Lost the last round, so I enter day 2 in 91st place. But the tournament was split into 4, so there are 3 other 91st placers entering day 2. In fact in my quadrant 124th also made day 2. So that should tell you something about the enormity of this event. I'm still very happy about my result, thanks for the love errbuddy.
I am now getting to work on a bunch of peoiples Relic of Legend stuff, might even get to some who didn't specifically ask me, depends on inspiration. Fair worning, I might tweak some wordings of existing stuff just to make sure there is consistent internal flavor and mechanical consistency.
Gram's Hel's Judgment - An iron sledgehammer, about four and a half feet long and with a head about the size of a cinderblock. The handle is a dark, richly grained wood whose finish has largely worn off, particularly at the points at which it is held. The head is plain, somewhat dented, and engraved with two small sunbursts on each side. This is a Relic of Legend, and will gain powers as Gram gains renown Lvl 1. Weapon of the Gods - The relic, forged by powers beyond understanding, is filled with their power. Its modifier is 4, and it is indestructible.
Lvl 2. Chains of the Crone - You may at any time cause a length of heavy spike chain to erupt from Judgement's haft will wraps around one of Grams wrists, forearms and biceps, the spikes harmless to Gram. Can be done even if Gram is not holding Judgement, the chain shooting through the air between them then retracting to bring Judgement to Gram. This chain can be dispelled at any time but makes Judgement undisarmable while there.
Lvl 3. Woe Be Unto Them - Those who feel hostility or ill intent towards Gram appear to his eye to have a phantom red fanged noose about their necks, rising into the heavy warning Gram, even at a distance if Gram scans the horizon carefully. Before battle is commenced, Gram may concentrate on one of these nooses and cause it to tight, causing the brief sensation of hanging and biting and throwing the enemy off guard.
Lvl 4.Crone's Mark - The strike of the hammer imprints the stricken with an ouroboros gatahara for the next six posts. Lose a level of strength and grow increasingly sick for ever spell they cast.
Lvl 5. Virtue of Strength - Hel's Judgement gains an agate imbue effect. If facing an opponent weaker than Gram, his effect is magnified by the difference is strength levels between them.
Lvl 6. Siren's Laugh - The emblems on the sides of Judgement's head can be given a glowing red aura. This aura causes the sight of the hammer causes others to hear a cackling laugh that brings forth memories of all ones failures and shortcomings, stirring up sorrow and self doubt, shattering confidence. Opponents gain a fear effect and any skill based abilities are weakened.
Lvl 7. Trial by Combat - Driving the hammer's haft into the ground will cause it to become anchored there and change shape, transforming it into a massive set of black scales. While in this form, Judgement can create an impenetrable field of force around Gram and an opponent, ensuring no one can interfere with their battle.
Lvl 8. The Wheat from Chaff - Once a week, while in scale form, you may place any two items onto a scales. They will judge the power and worth of the items. The weaker will be destroyed, the greater take its power.
Lvl 9.Found Worthy - Gram gatahara becomes by a trio of them, one for Hel, one for Marot, one for Zirnitra. Each of these gatahara gives Gram some ability/augment based on the god and Grams existing abilities/resources.
Lvl 10.The Fanged Gate - Once ever Gram may recite the names of the Nadrask Pantheon and slam Judgement into any rockface. When done, the rock will shatter and reveal The Fanged Gate, the mythical entrance to Hel's home, The Ebonhaus.
Jebidiah's Badash Bag - An ancient split top portmanteau bag, made from soft cracked and faded black leather, baring a small bronze plaque that always bares the owner's symbol or initials. The inside is lined with countless pockets. Lvl 1: The bag reads and emanates the intent of the owner, in Jebidiah's case his desire to heal and render aid, giving him a natural charisma effect. Lvl 2. The bag and its pockets become voided. its owner finds some small items in them that reflect their intent and nature. In Jebidiah's case, he find a half dozen healing bandages. Lvl 3. The bag gains a strange weight/mass to it. It is very heavy, making it very hard to steal or move once on the ground, except to its owner, and a handy weapon in a pinch. If dropped, it can pop upon and spit one of the items it contains up into the air for its owner to grab. Lvl 4. Once ever, when in danger, the owner of the bag may reach inside and find exactly the sort of item he needs.
Lvl 5. By storing an item in the pocket marked with an omega, you will imprint that item on the pocket. If by using that item you destroy it or use it up, another copy of that item will spawn at the beginning of each future encounter. Will not work on some item, such as those which permanently and fundamentally alter a person or item.
Lvl 6. If raw materials such as wood or ingots are stored in the bag, the become inundated with the intent and nature of the owner. When removed, they will have been formed into an item to reflect that intent and nature, and variable or random abilities innate to the material skewed to match.
Lvl 7. The inside of the bag gains a glow. Thrice per encounter this glow can be intensified, releasing a beam of light from bag's mouth. This light will have a color and effect based on the intent and nature of the owner. In Jebidiah's case, it is golden light with effects akin to the cleric spell Restore.
Lvl 8. Items stored in the back become inundated with the intent of the owner and altering it. In Jebidiah's case, once a week it can prism any aggressive or offensive abilities to protective or healing ones.
Lvl 9. By holding up the bag before him and he moves, it becomes a beacon of the owner's intent and nature. For Jebidiah in will ward off any aggression or hostility directed at him from living sapient beings, allowing him to pass through. This effect will end the moment Jebidiah even contemplated acting violently or harmfully towards any of them.
Lvl 10. In one of the bags pockets there appears a strange key that may lead you to the answers you seek.
Voli's Bear Totem - An ancient totem carved from some strange dark wood. It is in the form of a rearing bear, its paws reaching out. The veins of rot run through it but my some magic do not spread, weaken it or come away. Believed to be a kindir relic of some sort. Lvl 1. Curse of the Bear - The totem is cursed, binding itself to its owner until willfully taken and twisting the owners, both body and mind. Their body is trapped in the form of the bear, their mind warped to reject their human essence However, the rot seems that somehow affected the curse, allowing Voli's spirit to taint it. As such Voli has, through practice, gained the ability to transform from bear to human and from human to bear, though only once each per encounter. Sadly, the mental toll of the curse remains, causing Voli to be uncomfortable in his own true form. Lvl 2. Eyes of the Bear - If not under stress or duress, by standing still, closing his eyes and focusing, Voli and astrally project into the totem, where he can communicate with The Great Bear Spirit bound within the totem, who will help you on what you have seen and heard and offer advise regarding your goals. Lvl 3. Voice of the Bear - While communing with the Great Bear Spirit, it will teach Voli The Voice of the Bear, a deafening roar that has a repel effect before Voli. Lvl 4. Right of The Bear - Beasts of the wild recognize the touch of The Great Bear Spirit within you and will not harm you unless you act aggressively towards them. Lvl 5. Bond of The Bear - The rot in the totem spreads slightly, allowing scraps of spirit energy to osmose in and out. Each encounter Voli may choose an ally. That ally will gain a scrap of The Great Bear Spirit's essence, gaining a strength level, sharpened nails and intimidation effect. Voli gains something based on that persons spirit. Lvl 6. Cry of The Bear - Once per encounter, Voli may infuse the Voice of the Bear with some of the raw power of the curse. The target of the Voice will temporarily lose all sapience, their mind becoming that of a wild, feral beast. They cannot cast spells or use learned skills while this effect is in place. Lasts for five of their posts. Lvl 7. Court of the Bear - You may summon forth an animal spirit(s) native to the area you are in to aid you. Costs a spell to do and takes up a summoning slot. Lvl 8.Might of the Bear - Once per encounter Voli may channel a part of The Great Bear Spirit's essence, creating a massive bear formed from spirit magics, hard as wood and the size of an elephant, which carries Voli inside it and moves as he moves. Can only be done for a maximum of ten posts. Lvl 9. Favor of the Bear - Using the Voice Of The Bear, you may call forth of the other Great Animal Spirits and be bestowed a gift from them. Lvl 10.Path of the Bear - The Great Bear Spirit appears in the real world, intangible and bound to the totem. Once ever this spirit may guide Voli on a journey into the mountains, seeking the origins of the totem and the curse that binds them both.
