Advanced Items
This page contains items and equipment more complicated or more specific than those listed on the equipment page. Technological contraptions, magical enchantments, and specialized tools can all be found here.
Additionally, there is a section at the bottom of the page that gives examples of how to make new items out of existing ones.
Weapons
Cannon
- Type: Siege projectile firearm
- Cost: 10p
- Description: This 1,500 lb iron cannon fires 8-pound cannonballs against buildings or sangrenel (bags of scrap metal) against infantry. Though sometimes used in naval warfare, these weapons are most notable for their use in castle defenses.
- Damage: 30 (cannonball), 20 (sangrenel)
- Range: 300 accurate, 500 max
- Special: Loading
- Effect: A cannon is loaded and operated by a team of 3 trained operators. Loading the cannon requires 3 full rounds and costs 10c in ammunition. Attack rolls are made with Intellect instead of Precision and are rolled by one operator designated as the leader. If an attack is made with the wrong type of ammunition (cannonball against infantry, sangrenel against structures), the difficulty of the attack roll is increased by 2. Shots attack all targets in a line extending until the accurate range is reached or 3 non-structure targets are hit.
- Complexity Rating: Metalworking 7
Chainblade
- Type: Two-handed magic melee
- Cost: 12p
- Description: A long serrated chain is looped around a set of gears that makes up the blade of this sword-like weapon. The gears are suspended aetherially, allowing them to be nearly frictionless. Power is provided through an aetherial pulley system powered by soul magic, allowing the chain to spin terrifyingly fast.
- Damage: 10
- Range: 1
- Special: Strong vs. Unarmored
- Effect: Damage rolls are made with Athletics/Soulpower/Telekinesis/Weapon Mastery/Base Damage.
- Complexity Rating: Engineering 9, Enchanting 8
Rune Gun (Sniper Gun)
- Type: Two-handed magic projectile gun (not a firearm!)
- Cost: 12p
- Description: This intricately made solid metal long rifle is covered in runes on both the inside and outside of the barrel. When carefully triggered by the wielder's soul, the runes trigger a powerful pulse of energy that levitates a specially made tungsten bullet along the barrel at extreme speeds. The gun is incredibly accurate and far quieter than normal firearms, making it deadly in the hands of soldiers and assassins alike.
- Damage: 12
- Range: 100 accurate, 500 max
- Special: Strong vs. Chain and Plate, Loading
- Effect: When attacking within the weapon's accurate range, the dice pool for the attack roll is increased by 2. Loading the weapon requires a Soulpower/Engineering roll of 3. The gun can only fire special bullets which cost 5c each.
- Complexity Rating: Enchanting 9 and Metalworking 8
A Horrible Idea
- Type: Two-handed melee firearm
- Cost: 30p
- Description: This exploding hammer was clearly not the product of a sane mind.
- Damage: 20
- Range: 1
- Special: Strong vs. Plate, Loading
- Effect: The weapon must be loaded with black powder (2 AP) before attacking, and each successful hit expends all black powder loaded. When unloaded, the weapon functions as a regular maul. When loaded, the wielder takes damage equal to half the damage dealt by the weapon. If 20 or more successes are rolled on a single damage roll while loaded, it explodes to deal an additional 5 damage to everything within 4 meters of the target. This explosion irreparably destroys the weapon.
- Complexity Rating: Engineering 10
Enhancements
This category covers magical and technological modifications of weapons, armor, and tools. They will be listed as follows:
- Name: The name of the enhancement, with alternate names given in italics.
- Applies to: What items can be enhanced. "Basic" in this context refers to anything on the equipment page.
- Cost: The cost (generally in platinum) of applying the enhancement to an item. This is added to the price of the base item to determine the total price of the enhanced item.
- Description: How the enhancement works, what it looks like, and any special materials that may be required.
- Function: What the enhancement does in terms of game rules.
- Type: Whether the enhancement makes the item qualify as magical (enchantment), technological, or some other type of item.
- Complexity Rating: How difficult the enhancement is to apply and the skill needed to craft it. See Crafting.
General Enhancements
Aetherial Reinforcement
- Applies to: Any rigid item
- Cost: 1p
- Description: An item can be built with special supporting bars that extend into the aether. This allows for tremendous durability without adding any bulk.
