Unique Items

Ranged Weapons

Aleix Miéville's custom Talus Finch

Mundane, Relic

Details

A Talus Finch handgun modified and engraved to the tastes of Aleix Miéville. It sports a pistol scope offset to the side, allowing the use of either the scope or the iron sights to be employed in aiming. The trigger has been tuned to a crisp break. Engraved on the side are the words, "slaus par il génie et la ferté đ'un seul humuns".  
CritDamageFire ModeLoading/CapacitySizeProperties
191d6 piercingSemi-automaticClip loading (10)1×1Ammunition (range 45/60/90)

Elephant obrez

Mundane, Uncommon

Details

A single-shot break-action elephant gun cut down to a wrist-breaking pistol. The barrel is too short to properly stabilise the bullet, and the flash and concussion make it uncomfortable to use in closed spaces. Utterly impractical, this weapon exemplifies the idea that, just because you can, doesn't mean you should.  
CritDamageFire ModeLoading/CapacitySizeProperties
192d4 ballisticRepeatingSingle shot (1)1×2Ammunition (range 30/60/90), Compact, Two-handed

Model 2885 Kingfisher self-loading rifle

Mundane, Very Rare

Details

An experimental gas-operated self-loading rifle designed in Trati and produced in Taminily which wound up in Taminil and Enzimian hands after a credit default. It has been adapted to aerial combat with an extended 20 round magazine of 7мм D&L and wide-open sights to follow fast-moving targets.  
CritDamageFire ModeLoading/CapacitySizeProperties
202d4 ballisticSemi-automaticClip loading (20)11×5Ammunition (range 300/600/900), Jam-prone2, Two-handed
1When loading from empty, every 5 rounds loaded into the gun requires 1 action (4 clips to fully reload).
2If a 1 is rolled when attacking with this weapon, the weapon fires as normal, then jams, requiring 2 Actions to right it before firing can resume.

Police-modified Arnson Automatic

Mundane, Very Rare

Details

An Arnson Automatic rifle modified for police use with an extended, removable 15-round magazine and automatic fire capability.  
CritDamageFire ModeLoading/CapacitySizeProperties
201d6 ballisticAutomaticBox magazine & Clip-loading (15)11×4Ammunition (range 200/400/600), Two-handed
1When loading from clips, each clip loads 5 rounds into the gun.

Sintera Raixas

Mundane, Very Rare

Details

An exotic 7-shot gas seal autorevolver from Treima. Originally sold as an ensemble in a luxurious velvet case, it comes with a pre-threaded, indexed barrel which can host either an included compensator, or a suppressor (which requires the use of an alternate recoil spring due to the increased mass), and an attachable shoulder stock.  
CritDamageFire ModeLoading/CapacitySizeProperties
201d8 piercingSemi-automaticCylinder (7)1×2 (1×1 + 1×1)Ammunition (range 30/45/601, 100/150/200), Compact1
1Applicable only with shoulder stock detached.

“Sone 2882” shotgun pistol

Mundane, Uncommon

Details

A craft-made single-shot, break action 16 gauge shotgun made to externally emulate the Sone model 2882 handgun.  
CritShot typesFire ModeLoading/CapacitySizeProperties
20Birdshot, Buckshot, SlugRepeatingSingle shot (1)1×1Ammunition (range 30/45/60), Concealable

Talus Finch auto-carbine

Mundane, Rare

Details

An unusual collage of a standard Talus Finch and a Finch auto-carbine. The grip from a standard Finch handgun has been grafted to the frame of an auto-carbine, allowing the handgun to feed from removable 10 or 20 round magazines. The 13.4 inch barreled upper of the trench carbine has been replaced with the standard 5.5 inch barreled upper of the standard handgun, though the auto-carbine bolt has been retained to remain locked open when loading from stripper clips or replacing magazines. A vertical foregrip has been grafted on. It uses a detachable solid carbine stock, though it is interchangeable with a standard holster-stock. With the shoulder stock, this arm behaves as a finely machined submachine gun, while without, it is a crudely behaving machine pistol capable of concealment under a coat.  
CritDamageFire ModeLoading/CapacitySizeProperties
201d6 piercingAutomaticBox magazine & Clip-loading (20)11×2 (1×1 + 1×1)Ammunition (range 30/45/601, 100/150/200), Compact2, Two-handed, Unwieldy
1When loading from clips, each clip loads 10 rounds into the gun.
2Applicable only with shoulder stock detached.

