Showing posts with label Classes. Show all posts
Showing posts with label Classes. Show all posts

Sunday, April 25, 2021

Child GLoG class

"This world is an awfully big place for someone as small as you. Tell me, little one, where do you hail from? Please, take a confectionery... I promise I don't bite."

You are not like most children. Most children are destined to grow up in a few short years, having their minds polluted by the byzantine and pessimistic world of adulthood. But you are different. The wonder and majesty of the world you find yourself in is not lost on you. You see magic in the mundane, and see the mundane in the magical. But it's a dangerous world out there, especially for someone so small.

STARTING EQUIPMENT: Choose two classic children's toys and your choice of a small pet or a magical good luck charm.

A FALSE SYLLOGISM. [Template] times per day, you can make a syllogism of questionable, child-logic quality. It takes effect in your line of sight for 10 minutes, or as soon as the effect leaves your field of vision, whichever comes first. (A syllogism is a three-part logical statement; the first two properties are taken as true, and the third one is a deduction as a result of those properties. i.e.: all snakes are long, thin and wiggly. The mean man's whip is long, thin and wiggly. Thus, the whip is a snake.)

B INNOCUOUS. Adults ignore your presence by default, and always underestimate you. You are never treated as a threat by default.

C IMAGINARY FRIEND. This invisible person can scout and tell you one piece of useless information about the room/space ahead and make exactly one sort of mischief (stealing keys, lighting important documents on fire, ect.) on your command.

(For extra fun, you the player can determine what the friend says about the next room, and the DM will have to deal with it.)

D COMING OF AGE. Choose to either Grow Up (convert all your templates to another class, but never be truly happy again) or Stay Young (get a troupe of 2d6 mundane children who follow you around, but never be truly happy again).


I wrote this as a result of some Druid talk in the GLoG server, it was mostly me wanting to get False Syllogism out there because I thought it was a cool ability. I heard some advice that a class should feel complete at first level, and that you shouldn't feel like you miss out on too much if you only get to play there, and so the Child tries to adhere to that principle. Thanks so much for reading, and happy gaming.

Thursday, February 4, 2021

THE PERFECT ASSASSIN, a GLoG class

Checkmate, Graphite Prime.


A Poison-Harvesting. Each day you spend in the verdant wild, you can roll WIS to try and find d4 doses of poisonous plants. These plants are worth 50 silver apiece to those of your profession (and in fact that is the market price if you wish to purchase it), but you can also use a TURN to turn one into a paralytic to coat small weapons (i.e. daggers, hand crossbows) with. Those hit must roll CON or be paralyzed for d4 ROUNDS, losing DEX bonuses to armor (if applicable), the poison then drying off the weapon and being spent.

B Backstab. You have ADVANTAGE on attacks against people who are flat-footed, restrained, or paralyzed by your poison. If you hit with an attack of this kind, it does double damage. If the target isn’t particularly remarkable (i.e. they don’t have a specific name or stat block in the DM’s notes), they instead die instantly, assassinated.

C Alternate identity. You have the disguise materials and documentation for one false identity of your choice that you can occupy at the drop of a hat- flesh it out as much as you please, but it’s the same one every time, unless you spend a week of downtime and spend 100s to change it.

D Shadowmelter. You can teleport between shadows you can see, stepping in and out in a bewildering pattern.


At low levels, the Perfect Assassin would be hopping from foe to foe, administering poison judiciously. When someone falls to the poison, they go in for the kill, making another stab on a paralyzed target. As they grow in renown and reputation, they gain a fallback “face” they can use in their place to catch people unawares. Their apotheosis is their melding with dark magics, allowing them to shift into the Plane of Shadows and becoming a predator in the night.


What do you think about this class? It’s certainly powerful, but it could be easily toned down or altered, or perhaps split into 6 or 8 levels instead. Thanks for reading, and happy gaming.

BLACK MYTH for ICRPG

With help of Ezzerharden’s primer and a lot of delicious art from Black Myth: Wukong.


BIO FORM: Everyone is at least half Celestial. That means that they are more tangible and powerful than most creatures in the world, the spar of Heaven powering their souls.

  • You start with 7 STAT points and 5 EFFORT points: you are a force to be reckoned with.

  • You have an animal form of your choice you can occupy once a day.