- Function: Double the hit points of the item, up to 30 additional hit points.
- Type: Magic
- Complexity Rating: Enchanting 6
Aetherial Tracker
- Applies to: Any item
- Cost: 2p
- Description: An item can be built to cause noticeable disruptions in the aether. This enables it to be easily found by those trained to search for it.
- Function: Attempting to scry for the item with Clairvoyance requires only 1 success and causes no drain. Characters without ranks in Clairvoyance cannot notice this enhancement.
- Type: Magic
- Complexity Rating: Enchanting 7
Armor Enhancements
Breakaway
- Applies to: Basic armor (not shields)
- Cost: 2p
- Description: The straps on this type of armor are aetherial and link into one trigger located near the collar. When activated, the armor falls away from the body or quickly joins back together.
- Function: Armor can be put on or taken off in one round.
- Type: Magic
- Complexity Rating: Enchanting 7
Soul Guard
- Applies to: Basic armor (not shields)
- Cost: 4p
- Description: The armor extends aetherially, safely locking away the wearer's soul.
- Function: The wearer's Soulpower is considered 1 higher for all defense rolls and when resisting harmful effects, but is considered 1 lower when using soul magic.
- Type: Magic
- Complexity Rating: Enchanting 8
Weapon Enhancements
Lucky/Unlucky
- Applies to: Any weapon or ammunition
- Cost: 50c
- Description: With the sheer number of Archsouls predicted to exist, it comes as no surprise that many attempts to summon their powers come across as outlandish or silly. Nonetheless, the usage of lucky charms strapped to items has a long history of effectiveness - or so they say. This is often done by engraving pictures of ancient heroes onto the handle, washing the blade in holy water, or tying small totems to various parts of the weapon. Unfortunately, there isn't much science to the art and it is hard to tell if such a weapon is blessed or cursed.
- Function: When this is added to an item, the Game Master secretly rolls a six-sided dice. On a 3 or 4, the enhancement does nothing. On a 5 or 6, the weapon is lucky, dealing an additional 2 damage on every damage roll. On a 1 or 2, the weapon is unlucky, dealing 2 less damage on every damage roll. There is no way to tell whether a weapon is lucky or unlucky, and the damage is added or subtracted from the final damage roll by the Game Master in secret. When used by a player-controlled character against another player-controlled character, this enhancement does nothing.
- Type: None
- Complexity Rating: Enchanting 5
Brutal
- Applies to: Basic metal melee weapons
- Cost: 1p
- Description: A brutal weapon is expertly crafted to exploit the weak points of an enemy. It may have serrated edges, a curved construction, sharpened spikes, or some combination. Unfortunately, these features tend to make the weapon harder to wield. They tend to be used more by specialized mercenaries or criminal gangs than by actual militaries.
- Function: When a damage roll is made with a brutal weapon against a living target, every 6 counts as 2 successes. When making attack rolls, however, sixes are not rerolled.
- Type: None
- Complexity Rating: Metalworking 6
Double-Barrel
- Applies to: All guns and crossbows
- Cost: 1p (or half the cost of the base weapon, whichever is higher)
- Description: Strapping another barrel in parallel to an existing one is not an elegant solution to slow reloading times, but it is effective.
- Function: The weapon may be loaded twice, thus allowing it to be fired twice before reloading.
- Type: None
- Complexity: Engineering 7
Flaming
- Applies to: Basic non-precise melee weapons
- Cost: 4p
- Description: Electrum spheres are placed in the weapon via aetherial connectors. The spheres appear to float in holes carved into the blade or head. When swung, the spheres generate incredible heat and can even burst into flames.
- Function: A one-handed weapon's damage increases by 2, a two-handed weapon's damage increases by 2 plus its range, or a thrown weapon's damage increases by 3. Additionally, If your attack roll perfectly ties the opponent's defense, you may still make a damage roll using only this bonus damage (armor piercing or any similar bonuses imparted by the weapon are not applied). Such an attack counts as a hit for the defender and a miss for the attacker.
- Type: Magic
- Complexity Rating: Enchanting 7
Tracking
- Applies to: All bows and guns
- Cost: 2p
- Description: Aetherial sails are built into the weapon, allowing it to be stabilized against a single target more easily.
