True20 - Liber Artefactorum a World of Nevermore Supplement 2006 English

Embed Size (px)

Citation preview

  • 8/13/2019 True20 - Liber Artefactorum a World of Nevermore Supplement 2006 English

    1/37

    LiberArtefactorum

    A World of Nevermore Supplement

    by Joseph Miller

    Expeditious Retreat Press

    Requires the Use of True20 Adventure Roleplaying by Green Ronin Publishing for Use.

    Liber Artefactorum is a 36 page supplement containing complete rules for creatingsupernatural items for the True20 system, including:

    rmor, shields, and weapons Charms: single use items of particular feats or powers. Devices: items imbued with special abilities Enhancers: items that augment character by granting special abilities Foci: items that improve the welders supernatural powers Infusions: items infused with a single use of a supernatural power Cursed Items: items that are cursed, incorrectly made, or corrupted by

    outside forces

    Intelligent Items: permanent supernatural items imbued with sentience

    Liber Artefactorum also introduced speci c rules for creating supernatural items inthe world of Nevermore. Nevermore is an ever-changing world where reason fadesinto myth and imagination. Featured in Green Ronins True 20 Worlds of Adventure, it o ers a plethora of possible and even improbable adventures for those whotraverse its strange domains. Nevermore ampli es and accentuates, twists andskews, it is a place where nothing remains the same for long and all who walk itslands, fey or mortal alike, are changed forever.

    Liber Artefactorum contains over 25 items of Nevermore, opening the dreamscapefor all who dare to venture.

    www.XRPshop.citymax.comwww.EXP.citymax.com

    Liber Artefactorum

  • 8/13/2019 True20 - Liber Artefactorum a World of Nevermore Supplement 2006 English

    2/37

    LiberArtefactorum

    A World o evermore upplement

    by Joseph Miller

    Containing divers information pertaining to the supernatural itemsof Nevermore and their methods of creation

    Expeditious Retreat Press

  • 8/13/2019 True20 - Liber Artefactorum a World of Nevermore Supplement 2006 English

    3/37

    Table of Contents

    reditsAuthor: Joseph M llerCover Art st: Claud o Pozas

    Internal Art st: V ShaneEd tor: Joseph Brown ngDesign and Layout: Suzi Yee and Joseph BrowningProduced under license from Green Ronin Publishing, LLCTrue20 A venture Ro ep aying an its associate ogo are Tra emar s o Green Ronin Pu is ing, LLC

    Introduction ................................................................ 3Supernatural Item Overview.................................... 3

    Using Supernatura Items 3Size and Supernatural Items ............................. 4Supernatural Items on the Body....................... 4Saving T rows Against Supernatura Items 4Damaging Supernatural ItemsRepairing Supernatural Items...........................

    Supernatura Items DescriptionsArmor an S ie s

    Armor and Shield Special Abilities........... 6Charms ................................................................. 7Devices 7

    Device Special Abilities............................... 8Enhancers............................................................. 9

    En ancer Specia A i ities 9Foci........................................................................ 11

    Focus Special Abilities................................. 12In usions 12Weapons ............................................................... 13

    Weapon Special Abilities ............................ 13Curse 15

    Common Curses .......................................... 15 Characters and Curses ............................... 18

    Inte igent 18

    Intelligent Items as Characters 18 Intelligent Item Actions .............................. 19 Special Purpose............................................ 20 De icate Power 20 Items Against Characters............................ 20Creating Supernatural Items .................................... 21

    Creation Cost Mo i ers 22Adding New Special Abilities........................... 23

    Supernatural Items of Nevermore........................... 23Creating Supernatural Items in Nevermore ... 23Supernatura Item Descriptions 24Armor and Shields.............................................. 24

    Armor of the Mount .................................... 24 He ge Lion Armor 25 Winters Shield 25

    Devices ................................................................. 26 See ie Hea ing Kit 26 Instrument of the Wordsmith 26 Magic Beans.................................................. 27

    Enhancers............................................................. 27 Mas o Discor 27 Pouch of Fairy Dust ..................................... 28 Ring of Shadows .......................................... 28

    Foci 28 Banner of Hope ............................................ 28 Book of Faehalig........................................... 29 Wan o t e Wyr 29

    Weapons ............................................................... 30 Dread Hunters Bow.................................... 30 Free Ri ers Weapon (Gwynu ) 30 Sta of the Eye.............................................. 31

    Artifacts ................................................................ 31 An varinaut 31

    Draupnir 32 The Grail ....................................................... 32Cursed .................................................................. 32

    Amu et o t e Nig t Witc 33 Arm of Diabolus .......................................... 33 Dread Lion Armor ....................................... 34

    Inte igent 34 Dream Founts............................................... 34 Weylands Elementals ................................. 35 Puc s Pouc o Tric s 36

  • 8/13/2019 True20 - Liber Artefactorum a World of Nevermore Supplement 2006 English

    4/37

    Using Supernatural ItemsTo use a supernatura item, it must e activat

    lthough sometimes activation simply means puring on your nger. Some items, once donned,

    unction constant y. Activating a supernatura item isstandard action unless the item description indicatestherwise. However, the casting time of a power is the

    time require to activate t e same power in an item,regardless of the type of supernatural item, unless theitem description speci cally states otherwise.

    T e our ways to activate supernatura items areescribed below.

    Power Completion: This is the activation methodor in usions. An in usion is a power, w ic awaitsompletion via some sort of nishing action ( nal

    gestures, words and so on). An infusion can only beused by an adept. Activating a power completion itemis a stan ar action.

    Power Trigger: Power trigger activation is similarto power completion, but it is even simpler. No innate

    ccess to a power is nee e , just a specia connectionto the supernatural and a single word that must bepoken. Anyone who can use a power knows how

    to use a power trigger item. T e user must stietermine what power is stored in the item before hean activate it. Activating a power trigger item takes

    t e same amount o time as t e power it is emu atingr modifying and requires a fatigue save if the power

    being used would normally require it.Comman Wor : I no activation met o is

    uggested either in the supernatural item description or by the nature of the item, assume that a command wordis nee e to activate it. Comman wor activationmeans t at a c aracter spea s t e wor an t e itemctivates. No other special knowledge is needed.

    A command word can be a real word, but whent is is t e case, t e o er o t e item runs t e ris

    f activating the item accidentally by speakingthe word in normal conversation. More oen, theomman wor is some seeming y nonsensica wor ,r a word or phrase from an ancient language no

    longer in common use. Activating a command wordupernatura item is a stan ar action.

    Sometimes the command word to activate an itemis wri en right on the item. Occasionally, it might

    e i en wit in a pa ern or esign engrave on,arved into, or built into the item, or the item might

    bear a clue to the command word.T e Know e ge ( istory) an Know e ge

    (supernatural) skills might be useful in helpingto identify command words or deciphering cluesregarding them. A successful check against DC 30 isnee e to come up wit t e wor itse . I t at c ecis failed, succeeding on a second check (DC 25) mightprovide some insight into a clue.

    Introduct onSupernatura items are oun t roug out antasy

    n egen . T ey come in a types o s apes an sizesfrom ery swords to rings of power to the simplest

    f magic beans. They can be acquired in any numberways y conquest, y quest, an even y c ance.

    No ma er their origin, their form, or how they were

    btained one thing is for certain: in the hands of the right(or wrong) person t ese supernatura items can c angethe fortunes of their possessors and their worlds.

    Liber Artefactorum is designed to allow Narratorsn p ayers a i e t e a i ity to exp ore t e en ess

    potential of supernatural items in their campaigns.This tome holds all that is necessary to use, design andreate supernatura items o every type imagina e or

    whatever campaign se ing and genre is needed. This book also contains a section detailing items designed

    or use in t e Nevermore campaign se ing pu is ey Expe itious Retreat Press.

    Supernatural ItemOverview

    Supernatura items are ivi e into categories:rmor (and shields), charms, devices, enhancers,

    foci, infusions, and weapons. In addition, someupernatura items are curse or inte igent. Fina y, a

    few supernatural items are of such rarity and powerthat they are considered to belong to a category oft eir own: arti acts. Arti acts are c assi e in turn asminor (extremely rare but not one-of-a-kind items) ormajor (each one unique and extremely potent).

    Armor an S e s: Supernatura armor(including shields) o ers improved, supernaturalprotection to the wearer.

    C arms: A c arm is an item im ue wit t eingle use of a particular feat or power. Commonharms include potions, oils, candles, herbs, crystalsn simi ar items.

    Dev ces: A evice is an item im ue wit specia bilities.

    Enhancers: An enhancer augments a character bygranting t em specia a i ities. T ese o jects inc u eupernatural jewelry, books, clothing and much more.

    Foci: A foci is an item (sta , wand, talisman, etc.),w ic a ows t e user to improve t eir supernaturapowers.

    Infusions: An infusion is a power supernaturallyin use into an item so t at it can e use ater y andept. Common infusions are scrolls, gems, and runetones.

    Weapons: Supernatura weapons are create tovercome damage reduction and can have a variety ofombat powers.

  • 8/13/2019 True20 - Liber Artefactorum a World of Nevermore Supplement 2006 English

    5/37

    Use Activated: This type of item simply has be used in order to activate it. A character has to

    a potion, swing a swor , interpose a s ie toect a blow in combat, look through a lens, sprinkle

    dust, wear a ring, or don a hat. Use activation isgenera y straig t orwar an se -exp anatory.

    Many use-activated items are objects that acharacter wears. Continually functioning itemsare practica y a ways items t at one wears. A ewmust simply be in the characters possession (on hisperson). However, some items made for wearing muststi e activate . A t oug t is activation sometimesrequires a command word (see above), usually itmeans mentally willing the activation to happen. The

    escription o an item states w et er a commanwor is nee e in suc a case.

    Unless stated otherwise, activating a use-activatedsupernatural item is either a standard action or not anaction at a . I t e use o t e item ta es time e orea supernatural e ect occurs, then use activation is astandard action. If the items activation is subsumedin its use an ta es no extra time use activation is notan action at all.

    Use activation does not mean that if you use anitem, you automatica y now w at it can o. Youmust know (or at least guess) what the item can doand then use the item in order to activate it, unlesst e ene t o t e item comes automatica y, suc romdrinking a potion or swinging a sword.

