Art by the awesome Victorin Ripert |
- Voluminous Scintillating Robes. Preferred by nobles. Larger on the inside - can fit a 10' pole or a greatsword within. Disadvantage on stealthy indiscretions. 100 G
- Telemetry HUD Helm. Holograms and soothing whispers give advantage on all ranged attacks. Disadvantage to notice things when applicable, as it constantly is trying to get you to shoot at things. 10 G
- Living Rope. Grows 1' a day if fed about a cup of sugar. 1 G for 20'
- Polis ANFRAM. A tracked, self-propelling mounted gun / hydroponic flask. Moves at a steady walk. Fires flows and vines out to far range. Flower pollen does d6 subdual damage. 5 G, 1 G for a 6 round ammo belt.
- Mudskipper, Giant. Mount in the Wet Slopes. 15 G. Fish food in bulk is 1 G for 5 days.
- Guard Psychic Maltese. Understands simple commands. 7 hp 5 Str 16 Cha. Psychic Attack (d6, ignores most armor). Telepathy alarm. 30 G.
- Crystal Rations. Do not spoil, not hurt by wet. 3 G / day.
- Multitool Repair Spider. Can repair some Pretech on a Cha roll. 2 hp 9 Str 12 Cha.
- Bone Armor. Must be fed via wearer's blood (-1 Str) once a week. 1 Armor.
- Gravity Bomb. Triples gravity in a 60' radius for 1d6 rounds. Treat falling down as falling 10', Str check to stand. 12 G
- Music Box. Telepathic melody projector. 13 G.
- Eel Sword. Comes with an aquarium-sheath, can fire out electricity 1/day doing an extra d8 damage. Come in one-handed (1d6) and two-handed (1d8) varieties. 8 G
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