Campaign:Changeling-The DERPing/Treasures: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
m (7 revisions imported)
 
(2 intermediate revisions by one other user not shown)
Line 11: Line 11:
*'''Air Jordans (Level 1 Treasure):''' A very specific application of Jump. Add +2 successes to all Strength+Athletics rolls related to Jumping.
*'''Air Jordans (Level 1 Treasure):''' A very specific application of Jump. Add +2 successes to all Strength+Athletics rolls related to Jumping.
*'''Haven's Compass (Level 1 Treasure):''' A very specific application of the Soothsay 1 Cantrip: Omen, this compass always points towards the nearest Freehold.
*'''Haven's Compass (Level 1 Treasure):''' A very specific application of the Soothsay 1 Cantrip: Omen, this compass always points towards the nearest Freehold.
*'''Glamour Battery (Level 1 to 5 Treasure):''' A portable Freehold/Glamour generator which can only be used by the person who created it. Can be attached to Power Armor.
*'''Goblin Crossbow (Level 1 or 2 Treasure)''': A pump-action repeater crossbow with a 5-round clip. The 1-point version does 2 damage, while the 2-point version does 5.
*'''Goblin Crossbow (Level 1 or 2 Treasure)''': A pump-action repeater crossbow with a 5-round clip. The 1-point version does 2 damage, while the 2-point version does 5.
*'''Goblin Lantern (Level 1 Treasure)''': A very specific application of the Chicanery 1 Cantrip: Fuddle, this lantern can either project light up to 200 feet in a beam, or in a 20-foot radius. The light can be either visible to all Changelings, or Nockers only.
*'''Goblin Parchment (Level 1 Treasure)''': A very specific application of the Chicanery 1 Cantrip: Fuddle. This parchment scrambles all text written on it, which unscrambles when the letter is read by its intended reader.
*'''Goblin Shoes (Level 1 Treasure)''': A very specific application of the Chicanery 1 Cantrip: Fuddle. Reduces the difficulty of all Stealth rolls to move silently by 2.
*'''Razor Claws (Level 1 Treasure)''': Gloves with retractable claws. These are difficulty 4 to hit, and do Strength+2 damage.
*'''Gravity Gun (Level 2 Treasure):''' A very specific application of the Legerdemain 2 Cantrip: Ensnare. By spending a Glamour point, for the rest of the scene, the Gravity Gun can attempt to stop objects in midflight (A Dex+Firearms roll is needed, with difficulty based on object size), or to pick up and toss items (A Dexterity+Firearms Roll being needed for this as well).
*'''Gravity Gun (Level 2 Treasure):''' A very specific application of the Legerdemain 2 Cantrip: Ensnare. By spending a Glamour point, for the rest of the scene, the Gravity Gun can attempt to stop objects in midflight (A Dex+Firearms roll is needed, with difficulty based on object size), or to pick up and toss items (A Dexterity+Firearms Roll being needed for this as well).
*'''Lightning Gun (Level 3 Treasure):''' A high-tech pistol which fires a bolt of lightning, doing 5 damage base; any adjacent targets take half-damage should there be some conductor between them...do not fire this weapon underwater though. It holds 10 shots before requiring a point of temporary glamour to recharge.
*'''Lightning Gun (Level 3 Treasure):''' A high-tech pistol which fires a bolt of lightning, doing 5 damage base; any adjacent targets take half-damage should there be some conductor between them...do not fire this weapon underwater though. It holds 10 shots before requiring a point of temporary glamour to recharge.
*'''Power Armor (Level 1 through 5 Treasure):''' Now you too can be a [[Spessh Muhreen]]. Consisting of Chimerical hydraulics and powercords woven into real-world armor, this armor has less penalties than normal armor due to compensatory hydraulics and Glamour. However, one must spend a Glamour Point for each scene you wish to use this, or else it functions like mortal armor (Meaning take a -1 dex penalty for each level of this armor...meaning higher-level ones result in becoming immobilized). The costs for the armor itself are listed below; other technotreasures, such as Lightning Guns or Razor Claws, can be built into the system for their listed cost.  
*'''Power Armor (Level 1 through 5 Treasure):''' Now you too can be a [[Space Marines|Spessh Muhreen]]. Consisting of Chimerical hydraulics and powercords woven into real-world armor, this armor has less penalties than normal armor due to compensatory hydraulics and Glamour. However, one must spend a Glamour Point for each scene you wish to use this, or else it functions like mortal armor (Meaning take a -1 dex penalty for each level of this armor...meaning higher-level ones result in becoming immobilized). The costs for the armor itself are listed below; other technotreasures, such as Lightning Guns or Razor Claws, can be built into the system for their listed cost.  
**'''Level 1 Armor:''' This provides 3 soak dice.
**'''Level 1 Armor:''' This provides 3 soak dice.
**'''Level 2 Armor:''' This provides 4 soak dice.
**'''Level 2 Armor:''' This provides 4 soak dice.

