Unique Items

Ranged Weapons

Elephant obrez

Mundane

A single-shot break-action elephant gun cut down to a wrist-breaking pistol. The barrel is too short to properly stabilise the bullet, and the flash and concussion make it uncomfortable to use in closed spaces. Utterly impractical, this weapon exemplifies the idea that, just because you can, doesn't mean you should.  
CritDamageFire ModeLoading/CapacitySizeProperties
192d4 ballisticRepeatingSingle shot (1)1×2Ammunition (range 30/60/90), Compact, Two-handed

   

Model 2885 Kingfisher self-loading rifle

Mundane

An experimental gas-operated self-loading rifle designed in Trati and produced in Taminily which wound up in Taminil and Enzimian hands after a credit default. It has been adapted to aerial combat with an extended 20 round magazine of 7мм D&L and wide-open sights to follow fast-moving targets.  
CritDamageFire ModeLoading/CapacitySizeProperties
202d4 ballisticSemi-automaticClip loading (20)11×5Ammunition (range 300/600/900), Jam-prone2, Two-handed
1When loading from empty, every 5 rounds loaded into the gun requires 1 action (4 clips to fully reload).
2If a 1 is rolled when attacking with this weapon, the weapon fires as normal, then jams, requiring 2 Actions to right it before firing can resume.
   

"Qolam" pistol

Mundane

A craft-made fully automatic handgun chambered in the surprisingly controllable .32 ASP cartridge. It utilises comically long 15-round single stack magazines.  
CritDamageFire ModeLoading/CapacitySizeProperties
191d4 piercingAutomaticBox magazine (15)1×1Ammunition (range 30/45/60), Compact, Jam-prone1
1If a 1 is rolled when attacking with this weapon, the weapon fires as normal, then jams, requiring 2 Actions to right it before firing can resume.
   

Talus Finch auto-carbine

Mundane

An unusual collage of a standard Talus Finch and a Finch auto-carbine. The grip from a standard Finch handgun has been grafted to the frame of an auto-carbine, allowing the handgun to feed from removable 10 or 20 round magazines. The 13.4 inch barreled upper of the trench carbine has been replaced with the standard 5.5 inch barreled upper of the standard handgun, though the auto-carbine bolt has been retained to remain locked open when loading from stripper clips or replacing magazines. A vertical foregrip has been grafted on. It uses a detachable solid carbine stock, though it is interchangeable with a standard holster-stock. With the shoulder stock, this arm behaves as a finely machined submachine gun, while without, it is a crudely behaving machine pistol capable of concealment under a coat.  
CritDamageFire ModeLoading/CapacitySizeProperties
201d6 piercingAutomaticBox magazine & Clip-loading (20)11×3 (1×1 + 1×2)Ammunition (range 60/90/120), Compact2, Two-handed, Unwieldy
1When loading from clips, each clip loads 10 rounds into the gun.
2This weapon is only Compact without the stock attached (1×1 size).
   

Tenebral schism

Magical

A small amorphous bit of what appears to be dead animal tissue; a fissure runs through its centre, revealing a glimpse into the expanse of the cosmos. It throbs with nervous energy, as if it’s trying to whisper profane knowledge, but can’t speak. Using this item consumes a silver dime (10¢ if you lack the required money, it fails to create its effect. This item uses your Occult skill as its to-hit modifier.  
CritDamageFire ModeLoading/CapacitySizeProperties
201d8 coldRepeatingInfinite1×1Ammunition (40/60/80), Concealable

   

Tongue Vermer

Magical

The icy tongue of a boxmillian vermer, it is able to be wielded in both manners the boxmillians themselves do: as both a flexile whip, and rigid sword. The weapon is unfortunately capable of being melted by magical fire.  
CritDamageFire ModeLoading/CapacitySizeProperties
201d8 coldRepeatingInfinite1×3Ammunition (30), Command1
1The weapon can be transformed back and forth between a melee weapon and a ranged weapon as a Free Action.
   