  • You operate on a different power scale: mortal creatures, like people and animals, never have HEARTS, only mystical entities can challenge your might in this way.


MARTIAL EFFORT: GUNS and KUNG FU both use a d8 EFFORT dice. However, in order to be “proficient” in these advanced weapons, you have to have at least 1 point in normal WEAPON EFFORT to represent your general training.


STARTING ARCHETYPE: Choose one of the options below, which gives you an extra piece of equipment and a starting ABILITY.

MONK You have honed your body with martial arts, meditation, and intense discipline. You get Focus Wraps (+2 MARTIAL EFFORT) and Mobile Mastery (You have ADVANTAGE on attacks when you move in the same ROUND).

ALCHEMIST Having mastered the traditional arts of healing, you’ve moved onto the greater pursuit- creating the False Gold of Immortality. You get an Herbal Kit (3 uses, heal ULTIMATE EFFORT) and the Midas Touch (once a day, touch something inanimate and turn it to gold).

NOBLE You are insanely rich and powerful, the scion of one of the Emperors of the Middle Kingdoms. You get a Badge of Imperial Authority (“I’m with the Emperor.”) and Commanding Word (Once a day, point to someone and command them, with a CHA roll if they’re inhuman, they must do what you ask).

GENERAL You have mastered the art of war, your skill in combat and leadership absolutely legendary. You get a Victor's Whetstone (Use this on a weapon to get ADVANTAGE on your next d4 attack rolls) and Command (On your turn, you can command an ally to attack for free).

MYSTIC You tap into the latent energies that suffuse the cosmos, known as Qi (“chee”). You get Prayer Beads (+2 MAGIC EFFORT) and Qi Manipulation (Take damage in order to automatically damage someone FAR from you for the same amount).

EIDOLON You are practically a specter, and shadows are like a cloak you wear on your shoulders. You get a Spider’s Mantle (As long as you are in darkness, you can climb on walls) and a Umbral Touch (Once a day, extinguish all light sources FAR from you and regain 1 HP per light extinguished).

INVOKER You summon idols and spirits from the strange realms beyond. You have a pet (1 HEART, +1 to all rolls and EFFORT) and a Spirit Step (Teleport anywhere you can see with a WIS roll, if you fail, you get shunted somewhere random in the cosmos).


STARTING LOOT: In addition to 4 pieces of ALFHEIM starting LOOT, start off with 2 Glyphs of any form. Each Glyph manifests itself differently depending on the form it takes. It can be used as a SPELL, a TATTOO, INSCRIBED on any item, or carved specifially into a WEAPON. (For example, Sun Wukong’s staff would be a quarterstaff with a STEEL INSCRIPTION and a WOOD WEAPON inscription, and that one item would be his magical starting LOOT.) Each one has a different effect:


SPELL

TATTOO

INSCRIPTION

WEAPON

WATER

HEAL. Heal for MAGIC EFFORT.

FLOW. Your speed is doubled, and your body becomes amorphous, fitting through anywhere water can.

PLENTIFUL. The object goes above and beyond what it is supposed to do- a bag might have extradimensional volume, or produce 3 gold coins every time you open it...

EVER-FLOWING. If you get a 15+ on an attack roll, you can attack again.

STEEL

FABRICATE. Mold something metal into something else of equal volume for d4 ROUNDS.

IRON SKIN. +3 DEFENSE.

INVULNERABLE. This item cannot be destroyed or FUMBLED.

MAGIC-BUSTER. If you deal a HEART of EFFORT, you destroy enchantments on the target.

WOOD

OVERGROWTH. Touch a plant to have it explode in size instantly.

EVERGREEN. When you’re conscious, you regenerate 1 HP per ROUND so long as you haven’t taken fire or poison damage in the last ROUND.

SENTIENT. This weapon has a mind of its own, and communicates to you in some way.

RESIZING. The weapon can resize to any (reasonable) size.

FIRE

FLAME RAY. Create conflagration in a line FAR from you, it deals MAGIC EFFORT.

HOT SKIN. Deal BASIC EFFORT to anyone who hits you with a melee attack.

CONSUMABLE. When you destroy, consume, or break this item, something epic happens!

CONFLAGRATION. The weapon lights what it hits on fire, dealing BASIC EFFORT each ROUND until put out.

AIR

WEATHER CONTROL. Do a HEART of MAGIC EFFORT to control the weather for d4 ROUNDS.

