Difference between revisions of "Iago's Private Stock"
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=== Single Use Charms === | === Single Use Charms === | ||
− | Many of Iago's more affordable items are bits of jewelry that are made of locally sourced--and magically charged--silver. Due to the silver's proximity to a focus of otherworldly power (the imprisonment enchantment sealing the rift beneath Tombstone), this silver can hold a tiny enchantment of its own. It takes just a moment to invoke, and once used, the silver becomes tarnished and the enchantment is spent. | + | Many of Iago's more affordable items are bits of jewelry that are made of locally sourced--and magically charged--silver. Due to the silver's proximity to a focus of otherworldly power (the imprisonment enchantment sealing the rift beneath Tombstone), this silver can hold a tiny enchantment of its own. It takes just a moment to invoke, and once used, the silver becomes tarnished and the enchantment is spent.<br /> |
− | *Healing charms: These take the form of jewelry such as rings, earrings or necklaces with pendants, as they require skin contact to function. They require 2 APs to use. The rings are simple enchantments, and when invoked, will heal one wound level to the limb the ring is worn on, or any hit location the wearer is touching. For 4 AP, the wearer can touch another person and heal them, instead. Earrings and necklaces are more powerful enchantments. They will only heal wounds to the head or torso respectively, but they will heal two wounds to the affected location when invoked. These charms will also automatically activate if the wearer dies from wounds received to the head or torso.<br /> | + | *Healing charms: These take the form of jewelry such as rings, earrings or necklaces with pendants, as they require skin contact to function. They require 2 APs to use. The rings are simple enchantments, and when invoked, will heal one wound level to the limb the ring is worn on, or any hit location the wearer is touching. For 4 AP, the wearer can touch another person and heal them, instead. Earrings and necklaces are more powerful enchantments. They will only heal wounds to the head or torso respectively, but they will heal two wounds to the affected location when invoked. These charms will also automatically activate if the wearer dies from wounds received to the head or torso. Cost: $10 for rings, $25 for earrings or necklaces<br /> |
− | *Trigger Finger Ring: A ring worn on the trigger finger. These come in two varieties. Each one takes 2 AP to use; if the attacker does not have 2 remaining AP after making their attack, the charm cannot be invoked. The first variety allows the player, after a successful hit, to draw an additional action card and add the results. If the first or second card is an exceptional success, resolve those as normal. The second enchantment allows a successful hit to draw a second card and add to the effect. Due to the nature of the enchantment, the effects will function with either a ranged weapon or close combat/unarmed attack, so long as the ring is worn on the hand making the attack.<br /> | + | *Trigger Finger Ring: A ring worn on the trigger finger. These come in two varieties. Each one takes 2 AP to use; if the attacker does not have 2 remaining AP after making their attack, the charm cannot be invoked. The first variety allows the player, after a successful hit, to draw an additional action card and add the results. If the first or second card is an exceptional success, resolve those as normal. The second enchantment allows a successful hit to draw a second card and add to the effect. Due to the nature of the enchantment, the effects will function with either a ranged weapon or close combat/unarmed attack, so long as the ring is worn on the hand making the attack. Cost: $5 for either variety<br /> |
+ | *Second Wind Snuff Ring: A simple ring with a hidden compartment filled with enchanted silver dust. If inhaled (2 AP), one dose of the dust allows the user to immediately recover 2d8 Concussion. Draw an action card and check 2d8 for effect. The ring may be reloaded (4 AP). Cost: $5 for the ring, $3 per dose of silver snuff<br /> | ||
