Was walking my dog in the forest, where I get most of my good ideas, aaand I realized I didn't publish anything here in a bit. So I looked through some notes at items I've made for players, tested a few ideas and made this list of solarpunk inspired artifacts.
I try to keep them pretty system neutral and they can be used for most of types of games. Some I've used in OSR games - OSE, Cairn 2e - another in Vaults of Vaarn - and one even in a Monster of the Week game I run. Feel free to adjust them to your games and worlds add your ideas and have fun.
Glove of inorganic control – mushroom leather, small textile wires and electrodes on the outside. When holding a piece of inorganic matter – soil, mineral, metal, gem, etc. at least the size of a golf ball, you can control that type of matter around you in a 30ft radius, for up to six turns.Effect stops once you let go of the matter.
Recharge: fill with desired type of matter, to calibrate the glove. One hour per one turn of use.
Solar Rifle – Looks like a bolt-action rifle, with crystal crosshairs, with the stock inlaid tiny black, ceramic, collector tiles. Attacks damage like heavy crossbow + 1d6 sun damage. Counts as a magical weapon. Is charged with six projectiles.
Recharge: keep the collector tiles in direct sunlight – each hour charges one projectile.
Sunvault Bomb – Tennis balls size crystal sphere, with tiny leaves and petals floating inside. Single use. On impact, a bright sunlight blinds all in a 30ft radius for 1d4 rounds and creates a thick zone, of rapidly growing friendly vegetation.
Collector shield – Round shield lined with shiny metal. The field is filled with black, ceramic filaments. Captures sunlight, up to three charges, with one hour per charge. Stored charges can be activated in singles, pairs or triples for example for the following effects:
Heal the wielder – One charge: small healing; Two Charges: significant healing or curing one poison or one disease or one wound; Three charges: major healing or significant healing and curing disease and wound and poison. It doesn’t regrow limbs.
Energize the wielder – Three charges: one extra action in combat
Reflect missiles (includes magical projectiles) back at their source – One charge: Single missile; Two Charges: All missiles in a round, Three charges: All missiles in two rounds
Blind opponents: One charge: Blinds a single opponent briefly; Two charges: Up to three opponents briefly, or one for a long period of time; Three charges: Up to 10 opponents briefly, up to three opponents for a long period of time, or a single opponent (almost) permanently
Feel free to make up any additional effects. There are the ones I came up with, so far.
Recharge: keep the collector shield in direct sunlight – each hour gives one charge.
Black Garlic Coal – Garlic grown in the roots of sanctified Moringa oleifera trees, compressed into small tablets. When put into liquid it can purify the liquid – any poison, disease or taint within minutes. When ingested works as an antidote. Three tablets. One tablet effects up to 50 liters of liquid.
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