New Items
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___Item___
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XP Value
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- Weapon of Proficiency
- These marvelous weapons qualify as enchanted weapons, although they have no bonuses. They do, however, grant their wielder the ability use them as if he has the necessary proficiency, provided the weapon is one he could normally use. Thus, in the hands of a Wizard, a Quarterstaff of Proficiency grants an effective +6 to hit!
Proficiency Weapons are often exotic or unusual.
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200
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- Weapon of Speed
- Another "no bonus" magic weapon, the Weapon of Speed has one powerful advantage: a Weapon Speed of 1. Needless to say, this ability can make a huge difference in the case of large, cumbersome weapons like polearms or two-handed swords.
Note that the Weapon of Speed has no effect on the number of attacks a character can make.
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100/2pts of
original
Weapon Speed
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- Second Skin Armor
- This "+0" armor allows the wearer to ignore its encumburance and weight values for figuring movement.
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250
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- Talisman of Proficiency
- These tokens confer on the carrier one Non-Weapon Proficiency (select, or determine randomly), or allow her to use the NWP as if her base value were one higher if she already possesses the skill.
The character only gets the skill if it is one she would have been able to purchase normally (rather than at an extra slot cost). This includes special allowances for the her kit.
Note that Proficiency Talismans of multiple-slot Proficiencies (such as Weaponsmithing) should be extremely rare.
The benefits of multiple Talismans of the same type are not cumulative.
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200/slot cost
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- Tools of the Masters
- Each of these fantastic beauties is tied to a particular NWP. If the Proficiency is one which usually requires tools, or for which tools exist (such as a sextant for Navigation), then the Tools automatically are of that nature. For "toolless" NWPs, the Tools will be of a more symbolic nature: A hat which can be pulled over the eyes for Blindfighting, for instance.
If a character does not have the NWP, then he may act as if he did while wielding the Tools. However, a character who is already skilled will derive the real benefit from these items.
If a Proficient character (naturally so, not with the aid of a Talisman) wields the Tools, then he has an automatic value of 19 for the base roll (subject ot the usual modifiers).
Furthermore, on any roll of 1, the player achieves an exceptional result (the nature of which is determined by the DM). This chance is increased if the player has spent additional slots on the proficiency.
For instance, a character who has three slots in Musical Instument, wielding a Harp of the Masters, will produce a piece of exceptional beauty on a roll of 1-3 on the Proficiency Check. Depending on the circumstances, this might result in additional money being earned (by a street busker), or in a more favorable attitude toward a court musician by the monarch.
Note that such an item may be considered an unfair advantage in certain competitions. Using a rabbit's foot that is actually a Tool of the Master Gamer to win at the casinos may result in outright assault.
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500/original
slot cost
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- Sacred Scriptures
- All the major faiths of Gero have their own set of mystic writings, taken down directly from the mouth of their Diety. These Scriptures radiate the alignment of their Diety. If a Priest or Templar of the appropriate faith reads these works, they will acquire enough experience to raise them to the middle of the next experience level.
Furthermore, the reader will receive an permanent +1 bonus to reaction rolls with members of his own order, who will sense his greater understanding with the Diety.
If read by a Priest/Templar of a different faith, the result varies depending on the relationship between the two Dieties:
Priests whose orders are Allied or Friendly with the Scriptures' Diety will suffer no ill effects, but will recognize the nature of the work and should seek to turn it over to the proper hands.
Priests and Templars of Tolerant, Neutral or Disdainful/Distrusting faiths will find themselves unable to rid themselves of the book until they turn it over to an appropriate Priest or Temple. So long as they carry it, the Scriptures cause them to suffer a -1/-5% on all rolls.
Servants of Dieties who are Opposed or Hateful to the Scriptures' orginating faith will suffer far worse, however. Attempting to read the Scriptures is pure folly: The reader automatically loses one level (dropping to the bottom of the experience points possible), and must then make a Save vs. Death (at his new level). If this fails, then the character drops another level, and must save again. This continues until the character succeeds in saving or goes below 1st Level, in which case he is destroyed, beyond the possibility of Ressurection or Raising.
Levels lost in this manner may not be Restored, and the offending Priest/Templar must Atone before any more Experience points can be gained. Even then, the offender will always be viewed as tainted by the others of his faith, and receive a -3 Reaction Penalty when dealing with them.
Totemic Priests or Cultists with no relation to the originator of the text should be treated as Neutral. Fighters, Rogues and Wizards who read it must save vs. Paralyzation or convert to the Diety's Faith, including any Alignment shift necessary (along with penalties, as appropriate). Converts will gain the same +1 Reaction Bonus from the Priesthood and Templars of the Diety.
Like all Magic Books, once it has been used, the Scriptures will disappear.
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8,000
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- Manual of Instruction
- Each Manual of Instruction provides the reader with a course of training which, if followed, will allow her to acquire an extra NWP or WP slot to be spent on a specific purpose. 10% of these works are for Weapon Proficiencies, the rest teach NWPs. Once the book has been read, it will fade away.
Note that the book assumes that the reader is able to purchase the Proficiency normally: Out-of-category readers must provide the "penalty" slot on their own before the Proficiency can be learned.
If a Warrior is already proficient in a Weapon Proficiency and reads the Manual for it, he may choose to Specialize with that weapon. If already Specialized, or if the reader is not able to use Weapon Specialization, he gains _no_ further benefit.
If a character already has a particular NWP, then she gains an additional bonus of one to all future checks.
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1,000
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