alaraes:chapter_2:adventuring_gear [Homebrew Wiki]

Homebrew Wiki

A home for all my bad ideas

Site Tools


alaraes:chapter_2:adventuring_gear

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
alaraes:chapter_2:adventuring_gear [2020/05/31 20:11] – [Personal assistant] forgemasteralaraes:chapter_2:adventuring_gear [2021/02/16 03:06] (current) – [Ammunition] Energy cell rework forgemaster
Line 1: Line 1:
 ====== Adventuring Gear ====== ====== Adventuring Gear ======
- 
 Alaraes is flush with mundane wonder, dozens of foundries around the continent produce mass consumable artifacts of ancient technology, and useful magical trinkets found in every shop. Alaraes is flush with mundane wonder, dozens of foundries around the continent produce mass consumable artifacts of ancient technology, and useful magical trinkets found in every shop.
  
 ===== Gear ===== ===== Gear =====
 +
 +{{ :alaraes:chapter_2:adventuringgeartable.png |}}
  
 ==== Ammunition ==== ==== Ammunition ====
-  * **Bullets (10).** Bullets are used to load any single-shot firearm such as a revolver or bolt-action rifle. +===Bullets (10)=== 
-  * **Energy Cell.** Energy cells are loaded into pulse riflesEach energy cell holds enough charge for 10 shots before being depleted. Spent energy cells may be brought to appropriate arms dealers for recharge or exchange (for a modest fee). +Bullets are used to load any single-shot firearm such as a revolver or bolt-action rifle. 
-  * **Caster shell.** Caster shells hold a single spell inside them that is cast when fired. These shells are sold by specialized shops and are considered very rare. The cost of each shell varies depending on the spell level, with higher level shells being exceptionally rare. Spells cast using via a caster shell are always cast at their lowest rated level.+ 
 +===Energy Cell=== 
 +Energy cells are loaded into [[alaraes:chapter_2:weapons#Rifle, Pulse| Pulse Rifles]] and rail weaponsA weapon using an Energy Cell may be fired 30 times before the cell is depleted depleted. Depleted energy cells may be brought to appropriate arms dealers for recharge or exchange (for a modest fee). 
 + 
 +===Caster shell=== 
 +Considered very rare, Caster shells are used exclusively in [[alaraes:chapter_2:weapons#Castelero|Castelero's]] and [[alaraes:chapter_2:weapons#Castelero|Castelero Rifles]] and are made from redsteel. Available in 8 variants, numbered I through VII, each shell is infused with a single specialized spell that is cast when fired. These shells are manufactured and sold by specialized craftsmen found almost exclusively in [[alaraes:chapter_4:aesh|Aesh]]. The cost of each shell varies depending on its shell number with an escalating rarity and cost. Spells cast via a caster shell are always centered on the location the slug hits and are cast at their lowest level.
  
 +  - I - 
 +  - II - 
 +  - III - 
 +  - IV - 
 +  - V - 
 +  - VI - 
 +  - VII - 
 +  - VIII - 
 ==== Bungee cords ==== ==== Bungee cords ====
  
Line 31: Line 45:
  
 ==== Cybernetics ==== ==== Cybernetics ====
-[[incomplete]] +Cybernetic prosthesis can be found throughout Alaraes, the that usually means something unfortunate has happened to the last owner, and can purchased from special clinics in [[alaraes:chapter_4:mokopun|Mokopun]] and [[alaraes:chapter_4:aesh|Aesh]]. The repair, maintenance, and installation of Cybernetics is a highly specialized and esoteric skill, with Cyberneticist charging high fees for their services. Cyberneticist with lower skill levels or incomplete training can sometimes be found attached to merchant caravans charging more amenable rates, but their craftsmanship will often times be well under the levels of their more respectable colleagues.
-  * Eye +
-  * Arm +
-  * Leg +
-  * Ear +
-  * Tongue +
-  * Finger+
  