Tenebral schism

Magical, Legendary

Details

A small amorphous bit of what appears to be dead animal tissue; a fissure runs through its centre, revealing a glimpse into the expanse of the cosmos. It throbs with nervous energy, as if it’s trying to whisper profane knowledge, but can’t speak. Using this item consumes a silver dime (10¢/5лʼ). If you lack the required money, it fails to create its effect. This item uses your Occult skill as its to-hit modifier.  
CritDamageFire ModeLoading/CapacitySizeProperties
201d8 coldRepeatingInfinite1×1Ammunition (100/150/200), Concealable

Veles pistol

Mundane, Legendary

Details

A massive pistol created for military trials, which never made it past the prototype phase, chambered in the monstrous 11mm Veles cartridge. Despite being a semi-automatic pistol, the considerable recoil of this behemoth makes rapid follow-up shots impossible. Also despite being a pistol, it uses revolver ammunition.  
CritDamageFire ModeLoading/CapacitySizeProperties
202d6 piercingRepeatingBox magazine (7)1×1Ammunition (range 40/60/80), Compact, Heavy (6)

“Zip” pistol

Mundane, Rare

Details

A craft-made fully automatic handgun chambered in the surprisingly controllable .32 ASP cartridge. It utilises comically long 15-round single stack magazines.  
CritDamageFire ModeLoading/CapacitySizeProperties
191d4 piercingAutomaticBox magazine (15)1×1Ammunition (range 30/45/60), Compact, Jam-prone1
1If a 1 is rolled when attacking with this weapon, the weapon fires as normal, then jams, requiring 2 Actions to right it before firing can resume.

 

Melee Weapons

Flame tongue

Magical, Very Rare

Details

An ancient magic sword of dwarven make, imbued with the power of flame. Today swords like this simply collect dust displayed in museums or the homes of the wealthy, but surely it could be of use in the hands of a warrior one last time. When activated, it shines bright light in a 30 foot radius, and dim light for an additional 30 feet.  
CritDamageSizeProperties
201d10 piercing/slashing + 1d6 fire1×4Command1
1In order for the sword to be active and gain the benefit of the fire damage, it's command word must be spoken, which costs 1 Action.

Martyr’s thorn

Mundane, Uncommon

Details

A spike taken from the formidable rouge martyr, it somehow retains its venomous nature, allowing it to be used as a poisoned push dagger.  
CritDamageSizeProperties
181d6 piercing + 1d6 caustic11×1Concealable
1Upon a hit, the targeted creature must make a DC 15 Body check. If they fail, they take the full 1d6 piercing + 1d6 caustic damage; if they succeed, they only take 1d6 piercing damage.

Moonblade

Magical, Legendary

Details

This blade is made of an unknown metal and imbued with the sorcerous treachery of the moon. When unsheathed, it shines bright moonlight in a 15 foot radius, and dim light for an additional 15 feet. Invisible objects and creatures within its bright light are rendered visible.  
CritDamageSizeProperties
201d10 piercing/slashing + 1d6 cold1×4

Tendon cutter

Magical, Rare

Details

A dagger forged specially to sever the vital strands of life, its intricate carvings indicate its cruel design.  
CritDamageSizeProperties
181d6 piercing/slashing1×1Concealable, Tendon-cutting1
1Targeted attacks made with this weapon deal an additional 2 damage of the weapon's damage type.