Snake's Viper's Teeth -Twin ornate atarin steel short swords, the hilts of which are black ivory fashioned to look like coiling snakes, the blades extending from the snakes mouths. Lvl 1 Something about the sight of the Viper's Teeth strikes a familiar chord with the Underworld, granted extra effect when the bearer attempts to access the thieves' information network.
Lvl 2. The Vipers teeth gain a shadowcore effect and exude a numbing venom from their blades.
Lvl 3. Whenever the Vipers Teeth spill another's blood, they and their wielder gain an amethyst imbue effect. The first time in an encounter this happens, they also gain a Veil effect.
Lvl 4. The blades are able to slice through the air, opening a slit, facing the wielder, into a strange personal void space with a flickering red glow. Any organic materials stored in it, say the body of a victim, will burn away inside this space, leaving behind ash or possibly pyre ash.Inorganic materials stored in it may over weeks become firewarded.
Lvl 5. Whenever Vipers Edge lands a killing blow, it grants its owner the ability to use a random spell or ability the victim knew for the next ten posts.
Lvl 6. The Vipers Teeth grant their wielder a glimpse at the knowledge of their previous wielders. They gain the Stealth Combat warriors technique, without the gold cost.
Lvl 7. Nearby the Jade Dragon, Snake notices symbol etched into the outside wall a large apartment complex. It resembles the hilt of the swords and is located above a slot in the wall. Using one of the blades as a key, you gain access to lost, hidden, private safehouse room, complete with the items left behind in it.
Lvl 8. The fame of the assassin with the Vipers Fang spreads, causing mysterious enemies to emerge.
Lvl 9. The blades thirst for blood becomes palpable, vibrating in the presence of both hidden or unseen hostility and occasionally in the presence of unknown opportunities to earn gold by doing some wet work.
Lvl 10. The next time blood is spilled by the blades, the seep into previously unseen etchings, faded from view over time. A message is hidden hear, a clue to the origins of the Vipers Teeth.
Sly's Eye of the Beholder - A sewing needle made of some unbreakable black alloy. The material is veined through with tiny streaks of faintly glowing lines that shift through the color spectrum. Lvl 1. The eye will magically generate its own thread, also perfect in color, durability and thickness for whatever is needed.This can be used to generate extremely durable chords for other uses.
Lvl 2. Items sewn with the Eye come forever bound to its power by intangible invisible threads of magic, and are increased in modifier by one. Regular fabrics become as resilient as leather, leather as tough as brass, etc...
Lvl 3. The sewing threads make by the eye grants the item an enchantment or magical trait determined by the color or combination of colors used.
Lvl 4. In a pinch, the needle can grow in size to the size of a rapier (M5), the wrapped in thread to form its grip. The color of the thread, determined on first use each encounter, will determine the type of enchantment it gains in this form.
Lvl 5. Once ever by threading a persons hair through the needle, you give it the ability to generate a new magical thread which can be used to grant sewn items an enchantment or magical trait based on the person. Lvl 6. The touch of the needle can instantly resize any tailorable piece of clothing, with or against the wearer's will. Cannot shrink clothes to the point they cause serious internal damage, only to the point of pain and/or restriction.
Lvl 7. Twice a month the needle can, by touch, unmake an tailored/tailorable item into a bolt or length of its raw fabric/material. This material, even if it has no innate abilities, gains one based on the abilities of the item it came from. Lvl 8. By sewing together any two similar tailorable items, you may rift them together. Lvl 9. Five times ever, you may sew your symbol into a piece of clothing. These five pieces of clothing become interconnected by intangible invisible threads of magic, making them into a set. Any powers they have will be altered to reflect the our four pieces. Will not add new power become the 3 and 5 item unlocks. Lvl 10. The needle feels a pull towards the place of its origin. By sticking in some cork and putting in a bowl of water, you can create a compass that will lead you there and reveal its mysteries.
Still working on Gerr's Eagles Eye, Dmitri's Gauntlet, and Godwin's Erasmus
Also, I don't know if I mentioned this in the chat, but I'm in Spain til the 4th. I will be able to post most nights a little but (if only through ****ty hostel wifi) but I only brought my iPad, so I won't be on chat. Bummer, right? Anyway, PM me if you need anything.
Private Mod Note
Rollback Post to RevisionRollBack
Sing lustily and with good courage.
Be aware of singing as if you were half dead,
or half asleep:
but lift your voice with strength.
Be no more afraid of your voice now,
nor more ashamed of its being heard,
than when you sang the songs of Satan.
Since it isn't mentioned, for Voli, will his bear size ever change? If not then what is the base size the curse placed on him? If it can change later through separate self discovery quests then that is cool just curious.
I thought the bear grew as Voli grew older and thats what all those bear age size things in the profile were about. I didn;t know the Relic had a size thing tied to it, thought you had the size of it worked out when the character was approved.
Oh, we weren't actually running it that way. Back when he was approved we put that in so we would have a reference to size and stuff. It says at the bottom that he isn't aging by that as it was asked by someone it be specified. If you want to have it work that way, that's cool. We have just been operating that the curse was somehow linked to the size but that never made too much sense. So whatever you decide works
Lvl 1. Wayland gains access to The Kor Crucible, an strange forge that exists parallel to space and time. While inside the Crucible, any forging that would take a matter of days instead takes a matter of hours. Lvl 2. The Adamantine Heart has become further infused with the power of the Kor Crucible and in turn imparts a fragment of that power on anything forged upon it. All items forged with the Adamantine Heart are one additional modifier strength higher than they would normally be. Lvl 3. The implacable essence of the Adamantine Heart has further stabilized the world around it, pulling more of the Kor Crucible into existence. The Crucible's slack basin is now fed from an unending source of Silvered Essence, a lightly gleaming oil lost to modern knowledge. Any item forged upon the Adamantine Heart will, after being dunked into the Essence, gain a new power or trait based on the item's material, form and function. Lvl 4. As much as Wayland forges within the Kor Crucible, so does the Kor Crucible forge the smith. Wayland's strength is improved by one level and his stamina is almost inexhaustible. Lvl 5. The implacable essence of the Adamantine Heart has further stabilized the world around it, pulling more of the Kor Crucible into existence. The reality around the Crucible ripples, pulling an ornate smelting furnace into existence. By using blood as a flux, once ever per person a bar of special metal may be smelted within the furnace, its traits and abilities based on the inner spirit of the person who's essence when into its creation. Lvl 6. The Adamantine Heart has become further infused with the power of the Kor Crucible and in turn imparts a fragment of that power on anything forged upon it. All items forged with the Adamantine Heart are one additional modifier strength higher than they would normally be. In addition, frequent use of the Kor Crucible improves Wayland's skills in ways that are strange and wondrous, allowing works of skill and finesse almost unheard of. Ingots worked upon the Adamantine Heart may be forged into pliable, workable thread, allowing bars of pure metal to be turned into fully workable cloth. Lvl 7. The implacable essence of the Adamantine Heart has further stabilized the world around it, pulling more of the Kor Crucible into existence. As the outline of the Crucible begins to fill in,an ornate chest appears in the corner of the room. Within lie the plans for an incredibly complex forging process, its steps varied and highly mutable. What it will create is a mystery, but one thing is sure: it shall never be used by the hands of its creator. Lvl 8. The Kor Crucible churns with the power of pure Creation, a fire that knows no end. Once a month, the essence of everything ever forged upon the Adamantine heart will coalesce within the Kor Crucible, creating a single ingot of any material ever forged within it. Some materials may not be replicable. Lvl 9. The implacable essence of the Adamantine Heart has further stabilized the world around it, pulling more of the Kor Crucible into existence. Something deep below the forge is pulled into existence, causing the Adamantine Heart to glow with a faint, pulsing aura. Once every month an item may be placed upon the anvil and engraved, turning it into the sixth capstone piece of a set its owner already owns five pieces of. Lvl 10. With a thumming pulse, the Kor Crucible finally pulls itself completely into existence. With the exception of the door. It is up to the smith who has slaved over and poured everything into the Adamantine Heart to lay this final work upon the forge, creating a portal that will lead to Wayland's destiny.