WIND WALKER. You can fly half your speed.

POWERFUL. Like the gale and typhoon, the forces of nature give this item ULTIMATE EFFORT.

DANCING. Let go of your weapon and it will attack for you. It has a +0 to hit and uses your EFFORT bonus.


THE PREMISE: You all are graduates of the Still Pond Monastery, one of the Eight Pillars. Having graduated long ago, you all receive rather sheepish-sounding letters from the Oni in charge of the monastery, Master Fao. Despite appearing to be a hard, stone-faced demagogue during your time in his training, in your adulthood you realize that he was actually relatively ditzy and reckless, especially because of his penchant for “collecting” magic artifacts. He explains that the Monastery is in some trouble due to his recent escapades, and that he needs your help to set it right...


THE WORLD: The Middle Kingdoms, land of the mortal Emperors locked in eternal war for territory, lies in between the Eight Pillars, structures that bridge the mystical world with the corporeal. Beyond their perimeter, the magical realms of the Kunlun Mountains, Scarlet River, Flowing Sands, and Pure Lands are home to mighty Celestials and terrible beasts, like the Vermilion Phoenix and the Onyx Tortoise...


THE COSMOS: The Eight Pillars each also act as gateways to Heaven (Tian, home of the Jade Emperor and the Celestial Court) and Hell (Diyu, home of Lord Yama and his infernal servants). In addition, each planet is aligned with a specific element: Mercury (WATER), Venus (METAL), Mars (FIRE), Jupiter (WOOD), Saturn (AIR).

Tuesday, October 13, 2020

A brief interruption to post my progress on MARROW

 We interrupt this regularly scheduled GLoGtober content (it was a dodgy day anyway, I'm gonna come back swinging tomorrow, I promise) to being an updated version of the MARROW rules and Classes. Most of the mechanics have stayed the same with some tweaks, and a whole boatload of Classes has been added. I'm doing a dungeon with my weekly group now, and after I get all that data and make the necessary tweaks to the core system, I'll start adding in my extraneous rules, like potions as drugs and my DW DM tools and all these bad boys. In the meantime, though, the rules and Classes.

CORE RULES

MASTER CLASS DOC

    This post, for now, will be the hub of my MARROW developments. Any rules additions will find their way here, and anybody in my games can find this page as a jumping off point for referencing in-game.

    That said, I'm working on some projects in the background, including some ideas about a fun MARROW hack with a streamlined, Into the Odd-like character generation system and minimal rules, and some really ambitious GLoGtober posts.

    GLoGtober tomorrow will be big- a massive step towards me prepping my Rime of the Frostmaiden game, my massive random encounter and quest tables designed to randomize as much of the experience as I can. Look forward to having a large list of encounters to mine, and some food for thought in terms of structuring tables for versatile use. Thanks for reading, and happy gaming.

Monday, October 12, 2020

GLoGtober Day 11: Armor

 ARCANE ARMORER

Arcane Armorer SKILLS: Armorcraft

A-D Each level, you learn 2 Infusions. You can choose the same one twice. Spend a TURN augmenting a point of Armor to work in an Infusion or take it away.

INFUSIONS:

Absorption. When you take WOUNDS while wearing the Armor, you can choose to destroy the Armor to instead heal an equivalent amount.

All-Terrain. While wearing the Armor, your movement speed cannot be reduced, and you can climb any horizontal surface at half your walking speed.

    Augmentation. While wearing the Armor, you get  +1 to one stat of your choice.

Camouflage. While wearing the Armor, you have ADVANTAGE on rolls to blend in.

Cargo. Your Armor holds 3 STR slots.

Charge. Choose an element upon Infusion. When you take WOUNDS from that source, instead heal the equivalent amount.

Embellishments. While wearing the Armor, you are seen as a member of high society.

Goggles. While wearing the Armor, you can sense something abnormal of your choice, like heat or sadness.

Grow. While wearing the Armor, make an INT roll. If you succeed, you become the size of an elephant. Make another INT roll to return to standard size.

Haste. While wearing the Armor, your walking speed is doubled.

    Hydraulics. While wearing the Armor, your jump height is 20 feet.

Magic Dampener. While wearing the Armor, you have ADVANTAGE on rolls to resist magic and magical effects.