    Size and Supernatural ItemsW en an artic e o supernatura item is iscovere ,

    most of the time size should not be an issue. Manysupernatural items are made to be easily adjustable, ort ey a just t emse ves supernatura y to t e wearer.Size should not keep characters of various kinds fromusing supernatural items.

    T ere may e rare exceptions, especia y witracial speci c items.

    Supernatural Items on theBody

    Many supernatural items need to be donned bya character who wants to employ them or bene trom t eir a i ities. Its possi e or a creature wit a

    humanoid-shaped body to wear as many as fourteensupernatural items at the same time. However, eacho t ose items must e worn on (or over) a particu arpart of the body or wielded in one of their hands.

    A humanoid-shaped body can be decked out insupernatura gear consisting o one item rom eacof the following groups, keyed to which place on the

    body the item is worn or wielded.

    One headband, hat, helmet, or phylactery on e ea

    One pair of eye lenses or goggles on or over the yes

    One amulet, brooch, medallion, necklace, periapt, or scara aroun t e nec

    One vest, vestment, or shirt on the torsoOne robe or suit of armor on the body (over a

    vest, vestment, or shirt)One belt around the waist (over a robe or suit of

    rmor)One cloak, cape, or mantle around the shoulders

    (over a ro e or suit o armor)One pair of bracers or bracelets on the arms or

    wristsOne glove, pair of gloves, or pair of gauntlets on

    e an sOne ring on each hand (or two rings on one

    an )One device, focus, shield or weapon in each

    an .One pair of boots or shoes on the feet

    Of course, a character may carry or possess as manyitems of the same type as he wishes. However, additionalitems beyond those listed above have no e ect.

    Some items can be worn or carried without takingup space on a c aracters o y. T e escription o anitem indicates when an item has this property.

    Saving Throws AgainstSupernatural Items

    Supernatural items produce powers or e ects.For a saving t row against a power or e ect roma supernatural item, the Di culty is 10 + half theitems creator eve , a t oug t ere are some powerswhich require opposed checks (ex: Creature Ward).The creator may add his key ability to the items saveDi culty by increasing the creation cost of an item byan equal amount. The creator can choose to add onlya portion of his key

    Foci are an eru e. I an a eptConviction pointocus, treat t e sa

    as if the wielderpower, inc u inglevel, key ability anmo i ers to savemight have.

    Most itemgive saving throwfor various e ecicularly when te ect has no exactpower equiva ent.

  • 8/13/2019 True20 - Liber Artefactorum a World of Nevermore Supplement 2006 English

    6/37

    Damaging Supernatural ItemsA supernatura item oes not nee to ma e a saving

    throw unless it is una ended, it is speci cally targeted by the e ect, or its wielder rolls a natural 1 on his save.Supernatura items s ou a ways get a saving t rowgainst powers that might deal damage to them, evengainst a acks from which a non-supernatural item

    wou norma y get no c ance to save. Supernaturaitems use the same saving throw bonus for all saves,no ma er what the type (Fortitude, Re ex, or Will).A supernatura items saving t row onus equa s 2+ one-half its creator level (round down). The onlyexceptions to this are intelligent supernatural items,w ic a t eir Wis om scores to Wi saves.

    Supernatural items, unless otherwise noted, takeamage as non-supernatural items of the same sort. Aamaged supernatural item continues to function, but

    i it is estroye , a its supernatura power is ost.

    Repairing Supernatural ItemsSome supernatura items ta e amage over t e

    ourse of an adventure. It costs no more to repair aupernatural item with the Cra skill than it does to

    repair its non-supernatura counterpart.

    upernatural temsDescr pt ons

    Eac genera type o supernatura item gets anverall description, followed by descriptions of speci cpecial abilities. General descriptions include notes onctivation, creation cost, Cra Di cu ties, creatoreve , mar et cost an ot er important ru es to eep in

    mind when using or designing particular supernaturalitems. The special abilities have their powers detailed

    nd each of the following topics is covered innotational form at the end of the description.

    Prerequ s tes: Certain requirements mustmet in order for a character to create a supernatitem. These include feats, powers and miscellaneousrequirements suc as virtues, vices, race or t e i e.The prerequisites for creation of an item are givenimmediately following the items creator level.

    Creat on Cost: T is represents t e cost to createn item via a Wealth check.

    Creator Level: This entry gives the creator levelt e item, in icating its re ative strengt an t e

    minimum creator level needed to make the item.This information is given in the form CL: x, whereCL is an a reviation or creator eve an x is an

    r ina num er representing t e creator eve itse .The creator level determines the items e ective

    power bonus (creator level + 3), saving throwDi cu ty (10 + a t e a ept eve , roun e up), aswell as other level-dependent features of the itemspowers. It also determines the power bonus that must

    e conten e wit s ou t e item come un er t ee ect a power, which seeks to suppress or remove itspecial abilities.

    A continuous item is consi ere to ta e 10 onpposed power checks.

    rmor and ShieldsMasterwor armor (an s ie s) can e im ue

    with supernatural power, making it extraordinarilylight and comfortable. Supernatural armor has itsrmor c ec pena ty re uce y 2 (inc u ing t e

    bene ts of being masterwork). In addition, otherupernatural abilities can be added to supernaturalrmor an s ie s.

    Body Slot Item Types nity

    Head Hat, helmet, etc. Audio, mental and interaction

    Eyes Goggles, lenses, etc. Visual

    Neck Amulet, brooch, etc. Protective, discernment and morale

    Torso (under) Garment, vest, etc. Role, background, and protection

    Torso (over) Ro e Powers, power en ancing an protectionWaist Belt Physical, role and background

    Bac C oa , cape, etc. rans ormation, ig t an protection

    Arms Bracers, bracelets, etc. Combat and ally-based

    Han s G oves, gaunt ets, etc. Destructive, quic ness an s i -use

    Finger Rings All special abilities

    Feet Boots, s oes, etc. Movement

    ody Slot Af nity

  • 8/13/2019 True20 - Liber Artefactorum a World of Nevermore Supplement 2006 English

    7/37

  • 8/13/2019 True20 - Liber Artefactorum a World of Nevermore Supplement 2006 English

    8/37

    Prerequisites: Illusion; Creation Cost: 24; CL: 1.Phasing: Upon command, thus suit of armor

    ma es its wearer incorporea .Prerequisites: Phasing; Creation Cost: 33; CL: 10.Psychic Re ection: Thus suit of armor re ects

    psyc ic a ac s ac at t e a ac er.Prerequisites: Psychic Re ection and Psychic Shield;

    Creation Cost: 23 + power bonus; CL: Power bonus 3.Re ex: is s ie grants t e wearer a onus to

    Re ex saving throws.Prerequisites: Creature with Re ex save bonus

    equa to t e items onus or Supernatura Spee ;Creation Cost: 12 + three times the Re ex save bonus;CL: 1 (+1, +2), 2 (+3), 4 (+4), 6 (+5).

    S c : T is suit o armor grants its wearer a onusto Escape Artist c ec s.

    Prerequisites: A number of ranks in the EscapeArtist skill equal to the bonus or Water Shaping;Creation Cost: 15 + s i onus; CL: S i onus 3.

    Stealth: This suit of armor grants its wearer a bonus to Stealth checks.

    Prerequisites: A num er o ran s in t e Stea t s iequal to the bonus or Illusion; Creation Cost: 15 + skill

    bonus; CL: Skill bonus 3.Supernatura Res stance: T is suit o armor

    r shield grants supernatural resistance versus allupernatural powers and abilities used directlygainst its wearer.

    Prerequisites: Creature with supernatural resistancer Ward; Creation Cost: 17 + supernatural resistance

    (minimum SR 11); CL: 5 + 1 per SR a ove 11.Toughness: This suit of armor grants the wearer

    n increased Toughness bonus.

    Prerequisites: Creature with natural armor or BodyContro ; Creation Cost: 18 + t ree times t e Toug ness bonus; CL: 1 (+1), 2 (+2), 4 (+3), 7 (+4), 10 (+5).

    Will: This suit of armor or shield grants thewearer a onus to Wi saving t rows.

    Prerequisites: Creature with Will save bonus equalto the items bonus or Psychic Shield; Creation Cost: 12+ t ree times t e Wi save onus; CL: 1 (+1, +2), 2 (+3),4 (+4), 6 (+5).

    CharmsA charm is a small item containing a single use of

    supernatural power or one minute of use for a feat orkill. When a charm is activated (a standard action), itisc arges t e power it contains an t en is ren ere

    useless. A character that uses a power contained in aharm does not make fatigue saves. A charms bonus

    wit t e power cannot excee its creators onus.Prerequisites: Feat, power, or skill the charm

    grants.Creat on Cost: T ere are a num er o i erent

    types of charms and each one has its own method ofalculating creation cost.

    Feat Charms: A feat charm has a creation cost of 11.

    Power C arms: A power c arm as a crea cost of 7 + the charms power bonus.

    Skill Charms: A skill charm has a creation cost o 7 + t e c arms s i onus.

    Cra: If the creator is craing the item fromcratch, make a Cra check (Di culty 20) with theppropriate specia ty ( rewing, woo wor ing, etc.).

    Creator Level: A feat charm has a creator levelequal to 1 (or its level prerequisite). A power or

    i c arm as a creator eve equa to t e onus 3(minimum 1).

    Market Cost: A feat charm has a market cost of 14.Power an s i c arms ave mar et costs o 10 + t e

    arms onus wit t e power or s i .

    DevicesA device has inherent special abilities associated

    with its use, which do not directly a ect the user.

    A device is a use activated item and can be usedy anyone, un ess restrictions were p ace upon ituring creation. I t e e ect o a evice is continuous

    it is always on as long as the device is worn or used.However, some devices must be activated and as suchthey take the same amount of time to activate as thepower it emulates or a standard action. Powers withinstantaneous e ects can on y e turne into non-ontinuous en ancers. A c aracter t at uses a power

    granted by a device does not make fatigue saves.A power device is always considered to take 10 on

    its power checks. This means that any use of a power,w ic wou require more t an a ta e 10 to activate is

    unavai a e to t e wearer.Creation Cost: There are a number of di erenttypes of supernatural devices and each one has its ownmethod of calculating creation cost (See Device SpecialAbilities ). The creation cost of a device is limited byt e ase item. Simp e items can ave a creation cost o28 or ess, mo erate items 33 or ess, comp ex items 43

    r less, and advanced items have no limit.Cra: If the creator is craing the item from

    cratch, make a Cra check (Di culty 20 for simple;25 for moderate; 30 for complex; and 35 for advanced)wit t e appropriate specia ty ( ac smit ing,eat erwor ing, etc.).

