Item

Cost

Weight

Alchemists Steel

100-250 wafers per pound

1/8 that of steel

Antiseptic Gloves

3 wafers

½pound

Cosmetics Kit

20 wafers

¼ pound

Destination Point

50 wafers

1 oz.

Dispersing Igniting Gel

5 wafers

1 Kg

Dust, Gelly

5 wafers

Negligible

Distilled Spirits

2,500 wafers

250 mL

Fire Extinguisher

4 wafers

3 pounds

Gel, Green

2 wafers

1/3 pound

Gel, Yellow

5 wafers

1/3 pound

Habbinashi

100 wafers

Negligible

Mitazamaul

30 wafers

1/4 pound

Nectar, Red

4 wafers

250 mL

Nectar, Yellow

90 wafers

250 mL

Ointment, Translucent

30 wafers

½ pound

Text, "An Introduction to Thaumaturgy"

20 wafers

2 pounds

Text, "Eternal Engine of Linguistic Massacre"

130 wafers

2 pounds

Text, "Mechanical Privacy"

30 wafers

2 pounds

Text, "Nature's Hidden Truths"

2,000 wafers

95 pounds

Text, "Schematic of the Body"

80 wafers

4 pounds

Text, "Thirst of the Grave"

190 wafers

5 pounds

Toxic Thunderbolt

10 wafers

750 mL

 

 

 

 

Weapon

Cost

Damage

Critical

Range Increment

Weight

Type

Ash, Dagger

250 wafers

d4+2

19-20/X5

10

¼lb.

Piercing

Ash, Mace, heavy

3,000 wafers

d8+2

X3

-

3 lb.

Bludgeoning

Dust, longsword

1,000 wafers

d8+2

19-20/X4

-

1 lb.

Slashing

Dust, Arrows (20)

1,000 wafers

+2

X6

-

1 lb.

Piercing

Mordenvan Whisper

NA

3d10+4

19-20/X2

-

75 lb.

Bludgeoning, Slashing

Pistol, Psychokinetic

NA

d4

X2

150

½ lb.

Bludgeoning

Sword of light

NA

10d10

X2

-

1 ½ lb.

Light/Heat

Sword of the Stars

NA

3d8 X 100

X2

-

5 lb.

Heat

Weapon, Heart Strength

NA

Varies

X2

-

3 lb.

Slashing

Weapon, Elegant

510% normal price

One die step less

As weapon

As weapon

NA

As weapon

 

 

 

 

 

Armour

Cost

Armour Bonus

Maximum Dex Bonus

Armor Check Penalty

Arcane Spell Failure

30 ft.

20 ft.

Weight

Enforcer, Uniform

Na

+4

+8

0

5%

30 ft.

20 ft.

20 lb.

Full Plate, Anteaeon

Na

+10

All

0

0%

30 ft.

20 ft.

5 lb.

Full Plate, Radulox

Na

+60

+1

-11

80 %

12 ft.

8 ft.

200 lb.

 

 

 

 

 

 

Alchemist's Steel:  Simple iron worked by the skills of an alchemist to reduce its weight and increase its receptiveness to enchantment.  Alchemists steel weighs but one eighth as much as iron while retaining its strength, as well as preventing natural corrosion.  An enchanter will find this material to be easily enchanted, reducing time and all costs (for materials to "aid" in the process, XP if used, etc.) by 20%.  Only one pound of this material may be made at a time as it must be managed carefully.  The creation process requires a supply of powdered gemstones such as diamond, quartz and jade which would have a "normal" market value of 400gp (wafers) and one pound of iron.  Such stones cannot have any inclusions or flaws within them or the process will be contaminated and the batch ruined.  At the end of the three day creation time the alchemist makes an Alchemy Skill Roll against DC 28.  If the roll passes the batch is a success, failure results in a material that is much like iron but only half the weight.

Anteaeon: The name given to an enduring, light material akin to plastic commonly found in the ruins of a felinoid civilization that existed fifty-thousand years ago or more.  Anteaeon is hard yet adequately flexible while weighing little, and is known for being one of the most water resistant materials in existence.  Most of this material has weathered the years well and still retains its shape and strength to present day.   Many items made of anteaeon are found in such ruins, ranging from clothing to the coating found on many buildings of that age.  Attempts to duplicate anteaeon by chemical and alchemical methods have failed, but arcane methods of duplication have had some success.