- Function: After attacking a target with the weapon, your next attack with this weapon against that target has the difficulty of its attack roll decreased by 1. This bonus does not apply if you take any action between the two attacks, including loading the weapon.
- Type: Magic
- Complexity Rating: Enchanting 7
Weightless
- Applies to: Basic two-handed melee weapons and spears
- Cost: 4p
- Description: Large parts of the weapon are replaced with aetherial supports. This makes parts of the weapon appear to float, drastically reducing weight and making the weapon tricky for opponents to block.
- Function: The dice pool of all attack rolls increases by 3. The difficulty of all damage rolls increases by 1. The bonus to attack rolls does not apply when the weapon is thrown.
- Type: Magic
- Complexity Rating: Enchanting 7
Shadow Striking (Mage Slayer)
- Applies to: All melee weapons and ammunition
- Cost: 6p
- Description: The weapon is given special blades that stick out into the aether, specially designed to cripple aetherial creatures. These weapons were used to great effect during the War of Shadows to take back territories around the Great Rift. Soon after their invention, however, it was discovered that these blades could also weaken a target's soul.
- Function: If you deal an amount of damage to a target greater than the target's Soulpower attribute, the target becomes disaligned until the beginning of your next turn.
- Type: Magic
- Complexity Rating: Enchanting 8
Strikeweight
- Applies to: Basic non-light, non-precise melee weapons
- Cost: 4p
- Description: A rail is placed either inside the weapon or along its surface. This rail houses a free-floating metal weight that launches to the the end of the weapon when swung. With proper timing, the weight can hit the end of the weapon at the same moment that the weapon strikes to deal additional damage. Unfortunately, the added weight is difficult to use and restricts how the weapon can be swung.
- Function: For each success on your attack roll that surpasses your opponent's defense, you may add an additional die to your damage roll. For instance, rolling 7 successes against a foe with 5 defense allows an additional 2 dice on the damage roll. A weapon with this enhancement cannot perform the Quick Attack maneuver. This bonus does not apply when the weapon is thrown.
- Type: None
- Complexity Rating: Engineering 8
Electroshock
- Applies to: Basic melee weapons
- Cost: 6p
- Description: Wires made of copper and gold are threaded across the weapon and attached to a central capacitor. When this capacitor is charged, the weapon releases a deadly shock upon making contact with an opponent.
- Function: When charged, the weapon's damage is increased by 4 for the next attack. After the attack, hit or miss, the charge dissipates. The weapon may be recharged by anyone with ranks in Evocation by spending 3 action points while standing within 2 meters of it. Roll a 6-sided dice to charge the capacitor. On a 2-6, the capacitor charges normally and remains charged for a number of rounds equal to the result. On a 1, the capacitor explodes, dealing 3 damage with a radius of 2 meters. The capacitor costs 50c to replace.
- Type: None
- Complexity Rating: Engineering 9
Materials
Standard tools are made of steel and wood, but sometimes they can be built much stronger. These materials are rare, but they provide incredible strengths to any weapon made out of them. Each listing will give the physical properties of the material, as well as any benefits given to items made of the material.
Blood Iron
Blood is partly aetherial, acting as a useful magic substance to infuse into stone or iron. Weapons forged from blood used to rule the world before more potent forms of magic were discovered, but even now they still strike fear into foes. Blood iron is cheap to produce and uniquely grows stronger with more and more combat, making it a favorite of assassins and warlords.
All melee weapons, thrown weapons, and ammunition made of blood iron have their base damage increased by 1. Each time such a weapon kills a creature with a soulpower score, the weapon gains a number of Blood Points equal to the creature's original Soulpower attribute. If the wielder hits an opponent with a reactive attack triggered by the opponent using soul magic, the wielder may spend 5 Blood Points from the weapon to Disalign the opponent for 1 round. For every 30 Blood Points the weapon has, the weapon's base damage increases by 1, to a maximum of 5 extra base damage at 150 points. Blood iron has 50% more hit points than steel.
Blood iron weapons must be crafted with at least 1 gallon of blood from a sapient creature with a Soulpower score. The price of such weapons ranges from 50c to 5p more than the base price of the item, depending on whether blood magic is banned in the region. Crafting blood iron requires Enchantment in addition to other skills.