Through The Fire - A fast, driving song on Ulrich's harmonica, it wards an attacking target against all pain, fear and doubt, boosting their reserves of stamina to fight through whatever it thrown at them no matter what. Does not actually prevent any damage or injury, so the target may be spurred on to victory or to blined to their impending doom.
Christovs First prize from the Puzzle Box
Sage Implement - A 9" long wand of silver and brass with a small round topaz at the tip, clutched by three claws.
> When pointed at a lock or machine and activated, the Implement will unlock most mundane locks or cause machines to malfunction. Strength and reliability of this can be effected by range. Activation caused the crystal to glow green and hum and the claws to open.
> Genius Set
Dmitri's Mirrordim Gauntlet - Dmitri's gauntlet is an ornate construction of dark plated steel, decorated with midnight black trim. At will, the gauntlet can fuse physically with his hand and weapons, gaining a more clawed appearance as the fingers elongate and sharpen. Lvl 1. A Beast Sleeps In the Kindest Heart - When Dmitri gets angry the gauntlet fuses with his hand automatically, it also fuses with any weapon he is holding making it impossible to disarm him. Lvl 2. A Strange Seed, A Mind Apart- While the gauntlet is fused, Dmitri is immune to mind and spirit magics, but his anger is more intense and difficult to control, once he gives in to anger he cannot calm down until unthreatened, and then not without a struggle.
Lvl 3. A Choice is Made, Paths Diverge- While the gauntlet is fused to Dmitri, he gains a strength level and attacks with such ferocity intimidates his enemies. When the gauntlet is not fused to Dmitri, he can focus on moving with his enemies attacks, weakening their effective strength by a level and frustrating them for an incite effect. Lvl 4. To Stand Against or Feed This Urge - While the gauntlet is fused to Dmitri, his it becomes clawed and wounds dealt with or by it are twice as painful while any pain Dmitri feels is very dulled. While the gauntlet is not fused to Dmitri, his clarity and knowledge of the body to precisely strike pressure points that weary and weaken enemies without harming them and help allies heal faster and block out pain.
Lvl 5. And Even Those Who Will Not Bend -The more injured Dmitri becomes without giving in to his anger, the gauntlet gains a stronger and stronger dark aura about it. If Dmitri goes fail and give in to his anger, the fusing will be accompanied by this aura exploding outwards from you, painfully cold and repelling with a force relative to the injuries sustained. Lvl 6. May Fall To Madness In The End - If Dmitri is violently rendered unconscious, the gauntlet will fuse and expand to a full set of armor which animates with some strange, savage and violent will, going berserk on his attackers for four posts. During these posts, he gains an additional strength level and his attacks intimidation effects increase to a full fear effect and a dazing effect on the enemy he is actually engaged with . Raging screams echo from its lupine masked helm, oddly in Dmitri's own voice. Lvl 7. For Them What Does The Mirror Hold - Mirrors being to hold an odd ominousness for Dmitri. Looking in them he sometimes catches glances of what is not there, or what is but is hidden. This effects allows Dmitri to see through some illusion, sometimes find hidden paths, and on occasion find loot others do not find, so long as he uses a mirror to look.
Lvl 8. But Glimpses of The Tale Retold - While the gauntlet is fused or the armor is taken over, any item Dmitri owns and holds is transformed into a strange, alternate version of itself.
Lvl 9. Are They Mad or Have They Seen - Once per encounter Dmitri may throw his raise the gauntlet and call upon its power. Everyone within 50' of him will inundated with strange false but familiar memories, emotions and urges which can stun them, horrify them or drive them temporarily mad. The world around them appears to shutter and change, sometimes in small ways, sometimes in huge ways. This change is purely perceptual, not actual. Dmitri is not immune to this effect, but experience with the gauntlet allows him weather it better. Cannot be maintained for more than four posts. Lvl 10.The Never Was, The Might Have Been - Mirrors begin to flicker oddly whenever Dmitri looks in them and become like liquid to his touch. What lurks beyond? Only one way to find out.
The Grim Grimoire(Relic of Legend) — The magical Tome stolen by the girl feyling, Daria from the Seelíe Court. However, it is clearly a mortal item, an immense Spellbook, inscribed with an Elvish legend: Suspiria de profundis. The volume's origins are unknown, as well as how it ended up in the hands of the Fey. It is magnificently old, and quite dusty, possibly hundreds of years old. Leather bound in deep black, the cover itself possesses a mercurial nature: mutable, it will most oft appear pitch black, but if watched for a time, becomes marked with strange eldritch symbols of five alternating powers cycling into an array of 12 different colored glyphs. It is clasped by a silvered older version of the Mages sigil. Lvl 1. Spell scrolls can be absorbed into the Grimoire, making it a Legacy Journal. This prevents mind altering effects from inhibiting her ability to remember or cast spells.
Lvl 2. A chapter regarding one of the first attempts at creating the modern arts becomes legible. Levana may choose Sun, Flesh, Intangible, Realm, Unseen or Fluid Magics. She learns an ancient spell of one the chosen lost art, encompassing aspects of multiple modern arts.
Lvl 3. Three times per encounter Levnana may prism a spell stored in the Grimoire to one of the Lost Arts whose chapter has so far appeared. increasing its strength and adding various arted aspects.
Lvl 4. A chapter regarding one of the first attempts at creating the modern arts becomes legible. Levana may choose one of the five yet unchosen arts. She learns an ancient spell of one the chosen lost art. Lvl 5. A chapter regarding one of the first attempts at creating the modern arts becomes legible. Levana may choose one of the four yet unchosen arts. She learns an ancient spell of one the chosen lost art.. Lvl 6. The books disection of the working of the modern arts allows Levana to extrapolate and apply them to nonspell ends. Any level 5 or higher spell stored in the Grimoire grants Levana access to one of the two skills or recipes in the matching tome. Lvl 7. A chapter regarding one of the first attempts at creating the modern arts becomes legible. Levana may choose one of the three yet unchosen lost arts. She learns an ancient spell of one the chosen lost art. Lvl 8. A chapter regarding one of the first attempts at creating the modern arts becomes legible. Levana may choose one of the two yet unchosen arts. She learns an ancient spell of one the two remaining lost arts.
Lvl 9. A chapter regarding one of the first attempts at creating the modern arts becomes legible. Levana learns an ancient spell of the remaining unchosen lost art.
Lvl 10. The final page of the Grimoire becomes legible, regarding the casting aside of the ancient magics and need for modern arts. What is revealed here is beyond even Levanas direst dreams.
Gerr's Eagles Eye- A mysterious crossbow of massive proportions. The front shaped like a eagle with the bolts exiting the eagles mouth, the eagles eyes are 2 dark crimson gemstones. 5' long but as light as a hand crossbow. Capable of shooting accurately at massive distances. Has a elongated contraption of lenses on the top to magnify sight and assist aiming. It can only use specially designed elongated bolts that part the air for fast accurate strikes. Only four of these bolts were found with Eagle Eye and no smith has been able to replicate them. Takes two posts to reload. Lvl 1. Eagles Eye eyes gain a dull glow, activating some subtle form of magnetism between it and its bolts. This subtle pull influencing lost bolts so that they eventually find their way back to Eagle Eye between encounters, popping up in odd, unexpected places. It even effects bolts Gerr never had, a new one seeming to pop up every month or so. Lvl 2. Gerr discovers the Eagle Bolts heads can be adjusted so that they gather air before them as they fly, creating a blunt impact with less lethal force.
Lvl 3.The crossbows strange magnetism now generates a limited magnetic field in opposition to the earth below it, effectively reducing its weight to 5 or 6 lbs.