    Creation Cost Modi ers: Each location on the body, or body slot, has one or more a nities: aword or phrase that describes the general function

    r nature of devices designed for that body slot.Bo y s ot a nities are e i erate y roa , a stractategorizations, ecause a ar -an - ast ru e cannotover the great variety among enhancers.

    Items that do not take up a body slot increase theirreation cost by 3.

    Items that do not match the a nity for a particularo y s ot s ou increase t eir creation cost y 2.

  • 8/13/2019 True20 - Liber Artefactorum a World of Nevermore Supplement 2006 English

    9/37

    Rings are a special type of device and arensidered to have an a nity for all categories ofra unction an nature. Because o t is a i ity a

    s increase t eir creation cost y 1.Creator Level: The creator level of special abilities

    is indicated under their individual entries.Mar et Cost: Supernatura evices ave a mar et

    cost equal to their creation cost + 3.

    Dev ce Spec al Ab l t esDevices can have one or more of the special

    abilities detailed below.n mate : Upon comman , an animate evice

    oats within 2 feet of the wielder, and performs aparticular skill (see Skill special ability below for listo appropriate s i s) as i e were using it imse utfreeing up both his hands. Only one animated item can

    be used by a character at a time. The animated deviceuses t e c aracter s s i onus or its im ue s i

    bonus, whichever is be er, and takes any penaltiesassociated with the characters skill use, such as armorcheck penalty and nonpro ciency.

    Prerequisites: Manipu ate O ject; Creation Cost: 25;CL: 2.

    Animated, Improved: This device functions likeanimate , except t e animate evice as a greater rangeand a y speed of 30 feet with perfect maneuverability.

    Prerequisites: Manipulate Object; Creation Cost: 25 +1 or every 10 . o range; CL: 2 + 1 per 10 . o range.

    Fast Craing: This device lessens the amountof time it takes to cra certain items. Choosea particu ar specia ty (armorsmit ing, rewer,weaponsmithing, etc.). When using this device to

    cra items associated with the specialty reduce thetime to cra to a norma .Prerequisites: 5 ranks in the appropriate Cra skill,

    must be imbued into a masterwork item, tool or toolkitappropriate to t e s i ; Creation Cost: 25; CL: 2.

    Fast Craing, Improved: T is evice unctionslike fast craing , except reduce the time to cra to one-quarter normal.

    Prerequisites: 10 ran s in t e appropriate Craskill, must be imbued into a masterwork item, tool ortoolkit appropriate to the skill; Creation Cost: 30; CL: 7.

    Feat: This device grants its user a skill-based feat.Prerequisites: Skill-based feat being grants and

    must e im ue into a masterwor item, too ortoolkit appropriate to the skill; Creation Cost: 15 + threetimes the number of feats granted; CL: 1 (+1), 2 (+2), 3(+3), 4 (+4), 7 (+5).

    Holding: This device appears to be a normalcontainer. However, this container opens into a non-

    imensiona space an its insi e is arger t an itsoutside dimensions. Regardless of what is put intothe container, it weighs a xed amount. This weight,an t e imits in weig t an vo ume o t e container scontents, depend on the containers type, as shown onthe Holding table.

    I t e container is over oa e , or i s arp o jectspierce it ( rom insi e or outsi e), t e containerruptures and is ruined. All contents are lost forever.If the container is turned inside out or upside down,its contents spi out, un arme , ut t e containermust be put right before it can be used again. If livingcreatures are placed within the container, they cansurvive or up to 10 minutes, a er w ic time t eysu ocate. Retrieving a speci c item from a containerof holding is a move action, unless the container holdsmore t an an or inary container wou o , in w iccase retrieving a speci c item is a full-round action.

    Prerequisites: Plane Shi, must be imbued intoa container; Creation Cost: 24 (sma ), 27 (me ium),30 (large), and 33 (huge). This special ability can

    be imbued into non-containers (such as gloves,ro es, etc.) y increasing t e creation cost y 3; CL:1 (small), 4 (medium), 7 (large), and 10 (huge) + 3 fornon-containers.

    Quick Action: This device lessens the amount oftime to per orm a particu ar s i . Fu roun actions become standard actions, standard actions becomemove actions, and move actions become free actions.Ha ve t e times o a actions t at ta e more t an a uround action.

    Prerequisites: 10 ranks in the appropriate skill andmust e im ue into a masterwor item, too or too itappropriate to the skill; Creation Cost: 30; CL: 7.

    Power: This device grants the user a power thatcan e ect t e environment or ot ers, ut not imse .

    Conta ner e g t We g t L m t o ume L m t Examp es

    Sma 5 . 100 . 10 cu. . Pouc , sma c est, a rawer

    Medium 15 lb. 250 lb. 30 cu. . Backpack, normal chest

    Large 25 lb. 500 lb. 70 cu. . Sack, large chest, short dresser

    Huge 35 lb. 1000 lb. 150 cu. . Bookshelf, tall dresser

    Holding

  • 8/13/2019 True20 - Liber Artefactorum a World of Nevermore Supplement 2006 English

    10/37

    Prerequisites: Power eing im ue ; Creation Cost:20 + the power bonus + 3 for each additional power;CL: Power bonus 3.

    S : T is evice grants t e user a onus wit akill that uses tools.

    Prerequisites: A number of ranks in the skill equalto t e onus an must e im ue into a masterworitem, too or too it appropriate to t e s i ; CreationCost: 15 + the skill bonus. This bonus can be applied totwo related skills by increasing the creation cost by 3.I t e evice t is onus is eing im ue into norma y

    grants a masterwork bonus to the skill, than lower thereation cost by 3; CL: Skill bonus 3.Tra n ng: T is evice a ows an untraine user to

    employ a trained only skill.Prerequisites: Must be imbued into a masterwork

    item, too or too it appropriate to t e s i ; CreationCost: 15; CL: 1.

    EnhancersAn en ancer grants its wearer particu ar specia

    bilities not normally available to a character. Anenhancer is a use activated item and can be used bynyone, un ess restrictions were p ace upon it uringreation. If the e ect of an enhancer is continuous it islways on as long as the enhancer is worn. However,ome en ancers must e activate an as suc t ey

    take the same amount of time to activate as thepower it emulates or a standard action. Powers withinstantaneous e ects can on y e turne into non-ontinuous enhancers. A character that uses a power

    granted by an enhancer does not make fatigue saves.A power en ancer is a ways consi ere to Ta e

    10 on its power checks. This means that any use of apower, which would require more than a take 10 toctivate is unavai a e to t e wearer.

    Creat on Cost: There are a number of di erenttypes of supernatural enhancers and each one hasits own method of calculating creation cost (SeeEnhancer Special Abilities ). T e creation cost o anenhancer is limited by the base item. Simple items canhave a creation cost of 28 or less, moderate items 33

    r ess, comp ex items 43 or ess, an a vance itemshave no limit.

    Cra: If the creator is craing the item fromcratc , ma e a Cra c ec (Di cu ty 20 or simp e;

    25 for moderate; 30 for complex; and 35 for advanced)

    with the appropriate specialty (blacksmithing,leatherworking, etc.).

    Creation Cost Modi ers: En ancers aveame body slot a nities as devices.

    Creator Level: The creator level of special abilitiesis in icate un er t eir in ivi ua entries.

    Market Cost: Supernatural enhancers have amarket cost equal to their creation cost + 3.

    Enhancer Spec al Ab l t esEn ancers can ave one or more o t e specia

    bilities detailed below.Accuracy: T is en ancer grants t e user a onus

    to a ack rolls.Prerequisites: Combat Sense; Creation Cost: 18 +

    three times the a ack bonus; CL: 1 (+1), 2 (+2), 4 (+3), 7(+4), 10 (+5).

    Alternate Form: This enhancer allows the user tohi shape into a predetermined type of humanoidr anima .

    Prerequisites: Creature with alternate form or Self-S aping; Creation Cost: 32 + 1 or eac eve a ove 9tthat the new humanoid or animal form requires; CL: 9+ 1 or eac eve a ove 9t .

    Amphibious: This enhancer allows the user toreat e ot air an water wit out i cu ty.

    Prerequisites: Creature with amphibious ability orWater Shaping; Creation Cost: 30; CL: 7.

    Blindsense: This enhancer grants the user blindsense.

    Prerequisites: Creature with Blindsense or EnhanceSenses; Creation Cost: 33 + 1 per 10 feet of blindsense;CL: 10 + 1 per 10 eet o in sense.

    Blindsight: This enhancer grants the userin sig t.Prerequisites: Creature with Blindsight or Enhance

    Senses; Creation Cost: 36 + 1 per 10 eet o in sig t;CL: 13 + 1 per 10 feet of blindsight.

    Boost ng: T is en ancer grants t e user a onusto one of their ability scores.

    Prerequisites: Enhance Ability; Creation Cost: 21 +three times the ability bonus; CL: 1 (+1), 4 (+2), 7 (+3),10 (+4), 13 (+5).

    Burrow ng: This enhancer grants the user a burrow speed and allows him to tunnel through dirt,

    ut not t roug roc .

    Prerequisites: Creature with burrow speed orEart S aping; Creation Cost: 24 + 3 or every 10 eet o burrowing speed; CL: 4 (10 .), 7 (20 .), 10 (30 .), 13(40 .), 16 (50 .).

    Burrowing, Improved: This enhancer grantst e user a urrow spee an a ows im to tunnethrough dirt and rock.

    Prerequisites: Creature with burrow speed orEarth Shaping; Creation Cost: 27 + 3 for every 5 feet of

    burrowing speed; CL: 7 (10 .), 10 (20 .), 13 (30 .), 16(40 .), 19 (50 .).

  • 8/13/2019 True20 - Liber Artefactorum a World of Nevermore Supplement 2006 English

    11/37

    Climbing: This enhancer grants the user aim spee .Prerequisites: Creature with climbing speed or 8s in the Climb skill; Creation Cost: 21 + 3 for every

    10 feet of climbing speed; CL: 1 (10 .), 4 (20 .), 7 (30.), 10 (40 .), 13 (50 .).