                Anteaeon is naturally clear and colourless, but is often found dyed with pigments that possess extraordinary qualities themselves.

                Hardness 25, Hit Points per inch thickness 10.

Anteaeon Pigments: These pigments are found added to anteaeon to add both colour and make it better suited to the purpose for which it was made.  Each pigment is different and have not yet been found combined within the same sample of anteaeon.  Examples of anteaeon have been found to be opaque in some instances while clear in others even though having the same pigment.  It is thought that any pigment may cause anteaeon to become opaque or remain clear dependant upon the wishes of those who made it in order to better suit its purpose.  None of these pigments have been replicated either chemically or alchemically, although copying by arcane methods have been successful.  Below is a list of known pigments and the properties associated with them.

 

Pigment Hue

Property Indicated by Hue

Black

Makes anteaeon even more enduring (Hardness 30, HP per inch thickness 20, +5 AC bonus)

Blue

Conducts electricity into the ground dissipating harm (Electrical resistance 30)

Gold

Spiritual Barrier (Grants 10 points drain reduction)

Red

Insulated to temperature changes (heat and cold resistance 30)

Silver

Spiritual Wall (Ablates 3,000 XP drain per attack)

Violet

Protected from electromagnetic radiation (Resistance  to Light attacks 50, e.g. lasers)

White

Moderate protection from “touch attacks” (AC bonus of 5 versus touch attacks)

 

 

 

 

Antiseptic Gloves:  Ten pairs of rubber gloves free of contaminants.  May be used to handle materials that would be considered diseased or chemically toxic while being able to obtain a pure sample.  Also helpful when dealing with herbs, preventing oils and salts of the body from contaminating and interfering with their properties.  It adds a +2 circumstance bonus when using herbs.

Cosmetics Kit:  A small assortment of powders, pigments, perfumes and mirrors used to enhance and accentuate an individuals appearance.  This kit is only known to be used by hares, the only race that seems to have any compulsion to bother with such things and therefore it is normally only available in their settlements.  If properly applied the cosmetics alter the users appearance, possibly making them seem younger, older or more/less attractive and both males and females may use this item.  If used to make an individual appear more refined and attractive they gain a +2 circumstance bonus to Charisma interpersonal skills (bluff, intimidate, gather information).  To properly apply the cosmetics is DC 10 with any skill (Profession, Beautician) and Wisdom bonuses.  More expensive kits are available that may grant a bonus up to +5, each potential plus beyond the +2 adds 30 wafers to the cost up to a max of 100 wafers.  To employ each plus past the +2 adds 3 to the DC up to a max of 19.  If a roll is failed while applying the cosmetics a penalty equal to the number the roll was failed by is incurred until the cosmetics are removed.

Destination Point: Slender rods, tapering to a point at one end composed of green crystal.  While quite ordinary in appearance and lacking any enchantment these objects possess the capacity to point in the direction of an area its user wishes to journey too.  In this respect a destination point acts much like a compass which may guide the way to just about anywhere rather then a set direction.

                The method by which a seemingly mundane object is able to so accurately guide individuals without some enchantment is not fully clear.  The lattish Alar-Sa, who are the only creatures known to construct these objects state that it has something to do with star stones, but as there is no indication of a destination point having any star stone in its composition this statement is not understood.

Dispersing Igniting Gel: One of the few fully chemically derived (non-alchemical) products produced by hares.  A somewhat viscous, foul-smelling, mucus-like cyan material that bursts into flame after approximately ten-minutes exposure to air, dispersing igniting gel was designed to be useful in damaging objects that are insulated or armoured.  When placed upon a solid object of any sort, the gel disperses across its surface, spreading out and penetrating seams, cracks and chinks, eventually finding its way into the interior of most mechanisms and armours.  Once the compound begins to burn, it does so though a self-sustaining reaction (requires no oxygen) for approximately one hour.  As it is not soluble in water, attempting to wash it off or immersing it in water will not slow the burn nor remove it, it has been shown, however, that heavy-grade (at least ten-weight) oil will remove it and extinguish the combustion.  It should be noted that this material may be ignited without need for exposure to air by heating it above eighty degrees centigrade, which is normally exceeded by most working heavy machinery.