Lvl 4. Gerr dislodges a panel from Eagle Eye's stock, revealing a previously hidden wire wrapped topaz. By replacing the panel and pressing on it in the future, Gerr can electrify bolts loaded in Eagle Eye. These bolts will powerfully stun anything whose flesh they hit but don't kill and still slightly stun and hurt if are hit or graze metal touching flesh such as armor or a held weapon.
Lvl 5. Gerr's fooling around with the cross dislodges a previously undiscovered lever that had been lodged inside the stock. This lever aids in pulling the bow string and reduces reload time by a post.
Lvl 6. Gerr discovers that three per encounter he can press and hold the topaz panel to supercharge the crossbow's strange magnetism with its bolts. Doing so will create an incredible strong pull between Eagle Eye and a bolt it is pointing at. Whether this pulls Gerr to the bolt or the bolt to Gerr depends on if the bolt is securely lodged in something and the mass of said thing. Lvl 7. Quite by accident, Gerr discovers that the strange metal the boltheads are made of will absorb magics from substances if felt submerged or buried in them for awhile. This does not stack and once a bolt is set, it cannot be changed.
Lvl 8. Traveling through the woods one day, Gerr feels a strange tug on Eagle Eye. If he follows it, he discovers a small crater in the forest, in which are lodged three of the bolts and a few other strange new devices.
Lvl 9. The crystal eyes of the crossbow start to flash with a red glow. Some time later, a large eagle shaped mechanical glider homes in on it and lands near Gerr. On top is a mount for the crossbow. The crossbow must have once been a part of this device.It is a ridable mount for Gerr.
Lvl 10. Gerr discovers a hidden panel on the glider with a homing stone that will lead him to wherever it and the crossbow came from.
Godwin's Erasmus - An exquisitely crafted mandolin, all polished spruce and maple with a deep, cherry-red-brown color, worn on a black leather strap slung across his back. Though apparently made only of wood, the instrument is marvelously resistant to damage; only a direct and intentional blow can damage it. This mandolin is a relic of legend, an item which, as Godwin becomes more well known for his exploits, will becomes his symbol. As he and the relic's fame grow, people's reaction to the relic will change and previously unknown properties of the relic will surface. Current level: 0 Lvl 1. The Eramas draws on some hidden inner magic to become even more durable, reaching modifier 6 and becoming immune to elemental forces like fire, cold, and lightning.
Lvl 2. Inspiration flows from the Erasmus, helping Godwin write no matter how long after the event he does it. Godwin does not have to loot last even if he is creating a performance piece, though the LP reduction is still in place.
Lvl 3. Life is an awfully big adventure, and the Erasmus inspires Godwin to write a personal magical performance piece about his life outside of quests and bounties,
Lvl 4. Magic hidden within the strings of the Erasmus, made from the heartstrings of a dragon, allows Godwin to add fiery effects to any strings piece he plays or create a bank of low hanging smoke to any performance he accompanies creates an instinctual desire in enemies not to approach the performers.
Lvl 5. Your time playing the Erasmus has greatly enhanced the skill, speed and dexterity of your fingers. You can extend songs with maximum lengths by a post and you gain your choice of full Sleight of Hand, Pickpocketing or Lockpicking skill.
Lvl 6. The music of the Erasmus has a Collar effect, pacifying creatures it cannot outright control. Lvl 7. The ability of the Erasmus to influence animals extends to plants, giving its music a nurture effect. Once per month this effect can extend to nonliving plantlife like wood or coral, not growing it but instead influencing the nature of any innate magics it contains towards the fiery, beastial and offensive. Lvl 8. Whenever a performance piece with the Erasmus effects a person, you may have a Xi rune appear on their forehead for the rest of the encounter. By playing a specific chord, you can trigger an echo effect that hits everyone with a Xi rune with a lesser version of the piece that effected them and dispels existing runes.
Lvl 9. The music of the Erasmus draws to you a rare creature, attuned to its sound, who you may take as a pet and/or follow back to its hidden den.
Lvl 10. A red Xi rune begins to glow on the back of the Erasmus, one Godwin has seen before in the Bards Guildhouses, the sigil of their greatest hero and most epic tale.
For Makaeda Tome Effects > Makaeda is able to visually assess stress points from a distance, making any projectile attacks more likely to pierce armor or damage structures.
> Makaeda is skilled in the Iron Turtle Technique. She is trained in, when anticipating taking a blunt force blow, quickly tensing and hardening her muscles as well as angling the body precisely. The result considerable reduces the force and effectiveness of blunt attacks.
For Makaeda - Merchants Machinist Device
QuickAugs - 50 Gold - An alternative to certain imbues, these devices attack to metal weapons quickly and can be easily moved from weapon to weapon. Inserting a topaz or ruby will enrobe the item in electricity or scalding steam. Crystals can be switched out easily.
Amaya's Reformated Item Volcanic Sheath - A finely crafted sheath for a single handed blade, made of steel, lacquered cherry red, with polished steel ornamentation along the sides and end, engraved with dragon heraldry. Along one face of the sheath runs a pair of narrow pipes that emerge out of a circular steel dragon emblem and run into the sheath at three points along their length. A ruby is set in the center of the dragon emblem. Blades stored in the sheath are constantly bathed in a pressurized shroud of steam, cleaning and scouring them.
> Compatible with up to one Ethereal Augment at a time. Requires 2 posts to attach.
> Each post of battle Amaya engages in without having drawn the blade, the energy and fury of that battle feeds into the sheath, increasing the steams temperature and pressure and strengthening the blade within. When the blade is finally drawn, its heat ignites the air around it around it giving it a ruby imbue effect for that post. For that post the blade's modifier is also increased by the number of posts it was heating, with a maximum possible modifier of 9. The pressure equalizes when battle ends.
> A hidden switch on the sheath will trigger a steam dump, the pressure ejecting the blade stored within. Allows for a lightning quick draw-and-swing of the blade, as well as ensuring anyone that attempts to draw the blade other than Amaya gets blasted with red hot steam.
> Holding the hidden switch down without drawing will launch the blade, hilt first, at a target within 10 feet with average strength, Use of the Vapor Burst Augment can amplify the steam launch effect, increasing the range to 25 feet and the launch force to very strong. This uses up 1/3 the Augment.
See Guide for existing Modifier breakage rules, the ones for the sheath were not special to the sheath but ones that the item maker made up not realizing ones already existed.
Taskmagery has been revamped so you aren't spending literally over 10,000 to fully level it for less than spectacular results. The score needed for the levels have been dropped, the discount levels come sooner and the other levels are frankly better.
The Link is no longer available as an LSS, replaced with a new LSS named Echo Reader that Darkabysskeeper came up with, I tweaked, and he cleaned up. I has become clear that the Link has too much potential to become broken in the future. Pre-Existing characters with The Link are not losing it, though they can replace it if they want. While it might be better for the EW if we did force the change, The Link is really a built around LSS and removing it could destroy characters.
TASKMAGERY - A vast and varied school of study, by learning as many spells across multiple arts as possible, you gain a deeper understanding and mastery of the true nature of magic.
> Each spell you learn increases your Taskmage Score by a number equal to that spell's level. Learning spell with the same art AND level as a spell you already know does not increase your score.
