Rysky
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Pretty much all of the Shattered Star AP is filled Thassilonian treasures.
Other than that, puzzles, clockworks, and ornate and ostentatious things made of skymetals (Adamantine, Orichalcum, etc)that aren't super scifi-ish like what you'd find in Numeria.
So like an Adamantine cigar box, an Orichalcum music box, Noqual noise dampening ear coverings, etc
| Loreguard |
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Thassalonian Vibe
Make sure it involves significant/notable Runes inscribed on it.
Make sure it looks really old
If possible, have it relate to one of the seven deadly Sins (or if even older the opposite, related virtue)
Have it made from a rare starmetal.
Heavily runed clockwork creature/device that defends you, or acts as a Valet, or that produces food for you.
Ok, these are really rough, but they are something you could start with, and might give you other ideas.
The action to create the effect is a 2 action activation activity that includes envision, and move traits.
It doesn't impact Intimidation attempts at all.
Activate (Drink)
Manipulate, Envision, Necromantic
poured into a mouth to be drunk immediately, has effect Purify Food and Drink spell as well as Enhance Victuals spell on the liquid in the cup being drunk.
Activate (Pour)
Manipulate, Necromantic
Pouring the liquid out of the cup, if the liquid has been in the cup at least 10 minutes, the liquid gets the benefits/effects of the Purify Food and Drink spell
| Zapp |
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I massaged your ideas a bit, Loreguard. Mainly to make them "addictive" of sorts... :)
(Not saying changes necessarily are improvements, though I did address a few issues I found unclear or undefined in your originals)
Mirror of Vanity
A polished disc of blackened metal, four feet tall. Outer frame decorated by silvery runes. Spend one round in front of mirror and it reflects your image, except parts covered by clothing or outside the frame. Spend a full minute envisioning an improved flawless version of yourself from all angles, and you're covered with illusion magic granting +2 to Diplomacy for 8 hours (since it improves but does not change your features it can't help with Disguise or Deception) or until you return to deactivate the effect. While activated, anyone looking in the mirror only sees your (improved) reflection. The mirror can be used once a day. Once the effect wears off, make a DC 20 Will save or suffer the rebound: -2 penalty to Charisma-based skill checks for one week (though using the mirror again temporarily cancels this effect). Critical failure = -2 to further attempts to resist rebound (treat as a level 7 curse). Three fails in a row = the penalty is permanent (treat as a level 7 curse).
Chalice of Savoring
This runed bronze cup will empower the person drinking wine from it to transform 2 gallons of wine and 10 pounds of food as per Enhance Victuals. The cup can be used three times a day. When the day is over, anyone using the cup's power must make a DC 20 Will save or suffer the rebound: any drink and food touched by the person for one week spoils or rots (except if you use the cup again). Critical failure = -2 to further attempts to resist rebound (treat as a level 7 curse). Three fails in a row = the penalty is permanent (treat as a level 7 curse).
Clockwork Palanquin
One person can sit inside and take control of the contraption. This takes one minute. Control is lost if you exit the palanquin and stay out for more than ten minutes. Controlling the palanquin allows controller to expand the interior space to a tent comfortably housing six medium-sized creatures equipped with carpets, pillows, scented oils and a single ever-burning candle providing minimal light during nighttime. The palanquin protects its inhabitants much like a real tent would, but does not confer any other protections. It obeys the controller's spoken commands and behaves like a minion/mount that automatically walks tirelessly in a given direction or along a discernible path. The palanquin has Speed 10 but since it does not need to sleep, it covers 24 miles in a day of travel, not the 8 indicated by table 9-2. Confronted by obvious danger (a hostile creature, impassable terrain, etc) it simply stops, automatically waking the controller if asleep. The chair is slow and has some defined hardness and set number of HP. If it is broken it moves half speed. It does not heal on its own, requiring craft checks to heal it. Some of these however have climb, swim or, walk on water, or fly speeds. Each time you lose control over the palanquin, make a DC 20 Will save or suffer the rebound: you cannot sleep outside the palanquin for a week, gaining Drained 1 each day (cumulative). Critical failure = -2 to further attempts to resist rebound (treat as a level 7 curse). Three fails in a row = the sleep deprivation is permanent and can kill you, i.e. rise above 7 (treat as a level 7 curse).