                The manufacture of dispersing igniting gel requires industrial-grade chemical facilities and is therefore not easily made by individuals without access to such expensive equipment.  With the formula in hand and the proper facilities one can manufacture large amounts with relative ease, needing only make a Knowledge, Chemistry roll against DC 18 in order to combine the materials properly and not set it off prematurely by following proper protocol for the chemicals involved.  The cost for manufacturing one canister (1 Kg) is three wafers, and can sell decently for five on the open market.

Distilled Spirits: Most commonly stored in crystal bottles and vial, distilled spirits is a luminous, white fluid of unknown manufacture.  It has been determined that the fluid is a medium used to hold essence that has been extracted by some means from a living creature.

                This fluid can be imbibed in order to replenish essence dependant upon how much is contained within the sample.  It has also the capacity to revive the dead should the essence be from the same species as the individual being revived and it is this life restoring property that has made distilled spirits a most valuable commodity.  In order to successfully revive a slain creature the essence within must match the species of the subject as has been stated.  Enough essence must be applied to equal the subjects current negative hit points plus one.  This will bring the subject to one hit point, and more may be used to continue to heal injury on a point by point basis.  This method may also restore victims of essence damage and death.

                The most usual bottles of distilled spirits hold but two 250millilitres of liquid, itself containing 25 essence which has been drawn from hares.  Such a bottle can fetch one-hundred wafers per ten millilitres equating to 2,500 wafers if one can even find a willing seller.

Dust, Gelly: An alchemically derived powder that is capable of refining ooze to gel in seconds, forgoing the need to treat it using whatever alchemy skills one may have.  Each portion of this powder may refine one portion of ooze (hit die), and thus several portions may be needed to affect larger oozes.  The powder must be administered directly to the ooze and unfortunately cannot be thrown very far.  Most conventional means of administering this powder require one to get rather close to the ooze and may prompt an attack in response.  The materials used to concoct this powder are fairly cheap and easy to get, but it is in the treatment of these materials that takes up time and a bit of resources aside.  The process takes five hours to complete a batch and two wafers per portion attempted.  The attempt is successful if an alchemy check versus DC 30 is made, otherwise the time and resources are wasted.

Fire Extinguisher: A device used to control mundane, magical and alchemical fires.  This devise resembles a flashlight with an oversized casing.  Instead of simply providing light it emits a cone of yellow light which snuffs out flames that it is passed over.  The extinguisher is fuelled by a small fluid-filled pack that lasts d4+5 minutes and is able to extinguish approximately ten square feet of flames per round.  The device is alchemical in nature and works by using the fluid within the pack (containing fire star dust) and an inexpensive crystal lens to emit a cone of light that has fire extinguishing properties derived from the pack's mixture.  Each pack sold separate of the extinguisher costs one wafer.

Full Plate, Anteaeon:  Found on rare occasion within some of the worlds older ruins, but more often on ancient battlefields, anteaeon armour is a legacy of a darker time.  Armour sized for creatures ranging from two to twelve feet tall have been found suggesting that more than one race employed them.  Armour of this class is favoured for its endurance and light weight, but are of exceptional value should they be pigmented.  Beneficial qualities grated by such pigments can be found under Anteaeon Pigments.  Whatever method was used to create this armour made it fit exceedingly well, making it devoid of exploitable gaps and chinks.  What can be gleaned from legend is that is armour was directly cast upon the person it was made for, making the fit exact.  Although the means to produce this armour are not known, existing suits can be magically altered in size using  enlarge/reduce and in shape by properly employing alter self or better.