+ | *Lucky Rabbit's Foot: When in possession of this item, the next calamity result is automatically turned into a normal failure. Cost: $8<br /> | ||
+ | *Cursed Chicken Bone: This is a dried chicken leg bone laced with silver wire. When the enchantment is invoked (4 AP), the user focuses on a target within 20 paces and snaps the bone. The target immediately falls prone with the sensation of a broken leg, but suffers no physical damage. If the target is not being attacked, they cannot get up on their own without paying the AP to rise and making a stun check at TN 13. Each subsequent attempt to stand reduces the TN of the stun check by 2. Cost: $20<br /> | ||
+ | *Silver Bullets: The enchantment carried within causes additional damage to supernatural creatures. When striking a supernatural creature, these bullets receive a damage bump. In the case of creatures that are specifically weak to silver itself (such as lycanthropes), silver ammunition causes 2 damage bumps. Silver bullets must be of a specified caliber and are generally not interchangeable, unless different weapons use the same bullets. Since silver bullets must be hand-cast and loaded, they increase the REL attribute of any weapon firing them by 1. Cost: 10 x normal ammunition costs.<br /> | ||
+ | |||
+ | === Enchanted Items === | ||
+ | Iago has a few items that either have more complex and permanent enchantments imbued within, or are made with more pure silver.<br /> | ||
+ | |||
+ | *Spurs of the Wind: These give the rider's mount +4 Move Rate (or +1 per phase during continuous actions) or decrease the TN of ride checks by 1. On ride check with a calamity result, check the toggle; if "yes," the enchantment burns out. If the toggle result is "no," the enchantment remains. Cost: $80 | ||
+ | *Spurs of Silence: These spurs definitely do not jingle, jangle, jingle. While worn afoot, these spurs soften the wearer's step and give them +1 to all sneak checks. On sneak check with a calamity result, check the toggle; if "yes," the enchantment burns out. If the toggle result is "no," the enchantment remains. Cost: $100 | ||
+ | *Traveler's Sarape: A rugged, wool hand-woven blanket worn like a cape with a silver clasp to secure it below the collar. This item of clothing grants 1 level of resistance to cold and heat-related scene attributes. Oddly enough, it also grants a +1 DB to strong unarmed, melee and thrown weapon attacks. On attack check with a calamity result, check the toggle; if "yes," the enchantment burns out. If the toggle result is "no," the enchantment remains. Cost: $75<br /> | ||
+ | *Rift Ward: An ornate silver token. When worn outside the clothes so it is visible, it will reduce damage suffered from the attacks of infernal enemies such as Demons and Fell Hounds. It can soak 1 wound per round. Once it soaks 5 wounds, the enchantment is spent and must be recharged. If more than 2 charges remain, it can be used to soak 2 wounds in one round, but doing so immediately depletes all remaining charges. Cost: $150 | ||
+ | *Silvered weapons: Silver can be mixed with the iron used to forge bladed weapons, allowing the weapon to hold an enchantment similar to a silver bullet. Silver is a very soft metal, though, and any silvered weapon will have its REL number doubled. On a breakdown, the weapon is rendered unusable, and must be repaired at a smithy before the enchantment can be reset. |
Latest revision as of 18:29, 15 February 2021
Iago Mercado maintains a small inventory of unique items for his more...discerning customers. He knows a bit about the spirit realms that bleed into our world, and makes specialty items that can help deal with supernatural entities. Of course, he doesn't just sell these to anyone; any potential buyer must meet his criteria that they know of the other side, as well, and use his wares for good.
Single Use Charms
Many of Iago's more affordable items are bits of jewelry that are made of locally sourced--and magically charged--silver. Due to the silver's proximity to a focus of otherworldly power (the imprisonment enchantment sealing the rift beneath Tombstone), this silver can hold a tiny enchantment of its own. It takes just a moment to invoke, and once used, the silver becomes tarnished and the enchantment is spent.