Thunder hammer

Magical, Legendary

Details

A magical hammer of ancient dwarvish make, with a mithril handle inlaid with intricate geometries, and a rather plain head. It is imbued with thunderous magics.   Three different attacks can be made with this weapon:
  • Normal: deal an additional 2 force damage
  • Knockback: knock the target back 5 feet. (The target leaves the grapple or melee, but you may only gain 1 free melee attack on a given creature per turn)
  • Concuss: Reduce the critical threshold for a crit against the head by 10%
 
CritDamageSizeProperties
202d6 crushing + 2 force11×3Heavy (7)
1The additional force damage is contingent on attack choice.

 

Armour & Equipment

Alarm stone

Magical, Uncommon

An unassuming, smooth stone, it’s easily dismissed as a simple rock not worth anything; however, it is infused with divinatory magics, and can sense things around it. A character can speak the stone’s command word followed by a condition to the stone (such as “a bear within 60 feet”). If that condition is met, the stone will begin to glow a bright red and let out an intermittent chirping noise until the condition is no longer met. To change the condition the stone responds to, one must simply dictate another condition to it. The stone has trouble with ambiguity and will interpret conditions literally. Therefore a condition like “hostiles within 100 feet” will not trigger the stone to alarm unless creatures are actively attacking the one who issued the condition.
Size: 1×1

Armour of thorns

Magical, Very Rare

This breastplate is covered in tiny spines from a long-extinct fey beast, invisible to the naked eye, which lash out at any would-be assailant. This armour reflects ⅓ of all incoming crushing, piercing, and slashing damage from melee attacks (before DT adjustment) as piercing damage back on the attacker.
Size: 2×2

Boots of speed

Magical, Rare

These boots increase the wearer's speed by 10 feet.
Size: 1×1

Cuirass of deflection

Magical, Very Rare:

This breastplate negates the effects of the first ranged attack targeting the wearer's torso in a bout of combat.
Size: 2×2

Drakescale armour

Magical, Rare

This armour has been lined with the scales from a drake, granting +2 Damage Threshold to a certain damage type, dependent on the drake the scales are from: the scales from a spring drake grant resistance to fire, summer to electric, autumn to caustic, and winter to cold.
This armour can be in the form of Arm guards, Breastplates, Leg guards, or Steel helmets, and the Damage Threshold applies only to the body part it covers.
Size: Varies

Fogman’s eye

Magical, Legendary

Supposedly an eye taken from one of the mysterious fogmen. To wear this eye, the wearer’s own original eye must be carved out, and this piece grafted into the socket, at which point it creates a physical bond, as difficult and painful to remove as the original. When worn in this way, it grants the user Darkvision, Truesight, +1 to Awareness, +1 to Dodge, and +2 to targeted attacks.
Size: 1×1

Golem and control ring

Magical, Very Rare

A Tiny mindless creature made of some mundane material, usually either clay or straw, and enchanted with animating magics. Capable of performing simple tasks, it follows the commands of one attuned to its master’s ring. It has a Dodge of 10, 5 hit points, immunity to fire damage (if clay) or crushing damage (if straw), a Strength score of 2, and cannot attack. If wearing the golem's control ring, once on each of your turns for 1 Action, you can mentally command the golem to move up to 15 feet and interact with an object (1 Action). The golem can perform simple tasks such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the golem performs the task to the best of its ability until it completes the task, then waits for your next command. You must be within 120 feet of the golem to issue a command.
Size: 1×1

Mystic's dice

Magical, Very Rare

A set of two dice carved from the ivory of the long-extinct unicorn, when rolled, they reveal glimpses of the future to you. As an action, you may roll these dice, roll two d20s and record the numbers rolled. As a reaction, you can replace any d20 roll made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll. These dice may only be used once per day. Each foretelling roll can be used only once. When dawn breaks, you lose any unused foretelling rolls.
Size: 1×1