Full Plate, Radulox: Despite the restrictive weight of the plates used to make this armour the protection offered by the sheer strength of the material has driven some to fashion it.  The plates are crystalline in appearance but have some metallic qualities, such as their slight malleability.  Large, wicked spines protrude from each plate making the wearer dangerous to grapple or otherwise come in contact with.  The spines themselves, if used to their full force (as would occur in a bear-hug) deal d12 plus the strength bonus of the one providing the forceful contact.  If the wearer initiates a bear-hug his opponent will suffer normal grapple damage and d12 + Strength modifier in addition.  Creatures that make attacks with its own body weaponry (fists, tale slaps, etc.) suffer between d6 and d12 (depending on extent of impact) plus the amount of Strength modifier damage they used in the attack.  Each part of the armour is crafted from a whole plate that is sized slightly to fit each area and so each suit is customized for its owner.  As there are several sub-species of radulox there are several hues and qualities of armour made from their plates, the one given here is for the most common species, purple.  The suit has a hardness of 30, 400 hit points and provides a +4 bonus to save against fire, cold and lightning as well as a resistance of 10 to these elements.  The hardness of the plate also reduces the damage done to the wearer from any attack that actually hits, subtracting from the armours own hit points.  Once the hit points are depleted the main plates of the armour crack and shatter in areas rendering it nearly useless.  Replacement or repair can remedy this but can be costly as magical means seem less effective on this material.  Note it is quite possible to become encumbered by this armours weight in combination with other gear so keep track of ones capacity.

Gel, Green:  A firm, sweet yet slightly salty gel derived from treatment of a green ooze.  Eating this gel restores vigour to the body, curing 2d4 hit points over a span of ten-minutes and allowing two more hours of activity per day before sleep is needed.  As this form of ooze if fairly common this gel is used as a candy or as an ingredient in the making of several kinds of confections due to its sweet flavour and consistency.  Gel can be kept edible indefinitely by storing it in a syrup of concentrated sugar.  The treatment is an alchemy skill check vs. DC 25, failure indicates waste of the portion of ooze used.  One portion of gel can be made per hit die of ooze.

Gel, Yellow: Although it is not normally practiced, yellow ooze can be treated to yield a tart flavoured yellow gel.  Without a real beneficial use yellow gel is normally found used as a treat or part of a desert.  The only medicinal property of yellow gel is its capacity to purge toxic levels of metal from the body such as mercury, iron and calcium.  As with most other forms of gel yellow can be prepared with a alchemy check vs. DC 25 with the normal results.

Habbinashi: An astral being bound to a gemstone.  Sought after by some to aid them, these bound creatures serve as tools to their owners.  There are six common varieties sold in settlements that possess the mystical knowledge to properly bind them

Mitazamaul: One of the very few universally useful alchemical substances developed by the hares, mitasamaul is a sovereign safeguard against toxins, poisons and many drugs.  When Injected into the circulatory system it protects the user for a period of four hours.  When a toxin, poison or drug threatens the user the mitasamaul itself reacts to the substance and attempts to neutralize it.  The mitazamual makes its save as if it had a Fortitude save bonus of +12.  If the save fails to negate the toxin, the users normal saving throws then apply.  It should be noted that mitazamual is also able to remove toxins, poisons and drugs that have already taken affect allowing a chance to cure the effects with but a dose.  Multiple doses do not stack but may be applied in order to gain a subsequent saves should initial ones fail.

Mordenvan Whisper: These rare blades are forged by combining both xerty and doom.  The doom can be seen as rivulets of metal running lengthwise along the blade of a thickness of veins.   The blades that have been found to date are all eight-feet in length and weigh 75 lb.  These blades are most commonly found within the ruins of battles from the War of Sealing not far from heavily worn and pitted skeletal remains.  The method of creation is not known, and experimentation with doom in order to find out quickly erodes the health of the curious.  Thus far a total number of seventeen of these blades have been found; eight are kept within museums while the rest are owned by private collectors.

                Because of the portion of doom within the blade half of the weapon damage does not heal and is considered permanent upon living creatures.  Using a full round action this blade can be swung with its full weight upon one target most often cleaving them in twain.  Upon so being struck the victim must make a fortitude save vs. DC 10 plus the damage taken to avoid being fatality divided.

Nectar, Red: A small bottle (250 mL) of the crystal-red nectar of a lodoss flower.  The sweet, syrupy fluid restores health and vigour in moments, healing 2d4+5 hit points.

Nectar, Yellow: Possessing curative properties much like red nectar, but stronger.  Each bottle of yellow nectar can restore 10d4+10 hit points.