Plating. This Armor now grants 2 points of DEFENSE instead of 1.

Reconfigure. You can choose at any point to permanently convert the Armor to another item of your choice made of the same material.

Shrink. While wearing the Armor, make an INT roll. If you succeed, you become the size of a toy soldier. Make another INT roll to return to standard size.

Snare Protocol. While wearing the Armor, you have ADVANTAGE on rolls to grapple, pin, or restrain creatures, and can attempt to restrain a creature of any size.

Spatial Transfer. While wearing the Armor, make an INT roll to swap places with an ally you can see. On a failure, who knows where you’ll end up.

Spikes. While wearing the Armor, deal a WOUND to anyone who hits you with a melee attack.

Wide. Any allies CLOSE to you get a bonus to their DEFENSE equal to your Armor.

LOOT: Cataphract of the Spellstitcher

The Rhyme of the Gen-y-dar Clan, an Ancient and Respected Ballad speaking of Our Hero-Progenitor Gen-Y-Dar's Creation of Armor:
    A million tons of marble and stone
        Make the steeples of our church
    We worship the heart of the mountain below
       The caverns of old our chosen perch
    But the black rock called forth horrors unknown
        Before we knew red-hot iron and forge
    It slaughtered our legions on terrible claws
        And on the rotting dead did engorge

    Gen-Y-Dar stood, shudd'ring and scared,
        Looking upon the hallowed carnage
    The stone around, blood-slicked and claret,
        The flint-tipped spears cracked and tarnished
    Gen-Y-Dar saw the flint tip shattered
        As if was sundered next stone-lined flesh
    Orod whispered in his ear, then
        "Make Dwarvish skin like stone, with mesh"

    Gen-Y-Dar then took to hammer,
        Chiseling with iron stakes
    Hewing together with gut-twined cord
        He unified the Dwarvish Plates
    A legion clad in mountain's skin
        Stormed deep into the mountain's veins
    They fought the beast, with blades red-hot
        Ceaseless till t'was but remains

    And on that day, the stone-clad legion
        Traded sanguine drop for drop
    With Gen-Y-Dar's fine-crafted armor
        The beast below the mountain's reign would fin'lly stop

Dwarvish Ur-Plates, or, Gen-Y-Dar's Stoneskin
    Slabs of marble tied with gut-strings, this incredibly heavy set of plate is only capable of being used by those at the pinnacle of strength. Designed, as the ballad goes, by Gen-Y-Dar in a plot of dwarvish revenge before they had mastery over metal, this first armor was a retort to a beast that emerged from the dwarvish mountain home and killed scores of dwarves.
    This armor practically immobilizes you (5 feet) unless you are part of a war band led by a dwarf, in which case you can move at half speed. However, you have ADVANTAGE on attacks when cooperating with an ally, and ADVANTAGE when fighting something bigger than yourself. If both are true, your attacks automatically hit and deal maximum damage.
    In addition, you are nearly impervious. This plate gives you a truly ludicrous defense bonus, at the expense of filling all your remaining slots. If you are attacked by an enemy to the dwarvish people, you can choose to have the plate absorb all the damage. It can do this 2d8 times (the DM rolls in secret). If you try to do it past that, the plate shatters, and the attack hits, dealing double damage and leaving a scar.

This class and item fit will with the adventure I published a couple days ago. The Ur-Plates would work well as something the opposing armies are seeking to acquire, or destroy. Thanks for reading, and happy gaming.

Wednesday, September 30, 2020

GLoGtober Day 1: Shooty Shooties

 On the first day of GLoGtober, the bloggers gave to me…

Some gun rules for you and me


There’s a sense of playful glee you get from inspiring terrified awe in medieval peasants by using anachronistic technology, be it a flintlock, AK, or even a laser pistol. The theme for the first day of GLoGtober is “guns”, so here are rules for pew pews.


Gun damage explodes. Don’t use the tables in the back- a smaller gun deals a d6, a medium gun uses a d8, a large gun uses a d10, and the truly remarkable guns like laser pistols and machine guns use 2d6. (MARROW revision: Guns dead 1d4+(Slots occupied - 2) damage, no exploding the die.) If you roll a 1 while using a gun, roll on the Gun Misfire table below:

1 Kaboom. Roll damage as normal. You take that much.

2 Jammed. Make 3 successful INT rolls with tinker’s/gunsmith’s tools to repair. Until then, the gun is unusable.

3 Out of Ammo. Spend 20g and a long rest doing nothing else (gaining no benefits) to make sufficient ammo to keep using the gun unhindered.

