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:'''Alchemist Goggles''' [Seasoned]: these grey tinted goggle device will aid in identify any alchemy compound or elixir and can see finite details. Add +2 to any Alchemy check to identify an alchemist compound and +2 to Notice and Research when looking for fine detailed clues. Costs 1PP to activate with a duration of 10 rounds. Cost 1,500, Wt. 2.
 
:'''Alchemist Goggles''' [Seasoned]: these grey tinted goggle device will aid in identify any alchemy compound or elixir and can see finite details. Add +2 to any Alchemy check to identify an alchemist compound and +2 to Notice and Research when looking for fine detailed clues. Costs 1PP to activate with a duration of 10 rounds. Cost 1,500, Wt. 2.
 
:'''Arcane Barrier Generator''' [Heroic]: this heavy metallic rod is placed in the ground to work as the Barrier spell, when activated the basics create a Toughness 10 barrier that is 5” long and 2” tall. However all modifiers listed under Barrier power (are allowed when this device is activate at the PP increase listed there. It takes 3PP to activate the basic barrier with a duration of 5. Cost 8,000, Wt. 20.
 
:'''Arcane Barrier Generator''' [Heroic]: this heavy metallic rod is placed in the ground to work as the Barrier spell, when activated the basics create a Toughness 10 barrier that is 5” long and 2” tall. However all modifiers listed under Barrier power (are allowed when this device is activate at the PP increase listed there. It takes 3PP to activate the basic barrier with a duration of 5. Cost 8,000, Wt. 20.
:'''Arcane Detector''' [Novice]: these metal rod like devices work per the Detect Arcane Power when activate senses all magical affects (including rune plates, etc.) within 20”. If the arcane is being concealed in some way this is a contested Smarts check. Costs 2PP to activate with a duration of 5 rounds. Cost 500, Wt. 2.
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:'''Arcane Detector''' [Seasoned]: these metal rod like devices work per the Detect Arcane Power when activate senses all magical affects (including rune plates, etc.) within 20”. If the arcane is being concealed in some way this is a contested Smarts check. Costs 2PP to activate with a duration of 5 rounds. Cost 500, Wt. 2.
 
:'''Arcane Disruptor''' [Veteran]: these square metal boxes work as the Dispel Arcane Power when activated its effect arcane skill is a d10 opposed by the target’s arcane skill. Divine magic imposes a -2 penalty on the skill check. Costs 2PP to activate and there is no duration. Cost 2,000, Wt. 5.
 
:'''Arcane Disruptor''' [Veteran]: these square metal boxes work as the Dispel Arcane Power when activated its effect arcane skill is a d10 opposed by the target’s arcane skill. Divine magic imposes a -2 penalty on the skill check. Costs 2PP to activate and there is no duration. Cost 2,000, Wt. 5.
 
:'''Arcane Field Charger''' [Seasoned[: this device can recharge a small arcane battery at 1PP per 15 minutes, a moderate arcane battery at 1PP per 30 minutes and a medium arcane battery at 1PP per hour. The charger requires 10lbs of Coal per hour it operates. Cost 1,500, Wt. 15.
 
:'''Arcane Field Charger''' [Seasoned[: this device can recharge a small arcane battery at 1PP per 15 minutes, a moderate arcane battery at 1PP per 30 minutes and a medium arcane battery at 1PP per hour. The charger requires 10lbs of Coal per hour it operates. Cost 1,500, Wt. 15.
 
:'''Arcane Field Charger, Semi-Portable''' [Veteran]: this heavier arcane charger can recharge four small, or three moderate or two medium batteries at the same time at the same speed as the base model plus or it can recharge a heavy arcane battery at 1PP per two hours or a super arcane battery at 1PP per four hours. Requires 25lbs of Coal per hour of operation. Cost 10,000, Wt. 75.
 
:'''Arcane Field Charger, Semi-Portable''' [Veteran]: this heavier arcane charger can recharge four small, or three moderate or two medium batteries at the same time at the same speed as the base model plus or it can recharge a heavy arcane battery at 1PP per two hours or a super arcane battery at 1PP per four hours. Requires 25lbs of Coal per hour of operation. Cost 10,000, Wt. 75.
 
:'''Darksight Goggles''' [Seasoned]: these dark shaded goggle work per the Arcane Power Darksight. When activate ignore all illumination penalties caused by darkness including magical darkness. Costs 2PP to activate with a duration of one hour. Cost 1,000, Wt. 2.
 
:'''Darksight Goggles''' [Seasoned]: these dark shaded goggle work per the Arcane Power Darksight. When activate ignore all illumination penalties caused by darkness including magical darkness. Costs 2PP to activate with a duration of one hour. Cost 1,000, Wt. 2.
:'''Farsight Goggles''' [Novice]: these red tinted goggles work per the Arcane Power Farsight. When activate can read items out to one mile away and halves all range penalties to Athletics for throwing and the Shooting skill. Cost 3PP to activate with a duration of 5 rounds. Cost 2,000, Wt. 3
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:'''Farsight Goggles''' [Veteran]: these red tinted goggles work per the Arcane Power Farsight. When activate can read items out to one mile away and halves all range penalties to Athletics for throwing and the Shooting skill. Cost 3PP to activate with a duration of 5 rounds. Cost 2,000, Wt. 3
 
:'''Flight Pack''' [Heroic]: this backpack like device works like the Arcane Power Fly granting the wearer a fly Pace of 12 while activated. Costs 4PP to activate with a duration of 5. Cost 5,000, Wt. 15.
 
:'''Flight Pack''' [Heroic]: this backpack like device works like the Arcane Power Fly granting the wearer a fly Pace of 12 while activated. Costs 4PP to activate with a duration of 5. Cost 5,000, Wt. 15.
 
:'''Gauntlets of Lighting''' [Veteran]: these heavy looking gauntlets can fire an electrical bolt (using the Shooting skill to hit) at a range of 12/24/48 that deals 2d6 damage. This costs 1PP per bolt. The normal ROF is 1 but can be increased to 3 each bolt costing 1PP. Or can increase the damage of the bolt to 3d6 for 2PP, Can add AP-2 for +1PP or AP-4 for +2PP. Includes the Electrical Trapping for spells such that if the attacker gets a raise on their attack check the target requires a Vigor check or be Distracted and Vulnerable for one round, Metal armor also has two less Armor Point verses electrical damage. Cost 5,000, Wt. 5 each.
 
:'''Gauntlets of Lighting''' [Veteran]: these heavy looking gauntlets can fire an electrical bolt (using the Shooting skill to hit) at a range of 12/24/48 that deals 2d6 damage. This costs 1PP per bolt. The normal ROF is 1 but can be increased to 3 each bolt costing 1PP. Or can increase the damage of the bolt to 3d6 for 2PP, Can add AP-2 for +1PP or AP-4 for +2PP. Includes the Electrical Trapping for spells such that if the attacker gets a raise on their attack check the target requires a Vigor check or be Distracted and Vulnerable for one round, Metal armor also has two less Armor Point verses electrical damage. Cost 5,000, Wt. 5 each.

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