Accessories
Traps
Traps are items which are built out of specific materials, but serve the purpose of capturing/killing prey or trapping targets. Useful in many ways to deal damage to or herd enemies from entire regions. Mostly used by hunters, traps have only a limited number of uses before they become obsolete.
Caltrops (15cr.)- Small 4 spiked balls designed to have 3 spikes balancing and 1 poking upwards at all times. Designed to be dispersed quickly, often as a method for slowing unwanted followers.
Effect: Attacks lower legs, causes x piecing damage to the legs of a target. (x = target's size)
Escape Roll: Agility (+2 trap favor if caught)
Weight/Size: 0.5/1
Setup Time: 1 action per square covered (covers a maximum of 5 squares per bag)
Snare (35cr.)- A rope trap that catches a foot and hangs a target by whatever it loops around.
Effect: Attacks lower legs, Causes confusion (Level x). Target is suspended upside-down in air. (x = Creativity)
Escape Roll: Speed (+2 trap favor vs Agility if caught)
Weight/Size: 0.75/1
Requires: 1 Rope, 1 Tree or other limbed structure.
Setup Time: 2 turns
Trammel (50cr.)- A net trap designed to restrict movement.
Effect: Attacks body, -x Speed & Agility.
Escape Roll: Speed (+2 trap favor vs Agility if caught)
Weight/Size: 0.75/2
Setup Time: Thrown up to LR(Str) Distance.
Alarm (65cr.)- A trap that alerts everyone to an ambush, allowing them a few seconds to prepare themselves for battle. Not used for trapping, but rather as a defensive device for forts against assassins.
Effect: Triggers when hidden targets enter x radius. (x = Creativity)
Escape Roll: None.
Weight/Size: 0.5/1
Setup Time: 2 turns.
Pitfall (50cr.)- A pit trap with sharp objects at the bottom to deal damage to falling targets. The item itself refers to the spikes laid at the bottom of the trap, not the trap itself. The spikes are often too long to be used outside of a pit.
Effect: Attacks legs & waist, causes
3+y Piercing damage to a target. (y = Target's Size)
Escape Roll: Speed (+3 trap favor vs Strength/Agili
ty if caught)
Weight/Size: 1/2
Requires: 1 Shovel or Burrowing skill.
Setup Time: 3 turns
Conibear (65cr.)- A "bear trap" consisting of steel jaws that trigger when stepped upon.
Effect: Attacks lower legs, causes 3+x Cutting damage to legs of a target & immobilizes them while chained.
Escape Roll: Agility (+2 trap favor vs Strength if caught)
Weight/Size: 1/2
Setup Time: 1 turn
Mine (100cr.)- An explosive trap triggered when stepped upon, designed to kill.
Effect: Attacks legs (splash to rest of body), causes 8 Fire Splash Damage with 50% Burn DOT.
Escape Roll: None.
Weight/Size: 0.75/2
Setup Time: 1 turn
Jewelry
Jewelry is precious metals and stones aligned in a manner to be pleasing to the eye. Worn by both males and females as a statement of wealth, as they are often expensive. Jewelry is known to be an excellent gift for bargaining a deal or proposal. Jewelry is also known to be a commonly enchanted item, and so many can exhibit magical effects when found.
Ring (40cr.)- A small metal band to be fit around the fingers.
Special: +1 Charisma
Weight/Size: 0.25/0.5
Bracelet (60cr.)- A metal band to be fit around the wrist.
Special: +1 Charisma
Weight/Size: 0.5/1
Necklace (80cr.)- A metal chain to be fit around the neck, shorter versions are called chokers.
Special: +1 Charisma
Weight/Size: 0.75/1
Brooch (70cr.)- A metal pin worn by women.
Special: +1 Appearance
Weight/Size: 0.25/1
Cuffling (70cr.)- A set of metal buttons worn by men around their "cuffs".
Special: +1 Appearance
Weight/Size: 0.5/0.5
Circlet (100cr.)- A round crown worn mostly by distinguished nobility.
Special: +1 Charisma & Appearance
Weight/Size: 1/1
Gadgets
Gadgets are special items made with advanced mechanics and engineering to improve the life of its user. Though sometimes faulty, they can provide astounding insights or advantages when used properly. Gadgets in particular are the favorite item of tinkers, and many are of goblin or dwarven design.
Scope (65cr.)- A rangefinding telescope, perfect for searching linear regions. Used mostly in gun mounts by snipers.
Use: 200% Awareness, but only linear.
Special: Tracking Skill +1 or attaches to a rifle for +1 Accuracy in longer ranges.
Weight/Size: 0.75/2
Dummy (90cr.)- A copy of the character, works well in distracting long range targets. Rather heavy, but increases chances of escape.
Use: Creates an illusion of a character, no effect in short/medium range.
Special: +1 Illusion spells.
Weight/Size: 1.5/5
Goggles (20cr.)- Popular eyewear among pilots, particularly useful in keeping dust and smoke out of one's eyes.
Use: +1 Blind Resistance.
Weight/Size: 0.25/1 (Head Armor equip)
Spyglass (50cr.)- An espionage gadget, used for seeing around or over obstacles without giving away one's position. Sometimes referred to as a periscope.
Use: Can see around obstacles if one space from opening.
Weight/Size: 0.5/1
Recombobulator (100cr.)- A strange device used to dispel magical effects. Particularly undependable, but can increase magical resistances over the normal.
Use: Removes a spell in effect, only if 50%x>y. (x = Intelligence, y = Spellcaster's Magic)
Special: Absorbs 1d6 amount of spell effect when equipped to armor.