- Healing charms: These take the form of jewelry such as rings, earrings or necklaces with pendants, as they require skin contact to function. They require 2 APs to use. The rings are simple enchantments, and when invoked, will heal one wound level to the limb the ring is worn on, or any hit location the wearer is touching. For 4 AP, the wearer can touch another person and heal them, instead. Earrings and necklaces are more powerful enchantments. They will only heal wounds to the head or torso respectively, but they will heal two wounds to the affected location when invoked. These charms will also automatically activate if the wearer dies from wounds received to the head or torso. Cost: $10 for rings, $25 for earrings or necklaces
- Trigger Finger Ring: A ring worn on the trigger finger. These come in two varieties. Each one takes 2 AP to use; if the attacker does not have 2 remaining AP after making their attack, the charm cannot be invoked. The first variety allows the player, after a successful hit, to draw an additional action card and add the results. If the first or second card is an exceptional success, resolve those as normal. The second enchantment allows a successful hit to draw a second card and add to the effect. Due to the nature of the enchantment, the effects will function with either a ranged weapon or close combat/unarmed attack, so long as the ring is worn on the hand making the attack. Cost: $5 for either variety
- Second Wind Snuff Ring: A simple ring with a hidden compartment filled with enchanted silver dust. If inhaled (2 AP), one dose of the dust allows the user to immediately recover 2d8 Concussion. Draw an action card and check 2d8 for effect. The ring may be reloaded (4 AP). Cost: $5 for the ring, $3 per dose of silver snuff
- Lucky Rabbit's Foot: When in possession of this item, the next calamity result is automatically turned into a normal failure. Cost: $8
- Cursed Chicken Bone: This is a dried chicken leg bone laced with silver wire. When the enchantment is invoked (4 AP), the user focuses on a target within 20 paces and snaps the bone. The target immediately falls prone with the sensation of a broken leg, but suffers no physical damage. If the target is not being attacked, they cannot get up on their own without paying the AP to rise and making a stun check at TN 13. Each subsequent attempt to stand reduces the TN of the stun check by 2. Cost: $20
- Silver Bullets: The enchantment carried within causes additional damage to supernatural creatures. When striking a supernatural creature, these bullets receive a damage bump. In the case of creatures that are specifically weak to silver itself (such as lycanthropes), silver ammunition causes 2 damage bumps. Silver bullets must be of a specified caliber and are generally not interchangeable, unless different weapons use the same bullets. Since silver bullets must be hand-cast and loaded, they increase the REL attribute of any weapon firing them by 1. Cost: 10 x normal ammunition costs.
Enchanted Items
Iago has a few items that either have more complex and permanent enchantments imbued within, or are made with more pure silver.
- Spurs of the Wind: These give the rider's mount +4 Move Rate (or +1 per phase during continuous actions) or decrease the TN of ride checks by 1. On ride check with a calamity result, check the toggle; if "yes," the enchantment burns out. If the toggle result is "no," the enchantment remains. Cost: $80
- Spurs of Silence: These spurs definitely do not jingle, jangle, jingle. While worn afoot, these spurs soften the wearer's step and give them +1 to all sneak checks. On sneak check with a calamity result, check the toggle; if "yes," the enchantment burns out. If the toggle result is "no," the enchantment remains. Cost: $100
- Traveler's Sarape: A rugged, wool hand-woven blanket worn like a cape with a silver clasp to secure it below the collar. This item of clothing grants 1 level of resistance to cold and heat-related scene attributes. Oddly enough, it also grants a +1 DB to strong unarmed, melee and thrown weapon attacks. On attack check with a calamity result, check the toggle; if "yes," the enchantment burns out. If the toggle result is "no," the enchantment remains. Cost: $75
- Rift Ward: An ornate silver token. When worn outside the clothes so it is visible, it will reduce damage suffered from the attacks of infernal enemies such as Demons and Fell Hounds. It can soak 1 wound per round. Once it soaks 5 wounds, the enchantment is spent and must be recharged. If more than 2 charges remain, it can be used to soak 2 wounds in one round, but doing so immediately depletes all remaining charges. Cost: $150
- Silvered weapons: Silver can be mixed with the iron used to forge bladed weapons, allowing the weapon to hold an enchantment similar to a silver bullet. Silver is a very soft metal, though, and any silvered weapon will have its REL number doubled. On a breakdown, the weapon is rendered unusable, and must be repaired at a smithy before the enchantment can be reset.