Ointment, Translucent: Developed and employed by those in the medical and research professions as an aid in examining subjects.  The water-based ointment modifies the ability of light to pass though matter, effectively causing affected material to appear transparent.  Translucent ointment is typically used by medical practitioners to view damage to bone and subcutaneous organs, and by researchers to view intact systems of animals, plants and objects.  Less savoury individuals employ this ointment to view the inner workings of locks or contents of  strong-boxes.

                Vision permitted by application of this ointment is limited to two inches depth through a single medium or layers of similar density.  Upon changing density from high to low, such as scales then to flesh, the visibility continues unhindered to the full two inches if desired.  From low to high density, as from skin through to flesh then to bone, both the skin and flesh will appear transparent while the bone remains opaque.

                Translucent ointment is derived by alchemical treatment of the following substances: salt, vinegar or wine, powdered glass and dye of a plant.  The powdered glass acts as the base for the ointment and thus is required in the largest amount.  Through a mix of these materials a mild current is passed while kept in complete darkness to finish the process.  The cost of the materials is negligible while the cost for the actual treatment is approximately 15 wafers per application to a single square foot for maximum depth of view.  The process takes approximately three hours should all materials and tools be present and requires an Alchemy skill roll vs. DC 17, +1 for every additional application unit past the first.

Pistol, Psychokinetic:  Each pistol is crafted of  black, opaque anteaeon, festooned with several varieties of crystal including quitholium.  This weapon converts psychic energies from its user or a capacitor into psychokinetic bolts that bludgeon targets.  Although the bolts are relatively weak, the rate-of-fire from this weapon can cause damage to accumulate fairly quickly.  The pistol is semi-automatic and can fire anywhere from one to ten bolts in a round at the users discretion.  Those who have psychic energy may use it to charge the weapon, all others must resort to a capacitor of some sort.  Each bolt consumes one point of psychic energy from either the individual using it or a capacitor, and deal d4 points of bludgeoning damage each.

                Psychokinetic pistols are found most commonly in ruins dating fifty-thousand years or more ago and battlefields of sixty-thousand years ago.

Sword of Light: These are relics from another age, one where art must have been more important than function as these tools are of rather limited use considering the high degree of expertise needed to construct them.  In its deactivated state, a sword of light appears to be little more than a cylindrical tube of some sort, possibly a battery.  When a power cell is installed and activated the "tube" produces a shaft of electromagnetic radiation approximately three-feet in length and nearly an inch wide.  The radiation is of full spectra and so contains visible light, however, the employment of a restraining affect prevents this energy from leaving the designated three-foot long shaft.

                The confinement of energy to this space not only prevents excessive loss of energy into the environment and thus quickly draining the energy cell but also prevents the shaft from being seen.  Energies may pass though the confinement effect if not following the same path dictated by the sword of light shaft, so as not to produce a tell-tale back zone that occupies the area of the confinement effect.  The shaft produced can still be viewed when it comes into contact with objects, such as common dust which sill scatter the energies in a direction not affected by the confinement effect as well as vaporizing brightly.  The result is an amusing show of dancing sparks where dust contacts the shaft.  There is also a burst of light and heat when the shaft forcefully contacts solid matter, such as when striking a target.

                Due to the peculiar weight and the inability to see the shaft itself, the use of this weapon is difficult but not impossible.  To properly wield this weapon an exotic weapon feat is needed, otherwise the Sword of Light must be used unskilled with all appropriate penalties.  A single type A (handheld melee) energy cell will provide enough power to run a sword of light for a number of hits instead of a fixed duration thanks to the energy saving properties of the confining effect, allowing twenty strikes.

Sword of the Stars: What hands crafted these diabolic devices is not known, but these things have been known to exist for eons.  Small in size and heavier then it looks a sword of the stars looks much like a sword of light when deactivated, but reveals itself to be very different once turned on.

                Requiring no energy cell but simply empowering itself on the very essence of its user a sword of the stars may be employed by any being able to wield it and possessing the essence needed to fuel it.  Upon activation the star sword consumes one essence and one additional essence for each round it remains active.  From the innocuous cylinder springs forth a hellish shaft three-feet long and almost two-inches across composed of a swirling torrent of red and purple gaseous material, seeming to boil over with destructive rage.