Weight/Size: 0.75/2 (Body armor equip)
Compressed Air Launcher (110cr.)- A device using pressurized air to launch projectiles at much higher speeds.
Use: Increases thrown weapon range & damage by 25%.
Special: Can be equipped to ballistic weapons for 25% increases.
Weight/Size: 0.5/1
Difibrulator (150cr.)- A pair of jumper cables which can be used to restart automatons or some suggest even reviving the dead.
Use: Revives an unpowered mechanical target with full stamina. (Luck chance to revive non-mechanical living targets)
Weight/Size: 1/2
Deepsea Helmet (175cr.)- A strange round metal helmet with thick glass windows. Pumps air for brief periods when charged.
Use: Allows underwater travel while active. (Lasts 13-x turns, x = size)
Special: +1.0 Head Resistance.
Weight/Size: 0.75/2 (Head Armor equip)
Cloaking Device (250cr.)- An expensive type of electrical cloth used to mirror one's surroundings. Rare to encounter, but has fundamental stealth uses.
Use: 200% Hiding skills while active.
Special: Immune to truesight at night.
Weight/Size: 1.5/2
Instruments
Instruments are musical items meant to amplify songs by harmonizing with vocals provided by a singer. A favorite item of bards, instruments usually are their only armament but make for poor weapons at best. In terms of precision, ranges are applied. Instruments can be used to attack, but will only do their size amount in impact damage with no % stat factors.
Strings
Lute (100cr.)- A guitar of half pear shaped body, popular first choice for human bards.
Range: SR3, Linear
Weight/Size: 1/3
Guitar (175cr.)- Popular instrument for travellers, has good range of tune.
Range: SR3, Linear
Weight/Size: 1.25/3
Violin (250cr.)- A small stringed instrument made with meticulous precision for perfect sound. Higher pitches, sometimes referred to as a fiddle in rural culture.
Range: SR1, Linear
Weight/Size: 0.75/1.5
Viola (300cr.)- A larger version of a Violin, developed for middle register tune.
Range: SR2, Linear
Weight/Size: 1/2
Cello (350cr.)- A large string shaped like a violin, but with the intention of a mellow sound. Rather heavy, usually rested against the floor when played.
Weight/Size: 2/4
Bass (500cr.)- A largest string instrument aside from the piano-based stationary instruments. Has very low tunes, and can bellow out much deeper rhythmes.
Weight/Size: 3/5
Woodwinds
Flute (80cr.)- A metal or wooden pipe with holes poked at specific lengths. Air is blown over the front most hole, and the remaining are used for different pitch.
Range: SR2, Linear
Weight/Size: 0.5/1
Piccolo (100cr.)- A small flute, used for very high pitches. Difficult to play because of its smaller size.
Range: SR1, Linear
Weight/Size: 0.25/1
Clarinet (120cr.)- A reeded instrument similar to the flute in design, but producing a mellow tune with different mouthpiece.
Range: SR3, Linear
Weight/Size: 0.75/2
Oboe (150cr.)- A smaller version of the clarinet with double reeded design.
Range: SR2, Linear
Weight/Size: 0.5/1
Saxophone (190cr.)- A reeded instrument appearing like a brass (wooden interior), snake-curved clarinet. Has a good range of sounds, and is popular among travellers.
Range: SR3, Linear
Weight/Size: 1/2
Yidaki (250cr.)- A primite woodwind from Alcheran design, but adopted by many orcish cultures. Consisting of a wooden pipe that is blown with pressed lips together. Despite pressed lips, it has a very low bass sound similar to rolling thunder.
Range: SR5, Linear
Weight/Size: 1.5/5
Bassoon (300cr.)- A large reeded instrument, appearing much like a clarinet but with oboe mouthpiece sticking out from its middle.
Range: SR4, Linear
Weight/Size: 2/4
Brass
Trumpet (125cr.)- A brass instrument used popularly in military ceremonies, sometimes called a bugle.
Range: SR2, Linear
Weight/Size: 0.75/2
Horn (175cr.)- A curved brass instrument with complex keys & tubing for rich sound, oddly played with the horn end facing towards self.
Range: SR2, Linear
Weight/Size: 1/3
Tuba (325cr.)- Enormous brass instrument with loud bulbous sounds, used mostly in festivals as its sound can be playful for such a heavy bass.
Range: SR4, Linear
Weight/Size: 2.5/4
Trombone (250cr.)- A brass instrument with largest range of sound because of its sliding apparatus. A bit large and cumbersome.
Range: SR5, Linear
Weight/Size: 1.5/5
Percussion
Cymbals (80cr.)- Simple brass dishes used to make loud clashing sounds.
Range: SR2, Defensive
Weight/Size: 0.5/2
Snare (110cr.)- A drum used to make tapping sounds, quite popular in bands to keep a rhythme.
Range: SR2, Defensive
Weight/Size: 0.75/2
Timpani (150cr.)- Half-elipse drums used for rolling, but can be struck for certain notes.
Range: SR2, Defensive
Weight/Size: 1/3
Bass (250cr.)- Big drums used for pulsing beats, popularly used as wardrums.
Range: SR3, Defensive
Weight/Size: 3/5
Tools
Tools of the trade, often listed in groups such as "smithing tools" or "carpentry tools". Patched together in kits, they can be used seperately for specific functions. In particular, each tool may provide a role-playing edge in certain situations.
Miscellaneous
Accessories which cannot be categorized into a single group are placed here. Usually miscellaneous items serve a specific purpose, particular purposes with re-usable means.
Return Link: Fantasma Items