Crafted/Collected Equipment
This is all the equipment (artifact or otherwise) I'm aware of that PCs have crafted or collected since breaking free of the collars. I've not included Veldygar or Eternal's items yet, waiting until they meet with the main group.
All unclaimed items are staying with the Hive.
Special Artifacts - crafted by PCs
Impeccable Spark (orichalcum magitech daiklave) - Danae
Sixth Coil (moonsilver serpent-sting staff) - Nanaret
2 fivefold harmonic adapters - Dashu(1), Xurizu(1)
Artifacts (non-magitech)
Accessories
1 pair red jade hearthstone bracers (with unknown hearthstone) - Hive
1 hearthstone amulet (with unknown hearthstone) - Dreams
Armor
1 jade reinforced breastplate - Veldygar
1 black jade lamellar armor - Xurizu
1 green jade breastplate - Nanaret
1 black jade breastplate - Eternal
1 red jade breastplate - Hive
Weapons (melee)
1 pair black jade dragon claws - Dashu
1 pair black jade short daiklaves - Eternal
1 pair red jade short daiklaves - Higura(1), Third(1)
1 black jade serpent-sting staff - Hive
Weapons (ranged)
1 green jade long powerbow (with unknown hearthstone) - Hive
1 green jade short powerbow - Xurizu
Artifacts (magitech)
Accessories
5 slave collars - Higura(1), Third(2), Hive(2)
Armor
1 Ashigaru Skirmish Armor - Danae
Automata
5 Hulking Armor Sentinels (Blue Stripes) - Danae
Tools
1 set Wound-Mending Needles - Veldygar
Weapons (melee/mixed)
1 essence lash - Dena
1 pair gauntlets of distant touch - Hive
Weapons (ranged)
6 short hybrid powerbows* - Nanaret(1), refugees(5)
* These are special equipment, powerbows made with an unattuned mode + essence battery for non-essence users to wield. Two were previously broken but it's assumed Hive Irix Chilomena repairs them. Stats are as follows.
(unattuned) Spd 6, Acc +1, Dam +0L (+Ess w/ Essence arrows), Rate 2, Range 150
(attuned) Spd 6, Acc +2, Dam +2L (+Ess w/ Essence arrows), Rate 2, Range 250, Attune 4
Repair 1, includes essence battery (20 motes, 2m per shot)
Mundane Equipment
Armor
1 exceptional earth-enchanted breastplate - Nanaret
1 exceptional lamellar armor - Higura
1 exceptional reinforced breastplate - Drachma
35 exceptional reinforced buff jackets - refugees
6 exceptional wood-enchanted breastplates - refugees(5), Hive(1)
Weapons (melee)
1 pair exceptional earth-enchanted cesti - Nanaret
2 exceptional earth-enchanted fighting chains - Dashu
1 exceptional earth-enchanted seven-section staff - Nanaret
1 pair exceptional earth-enchanted tonfa (treat as club) - Xurizu
1 pair exceptional water-enchanted tiger claws - Dreams
6 exceptional wood-enchanted short swords - Nanaret(1), refugees(5)
1 exceptional wood-enchanted knife - Third
30 fighting refugees each have two of the following:
20 exceptional straight swords
10 exceptional hammers
10 exceptional hatchets
10 exceptional poleaxes
10 exceptional short spears
The other 5 refugees have the wood acolytes' powerbows and short swords, as above.
Drachma's weapons are an exceptional chopping sword and two exceptional knives.
Tools
1 fine medical kit (+1 Medicine(Diagnosis)) - Higura
1 set exceptional alchemical tools (+1 Craft(Water) or Art of Alchemy) - Higura
1 set fine tools (+1 Larceny(Lockpicking), +1 Craft(Small Items/Parts)) - Nanaret
1 pair tinted lenses (+1 Awareness(Sight), used to hide nocturnal eyes) - Nanaret
1 set makeshift lockpicks - Dashu
Clothing
100 miner's work outfits - Dashu, Nanaret, Xurizu, refugees
1 Refugee Army Captain uniform - Drachma
35 Refugee Army uniforms - refugees
3 Immaculate acolyte robes - Dreams, Nanaret(2)
2 sets stealth-enhancing gear (+1 Stealth) - Dashu, Nanaret
1 technician's outfit - Nanaret
Expendables
Carried by B23 Sector 5 / Riot Zone group
Various reagents (plentiful Res 1, some Res 2, few Res 3)
5 doses cave fish poison
10 doses cave fish antidote
20 draughts of blessed respite
50 blood-staunching compresses
50 doses wound-cleansing unguent
1 dose seven bounties paste
Carried by Veldygar
Approx. 1 week's (7-10 doses) worth of:
Hero's Recovery
Draught of Blessed Respite
Venom-Allaying Draught (for common poisons)
So you can note down the stats for mundane high-quality enchanted weapons, use those listed in the corebook with the following additions. If a particular quality offers a choice, the PC taking the item may choose which they want.
Fine quality
- Fine armor has +1L/+1B soak.
- Fine melee weapons, choose one: +1 Acc, +1 Dam, +1 Def, -1 Att or Abil requirement.
- Fine ranged weapons, choose one: +1 Acc, +1 Dam, +50 (bows) or +10 (thrown) Range, -1 Att or Abil requirement.
- Fine tools add one die when it is used for a single chosen specialty. Example: fine thieves' tools that give +1 Larceny (Lockpicking).
Exceptional quality
- Exceptional armor, choose two: +1L/1B soak, +1 mobility, -1 fatigue.
- Exceptional melee weapons, choose three: +1 Acc, +1 Dam, +1 Def, +1 Rate, -1 Att or Abil requirement.
- Exceptional ranged weapons choose three: +1 Acc, +1 Dam, +50 (bows) or +10 (thrown) Range, +1 Rate, -1 Att or Abil requirement.
- Exceptional tools add one die to the dice pool for a single relevant Ability when used. Example: exceptional medical kit that gives +1 Medicine.
Perfect quality
- Perfect armor has +1 mobility, -1 fatigue, and choose two from the options for exceptional armor.
- Perfect weapons choose three from the options for exceptional weapons of their type, except one of the three values may be a +2 (exception: rate cannot be raised by +2).
- Perfect tools add two dice for a single relevant Ability when used. Example: perfect sanxian that gives +2 Performance.
Also recall that slashing and straight swords start with +4L damage, not +3L.
Air-enchanted items have either Lightness (armor -1 mobility and +1 fatigue; weapons -1 speed) or Coldness (armor +3 resistance vs. cold; weapons +2L cold damage, requires 1m or 1wp commitment).
Earth-enchanted items have Solidity (items are nearly unbreakable; armor +2L/+2B soak).
Fire-enchanted items have either Insulation (immune to fire) or Radiance (armor +3 resistance vs. heat, weapons +2L fire damage, requires 1m or 1wp commitment).
Water-enchanted items have Fluidity (can change shape into an item of the same substance and mass in a form the bearer knows well; requires 1m or 1wp commitment.)
Wood-enchanted items have Rejuvenation (item regenerates damage or wear from normal use, unless it takes enough damage to destroy it in one hit; heals 1 damage level per hour and superficial damage in minutes).
This message was last edited by the GM at 05:51, Thu 06 Aug 2009.