 +=== Eye ===
 +//Uncommon//\\
 +Recommended price 300gp per eye. Added costs for more ornate designs and exotic materials. \\
 +Available either as a set or individually, cybernetic eyes are a somewhat difficult to manufacture prosthesis making them relatively uncommon. They are available in a wide range of styles and colors, able to be customized to the users preferences, though more esoteric designs may incur an additional fee. Regardless of physical appearance a cybernetic eye grants its user Darkvision. In addition, the user also gains Telescopic Sight and can clearly make out minor details on objects up to 120ft away.
 +
 +=== Limb ===
 +//Common//\\
 +Recommended price 100gp per limb. Added costs for more ornate designs and exotic materials.\\
 +The replacement of an Arm or leg is a common sight amongst adventurers and soldiers, whose occupation lends itself to dangerous encounters. Replacement limbs can be aesthetically customized ad infinium, though the more ornate the design and materials the higher the fee. Replacing a limb is considered a routine procedure and can be accomplished in a day by a skilled Cyberneticist, with recovery time often being less than a week (though heavy lifting is discouraged for the first 30 days). Replacing a limb confers no additional mechanical benefits.
 +
 +=== Ear ===
 +//Uncommon//\\
 +Recommended price 500gp per ear.
 +Available either as a set or individually, cybernetic ears are highly customized pieces of hardware. Each ear is built-to-order for a recipients head due to a large variation in cranial structure from person to person. This of course leads to a higher purchase price, as the hardware cannot be produced en-mass. There is also far less opportunity for customization of design, as even minute changes in material and design can lead to dramatic alterations in performance. Cybernetic ears grant the user slightly enhanced hearing, granting Advantage on perception checks related to hearing, so long as the source of the sound is within 30 ft.
 +
 +=== Spine ===
 +//Rare - Very Rare//\\
 +Recommended price varies. 
 +Spine cybernetics, much like cybernetic ears, are custom made-to-order pieces of hardware that do not grant any mechanical benefit on their own, outside of the medicinal benefits of having a healthy spine. They instead allow for the installation and use of [[Gear]], a general use term for lost tech that can be controlled only via special sockets on your spine and neck. Gear takes up a certain number of available slots, cybernetic spines with more slots are rarer and cost more. 
 +  * 0 slots - 2500gp
 +  * 4 slots - 5000gp
 +  * 6 slots - 7500gp
 +  * 8 slots - 10,000gp
 ==== Duct tape ==== ==== Duct tape ====
  
Line 66: Line 97:
 ==== Mana Collector ==== ==== Mana Collector ====
  
-Required for harvesting and transporting raw mana. These jars have a special alchemical coating along the inside that prevents unprocessed mana from passing through it. Each jar may hold up to five of the same mana at any one time. Having different types of mana in the same jar causes them to become unstable, and possibly explosive. Mana jars have three uses, after which the coating must be reapplied.+moved to [[alaraes:chapter_2:tools#Mana Collector|Tools]]
  
 ==== Meal-stim ==== ==== Meal-stim ====
Line 74: Line 105:
 ==== Medical gel ==== ==== Medical gel ====
  
-An amber gel that acts as an instant cast when wrapped around a broken limb or as an immediate clotting agent when applied over an open wound. The gel also has pain numbing properties that are soaked up by the skin, helping to dull the pain in the affected area without causing the mental clouding effects associated with other potent medical agents. Each pack of medical gel has five uses. As an action you, can expend one use of the gel to stabilize a creature and restore 1d4 hit points, without needing to make a Wisdom (Medicine) check. +This silver packet packed full of amber gel acts as an instant cast for broken limbs, or as an immediate clotting agent when applied over an open wound. The packet contains 10 uses. As an actionyou may expend one use of the gel to stabilize a dying creature, remove the bleeding condition, or set a broken limb without needing to make a Wisdom (Medicine) check.
 ==== Moonflower, book ==== ==== Moonflower, book ====
  
Line 90: Line 120:
 ==== Nano-tool ==== ==== Nano-tool ====
  
-Each nano-tool is a wrist-mounted box filled with a swarm of nano-machines. These machines can be verbally instructed to form any tool or non-magical key. Each nano-tool has five uses after which the swarm is depleted of energy and dies. May be considered illegal in some areas due to its potential for misuse. +Each nano-tool is a wrist-mounted box filled with a swarm of nano-machines. These machines can be verbally instructed to form any tool or non-magical key. Each nano-tool has five uses after which the swarm is depleted of energy and dies. This tool requires an operators license in many municipalities due to its potential for misuse. 
  
 ==== Personal assistant ==== ==== Personal assistant ====
alaraes/chapter_2/adventuring_gear.1590955887.txt.gz · Last modified: 2020/09/09 04:24 (external edit)