but it can't
|
||
do anything a regular snake couldn't do.
|
||
- *Water From Stone*: Produces approximately 10 gallons (38 liters) of pure water within immediate range, as if
|
||
from a natural spring in the ground.
|
||
depletion: 1 in 1d20
|
||
- id: fantasy-artifact-storm-shack
|
||
name: Storm Shack
|
||
source: Godforsaken, page 157
|
||
level: 1d6 + 3
|
||
form: Miniature model of a simple wooden shack
|
||
effect: |
|
||
Activating the artifact transforms it over the next few rounds into a simple wooden shack that is 10 feet by 10
|
||
feet (3 m by 3 m) with a thin door. Everything inside the area of the full-size shack is protected from most
|
||
forms of inclement weather for one hour (or ten hours for artifact level 6 and higher). Leaving or entering the
|
||
shack before the duration is up makes it harmlessly collapse upon itself unless the character succeeds on a
|
||
Speed roll against the artifact's level. If collapsed early or the duration runs out, the shack collapses into
|
||
sticks, dust, and the miniature model, which can be taken and reused.
|
||
depletion: 1 in 1d100
|
||
- id: fantasy-artifact-trap-runestone
|
||
name: Trap Runestone
|
||
source: Godforsaken, page 157
|
||
level: 1d6
|
||
form: Pouch with chalk, sealing wax, and an engraved runestone
|
||
effect: |
|
||
A simple cypher (such as a potion or scroll) can be modified with this set of implements to turn it into a
|
||
trap. First, the cypher is attached to a surface with the sealing wax, then the user must make a difficulty 4
|
||
Intellect task to draw the runestone symbols around the edge of the cypher with the chalk and place the
|
||
runestone in the correct position. When the trap is triggered, the cypher is activated, so people often use
|
||
straightforward cyphers such as an explosive spell scroll, a poisonous potion, and so on.
|
||
|
||
The trigger can react to a specified movement within 3 feet (1 m)—a door opening, a creature or object moving
|
||
past the runestone, and so on. The higher the level of the artifact, the more sophisticated the trigger. For
|
||
example, a level 4 artifact's trigger might be based on a creature's size or weight, a level 5 artifact can
|
||
trigger based on a specific type of creature, and a level 6 artifact can trigger based on recognizing an
|
||
individual creature.
|
||
depletion: automatic
|
||
- id: fantasy-artifact-tunneling-gauntlets
|
||
name: Tunneling Gauntlets
|
||
source: Godforsaken, page 157
|
||
level: 1d6 + 1
|
||
form: Oversized pair of metallic gauntlets with broad nails
|
||
effect: |
|
||
When activated, for one hour the gauntlets let the wearer burrow up to an immediate distance each round. They
|
||
can burrow through most soils and even some stone, but only through material whose level is lower than the
|
||
artifact level. Burrowing leaves behind a tunnel with a diameter of 5 feet (1.5 m) that remains stable for
|
||
several hours. After that, the tunnel is subject to collapse.
|
||
depletion: 1 in 1d20
|
||
- id: fantasy-artifact-vorpal-sword
|
||
name: Vorpal sword
|
||
source: Godforsaken, page 158
|
||
level: 1d6 + 3
|
||
form: Long sword that sometimes whispers and snickers aloud
|
||
effect: |
|
||
The vorpal sword cuts through any material of a level lower than its own. It is a medium weapon that ignores
|
||
Armor of a level lower than its own. On a natural attack roll of 19 or 20, the suggested minor or major effect
|
||
is decapitation if the artifact is higher level than the foe (use this only if the foe has a head; otherwise,
|
||
choose a different effect).
|
||
depletion: 1–2 in 1d100
|
||
depletion-check: each decapitation and specific attempt to cut through solid material
|
||
- id: fantasy-artifact-wand-of-firebolts
|
||
name: Wand of Firebolts
|
||
source: Cypher System Rulebook, page 257
|
||
level: 1d6 + 2
|
||
form: Wand of red wood 8 inches (20 cm) long, carved with intricate flamelike images
|
||
effect: |
|
||
When activated, the wand looses a blast of fire at a chosen target within short range, inflicting damage equal
|
||
to the artifact's level.
|
||
depletion: 1 in 1d20
|
||
- id: fantasy-artifact-wand-of-spiders-webbing
|
||
name: Wand of Spider's Webbing
|
||
source: Godforsaken, page 158
|
||
level: 1d6 + 1
|
||
form: White oak wand
|
||
effect: |
|
||
This wand produces a long-range stream of grey spider's webbing that entangles a target and holds it stuck to
|
||
nearby surfaces. Entangled victims can't move or take actions that require movement. Targets whose level is
|
||
higher than the wand's level can usually break free within one or two rounds. The entangling web is highly
|
||
flammable, and if ignited it burns away over the course of one round, but the intense heat inflicts damage equal
|
||
to the artifact level on whatever was caught within it.
|
||
depletion: 1 in 1d20
|
||
- id: fantasy-artifact-whisperer-in-the-ether
|
||
name: Whisperer in the Ether
|
||
source: Godforsaken, page 158
|
||
level: 1d6 + 1
|
||
form: Small crystal
|
||
effect: |
|
||
The bearer of this crystal can telepathically communicate with an immortal being whose location is unknown
|
||
(probably another dimension or a godly or infernal realm). The user can converse with the intelligence on an
|
||
ongoing basis, but in general, the whisperer can share a useful bit of information, insight, or advice about
|
||
once every day. Sometimes, this translates into an asset on one of the user's actions. For example, the
|
||
intelligence can suggest the right phrase to make friends with a shopkeeper to get a good deal, the right tools
|
||
to use while trying to break open a door, or the right place to put a shield to deflect an incoming
|
||
attack. Sometimes the information is more broad, such as the right road to take to reach the next town or why a
|
||
group of monsters is attacking the caravan the bearer is guarding.
|
||
|
||
The whisperer's willingness and ability to converse varies considerably. Sometimes it is quite chatty and offers
|
||
advice. Other times, it must be convinced, cajoled, or tricked into giving information. And sometimes, it is
|
||
entirely absent for reasons it will not explain. The whisperer's knowledge base is broad but not omniscient. It
|
||
cannot see the future, but it can often predict outcomes based on logic.
|
||
depletion: 1 in 1d20
|
||
depletion-check: each day
|
||
- id: fantasy-artifact-witchs-broom
|
||
name: Witch's Broom
|
||
source: Godforsaken, page 158
|
||
level: 1d6 + 2
|
||
form: A 6-foot (2 m) long wooden broom
|
||
effect: |
|
||
As a vehicle, the broom can be ridden a long distance each round. On extended trips, it can move up to 100 miles
|
||
(160 km) per hour.
|
||
|
||
The bearer can call upon the broom to grant them a powerful hallucinogenic state that lasts for four hours,
|
||
during which time all tasks are hindered. After the hallucinations end, the bearer's Intellect tasks are eased
|
||
for the next ten minutes.
|
||
depletion: 1 in 1d20
|
||
- id: modern-magic-artifact-accessories-sold-separately
|
||
name: Accessories Sold Separately
|
||
source: It's Only Magic, page 132
|
||
level: 1d6
|
||
form: |
|
||
Articulated action figure that comes equipped with a number of accessories, such as a gun, armor, handbag,
|
||
laptop computer, dazzling outfit, and so on.
|
||
effect: |
|
||
The action figure carries a number of accessories equal to the artifact level. When the button on their back is
|
||
pushed, the action figure does nothing, but their accessories grow to the size they would be if they were real,
|
||
and they become functional. They remain this way for a day. Roll a d20 for each accessory the action figure
|
||
might carry.
|
||
effect-roll-type: d20
|
||
effect-roll-values:
|
||
- min-roll: 1
|
||
value: Light weapon (includes ammo)
|
||
- min-roll: 2
|
||
value: Medium weapon (includes ammo)
|
||
- min-roll: 3
|
||
value: Heavy weapon (includes ammo)
|
||
- min-roll: 4
|
||
value: Light armor
|
||
- min-roll: 5
|
||
value: Medium armor
|
||
- min-roll: 6
|
||
value: Heavy armor
|
||
- min-roll: 7
|
||
value: Laptop computer
|
||
- min-roll: 8
|
||
value: Cell phone
|
||
- min-roll: 9
|
||
value: Doctor bag (eases healing tasks)
|
||
- min-roll: 10
|
||
value: Dazzling outfit (eases social interactions)
|
||
- min-roll: 11
|
||
value: Handbag (includes a handful of items, such as gum, lipstick, sunglasses, and a notebook)
|
||
- min-roll: 12
|
||
value: Bag of light tools
|
||
- min-roll: 13
|
||
value: Puppy (level 1)
|
||
- min-roll: 14
|
||
value: Kittem (level 1)
|
||
- min-roll: 15
|
||
value: Dinosaur (level 1)
|
||
- min-roll: 16
|
||
value: Fiction book
|
||
- min-roll: 17
|
||
value: Nonfiction book
|
||
- min-roll: 18
|
||
value: Backpack (empty)
|
||
- min-roll: 19
|
||
value: Guitar
|
||
- min-roll: 20
|
||
value: Inflatable couch
|
||
depletion: 1 in 1d20
|
||
- id: modern-magic-artifact-ask-me-anything
|
||
name: Ask Me Anything
|
||
source: It's Only Magic, page 133
|
||
level: 1d6 + 1
|
||
form: Magic billiard ball fill with liquid, inside of which a small gargoyle, crow, or other creature floats
|
||
effect: |
|
||
The user can shake the magic ball, causing the creature inside to wake up. They can ask the creature two
|
||
questions about the future and learn the answer (three questions if the artifact is level 4 or higher, four
|
||
questions if the artifact is level 6 or higher). Because the future is ever-changing, the answers may not line
|
||
up perfectly with what will happen, but they usually offer at least one piece of concrete, actionable
|
||
information.
|
||
depletion: 1 in 1d20
|
||
- id: modern-magic-artifact-atheneum-of-the-mind-card
|
||
name: Atheneum of the Mind Card
|
||
source: It's Only Magic, page 133
|
||
level: 1d6
|
||
form: Metal and glass card about the size and shape of a library card
|
||
effect: |
|
||
Allows the user to "borrow" people's minds the same way that one might borrow a library book. The person must be
|
||
agreeable to sharing their knowledge and must be within short range of the user when the exchange happens. For
|
||
the next 24 hours, the user has access to the person's brain from anywhere, allowing them to become trained in
|
||
two noncombat skills or specialized in one noncombat skill. The skill they choose must make sense for the person
|
||
whose brain they're "borrowing" (for example, a professor of English lit would likely be skilled in
|
||
speed-reading and storytelling, but maybe not in woodworking or cooking). They can only borrow one person's mind
|
||
each day.
|
||
depletion: 1 in 1d100
|
||
- id: modern-magic-artifact-attempted-murder
|
||
name: Attempted Murder
|
||
source: It's Only Magic, page 133
|
||
level: 1d6 + 4
|
||
form: Tattoo of a flock of crows located anywhere on the body
|
||
effect: |
|
||
When the tattoo is activated, the crows fly out of it in a barrage of attacks. Everyone and everything in an
|
||
immediate area suffers damage equal to the artifact level, unless they are designated safe by the user ahead of
|
||
time.
|
||
depletion: 1 in 1d6
|
||
depletion-effect: the tattoo flies away and disappears
|
||
- id: modern-magic-artifact-battery-of-the-vanquished
|
||
name: Battery of the Vanquished
|
||
source: It's Only Magic, page 133
|
||
level: 1d6 + 4
|
||
form: Small metal pipe that's been etched with elaborate symbols
|
||
effect: |
|
||
After killing a magical creature, the user can place the pipe against the body and suck the creature's magic up
|
||
into their body. The creature must have been slain by the user, they must be magical in some way, and they must
|
||
have died within the last hour. The user restores a number of points equal to the artifact level to their
|
||
Intellect Pool (even if this temporarily puts them above their maximum Pool).