Veles pistol

Mundane

A massive pistol created for military trials, which never made it past the prototype phase, chambered in the monstrous 11mm Veles cartridge. Despite being a semi-automatic pistol, the considerable recoil of this behemoth makes rapid follow-up shots impossible. Also despite being a pistol, it uses revolver ammunition.  
CritDamageFire ModeLoading/CapacitySizeProperties
202d6 piercingRepeatingBox magazine (7)1×1Ammunition (range 40/60/80), Compact

   

Melee Weapons

Flame tongue

Magical

An ancient magic sword of dwarven make, imbued with the power of flame. Today swords like this simply collect dust displayed in museums or the homes of the wealthy, but surely it could be of use in the hands of a warrior one last time. When activated, it shines bright light in a 30 foot radius, and dim light for an additional 30 feet.  
CritDamageSizeProperties
201d10 piercing/slashing + 1d6 fire1×4Command1
1In order for the sword to be active and gain the benefit of the fire damage, it's command word must be spoken, which costs 1 Action.
   

Martyr’s thorn

Mundane

A spike taken from the formidable rouge martyr, it somehow retains its venomous nature, allowing it to be used as a poisoned push dagger.  
CritDamageSizeProperties
181d6 piercing + 1d6 caustic11×1Concealable
1Upon a hit, the targeted creature must make a DC 15 Body check. If they fail, they take the full 1d6 piercing + 1d6 caustic damage; if they succeed, they only take 1d6 piercing damage.
   

Moonblade

Magical

This blade is made of an unknown metal and imbued with the sorcerous treachery of the moon. When unsheathed, it shines bright moonlight in a 15 foot radius, and dim light for an additional 15 feet. Invisible objects and creatures within its bright light are rendered visible.  
CritDamageSizeProperties
201d10 piercing/slashing + 1d6 cold1×4

   

Armour & Equipment

Boots of speed

Magical

These boot increase the wearer's speed by 10 feet.
Size: 1×1
   

Bracelet of vigour

Magical, requires attunement

When wearing this brass bracelet inset with several heart-shaped rubies, you heal at twice the natural rate and always gain an extra 50% temporary HP.
Size: 1×1
   

Cuirass of deflection

Magical

This cuirass provides the Damage Thresholds of a breastplate while also negating the effects of the first ranged attack targeting the wearer's torso in a bout of combat.
Size: 2×2
   

Drakescale armour

Magical

This armour has been lined with the scales from a drake, granting +3 Damage Threshold to a certain damage type, dependent on the drake the scales are from: the scales from a spring drake grant resistance to fire, summer to electric, autumn to caustic, and winter to cold.
This armour can be in the form of Arm guards, Breastplates, Leg guards, or Steel helmets, and the Damage Threshold applies only to the body part it covers.
Size: Varies
   

Garden of eyes

Magical

A pickled bushel of eyes on a central nerve stalk harvested in taboo and forbidden places and preserved in a glass jar. Their gaze darts lazily around with a cold, discomforting stare. Eating one of these eyes will grant you darkvision for 1 hour.
Size: 1×1
   

Mystic's dice

Magical, requires attunement

A set of two dice carved from the ivory of the long-extinct unicorn, when rolled, they reveal glimpses of the future to you. As an action, you may roll these dice, roll two d20s and record the numbers rolled. As a reaction, you can replace any d20 roll made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll. These dice may only be used once per day. Each foretelling roll can be used only once. When dawn breaks, you lose any unused foretelling rolls.
Size: 1×1
   

Photomultiplier goggles

Mundane

A set of advanced goggles that allow the wearer to see in the dark. While wearing these goggles, you gain darkvision, able to see in darkness as if it were dim light, and in dim light as if it were bright light. This darkvision is monochromatic. This device is powered by an external battery pack and lasts for 4 hours on 6 batteries.
Size: 1×2
   

Torpal wishbone

Mundane

The clavicle of a torpal darkbeast, it retains some latent power. As an action, a creature can snap the bone in two, releasing bolts of blue-violet electricity that arc outwards. Any creature within 5 feet of the user must make a DC 15 Agility check, taking 3d6 electric damage on a fail, or half as much on a success.
Size: 2 per 1

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