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".
| Crit | Damage | Fire Mode | Loading/Capacity | Size | Properties |
|---|---|---|---|---|---|
| 19 | 1d6 piercing | Semi-automatic | Clip loading (10) | 1×1 | Ammunition (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.
| Crit | Damage | Fire Mode | Loading/Capacity | Size | Properties |
|---|---|---|---|---|---|
| 19 | 2d4 ballistic | Repeating | Single shot (1) | 1×2 | Ammunition (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.
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.
| Crit | Damage | Fire Mode | Loading/Capacity | Size | Properties |
|---|---|---|---|---|---|
| 20 | 2d4 ballistic | Semi-automatic | Clip loading (20)1 | 1×5 | Ammunition (range 300/600/900), Jam-prone2, Two-handed |
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.
1When loading from clips, each clip loads 5 rounds into the gun.
| Crit | Damage | Fire Mode | Loading/Capacity | Size | Properties |
|---|---|---|---|---|---|
| 20 | 1d6 ballistic | Automatic | Box magazine & Clip-loading (15)1 | 1×4 | Ammunition (range 200/400/600), Two-handed |
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.
1Applicable only with shoulder stock detached.
| Crit | Damage | Fire Mode | Loading/Capacity | Size | Properties |
|---|---|---|---|---|---|
| 20 | 1d8 piercing | Semi-automatic | Cylinder (7) | 1×2 (1×1 + 1×1) | Ammunition (range 30/45/601, 100/150/200), Compact1 |
“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.
| Crit | Shot types | Fire Mode | Loading/Capacity | Size | Properties |
|---|---|---|---|---|---|
| 20 | Birdshot, Buckshot, Slug | Repeating | Single shot (1) | 1×1 | Ammunition (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.
1When loading from clips, each clip loads 10 rounds into the gun.
2Applicable only with shoulder stock detached.
| Crit | Damage | Fire Mode | Loading/Capacity | Size | Properties |
|---|---|---|---|---|---|
| 20 | 1d6 piercing | Automatic | Box magazine & Clip-loading (20)1 | 1×2 (1×1 + 1×1) | Ammunition (range 30/45/601, 100/150/200), Compact2, Two-handed, Unwieldy |
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.
| Crit | Damage | Fire Mode | Loading/Capacity | Size | Properties |
|---|---|---|---|---|---|
| 20 | 1d8 cold | Repeating | Infinite | 1×1 | Ammunition (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.
| Crit | Damage | Fire Mode | Loading/Capacity | Size | Properties |
|---|---|---|---|---|---|
| 20 | 2d6 piercing | Repeating | Box magazine (7) | 1×1 | Ammunition (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.
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.
| Crit | Damage | Fire Mode | Loading/Capacity | Size | Properties |
|---|---|---|---|---|---|
| 19 | 1d4 piercing | Automatic | Box magazine (15) | 1×1 | Ammunition (range 30/45/60), Compact, Jam-prone1 |
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.
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.
| Crit | Damage | Size | Properties |
|---|---|---|---|
| 20 | 1d10 piercing/slashing + 1d6 fire | 1×4 | Command1 |
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.
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.
| Crit | Damage | Size | Properties |
|---|---|---|---|
| 18 | 1d6 piercing + 1d6 caustic1 | 1×1 | Concealable |
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.
| Crit | Damage | Size | Properties |
|---|---|---|---|
| 20 | 1d10 piercing/slashing + 1d6 cold | 1×4 |
Tendon cutter
Magical, Rare
Details
A dagger forged specially to sever the vital strands of life, its intricate carvings indicate its cruel design.
1Targeted attacks made with this weapon deal an additional 2 damage of the weapon's damage type.
| Crit | Damage | Size | Properties |
|---|---|---|---|
| 18 | 1d6 piercing/slashing | 1×1 | Concealable, Tendon-cutting1 |
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:
1The additional force damage is contingent on attack choice.
- 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%
| Crit | Damage | Size | Properties |
|---|---|---|---|
| 20 | 2d6 crushing + 2 force1 | 1×3 | Heavy (7) |
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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