|
||
depletion: 1 in 1d6
|
||
- id: modern-magic-artifact-blade-of-the-roses
|
||
name: Blade of the Roses
|
||
source: It's Only Magic, page 133
|
||
level: 1d6 + 2
|
||
form: Handcrafted sword etched with vines and roses
|
||
effect: |
|
||
This sword is a medium weapon that inflicts 5 points of damage (6 points if the artifact is level 6 or
|
||
higher). Additionally, on the first successful attack against a foe, the sword sows a rose vine into the
|
||
creature's heart. The vine begins to spread through the creature's veins, inflicting 2 additional points of
|
||
damage each round for one day or until magic is used to remove the vine. A PC can end the effect early by
|
||
succeeding on a Might defense roll on their turn.
|
||
depletion: 1 in 1d100
|
||
depletion-check: each first successful attack
|
||
- id: modern-magic-artifact-book-of-the-baker
|
||
name: Book of the Baker
|
||
source: It's Only Magic, page 133
|
||
level: 1d6
|
||
form: Pocket-sized book with a well-worn leather cover filled with handwritten recipes
|
||
effect: |
|
||
Taking a round to read a recipe from the book aloud causes everyone within short range to feel as if they've
|
||
eaten the meal from the recipe. They all add +1 to their recovery rolls for the next ten minutes.
|
||
depletion: 1 in 1d20
|
||
- id: modern-magic-artifact-breakaway-bag
|
||
name: Breakaway Bag
|
||
source: It's Only Magic, page 133
|
||
level: 1d6 + 4
|
||
form: Backpack, purse, or duffel covered in patches
|
||
effect: |
|
||
This bag can hold a number of magic items (including cyphers and artifacts) equal to the artifact level. Every
|
||
item the user places inside the bag instantly turns into a patch on the bag's surface. Only the user can
|
||
recognize these patches as the objects they once were, and only the user can turn them back into their original
|
||
items (doing so takes an action). The bag can also be used as a regular bag to hold mundane items, which does
|
||
not affect how many magic items it can hold. Cyphers in the bag do not count against the user's cypher limit.
|
||
depletion: 1 in 1d20
|
||
depletion-check: each time a magic item is added
|
||
- id: modern-magic-artifact-busy-box
|
||
name: Busy Box
|
||
source: It's Only Magic, page 134
|
||
level: 1d6
|
||
form: Small wooden box with a remote opener
|
||
effect: |
|
||
Opening the box reveals a dazzling array of enticing things to do, see, hear, and experience. These enticements
|
||
are magically geared to those experiencing them. Everyone who fails an Intellect defense roll within short range
|
||
of the box is so distracted that they're hindered on all actions for a number of rounds equal to the artifact
|
||
level. (NPCs whose level is less than the artifact level are automatically affected.) The remote will open and
|
||
close the box from up to long range away.
|
||
depletion: 1 in 1d20
|
||
- id: modern-magic-artifact-cats-hide-their-paws
|
||
name: Cats Hide Their Paws
|
||
source: It's Only Magic, page 134
|
||
level: 1d6 + 2
|
||
form: Onyx ring that depicts a cat curling around itself, so that it becomes a feline ouroboros
|
||
effect: |
|
||
The ring allows the user to slink into the shadows, hide their true motives, and otherwise go mostly unseen and
|
||
unnoticed. This provides an asset to sneaking, lockpicking, disguise, and deception tasks.
|
||
depletion: 1 in 1d100
|
||
depletion-check: each day
|
||
- id: modern-magic-artifact-cloud-storage
|
||
name: Cloud Storage
|
||
source: It's Only Magic, page 134
|
||
level: 1d6 + 2
|
||
form: Palm-sized device with a carabiner attached
|
||
effect: |
|
||
Stores up to five cypher apps at a time. The device is thumbprint-protected by the user, and only the user can
|
||
add apps and activate them. Any additional apps stored above the user's cypher limit do not count against the
|
||
limit.
|
||
depletion: 1 in 1d20
|
||
depletion-check: each time an app is added
|
||
- id: modern-magic-artifact-cloud-thief
|
||
name: Cloud Thief
|
||
source: It's Only Magic, page 134
|
||
level: 1d6
|
||
form: Ring that alters to perfectly fit the wearer (in size and appearance)
|
||
effect: |
|
||
Allows the user to copy a cypher app from any device the user chooses within long range. The ring chooses
|
||
randomly from the available apps on that device, and the user doesn't know what the app is until they receive
|
||
it. They can activate the cypher app directly from the ring or download it into a device of their choice. The
|
||
ring can only hold one app at a time, and that app does count against the user's cypher limit.
|
||
depletion: 1 in 1d20
|
||
- id: modern-magic-artifact-color-cannon
|
||
name: Color Cannon
|
||
source: It's Only Magic, page 134
|
||
level: 1d6
|
||
form: Can of spray paint modified to spray from three different nozzles
|
||
effect: |
|
||
Depending on which nozzle is used, the color cannon has the following effects with a successful attack roll by
|
||
the user.
|
||
|
||
- *Fear*: Sprays a target within short range with a beam of color that frightens them so badly that they flee
|
||
for a number of rounds equal to the artifact level.
|
||
- *Stun*: Sprays a target within short range with a beam of color that stuns them for one round, making them
|
||
lose their next action.
|
||
- *Tag*: Tags a target within long range with a symbol. All tasks involving tracking, following, and finding
|
||
that target are eased for the next day. No matter where the symbol lands, the tag still works (for example,
|
||
if the target's shirt is tagged, the tag works even if they remove their shirt).
|
||
depletion: 1 in 1d20
|
||
- id: modern-magic-artifact-combat-glasses
|
||
name: Combat Glasses
|
||
source: It's Only Magic, page 134
|
||
level: 1d6 + 2
|
||
form: Pair of stylish sunglasses
|
||
effect: |
|
||
The glasses analyze a foe and display information about the best places to strike them as well as how best to
|
||
avoid their incoming attacks. If the user spends an action to allow the glasses to analyze a chosen foe, they
|
||
gain an asset in both melee attacks and Speed defense rolls against the foe. They must take a separate action to
|
||
analyze each foe, and the glasses can only assist against one foe at a time.
|
||
depletion: 1 in 1d6
|
||
depletion-check: after each foe
|
||
- id: modern-magic-artifact-crow-friend
|
||
name: Crow Friend
|
||
source: It's Only Magic, page 135
|
||
level: 1d6 + 4
|
||
form: Pocket-sized figurine of a crow, its feathers worn from being lovingly petted over time
|
||
effect: |
|
||
For as long as the user carries the figurine on their person and does not actively harm, scare, or otherwise
|
||
offend any living corvids, a flock of crows may show up randomly once per day to assist them. The crows arrive
|
||
on their own time and act as crows do, attempting to help the user in the way that they deem most useful, such
|
||
as dropping stones on a foe's head, warning them of incoming dangers, bringing them a snack, and so on.
|
||
depletion: 1 in 1d100
|
||
depletion-check: each time the crows arrive
|
||
- id: modern-magic-artifact-crown-of-the-high-king
|
||
name: Crown of the High King
|
||
source: It's Only Magic, page 135
|
||
level: 1d6 + 3
|
||
form: Pair of over-the-ear headphones that sparkle in the light
|
||
effect: |
|
||
When worn, the headphones provide the user with an enhanced sense of elegance, power, or status. Other people
|
||
find themselves drawn to the user in the hopes of helping them, granting their wishes, and treating them like
|
||
the royalty they obviously are. All social interactions are eased.
|
||
depletion: 1 in 1d100
|
||
depletion-check: each day
|
||
- id: modern-magic-artifact-dragon-pen
|
||
name: Dragon Pen
|
||
source: It's Only Magic, page 135
|
||
level: 1d6 + 2
|
||
form: Quill made from a green feather
|
||
effect: |
|
||
The user can dip the pen in ink and draw an object or creature, which becomes real for one minute. The object or
|
||
creature's level is half the artifact's level, +1 level if the user is trained in drawing, or +2 levels if the
|
||
user is specialized in drawing. Once released from the page or surface it was drawn upon, the object or creature
|
||
swells until it reaches the appropriate size, but it grows no bigger than an immediate distance in width, depth,
|
||
and height. If a creature is made, it does the bidding of the user.
|
||
|
||
Someone familiar with magic made from drawings or illustrations, such as someone who has the Inks Spells on Skin
|
||
focus, can use the pen as part of casting their spells, easing the task of casting the spell.
|
||
depletion: 1 in 1d10
|
||
- id: modern-magic-artifact-eau-de-blood-and-monsters
|
||
name: Eau de Blood and Monsters
|
||
source: It's Only Magic, page 135
|
||
level: 1d6 + 4
|
||
form: Red crystal bottle filled with amber perfume
|
||
effect: |
|
||
This perfume is specially created to be used by a single person. To activate it for the first time, the user
|
||
must put a single drop of their blood into the bottle, incorporating their own scent into that of the
|
||
perfume. The result smells amazing to them but is not noticeable to anyone else.
|
||
|
||
After that, whenever the user applies the perfume, it provides +2 Armor (+3 if the artifact is level 9 or
|
||
higher). Each application lasts for ten minutes per artifact level, and it's an action to reapply the perfume.
|
||
|
||
Anyone else who attempts to wear the perfume quickly realizes it smells awful on their skin, and they take 1
|
||
point of damage.
|
||
depletion: 1 in 1d20
|
||
- id: modern-magic-artifact-ecosensitive-fridge-magnets
|
||
name: Ecosensitive Fridge Magnets
|
||
source: It's Only Magic, page 136
|
||
level: 1d6
|
||
form: Set of refrigerator magnets (two of each letter and two of each number 0 through 9) made out of bone or wood
|
||
effect: |
|
||
Ghosts, haunts, wraiths, poltergeists, and other spectral creatures can move these objects as easily as a human
|
||
can, using them to spell out messages visible to anyone in the area. Usually, the magnets are also enchanted so
|
||
these creatures can't remove them from the surface they're attached to (preventing the creatures from stealing,
|
||
hiding, or throwing them).
|
||
|
||
Depletion means one of the magnets is lost forever but the remainder continue to function.
|
||
depletion: 1 in 1d20
|
||
depletion-check: each day of use
|
||
- id: modern-magic-artifact-flying-carpet
|
||
name: Flying Carpet
|
||
source: It's Only Magic, page 136
|
||
level: 1d6 + 1
|
||
form: Small woven rug, large enough for several people to sit on
|
||
effect: |
|
||
The carpet flies a long distance each round, carrying up to five passengers. It flies for up to ten hours per
|
||
activation. When traveling overland, the artifact can achieve a flying speed of 60 miles (97 km) per hour.
|
||
depletion: 1 in 1d20
|
||
- id: modern-magic-artifact-gift-from-the-fairy-queen
|
||
name: Gift from the Fairy Queen
|
||
source: It's Only Magic, page 136
|
||
level: 1d6 + 2
|
||
form: Glass eye that shines with a beautiful inner light
|
||
effect: |
|
||
Looking through the glass eye allows the user to see anything that's hidden or invisible, including magic, up to
|
||
the level of the artifact. If they have the glass eye surgically or magically implanted (a task equal to the
|
||
artifact level), they also gain an asset in using magic in all its forms, including crafting, combat, and
|
||
defenses.
|
||
depletion: null
|
||
- id: modern-magic-artifact-goodest-gargoyle
|
||
name: Goodest Gargoyle
|
||
source: It's Only Magic, page 136
|
||
level: 1d6 + 2
|
||
form: Small lapel pin of a winged, grinning gargoyle
|
||
effect: |
|
||
Once activated, this gargoyle grows to the size of a human. It follows within a few feet of the user and attacks
|
||
anyone or anything within immediate range that attacks it or the user. The gargoyle attacks with a powerful
|
||
blast of water that deals damage equal to its level. The gargoyle lasts for a day.
|
||
depletion: 1 in 1d20
|
||
- id: modern-magic-artifact-harrowing-blade
|
||
name: Harrowing Blade
|
||
source: It's Only Magic, page 136
|
||
level: 1d6 + 1
|
||
form: Long black blade with a carved stone handle
|
||
effect: |
|
||
A successful attack with the blade doesn't inflict physical damage. Instead, it fills the foe's mind with dark
|
||
and dangerous thoughts, inflicting 4 points of Intellect damage (6 points if the artifact Is level 5 or higher)
|
||
that ignore Armor. The foe does not need to be corporeal for the attack to be successful.
