Equipment
Various items that the PCs can carry. Includes weapons, potions, herb, instruments, etc.
![]() CatchBow Tier: 0 Card Type: Equipment A heavy cross bow fitted with bolts that trail a thick rope. Penalty to hit and only usable out to medium range. Rope can run out to 50' and is difficult to tear except with extreme strength. |
![]() Dire Crossbow - Tier: 0 Card Type: Equipment A very heavy crossbow that has been reinforced with iron plates. Using a special crank, it can be wound to a much higher tension than a normal crossbow and so will deliver a heavier bolt at much higher speeds. The downside is that the weapon and its ammo are extremely heavy (two slots), and reloading it takes the better part of a minute. |
![]() ManBal Tier: 0 Card Type: Equipment A man portable ballista. This weapon is extremely heavy, and is just barely carry-able by a strong man. Emplacing and loading the ballista takes approximately 5 minutes, though if they do not care much for safety an expert could do it in 3. Reloading the weapon takes 2 minutes. On the upside, the bolt the weapon fires will kill most things smaller than a polar bear, and even an polar bear would want to forget the experience. When emplaced the weapon has a 45 degree field of fire. |
![]() Glass Sword Tier: 0 Card Type: Equipment A sword made out glass. Shatters easily when it hits a hard object. |
![]() Gold Sword Tier: 0 Card Type: Equipment An iron sword where the cutting edges are made of gold. Very expensive and loses its edge easily. |
![]() Silver Sword Tier: 0 Card Type: Equipment An iron sword where the cutting edges are made of gold. Very expensive and loses its edge easily. |
![]() Coral Sword Tier: 0 Card Type: Equipment An sword made out of sharpened coral. Quite brittle. |
![]() Wooden Sword Tier: 0 Card Type: Equipment An sword made out of sharpened wood. Not that sharp though. |
![]() Bone Sword Tier: 0 Card Type: Equipment An sword made out of sharpened bone. Quite breakable for a sword. |
![]() Lead Sword Tier: 0 Card Type: Equipment An sword made out of lead. Very soft edge and very heavy. |
![]() Obsidian Sword Tier: 0 Card Type: Equipment An iron sword with bits of sharpened obsidian embedded in it. |
![]() Gold Sword Tier: 0 Card Type: Equipment |
![]() Ghost Broom Tier: 0 Card Type: Equipment A specially blessed broom. When burned, can hit and terribly damage ghosts. |
![]() Ghost Incense Tier: 0 Card Type: Equipment Incense the slows ghosts/shadows and makes it hard for them to use their abilities. |
![]() Ghost Trap Tier: 0 Card Type: Equipment A small, fragile construction of sticks, bone, and silver. Ghosts crossing over the trap become immobilized for 1-20 rounds, depending on their strength. They can still act, but they can't leave the trap. |
![]() Spirit Drum Tier: 0 Card Type: Equipment Hand sized drum that is a gate to the other side. It sends ripples through the spirit world; can attract ghosts and other spirits of the dead. The equivalent of shouting into the other side, and seeing what might come by. |
![]() Holy Fire Tier: 0 Card Type: Equipment A fire that gives off light but very little heat. It spreads slowly on normal fuel. However, when it touches the dead or undead the fire burns fiercely and spreads quickly. |
![]() Circlet of Viroconium Tier: 0 Card Type: Equipment Adherents claim that it grants protection against mental attacks and dream attacks. |
![]() Napha Jar Tier: 0 Card Type: Equipment A sticky and flammable jelly-oil. Typically comes in fist sized jars. When set alight, will give off a fierce heat for several minutes and is nearly impossible to douse. |
![]() False Dawn Tier: 0 Card Type: Equipment Gray powder in an air tight glass container. When exposed to air, it will rapidly react and give off an intense, harsh light. The light lasts for ~30 seconds, before fading to a glow and then going out entirely. |
![]() Bland Toad Tier: 0 Card Type: Equipment A large, blubbery, and whitish toad. Rubbing the toad over your flesh will draw toxins and poisons out and into the toad. |
![]() Alarm Bird Tier: 0 Card Type: Equipment A small, loyal, and brightly colored bird that rides on your shoulder or head. Can often notices threats before a human being. Very delicate; tends to die around any poisons or harmful gasses. |
