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GenerIcjoe
genericjoe

Thu

Mar 1
2001

21:24

Brainstorming Oddball Magic Items

I'm getting ready to run a one-shot (or at least short) adventure for a 
group of about 7 people, one of whom has never played an RPG and the rest --
 for the most part -- are relatively new gamers.

We're in the middle of a fairly serious 3rd Ed. game, and I wanted to break 
it up with something less serious for a while.  We were going to run 
Ironclaw as a one-shot, but since we're not familiar with that, and want to 
give our new gamer a non-annoying experience, we've decided to go with what 
we all know already.

To that end, I've been coming up with campy character ideas (the halfling 
monk name Nah Tso Tal, devotte of the art of Shin Keek)  and I've been 
trying to come up with similarly campy magic items.

The campaign I have in mind has the PC's as a second-string of heros out to 
stop the evil and save the first-string.  As such, there are all 
these "leftover" magic items that the first-string didn't use -- mainly b/c 
the all had a catch.  Think the R&D division in Paranoia, for instance.

I want to have a sizeable list, at least a couple or three items per 
player,maybe even a table I can roll on so we'll all be surprised by it;)

Here are my ideas so far.  Most of these items are good items, with a 
critical flaw.  I'd prefer they'd be balanced in and of themselves, but I'm 
not sure I've quite gotten it.  Let me know what you think of this list, 
and any other ideas you might have.

Unbalancing the characters isn't a big deal, as this is a very short 
adventure...

+1 Nerf bat 
	This item is obviously magical, and made of a spongy substance.
	Along one side the leter "J" is inscribed in a complicated rune.
	Treat this as a club (d8) that only does subdual damage, and can
	affect magical creatures.
Boomerang Hammer  
	
	This hammer looks like a Hammer of Throwing, and in fact, it 
	tends to work like one.  Although, if it misses it's foe by more
	than 5 points, it strikes the wielder on its return flight.

Boots Made For Walking
	These are 7-league boots, and can be used as such.  However, the
	boots cannot be remvoed once worn, and the wearer can't run (or
	charge) while wearing them.  (Although they can take really long
	steps.)
	
Sword of Showtune Singing
	This appears to be a normal +1 longsword.  However, when it is 
	drawn it begins to sing the very worst selections -- often from
	off-Broadway musicals.  Everyone in hearing range must make a
	Will save vs a DC of 15, or take a -5 initiative.
	
	The bard ability dealing with music will cancel this affect, but
	it will also take away the magical +1 bonus.
	
Potion of SuperEgoism
	This appears to be a normal postion of superheroism, and gives the
	imbiber +1 AC, and d10 temporary hitpoints.  However, it also gives
	her the belief in her own immortality;  the imbiber will use the 
	most brute-force tactics while under the influence of the potion.
	
Ring of the Deciever
	This appears to be a ring of truth.  In fact, the wearer can detect 
	lie 3/day.  Unfortunately, the ring always returns the opposite 
	result (truth if a lie, lie if truth.)	The ring is also cursed, 
	and cannot be removed.  
	
	Once per day the wearer makes a Will Save vs DC 15, or suffer from 
	mild to acute paranoia.
	
Armor of Sex Appeal
	This is good +1 leather armor, and gives that bonus.  However, 
	after the wearer puts it on, it shapes itself to their body, 
	firming here, adding there, and showing as much skin as possible.
	
	People attracted to the gender of the wearer have to make a will
	save vs DC of 13 + wearer's charasma (if positive) or be dazzled 
	for 2d4 rounds.
	
Spear of Perceived Destiny
	+1 Spear.  The wielder believes that he is a hero of some great 
	purpose, and must fulfill that destiny.  However, he also beleives 
	that he won't die until that destiny is fullfilled.	
	
	affect magical creatures.


Well, that's about it...
GenericJoe
-- 
Bi Poly Pagan Switchy Writer Gamer Geek
Journal and Stories at
http://www.offthebeatenpath.org/genericjoe/
Butter vs. Margarine? I trust cows over Scientists.

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