|
||
depletion: null
|
||
- id: modern-magic-artifact-historys-fickle-hands
|
||
name: History's Fickle Hands
|
||
source: It's Only Magic, page 136
|
||
level: 1d6
|
||
form: Watch with a beautiful leather band and silver face whose hands and numbers move in a seemingly random order
|
||
effect: |
|
||
The watch works as a two-way communication device to someone in the past whose level is equal to or less than
|
||
the artifact level. A screen opens up on the watch face that allows the user to see the person and interact with
|
||
them. The person isn't compelled to interact with the user, and the user's interaction with them doesn't change
|
||
anything in the present or future. The connection stays open for ten minutes per artifact level.
|
||
depletion: 1 in 1d6
|
||
- id: modern-magic-artifact-keys-of-close-to-you
|
||
name: Keys of Close to You
|
||
source: It's Only Magic, page 137
|
||
level: 1d6 + 4
|
||
form: Two small gold keys, each with a simple bow
|
||
effect: |
|
||
When activated by two people standing together, the bows of the keys magically adjust to create an abstract
|
||
representation of the two users' relationship. At any time, one of the users can teleport themselves to the
|
||
other person instantly, from up to 50 miles (80 km) away. For this to work, both people must have their key on
|
||
their person, and there must be no magical barriers in place that are higher level than the artifact.
|
||
depletion: 1 in 1d20
|
||
depletion-check: each teleportation
|
||
- id: modern-magic-artifact-living-copycat
|
||
name: Living Copycat
|
||
source: It's Only Magic, page 137
|
||
level: 1d6
|
||
form: Collection of metal magnets in a small tin
|
||
effect: |
|
||
If the user spends about an hour shaping the metal magnets into a copy of a living entity they've seen or have
|
||
an image of, such as a human, cat, or dragon, the living metal takes the shape of that entity (albeit at about a
|
||
tenth of its size). The copycat does and says everything that the living entity is doing, at the moment that
|
||
they're doing it. The copycat lasts for ten minutes per artifact level, after which it returns to a collection
|
||
of magnets.
|
||
depletion: 1 in 1d20
|
||
- id: modern-magic-artifact-magicians-protective-amulet
|
||
name: Magician's Protective Amulet
|
||
source: It's Only Magic, page 137
|
||
level: 1d6 + 2
|
||
form: Silver medallion bearing several magical symbols
|
||
effect: |
|
||
The wearer's defense rolls against spell attacks are eased (by two steps if the artifact level is 7 or higher).
|
||
depletion: 1 in 1d20
|
||
depletion-check: each spell attack
|
||
- id: modern-magic-artifact-malware-genie
|
||
name: Malware Genie
|
||
source: It's Only Magic, page 137
|
||
level: 1d6 + 2
|
||
form: Thumb drive with the image of a lamp engraved on it
|
||
effect: |
|
||
Inserting the thumb drive into a device produces the avatar of a genie who grants the user a single wish. The GM
|
||
assigns a level to the wish, so the larger and more difficult the wish, the more difficult it is to have the
|
||
wish granted. Generally, a wish such as gaining an asset or inexpensive item is level 1, and a wish for an
|
||
expensive item or for a foe to vanish is level 7. The genie cannot grant a wish above its level. The genie can
|
||
grant only one wish per day.
|
||
depletion: 1 in 1d6
|
||
- id: modern-magic-artifact-meatboy
|
||
name: Meatboy
|
||
source: It's Only Magic, page 137
|
||
level: 1d6
|
||
form: Ring with a generic human face design
|
||
effect: |
|
||
The ring creates a "meatboy," a level 1 lifelike simulation of a human, who appears within immediate range. The
|
||
meatboy has only a limited vocabulary and ability to reason. It does as the user instructs for one minute, then
|
||
slumps, melts into reddish goo, and vanishes.
|
||
depletion: 1 in 1d20
|
||
- id: modern-magic-artifact-my-friend-lockness
|
||
name: My Friend Lockness
|
||
source: It's Only Magic, page 137
|
||
level: 1d6 + 3
|
||
form: Silver lapel pin in the shape of the Loch Ness monster
|
||
effect: |
|
||
When activated, the back of the pin opens up to reveal a number of helpful miniature tools, including a
|
||
lockpick, tweezers, screwdriver, and so on. Using the pin provides an asset in both magical and mundane tasks
|
||
such as lockpicking and crafting. In addition, it allows the user to perceive items, creatures, spells, and
|
||
doors that would normally be hidden by easing their perception tasks by two steps (three steps if the cypher is
|
||
level 7 or higher).
|
||
depletion: 1 in 1d100
|
||
- id: modern-magic-artifact-pearls-of-your-grandmother-the-witch
|
||
name: Pearls of Your Grandmother, the Witch
|
||
source: It's Only Magic, page 138
|
||
level: 1d6 + 2
|
||
form: Elegant necklace made of pearls with unusual colors and shapes
|
||
effect: |
|
||
Wearing the necklace eases all crafting tasks (including crafting magic cyphers and artifacts). Tasks that
|
||
involve finding, sourcing, locating, and purchasing craft-related items are also eased.
|
||
depletion: null
|
||
- id: modern-magic-artifact-poor-magicians-lunchbox
|
||
name: Poor Magician's Lunchbox
|
||
source: It's Only Magic, page 138
|
||
level: 1d6
|
||
form: Small metal lunchbox with an illustration of a person enjoying a picnic lunch
|
||
effect: |
|
||
The lunchbox creates a set of sturdy compostable utensils and a compostable bowl filled to the brim with a
|
||
bland-tasting porridge that provides enough nutrition for one person for one day (enough for two people if the
|
||
artifact is level 5 or higher). The porridge is non-allergenic, gluten free, dairy free, meat free, and cruelty
|
||
free.
|
||
depletion: 1 in 1d10
|
||
- id: modern-magic-artifact-rainbow-suspenders
|
||
name: Rainbow Suspenders
|
||
source: It's Only Magic, page 138
|
||
level: 1d6
|
||
form: Bright rainbow suspenders that adjust to fit the wearer perfectly
|
||
effect: |
|
||
When worn and visible, the suspenders provide an asset to all positive social interactions. In addition, they
|
||
provide +1 Armor against Intellect damage.
|
||
depletion: 1 in 1d20
|
||
depletion-check: each interaction
|
||
depletion-effect: still wearable as regular suspenders after depletion
|
||
- id: modern-magic-artifact-ring-of-reflected-bullets
|
||
name: Ring of Reflected Bullets
|
||
source: It's Only Magic, page 138
|
||
level: 1d6
|
||
form: Red gold ring engraved with a chaotic bullet pattern
|
||
effect: |
|
||
When targeted with a ranged attack from a firearm that fires bullets, the wearer can attempt a hindered Speed
|
||
defense roll. If the roll succeeds, the bullet rebounds before hitting the wearer and immediately returns to the
|
||
sender, effectively granting the wearer a free attack against the shooter fired from the shooter's weapon. The
|
||
wearer is practiced with this attack.
|
||
depletion: 1 in 1d20
|
||
- id: modern-magic-artifact-scarf-of-love-and-death
|
||
name: Scarf of Love and Death
|
||
source: It's Only Magic, page 138
|
||
level: 1d6
|
||
form: Hand-knitted scarf with a tag that says MADE WITH LOVE
|
||
effect: |
|
||
When activated, the scarf can do one of two things (chosen by the user). The scarf must be reactivated to switch
|
||
the effect.
|
||
|
||
- *Love*: Creates a magical shield around the user for one hour, during which time they gain +2 Armor (+3 Armor
|
||
if the artifact is level 5 or higher).
|
||
- *Death*: For the next hour, each time the user attacks someone in short range, the scarf snaps out in that
|
||
same action and inflicts 2 additional points of damage (3 points if the artifact is level 5 or higher).
|
||
depletion: 1 in 1d20
|
||
depletion-check: each activation
|
||
- id: modern-magic-artifact-song-of-the-siren
|
||
name: Song of the Siren
|
||
source: It's Only Magic, page 138
|
||
level: 1d6 + 3
|
||
form: Safety whistle in the shape of a woman with bird wings and a fish tail
|
||
effect: |
|
||
Blowing into the whistle creates no sound, but instead causes a siren to appear. The siren sings a brief
|
||
song. The user chooses a number of targets within long range who can hear it equal to the artifact level. The
|
||
user makes an Intellect attack against each; affected targets each take 3 points of Intellect damage (ignores
|
||
Armor).
|
||
depletion: 1 in 1d6
|
||
- id: modern-magic-artifact-speed-readers
|
||
name: Speed Readers
|
||
source: It's Only Magic, page 138
|
||
level: 1d6
|
||
form: Reading glasses with blue-hued lenses
|
||
effect: |
|
||
Allows the user to quickly read and understand almost anything within short range, such as a book, long article,
|
||
important document, and so on, even if it's not in a language they know. Reading something usually takes at
|
||
least a few rounds, depending on the length of the item.
|
||
|
||
For the next ten minutes per artifact level, the user remembers everything they read perfectly, and if they take
|
||
any actions pertaining to that knowledge, their task is eased. At the end of that time, all of their newly
|
||
gained knowledge disappears. They can only use the speed readers on the same item once.
|
||
depletion: 1 in 1d20
|
||
- id: modern-magic-artifact-tattoo-of-the-tiger
|
||
name: Tattoo of the Tiger
|
||
source: It's Only Magic, page 139
|
||
level: 1d6 + 2
|
||
form: Tattoo of a nonmagical creature, such as a tiger, spider, domesticated dog, raven, or horse
|
||
effect: |
|
||
Allows the user to shapeshift into the form of the creature depicted in the tattoo. The creature is nearly
|
||
impossible to tell from other creatures of its ilk, meaning it's the same size, moves the same way, vocalizes
|
||
the same way, has the same coloration, and so on. Once shapeshifted, the user can only do things that the
|
||
creature could do in its normal state, such as run, roar, fly, swim, and so on. They cannot do things as a human
|
||
would, but they could talk as a raven might talk, use a device as a primate might, and so on. The shapeshifted
|
||
user otherwise retains their base stats. The form lasts for ten minutes per artifact level.
|
||
depletion: 1 in 1d20
|
||
- id: modern-magic-artifact-tattoo-of-tomorrows-edge
|
||
name: Tattoo of Tomorrow's Edge
|
||
source: It's Only Magic, page 139
|
||
level: 1d6 + 3
|
||
form: Tattoo of a skull, bones, or other body part with ink made from ashes of the dead
|
||
effect: |
|
||
Each time the user would die, the tattoo brings them back to life and restores 5 points to each of their
|
||
Pools. However, all of their Pools are permanently reduced by 1 each time.
|
||
depletion: 1 in 1d6
|
||
- id: modern-magic-artifact-tattoo-of-true-shot
|
||
name: Tattoo of True Shot
|
||
source: It's Only Magic, page 139
|
||
level: 1d6
|
||
form: Tattoo of a projectile, such as a bullet, arrow, or spear, crafted with ink made with blood
|
||
effect: |
|
||
Adds +1 damage to all of the user's successful ranged attacks that are made with physical weapons, such as a
|
||
bow, gun, or throwing knife.
|
||
depletion: 1 in 1d10
|
||
note: |
|
||
Because tattoo artifacts are magical, they can be transferred from one person's skin to another's. For example,
|
||
if a character kills someone with a still-usable tattoo, they can press their skin to the tattoo and it will
|
||
appear on their body.