    Damage Reduction, Physical: This enhancerabsorbs physical damage, but is bypassed by a

    particu ar type o amage ( u geoning, piercing, orslashing).

    Prerequisites: Creature with physical damagere uction or Bo y Contro ; Creation Cost: 15 + t reetimes the Toughness bonus granted; CL: 1 (+1), 2 (+2),3 (+3), 4 (+4), 7 (+5).

    Damage Re uct on, Supernatura : T is en ancerabsorbs physical damage, but is bypassed bysupernatural damage.

    Prerequisites: Creature wit supernatura amagereduction or Body Control; Creation Cost: 18 + threetimes the Toughness bonus granted; CL: 1 (+1), 2 (+2),4 (+3), 7 (+4), 10 (+5).

    Darkvision: This enhancer grants the userdarkvision.

    Prerequisites: Creature wit ar vision or En anceSenses; Creation Cost: 27 + 1 per 20 feet of darkvision;CL: 4 + 1 per 20 feet of darkvision.

    De ecting: This enhancer grants the user ae ection onus to De ense.

    Prerequisites: Energy Shaping; Creation Cost: 21 +three times the de ection bonus; CL: 1 (+1), 4 (+2), 7(+3), 10 (+4), 13 (+5).

    Determination: This enhancer grants the userthe warriors Determination core ability. If used bya c aracter t at a rea y as t e Determination core

    ability it allows him to spend a Conviction point toimmediately erase all bruised and hurt conditions andma e an imme iate recovery c ec to recover romhis worst condition.

    Prerequisites: Creature with the Determinationcore a i ity; Creation Cost: 30; CL: 7.

    Dodging: This enhancer grants the user a dodge bonus to Defense.

    Prerequisites: Com at Sense; Creation Cost: 18 +three times the dodge bonus; CL: 1 (+1), 2 (+2), 4 (+3), 7(+4), 10 (+5).

    Dwarvenkind: T is en ancer grants t e user t eDwar ac groun onus eats. I use y a war

    it grants him the Diehard and Favored Opponent(goblins and giants) feats.

    Prerequisites: Dwar or warven o ject; CreationCost: 30; CL: 7.

    Elvenkind: This enhancer grants the user the Elfac groun onus eats. I use y an e it grants

    him one supernatural power with SupernaturalFocus (the elf treats his total level as his adept levelor t is power).

    Prerequisites: Elf or elven object; Creation Cost: 30;CL: 7.

    Energy Res stance: T is en ancer protectsagainst a particular type of elemental damage (acid,cold, electrical, re, or sonic), as per the ElementalResistance power.

    rerequisites: Creature with resistance to theappropriate energy or Elemental Resistance; CreationCost: 24 + save onus; CL: Equa to save onus.

    Energy Immun ty: T is en ancer grants itswearer immunity to a particular type of elementaldamage (acid, cold, electrical, re, or sonic).

    rerequisites: Creature wit immunity toappropriate energy or Elemental Resistance; CreationCost: 33; CL: 10.

    Expert se: T is en ancer grants t e user t eexperts Expertise core ability. If used by a characterthat already has the Expertise core ability it allows

    im to spen a Conviction point to gain 4 temporaryranks and Skill Focus or Skill Mastery in any skill.

    rerequisites: Creature with the Expertise corea i ity; Creation Cost: 30; CL: 7.

    Feat: This enhancer grants its user a feat.rerequisites: Feat being granted; Creation Cost: 18

    + t ree times t e num er o eats grante ; CL: 1 (1), 2(2), 4 (3), 7 (4), 10 (5).

    Flight: This enhancer grants the user a ightspeed with average maneuverability.

    rerequisites: Creature wit y spee an averagemaneuverability or Wind Shaping; Creation Cost: 24 +3 for every 20 feet of y speed; CL: 4 (20 .), 7 (40 .),10 (60 .), 13 (80 .), 16 (100 .), 19 (120 .).

    Flight, Improved: This enhancer grants the user aight speed with good maneuverability.

    rerequisites: Creature wit y spee an goo

    maneuverability or Wind Shaping; Creation Cost: 24 +3 for every 15 feet of y speed; CL: 4 (15 .), 7 (30 .),10 (45 .), 13 (60 .), 16 (75 .), 19 (90 .).

    Flight, Greater: This enhancer grants the user aight speed with perfect maneuverability.

    rerequisites: Creature wit y spee an per ectmaneuverability or Wind Walking; Creation Cost: 30 +3 for every 10 feet of y speed; CL: 10 (10 .), 13 (20 .),16 (30 .), 19 (40 .).

    Fortitude: T is en ancer grants t e user a onusto Fortitude saving throws.

  • 8/13/2019 True20 - Liber Artefactorum a World of Nevermore Supplement 2006 English

    12/37

  • 8/13/2019 True20 - Liber Artefactorum a World of Nevermore Supplement 2006 English

    13/37

    Cra: If the creator is craing the itemom scratch, make a Cra check (Di cultyor ta ismans; 25 or wan s; 30 or sta s; anor sanctuaries) with the appropriate specialty

    (woodworking, gemcu ing, etc.).Creator Leve : T e creator eve o specia a i ities

    is indicated under their individual entries.Market Cost: Supernatural foci rket

    cost equa to t eir creation cost + 3.

    Focus Special AbilitiesFoci can ave one or more o t

    abilities detailed below.iming: This focus grants the

    a onus to t eir range a ac spowers.

    Prerequisites: Combat SCreation Cost: 18 + t ree timea ack bonus granted; CL: 1 (+1),4 (+3), 7 (+4), 10 (+5).

    Concentrat ng: T is occoncentrate on one power for th

    Prerequisites: 13 ranksConcentration s i ; Creation C

    Familiarity: This focus incfamiliarity with a particularIt may e a type o creature,un ea ; a pro ession, i eor any other category theEspecially broad categories, lior a vi ains, are not per

    Prerequisites: Mind ToOpponent; Creation Cost: 2

    o increase ami iarity;(+2 levels), 13 (+3 levels)(+5 levels).

    Feat: T is ocus grafeat.

    Prerequisites: AdepCreation Cost: 15 + t rfeats granted; CL: 1 (1)

    Focusing: This fcompetence onus wi

    Prerequisites: AConcentration skillCreation Cost: 15 + t

    onus 3.Maintaining:

    maintain a powermeans t e wie ethe Di culty of psaves, or Concenor t e power ei

    powers not maintained yaddition, if the wielder does lose concentrapowers t is ocus continues to maintain its power.

    Prerequisites: 7 ranks in the Concentration skill;Creation Cost: 24 + three times the number of powers thisocus can maintain; CL: 4 (1), 7 (2), 10 (3), 13 (4), 16 (5).

    Power: This focus grants its user a power.Prerequisites: Power being granted; Creation Cost:

    17 + t e power onus + 3 or eac a itiona power;CL: Power bonus 3.

    Power Mastery: This focus allows the user to takeower c ec s even w en istracte or un er

    es not allow the user to take 10ow you to do so.

    in Know e gen Cost: 30; CL: 7.

    focus allows theower or ater use.er t e a ept uses

    normally (makesks, fatigue saves,res its e ects in t e

    er use. The activationg the stored power ise time nee e y t e

    . This use of the powerre a fatigue save, nor

    etermining atigue. imparts to the user the

    rently stored within it. an s in Know e ge

    Cost: 33 + 3 for eachtored; CL: 10 + 3 for eachre .

    grants the user a bonus topowers.

    ontrol; Creation Cost: 12 +ave onus; CL: 1 (+1, +2), 2

    em infused with a single user. When an infusion is used (a

    sc arges t e power it containsuseless. An adept that uses ainfusion does not make fatigue

    nt towar s accumu ating atiguens bonus with the power cannot

    onus. ower the infusion grants.

    An in usion as a creation costusions power bonus.

    creator is craing the item fromra c ec (Di cu ty 25) wit t e

    alty (scribing, gemcu ing, etc.). el: The creator level is equal to its

    (minimum 1). t: An infusion has a market cost of 7 +

    the in onus with the power.

  • 8/13/2019 True20 - Liber Artefactorum a World of Nevermore Supplement 2006 English

    14/37

    WeaponsA masterwor weapon can e im ue wit

    upernatural power, making it a supernaturalweapon. Supernatural weapons have the usualproperties o masterwor weapons, p us t ey can

    vercome the damage reduction of certain creatures.Since supernatural trumps all other means of

    vercoming amage re uction, i a creatures amagereduction can be overcome at all, a supernaturalweapon will do so. In addition, other supernaturaltraits, suc as eats an specia a i ities, can e a eto supernatural weapons.

    Creation Cost: If the weapon is only being imbuedwit t e supernatura property it as a creation costequal to the masterwork weapon cost +2. However, ifpecial abilities are being added to the weapon (see

    Weapon Special Abilities ), then add an amount to thereation cost equa to t e weapons amage onus.

    Cra: If the creator is craing the item fromcratch, make a Cra check (Di culty 20 for simple

    weapons an 25 or martia an exotic weapons)with the appropriate specialty (weaponsmithing,woodworking, etc.)

    Creator Leve : T e supernatura property as areator level 1. The creator level of special abilities is

    indicated under their individual entries.Mar et Cost: T e supernatura property

    increases the weapons cost by +10, which includes themasterwork quality.

    Supernatura weapons wit specia a i ities avemarket cost equal to their creation cost + 3.

    Weapon Spec al Ab l t esSupernatural weapons can have one or more of

    the special abilities detailed below.Accuracy: T is weapon grants t e user a onus to

    their a ack rolls.Prerequisites: Combat Sense; Creation Cost: 15 +

    t ree times t e a ac onus; CL: 1 (+1), 2 (+2), 3 (+3), 4(+4), 7 (+5).

    Animated: Upon command, an animated weaponoats wit in 2 eet o t e wie er, an per orms anack action as if he were using it himself but freeing

    up both his hands. Only one animated item can beuse y a c aracter at a time. T e animate eviceuses t e c aracter s s i onus or its im ue s i

    bonus, whichever is be er, and takes any penaltiesssociated with the characters skill use, such as armor

    ec pena ty an nonpro ciency.Prerequisites: Manipulate Object; Creation Cost: 33;

    CL: 10.An mate , Improve : T is evice unctions

    like animated , except the animated device has agreater range and a y speed of 30 feet with perfectmaneuvera i ity.