                As with the sword of light, the sword of the stars does not handle like a more normal physical weapon and so an exotic weapon feat is needed to avoid unskilled penalties.  A sword of the stars strikes creatures and objects as touch attacks dealing heat damage.  Each strike will drain the user of yet another two essence in addition to the essence drawn to maintain the blade from round to round.  Care must be taken to avoid having all essence being consumed a sword of the stars as there is a tendency for a drained creature to become a zelengorsk bound to the sword of stars itself.

Text, "An Introduction to Thaumaturgy":  A staple of most magic academies this text is often the first reading material of students.  Within are detailed many known glyphs and styles of the various philosophies of the Art as well as notable supernatural phenomenon.  With this book at hand one is provided a +2 circumstance bonus to spellcraft checks.

Text, "Eternal Engine of Linguistic Massacre":  A surprisingly well written work that employs some of the strangest and imposing language composed anywhere.  The writer of this book is not known, but he was either a genius or an authentic whacko.  The passages within detail methods of speech as well as numerous quotable lines useful in getting others to believe you are not quite what you seem.  Having read this book and having it available for review if needed grants a +2 circumstance bonus to the following: Bluff, Calligraphy, Diplomacy, Forgery, Innuendo, Intimidate and certain sets of the Perform skill.

Text, "Mechanical Privacy":  Written many years ago by a well-meaning lock smith to aid others of his profession, this work has since found very regular us by those who try to thwart such security measures.  Within are detailed the workings of fairly modern locks and methods of construction, it is this inside information grants those with the open lock skill a circumstance bonus depending on the lock attempted: very simple +5, average +3, good +2, amazing +1.  As it was the original intention of the book, using it as reference also allows a +2 circumstance bonus to craft any such lock, however locks made "by the book" are susceptible to those also employing this work granting them a further +5 to open such locks.

Text, "Nature's Hidden Truths":  A truly massive manuscript rather comprehensively detailing every substance known and its alchemical properties.  These texts are reproduced by hand and are thus somewhat difficult to obtain.  In addition to its scarcity the text is also prohibitively heavy and expensive, making it both a target for theft as well as a deterrent.  With this book as reference an alchemist gains a +2 circumstance bonus to alchemy checks.  At the back of the book are a number of simple alchemical recipes for the following: Acid, Alchemist's Fire, Antitoxin, Healing Salve (d4), and ooze treatment.

Text, "Schematic of the Body":  Not so much a single work, but of a series on a variety of creatures.  Each text is the most comprehensive and accurate account on anatomy and organ function, accompanied by hand-drawn illustrations of cadaver dissection.  Penned and employed by necromancers, these books are the best word on the working of the living body and as such is a must for any serious healer.  These books provide a +2 circumstance to either healing or anatomy checks should they be at hand when dealing with its creature of topic.

Text, "Thirst of the Grave":  One of many copies of the original manuscript of Jacob Huston, a renown hare who spent what was left of his shattered life to compile all that could be found on the topic of the zelengorsk.  While not containing a single spell the book does describe and suggest spells of use in dealing with zelengorsk as well as more mundane methods.  It is said the work is quite comprehensive but gleaning information can be difficult as Jacob was obviously demented by the time he put his knowledge to paper.  Even with this shortfall, the tome is still useful and provides a +2 circumstance bonus to necrology checks if the book is available for reference.

Toxic Thunderbolt: A truly vile fluid developed and sold by the hares.  Because of its corrosive and volatile nature it is sold in sealed lead, radiation proof canisters.  This fluid is known to corrode most organic materials such as wood, cloth, rubber, animal matter, etc and deals d4 corrosive damage per round for  twelve consecutive rounds if a full canister is applied.  Living targets may make a Fortitude save DC 25 each round to negate the damage from contacting or drinking this chemical.

                While unable to really harm metals and other resilient materials it is quite capable of tarnishing and etching such materials in a matter of moments after contact.  A known property of the toxic thunderbolt is that it can cause most materials to fuse, as if glued together, by touching the substances together in its presence.  A Strength check vs. DC 28 will break the bond, or the materials if they are weaker than the actual bond.