Stifling shackles

Magical, Uncommon

Used to keep both otherworldy creatures and mages restrained, you can use an Action to place these iridescent shackles on a restrained creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any magical spells. You and any creature you designate when you use the shackles can use an Action to remove them. Once every 30 days, the bound creature can make a DC 30 Athletics check. On a success, the creature breaks free and destroys the shackles.
Size: 2 per 1

Astrologer's mask

Magical, Very Rare

A wooden face mask carved from ebony, inscribed with a wizened scholar’s face on the front, and engraved with a depiction of the celestial spheres on its inside, this mask hums with sorcerous energy. As an action while wearing the mask, you can peer into the astral plane, imparting the effects of the level 2 Blink spell. Using the mask this way consumes 1 charge. The item has 3 charges, and regains 1 charge each dusk.
Size: 1×1

Astrologer’s robe

Magical, Very Rare

A silk robe inset with a map of the stars embroidered in golden thread, when worn, it allows the wearer to siphon energy from the heavens. The wearer can expend one of the item’s chargest to cast any known spell of any level without expending Focus. The item has 2 charges and regains one charge every dusk.
Size: 1×2

Bracelet of vigour

Magical, Very Rare

When wearing this brass bracelet inset with several heart-shaped rubies, you heal at twice the natural rate and always gain an extra 50% temporary HP.
Size: 1×1

Crystal eyepiece

Magical, Rare

An enchanted firearm scope wrought from enchanted crystal, brass, and mithril which highlights hostile entities, allowing for the more rapid acquisition and discernment of rapidly moving targets. When attached to a firearm without the Concealable property, that weapon can be used to make targeted strikes against a target within a grapple or melee.
Size: 1×1

Enchanted bone dust

Magical, Uncommon

A measure of ancient bones ground into a fine powder and enchanted with fortifying magics. It has a noxious, caustic nature, and retains a remarkable potency and resiliency. A measure of this dust can be spread along a melee weapon capable of dealing piercing or slashing damage for 1 action, or loaded as part of a shot in a muzzle-loading firearm (either separately for 1 action, or pre-mixed with the powder), to add an additional 1d8 of caustic damage to the next attack with that weapon.
Size: 1×1

Garden of eyes

Magical, Uncommon

A pickled bushel of eyes on a central nerve stalk harvested in taboo and forbidden places and preserved in a glass jar. Their gaze darts lazily around with a cold, discomforting stare. Eating one of these eyes will grant you darkvision for 1 hour.
Size: 1×1

Jade egg

Magical, Rare

An enchanted piece of jade about the size of a fist carved by the ancient saurians of Blackrock into the shape of an egg. It exudes a quickening magic, which it can impart into a creature. Once per day, a creature can use 1 Action to rub the egg, gaining 3 actions in return.
Size: 1×1

Lantern of revealing

Magical, Rare

An ornate lantern that burns with an otherworldly blue-green glow. It consumes normal fuel and casts light like a standard hooded lantern. Creatures cannot be invisible within the dim light of the lantern.
Size: 1×1

Photomultiplier goggles

Mundane, Very Rare

A set of advanced goggles that allow the wearer to see in the dark. While wearing these goggles, you gain darkvision, able to see in darkness as if it were dim light, and in dim light as if it were bright light. This darkvision is monochromatic. This device is powered by an external battery pack and lasts for 4 hours on 6 batteries.
Size: 1×2

Runesmithing tools

Magical, Relic

The set of tools used by Enkir to forge mythical runic enchantments into blades, a trained smith using them can carve magic runes into silvered weapons, granting them a myriad of useful enchantments.
Size: 1×1

Torpal wishbone

Mundane, Uncommon

The clavicle of a torpal darkbeast, it retains some latent power. As an action, a creature can snap the bone in two, releasing bolts of blue-violet electricity that arc outwards. Target a creature within 120 feet; they must make a DC 15 Agility check, taking 3d6 electric damage on a fail, or half as much on a success.
Size: 2 per 1

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