    Prerequisites: Manipulate Object; CreationCost: 33 + 1 for every 10 . of range; CL: 10 + 1 foevery 10 . o range.

    Bane: This weapon act like a +1 accuracy weathat also deals extra damage against a particular

    pponent. It may e a type o creature, i e anima sr the undead; a profession, like soldiers or thieves; orny other category the Narrator approves. Especiallyroa categories, i e a umanoi s or a

    villains, are not permi ed. Against its designatedfoe, this weapon increases its accuracy weapon bonusto +3 an oes +3 amage.

    Prerequisites: Combat Sense and FavoredOpponent; Creation Cost: 30 + 3 for each additionaltype o oe; CL: 7 + 3 or eac a itiona type o oe.

    Brilliant: Upon comman , t is weapon gives on aura of light.

    Prerequisites: Light Shaping; Creation Cost: 12 for20- oot ra ius + 3 or eac a itiona 10- oot ra ius.Some brilliant weapons shed light continuouslynd are quite obviously supernatural; CL: 1 (up to

    60- oot ra ius), 4 (70- oot ra ius), 7 (80- oot ra ius),10 (90-foot radius). Brilliant weapons that cannot beoncealed when drawn or shut o their aura have

    t eir creation cost an creator eve re uce y 3.Corrupted: This weapon grants the wielder

    n additional vice and Conviction point per day.However t is Conviction point can on y e spent

    n actions directly related to the pursuit or defensef this vice. In addition, wherever the wielder is

    ac ing someone oppose to its vice t is weaponcts like a bane weapon.

    Prerequisites: Vice being granted, Combat Sense,

    nd Favored Opponent; Creation Cost: 33; CL: 10.Elemental: Upon comman , t is weapon isimbued with damaging elemental energy (cold,

    re, acid, or electricity), without harming either theweapon or t e wie er. T e weapon oes +2 amage,in addition to its normal damage.

    Prerequisites: Elemental Weapon of theppropriate type; Creation Cost: 27 + 3 per a itiona

    energy type available; CL: 4 + 3 per additional energytype available.

    E ementa Burst: T is weapon acts i e anelemental weapon that also erupts with energy upontriking a successful critical hit. In addition to the extra

    energy amage rom t e energy weapon a i ity (see bove), an elemental burst weapon does +3 damagen a successful critical hit (+4 if the weapons critical

    bonus is +4).Even i t e e ementa a i ity is not active, t e

    weapon still deals its extra energy damage on auccessful critical hit.

    Prerequisites: E ementa Weapon o t eppropriate type; Creation Cost: 30 + 3 per additional

    energy type available; CL: 7 + 3 per additional energytype avai a e.

  • 8/13/2019 True20 - Liber Artefactorum a World of Nevermore Supplement 2006 English

    15/37

    Feat: This weapon grants its user a weapon-sed feat.

    Prerequisites: Weapon- ase eat eing grante ;tion Cost: 15 + three times the number of feats

    grants; CL: 1 (+1), 2 (+2), 3 (+3), 4 (+4), 7 (+5).G ost Touc : T is weapon ea s amage against

    incorporeal creatures as if they were solid creatures.In addition, the weapon can be picked up and wielded

    y incorporea creatures at any time. Essentia y aghost touch weapon counts as either corporeal orincorporeal at any given time, whichever is more

    ene cia to t e wie er.Prerequisites: Ghost Touch; Creation Cost: 27; CL: 4.Merciful: This weapon does an extra +2 damage,

    owever a its amage is non- et a . On comman ,t e weapon suppresses t is a i ity unti comman eto resume it.

    Prerequisites: Psychic Blast; Creation Cost: 30; CL: 7.Pa n: T is weapon in icts terri e pain on t ose

    damaged by it. An opponent that takes damage fromthis weapon makes a Will saving throw Di culty 15.I t e save ai s, t e target is stunne or one roun .A successful Will save means the pain ability doesnot a ect the target. The target gets a +2 Will save

    onus or eac successive use o t e pain a i ity inthe same scene.

    Prerequisites: Pain; Creation Cost: 30; CL: 7.Parry ng: T is weapon grants t e user a parry

    bonus to Defense.Prerequisites: Combat Sense; Creation Cost: 12 +

    t ree times t e parry onus; CL: 1 (+1, +2), 2 (+3), 4(+4), 7 (+5).

    Returning: This special ability can only be placed

    on a weapon that can be thrown. A returning weaponies t roug t e air ac to t e creature t at t rew it.It returns to the thrower just before the creatures nextturn (and is therefore ready to use again in that turn).

    Catc ing a returning weapon w en it comes back is a free action. If the character cant catch it,or if the character has moved since throwing it, theweapon rops to t e groun in t e square romwhich it was thrown.

    Prerequisites: Manipulate Object; Creation Cost: 30;CL: 7.

    Seeking: Only ranged weapons can have theseeking ability. The weapon veers toward its target,negating any miss c ances t at wou ot erwise app y,such as from concealment. The wielder still has to aimthe weapon at the right square. Arrows mistakenlys ot into an empty space, or examp e, o not veer anhit invisible enemies, even if they are nearby.

    Prerequisites: Enhance Senses; Creation Cost: 30;CL: 7.

    Stor ng: This weapon allows an adept to store asingle power. The power must have an activation timeo 1 stan ar action an on y a ect one creature (orobject). Any time the weapon strikes a creature (orobject) and the creature (or object) su ers a damagecon ition rom it, t e weapon can imme iate y uset e power on t at creature (or o ject) as a ree action ithe wielder desires. This special ability is an exceptionto the general rule that casting a spell from an itemta es at east as ong as casting t at spe norma y.

    To store a power the adept uses the powernormally (makes power checks, fatigue saves, etc.),

    ut stores its e ects in t e ocus or ater use. T is useof the power does not require a fatigue save, nor doesit count toward determining fatigue.

    T e weapon magica y imparts to t e wie er t ename of the power currently stored within it.

    Prerequisites: 13 ranks in Knowledge (super-natura ); Creation Cost:36 + 3 or eac power use t at can be stored; CL: 13 + 3 for each power that can be stored.

    Throwing: This ability can only be placed on ame ee weapon. A me ee weapon cra e wit t isability gains a range increment of 10 feet and can bethrown by a wielder pro cient in its normal use.

    Prerequisites: Manipulate Object; Creation Cost: 30;CL: 7.Traumatic: This weapon has its threat range

    doubled. Weapons with a critical threat range of 20increase to 1920, w i e t ose wit t reat ranges o1920 increase to 1720. This bene t does not stackwith any other e ect that expands the threat range ofa weapon (suc as t e Improve Critica eat).

    Prerequisites: Supernatural Weapon and WeaponTraining or Combat Bonus +3 or greater; Creation Cost:30; CL: 7.

    V c ous: When a vicious weapon strikes anopponent, it creates a ash of disruptive energy that

    resonates etween t e opponent an t e wie er.This energy deals an extra +3 points of damage tothe opponent and causes the wielder to make aToughness save Di culty 17. Only melee weaponscan e vicious.

    Prerequisites: Harm; Creation Cost: 30; CL: 7.Virtuous: This weapon grants the wielder an

    a itiona virtue an Conviction point per ay.However this Conviction point can only be spenton actions directly related to the pursuit or defense

  • 8/13/2019 True20 - Liber Artefactorum a World of Nevermore Supplement 2006 English

    16/37

    f this virtue. In addition, wherever the wielder isacking someone opposed to its virtue this weapon

    cts i e a ane weapon.Prerequisites: Virtue being granted, Combat Sense,

    nd Favored Opponent; Creation Cost: 33; CL: 10.

    CursedSome items are cursed, incorrectly made, or

    orrupted by outside forces. Cursed items might beparticularly dangerous to the user, or they might benorma items wit a minor aw, an inconvenientrequirement, or an unpredictable nature.

    Creat on Cost: A curse item as t e same creationost as its base item the largest curse modi er. For

    eac curse eyon t e rst re uce t e items creationost by 1.

    Creator Leve : A curse item as t e same creatorlevel as its base item.

    Market Cost: A cursed item has the same marketost as its base item the largest curse modi er. For

    each curse beyond the rst reduce the items creationost y 1.

    20 Situation Cost Modi er Prerequisite

    1 emperature e ow reezing 2 Co S aping

    2 Temperature above freezing 1 Fire Shaping

    3 During the day 1 Light Shaping

    4 During the night 2 Light Shaping

    In direct sunlight 2 Light Shaping6 Out of direct sunlight 2 Light Shaping

    7 Underwater 3 Water Shaping

    8 Out of water 1 Earth Shaping

    9 Underground 2 Earth Shaping

    1011 A ovegroun 1 Air S aping

    12 Within 10 feet of a random creature type 2 Suggestion

    13 Wit in 10 eet o a ran om race or in o creature 3 Suggestion

    14 Within 10 feet of an adept 2 Suggestion

    15 Wit in 10 eet o a non-a ept 1 Suggestion

    16 In the hands of a non-adept 2 Suggestion

    17 In t e an s o an a ept 3 Suggestion

    18 In the hands of a creature of a particular virtue/vice/gender 3 Suggestion

    19 On o y ays or uring particu ar astro ogica events 3 Suggestion

    20 Narrators choice 1

    epen ent Situations

    it er pic one o t e a ove t ats appropriate or create a epen ent situation speci ca y or t at item.

    Common CursesCursed items are magic items with some so

    potentia y negative impact. Sometimes t eirect y a or t e user; sometimes t eyre us

    inconvenient. Occasiona y t ey mix a wit goo ,orcing c aracters to ma e i cu t c oices.

    De us on: T e user e ieves t e item is w at itppears to e, yet it actua y as no magica powert er t an to eceive. T e user is menta y oo e

    into thinking the item is functioning and cannot beonvinced otherwise without the help of the Mind

    Shaping power.Prerequisites: Illusion; Creation Cost Modi er: -3.Opposite E ect or Target: These cursed items

    malfunction, so that either they do the opposite ofwhat the creator intended, or they target the userinstead of someone else. The interesting point to keepin mind here is that these items arent always bad tohave. Opposite-e ect items include weapons thatimpose penalties on a ack and damage rolls ratherthan bonuses.

    Prerequisites: A number of ranks in Knowledge(supernatura ) equa to t e creator eve o t e aseitem + 3; Creation Cost Mo i er: -1.