Latest revision as of 15:03, 25 June 2023

Treasures[edit]

Treasures are the result of Chimerical and physical objects being bound to one another, the result being a magic item which has a very specific affect. In general, most Treasures mimic a very specific application of a spell, the way in D20 Magic Items had corresponding spell prerequisites to make. While some only affect Chimera, most affect both Chimera and physical substances. For example, a Lighting Gun could be used against an unenchanted mortal.

Treasure-Crafting Rules[edit]

Fill in Later


List of Treasures[edit]

These are some sample items from the game, splats, and general examples of how they would work.

  • Air Jordans (Level 1 Treasure): A very specific application of Jump. Add +2 successes to all Strength+Athletics rolls related to Jumping.
  • Haven's Compass (Level 1 Treasure): A very specific application of the Soothsay 1 Cantrip: Omen, this compass always points towards the nearest Freehold.
  • Glamour Battery (Level 1 to 5 Treasure): A portable Freehold/Glamour generator which can only be used by the person who created it. Can be attached to Power Armor.
  • Goblin Crossbow (Level 1 or 2 Treasure): A pump-action repeater crossbow with a 5-round clip. The 1-point version does 2 damage, while the 2-point version does 5.
  • Goblin Lantern (Level 1 Treasure): A very specific application of the Chicanery 1 Cantrip: Fuddle, this lantern can either project light up to 200 feet in a beam, or in a 20-foot radius. The light can be either visible to all Changelings, or Nockers only.
  • Goblin Parchment (Level 1 Treasure): A very specific application of the Chicanery 1 Cantrip: Fuddle. This parchment scrambles all text written on it, which unscrambles when the letter is read by its intended reader.
  • Goblin Shoes (Level 1 Treasure): A very specific application of the Chicanery 1 Cantrip: Fuddle. Reduces the difficulty of all Stealth rolls to move silently by 2.
  • Razor Claws (Level 1 Treasure): Gloves with retractable claws. These are difficulty 4 to hit, and do Strength+2 damage.
  • Gravity Gun (Level 2 Treasure): A very specific application of the Legerdemain 2 Cantrip: Ensnare. By spending a Glamour point, for the rest of the scene, the Gravity Gun can attempt to stop objects in midflight (A Dex+Firearms roll is needed, with difficulty based on object size), or to pick up and toss items (A Dexterity+Firearms Roll being needed for this as well).
  • Lightning Gun (Level 3 Treasure): A high-tech pistol which fires a bolt of lightning, doing 5 damage base; any adjacent targets take half-damage should there be some conductor between them...do not fire this weapon underwater though. It holds 10 shots before requiring a point of temporary glamour to recharge.
  • Power Armor (Level 1 through 5 Treasure): Now you too can be a Spessh Muhreen. Consisting of Chimerical hydraulics and powercords woven into real-world armor, this armor has less penalties than normal armor due to compensatory hydraulics and Glamour. However, one must spend a Glamour Point for each scene you wish to use this, or else it functions like mortal armor (Meaning take a -1 dex penalty for each level of this armor...meaning higher-level ones result in becoming immobilized). The costs for the armor itself are listed below; other technotreasures, such as Lightning Guns or Razor Claws, can be built into the system for their listed cost.
    • Level 1 Armor: This provides 3 soak dice.
    • Level 2 Armor: This provides 4 soak dice.
    • Level 3 Armor: This provides 5 soak dice.
    • Level 4 Armor: This provides 6 soak dice, +1 Strength, and -1 Dexterity.
    • Level 5 Armor: This provides 7 soak dice, +2 Strength, and -1 Dexterity.
  • Loaded Die (Level 2 Treasure): A specific application of the Soothsay 2 Cantrip: Fair is Foul and Foul is Fair. By spending a Glamour point, you can roll this die and get the number you want on it. A perennial favorite among roleplayers and gamblers.
  • Lord's Sceptre (Level 2 Treasure): A very specific Application of the Sovereign 2 Cantrip: Dictum. Carrying it in a regal fashion makes it easier to command vassals. An alternate example could be a Mind Control Raygun.
  • Crystal Ball (Level 3 Treasure): A specific application of the Soothsay 3 Cantrip: Tattletale. This ball lets you scry towards distant lands. Alternatively, a magic mirror or discarded LCD monitor can do the trick.
  • Universal Solvent (Level 4 Treasure): From the Nocker Kithbook, Universal Solvent consists of two chimerical binary liquids which when combined become a cloud of pure Banality. A one-use item, chimarae and Changelings caught in the cloud take 6 levels of Chimerical Damage a turn, which cannot be soaked. One use only.
  • Apeture Science Gun (Level 5 Treasure): A very specific application of the Wayfare 5 Cantrip: Flicker Flash. By spending a Glamour Point, you may fire energy from this gun, creating an orange and blue portal, respectively. Aiming properly requires a Dexterity+Firearms roll, of course.

External Links[edit]

Changeling: The Derping