4 Catastrophic Miss. The attack hits the nearest ally to you.

5 Preemptive Ignition. The gun bursts into flame. Not only is it now a useless hunk of scrap metal, i has started a fire right in front of you that is swiftly spreading.

6 Packed the Wrong One! The gun was actually a decoy! It actually fires (and will continue to fire):

1 water

2 rat piss

3 apple juice

4 ball bearings

5 very tiny nets

6 verses of scripture, in fortune-cookie format

7 healing needles

8 gasoline...

7 Smoke Signal. The gun starts pouring out smoke. Roll a random encounter. It will arrive in d4 rounds.

8 Blast so loud it wakes the dead. Roll damage. That many skeletons rise from the earth, hostile to all living things they can see.


GUNSMITH

Gunsmith SKILLS: Pew pew! Kabloosh! Nyoooom, pow!

A You don’t actually have a gun, it’s a vaguely gun-shaped stick. The stick is unbreakable. You perceive it as an unbreakable gun that without fail seems to miss.

B Somehow, against all odds, the stick actually functions exactly like a gun.

C You are very good at shooting with the stick. You can shoot it twice in an action.

D You can share your powerful imagination. Once a day, imagine something, and it is there until you imagine something else. In addition, any stick you touch you can make into a gun.

LOOT: Totally A Gun, Like, A Really Good Gun (Like One With A Scope And Bullets And Everything)


Guns aren’t my area of expertise, so I’m excited to see everyone else’s take on guns and revise my rules appropriately! Happy GLoGtober, here’s to 30 more days of fun content.

Friday, September 18, 2020

Lovecraftian ICRPG Loot + Classes

So has seen Tha'Haar the Mad:
    From hellish womb crawl'd the piscine uncouth
        So churned and froth'd that brackish water
    The warp'd mind forth brings blasphemous truth
        And from the sea comes the unholy father

SANITY RULES
    In the same way you start with a HEART of HP, you start with two EYES of SANITY. An EYE is 10 points of SAN. Between adventures, your EYES refresh just like Hearts. When your SAN reaches certain low threshholds, negative effects start to take hold.
    10 SAN: What's that behind you? No mechanical effects yet, but you're definitely feeling the impact of the horror you've seen.
    9 SAN: You're temporarily rattled. Make your next roll with DISADVANTAGE.
    8 SAN: Truth begins to unravel before your eyes. All rolls to discern reality from falsehood are HARD.
    7 SAN: You're getting in over your head now. You begin to hallucinate, grow paranoid and aggressive, or show other signs of hysteria.
    6 SAN: Madness grips your perception. INT, WIS and CHA rolls are HARD.
    5 SAN: You've undergone terrors from which you will never fully recover. You can't regain SAN.
    4 SAN: You become a tremor-ridden mess. All STATS -1.
    3 SAN: Your flight or flight instinct overrides universally to flight. You cannot make attack rolls.
    2 SAN: Your competency degrades in the face of that which you cannot comprehend. All rolls are HARD.
    1 SAN: Your apathy is overwhelming. You cannot move without assistance.
    0 SAN: Your mind is permanently shattered. You become a vegetable, or a villain under DM control. 

CLASSES
    MOBSTER. "I know a guy who knows a guy."
Address Book. All CHA rolls that deal effort do ULTIMATE, and you have ADVANTAGE on all rolls concerning gang politics.
    CULTIST. "I've seen some weird shit."
Tattered Robes. +1 ARMOR. All rolls to stay sane are EASY.
    INVESTIGATOR. "I've got to get to the bottom of this."
Astrologist's Journal. All rolls to know occult lore are EASY. 
    CIVILIAN. "None of this is real, it all must be a bad dream..."
Lucky Charm. You can choose to reroll 1's on any dice. You have to take the new result.
    BRAWLER. "I don't believe in anything I can't touch. Or punch."
Brass Knuckles. Use STR or DEX for unarmed attacks, and they deal MAGICAL EFFORT.
    MALCONVOKER. "Stand back, who knows what might happen!"
Eldritch Grimoire. Learn 2 INT SPELLS that you don't lose SAN from casting (miscasting still deals SAN damage). You can make new SPELLS.
    DOCTOR. "Hold still, this'll only hurt for a moment."
Industrial Bandage. Rolls to heal or stabilize allies are always EASY, and can be INT, WIS or CHA rolls.
    HARDHEAD. "Eat lead, fishface!"
Hardy Helmet. STR and CON are interchangeable for you.

