Well, I have decided to get back into the game of writing game
content. I am going to try to shoot for at least two post a week.
Here is the first!
Fuzzy origins and confusing functionality, these devices maim and
reshape the very essence of reality. These weapons target the
quiddity, or essence, of an object to bring about its destruction or
mutation. These changes are not physically apparent, however, the
mind can sense the change in essence. The metaphysical changes cause
individuals to present the symptoms of visual agnosia, though only
when attempting to recognize the effected object. Each ontological
distortion/destruction device is powered by abstracta fusion. The
fusion generates ontic power by binding two concepts together within
the ideosphere through modal logic circuit tablets.
Names
In changing the essence of objects, the signified of language, the
signifiers lack any true meaning. The creators of these disturbing
weapons eschew any attempts at meaning when assigning names. Instead,
their names are mere products of chaos, chosen randomly.
Weapon Name
– Roll once on each chart.
Acted
Upon – 1D10
1) Grapheme
2) Meme
3) Concept
4) Referent
5) Truth
6) Ousia
7) Porphyrian
8) Abhidharmic
9) Nihil
0) Monad
Actor
– 1D10
1) Exploder
2) Editor
3) Slasher
4) Hacker
5) Twister
6) Popper
7) Smasher
8) Controller
9) Driver
0) Frier
Function
– 1D3
1) Sever and Restore
– Number of Settings:
2
Setting 1:
This completely removes the quiddity of an object. Without its
quiddity, an object is completely unrecognizable, making it useless.
The physical form remains the same, anyone viewing the object is
unable to describe of understand what they are seeing. Save:
Wisdom Based or Will
(+1 to the save per enchantment on the weapon) of the owner.
Duration: 10
Rounds or 10 Days on a critical failure.
Setting
2: This
restores the removed quiddity of an object, reversing the effects of
setting 1 or repairs a broken object. If used on a fully functional
object it brings the thing closer to perfection adding +1 to all
functions (damage, to-hit, protection, etc...). Save
(Harmless): Wisdom
Based or Will (+1 to the save per enchantment on the weapon).
Duration: 10
Rounds.
2)
Copy and Paste
– Number of
Settings: 2
Setting
1: This
copies one of the functions of an object. In game terms it copies one
of the mechanical aspects of an object, such as: damage die (the type
of damage is also copied), range or reach, specific enchantment,
bonus to hit/AC/skill use/damage/movement/misc. Save
(Harmless): Wisdom
Based or Will (+1 to the save per enchantment on the weapon) of the
owner. Duration:
A
weapon may only have one function stored at a time.
Setting
2: This
applies the copied function of an object to a new object. Save:
Wisdom
Based or Will (+1 to the save per enchantment on the weapon) of the
owner. Duration:
10
Rounds.
3)
Comprehend and Define
– Number of
Settings: 2
Setting
1: This
copies the basic concept of an object to be applied later (ex:
chair, sword, cup, door, etc...).
Save (Harmless):
Wisdom
Based or Will (+1 to the save per enchantment on the weapon) of the
owner. Duration:
A
weapon may only have one concept stored at a time.
Setting
2:
This applies the copied concept of an object to a new object. The
functional concept remains the same, but anyone viewing the object
recognizes it as being whatever was applied to it. (ex:
The basic concept of a chair was applied to a sword. While everyone
believes the chair is a sword, they also believe that the chair is a
weapon)
In game terms anyone attempting to use the changed object takes a -4
penalty to all attempts to us it. Save:
Wisdom Based or Will (+1 to the save per enchantment on the weapon)
of the owner. Duration:
10 Rounds.
Setting
Names 1D10 – One
name per setting.
1) Virus
2) Cupcake
3) Soup
4) Crook
5) Bubble
6) Comb
7) Ferret
8) Paddle
9) Ice
0) Shoes
Means
of Activation 1D10
1) Pull-Start
2) Bellows Pump
3) Button
4) Crank
5) Spinning of a Hamster Wheel
6) Lighting a Fuse (Magically returns after each use)
7) Blowing into an Inflation Nozzle
8) Spring-loaded Pinball Plunger
9) Singing to the Device
0) Shaking the Device
Device
Shape 1D10
1) Staff
2) Rifle
3) Pistol
4) Umbrella
5) Hand Mixer
6) Lantern
7) Chemical Sprayer
8) Overly Complicated Wind Instrument
9) Hand Drill
0) Water Pump
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