|
||
- id: modern-magic-artifact-time-is-a-circle
|
||
name: Time is a Circle
|
||
source: It's Only Magic, page 139
|
||
level: 1d6 + 4
|
||
form: Watch with no face and no hands
|
||
effect: |
|
||
The user can tell the watch what time it is, and it will be that time for them and only them. The watch face
|
||
shows them a video of what they were experiencing in the past or will experience in the future (depending on
|
||
what time they chose). The user cannot change anything about the experience, but they can replay and slow down
|
||
the video. The video lasts for a number of minutes equal to the artifact level and disappears after. Note that
|
||
while the video of the past is always accurate, the video of the future shows one of many possible futures and
|
||
may not come true.
|
||
depletion: 1 in 1d6
|
||
depletion-check: each use
|
||
- id: modern-magic-artifact-umbrella-of-no-touch
|
||
name: Umbrella of No-Touch
|
||
source: It's Only Magic, page 139
|
||
level: 1d6 + 3
|
||
form: Umbrella that folds down to the size of a credit card
|
||
effect: |
|
||
When opened, the umbrella grants the user protection from more than just the rain for one minute. Any creature
|
||
attempting to come within immediate distance of the user stops short and their turn ends if their level is equal
|
||
to or less than the umbrella's. PCs gain an Intellect defense roll to overcome the effect.
|
||
depletion: 1 in 1d20
|
||
depletion-check: each use
|
||
depletion-effect: works as a regular umbrella after depletion
|
||
- id: modern-magic-artifact-vanity-of-the-vanities
|
||
name: Vanity of the Vanities
|
||
source: It's Only Magic, page 139
|
||
level: 1d6
|
||
form: Handheld mirror or small vanity with a special button shaped like a crown
|
||
effect: |
|
||
The user activates the artifact by pressing the button and staring into the mirror for one minute. As long as
|
||
they do some type of personal grooming (such as showering, getting dressed, or applying makeup) within short
|
||
range of the vanity, no time passes for them, allowing them to spend as much time as they need to get ready.
|
||
depletion: 1 in 1d100
|
||
depletion-check: each hour of extra time granted to the user
|
||
depletion-effect: its magic stops working but it continues to function as a normal mirror
|
||
- id: modern-magic-artifact-witch-wand
|
||
name: Witch Wand
|
||
source: It's Only Magic, page 140
|
||
level: 1d6
|
||
form: Wooden wand of exceptional quality
|
||
effect: This wand grants its wielder an asset on attack rolls with spells cast while holding it.
|
||
depletion: null
|
||
- id: modern-magic-artifact-witchs-broom
|
||
name: Witch's Broom
|
||
source: It's Only Magic, page 140
|
||
level: 1d6 + 2
|
||
form: Long wooden broom
|
||
effect: |
|
||
As a flying vehicle, the broom can be ridden a long distance each round. On extended trips, it can move up to
|
||
100 miles (160 km) per hour.
|
||
|
||
The bearer can call upon the broom to grant them a powerful hallucinogenic state that lasts for four hours,
|
||
during which time all tasks are hindered. After the hallucinations end, the bearer's Intellect tasks are eased
|
||
for the next ten minutes.
|
||
depletion: 1 in 1d20
|
||
- id: modern-magic-artifact-wonder-onesie
|
||
name: Wonder Onesie
|
||
source: It's Only Magic, page 140
|
||
level: 1d6 + 4
|
||
form: |
|
||
Adult onesie in the form of an animal, imaginary creature, or other entity that adjusts to fit the wearer
|
||
perfectly.
|
||
effect: |
|
||
When worn, the onesie acts as light armor, but grants an additional +1 Armor (+2 if the artifact is level 9 or
|
||
higher) in addition to the 1 Armor that light armor typically provides. Additionally, the user has an asset on
|
||
all Intellect defense rolls.
|
||
depletion: null
|
||
depletion-check: |
|
||
at any time, the GM can rule that the onesie has resisted enough Intellect attacks to deplete that ability,
|
||
after which it still functions as armor.
|
||
- id: modern-magic-artifact-your-mamas-biker-jacket
|
||
name: Your Mama's Biker Jacket
|
||
source: It's Only Magic, page 140
|
||
level: 1d6 + 4
|
||
form: Well-loved and well-worn leather jacket with the patch of a large winged creature on the back
|
||
effect: |
|
||
When worn, it makes the user appear tough and badass, providing an asset to all interactions involving
|
||
coercion, persuasion, fear, and intimidation. Roll a d6 to determine the jacket's secondary ability.
|
||
depletion: none for the main effect 1 in d100 for the secondary effect
|
||
depletion-check: each use
|
||
effect-roll-type: d6
|
||
effect-roll-values:
|
||
- min-roll: 1
|
||
max-roll: 2
|
||
value: |
|
||
Metal spikes appear along the sleeves, shoulders, and back, providing +1 Armor and +1 damage on unarmed
|
||
attacks for a number of rounds equal to the artifact level.
|
||
- min-roll: 3
|
||
max-roll: 4
|
||
value: |
|
||
The wings of the creature emerge from the back of the jacket, allowing the wearer to fly for a number of
|
||
rounds equal to the artifact level.
|
||
- min-roll: 5
|
||
max-roll: 6
|
||
value: |
|
||
The jacket taunts a foe selected by the wearer within short range for one minute. If the wearer succeeds
|
||
on an Intellect attack, the foe selectively targets the wearer over other enemies for the duration. The
|
||
wearer gains an asset on combat tasks, such as attacking and defending, for a number of rounds equal to
|
||
the artifact level.
|
||
- id: science-fiction-artifact-amber-casement
|
||
name: Amber Casement
|
||
source: Cypher System Rulebook, page 275
|
||
level: 1d6 + 4
|
||
form: Series of short, rounded tubes and hoses about 12 inches (30 cm) long
|
||
effect: |
|
||
The device solidifies the air in a 10-foot (3 m) cube of space, the center of which must be within short
|
||
range. The air is turned into an amberlike substance, and those trapped in it will likely suffocate or starve.
|
||
depletion: 1–4 in 1d6
|
||
- id: science-fiction-artifact-dimensional-modulator
|
||
name: Dimensional Modulator
|
||
source: The Stars are Fire, page 89
|
||
level: 1d6 + 3
|
||
form: Marble-sized crisscross shape of unknown material
|
||
effect: |
|
||
A target within immediate range loses their dimension of breadth (which folds into a higher dimension),
|
||
rendering them as flat as paper. The target adheres to whatever surface it was attached to, set upon, or was
|
||
standing upon, and resembles particularly realistic art. An affected creature enters stasis. While in stasis,
|
||
it is unable to take actions, doesn't age, and is immune to damage and effects. It remains in stasis for about
|
||
a day, until the user returns the missing dimension or the artifact depletes.
|
||
depletion: 1 in 1d10
|
||
- id: science-fiction-artifact-metabolic-prod
|
||
name: Metabolic Prod
|
||
source: The Stars are Fire, page 89
|
||
level: 1d6 + 1
|
||
form: 1 m (4 foot) metallic rod of unknown material
|
||
effect: |
|
||
When touched to a living target (possibly as an attack), the rod injects a potent cocktail of engineered
|
||
biomolecules, paralyzing the target for up to one minute. The rod wielder may also choose one of the following
|
||
additional effects, if set before attacking.
|
||
|
||
- *Aggression*: The target's aggressive tendencies are increased for one hour, during which time the target
|
||
attacks almost anything it encounters.
|
||
- *Calm*: The target's aggressive tendencies are tamped down for one hour, during which time the target
|
||
responds to attacks but never initiates them.
|
||
- *Hibernation*: The target falls into hibernation, a coma-like sleep in which their metabolism slows to a
|
||
crawl. They can go months with no additional food or water and with a fraction of the air they'd normally
|
||
need. Loud sounds, damage, persistent prodding, and the like wakes someone in hibernation.
|
||
depletion: 1 in 1d20
|
||
- id: science-fiction-artifact-metabolism-bud
|
||
name: Metabolism Bud
|
||
source: Cypher System Rulebook, page 275
|
||
level: 1d6
|
||
form: |
|
||
Organic pod, almost like a small, hemispherical bit of brain; once grafted to a host, the host's flesh grows
|
||
over the pod until it is only a lump
|
||
effect: |
|
||
The pod grafts onto any living host (usually near the brain or spine) and injects chemicals that boost the
|
||
creature's metabolism. This permanently raises the host's Speed Pool maximum by 5 points.
|
||
depletion: null
|
||
- id: science-fiction-artifact-mind-imager
|
||
name: Mind Imager
|
||
source: Cypher System Rulebook, page 275
|
||
level: 1d6 + 2
|
||
form: Handheld device with a plastic panel screen and wires that must be affixed to the head of a creature
|
||
effect: |
|
||
This device shows a visual image of what a creature is thinking. The affected creature need not be conscious.
|
||
depletion: 1 in 1d20
|
||
- id: science-fiction-artifact-probability-regulator
|
||
name: Probability Regulator
|
||
source: The Stars are Fire, page 89
|
||
level: 1d6 + 4
|
||
form: Fist-sized mathematically perfect solid of constant width of unknown material
|
||
effect: |
|
||
For tasks that are usually random, the user exerts some level of control. When picking a card, rolling a die,
|
||
choosing a number, or otherwise taking an action that skill usually plays no part in, they attempt an
|
||
Intellect task whose difficulty is determined by how unlikely choosing correctly might be, so long as it is
|
||
possible, even if unlikely. A 50/50 coin flip is a difficulty of 1, whereas picking a series of numbers with
|
||
odds around 1 in 300,000,000 is difficulty 10. If successful, they achieve the desired result.
|
||
depletion: 1 × task difficulty in 1d20
|
||
- id: science-fiction-artifact-psychic-crystal
|
||
name: Psychic Crystal
|
||
source: Cypher System Rulebook, page 275
|
||
level: 1d6 + 4
|
||
form: Violet crystal the size of a fist
|
||
effect: |
|
||
The crystal allows the user to transmit their thoughts telepathically at an interstellar distance. Even at
|
||
that range, communication is instantaneous. Each use allows about a minute's worth of communication, and the
|
||
communication is entirely one way (so having two crystals would be handy).
|
||
depletion: 1 in 1d10
|
||
- id: science-fiction-artifact-repair-sphere
|
||
name: Repair Sphere
|
||
source: Cypher System Rulebook, page 275
|
||
level: 1d6 + 2
|
||
form: Small spherical automaton about 8 inches (20 cm) in diameter
|
||
effect: |
|
||
This device comes with a small module that can be affixed to a machine. Floating along, the sphere attempts to
|
||
follow within immediate range of the module (though it can be directed to remain where it is). It moves a
|
||
short distance each round. It can come to the module from a range of up to 10 miles (16 km) away. If the
|
||
module is attached to a machine and that machine takes damage, the sphere moves to repair the damage with
|
||
sophisticated tools that restore 1d6 − 2 points per round (meaning that if a 1 or 2 is rolled, no damage
|
||
is repaired that round). This requires no action on the part of the machine being repaired. The sphere can
|
||
attempt to repair a machine a number of times per day equal to its level. The sphere must be newly activated
|
||
each day.
|
||
depletion: 1 in 1d100
|
||
- id: science-fiction-artifact-steorraform
|
||
name: Steorraform
|
||
source: The Stars are Fire, page 90
|
||
level: 1d6 + 3
|
||
form: Badge-sized seven-pointed star of unknown material
|
||
effect: |
|
||
If the wearer would become debilitated or die, the worn steorraform prevents it by instantly restoring health
|
||
(to a creature or an NPC) or points to a Pool (to a player character). If the wearer would die of old age,
|
||
disease, or poison, the artifact prevents it by rolling back the clock by a few decades, clearing the disease,
|
||
or denaturing the poison. The artifact is ineffective in preventing death when those conditions last over
|
||
several rounds or more, such as falling into lava, the sun, a singularity, and so on.
|
||
depletion: 1 × number of previous uses in 1d20
|
||
- id: science-fiction-artifact-alpha-beam-projector
|
||
name: Alpha Beam Projector
|
||
source: The Stars are Fire, page 90
|
||
level: 1d6 + 3
|
||
form: Rifle-like device of unknown material
|
||
effect: |
|
||
The device has two settings. One fires a beam of energy that acts as propulsion and rockets the artifact away
|
||
unless the user can hold onto it as a difficulty 1 Might-based task. A user could use this setting to fly a
|
||
long distance each round, but doing so requires a difficulty 4 Speed-based task each round to move in the
|
||
direction desired (and not plow into the ground or the side of a building). The other setting fires a
|
||
reactionless beam that can be used as a very long-range plasma attack that inflicts damage equal to the
|
||
artifact level. The beam ignores 1 point of Armor from the target.
