Showing posts with label Items. Show all posts
Showing posts with label Items. Show all posts

Saturday, October 17, 2015

Oil of Undead Repellent and Holy Rations


Are you facing the prospect of a length expedition into the depths of some forgotten tomb crawling with the undead? This Oil of Undead Repellent and Holy Rations may be just what you need to make it back alive.

Oil, Undead Repellent

Undead repellent is a mixture of consecrated oils, incenses and herbs that good religions consider holy. A single phial of undead repellent is enough to cover a person for 2d4 hours. For as long
as the substance remains in effect, they gain a +2 bonus to AC against undead creatures, plus a +2 bonus on all turning checks and turning damage rolls made when attempting to turn undead. An
undead spellcaster within 60' of a character coated in undead repellent must succeed on a saving throw versus paralysis to cast any spell.. 


  • 75 gp, 1 lb


Rations, Holy

Holy rations have been blessed by the will of the divine. Though it is food, the magical nature of holy rations food preserves them, so that it can last decades without spoiling.and immediately destroys any poisons, toxins, and anything else. which may taint the food. Additionally, consuming at least one meal of Holy Rations during the course of the day will increase your daily HP recovery by 1 point,  
  • Per day: 15 gp, 1 lb

Tuesday, August 18, 2015

Magical Oils of Armoring and Damaging for OSR Fantasy Games

These rare magical oils are applied to armor and weapons, can be made by a skilled alchemist. When found in a treasure trove, dungeon chest, or forgotten crypt, they are typically stored in stoppered ceramic or glass vials. Each vial will contain enough oil for 1d4 applications before running dry. (For use with Labyrinth Lord, Swords and Wizardry, Dungeon Crawl Classics, Lamentations of the Flame Princess, and other OSR fantasy roleplaing games).

Oil of Armoring

The contents of this bottle bestow a magical aura of protection upon any suit of armor or shield to which they are applied . The AC value of the armor or shield will be reduced by 3 points for the next 2d6 rounds

Oil of Damaging


When applied to a weapon, this oily substance grants a +3 bonus to damage. The effects of an application will wear off in 2d6 rounds.  

Saturday, July 25, 2015

EMP Missiles for White Star

EMP Missiles

EMP Missiles are physical projectiles that create a very powerful electromagnetic pulse upon contact with the target. This does no actual damage, but the EMP causes all of the target starship's systems to completely shut down for 1d6 rounds. The target starship cannot attack, use any ship modifications, or pilot the ship in any way other than continue moving at the current speed without changing course. While disabled by the EMP, the target starship's shields are offline, temporarily reduced to zero, but will return to their previous strength once the duration of the EMP has ended. This modification may be purchased once per each weapon on a starship,

Range: 8

Cost: ???

Plasma Missiles for White Star

Plasma Missiles for White Star

These physical projectiles explode in a ball of ionized gas. If the target's shields are at zero, a plasma missile does 4d6 points of damage the first round, and 1d6 damage per round that completely bypasses the target's shields for the next four rounds, even if the target manages to repair their shields. Against a target with a shield strength of 1 or more, a Plasma Missile does 1d6 points of damage per round for four rounds that can be mitigated by shields in the same manner as norm damage. This modification may be purchased once per each weapon on a starship.
  • Range: 8
  • Cost: ???

Friday, July 17, 2015

Plasma Cannons for White Star

I've been working on a supplement for White Star that focuses on starship weapons and modifications.  My current working draft contains forty different items in various stages of completion, and I thought it might be fun to share some of them with the rest of the world as I work on them (especially those items that I could use some feedback on).

Presenting the first in my "White Star Ship Modifications" series of posts:

Plasma Cannons

Plasma cannons fire bursts of ionized gas. Upon a successful hit, the target takes 2d6 points of damage. If the initial damage is not completely negated by the target's shields, the plasma will continue to damage the target, bypassing the target's shields completely and doing an additional 1d6 damage per round directly to the target's hit points for the next 2 rounds.

    • Range: 12 8
    • Cost: ???
It's a pretty simple writeup, which is what I am aiming for. Feedback is greatly appreciated. In particular:

  • Is the damage - particularly the part that bypasses shields - too much? The final supplement will contain a few different starship modifications that will help to heal starship HP during battle, if that makes any difference.
  • The range is the same as standard laser cannons. Does that seem like a good range? It was suggested that I drop the range a bit, to reflect the fact that the wepoan fires bursts of gas as opposed to laser.
  • How much should these cost?
Thanks in advcance for any tips and advice.

Sunday, July 12, 2015

Staff of the Mind Breaker


Here's a twisted little magical artifact I found buried in my old hard drive. It should be compatible with just about any OSR style rules, although you may have to do a bit of tweaking depending on your system of choice.

This ancient staff is rumored to have once belonged to an insane magic-user - a demigod in his own right, if the legends are true - bent on dominating all mankind. He toiled for decades to create a staff that would further his goals, and once his task was complete his mind finally snapped. Nobody knows for certain what became of him after that, but his staff still exists today. It may be that it has changed hands countless times throughout the centuries, or perhaps it has just been hidden away, buried in some dark tomb awaiting its first owner.

The staff itself is fashioned from an unnaturally textured and indestructible wood-like material. The shaft is a dark blue color, banded with thick sections of copper and silver. Gems adorn the metal, but they are small and dully colored. The headpiece of the staff  is composed of an unbreakable silver-like sphere which sounds hollow when struck. When used as a melee weapon, the staff functions as a +3 weapon. While holding this staff the wielder is immune to any form of illusion or mental control, and their AC is improved by 3 points.

The staff's spellcasting powers are activated by striking the sphere, either with a fist or object or upon a hard surface, which produces a distinct and unnatural ringing sound.  By doing this and expending a 1 charge, the user of this staff may create one of several different spell effects. The spells available are Antipathy/Sympathy, Charm Monster, Charm Person, Feeblemind, Geas, Hallucinatory Terrain, Irresistible Dance, Mirror Image, Phantasmal Force,  or Project Image. These spells will be cast at the level of the user. The staff has 15 charges and will recuperate 2d4 charges per day.

This staff is a sentient object, functioning in much the same manner as a sentient sword, with an INT of 18. It has no set alignment and may be used by anyone. It seeks only to control and influence the minds of as many sentient beings as possible, and if deprived of this it will attempt to assert its will on the user, calling for influence checks. If the will of the staff prevails it will not just randomly use its powers. It will seek the most advantageous path to controlling as many people as possible, often through scheming and long term plans. 

There is no known method of destroying this artifact The safest recourse is to bury it deep beneath the surface of the earth, seal it within a man-made structure, or to send it to the bottom of a large body of water. Otherwise, it will eventually seek out and call to its next owner through supernatural means such as visions, dreams, and omens.