Lvl 1. So long as you know any level 1 spell, you can extrapolate your magical knowedge from that and skip other level 1 spells. Required Score: 3 Lvl 2. The base cost of spell is reduced by 5 gold. Required Score: 12 Lvl 3. You may combine your level 1 spells with other level 1 spells, creating non-levelable dualmagery spells. Component spells are still known and castable. Required Score: 24 Lvl 4. For each art you know, you may prism a spell you know to that art once per encounter. Cannot be done more than X+1 times per encounter, where X is your Taskmagery level. Required Score: 40 Lvl 5. The base cost of spell is reduced by an additional 5 gold. Required Score: 60 Lvl 6. You may now combine your level 1 spells with any other spells you know, but can only be done three times per encounter. Required Score: 84 Lvl 7. You can cast an additional spell each turn if none of the spells cast that turn share the same art. Required Score: 112 Lvl 8. Once a month you may delve into the magics of a magical item you own, unmaking it but creating a spell based on it. Art and level of this spell vary according to the item. Required Score: 144 Lvl 9. You may permanently combine three spells you know of any combination of levels and arts into a single powerful spell. Required Score: 180 Lvl 10. Deep in the Greevan Forest lies a forbidden cave known as The Path of Jhaeros. Only those who have truly mastered the core fundamentals behind a vast array of varying magics may enter, devoid of items, where their resourcefulness and judgment will be tested in a centuries old trial. Required Score: 230
ECHO READER - Thoughts and memories are tangible things, they create waves in the world like anything else, they echo. Some mind mages may attune themselves to the emanations of others' minds. Lvl 1. You learn to pick the echoes of those nearby apart from the background noise, the echoes of echoes. You can always tell roughly how many people are in an area. Lvl 2. You learn to recognize echoes related to you, and can pick out who and where they are coming from. The nature of those thoughts is still unclear to you, however. Lvl 3. The more time you spend with allies, the better you get to know them and recognize the their echoes. You gain an intuitive understanding of your allies moods and intentions and can locate them even if they are not thinking of you. If you have quested with them before or if the quest you are currently on with them has gone over 200 posts. Lvl 4. You learn to use the echoes in conjunction with speech. You can use it to augment your understanding of truthful speech that is difficult to hear for a variety to reasons or check for dissonance to detect deception. Lvl 5. Your familiarity with the echoes of your allies allows you to understand them on a far deeper level than normal. Once ever you may have one teach you a skill or spell they know. (Must be learnable not innate, or bound to items or body changes, must be level 5 or lower, if it is part of a levelable skill you will likely have to choose one level of it.) Lvl 6. Your echolocation allows you to mentally track the location of all sapient minds in the area as well as pick up weaker echo trails of where minds have recently been. Lvl 7. You learn to recognize the echoes of intent or concentration that precede your opponents attacks or spells if they use them repeatedly (3x or more), allowing you to begin to counter, dodge or react before it actually happens. Lvl 8. You learn to cast your mind magics back along the rippling path you feel in the air. Your mind spells no longer require line of sight as long as you maintain echolocation of them. Lvl 9. With an incredibly strong blast of focused thought, you can create a far reaching and incredibly strong echo yourself, precisely formed to spread out around you, sweeping up the echoes of others, creating feedback. Strongly dazes every sapient creature in a 50' radius around you for a couple posts. Is very draining and cannot be done more than once every 20 posts Lvl 10. Dream Thief - Access the free flowing thought of an unconscious ally or foe. You may take the ripples given off by their thoughts to create a copy of their thought patterns. Three of these may be held in mind at any time to create a castable spell based on their dreams and personalities.
Devices that use magic crystals as fuel will use up a fraction of their charge per use. This charge will come back between encounters as it does when using it for prisming.
I am about to edit into the guide full machinist item listing, with prices and the pricing system.
Here is now it will work.
The cost of creating machinist item can be broken down into two components. Materials and Fabrication. Both can be offset in different ways.
> Those with the Smithing ability can fabricate their own parts out of raw materials, and thus this part of the price does not apply to them.
> Machinists can donate raw materials that they come across by in their adventures to the guild for guild credit equal to their approximate store value. These credits can be applied to the Materials cost of devices they build. Viable raw materials include metal ingots, leather, crude oil, rubber, flint, sulphur, saltpeter, and charcoal,
Note: Prices listed do not include crystal batteries or any individually makable component devices listed in the description.
Prices below are subject to change
Almost Full Machinist Item Listings
Field Inhibitor - An Artificer only item designed to be attached to non-weapon, non-armor machinist devices to counteract the metals effect on using magics. Price - 15 Gold (Mat. = 10, Fab = 5) FireArm Ammunition - Bullets, Lead Balls, Buckshot Price = 10 Gold for 15 Rounds. (Mat. = 5, Fab = 5)
Timepiece/Timer - A machinist watch, can be made in pocket or wrist varieties, or a variation on the machinist timepiece, this can can be wound to either chime after a certain amount or time or as a component/augment for some other devices. Price - 20 Gold (Mat. = 10, Fab = 10)
Music Box - A small wooden box that plays beautiful music when wound. Price - 20 Gold (Mat. = 10, Fab = 10)
Whirligig - An 8" rhomboid device meant to wound up and released in the air, where it will hover by virtue of clockwork propellers. Will move through air with touched, can be used to carry light items like vials and pellets. Price - 40 Gold (Mat. = 25, Fab = 15)
Windup Toy - A small device meant to be wound up and placed on the ground, where it will travel forward on feet or wheels, depending on your design. Price - 30 Gold (Mat. = 15, Fab = 15)
Clockwork Servo - A component capable or turning clockwork rotations into lateral motion. Price - 15 Gold (Mat. = 10, Fab = 5)
Conduit Vest - A leather vest lined and studded with wires, leads and ports. When a topaz battery is plugged into it, can be used to power any electric devices you have all off that one central batter, rather than needing to have multiple ones for multiple devices or spend the time switching one from device to device. Price - 40 Gold (Mat. = 25, Fab = 15)
Grounding Rig - Wire and lead augmented boots and belt. Used to channel any harmful electricity that your body comes into contact with into the ground, protecting you. Requires no battery. Price - 70 Gold (Mat. = 50, Fab = 20)
Vocamper - A hand-held device that uses electricity and crystal to magnify the volume of the speaker's voice when held before the mouth. Some distortion inevitable. Does not drain topaz noticibly. Compatible with Conduit Vest. Price - 40 Gold (Mat. = 20, Fab = 20)
Electromagnet - A simple device using electricity to amplify magnetic charge. Can be used as a component or as an metal gripping augment on nonmechanical items. Requires dedicated topaz battery, cannot share or be switched out. Price - 30 Gold (Mat. = 20, Fab = 10)
Electric Servo - A component designed to use magnetism to turn electricity into lateral movement. Price - 15 Gold (Mat. = 10, Fab = 5)
Hydropack - A compact, lightweight water-tank backpack outfitted with valves and tubes. Uses to supply the water for certain hydraulic devices lacking room for their own reservoirs. Price - 30 Gold (Mat. = 25, Fab = 5)
Hydraulic Activator - A glove/bracer designed to hold a sapphire battery that can be used to power any hydraulic device its wearer holds. Prevents need for multiple batteries or swapping, and needed for any devices lacking room for their own battery. Contains internal hose and attachment points to channel steam from pack to devices if needed. Interchangable with Thermal Activator. Price - 30 Gold (Mat. = 20, Fab = 10)
Hydrostaff - A collapsible steel staff. When activated its internal reservoir increases, extending it from 2' to 6' long, exerting and able to withstand incredible force and weight. Designed to be used with Hydraulic Activator. Does not noticibly drain sapphire. Price - 50 Gold (Mat. = 40, Fab = 10)
Hydroburster - A high powered handheld squirt gun, capable of a sustained and powerful stream that can to scour surfaces and inflict pain. Uses 1/20th Pack contents per post or 1/3rd gun contents per post and 1/20 Sapphire charge per post. Activator compatible. Price - 50 Gold (Mat. = 35, Fab = 15)
Hydraulic Servo - A component designed to turn lateral hydraulic motion into bursts of rotational force. Price - 15 Gold (Mat. = 10, Fab = 5)
Steampack - A compact, lightweight water-tank backpack outfitted with valves and pipes. Uses to supply the steam for certain steamworks devices lacking room for their own reservoirs. Draws power from Activtor, does not noticibly drain ruby. Price - 30 Gold (Mat. = 25, Fab = 5)
Thermal Activator - A glove/bracer designed to hold a ruby battery that can be used to power any steamworks device its wearer holds. Prevents need for multiple batteries or swapping, and needed for any devices lacking room for their own battery. Contains internal hose and attachment points to channel steam from pack to devices if needed. Interchangable with Hydraulic Activator. Price - 30 Gold (Mat. = 20, Fab = 10)
Thermal Rig - Belt, choker, bracelets and anklets designed to be used with Steampack. Protect wearer from ice and extreme cold. Do not noticibly drain Pack or Ruby. Price - 40 Gold (Mat. = 25, Fab = 15)
Steamworks Servo - Device designed to turn steam sustained steam force into repeating lateral force. Price - 15 Gold (Mat. = 10, Fab = 5)
Steamcartridge - A 5" cylinder, 2" in diameter. Can be plugged into a valve on your steampack or submerged in water to instantly pressurize it with steam. Steam can be plugged into items for a quick burst of steam power in case your pack or ruby run out or be released with a button to heat a substance or temporarily blind a person. Requires activator, does not noticibly drain Pack or Activator. Price - 40 Gold (Mat. = 20, Fab = 20)
Black Powder - The basis of most ballistics, a highly volatile chemical mixture. Price - 25 Gold per Bag(Mat. = 25, Fab = 0)
Smoke Pellet - A paper pellet containing a variation on black powder, rapidly generates copious amounts of smoke when thrown to the ground. Price - 30 Gold for 5 (Mat. = 30, Fab = 0)
Flash Pellet - A paper pellet containing a variation on black powder, creating a blinding flash of light when thrown to the ground. Price - 40 Gold for 5 (Mat. = 40, Fab = 0)
Fireworks - A simple black powder rocket that detonates in a relatively harmless cloud of multicolored sparks. Price - 20 Gold for 5 (Mat. = 20, Fab = 0)
Derringer - A pocket-sized, single-shot muzzle-loading pistol. Not very powerful or fast, really only damaging up extremely close. Uses 1/20th bag powder per shot.