|
||
depletion: 1 in 1d20
|
||
- id: science-fiction-artifact-carbonizer
|
||
name: Carbonizer
|
||
source: The Stars are Fire, page 90
|
||
level: 1d6 + 3
|
||
form: Pistol-like device of unknown material
|
||
effect: |
|
||
This device fires a beam that transmutes the matter of targets within short range into powdery ash, inflicting
|
||
damage equal to the artifact level that ignores Armor from force fields and natural scales, leather, and other
|
||
organic sources.
|
||
depletion: 1 in 1d20
|
||
- id: science-fiction-artifact-death-ray
|
||
name: Death Ray
|
||
source: The Stars are Fire, page 91
|
||
level: 1d6 + 3
|
||
form: Pistol-like device of unknown material
|
||
effect: |
|
||
This device fires a beam that transmutes the matter of targets within short range into powdery ash, inflicting
|
||
damage equal to the artifact level that ignores Armor from force fields and natural scales, leather, and other
|
||
organic sources.
|
||
depletion: 1 in 1d20
|
||
- id: science-fiction-artifact-disintegration-beamer
|
||
name: Disintegration Beamer
|
||
source: The Stars are Fire, page 91
|
||
level: 1d6 + 2
|
||
form: Rifle-like device with two electrodelike protrusions of unknown material
|
||
effect: |
|
||
This device fires a beam to suppress the charge of the electrons that make up a creature or object within long
|
||
range, inflicting damage equal to twice the artifact's level. If the attack reduces the target's health (or
|
||
combined Pools for a PC) to below the level of the artifact, the target instantly falls to dust. (A PC who
|
||
would be disintegrated can spend 1 XP and instead descend one step on the damage track.)
|
||
depletion: 1 in 1d20
|
||
- id: science-fiction-artifact-empathic-ray
|
||
name: Empathic Ray
|
||
source: The Stars are Fire, page 91
|
||
level: 1d6 + 2
|
||
form: Rod-like device with very long barrel of unknown material
|
||
effect: |
|
||
This device emits an invisible beam of neural-magnetic energy as a short-range attack that instantly reverses
|
||
how a level 1 target sees the user (turning an enemy into a friend, and vice versa) for up to one day. The
|
||
user can adjust the settings to increase the ray's effectiveness by making one additional depletion roll per
|
||
increase in the maximum level of the target. Thus, to alter the attitude of level 5 target (4 levels above the
|
||
normal limit), the user must make five depletion rolls. If used against a PC, an affected PC can attempt an
|
||
Intellect task to end the effect once every minute for the first few minutes, then once every hour.
|
||
depletion: 1 in 1d20
|
||
- id: science-fiction-vehicle-artifact-fractacl-traveler
|
||
name: Fractal Traveler
|
||
source: The Stars are Fire, page 113
|
||
level: 1d6 + 4
|
||
form: Goggle-like device of unknown material
|
||
effect: |
|
||
When worn, induces a powerful hallucinogenic state in wearer. Hallucinations last for four hours, during which
|
||
time the wearer seems to disappear from existence. From the wearer's perspective, they are falling through an
|
||
ever-iterating fractal realm of mind-blowing imagery, possibly some version of hyperspace or dark energy
|
||
network. At the end of that period they return to existence, either in the same location they left or
|
||
somewhere they've previously visited. The images leave the viewer shaken, but for several hours all
|
||
Intellect-based tasks are eased.
|
||
depletion: 1 in 1d6
|
||
- id: science-fiction-vehicle-artifact-gate-ring
|
||
name: Gate Ring
|
||
source: The Stars are Fire, page 113
|
||
level: 1d6 + 4
|
||
form: Wearable ring of unknown material
|
||
effect: |
|
||
Creates a full-sized shield that can be used as a regular shield in combat for one character, providing an
|
||
asset on Speed defense rolls for the duration of that combat, after which it returns to its ring-like form. In
|
||
addition, the wielder can command the deployed shield to become a functioning star gate that remains open for
|
||
just one hour, leading to a strange destination (which the wielder is potentially aware of, if they ran
|
||
sufficient analysis on the ring or otherwise gained information about it before using the function).
|
||
depletion: automatic (if gate is formed)
|
||
- id: horror-artifact-book-of-inversion
|
||
name: Book of Inversion
|
||
source: Cypher System Rulebook, page 282
|
||
level: 8
|
||
form: |
|
||
Very large book of ancient providence, the cover bound in iron and wrapped in chains with a level 6 padlock
|
||
effect: |
|
||
When opened, the Book of Inversion shows a pair of pages that detail a magic spell in the reader's language,
|
||
complete with disturbing diagrams. The spell's effect varies, but it is always some kind of horrible
|
||
attack—a target is driven mad, a target is turned inside out, a target seeks to murder their best
|
||
friend, several targets are cursed with a rotting disease, and so forth. The reader can automatically cast the
|
||
spell as an action, one time only. More insidiously, if successful, the spell confers pleasure to the caster
|
||
and fully restores all of their Pools. The caster must make an immediate Intellect defense roll or be
|
||
compelled to use the book (and thus a new spell) again the next day. This compulsion is so strong that the
|
||
caster will kill their dearest loved one to complete the task. If they are unable to use the book again, they
|
||
are driven permanently mad. Woe to the caster who uses the book on the last time before it is depleted (at
|
||
which point it crumbles to dust).
|
||
depletion: 1 in 1d10
|
||
- id: horror-artifact-shadow-box
|
||
name: Shadow Box
|
||
source: Cypher System Rulebook, page 282
|
||
level: 7
|
||
form: |
|
||
Wooden and black metal box, about 12 inches by 7 inches by 3 inches (30 by 18 by 8 cm), with a hinged lid and
|
||
a clasp
|
||
effect: |
|
||
When the box opens, shadows seethe out. These shadows coalesce into a form that best represents a deep fear in
|
||
the subconscious of the person who opened the box. The opener must make an Intellect defense roll to master
|
||
the shadow thing, which then acts as a level 7 creature under their control for five rounds before fading
|
||
away. If the roll fails, the creature attacks the opener and anyone else around. To make matters worse, the
|
||
opener spends the first round frozen in terror, doing nothing.
|
||
depletion: 1–2 in 1d6
|
||
- id: horror-artifact-sphere-23
|
||
name: Sphere 23
|
||
source: Cypher System Rulebook, page 282
|
||
level: 1d6 + 4
|
||
form: A 7-inch (18 cm) sphere of what appears to be fluid metal, tinted red
|
||
effect: |
|
||
Possibly one of a number of identical alien artifacts recovered in remote locales across the earth, the
|
||
so-called sphere 23 will grant a wish to anyone who holds it and uses an action to concentrate on it. The wish
|
||
can be anything, including something that bends reality: raising the dead, altering time, and so forth. However,
|
||
the wisher must immediately make a Might defense roll or be consumed by the sphere. If the roll succeeds, they
|
||
must then make an Intellect defense roll or be driven permanently and irrevocably mad.
|
||
depletion: 1–3 in 1d6
|
||
- id: superhero-artifact-darkest-book
|
||
name: Darkest Book
|
||
source: Claim the Sky, page 158
|
||
level: 10
|
||
form: Large, metal-bound book
|
||
effect: |
|
||
Fashioned by the primordial entity who created evil magic, the Darkest Book is a record of every vile
|
||
incantation, curse, and ritual ever performed. It is known to include spells that create werewolves, raise an
|
||
army of zombies, revive a dead body as a vampire, conjure demons and devils, and release profane energy for
|
||
various effects. It eases by three steps any task related to magical lore.
|
||
|
||
Even someone unskilled at magic can open it to a random page and read the spell there (the GM randomly
|
||
determines the spell by rolling on the Fantastic Cypher table), which takes effect at level 10.
|
||
|
||
The Darkest Book is somewhat sentient and can hide its words from anyone it doesn't want reading it. It might
|
||
require a person casting a spell from it to succeed at a difficulty 6 Intellect defense roll or take 6 points of
|
||
Intellect damage and move one step down the damage track.
|
||
|
||
The book is technically indestructible; anything strong enough to destroy an object of its level merely destroys
|
||
one of its pages, and the book can't be destroyed as long as at least one page remains.
|
||
depletion: null
|
||
- id: superhero-artifact-doctor-dreads-time-portal
|
||
name: Doctor Dread's Time Portal
|
||
source: Cypher System Rulebook, page 294
|
||
level: 9
|
||
form: Arch of metal big enough to walk through
|
||
effect: |
|
||
Anyone who steps through it goes to a predetermined point in the past or future (a minimum of fifty years in
|
||
either direction), which can be anywhere on the planet.
|
||
depletion: 1 in 1d20
|
||
- id: superhero-artifact-omni-orb
|
||
name: Omni Orb
|
||
source: Claim the Sky, page 158
|
||
level: 1d6 + 4
|
||
form: Glowing, orb-shaped technological device
|
||
effect: |
|
||
The user holding the orb imagines what they want to happen (similar to using a magical wish), and it happens,
|
||
within limits. The level of the effect granted is no greater than the level of the orb, as determined by the GM,
|
||
who can modify the effect accordingly. (The larger the desired effect, the more likely the GM will limit it.)
|
||
Activating the omni orb automatically moves the character using it one step down the damage track.
|
||
depletion: 1 in 1d6
|
||
depletion-effect: |
|
||
instead of depleting, a roll of 1 means the user experiences a GM intrusion related to the effect they created
|
||
note: |
|
||
A benchmark for setting an omni orb's limits is to compare it to a cypher of the orb's level—if there is a
|
||
cypher that can do what the PC wants, and that cypher is equal to or less than the orb's level, it works. For
|
||
example, if a team of superheroes tries to use a level 5 orb to teleport to their base 100 miles away, the GM
|
||
can look at the list of cyphers and see that a teleporter (traveler) cypher can transport one character up to
|
||
100 miles per cypher level, so transporting a group of PCs 100 miles is probably within the orb's power.
|
||
- id: superhero-artifact-serum-x
|
||
name: Serum X
|
||
source: Cypher System Rulebook, page 294
|
||
level: 1d6 + 2
|
||
form: Vial or syringe of red fluid
|
||
effect: |
|
||
Strips someone of all superpowers (including abilities granted by magic, psionics, mutation, or science) for
|
||
twenty-four hours. The target retains only skills and abilities that are mundane, as agreed by the GM and
|
||
player.
|
||
depletion: automatic
|
||
- id: superhero-artifact-space-ring
|
||
name: Space Ring
|
||
source: Claim the Sky, page 158
|
||
level: 1d6 + 1
|
||
form: Metal ring with a star insignia
|
||
effect: |
|
||
The wearer is able to fly as effortlessly as walking, moving up to a short distance each round in any
|
||
direction. In space, if the wearer does nothing but move for three actions in a row, they accelerate greatly and
|
||
can move up to 200 miles (320 km) per hour, or about 2,000 feet (600 m) each round. The ring also provides the
|
||
wearer with breathable air while in space or underwater (although this doesn't provide protection against poison
|
||
gas or other air-based hazards). The wearer can verbally communicate with other ring-wearers within 1 mile (1.5
|
||
km), and verbally request information (relayed to them with a synthesized voice) from the internet or a local
|
||
equivalent.
|
||
depletion: 1 in 1d100
|
||
depletion-check: each day of flying
|
||
- id: superhero-artifact-stellarix-crystal
|
||
name: Stellarex Crystal
|
||
source: Cypher System Rulebook, page 294
|
||
level: 1d6 + 4
|
||
form: Multifaceted purple stone the size of a fist
|
||
effect: |
|
||
Created in the dawning of the universe, this artifact grants the wielder the ability to not only fully restore
|
||
all their stat Pools, but also increase each Pool temporarily by 10 points. These extra points fade after
|
||
twenty-four hours if not used.