Gilded/Silvered
Though generally soft and poor for practical applications, silver and gold can be used in limited quantities when making weapons. Such weapons require a delicate touch to avoid chipping the plated material, but their added magical properties nonetheless make them favored by magicians.
Melee weapons made of gilded or silvered materials have their damage values decreased by 1 and do not use Athletics (or Precision) for damage rolls. Melee weapons that are silvered add the wielder's Soulpower attribute to the dice pool of damage rolls, whereas melee weapons that are gilded add the wielder's Evocation ranks to the dice pool of damage rolls. Such attacks are considered soul magic. These effects do not apply when thrown.
Gilded or silvered weapons cost an additional 2p. Crafting a gilded or silvered weapon increases the complexity rating of the item by 1.
Platinum Steel
When steel is made with trace amounts of platinum and osmium it takes on magic-resistant properties. Such steel is very versatile and can be alloyed differently for different purposes, granting additional magic resistance at the cost of extra weight. Platinum steel is widely used among elite knights and wealthy engineers.
Light melee weapons made with osmium steel have 1 additional base damage, all other melee weapons have 2 additional base damage. Non-shield armor made with platinum steel increases the difficulty of elemental attack rolls made against the wearer by 1. All platinum steel items are completely immune to soul attacks, such as being lifted by Telekinesis or heated by Evocation.
Light and semi-light weapons made of platinum steel cost an additional 4p, most other weapons cost an additional 8p, most armor costs an additional 12p, and heavy armor costs an additional 16p. Crafting anything out of platinum steel increases the complexity rating by 1.
Mythril
This silver metal is derived from rare green crystals which are put through complex chemical processes to become mythril. It is tremendously light - almost 3 times lighter than iron - yet also tremendously strong. Mythril blades hold their edges flawlessly and mythril armor can flex to absorb shock. Understandably, this metal is perhaps the most valuable in all of Lydera.
All weapons made of mythril have the difficulty of attack rolls decreased by 1. Melee weapons, thrown weapons, and ammunition with mythril blades or spikes have the difficulty of all damage rolls decreased by 1. Bows made of mythril roll add the wielder's Athletics attribute to the dice pool for all damage rolls, but cannot be wielded by characters with an Athletics attribute lower than 4. Firearms made of mythril can be overloaded, loading 2 bullets at once to increase the weapon's base damage by 3. Armor and shields made of mythril have their defense values increased by 1, and armors with the Heavy property instead have defense increased by 2 and are no longer Heavy. Mythril has 12 hardness in thin sheets or bars and 24 hardness in thick walls - double the hardness of steel.
Mythril is incredibly rare and generally lacks a standard market rate, but can be expected to run about 5p per ounce for raw crystals and 25p per ounce for pure ingots. Light and semi-light weapons made of mythril cost an additional 100p, most other weapons cost an additional 200p, most armor costs an additional 300p, and Heavy armor costs an additional 400p. Crafting anything out of mythril increases the complexity rating by 1 and requires Enchanting in addition to other skills.
Variant Weapons
The equipment page is full of weapons that can be renamed into other weapons. However, sometimes your Game Master may feel a simple rename is not enough for what you want. In that case, you may use one of these optional weapon variants. These variants may also be used for exotic treasures acquired during the course of a campaign.
Keep in mind that the use of these variants may make the game more complicated to play. Game Master approval is required.
Variant | Base Weapon | Adjustments |
---|---|---|
Buckler | Shield | No shield bonus, gains Light |
Boomerang | Club | -1 base damage in melee, returns when thrown if attack roll misses |
Sai | Club | -2 base damage, provides defense boost as a polearm when two are wielded |
Shuriken | Knife | Cannot be used in melee, can be used as caltrops |
Kukri | Gladius | Loses Light, gains Armor Piercing |
Trident | Spear | -2 base damage when thrown, +1 base damage two-handed |
Peasant Flail | Flail | +3 base damage in melee, two-handed |
Backsword | Broadsword | Weak against chain, gains Charge |
Kampilang | Broadsword | Weak against chain, gains Armor Piercing |
Hooksword | Rapier | -2 base damage in melee, becomes Light, +1 range when two are wielded |
Bec de Corbin | War Hammer | +1 range, not strong against hardened or chain |
Scythe | Bardiche | Not strong against chain or plate, strong against unarmored |
Flamberge | Greatsword | Weak against plate, strong against unarmored |