Price - 60 Gold (Mat. = 45, Fab = 15)
Dervish - A handheld throwing glaive, designed to be wound and then thrown, so that is scissors as it flies through the air for increased airtime and lethality. Artillerists can assemble with better balance and thus more accuracy. Price - 75 Gold (Mat. = 50, Fab = 25)
Stinger - A small tubular device, key-wound and spring-loaded to launch a dart. Small enough to be easily hidden in objects. Price - 40 Gold (Mat. = 30, Fab = 10)
I.C.F. - Intentional Catastrophic Failure. A small fragile sphere with internal springs. Winding creates such tension that it will fail and fly apart in shrapnel on impact. Only the spring can be salvaged after use. Price - 15 Gold (Mat. = 8, Fab = 7)
Clockwork Tool - A crank tool geared to magnify force and movement, has saw and drill attachments. Price - 40 Gold (Mat. = 25, Fab = 15)
Springsnare - A 1' diameter folding disk device. Loads by unfolding. Anything that steps on it triggers a razorwire snare. Price - 50 Gold (Mat. = 35, Fab = 15)
Televoker - A pair of handheld devices that allow limited long distance communication between the two. Uses little charge, does not drain topaz noticably. Vest Combatible, but can only power the device being held by the wearer. Price - 50 Gold for Pair (Mat. = 40, Fab = 10)
Autowinder - A variation on the Electric Servo that can rapidly and one-handedly wind clockwork devices. Uses 2/20 topaz charge. Vest Combatible. Price - 40 Gold (Mat. = 25, Fab = 15)
Proximity Sensor - An electricity and crystal component or augment designed to trigger devices when exposed to the electrical field put off by living creatures. Notcompatible with vest. Highly durable, can survive extreme damage. Price - 30 Gold (Mat. = 25, Fab = 5)
Shockrod - A short stave whose tip releases a short, painful and debilitating burst of electricity on contact. Uses 4/20 topaz charge. Vest compatible. Price - 80 Gold (Mat. = 60, Fab = 20)
Magnaguides – Magnet attachments that can be charged off your vest and attached to objects. Attach to objects and it will pull the object towards metal objects and, if it did not brake on impact, stick to metal surfaces. Charge lasts 5 posts and uses 2/20 topaz charge. Price - 60 Gold for 5.(Mat. = 50, Fab = 10)
Hydrolock - A steel half ring, when used with Activator will extend other half of ring, closing itself. Able to be build in various sizes. Activator compatible. Uses X/30 sapphire charge,where X is radius of lock . Price - 15x Gold, where X is radius of the lock (Mat. = 10x, Fab = 5x)
Hydrojack - A beer-stein sized metal tube. When used with Activator will extended up to 3', able to lift and hold incredible weight. Uses 4/20 sapphire charge. Price - 60 Gold (Mat. = 50, Fab = 10)
Hydroblade - An attachment for the Hydraulic Activator, attached over the cuff part of the gauntlet. Appears like steel plate. When activated, piston causes a 2' blade to unfold and extend out over the back of the hand. Requires Activator and Hydrotank. Uses 2/20 sapphire charge to activate. Artillerists can customize shape. Requires Hydraulic servo. Price - 85 Gold (Mat. = 65, Fab = 20)
Reservoir Aug - An piston and hose augment for Hydropacks or Steampacks. Uses a hydraulic piston to create a vacuum, allowing you to quickly suck up water through the hose and refill your water supply should it become depleted. Uses 2/20 sapphire charge. Activator compatible. Price - 40 Gold (Mat. = 30, Fab = 10)
Hydrosheath - A sword sheath that hydraulically compresses the blade back into shape while it is in it, fixing any dents nicks or minor misshaping. Also hones blade. Gives +1 modifier when dealing damage. Artillerists can tweek design for hydraulically aided quickdraws. Does not noticibly drain sapphire. Activator compatible. Price - 80 Gold (Mat. = , Fab = )
Hyperthermal Hand - An insulated glove with metal plates through which steam is channeled, making them extremely hot to the touch. For use with thermal pack. Price - 50 Gold (Mat. = 35, Fab = 15)
Steamcheck - An augment for the Steampack that allows it to vent its steam for a quick lateral burst of speed forward. Takes a 5 posts to rebuild steam pressure needed to reuse. Uses 4/20 Pack per use. Does not use battery. Price - 80 Gold (Mat. = 60, Fab = 20)
Vent Burst - An attachment for the steampack that captures and stores the steam it usually vents on occasion in a pressurized vessel to be later released through a nozzle in a scalding, painful stream. Attaches via hose and can be hostlered or attached to the activator. Can be used once every 10 posts. Does not use battery.