|
||
depletion: 1–3 in 1d10
|
||
- id: post-apocalyptic-artifact-book
|
||
name: Book
|
||
source: Rust and Redemption, page 138
|
||
level: 1d6
|
||
form: Textbook, how-to book, or other nonfiction book of knowledge on one topic; may be moldy or otherwise damaged
|
||
effect: |
|
||
This book covers a particular topic or area of knowledge determined by the GM. A reader who studies it for an
|
||
hour has an asset on a related Intellect task.
|
||
depletion: 1 in 1d100
|
||
- id: post-apocalyptic-artifact-faraday-cage
|
||
name: Faraday Cage
|
||
source: Rust and Redemption, page 138
|
||
level: 3
|
||
form: Container made of metal mesh, of variable size (usually up to the size of a room)
|
||
effect: Blocks electromagnetic signals from reaching the interior of the cage.
|
||
depletion: null
|
||
- id: post-apocalyptic-artifact-salvaged-car
|
||
name: Salvaged Car
|
||
source: Rust and Redemption, page 138
|
||
level: 1d6
|
||
form: Rusted vehicle, with parts cobbled together from multiple before-times vehicles
|
||
effect: Transports five characters a very long distance on each turn in an open cab or, if level 6, a closed cab.
|
||
depletion: 1 in 1d20
|
||
depletion-check: each time the engine is started or the car begins a trip
|
||
- id: post-apocalyptic-artifact-water-filter
|
||
name: Water Filter
|
||
source: Rust and Redemption, page 138
|
||
level: 1d6 + 1
|
||
form: Large pitcher with built-in filter
|
||
effect: Purifies enough drinking water for one character per artifact level every day.
|
||
depletion: 1 in 1d20
|
||
depletion-check: each day used
|
||
- id: post-apocalyptic-artifact-autodoc
|
||
name: Autodoc
|
||
source: Cypher System Rulebook, page 300
|
||
level: 1d6
|
||
form: Backpack-sized plastic module from which clamps, forceps, scalpels, and needles can extend
|
||
effect: |
|
||
When strapped to a target (or when someone wearing the autodoc is damaged), the autodoc activates and restores 1
|
||
point to a target's Pools each round for ten rounds or until the target is fully healed, whichever happens
|
||
first.
|
||
depletion: 1 in 1d10
|
||
- id: post-apocalyptic-artifact-carbonizer
|
||
name: Carbonizer
|
||
source: Rust and Redemption, page 139
|
||
level: 1d6 + 1
|
||
form: Tiny silver device with multiple prong-like barrels
|
||
effect: |
|
||
This weapon fires a beam that transmutes the matter of targets within short range into powdery ash, inflicting
|
||
damage equal to the artifact's level that ignores Armor (including Armor granted by force fields). A target
|
||
killed by a carbonizer is turned completely to dust.
|
||
depletion: 1 in 1d20
|
||
- id: post-apocalyptic-artifact-enviroscanner
|
||
name: Enviroscanner
|
||
source: Cypher System Rulebook, page 300
|
||
level: 1d6
|
||
form: Forearm-mounted computer tablet
|
||
effect: |
|
||
This multifunction device can receive radio transmissions, automatically map locations the wearer has visited,
|
||
play various forms of media, keep voice and written records, and provide an asset to any task related to
|
||
interfacing with other computerized systems or machines. Also, the wearer can scan for specific materials, toxic
|
||
traces, and life forms within short range.
|
||
depletion: 1 in 1d10
|
||
depletion-check: per use of scanning function
|
||
- id: post-apocalyptic-artifact-memory-eraser
|
||
name: Memory Eraser
|
||
source: Rust and Redemption, page 139
|
||
level: 1d6 + 1
|
||
form: Handheld reflective mass
|
||
effect: |
|
||
A flash of nano-textured light erases the last few minutes of memory in all creatures within immediate range
|
||
that the user makes a successful Intellect attack on (one attack roll per target).
|
||
depletion: 1 in 1d20
|
||
- id: post-apocalyptic-artifact-military-exoskeleton
|
||
name: Military Exoskeleton
|
||
source: Cypher System Rulebook, page 300
|
||
level: 1d6 + 1
|
||
form: Articulated metal struts with deformable padding and straps for custom fit to a human frame
|
||
effect: |
|
||
For one hour per use (when the exoskeleton is powered on), the wearer has +1 to their Speed Edge and +1 to their
|
||
Might Edge.
|
||
depletion: 1 in 1d10
|
||
- id: post-apocalyptic-artifact-mutation-inducer
|
||
name: Mutation Inducer
|
||
source: Rust and Redemption, page 139
|
||
level: 1d6 + 1
|
||
form: Handheld reflective device with gradually evolving fractal textures
|
||
effect: |
|
||
A targeted willing or helpless creature within immediate range is transformed over the course of one minute,
|
||
gaining a randomly determined beneficial mutation. If the artifact is level 6 or higher, the target instead
|
||
gains a powerful mutation. Mutations gained by the inducer fade within about a day.
|
||
depletion: 1 in 1d10
|
||
depletion-effect: target also gains a harmful mutation
|
||
- id: post-apocalyptic-artifact-nanorifle
|
||
name: Nanorifle
|
||
source: Rust and Redemption, page 140
|
||
level: 1d6 + 2
|
||
form: Sleek two-handed reflective device with gradually evolving fractal textures
|
||
effect: |
|
||
This weapon contains an onboard AI that assists the user, granting an asset to any attacks made with the
|
||
weapon. The weapon fires a stream of nanomachine rounds at a target within long range, inflicting damage equal
|
||
to the artifact's level. In addition, if the target fails an Intellect defense roll, they are affected as if
|
||
with a minor AI instance hazard, coming under the control of the AI housed in the nanorifle rather than a random
|
||
artificial intelligence. The AI usually works with the user to exert control over the target. Control lasts for
|
||
about a minute.
|
||
depletion: 1 in 1d100
|
||
- id: post-apocalyptic-artifact-rocket-fist
|
||
name: Rocket Fist
|
||
source: Cypher System Rulebook, page 300
|
||
level: 1d6 + 2
|
||
form: Metal gauntlet with flaring rocket exhaust nozzles
|
||
effect: |
|
||
If the user activates the fist as part of an attack, the punch gains a rocket assist. If the attack is
|
||
successful, the fist inflicts additional damage equal to the artifact level and throws the target back a short
|
||
distance.
|
||
depletion: 1 in 1d10
|
||
- id: post-apocalyptic-artifact-rocket-propelled-grenade
|
||
name: Rocket-Propelled Grenade
|
||
source: Cypher System Rulebook, page 300
|
||
level: 1d6 + 3
|
||
form: Tube with sight and trigger
|
||
effect: |
|
||
The user can make a long-range attack with a rocket-propelled grenade that inflicts 7 points of damage to the
|
||
target and every creature and object next to the target.
|
||
depletion: 1 in 1d6
|
||
- id: post-apocalyptic-artifact-seal-of-solomon
|
||
name: Seal of Solomon
|
||
source: Rust and Redemption, page 140
|
||
level: 1d6 + 2
|
||
form: Signet ring bearing a star design
|
||
effect: |
|
||
The wearer can attempt to command a demon, a devil, a Horseman of the Apocalypse, an angel, or a similar entity
|
||
by making a successful Intellect attack roll against a target within short range. An affected target must do as
|
||
requested for up to one minute (if the creature is level 5 or lower) or for one round (if the creature is level
|
||
6 or higher). The ring also grants the wearer the ability to understand and communicate with animals.
|
||
depletion: 1 in 1d100
|
||
- id: post-apocalyptic-artifact-spear-of-destiny
|
||
name: Spear of Destiny
|
||
source: Rust and Redemption, page 140
|
||
level: 7
|
||
form: Heavy spear of ancient manufacture
|
||
effect: |
|
||
Attacks with this spear are eased. If used against a supernatural creature such as a demon, a Horseman of the
|
||
Apocalypse, or an angel, it ignores Armor, and it inflicts 4 additional points of damage (10 points total). If
|
||
an attack with the spear kills a target normally able to return to existence (such as a Horseman), the target is
|
||
truly destroyed instead.
|
||
depletion: null
|
||
note: |
|
||
**Spear of Destiny GM intrusion**: The wielder's heart is not pure enough to permit the use of the spear, and it
|
||
burns the character for 7 points of ambient damage each round they use it.
|
||
- id: post-apocalyptic-artifact-terahertz-scanner
|
||
name: Terahertz Scanner
|
||
source: Cypher System Rulebook, page 300
|
||
level: 1d6 + 1
|
||
form: Visor fitted with bulky electronics
|
||
effect: |
|
||
By emitting terahertz and long-range infrared light, this device allows a user to see a short distance through
|
||
most interior walls of standard structures, through normal clothing, and into normal bags and briefcases. Only
|
||
stone or concrete more than 6 inches (15 cm) thick prevents a scan. Regardless, images are black and white and
|
||
fuzzy, and lack fine detail.
|
||
depletion: 1 in 1d20
|
||
- id: post-apocalyptic-artifact-transfer-discs
|
||
name: Transfer Discs
|
||
source: Rust and Redemption, page 140
|
||
level: 1d6 + 1
|
||
form: Two or more matching discs 3 feet (1 m) in diameter
|
||
effect: |
|
||
The user can step between deployed transfer discs, teleporting any distance. If a series of discs is deployed in
|
||
a network, the user receives a mental map of the discs upon stepping on any one of them, and they can navigate
|
||
by stepping on each intervening disc between their current location and their desired location. To deploy a disc
|
||
as their action, the user places it on a mostly level, secure surface and must succeed on a difficulty 3
|
||
Intellect-based roll.
|
||
depletion: 1 in 1d20
|
||
depletion-check: after each day of use
|
||
- id: fairy-tale-artifact-a-tisket-a-tasket
|
||
name: A Tisket a Tasket
|
||
source: We Are All Mad Here, page 93
|
||
level: 1d6
|
||
form: Woven yellow basket with wooden handles
|
||
effect: |
|
||
This basket can contain up to one cypher per artifact level, as long as each is no larger than a typical
|
||
cat. Cyphers in the basket do not count against a character's limit.
|
||
depletion: 1 in 1d20
|
||
depletion-check: each time a cypher is added to the basket
|
||
- id: fairy-tale-artifact-bounding-boots
|
||
name: Bounding Boots
|
||
source: We Are All Mad Here, page 93
|
||
level: 1d6 + 1
|
||
form: Beautifully made leather and gold boots that adjust to fit the wearer perfectly
|
||
effect: |
|
||
The boots are an asset for jumping and running (easing one of these skills by two steps if the artifact is level
|
||
6 or higher).
|
||
depletion: null
|
||
- id: fairy-tale-artifact-boundless-bag
|
||
name: Boundless Bag
|
||
source: We Are All Mad Here, page 93
|
||
level: 1d6 + 2
|
||
form: Small bag with two handles and a clasp
|
||
effect: |
|
||
Any nonliving item held in the bag becomes a slightly more valuable item. For example, an inexpensive item
|
||
becomes a moderately priced item, while a moderate item becomes an expensive item. The bag has no effect on
|
||
items that are very expensive or exorbitant. The change takes a full day to take effect, during which time the
|
||
item cannot leave the bag and the bag should not be opened. If the bag is opened, the process is canceled and
|
||
must be started over.
|
||
depletion: 1 in 1d6
|
||
depletion-effect: it can still be used as a normal bag
|
||
note: |
|
||
Putting all or part of a living thing into a boundless bag is always risky, as more than one person has had
|
||
their hand or head turned to gold (which might sound lovely, but typically isn't). Also, doing so often causes
|
||
the boundless bag to revert to a normal bag.
|
||
|
||
Items that create wealth in any fashion are particularly sought after. So much so that some items are believed
|
||
to be cursed, due to the number of people who have met their untimely fate while in possession of a
|
||
wealth-making artifact.
