Campaign:Changeling-The DERPing/Treasures
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.
- 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.
- 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.
- 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.
- Chimerical Exoskeleton (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 Exoskeleton: This provides 3 soak dice.
- Level 2 Exoskeleton: This provides 4 soak dice.
- Level 3 Exoskeleton: This provides 5 soak dice.
- Level 4 Exoskeleton: This provides 6 soak dice, +1 Strength, and -1 Dexterity.
- Level 5 Exoskeleton: 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.