  • 8/13/2019 True20 - Liber Artefactorum a World of Nevermore Supplement 2006 English

    17/37

    Intermi ent Functioning: The three varietiesf intermi ent functioning items all functionect y as escri e -at east some o t e time.three varieties are unreliable, dependent and

    uncontrolled items.nre ia e: Eac time t e item is activate , t ere

    is a 5% chance (1 on d20) that it does not function.The unreliable curse has a prerequisite of 5 ranks inKnow e ge (supernatura ) an a cost mo i er o -1.Dependent: The item only functions in certainsituations. To determine the situation, its prerequisites,an cost mo i er, eit er se ect a situation or ro onthe Dependent Situations table.

    ncontrolled: An uncontrolled item occasionallyactivates at ran om times. Ro 20 every ay. Ona resu t o 1 t e item activates at some ran ompoint during that day. The uncontrolled curse has aprerequisite of 5 ranks in Knowledge (supernatural)an a cost mo i er o -1.

    Requirement: In a sense, a command word is arequirement. Nevertheless, some items have muchmore stringent requirements t at must e met orthem to be usable. To keep an item with this kindof curse functioning, one or more of the followingcon itions must e met.

    lood Lust: The item must draw blood whenwielded (weapons only). It cannot be put away orexc ange or anot er weapon unti it as score a it.The blood lust requirement has a prerequisite of theHarm or Suggestion power and a cost modi er of -3.

    xc usive: T e c aracter must iscar a ot ermagic items. The exclusive requirement has aprerequisite of the Severance power and a cost

    modi er of -6.Fait : T e c aracter must wors ip a particu ardeity. The faith requirement has a prerequisite ofSuggestion and a cost modi er of -3.

    Feast: T e c aracter must eat twice as norma .The feast requirement has a prerequisite of the BodyControl power and a cost modi er of -1.

    Fee, Greater: T e c aracter must sacri ce a pointof Wealth score per day. The greater fee requirementhas a prerequisite of the Plane Shi power and a costmo i er o -6.

    Fee, Lesser: The character must sacri ce a pointof Wealth score per week. The lesser fee requirement

    as a prerequisite o t e P ane S i power an a costmodi er of -3.

    Holy Water: The item must be cleansed with holywater each day. The holy water requirement hasa prerequisite o t e Suggestion power an a costmodi er of -1.

    Lava: The item must be bathed in volcanic lava onceper mont . T e ava requirement as a prerequisite othe Fire Shaping power and a cost modi er of -3.

    Name: The character must change his name to aspeci c name. T e item on y wor s or c aracters o

    t at name. T e name requirement as a prerequisiteof the Suggestion power and a cost modi er of -1.

    Pledge: The character must swear fealty to aparticu ar no e or is ami y. T e p e ge requirementhas a prerequisite of the Suggestion power and a costmodi er of -3.

    Power: T e item must ave a particu ar powerused upon it each day. The power requirement hasa prerequisite of the power that must be used on theitem an a cost mo i er o -3.

    Quest: The character must undergo a speci c quest.This is a one time quest, the item functions normallyt erea er. T e quest requirement as a prerequisite othe Suggestion power and a cost modi er of -1.

    Role: The character must add a speci c role att e next opportunity. I t e c aracter a rea y as t isro e t an t ey must increase t eir eve in t e speci crole. One time only and then item functions normallythereaer. The role requirement has a prerequisite oft e Suggestion power an a cost mo i er o -2.

    Sacri ce: The character must sacri ce some partof his life energy. The character sacri ces 1 point ofConstitution score. T is oss is permanent as ong asthe item is being used by the character at least once amonth. If the character ever stops using this item heregains t e ost Constitution a er one mont . T esacri ce requirement has a prerequisite of the DrainVitality power and a cost modi er of -3.

    S i : T e c aracter must ave a minimum num erof ranks in a particular skill. The skill requirement hasa prerequisite of access to a character with the targets i ran s an a cost mo i er o -1 per 4 ran s.

    S aying: T e item must e use to i a iving creatureeach day. The slaying requirement has a prerequisite ofthe Harm power and a cost modi er of -2.

    S eep: T e c aracter must s eep twice as muc asnormal. The sleep requirement has a prerequisite ofthe Sleep power and a cost modi er of -3.

    20 Curse

    13 De usion

    46 Opposite e ect or target

    79 Intermi ent functioning1012 Requirement

    1315 Drawback

    1618 Completely di erent e ect

    1920 Narrators c oice

    Common Curses

  • 8/13/2019 True20 - Liber Artefactorum a World of Nevermore Supplement 2006 English

    18/37

    20 Draw ac CostModi er Prerequ s te

    1 C aracters air grows 1 inc onger. 1 1 F es S aping

    2 Character either shrinks or grows 1/2 inch. 1 1 Flesh Shaping

    3 Temperature is 10F cooler/warmer around item. 1 Cold or Fire Shaping

    4 C aracters air/s in co or c anges. 1 F es S aping or I usion

    Character gains an identifying mark (ta oo, etc.). 2 Flesh Shaping or Illusion

    6 Character s gender/nature/race/creature type changes. 3 Flesh Shaping or Suggestion

    7 C aracter is a icte wit a ran om isease t at cannot be cured.

    3 A isease creature

    8 Item continually emits a disturbing sound (moaning,creaming, cursing, etc.).

    3 Illusion

    9 Item looks ridiculous (garishly colored, silly shape, glows bright pink, etc.).

    2 Illusion

    10 C aracter ecomes se s y possessive a out t e item. 3 Suggestion

    11 Character becomes paranoid about losing the item and

    rai o amage occurring to it.

    3 Suggestion

    12 Character must a ack nearest creature (5% chance 1 on ad20 each day).

    3 Suggestion

    13 C aracter is stunne or two roun s once item unction isnished (or randomly, 1/day).

    3 Pain

    14 Characters vision is blurry (-2 penalty on a ack rolls,saves an s i c ec s requiring vision).

    3 Illusion

    1516 Character must make a Will save each day or take 1 pointof Intelligence, Wisdom, or Charisma damage.

    3 Psychic Blast

    1718 C aracter must ma e a Fortitu e save eac ay or ta e 1point of Strength, Dexterity, or Constitution damage.

    3 Drain Vita ity

    19 Character cannot use any powers. 3 Severence

    20 Narrators choice. 2

    rawbacks Table

    Only happens once.2 Either pick one of the above thats appropriate or create a drawback speci cally for that item.

  • 8/13/2019 True20 - Liber Artefactorum a World of Nevermore Supplement 2006 English

    19/37

    Usage: The item must be used at least onceday. It will not function again for its current

    essor i e ai s to use it at east once per ay.usage requirement has a prerequisite of the

    Suggestion power and a cost modi er of -3.Requirements are so epen ent upon suita i ity

    to the item that they should never be determinedrandomly. An item with a requirement that is alsointe igent o en imposes its requirement t rougits personality. If the requirement is not met, theitem ceases to function. If it is met, usually the itemunctions or one ay e ore t e requirement must e

    met again (although some requirements are one timeonly, others monthly and still others continuous).

    Prerequisites: 5 ran s in Know e ge (supernatura )(Unre ia e), Depen ent (see a ove), Requirement(see above); Creation Cost Modi er: -1 (Unreliable),Dependent (see above), Requirement (see above).

    Drawback: Items wit raw ac s are usua y sti bene cial to the possessor but they also carry somenegative aspect. Although sometimes drawbacksoccur on y w en t e item is use (or e , in t ecase of some items such as weapons), usually thedrawback remains with the character for as long as he

    as t e item.Roll on the Drawbacks table to generate a drawback

    that (unless otherwise indicated) remains in e ect asong as t e item is in t e c aracters possession.

    Characters and Curses Just as a c aracter s ou nt necessari y

    immediately know what the special abilities of anoncursed magic item is, he shouldnt immediately

    now t at an item is curse . Once e nows, owever,the item can be discarded unless some sort ofcompulsion is placed upon it that compels the wielderto eep an use it.

    Compulsion: This special ability for cursed itemsincreases the creation cost by 17 + the Suggestionspower onus. T is counts as a new category o speciaabilities and therefore if less expensive than the

    base special ability adds only 10% of its total to thecreation cost. Any power t at can norma y suppressor eliminate a Suggestion e ect suppresses thecompulsion special ability (as well as the items otherspecial abilities) long enough for the character to getri o t e item.

    IntelligentSupernatura items sometimes ave inte igence

    of their own. Supernaturally imbued with sentience,these items think and feel the same way characters

    o an s ou e treate as Narrator c aracters.Intelligent items have extra abilities and sometimesextraordinary powers and special purposes. Onlypermanent supernatura items, as oppose to sing e-

    use items, can be intelligent. This means that charmsand infusions are never intelligent.

    Prerequ s tes: Requires access to t e a i ities, ro e,skills, feats and powers to be imbued into the item.

    Creation Cost: An intelligent item has the samecreation cost as its ase item + t e inte igent itemslevel.

    Adding the intelligent special ability requires thea ept to spen one Conviction point or eac olevel (including 1st).

    For example, a 3rd-level intelligent item wouldrequire an a ept to spen 2 Conviction points.

    Creator Level: An intelligent item has the samecreator level as its base item + the intelligent itemseve .

    Market Cost: An inte igent item as t e samemarket cost as its base item + the intelligent itemslevel.

    Intelligent Items as CharactersCreating an inte igent item wor s exact y i e

    creating a new character, except it is considered aconstruct.

    Ability Scores: An intelligent has Intelligence,Wis om an C arisma scores, ut no Strengt ,Dexterity, or Constitution scores.

    Bac groun : An inte igent item as no background.

    Levels: An intelligent item gains levels as aconstruct.

    Allowance: An intelligent item can spend a pointof Conviction to share one of the following with itspossessor for one day: combat bonus, saves, skill

    ran s, eats, powers, communication a i ities, orsense abilities.Toug ness: An inte igent item as a Toug ness

    of +1, modi ed by the items size and substancetoug ness.

    Combat Bonus: An intelligent item uses itspossessors com at onus w en it is use to a ac .

    Saves: An intelligent items uses the same savingthrow bonus for all saves, no ma er what the type(Fortitude, Re ex, or Will). An intelligent itemssaving throw bonus equals 2 + one-half its creatorsadept level (round down). It also adds its Wisdomscore to Will saves.

