Campaign:Changeling-The DERPing/Treasures: Difference between revisions
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(Created page with '==Treasures== 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, …') |
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==List of Treasures== | ==List of Treasures== | ||
These are some sample items from the game, and | These are some sample items from the game, splats, and general examples of how they would work. | ||
*'''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. | ||
*'''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. | *'''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. | ||
*'''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. | |||
*'''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== | ==External Links== | ||
[[Campaign: Changeling-The Derping|Changeling: The Derping]] | [[Campaign: Changeling-The Derping|Changeling: The Derping]] |
Revision as of 16:56, 3 December 2009
Treasures
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
Fill in Later
List of Treasures
These are some sample items from the game, splats, and general examples of how they would work.
- Haven's Compass (Level 1 Treasure): A very specific application of the Soothsay 1 Cantrip: Omen, this compass always points towards the nearest Freehold.
- 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.
- 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.
- 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.