|
||
- id: fairy-tale-artifact-boy-blues-horn
|
||
name: Boy Blue's Horn
|
||
source: We Are All Mad Here, page 93
|
||
level: 1d6
|
||
form: Gleaming horn that never needs to be tuned or polished
|
||
effect: |
|
||
When playing a lullaby, the horn puts every hearing living being in short range (including the user) to sleep
|
||
for two rounds. When the horn plays something upbeat, the user and all allies within short range add +1 to their
|
||
recovery rolls for ten minutes.
|
||
depletion: 1 in 1d20
|
||
depletion-effect: it continues to function as a regular horn
|
||
- id: fairy-tale-artifact-carving-knife-of-sharpness
|
||
name: Carving Knife of Sharpness
|
||
source: We Are All Mad Here, page 93
|
||
level: 1d6 + 1
|
||
form: Knife (light weapon)
|
||
effect: |
|
||
This weapon functions as a normal knife of its kind. When the wielder gets a special major effect when
|
||
attacking, they can choose to lop off one of the target's limbs.
|
||
depletion: 1 in 1d10
|
||
depletion-check: on each major effect
|
||
note: |
|
||
The GM determines the effect of a lost limb; however, many magical beings can withstand lost limbs with far more
|
||
aplomb than a mortal creature will display in a similar situation.
|
||
- id: fairy-tale-artifact-devils-and-tailors
|
||
name: Devils and Tailors
|
||
source: We Are All Mad Here, page 94
|
||
level: 1d6 + 2
|
||
form: Blood-stained draughtboard with figures of white gold, bronze, and pearl
|
||
effect: |
|
||
Playing someone in a game of checkers or draughts eases all of the user's positive social interactions with
|
||
their opponent. While playing, the user can make a move and interact with their opponent as a single action. The
|
||
game lasts a number of rounds equal to the artifact level.
|
||
depletion: 1 in 1d20
|
||
depletion-check: each game played
|
||
depletion-effect: the board continues to function as a regular draughtboard
|
||
note: |
|
||
You can determine the outcome of a game by having both players roll 2d6. The player with the highest number of
|
||
pieces left on the board (highest roll) is the winner.
|
||
- id: fairy-tale-artifact-fiddle-of-the-fossegrim
|
||
name: Fiddle of the Fossegrim
|
||
source: We Are All Mad Here, page 94
|
||
level: 1d6 + 2
|
||
form: Water-worn fiddle
|
||
effect: |
|
||
Playing the fiddle causes everyone within long distance to become enticed by the music and draw closer to the
|
||
player. After one round, all creatures in short range begin to dance uncontrollably for a number of rounds equal
|
||
to the artifact level. The only action they can take while dancing is to attempt to break free from the effect
|
||
(an Intellect action equal to the artifact level).
|
||
depletion: 1 in 1d20
|
||
- id: fairy-tale-artifact-fortunates-purse
|
||
name: Fortunate's Purse
|
||
source: We Are All Mad Here, page 94
|
||
level: 1d6
|
||
form: Elegant knapsack that shifts colors to hide in plain sight
|
||
effect: |
|
||
Any object put inside the sack cannot be detected by physical senses or magic. The sack can hold a single item,
|
||
of any size and shape, at a time. Cyphers in Fortunate's purse do not count against the user's cypher limit.
|
||
depletion: 1 in 1d20
|
||
depletion-check: each time an item is added to the knapsack
|
||
note: |
|
||
Magic bags come in many forms, such as coin purses, sacks, packs, and pockets. Some can be used to hide someone
|
||
safely out of sight, provide an endless supply of gold or riches, or grant wishes. They are most often given as
|
||
rewards for doing great kindnesses or completing a difficult task.
|
||
- id: fairy-tale-artifact-galoshes-of-fortune
|
||
name: Galoshes of Fortune
|
||
source: We Are All Mad Here, page 94
|
||
level: 1d6 + 4
|
||
form: Pair of rubber boots
|
||
effect: |
|
||
Transports the wearer to a time and place in the past or present that they desire for up to ten minutes. The
|
||
wearer cannot be seen, heard, or sensed by others, and they cannot take any actions other than to watch events
|
||
unfold. Traveling to and from the time and place causes the wearer to disappear from the present for two
|
||
rounds.
|
||
depletion: 1 in 1d6
|
||
- id: fairy-tale-artifact-genies-lamp
|
||
name: Genie's Lamp
|
||
source: We Are All Mad Here, page 95
|
||
level: 1d6 + 2
|
||
form: Bronze oil lamp
|
||
effect: |
|
||
Rubbing the lamp produces a genie who grants the user a wish. The GM assigns a level to the wish, so the larger
|
||
and more difficult the wish, the more difficult it is to have the wish granted. Generally, a wish such as
|
||
gaining an asset or inexpensive item is level 1, and a wish for an expensive item or for a foe to vanish is
|
||
level 7. The genie cannot grant a wish above its level. The genie can grant only one wish per day.
|
||
depletion: 1 in 1d6
|
||
note: |
|
||
Genies, also called djinni, djinn, or jinn, come in many forms, and not all of them are contained or controlled
|
||
by something so simple as a lamp.
|
||
- id: fairy-tale-artifact-golden-bridle
|
||
name: Golden Bridle
|
||
source: We Are All Mad Here, page 95
|
||
level: 1d6 + 2
|
||
form: Bridle made of flowing gold
|
||
effect: |
|
||
To activate the bridle, the user must succeed on an Intellect interaction with a beast whose level does not
|
||
exceed the artifact level. The bridle bonds to the creature, which immediately becomes calm. The creature awaits
|
||
the user's commands and carries out orders to the best of its ability. The creature remains calmed for a number
|
||
of hours equal to the artifact's level minus the creature's level. (If the result is 0 or less, the creature is
|
||
enslaved for only one minute.)
|
||
depletion: 1 in 1d10
|
||
- id: fairy-tale-artifact-hatchet-of-the-woodsman
|
||
name: Hatchet of the Woodsman
|
||
source: We Are All Mad Here, page 95
|
||
level: 1d6 + 4
|
||
form: Well-worn hatchet of unremarkable appearance
|
||
effect: |
|
||
When used on a creature, the hatchet turns the target into wood and inflicts damage equal to its level. If the
|
||
creature is living wood, the hatchet turns them into nonliving wood. If the target is slain by the hatchet, the
|
||
creature becomes animated wood. Effects last for ten minutes or until the target succeeds on an Intellect
|
||
roll.
|
||
depletion: 1 in 1d20
|
||
depletion-check: each successful attack
|
||
- id: fairy-tale-artifact-hooks-hook
|
||
name: Hook's Hook
|
||
source: We Are All Mad Here, page 95
|
||
level: 1d6 + 1
|
||
form: Simple iron hook designed to be worn as a prosthetic
|
||
effect: |
|
||
When placed on an amputated limb, the hook grafts on permanently. It works as a simple hook and as a light
|
||
weapon. When activated, Hook's hook affects the minds of all thinking foes within long range. Those affected are
|
||
instilled with terror, making them drop whatever they're holding and flee for a number of rounds equal to the
|
||
artifact level.
|
||
depletion: 1 in 1d6 (for the fear ability)
|
||
depletion-effect: it still functions as a hook and a weapon
|
||
note: |
|
||
There are rumored to be any number of Hook's hooks, all of which are made from different materials and serve
|
||
different purposes, such as the scissors hook, oar hook, magnet hook, teacup hook, grappling-hook hook, and
|
||
fishing rod hook. Enterprising characters might seek out multiple hooks, along with a way to exchange them
|
||
easily.
|
||
- id: fairy-tale-artifact-horn-of-destruction
|
||
name: Horn of Destruction
|
||
source: We Are All Mad Here, page 95
|
||
level: 1d6 + 3
|
||
form: Large brass horn
|
||
effect: |
|
||
Blowing into the horn destroys all objects in an immediate area that is up to a long distance away, turning it
|
||
all into rubble and debris. Living beings inside the area take 2 points of ambient damage (ignores Armor).
|
||
depletion: 1 in 1d6
|
||
note: |
|
||
It is customary for the one who holds the horn of destruction to call themselves the King of Rubble and Debris
|
||
and to wear a crown fashioned from talus and scree.
|
||
- id: fairy-tale-artifact-iron-stove
|
||
name: Iron Stove
|
||
source: We Are All Mad Here, page 95
|
||
level: 1d6 + 3
|
||
form: Iron stove that walks and talks
|
||
effect: |
|
||
Once per day, the stove can bake a living gingerbread cookie. The baker chooses the form, but it must be a
|
||
simple, one-dimensional shape (such as a human, a dog, or a tree). The cookie is a level 3 creature that can
|
||
move, talk, and complete simple tasks that the baker asks of it. After a day, the cookie crumbles away.
|
||
|
||
Additionally, the iron stove can be used as a regular stove to heat water, cook meals, and so on.
|
||
depletion: 1 in 1d100
|
||
depletion-effect: it remains a regular working stove, but no longer walks and talks.
|
||
note: |
|
||
A gingerbread being is not immune to dangers. Large amounts of liquids are likely to make it melt away, while
|
||
birds and other scavengers have been known to try to take an eye or leg.
|
||
- id: fairy-tale-artifact-knapsack-of-sevens
|
||
name: Knapsack of Sevens
|
||
source: We Are All Mad Here, page 96
|
||
level: 1d6
|
||
form: Simple knapsack
|
||
effect: |
|
||
Tapping the knapsack seven times causes seven swans to fly out. For as long as the user does not speak or make
|
||
any sounds, the swans fly around the user, providing them with +1 Armor against mental and physical attacks for
|
||
the next ten minutes.
|
||
|
||
As soon as the user utters a sound, the swans return to the knapsack.
|
||
depletion: 1 in 1d20
|
||
- id: fairy-tale-artifact-mirror-mirror
|
||
name: Mirror Mirror
|
||
source: We Are All Mad Here, page 96
|
||
level: 1d6 + 4
|
||
form: Ornate mirror that grows or shrinks in size according to its user's needs.
|
||
effect: |
|
||
When the user looks into the mirror and interacts with it, it grants their request, as it is able. Roll a d6 to
|
||
determine the mirror's ability.
|
||
effect-roll-type: d6
|
||
effect-roll-values:
|
||
- min-roll: 1
|
||
value: |
|
||
Answers a question about the present (such as "Who is the fairest of them all?") with a simple one- or
|
||
two-word answer.
|
||
- min-roll: 2
|
||
value: |
|
||
Allows the viewer to check in on someone they know (and who knows them) from anywhere. The image lasts just
|
||
a moment, and those being viewed are not aware that it has happened.
|
||
- min-roll: 3
|
||
value: |
|
||
If the viewer stands before the mirror and shouts their own name three times, they are granted a glimpse of
|
||
their future. This glimpse lasts just a moment, and is not guaranteed to come true.
|
||
- min-roll: 4
|
||
value: |
|
||
If the viewer stands before the mirror at midnight while holding a light source, they are able to contact
|
||
the ghost or spirit of a person or creature they know the name of. Whether or not the being agrees to talk
|
||
with them is another matter.
|
||
- min-roll: 5
|
||
value: |
|
||
Distorts the appearance of everything it reflects, particularly by magnifying the horrible and ugly aspects
|
||
of things and people while ignoring their good and beautiful aspects. Looking into the mirror inflicts 2
|
||
points of Intellect damage. Angling the mirror to reflect an object inflicts 2 points of damage to it.
|
||
- min-roll: 6
|
||
value: |
|
||
Coats the user's skin with its reflective surface, offering protection. The first time the user would take
|
||
damage, the mirror shatters instead, reflecting the damage back to the user's attacker.
|
||
depletion: 1 in 1d20
|
||
note: |
|
||
Most mirror mirrors have a personality all their own. Some sing their answers, some show images, and still
|
||
others sigh with boredom at being asked the same thing over and over. Mirrors never lie. Except when they
|
||
do.