    S s, Feats an Powers: An inte igent itemgains the normal skill ranks (2 + Int) for a constructan egins wit two eats or powers. An inte igentitem gains an additional feat every third level.

    An inte igent item uses its construct eve s todetermine its powers e ects.

    An inte igent item can a so spen eat s ots toimprove its communication or sense abilities or gainspecial purposes and dedicated powers.

    Tra ts: An intelligent item has all the traits of aconstruct.

  • 8/13/2019 True20 - Liber Artefactorum a World of Nevermore Supplement 2006 English

    20/37

    Substance Toughness

    Substance Toughness

    Paper 10

    Glass 0

    Ice 0

    Paper 0Rope 0

    Soil 2

    Wood 5

    Stone 8

    Iron 10

    Stee 15

    Commun cat on: Li e a c aracter, an inte igentitem understands the native language of its creatorplus one additional language per point of Intelligence

    onus. C oose appropriate anguages, ta inginto account the items origin and purposes. Someintelligent items communicate through empathy,

    t ers y speec , an a ew y te epat y.Empathic intelligent items use urges and

    ometimes emotions that encourage or discourageertain courses o action. A inte igent items ave

    this special ability.Speaking intelligent items speak the native

    anguage o t e creator p us one anguage per pointf Intelligence bonus. The item can also read any

    languages it can speak. Intelligent items that can speak

    must spen one o t eir eat s ots on t is specia a i ity.Te epat ic inte igent items can communicatetelepathically with the wielder and others as if theyhave the Mind Touch power. Intelligent items that

    ave te epat y must spen two eat s ots to gaintelepathy (one for speech and another for the MindTouch power).

    Senses: An inte igent item as a imite a i ityto sense its surroundings. All intelligent items have60 feet of vision (Night Vision and Darkvision) and

    earing. T e inte igent items range can e increase by 60 feet for each feat slot spent. In addition, someintelligent items gain the blindsense ability. This

    pecia a i ity can on y e a e to items wit t etelepathy special ability and each feat slot spent grants30 feet of blindsense.

    Ego: Ego is a measure o t e tota power anforce of personality that an item possesses. Onlyer all aspects of an item have been generatedan its Ego score be calculated. An items Ego scoree ps etermine w et er t e item or t e c aracter isominant in their relationship, as detailed below.

    The items Ego score is equal to its creator level+ 1 for speech + 1 for telepathy + 2 for each special

    purpose + 2 for each dedicated power + the itemsig est menta a i ity score (Inte igence, Wis omr Charisma).

    For example, a arriors (3rd-level) knife of trauaccuracy +5) wit out a specia purpose wou ave anEgo score of 22 (15 for creator level + 1 for speech + 1for telepathy + 5 Wisdom).

    Nature: An inte igence item a so as a nature(virtue and vice) and Conviction. Its virtue and viceis etermine y its creator at t e eginning o itsreation.

    Any character whose virtue or vice doesnot correspon to t e virtue or vice t e item asimmediately su ers one of the following conditions if

    e so muc as pic s up t e item (un ess it is current yrained): ability damaged (1 point; any one abilitycore), deafened, fatigued, shaken, or sickened. Thison ition remains as ong as t e item is in an anannot be overcome in any way, other than spending

    Conviction. Spending a point of Conviction allowsthe wielder to ignore the condition for one day. Thisondition is cumulative with any other penalties the

    item mig t a rea y p ace on inappropriate wie ers.Items with Ego scores of 20 to 29 can cause the

    bility damaged (2 points; any one ability score),in e , ex auste , nauseate , or s owe con itions

    nd cost two Conviction to ignore for one day.Items wit Ego scores o 30 or ig er can cause

    the ability damaged (3 points; to any one score), bility drained (1 point; any one score), or wounded(once per our) con itions an cost t ree Convictionto ignore for one day.

    T is raw ac is a rea y inc u e in t e creation

    nd market cost of intelligent items.If an intelligent item allows individuals withoutt e appropriate virtue or vice to use it wit outin icting a condition on them, then increase thereation cost and creator level by 3 and lower the

    items Ego by 2.Conviction: An intelligent item has the same

    mount o Conviction as a c aracter o its eve anan spend Conviction for its possessor if they have at

    least one virtue or vice in common.

    Intell gent Item Act onsUn i e most supernatura items, inte igent items

    an activate their own powers without waiting for aommand word from their owner. Intelligent items acturing t eir owners turn in t e initiative or er (or on

    their own if they have no current owner).If the item uses a power (or any other action)

    that requires a fatigue save, it still makes the save but instead of su ering a level of fatigue it su ers a

    eve o stain. T ere are our stain eve s: wea ene ,tressed, strained and drained.

    Weakened: The item su ers a 1 penalty tomenta a i ity scores an cannot use u -roun

  • 8/13/2019 True20 - Liber Artefactorum a World of Nevermore Supplement 2006 English

    21/37

    actions. A weakened item that su ers andditional strain result becomes stressed.Stresse : T e item su ers a 2 pena ty to atal ability scores and cannot use full-round

    actions. A stressed item that su ers an additionalstrain resu t ecomes straine .

    Strained: The item su ers a 3 penalty to allmental ability scores and cannot use standard actions.A straine item t at su ers an a itiona strain resu t

    becomes drained.Drained: The item is unconscious with all of its

    powers (even its virtue an vice power) suppressefor ten hours.

    Conviction: An intelligent item can spenda Conviction point at any time to e iminate t ecumu ative atigue save mo i er, se ing it ac to +0.

    Spec al PurposBy spending one of its feats an intelligent item

    can gain a special purpose along with one dedicatedpower. An items specia purpose must suit t e typeand nature of the item and should always be treatedreasonably. A purpose of defeat/slay adepts doesntmean t at t e swor orces t e wie er to i everyadept he sees. Nor does it mean that the sword

    believes it is possible to kill every adept in the world.It does mean that the item hates adepts and wants to

    ring t e oca a ept action to ruin, as we as en t erule of an adept queen in a nearby land. Likewise, apurpose of defend elves does not mean that if thewie er is an e , e on y wants to e p imse . Itmeans that the item wants to be used in furthering thecause of elves, stamping out their enemies and aidingt eir ea ers. A purpose o e eat/s ay a isnt justa ma er of self-preservation. It means that the itemwill not rest (or let its wielder rest) until it places itselfa ove a ot ers.

    Dedicated PowerA e icate power operates on y w en an

    intelligent item is in pursuit of its special purpose.This determination is always made by the item. Its ou a ways e easy an straig t orwar to see owthe ends justify the means. Unlike its other powers, anintelligent item can refuse to use its dedicated powereven i t e owner is ominant (see Items againstCharacters, below).

    An intelligent item can gain an additional twoe icate powers or one o its specia purposes or

    each feat he spends.

    Items Aga nst CharactersWhen an item has an Ego of its own, it has a will

    of its own. The item is, of course, absolutely true toits nature an specia purpose. I t e c aracter w opossesses the item is not true to that nature or theitems special purpose, then a personality con ict

    etween item an c aracter resu ts. Simi ar y, any item

    with an Ego score of 20 or higher always considersitself superior to any character and a personalitycon ict resu ts i t e possessor oes not a ways agreewith the item.

    When a personality con ict occurs, the possessormust ma e a Wi saving t row wit t e Di cu tyequa to t e items Ego. I t e possessor succee s, e isdominant. If he fails, the item is dominant. Dominancelasts for one day or until a critical situation occurs(suc as a major a e, a serious t reat to eit er t eitem or the character and so on). Should an itemgain dominance, it resists the characters desires and

    eman s concessions suc as any o t e o owing.Removal of associates or items whose nature

    or personality is distasteful to the item.T e c aracter ivesting erse o a ot er

    magic items or items of a certain type.Obedience from the character so the item can

    irect w ere t ey go or its own purposes.Immediate seeking out and slaying ofcreatures hateful to the item.Magica protections an evices to protect t e

    item from molestation when it is not in use.

    d20 Purpose

    12 Defeat/slay a particular virtue or vice

    34 Defend a particular virtue or vice

    6 Defeat/slay adepts (including power-usingadversaries)

    78 De en a epts (inc u ing power-usingadversaries)

    910 Defeat/aid nonspellcasters

    11 Defeat/aid a particular creature type (see the bane special ability for choices)

    12 De eat/ai a particu ar race or in ocreature

    1314 Defend a particular race or kind of creature1516 Defeat/slay the servants of a speci c deity

    1718 Defend the servants and interests of aspeci c deity

    19 Defeat/slay all (other than the item and thewie er)

    20 Narrators choice

    Inte igent Item Purpose

  • 8/13/2019 True20 - Liber Artefactorum a World of Nevermore Supplement 2006 English

    22/37

    That the character carry the item with him onll occasions.

    T at t e c aracter re inquis t e item inavor of a more suitable possessor due tolignment di erences or conduct.

    In extreme circumstances, t e item can resort to even harsher measures, such as the

    ollowing acts: Force its possessor into com at. Refuse to strike opponents. Strike at its wielder or his associates. Force its possessor to surren er to an

    pponent. Cause itself to drop from the characters

    .Natura y, suc actions are un i e y w en

    harmony reigns between the characters and itemsnatures or when their purposes and personalities arewe matc e . Even so, an item mig t wis to ave alesser character possess it in order to easily establishnd maintain dominance over him, or a higher-level

    possessor so as to e er accomp is its goa s.All supernatural items with personalities desire to

    play an important role in whatever activity is under way,particu ar y com at. Suc items are riva s o eac ot er,even if they are of the same nature. No intelligent itemwants to share its wielder with others. An intelligentitem is aware o t e presence o any ot er inte igentitem within 60 feet and most intelligent items try their best to mislead or distract their host so that he ignores

    r estroys t e riva . O course, t e items nature mig thange this sort of behavior.

    Items with personalities are never totally

    ontrolled or silenced by the characters who possesst em, even t oug t ey may never success u yontrol their possessors. They may be powerless

    to force their demands but remain undaunted andontinue to air t eir wis es an eman s.

    Creat ng SupernaturalItems

    To create supernatura items, a epts invest time,wealth and at times some of their own personal energy(in the form of Conviction) in an items creation.

    Im ue Item: Creating supernatura items requiresthe Imbue Item feat.