SPELLS
    *Warp the Flesh. Make a HARD roll to painfully mutate for double SPELL EFFORT.
    Gibber. Roll to reduce someone to gibbering. Deal SPELL EFFORT in SAN.
    Bolt. Cast harmful energy towards a target. Deal SPELL EFFORT in HP.
    Eldritch Armor. +3 ARMOR for d6 rounds.
    *Rebuke. Make a HARD roll to un-summon or frighten a horror.
    Foresight. Touch a target, they add a d4 to all d20 rolls for d6 rounds.
    *Summon Horror. Roll to invoke a nightmare.
    Unveil. Roll to see past illusion or simulacra, or detect duplicity.
    Whisper. Roll CHA to insinuate one request/command.
    *Lore-Scrying. All INT, WIS, and CHA rolls are EASY for d6 rounds.
    *Unbind. Roll INT to remove or destroy LOOT.
    Visions of the Past. Touch something and roll. You know its history.
    Dream Eyes. You can sense magic for d6 rounds.
When you cast a SPELL, take d6 SAN damage. If it's marked with an asterisk, instead take a d12. If you fail on any rolls a SPELL requires, take the damage again.

CTHULHU LOOT
1 Silver Ring. You're never forced to flee.
2 Moldy Muffin. Gain d4 HP.
3 Aged Bourbon. Gain d6 SAN.
4 Abandoned Wallet. 3d10 $.
5 Occult Jewel. Worth 1d10 x 10$.
6 Bolt Cutters. Deal ULTIMATE EFFORT when snipping metal.
7 Fishing rod. All rolls to fish are EASY.
8 Signal Flair. Call for help, or blow 'em up!
9 Ball Bearings. Roll DEX to move without eating shit.
10 Alien Crystal. If you die, return... but not quite right
11 Chemist's Kit. Brewing and alchemy rolls are EASY.
12 Voodoo Doll. Take 5 SAN to ask a question. It will answer truthfully, if not cryptically.
13 Bag of Fingers. Food- take 1d20 SAN to heal 1d12 HP.
14 Skeleton Key. Open one lock.
15 Bombilating Banjo. Make a CHA check. Every point you succeed by is a $ earned.
16 Spell Tattoo. Choose a SPELL. You take HP instead of SAN when you use it.
17 Great Old One Blood. Food- -1 EYE, +2 to one Stat.
18 Truth. Take 2d12 SAN. Say something, and it will be true.
19 Aeloth's Eye. Take 1 SAN to see through this glass eye.
20 Smelling Salts. Ignore 1 point of SAN loss.
21 Shitty Moonshine. Heal d6 HP, but you're drunk. Flammable.
22 Horror in a Box. Deal SAN damage with Weapon Effort.
23 Silencer Mod. Gun damage rolls explode.
24 Antonio's Hat. You both know Antonio, no exceptions.
25 Hypnotist's Ring. Cast Whisper (a SPELL) without losing SAN.
26 Cultist Journal. Learn 3 SPELLS.
27 Brain in a Jar. Succeed on one INT roll.
28 Wrench. If you hit, you can deal a HEART of nonlethal damage.
29 Rigged Dice. Roll with ADVANTAGE, d6 round cooldown.
30 Silver Flask. Always contains holy "water".
31 Mechanical Critter. This automaton pet follows your commands.
32 Grimoire of the Hunt. Deal ULTIMATE EFFORT for damage.
33 Necronomicon. You know all SPELLS, but roll double the dice any time you would lose SAN from casting.
34 Cheap Beer. ADVANTAGE on SAN rolls for d6 rounds.
35 Hungry Parasite. All rolls to gain HP are max.
36 Spectacles of P'Teros. You can read any language.
37 Menacing Aura. Sane people with no business with you cannot bother you.
38 Keys to the Hot Rod. A smuggling vehicle, yours for the taking.
39 Devouring Wand. Take 5 SAN to disintegrate an object, or deal double MAGIC EFFORT damage.
40 Psych Textbook. Expend to regain all SAN.