                Lastly, a side effect of the toxic thunderbolt is that if it is wholly resisted (all damage warded off by successful saves) by one who drinks it they become infused with some component of the mixture, thought to be a byproduct of the body detoxifying it.  For d4+6 minutes the imbiber gains an enhancement bonus of four to Strength and six to Constitution as well as enjoying a lightning resistance of 15.

Uniform, Enforcer:  Cast from a durable rubber and inlayed with a metallic mesh this uniform provides both easy identification and a measure of protection.  A complete suit is nearly full-body with only the head left uncovered, however, it does come with a cap.  The whole suit is composed of a one-piece body-suit, boots, gloves and cap.  The body of the uniform denotes the enforcer unit, area of jurisdiction and "sponsors", while the cap is the symbol of authority (removal of the cap traditionally means one is not currently on duty and is often used to deal with matters "off the record").  The rubber provides protection against blunt and slashing weapons while the mesh fends against deeper slashes and piercing weapons.  A full uniform provides a bonus of four to armour class without hindering the wearer allowing for full Dexterity bonuses.  The insulated nature of the outfit also provides a plus one bonus to saving throws against lightning.

Weapon, Ash: Composed of a fine powder with a hunger for energies; light, warmth, life, all these things are drawn and consumed.  Weapons made from Ash are used to combat opponents that  cannot be harmed by mundane methods, such as energy elementals and incorporeal undead.  Against opponents of a  more solid composition they act as if they were normal weapons (this includes normal critical multipliers for that weapon type) with a +2 damage from cold.  To derive the statistics of other weapons add +2 to their normal damage, +1 to their critical if bludgeoning, +2 if slashing and +3 if piercing.  The weight is one fourth that of its metallic counterpart and its price is two-hundred-fifty wafers for each quarter pound.

Weapon, Dust: Composed of a material that attacks the cohesiveness of any matter it contacts.  These dangerous weapons are used for their properties that enable them to ignore hardness and damage reduction of matter.  Note that these weapons act as touch attacks, ignoring AC from natural armour and hardness.  The drawback of these tools is "what do you sheath you sword in".  All items crafted from this substance are held well enough by force shaped into the required restraint.  If employed against targets of no substance, such as air elementals, these weapons prove little more effective than mundane versions of the same sort.  To derive the statistics of other weapons add +2 to their normal damage, +1 to their critical if bludgeoning, +2 if slashing and +3 if piercing.  The weight is one fourth that of its metallic counterpart and its price is two-hundred-fifty wafers for each quarter pound.

Weapon, Elegant: Specialty weapons crafted by Mordenvan of Zemoch, weapons of elegant class are nearly weightless while easy to use despite this normally awkward property.  Elegant weapons act much as their mundane counterparts except their damage die decreases one step (from d6 to d4, for example) and their weight becomes almost nothing.  These weapons are typically crafted from mithral, float and a measure of ace to make them easy to wield.  All elegant weapons grant a +3 bonus to hit and allow ease of use in both attack and parry because of the ace used in its crafting, preventing the absence of weight from interfering with attack and defence.  The main purpose of elegant weapons is to grant one additional attack per round at the wielders best base attack bonus (normally the bonus of the first attack made).  These weapons are favoured by weaker races and those who may benefit from applying their strength bonus to damage one more time per round.

Weapon, Heart Strength: Weapons of antiquity, the heart strength blades appear to be crafted from a shaft of quartz with a core of mystic from which a innervating web emerges.  These blades appear to either use the spirit of their wielder or simply reflect it in its form, as it is the nature of the individual that governs the strength of the blade.  It is also thought by some that the blade simply uses the spirit of its user as a means of limiting its own innate power, liberating more of it for those of greater strength.  All such blades discovered so far have been constructed to be used as long swords, although smaller races may see them as being two-handed beyond.

                In combat a heart strength blade acts as a plus three ghost touch weapon for purposes of what it can and cannot strike.  The damage inflicted by these blades is determined by the strength of the user, dealing one "die set" as shown below for each 10 base essence.

 

Aura Colour

Die Used

Black

-

Grey

d1

Brown

d2

Green

d3

Purple

d4

Blue

d6

Violet

d8

Red

d10

Pink

d12

Yellow

2d8

White

2d10

 

 

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