Date: Sun, 20 Mar 1994 13:57:00 BST Sender: Mythus Fantasy Roleplaying Game List <[MYTHUS L] at [BROWNVM.brown.edu]> From: "John R. Troy (JRT--Mad Demiurge of Vargaard)" <[j troy] at [genie.geis.com]> Subject: JRT-ART: EE Sub (4) Submission For Mythic Masters Magazine From: John R. Troy [j troy] at [genie.geis.com] Date: February 1st, 1994 Enchanted Equipment Submission: Notes: Here's a trio of Magick Items I created. You can put them all into one issue, or break 'em up as needed. I figured I should create some small ones for use with EGG stuffing us with the Changeling game material. All you need to do is add costs and publish! ---------------- Begin Entries ---------------- Fireflail History: The Fireflail's origin is lost in history. What we do know is that it originated in AEgypt long ago, perhaps by a mage devoted to the elements, a priest-mage in the service of Ra, or some powerful hermaturge. Whatever, the case, the device has been studied and duplicated throughout AErth, although the secrets of creating the weapon are better known in the AEgypt and those that have mages from that culture, such as Hy Braseal, Darfur, and Relantl. Appearence: The Fireflail is always a one-handed flail, designed like other AEgyptian flails. The handle had runes of Hiero-AEgyptian, usually dealing with fire, heat, dieties of flame, fire, heat, and sunlight. The handle usually has some gemstones as well, those most likely dealing with fire. Aural analysis will reveal strong dweomers dealing with fire, elemental force, and a slight trace of postive heka and Empyreal influences. Powers: * When the fireflail is held and a command word spoken, the flail's "tails" ignite into flame. This flame does an extra 2D3 points of fire damage, plus the normal chance for combustion occuring on a target. The flames are equal to that of a torch for the purposes of illumination. * If the wielder of the fireflail is a full practioner mage, then another power is available to the wielder. Once/day, if the proper command word is spoken, the mage may call up Empyreal flame into the ignited flail. The flame is very birght and sheds illumination equal to that of a daylight cantrip...further more, it does 2D10 points of fire damage--and only castings and immunities that protect one from Supernatural Fire will protect the wielder. The Empyreal flame only lasts 3D3 CTs. Command: One command word for ingite/extinguish the flames, another one to activate the Empyreal flames (only by Full Practioner Mage). Cost: Sabrina's Sash of Saftey History: Sabrina LaCroix (842-899 AAF), an enchantress and famed Parisian fashion designer, is acreditted with the creation of this magickal device. The first time it came into knowledge was during a public assassination attempt on her life by the Kraken's Killer Kultists during one of her "private" shows for her special friends. She untied the accessory, and disappeared...then reappeared 2 minutes later with a few friends and a few guardian spirts, to battle and defeat the Kraken's Own. Since then, the knowledge and creation of this scarf has dissiminated amongst certain heka-practioners of Francia, as well as other states of Western AEropa. The device is rare, because of both the relative secrecy of the knowledge as well as the rare and expensive materia required to create the product. Appearance: The sash varies in size, sometimes it can be the size of a headband or bandana, other times it is belt sized. It can have any color, style, pattern, shape, etc. It is always of above average quality, and is usually composed of some fine cloth or silk. Any form of divination will have to overcome the effect of a _Mask Heka_ ritual, which is used in the creation of such objects. Powers: When the Scarf is looped or wrapped around a person and tied into a knot, the object then "records" the area at which it was tied. When a persona unties the knot, a powerful teleportation dweomer comes into effect, transporting the user back to the very place he or she tied it. The teleportation effect operates in the 9th Dimension (Conceivability), and thus can bypass most barriers and obstacles. This power even works across planar barriers. Note that the sash is left behind when this teleportation effect occurs, thus, for the persona, it is usually a 1 shot device. The scarf can be aquired by others, however, and then used by them. For game purposes, the time it takes to untie a knot is 2-4 CTs (1D3+1). High PNPow will reduce the time by 1 CT per every 5 points over 10, thus -1 at 15-19, -2 at 20-24, etc. It takes a minimum of 1 CT to undo such a knot. If the sash is cut, it will lose it's dweomered properties instantly. Note, however, that in the process of creating the sash, it becomes resistant to such damage. It can resist up to 16 pts of cutting/piercing damage/CT. It is also completly unaffected by mundane and preternatural fire (it can't ignite). Command: No command is needed. Cost: Shard Star. History: The Shard Star is Dweomered Weapon of unknown origin. It is believed to have been created somewhere during the glory dayes of the Ancient Ch'in Empire. It has been used in Warfare and Assasination attempts in their history. Since that time, the knowledge has been passed down throughout all of AErth. These weapons are uncommon, but very expensive and never available in large quantities. They are used by assassins and spies, as the weapon is less effective in military operations due to the limitations against armor. Appearence: The Shard Star appears as a large Throwing Star, always of Unsurpased Quality. The Star will have some arcane pictograms on it. Heka-dection will dected a standard Magickal Aura, of Alchemical and Heka- Forging nature. Powers: When a Shard Star is thrown and strikes a hard object, such as a wall or persona, they explode on contact, bringing into effect a large volume of sharp shards, all over a 2 Rod Radius. The explosive effect does 4D6 Piercing DMG, multiplied by a 1D6 exposure roll for the target, 1D3 for all other targets. Note that unlike most explosions, Armor DOES protect against this explosive effect. Command: No command is needed for this to work. Cost: