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OFFENSIVE RINGS

In document Enchanted Items (Page 120-124)

GIANT’S RING

Effect: +15 STR, Side Effects (-2 DCV and +2 to others’ PER Rolls to perceive wearer) Target: Self

Duration: Constant Range: Self

Charges: 2 Continuing Charges lasting 30 Sec-onds each

Defense: 3 DEF

Description: When its command word is spoken, this magical golden ring makes the wearer enor-mously tall and strong for 30 seconds up to twice a day. The command word (usually “giant” in Khel-lian) is inscribed on the band’s inner surface.

Game Information: +15 STR (15 Active Points);

OIF (-½), Independent (-2), Side Effects (-2 DCV and +2 to others’ PER Rolls to perceive wearer; -½), 2 Continuing Charges lasting 30 Seconds each (-¾). Total cost: 3 points.

MESMERIC RING Effect: Mind Control 12d6 Target: One character Duration: Instant Range: No Range Charges: 9 Charges Defense: 12 DEF

Description: This ring is usually made of gold, with small opals or vîrgalai set all around it in a sort of spiral pattern. To use it, the wearer holds up his hand (usually palm first) in front of the target’s eyes. The ring then allows him to take control of the victim’s mind, but he must speak aloud the commands he wishes the victim to follow. The ring only has enough mystic energy to be used nine times per day.

Game Information: Mind Control 12d6 (60 Active Points); OIF (-½), Independent (-2), No Range (-½), 9 Charges (-¼). Total cost:

14 points.

Options:

1) Strong Ring: Increase to Mind Control 14d6. 70 Active Points; total cost 16 points.

2) Weak Ring: Decrease to Mind Control 10d6. 50 Active Points; total cost 12 points.

RING OF THE DEADLY TOUCH Effect: Various Attack Powers

Target: One character Duration: Instant Range: Touch Charges: 8 Charges Defense: 13 DEF

Description: This ring, usually made of dark metal set with complementary-colored stones, possesses four offensive powers. To use any of them, the wearer must touch the target and mentally command the item. He can only use the ring eight times per day.

Game Information:

Cost Power

15 Ring Of The Deadly Touch: Multipower, 60-point reserve; all OIF (-½), Independent (-2), 8 Charges for entire reserve (-½)

1u 1) Lightning Touch: RKA 2½d6, Armor Piercing (+½); OIF (-½), Independent (-2), No Range (-½)

2u 2) Morphean Touch: Drain STUN 6d6; OIF (-½), Independent (-2)

1u 3) Paralysis Touch: Entangle 4d6, 4 DEF, Takes No Damage From Attacks (+½); OIF (-½), Independent (-2), No Range (-½)

2u 4) Weakness Touch: Drain STR 6d6; OIF (-½), Independent (-2)

Total cost: 21 points Options:

1) Strong Ring: Add Clumsiness Touch: Drain DEX 6d6; OIF (-½), Independent (-2). Total cost:

23 points.

2) Weak Ring: Remove Lightning Touch. Total cost: 20 points.

RING OF BATTLE MAGIC Effect: Sight Group Flash 8d6; RKA 2½d6; RKA

2½d6; Energy Blast 6d6 Target: Various Area Effects Duration: Instant

Range: 600”/ 800”/ 600”/ 635”

END Cost: 24/32/18/26 Defense: 38 DEF

Description: This plain gold band inscribed with glowing runes gives its wielder command over four terrible spells of Battle Magic: Army Of The Blind, Field Of Fire, Lightning Storm, and War Hurricane. To summon the power of the ring, the wielder need only raise his arms into the air and scream out the name of the spell he wishes to use. He who would wield the might of the Ring Of Battle Magic should beware, however; it will consume his strength at an alarming rate.

Game Information:

Cost Power

35 Ring Of Battle Magic: Multipower, 160-point reserve; all slots OIF (-½), Independent (-2), Gestures (-¼), Incantations (-¼), Increased Endurance Cost (x2 END; -½)

3u 1) Army Of The Blind: Sight Group Flash 8d6, Area Of Effect (64” Radius; +2);

common Limitations described above 3u 2) Field Of Fire: RKA 2½d6, Area Of

Effect (14” Radius; +1), Mobile (+1), Continuous (+1); common Limitations described above

3u 3) Lightning Storm: RKA 2½d6, Area Of Effect (64” Radius; +2); common Limitations described above

3u 4) War Hurricane: Energy Blast 6d6, Area Of Effect (42” Cone; +1¼), Continuous (+1), Does Knockback (+¼), Double Knockback (+¾) (127 Active Points); common Limitations described above Total cost: 47 points

Options:

1) Strong Ring: Remove the Common Modifier Increased Endurance Cost (-½). Total cost: 53 points.

2) Weak Ring: Remove Lightning Storm. Total cost:

44 points.

3) Chaos Battle Ring: According to rumors, a cer-tain number of Rings Of Battle Magic have been tempered in pure Chaos, making their targeting dangerously unpredictable. In game terms, this ver-sion of this ring lands its powerful spells where the GM, not the character, wishes! Add No Conscious Control (character controls activation of ring but not its effects; -1) to the reserve and each slot. Total cost: 38 points.

RING OF ILLUMINATION

Effect: Images to Sight Group, Sight Group Flash Target: 6d64” Radius/One character

Duration: Constant/Instant Range: No Range/150”

Charges: 2 Continuing Fuel Charges lasting 1 Hour each/8

Defense: 14 DEF

Description: This ring, typically made of gold and set with diamonds or fire opals, has two mystical powers. First, it can generate bright light for up to two hours per day. Second, it can emit a blinding flash of light eight times per day.

Game Information:

Cost Power

8 Illumination: Images to Sight Group, +4 to PER Rolls, Increased Size (4” radius; +½), 2 Continuing Fuel Charges (last 1 Hour each, refuel every dawn; +¼) (38 Active Points);

OIF (-½), Independent (-2), No Range (-½), Only To Create Light (-1)

7 Blinding Illumination: Sight Group Flash 6d6 (30 Active Points); OIF (-½), Independent (-2), 8 Charges (-½)

Total cost: 15 points Options:

1) Strong Ring: Replace 2 Continuing Fuel Charges with Reduced Endurance (0 END; +½).

The ring now generates light whenever its wearer wishes. 44 Active Points; total cost 9 points; total cost of ring 16 points.

RING OF ELEMENTAL POWERS Effect: RKA 2d6, Armor Piercing; Swimming +6”;

Flight 8”; Armor (6 PD/6 ED) Target: One Target/Self

Duration: Instant/ 5 Minutes Range: 225”/Self

Charges: 1 Charge per slot per Day Defense: Unbreakable

Description: This platinum ring has a set of four different gems mounted onto its surface: a red ruby, a blue sapphire, a white opal, and brown quartz.

Each gem grants the ring’s wearer a power derived from one of the four Elements: a fiery blast, the ability to swim at great speeds, the power of flight, and the ability to make his skin become as hard as rock. Each power can be used once per day.

Game Information:

Cost Power

13 Ring Of Elemental Powers: Multipower, 45-point reserve; all slots OIF (-½), Inde-pendent (-2)

1u 1) Red Ruby: RKA 2d6, Armor Piercing (+½); 1 Charge (-2), OIF (-½), Indepen-dent (-2)

1u 2) Blue Sapphire: Swimming +6” (8” total);

OIF (-½), Independent (-2), 1 Continuing Charge lasting 5 Minutes (-¾)

1u 3) White Opal: Flight 8”; OIF (-½); Inde-pendent (-2), 1 Continuing Charge lasting 5 Minutes (-¾)

1u 4) Brown Quartz: Armor (6 PD/6 ED);

Independent (-2), 1 Continuing Charge last-ing 5 Minutes (-¾), OIF (-½)

Total cost: 17 points

RING OF MYSTIC DARTS Effect: RKA 2d6, Autofire (3)

Target: One character Duration: Instant Range: LOS Charges: 12 Defense: 10 DEF

Description: This plain copper ring can fire up to a dozen Mystic Darts each day, up to three at a time.