    Prerequisites: Supernatural items require accessto certain powers, eats, s i s, an t e i e e orethey can be created. These prerequisites are indicatedin each supernatural item entry and require thatt e creator ave access to t em imse or t rougomeone w o is present uring t e creation process.

    A power prerequisite may be provided by aharacter who has access to the power or through the

    use o a spe comp etion or spe trigger supernatura

    item. It is possible for more than one characterto cooperate in the creation of an item, with eacparticipant provi ing one or more o t e prerequisIn some cases, cooperation may even be necessary.

    If two or more characters cooperate to create anitem, t ey must agree among t emse ves w o wi eonsidered the creator for the purpose of determining

    the items creator level.W en two prerequisites are separate y or, on y

    ne of those powers is required to create the item. This isin addition to the prerequisites previously mentioned.

    Creat on Cost: T is inc u es t e cost o gat eringthe necessary raw materials and supernaturalupplies to create the item. The creation cost can be

    mo i e y t e num er o specia a i ities im ueinto a supernatura item as we as ot er actors (seeCreation Cost Modi ers .

    Only masterwork items may be imbued toecome supernatura armor, evices, oci, en ancers,nd weapons. Items that are not of these types may or

    may not be masterwork items.Conv ct on Cost: Eac specia a i ity a e to a

    upernatural armor (or shield), device, enhancer, focusr weapon requires the expenditure of one Conviction

    point. T ese Conviction points must e spent y t ereator or by a willing subject who has access to one of

    the prerequisites the creator needs to access.Creat on Area: T e creator a so nee s a air y

    uiet, comfortable and well-lit place in which to work.Creation Time: Supernatural items take an

    mount o time to im ue wit supernatura properties based on the creation cost of the item (see Creat onTime able).

    Daily Work: T e a ept wor s or 8 ours eacay. He cannot rush the process by working longereach day. But the days need not be consecutive andt e a ept can use t e rest o is time as e sees t.

    Creation Limit: An adept can create only one itemt a time. I a c aracter starts creating a new item, t ereation costs of the old item are wasted.

    Creation TimeCreat on Cost Creat on T me 1

    124 8 hrs.

    2527 16 rs.

    2830 32 hrs.

    3133 64 rs.

    3436 128 hrs.

    3739 256 rs.

    404 12 hrs.

    3/+3 x Charms and infusions only take 8 hours to create despite theircrea on cos .

  • 8/13/2019 True20 - Liber Artefactorum a World of Nevermore Supplement 2006 English

    23/37

    Creator Level: An adept can imbue an item witha creator level lesser than or equal to their own. If twoor more c aracters cooperate to create an item, t eymust agree among themselves who will be consideredthe creator for the purpose of determining the itemscreator level.

    This information is given in the special abilityentries in t e orm CL: x, w ere CL is anabbreviation for creator level and x is an ordinalnumber representing the creator level itself. For

    supernatura items wit specia a i ities rom i erentcategories use the highest creator level.Power Bonus: A supernatural items power bonus

    cannot excee its creators onus.Market Cost: A supernatural items market cost is

    equal to its creation cost + 3 (for a market mark-up).For examp e, a supernatura a eaxe wou ave a

    market cost of 19 (16 for creation + 3 for mark-up).

    Creation Cost ModifiersMany actors must e consi ere w en

    determining the creation cost of supernatural items.Note that the market cost examples of pre-made itemsa rea y ta e into account t ese mo i ers.

    Craing Modi er: If creating an item fromscratch, then make a Cra check with the appropriatespecia ty. T e Di cu ty o t e c ec is epen antupon the item being created. If the Cra checksucceeds, lower the creation cost by 3. If the Crac ec ai s, t e creation cost remains unc ange , t ecreator loses a days worth of work and if the Di cultywas 25 or higher his Wealth score is reduced by 1.

    Item Spec c Mo ers: Some supernaturaitem types have creation cost modi ers. These areexplained within each supernatural item section.

    Feat Im u ng Mo ers: Feats wit prerequisitesave an increase creation cost an are consi ereto grant their prerequisite in regards to using theimbued feat.

    A i ity Prerequisites: Increase t e creation cost y 3for each ability bonus above +1.

    Feat Prerequisites: Each prerequisite feat increasest e creation cost y 3.

    Level Prerequisites: If a feat requires a certain levelof experience, then increase the creation cost by 1 foreac eve a ove 1st.

    Role Prerequisites: Non-general feats have theircreation cost increased by 3.

    S i Prerequisites: I a eat requires training in askill increase the creation cost by 3 and treat the user asif they have 4 ranks in this skill, if they do not already

    as t em. I it as a minimum s i ran a ove 4, t enincrease the creation cost by 1 for each rank above 4.

    For example, a Lucky charm would grant the usera +1 C arisma (i e as ess t an a +1 C arisma) orpurposes of determining his bonus to Fortitude, Re exand Will saving throws. However, the user would not

    e consi ere to ave a +1 C arisma or t e purposeof Charisma-based skill checks. A Luc y c arm wouldhave a creation cost of 13 (10 + 3 prerequisite).

    A e m o ea ers ip as a prerequisite o 6t - evean increases t e creation cost y 5. T e user wou

    be considered to be 6th-level when using this feat, butnot for any other reason. A helm of leadership would

    ave a creation cost o 23 (15 or Lea ers ip + 3prerequisite + 5 levels).

    A hide in plain sight char has a prerequisite of13 ran s in Stea t . T is increases t e creation cost

    by 9. The user would be considered to have 13 ranksin Stealth when using this feat, but would not havet ose ran s w en not using Hi e in P ain Sig t. A i ein plain sight charm would have a creation cost of 25(10 + 6 prerequisites [Stealth trained and expert] + 9s i ran s).

    Power Imbuing Modi ers: The followingcreation cost modi ers apply to supernatural, armoran s ie , evices, en ancers, oci an weapons.

    Continuous: If a continuous supernatural itemhas an e ect based on a power with a duration of 1

    minute (10 rounds) or less, including concentration,increase t e creation cost y 2. I t e uration o t epower is maintenance to 1 hour there is no change incost. If the duration of the power is greater than 1 houror constant cut t e cost y 2. I an item as mu tip epowers apply the worst modi er.

    Fatiguing: If a supernatural item is based on aatiguing power, ut oes not require a Fatigue save

    when used, then increase the cost by 1. If an item hasmultiple fatiguing powers, only apply this modi eronce.

    Key Ability: The creator may add his key abilityto the items save Di culty by increasing the creation

    cost o an item y an equa amount. T e creator canchoose to add only a portion of his key ability bonus.

    Limited Power: If an item grants only a particulare ect of a power or is only being used as a prerequisiteor a power a 1 to t e creation cost, instea o t e

    normal 3. For example, a device that only grants theNotice e ect for Enhance Senses power or Mind Touchon y in regar s to t e items Min S aping power.

    Multiple Special Abilities Modifer: Forsupernatural items with special abilities from

    i erent categories use t e o owing ormu a:

  • 8/13/2019 True20 - Liber Artefactorum a World of Nevermore Supplement 2006 English

    24/37

    Calculate the creation cost of the single most costlyategory of abilities, then add 10% of the value of

    t e ot er categories, roun to nearest w o e num er(minimum +1).

    For example, boots of jumping (+5) and improvedspee wou ave a creation cost o 25 (23 or s i + 2[21 x .1] for Improved Speed).

    A hat of diplomacy (+5), a ractive, second chanceip omacy) an eart rea ing +5) wou ave a

    reation cost of 30 (25 for Heart Reading + 5 [47 x .1]for A ractive, Second Chance and skill bonus).

    Non-Cont nuous Mo er: A non-continuousitems creation cost decreases by 1 if it is useable onlyfour times per day, 2 if it is useable only three timesper ay, 3 i it is usea e on y twice per ay, or 4 i it isusea e on y once per ay.

    If the item is a single use item decrease thereation cost by 13.

    Non-power- ase items wit a use per ayrestriction are activated as standard actions andhave a duration of 1 minute (10 rounds), whereaspower- ase items ave t e same activation time an

    uration as the power being used.For example, a lantern of Light Shaping (+5; 3/day)

    wou ave a creation cost o 23 (23 or power [25 - 2]).A cloak of evasion (1/day) would have a creation

    ost of 20 (20 for Evasion [24 - 4]).Ot er Cons erat ons: Once you ave a na cost

    gure, reduce that number if any of the followingonditions applies:

    Item Requires S i or Feat to Use: Some itemsrequire a speci c skill or feat to get them to function.This factor should reduce the creation cost by 1 for

    every feat, 4 skill ranks, and/or 5 points of Di cultyto a s i c ec t at is require . I t e s i c ec isontinuous (i.e. every round), then reduce the creationost by 2.

    Item Requires Conviction to Use: Some items requireonviction to get them to function. This factor should

    reduce the creation cost by 2.Item Requires Speci c Ro e, Bac groun , Virtue, or

    Vice to Use: Even more restrictive than requiring a featr skill, this limitation reduces the creation cost by 3.

    Eac requirement rom t is category eyon t e rstreduces the creation cost by an additional 1.

    dding New Special AbilitiesA creator can a new specia a i ities to

    permanent supernatural items (armors, enhancers,foci, tools, and weapons) without restriction. Thereation cost or a new trait is equa to w at it wou

    have cost to create the item with the ability during itsriginal enchantment - 1.

    For examp e, a an o eart s aping +5) ansupernatural focus (heart shaping) could add theQuicken Power feat as a new ability for a creation cost

    f 25 (22 for Heart Shaping + 3 for feats [21 x .1]- 1).

    Boots o trac ess cou a Stea t +10 as a bility for a creation cost of 30 (28 for skill bonusfor Trackless [27 x .1] - 1).

    A crown o anima an ing +5) an anima empat yould add the Beast Link (+5 bonus) power as a new bility for a creation cost of 28 (25 for Beastlink + 4 [44x .1] or s i onus an eat - 1).

    upernatural tems oNevermore

    T e Nevermore campaign se ing is a wor w erelmost anything is possible, especially in regards to

    the supernatural. The items included in this sectionre just a samp ing o w at can e create using Li er

    Arte actorums supernatura item creation ru es an t eunique story elements available in the dreamlands.

    Creating Supernatural Items inNevermore

    Supernatura (an mun ane) items can