![]() Dowsing Pendant Tier: 0 Card Type: Equipment A pendant will lean and strain towards any nearby bodies. |
![]() Grounding Rod Tier: 0 Card Type: Equipment A thick, heavy iron bar with one sharpened end to make it easier to drive into the ground. Attracts lightning and more-or-less safely discharges it into the earth. |
![]() Bloodless Potion Tier: 0 Card Type: Equipment Decreases blood flow and temperature to the skin and extremities. Reduces bleed damage by 2. Does cause a -2 penalty to initiative, and a bad case of the shakes when it wears off after 4 hours. |
![]() Smocoa Leaves Tier: 0 Card Type: Equipment A bundle of dried leaves. When chewed, they provide energy and protection against sleep or exhaustion based attacks. |
![]() Blood of the Black God Tier: 0 Card Type: Equipment A small, sealed, shot-glass sized container containing a brownish-black and thin liquid. Provides a feeling of energy and euphoria, for 4 hours. +will saves |
![]() Sacrificial Goat + blood tube Tier: 0 Card Type: Equipment |
![]() Lead Dust Tier: 0 Card Type: Equipment A small satchel of lead dust. Can rub it into the skin to foil life-sensing abilities. Lasts 24 hours, or until thoroughly washed off. |
![]() Sacrificial Goat + blood tube Tier: 0 Card Type: Equipment Transfuse 1 HP of blood to goat. For next 24 hours, the goat will carry the psychic residue of the person who gave it blood. Creatures that rely on psionics and mind powers might mistake the goat for a PC and direct attacks against it. The Goat has 5 health and very poor mental defenses. |
![]() Unicorn Jerky Tier: 0 Card Type: Equipment Tough jerky that has a soporific effect. Gives troubled sleep and troubled dreams. Often the dreams will be prophetic, and contain hints to future dangers or dilemmas the PC will face. |
![]() Wisp Spirits Tier: 0 Card Type: Equipment Pebble sized husks of vegetable matter that are home to minor, minor spirits. When watered, the tiny spirit of a gently glowing wisp rises up out of each pebble. The wisps float around the location for half an hour before wandering off and fading out of sight. |
![]() Wolf's Bane Tier: 0 Card Type: Equipment A light greenish liquid poison. Is particularly harmful to wolves and other canines. |
![]() Rot Scent Tier: 0 Card Type: Equipment A pinkish, viscous, and concentrated slime that reeks of death and decay. Can lure creatures that need carrion, or utterly disgust and shock creatures with a keen sense of smell. |
![]() Ormagent Tier: 0 Card Type: Equipment A tar like sludge stored in small, tightly sealed bottles. Has an amazingly powerful odor that mixes the smells of dung and motor oil. Overrides nearly all other smells in the area. |
![]() Aconitine Tier: 0 Card Type: Equipment A clear, gummy substance that can be rolled across the body or other objects to help remove scent. Does not absolutely remove all scents, but it does greatly reduce them. |
![]() Mushroom of Despair Tier: 0 Card Type: Equipment A bluish capped mushroom that can be brewed to make poison. The poison smells like green apples. The poison takes effect after 1-2 hours, expanding the insides of the victim and often causing them to burst from within. Failing that, it causes severe discomfort and disability for 1-2 days. |
![]() The Emperor's Claw Tier: 0 Card Type: Equipment One of the official poisons of the Empire's investigators. Used as a punishment in severe or particularly offensive cases. It causes paralyzing pain within minutes, leading to death from heart failure in 1-3 days. The clear poison is contained in a small, sharp, shard of glass, which serves as its container and delivery mechanism. |
![]() Tetrodotoxin Tier: 0 Card Type: Equipment A poison that places a person into a state of suspended animation for several hours. Such a person is nearly indistinguishable from dead. Causes a terrible hangover. |
![]() Jojoba Paste Tier: 0 Card Type: Equipment A fire retardant paste. Can be rubbed into skin and clothes to make them much more difficult to set on fire. Typically lasts for 8 hours in good weather/conditions before starting to wear off. |
![]() Heavy Manacles Tier: 0 Card Type: Equipment A set of very sturdy manacles for the wrist and ankles. They are heavy enough to restrain and slow even the strongest person, though more might be needed for some foes. |