Game Information: RKA 2d6, Autofire (3 shots;

+¼), Line Of Sight (+½) (52 Active Points); OIF (-½), Independent (-2), Each Use Counts As 3 Charges No Matter How Many Darts Are Fired (-¼), 12 Charges (-¼). Total cost: 13 points.

Options:

1) Strong Ring: Increase to 32 Charges (+¼). 60 Active Points; total cost 16 points.

2) Weak Ring: Decrease to 6 Charges (-¾). Total cost: 11 points.

RING OF THE THUNDERBOLT SPHERE Effect: RKA 3d6

Target: 16” Radius Duration: Instant Range: No Range

Charges: 6 Charges which Never Recover Defense: 27 DEF

Description: This ring, made of silver and set with blue stones, emits a blast of lightning all around the user that travels outward from him to strike anyone nearby when he holds his fist above his head and speaks the command word. Typically a Thunder-bolt-Sphere Ring can be used six times (once for each stone set in it) before it crumbles to dust, for-ever destroyed.

Game Information: RKA 3d6, Area Of Effect (16” Radius; +1½), +1 Increased STUN Multi-plier (+¼), Personal Immunity (+¼) (135 Active Points); OIF (-½), Incantations (-¼), Indepen-dent (-2), No Range (-½), 6 Charges which Never Recover (-2¾). Total cost: 19 points.

Options:

1) Strong Ring: Change to 6 Charges (-¾). Total cost: 27 points.

RING OF THE WIZARDS’ HANDS Effect: Telekinesis (12 STR)

Target: One character Duration: Constant Range: 135”

END Cost: 0 Defense: 5 DEF

Description: This bronze ring formed in the shape of clasping hands endows its wearer with the abil-ity to lift, carry, and strike at a distance with the strength of a healthy adult man. All he needs do is make the appropriate gesture with his hands, and the ring carries out those gestures at a distance.

Game Information: Telekinesis (12 STR), Reduced Endurance (0 END; +½) (27 Active Points); OIF (-½), Independent (-2). Total cost:

8 points.

Options:

1) Strong Ring: This improved version of the Ring allows the user to do fine work. Add Fine Manipu-lation. 42 Active Points; total cost 12 points.

2) Weak Ring: This less powerful version of the ring only grants its wearer Telekinesis (6 STR). 13 Active Points; total cost 4 points.

STAR SAPPHIRE RING Effect: RKA 3d6, Penetrating Target: One character Duration: Instant Range: 335”

Charges: 8 Charges which Never Recover Defense: 13 DEF

Description: Set with eight small star sapphires, this silver ring contains a potent attack spell: it fires bolts of deadly starfire. Each sapphire con-tains the magic of one bolt; after it fires its bolt, it darkens. After the wearer uses all eight bolts, the ring is just a piece of silver jewelry set with eight poor-color sapphires.

Game Information: RKA 3d6, Penetrating (+½) (67 Active Points); OIF ½), Independent (-2), Limited Range (30”; -¼), 8 Charges which Never Recover (-2½). Total cost: 11 points.

Options:

1) Strong Ring: Increase to RKA 3½d6. 82 Active Points; total cost 13 points.

2) Weak Ring: Decrease to RKA 2d6. 45 Active Points; total cost 7 points.

STORMTOUCH Effect: Energy Blast 4d6, NND Target: One character Duration: Instant Range: Touch

Charges: 100 Recoverable Charges Defense: 11 DEF

Description: Made of purest star-steel, this ring gives off a powerful electrical shock when its wielder strikes a target with his hand. It contains 100 charges and can be recharged by a skilled enchanter.

Game Information: Energy Blast 4d6, No Normal Defense (defense is thick leather cloth-ing or similar insulation; +1), 100 Charges (recoverable under limited circumstances; +¾) (55 Active Points); OIF (-½), Independent (-2), No Range (-½). Total cost: 14 points.

In document Enchanted Items (Page 120-124)