41 Green Torch. All insane fear the flames. Burs for d6 hours.

42 Gold Bullet. Auto-hit for ULTIMATE EFFORT once.

43 Curved Dagger. Add CHA to damage.

44 Favor. Who owes you what?

45 Extra Tentacle. Hold 3 things simultaneously.

46 Fake Fake Book. Counterfeit and impersonation are EASY.

47 Vendor’s Map. Find anything nonmagical for half $, but it’s out of the way.

48 Eye of the Storm. Take 1 SAN to control the weather.

49 Police Radio. Summon 1d4 cops, but you’ll have to repay them later.

50 Stale Baklava. It’s good stuff! Heal 2d8 HP.

51 Cutpurse Pin. Stealth rolls are EASY.

52 Old Badge. Commandeer vehicles and scare criminals.

53 Phrenology Manual. Gain 1 EYE.

54 Heart Stone Hard Hat. Gain 1 HEART.

55 Pathogen Pills. Negate one disease or poison, d6 doses.

56 Engineer’s Kit. All tech rolls are EASY.

57 Soothing Radio. Reduce all SAN damage by 1.

58 Silk Hanky. Add CHA to INT rolls.

59 Coffin Stake. Stab at what was once human with ULTIMATE effort.

60 Swarm of Bees in a Jar. You can command them.

61 Ringmaster’s Glove. +1 CHA.

62 Crystal Monocle. +1 WIS.

63 Snake Oil Pills. +1 INT.

64 Lucky Shot Glass. +1 CON.

65 Urchin’s Vest. +1 DEX.

66 Oversized Crowbar. +1 STR.

67 Worn Bugle. Makes a good distraction- while playing, all allies remain unnoticed.

68 Trusty Flashlight. All rolls to spot things are EASY.

69 Filthy Novel. Seduction is EASY.

70 Plasmic Symbiote. This creature can morph into anything the size of a cantaloupe or smaller.

71 Codex Anim Cosmis. Know the name and HEARTS of any creature you see.

72 Ruby Shard. Regain 1 HP each round.

73 Silver Crucifix. Attacks from cultists and monsters are HARD.

74 Stethoscope and Syringe. Once, automatically save against death.

75 Emerald Slug. 6 MAGIC EFFORT bullets.

76 Undertaker’s Shovel. A natural 20 instantly kills.

77 Fat Wallet. d6 x 100 $. The owner wants it back...

78 Ivory Broach. Break it while making an oath. The oath will be seen through, or both parties die.

79 Sturdy Coat. +2 ARMOR.

80 Lucky Fez. Roll BASIC EFFORT twice.

81 WW1 Snare. Supernatural entities and veterans of war fear its sound.

82 Broken Police Watch. d4 times, skip the GM’s turn, or halt a timer for a turn.

83 Waterlogged Shoes. Shift into or out of the Drowned City at will.

84 Santa’s Post. Send a letter to Santa. He will reply in his own time.

85 Flying Letter. Express delivery!

86 Monkey Paw. It moves. Roll CHA to make it listen.

87 Bathtub Gin. Cure a condition, but roll CON or take d6 damage.

88 Cooked Fish. Regain d10 HP.

89 Final Word. Point to someone- they will die in 13 days.

90 Chatty Skull. It won’t shut up!

91 Fireplace Poker. Always burning hot. +3 EFFORT.

92 Mobster’s MG. Spray bullets- automatic 1d4 to all targets.

93 Two Dollar Bill. Treat all 1’s you roll as 2’s.

94 Eldritch Acid. Destroy one LOOT.

95 Parasite. -1 EYE.

96 Cursed Ring. When you roll a 1, the specter of the bride returns.

97 Iron Hand. It grips on, -2 STR.

98 Eyes of the Goat. Take a d4 of SAN damage to see into the Drowned City.

99 Mask of Nyarlathotep. +3 CHA as long as you are doing something evil or cruel.

100 Cursed Icosahedron. Take a -1 to all d20 rolls. You can’t get rid of it normally…

Ekman's Screw (mask relay)

From: https://archonsmarchon.blogspot.com/2026/08/mask-relay-37-everlixir-visor.html To: https://velvetinks.blogspot.com/. Have fun! -- A me...