Price - 100 Gold (Mat. = 85, Fab = 15)
Steampopper - A steam powered mini-canon a few inches in diameter, designed to launch iron shafts an inch in diameter, though more designed for distance than penetration. Great for grappling hooks or projectiles with impact effective items at the end. Attachable to the thermal activator or vertical pivot over the shoulder with the steampack. Requires tank. Each shot uses 2/20 ruby charge and 1/20 tank. Price - 100 Gold (Mat. = 80, Fab = 20) Shaft Price - 10 Gold (Mat = 7, Fab = 3)
Reel Ascender - A steam powered device the shape of an extra thick record that winds in any rope or chain fed into it, pull to you (or you to) whatever is at the other end. Can be attached to a steamtank or activator. Requires tank. Uses 2/20 ruby charge and 1/20 tank per use. Price - 80 Gold (Mat. = 50, Fab = 30)
Smoke Bomb - A time delayed variation of the smoke pellet that creates even more smoke. Price - 50 Gold for 4 (Mat. = 50, Fab = 0)
Pressure Mine - A 4" diameter ceramic disk loaded with explosive powder, explodes when stepped on. Can be combined with Electrics Proximity Sensor or Televators, both of which can usually survive the blast. Price - 60 Gold for 3. (Mat. = 50, Fab = 10)
Rocket - A black powder powered self contained projectile. Can have light payloads loaded into head, such as poison or potion vials or pellets. Reusable Price - 20 Gold for 4 (Mat. = 15, Fab = 5)
Flintlock Pistol - Standard machinist pistol. Single-round. Muzzle loader. Uses 1/10 bag black powder per shot. Price - 80 Gold (Mat. = 55, Fab = 25)
Dummy Round - A special ammo designed to hold pellets for projectile delivery. Price - 20 Gold for 10 round. (Mat. = 17, Fab = 3)
Bicycle - Two wheels pedal-powered personal conveyance. Price - 100 Gold (Mat. = 70, Fab = 30)
Clockwork Pulley - Can rapidly and powerfully spool in rope fed through it. Strong enough to lift the weight of most adult males. Price - 60 Gold (Mat. = 50, Fab = 10)
Burst Ball - A sphere designed to be opened and hold your average vial. When wound it will trigger after 5 seconds, springing open and launching the vial into the air. Handy for rolling discretely into a room. Price - 50 Gold (Mat. = 35, Fab = 15)
Crusher - A machinist clockwork gauntlet that can be wound to greatly increase the grip and squeezing power of the hand by a level for four posts. Artillerists can refine for an additional level. Requires Clockwork Servo. Price - 75 Gold (Mat. = 50, Fab = 25)
Muzzlefeeder - A clockwork device that allows for quick, hands-free reloading of machinist firearms. Requires Journeyman skill in ballistics to modify a gun to use this. Price - 60 Gold (Mat. = 40, Fab = 20)
Shock Augment - The machinist equivalent of a topaz imbue. Recycles energy to not deplete topaz charge through use. Not compatible with vest. Price - 60 Gold (Mat. = 50, Fab = 10)
Telemote and Televator - Allow for remote activation of machinist devices. Vest compatible. Does not drain topaz noticibly. Televators Requires Electric Servo. Price - 60 Gold for Pair (Mat. = 45, Fab = 15), Price - 5 Gold for Televator (Mat. = 3, Fab = 2)
Advanced Electromagnet - A stronger version of the Electromagnet, pulls and grips with greater force. Requires electromagnet. Price - 30 Gold (Mat. = 15, Fab = 15)
Polarity Aug– Bow or Crossbow Aug – Two parts. One part in quiver applies magnetic charm to arrowheads. Second part on bow or crossbow is oppositely charged and accelerates the velocity and power of your arrows. Quiver part is vest compatible and does not drain topaz noticibly. Bow part is not. Price - 70 Gold (Mat. = 45, Fab = 25)
Magnaboots – Greaves and boots that use magnetic force and the minerals in the ground. Align polarity to boost your jumps and slow falls. Oppose polarity to stablize your footing and prevent you from being moved. Artillerists kicks can use this force to accelerate their kicks and increase the strength level of kick by 1. Vest compatible, boost jumps, fall slowing and kick boosting all drain 1/20th topaz. Price - 100 Gold (Mat. = 70, Fab = 30)
Hydroram/Hydrohammer - A thrusting hydraulic tool that can be held in the hands or attached to a Hydraulic activator. Requires Tank. Use drains 3/20 sapphire charge per post. Tank compatible. Price - 100 Gold (Mat. = 80, Fab = 20)
Hydroblaster - A larger, more powerful version of the Hydroburster, this one hits with enough sustained force to knock someone back, but uses up your water supply much faster. Tank compatible. 5/20 tank per post, or 1/2 gun per post. Uses 3/20 sapphire charge per post. Price - 90 Gold (Mat. = 75, Fab = 15)
Clamp Snare - A folding metal disk whose perimeter snaps up when stepped on, clamping onto the foot of the unlucky person with great strength. The sadistic have been known to sharpen or even tooth the edge to make it akin to an on the fly bear strap. Price - 70 Gold (Mat. = 60, Fab = 10)
Hydrogrip - A machinist hydraulic gauntlet to be used with the activator increases the grip and squeezing power of the hand by a level. Artillerists can work in retractable claws. Activator compatible. Uses 1/20 sapphire charge per post used, keeping claws extended does not drain battery. Requires hydraulic servo. Price - 75 Gold (Mat. = 60, Fab = 15)
Etching Stamp - A hand tool that uses the hydropack and activator for harness hydraulic power to etch and stamp design work into tough materials, specific types of etchings have been known to activate latent magical traits in the materials. Price - 90 Gold (Mat. = 65, Fab = 25)
Steambounder Greaves - Mechanized armored boots that use bursts of steam to drastically increase your leaping power. Artillerists can adjust to deliver red hot kicks. Uses 1/20 ruby charge per hit. Requires Pack. Price - 100 Gold (Mat. = 75, Fab = 25)
Steam Augment - The machinist equivalent of a ruby imbue, using steam to make the blade extremely hot and veiled by scalding steam. Price - 60 Gold (Mat. = 50, Fab = 10)
Steamsaw/SteamDrill - Akin to the Hydraulic arm tools, this device can be outfitted to a Thermal Activator or held in the hand, but uses rotational steam powered force rather than hydraulic thrusts. Saw is a circular saw. Uses 3/20 ruby charger per post. Price - 100 Gold (Mat. = 80, Fab = 20)
Steambolt - A large machinist crossbow that uses an internal steam winder to automatically redraw the heavy weight string. Requires Steamworks Servo and devoted Ruby. Uses 1/20 ruby charge per shot.. Price - 90 Gold (Mat. = 75, Fab = 15)
Rotosling - A device into which one can load small stones, which will be launched out at high speeds by an internal steam wheel. Attached over the shoulder to steampack. Each shot drains 1/20 ruby. Price -100 Gold (Mat. = 75, Fab = 25)
Blunderbuss - A machinist firearm with a short, wide barrel and flared muzzle. Uses buckshot. Single Shot. Muzzle Loaded Uses 1/8 bag black powder per shot. Price - 100 Gold (Mat. = 80, Fab = 20)
Fuse Bomb - A timed explosive device. Fuse can cut to be set between 10 seconds and 5 minutes. Price - 80 Gold for 3 (Mat. = 65, Fab = 15)
Thrust Augment - Refillable rocket augment that when activated accelerates the movement speed and force of whatever it is attached to. Uses 1/20 pint crude oil per use. Price - 60 Gold (Mat. = 50, Fab = 10)
Luminographer - A large lens device that uses a specially designed incendiary powder and chemicals to imprint an image onto special paper. The powder is free at most guildhouses. Price - 75 Gold (Mat. = 50, Fab = 25)
Flashbang - An advanced form of a flash pellet that blinds, deafens and disorients everyone in the area. Price - 80 Gold for 5 (Mat. = 55, Fab = 5)
Generator - Windup Power source that can be used to power electrical devices in place of a topaz crystal. Price - 120 Gold (Mat. = 90, Fab = 30)
Advanced Music Box - Can record a bard's woodwind performance and replay later for slightly weaker effect.