|
||
- id: fairy-tale-artifact-pandoras-box
|
||
name: Pandora's Box
|
||
source: We Are All Mad Here, page 96
|
||
level: 1d6 + 4
|
||
form: Elegant gold box with a hinged lid and a locked clasp
|
||
effect: |
|
||
When the box is opened, light leaks out. The light coalesces into a golden form that represents a deep sense of
|
||
peace and hope to the person who opened the box. For a number of rounds equal to the artifact level, the golden
|
||
form eases all actions taken by the opener. Alternatively, the opener can share the effect of the golden form as
|
||
their action, easing all actions taken by allies within short range (but not giving themselves the
|
||
benefits).
|
||
depletion: 1 in 1d6
|
||
- id: fairy-tale-artifact-pixie-dust
|
||
name: Pixie Dust
|
||
source: We Are All Mad Here, page 97
|
||
level: 1d6
|
||
form: Glass bottle filled with glittering light
|
||
effect: |
|
||
Effect: Shake the glittering light on a living being and it can fly for ten minutes per artifact level. If the
|
||
being can already fly, shaking the light on them grounds them, taking away their ability to be airborne for the
|
||
same amount of time.
|
||
depletion: 1 in 1d1
|
||
- id: fairy-tale-artifact-red-cap
|
||
name: Red Cap
|
||
source: We Are All Mad Here, page 97
|
||
level: 1d6 + 3
|
||
form: Woolen cap soaked in human blood
|
||
effect: |
|
||
The wearer gains an extra recovery roll each day that is not an action and does not count toward their daily
|
||
limit. Once the wearer uses this recovery roll, they can't do so again until after they make a ten-hour recovery
|
||
roll and soak the hat in fresh human blood.
|
||
depletion: 1 in 1d20
|
||
depletion-check: each day of use
|
||
- id: fairy-tale-artifact-red-riding-hood
|
||
name: Red Riding Hood
|
||
source: We Are All Mad Here, page 97
|
||
level: 1d6 + 3
|
||
form: Bright red cloak that adjusts to fit its wearer
|
||
effect: |
|
||
Draws the eye while also giving the wearer the impression of being easy prey. All tasks involving sneaking and
|
||
hiding are hindered, and foes will typically attack the wearer over any others in the area. The cloak provides
|
||
+3 Armor and an asset to all Might-based tasks, including combat tasks.
|
||
depletion: 1 in 1d10
|
||
depletion-check: each day of use
|
||
- id: fairy-tale-artifact-self-swinging-sword
|
||
name: Self-Swinging Sword
|
||
source: We Are All Mad Here, page 97
|
||
level: 1d6 + 1
|
||
form: Steel sword with an ornate hilt
|
||
effect: |
|
||
When activated by a special word, the sword attacks whoever the user indicates, fighting as a creature whose
|
||
level is equal to the artifact level. Commanding the sword is not an action, but it can only do things that a
|
||
sword would be able to do (attack, block, slice, and so on). If the sword is reduced to 0 health, the
|
||
self-swinging ability ends and must be reactivated. The sword returns to the user when the duration ends.
|
||
depletion: 1 in 1d6 (for the self-swinging ability)
|
||
depletion-effect: it functions as a regular sword.
|
||
- id: fairy-tale-artifact-seven-league-boots
|
||
name: Seven-League Boots
|
||
source: We Are All Mad Here, page 97
|
||
level: 1d6 + 3
|
||
form: Lace-up knee-high boots of black leather
|
||
effect: |
|
||
Allows the wearer to travel up to 21 miles (34 km) with a single step. Alternatively, two people may each wear
|
||
one boot and travel up to 10.5 miles (19 km) with a single step. Seven-league boots exhaust the user, costing
|
||
them 2 Might points per step.
|
||
depletion: 1 in 1d20
|
||
depletion-check: each step
|
||
depletion-effect: the boots continue to function as regular boots
|
||
- id: fairy-tale-artifact-shapeshifter-wand
|
||
name: Shapeshifter Wand
|
||
source: We Are All Mad Here, page 97
|
||
level: 1d6
|
||
form: Wand made of wood, glass, metal, or stone
|
||
effect: |
|
||
Allows the user to turn one living being (including themself) into one of the following: flower, lake, duck,
|
||
swan, cottage, rosebush, or fish. While in their new form, the shapeshifted being retains all of their health
|
||
and other attributes, but cannot perform any actions beyond what the non-magical item or creature could normally
|
||
perform. So a flower can blow in the wind, bloom, attract insects, be cut, and smell nice. Any attempts to
|
||
detect the shapeshifted being by physical senses or magic are hindered by two steps. While shapeshifted, the
|
||
being cannot die; however, they can be injured, cursed, or moved down the damage track. The effect lasts for ten
|
||
minutes or until the user chooses to end it early.
|
||
depletion: 1 in 1d10
|
||
- id: fairy-tale-artifact-she-bear
|
||
name: She-Bear
|
||
source: We Are All Mad Here, page 98
|
||
level: 1d6
|
||
form: Bit of wood carved in the shape of a bear
|
||
effect: |
|
||
When placed in the mouth, changes the wielder into the form of a female bear. While in this form, the user gains
|
||
+4 to their Might Pool, +4 to their Speed Pool, and +1 to Armor. They also can communicate with other bears
|
||
while in this form. The effect lasts for ten minutes.
|
||
depletion: 1 in 1d6
|
||
- id: fairy-tale-artifact-shirt-of-nettles
|
||
name: Shirt of Nettles
|
||
source: We Are All Mad Here, page 98
|
||
level: 1d6 + 4
|
||
form: Woven shirt of stinging nettles
|
||
effect: |
|
||
The shirt acts as light armor, but grants an additional +2 Armor (+3 if the artifact is level 9 or higher) in
|
||
addition to the 1 Armor that light armor typically provides. Additionally, the wearer can't be shapeshifted
|
||
against their will.
|
||
depletion: |
|
||
(At any time, the GM can rule that the shirt has resisted enough shapeshifting magic to deplete that ability,
|
||
after which the shirt still functions as armor.)
|
||
- id: fairy-tale-artifact-soldiers-cloak-of-invisibility
|
||
name: Soldier's Cloak of Invisibility
|
||
source: We Are All Mad Here, page 98
|
||
level: 1d6 + 2
|
||
form: Slate-grey cloak sewn of shadows and silence
|
||
effect: |
|
||
Provides an asset to hiding, sneaking, and remaining undetected (even by magic) for as long as the wearer does
|
||
not interact with another creature. Entering into combat or interacting with another creature in any way breaks
|
||
the effect.
|
||
depletion: 1 in 1d100
|
||
- id: fairy-tale-artifact-soulful-fiddle
|
||
name: Soulful Fiddle
|
||
source: We Are All Mad Here, page 98
|
||
level: 1d6 + 2
|
||
form: Fiddle made of bone and guts
|
||
effect: |
|
||
This instrument acts like a normal fiddle of its kind. If the wielder is trained in its use and plays an
|
||
appropriate tune, those within short range who hear it suffer one of the following effects: fall asleep, become
|
||
amenable to suggestion, follow the fiddle player in a light trance, or take a similar action.
|
||
|
||
The desired effect must be the same for all creatures who hear it. The effect lasts for ten minutes, but actions
|
||
by others (such as attacking the listeners or physically restraining them) can end the effect early for a
|
||
creature.
|
||
depletion: 1 in 1d20
|
||
- id: fairy-tale-artifact-steadfast-tin-soldier
|
||
name: Steadfast Tin Soldier
|
||
source: We Are All Mad Here, page 98
|
||
level: 1d6 + 2
|
||
form: Small tin soldier with one leg
|
||
effect: |
|
||
Gives a user who is missing a limb the ability to transform the tin soldier into a prosthetic limb with the
|
||
appearance of their choosing. The limb permanently increases the user's maximum Speed Pool or Might Pool (user's
|
||
choice) by 5 points (or 7 points if the artifact is level 6 or higher).
|
||
depletion: null
|
||
note: |
|
||
It is rumored that there are a number of artifacts that create prosthetic body parts or restore missing limbs,
|
||
including Paper Ballerina, Handless Maiden, and Bianca's Snake.
|
||
- id: fairy-tale-artifact-stone-canoe
|
||
name: Stone Canoe
|
||
source: We Are All Mad Here, page 98
|
||
level: 1d6 + 3
|
||
form: Shiny grey pebble, small enough to fit into a pocket
|
||
effect: |
|
||
When activated, forms into a canoe that can carry a number of beings (and their equipment) equal to the artifact
|
||
level. The canoe lasts for one day and then transforms back into a pebble.
|
||
depletion: 1 in 1d6
|
||
depletion-check: each use
|
||
- id: fairy-tale-artifact-story-knife
|
||
name: Story Knife
|
||
source: We Are All Mad Here, page 99
|
||
level: 1d6 + 2
|
||
form: Small penknife inscribed with tiny words in hundreds of languages
|
||
effect: |
|
||
Slices through words that are in the form of oral stories, songs, speeches, conversations, and so on. This has
|
||
one of two effects, depending on the wielder's desire (the wielder must decide before they activate the artifact
|
||
each time):
|
||
|
||
- Makes the story, song, and so on sharper, stronger, and more interesting, increasing the chance that it will
|
||
have an impact on listeners (eases any attempted interaction task)
|
||
- Makes the story, song, and so on boring, unwieldy, and disjointed, decreasing the chance that it will have the
|
||
intended impact on listeners (hinders any attempted interaction task)
|
||
|
||
Using the story knife is an action. It has no power to cut physical objects or living beings (unless those
|
||
beings are made of stories).
|
||
depletion: 1 in 1d20
|
||
- id: fairy-tale-artifact-table-be-set
|
||
name: Table-Be-Set
|
||
source: We Are All Mad Here, page 99
|
||
level: 1d6
|
||
form: Common-looking wooden table
|
||
effect: |
|
||
Putting the table out and saying "Table be set" automatically fills the table with as much food and drink as
|
||
will fit upon its surface. The table does not become empty as long as there is anyone in long range who still
|
||
wishes to eat. Once a character uses the table's ability, they can't do so again until after they make a
|
||
ten-hour recovery roll.
|
||
depletion: 1 in 1d100
|
||
note: |
|
||
In addition to artifact quirks, common sense suggests that the effects of some artifacts will draw additional
|
||
interesting opportunities or dangers. Using table-be-set in the middle of a forest, for example, is likely to
|
||
draw bears and other hungry beasts, while using it in the middle of town might garner the characters new
|
||
friends, or catch the attention of thieves.
|
||
- id: fairy-tale-artifact-tinderbox
|
||
name: Tinderbox
|
||
source: We Are All Mad Here, page 99
|
||
level: 1d6 + 2
|
||
form: Small ornate tinderbox made of metal
|
||
effect: |
|
||
Summons three dogs to do the user's bidding. The dogs can complete any tasks dogs would normally be able to
|
||
accomplish, including carrying, fetching, attacking, defending, and so on. They act as a single level 3
|
||
creature.
|
||
depletion: 1 in 1d6
|
||
- id: fairy-tale-artifact-tweedledees-umbrella
|
||
name: Tweedledee's Umbrella
|
||
source: We Are All Mad Here, page 99
|
||
level: 1d6 + 2
|
||
form: Large umbrella with a sharp point on the end
|
||
effect: |
|
||
Touch a creature (up to the artifact's level) of any size and the umbrella will fold up around it, capturing it
|
||
inside. Holding the umbrella with the captive inside is an action. A caught character is held for ten minutes or
|
||
until they make a successful Might roll to break free.
|
||
depletion: 1 in 1d10
|
||
- id: fairy-tale-artifact-vicious-tankard
|
||
name: Vicious Tankard
|
||
source: We Are All Mad Here, page 99
|
||
level: 1d6 + 2
|
||
form: Hefty ale tankard carved of stone
|
||
effect: |
|
||
In addition to serving as a convenient means to drink a variety of liquids, if the tankard is topped off with
|
||
good ale or spirits, it can be used as a medium weapon that inflicts +2 damage (for a total of 6 points of
|
||
damage). Anyone who picks up the tankard is practiced in using it in this fashion. Surprisingly, using the
|
||
tankard as a melee weapon does not cause more than a modicum of good ale or spirits to slosh out.
|
||
depletion: 1 in 1d20
|
||
depletion-check: each fight
|