Price - 120 Gold (Mat. = 80, Fab = 40)
Chainblade - Sword with windup whirling teeth. Artillerist built and wielded chainblades can be wielded with level X Man-At-Arms skill. Mod 4. Price - 150 Gold (Mat. = 110, Fab = 40)
Machinist Arm - A clockwork mechanized third arm that is attached to the machinist by a harness and controlled by muscle movements in the shoulder. Average Strength, Mod 3. Artlllerists muscle control allows them to design and use this interface with much greater alacrity. Requires Clockwork Servo. Price - 150 Gold (Mat. = 125 , Fab = 25)
Cannister Gun - A springloaded projectile device designed to launch larger, more fragile projectiles than a ballistic gun would be able to, such as potion vials or balm jars. Price - 100 Gold (Mat. = 80, Fab = 20)
Faraday Rig - Advanced form of grounding rig, includes gauntlet. Allow you to by contact absorb electricity and either rechannel it into a bolt from your fingertips or use it to restore some of your vests topaz charge. Does not use battery. Price - 150 Gold (Mat. = 110, Fab = 40)
Tesla's Gun – A gun, handheld or gauntlet mounted, that releases an electrical blast akin to a lightning blast spell once per post. Vest compatible. Uses 4/20 topaz charge. Price - 120 Gold (Mat. = 90, Fab = 30)
Magnashield – A gauntlet lined with electromagnets which generate a field which repels metal. Artillerist's punches can adjust this field to accelerate their punches and increase the strength level of punches by 1. Uses electromagnet. Price - 100 Gold (Mat. = 70, Fab = 30)
Hydrocutter - A variation on the Hydroblade, this one causing a pair of 1' shearing blades to scissor out over the back of the hand, not extremely fast but with hydraulic strength. Strong enough to cut through a chain link if applied long enough. Tank and Activator compatible. Uses 3/20 sapphire charger per post used. Requires hydraulic servo. Price - 115 Gold (Mat. = 80, Fab = 25)
Hydraulic Bracing Rig - A full body rig worn under the clothes that when activated with brace your body in position, allowing you to withstand, hold back or hold up tremendous force. Artillerists can integrate this system into armor, increasing the armors durability as well. Activator compatible, does not noticibly drain sapphire. Price - 105 Gold (Mat. = 70, Fab = 35)
Steamdriver Gauntlet - Mechanized armored gauntlets that use bursts of steam to accelerate your arm movements and increase their momentum and force by a strength level. Artillerists can adjusted for red shot punches. Uses 1/20 ruby charge per post, Pack compatible. Price - 120 Gold (Mat. = 90, Fab = 30)
SteamScoot - A clockworks bicycle with outfitted with a steam engine to power the wheels in place of pedaling. Requires equal Clockworks skill to create. Requires own ruby battery and Steamwork Servo. Price - 160 Gold (Mat. = 120, Fab = 40)
Calliope – A Steampack attachment Can be set to play a woodwind performance piece (requires Bard with knowledge to help you set it), Uses 1/20 ruby charge per post used. Price - 100 Gold (Mat. = 80 , Fab = 20)
Steamstone - A steampowered rotary whetstone of great speed and precision. When used to hone and sharped blades before encounters, that blade gains an effective increase of modifier of 1 when cutting and will move though the air faster. Artillerists using it will gain an additional modifier level against organic materials. Price - 80 Gold (Mat. =85 , Fab = 15)
Musket Rifle - A long range muzzle loading rifle with a removable bayonette. Requires 1/8 bag black powder per shot. Price - 120 Gold (Mat. = 85, Fab = 35)
Ascension Rig - Uses machinist fuel and burner engine to power an extremely efficient hot air balloon that can be steered with controlled rocket bursts. Price - 200 Gold (Mat. = 160, Fab = 40)
Collapsible Mortar - A collapsible but durable small canon barrel with fold out legs for angled firing. Can be used to launch explosive or steel projectiles. Uses 1/3 bag black powder per shot. Price - 120 Gold (Mat. = 100, Fab = 20) Steel Shot Price - 20 Gold for 5 (Mat. = 10, Fab = 10)
Percussive Rocket - A stronger rocket with a built in payload of a special percussive explosive. Price - 100 Gold for 5. (Mat. = 100, Fab = 0)
Thunderjammer - A large maul weapon with built in refined thrust augs and fuel reservoir. Can store 2 pints of fuel, uses 1/10 pint crude oil per use. Price - 100 Gold (Mat. = 85, Fab = 15)
Clockwork Golem - A humanlike clockwork figure that can be wound up to carry objects for you. An electrics proximity sensor can be added to allow it to adjust its movements to maneuver around its surroundings. Also perfect armature for animation enchantments. Requires Clockwork Servo. Price - 250 Gold (Mat. = 200, Fab = 50)
DaVinci Ambulator - A full body suit of servos and actuators that is wound through your normal movements can be activated to augment your physical strength by two levels, as well as your speed, for 6 posts once per encounter. For artilierist built and used ambulators, this is extened to 10 posts twice per encounter.
Price - 270 Gold (Mat. = 200, Fab = 70)
Advanced Whirligig - A large single seated vehicle that uses pedal powered spiraling propellers to achieve flight.
Price - 250 Gold (Mat. = 200, Fab = 50)
Clockwork Swarm - Dozens of tiny steel dragonfly-like clockwork insects stored in a sphere. When releases they will fly about at random, pestering anything that gets in their way with tiny painful metal stingers. Takes two posts to reset clockworks into sphere. Price - 150 Gold (Mat. = 80, Fab = 70)
Textile Mill - A combination loom / spinning wheel, powered by a foot pedal, that allows for the manufacture of various fabrics from threads or yarn. Price - 160 Gold (Mat. = 140, Fab = 20)
Neuromote Diadem - Mentally controlled, handsfree version of the telemote that can interact with any number of televators. Appears as a metal band worn about the brow. Vest compatible. Does not drain topaz noticibly. Price - 120 Gold (Mat. = 85, Fab = 35)
Field Amplifier - A gun, handheld or gauntlet mounted, that releases an electrical blast that amplifies the natural field given off by most metals. Those hit by it cannot cast spells above level 3 as long as they wear or wield metal objects for the next 10 posts. Vest compatible. Uses 10/20 topaz charge. Price - 240 Gold (Mat. = 200, Fab = 40)
Neuroeletric Stimulator - A electric helmet to be worn in ones spare time. Post using it at wherever you call home before leaving for an encounter to boost your mental accuity and focus, granting you either an extra spell per post 3 times per encounter or Level 1-3 Intuitive Analysis for the encounter. Not vest Compatible. Does not drain topaz noticibly. Price - 250 Gold (Mat. =200 , Fab = 50)
Hydraulic Forge - A forging device that uses incredible repeated hydraulic pressure to slowly shape and materials without using heat, helping forge nonmetals like Nevermelt Ice and Dragonbone that can;'t be regularly forged. Uses whole sapphires charge per item forged, recharges over week real time. Price - 300 Gold (Mat. = 250, Fab = 50)
Steamjet Flight Harness - A variation of the Steampack that is larger and heavier, more securely attached to your body and able to create powerful downward steamburst that can be used for sustained flight. Requires own ruby battery. Price - 200 Gold (Mat. = 170 , Fab = 30)
Steam-Engine Cart - A wooden cart outfitted with a steam engine that powers the wheels and allows it you move without pulling. Can be rather hard to steer though. Requires own ruby battery. Price - 250 Gold (Mat. = 200, Fab = 50)
Steam Distillery - A steam powered device for creating your own alcohol from various grains and flowers. Steam helps lower boiling point for preservation of heat sensitive ingredients. Price - 200 Gold (Mat. = 160, Fab = 40)
Flamethrower - A device that sprays a proprietory mix of flaming fuel as dangerous as any fire magics. Uses 1/2 pint crude oil for every post used. Price - 130 Gold (Mat. = 100, Fab = 30)
Arm-Mortar - A specially designed bracer/gauntlet with a miniature mortar integrated into it. Blueprints include designed for rounds with propulsive explosives built in. Artillerist built and used ones have special bracing that reduces recoil and impact to arm. 1/4 bag black powder per shot. Price - 150 Gold (Mat. = 130, Fab = 20)
Explosive Mortar Rounds - Steel ball with a built in fuse that will detonate the round several seconds after firing. Can be sized for various mortars. Regular Size Price - 10 Gold (Mat. = 6, Fab = 4) Miniature Size Price - 5 Gold (Mat. = 3, Fab = 2)
Blast Furnace - Uses special machinist fuel to reach temperatures most forge furnaces can't, allowing for the smelting and forging of tougher, more resilient metals and alloys. Uses 1.5 pints crude oil per use. Price - 300 Gold (Mat. = 270, Fab = 30)
Crystal Fuser - A special chamber that uses the heat and pressure caused by controlled explosions to use crystal powder into crystals, allowing for the fusing of mixed dusts into special crystals. Uses 1.5 pints crude oil per use. Price - 300 Gold (Mat. = 240, Fab = 60)
If you skipped to the last post, please read above post, it is very important.
I will get to filling out Dual Spells like I did Relics once I get some general world work done thats been building up.
Lvl 3. Lithium - Transmute the air around a target's head into a calming, mood enhancing gas. It takes the edge off any pain and dulls their sense of touch, their dexterity, and their ability to read emotions. Their speech becomes slurred and mumbled.