Saturday, June 11, 2022

Creating a TTRPG: ACC - Dream Weapons/Items/Armour

  

These are an example of Australian themed dream weapons, items and armour. I encourage judges to research and learn about Australian legend while creating dream objects.

Blood Sucker - Body after body sprawled at odd angles in the red setting sun. Shriveled dry husks like opened moth cocoons, hands all outreached to the sky. A lone warrior holding high a colossal club, screaming, his back illuminated by the blood red orb, eyes wide, lost in frenzy.

The blood sucker is a +1 cursed weapon created from stuffing a club within the body of a great Yara Ma Yha Who. Any target wounded by Blood Sucker takes an additional 1D3 damage and transfers it to the wielder. The Blood Sucker is a simple sentient weapon and will urge its wielder to bathe it in ever increasing amounts of blood.

Night's Wisdom - A great boomerang arcing across the ink black sky. Bringing with it stars to shine down upon the red land. The curved white crescent shooting across the cape, skipping on the waves before soaring towards the heavens. The elders wisdom that nothing should be judged at first appearance.

The night's wisdom is a +1 heavy boomerang that when thrown casts cantrip at level 12 - 13 (DCC  pg 130). On a roll of 1 Night's Wisdom will fly high into the sky and vanish into another celestial body.

Outlaw Skin - flashes of flint smoke, the whine of fast metal like hornets through the air, pings like that of a hot rod engine cooling down. The men stare in disbelief as the metallic figure trudges towards them. Ignoring the shot smashing into it, the crude imitation of the knights of old raises a metal decked arm and unleashes hell upon the law. 

Horror starts to rise up like bad ale on the morning after, nothing seems to stop this inhuman being as it slowly, calmly levels the men. The human inside the armour is long gone, any trace wiped away by the burning vengence felt. Frenzied eyes flicker towards the south and the metal juggernaut starts to move once again.

The Outlaw Skin is a +2 iron bolted armour that can only be worn by those with a vengeful goal. Created from the fevered flames of an bitter convict smithy this armour once donned lays down a horrifying curse. Once per day the wearer can ignore dropping to 0 HP once, instead gaining 1D6 hit points and raising back to life. Each time this happens the armour draws from the body using it like an engine to push forward. The wearer loses a point in strength, agility or stamina (Rolled randomly) permanently.

Red Backs Blood - This toxin slowly sizzles away. Shade of pearl with red flecks it slithers down the sides of bottles and blades. So putrid it pits steel, boils veins, scrapes the skin away. Like a localised inferno it infects the body, quickly spreading throughout the highway of veins, muscle, tissue and bone until the affected target seizes up in shock. 

Affected target must succeed on a DC 15 Fort save or fall unconscious for 1d6 hours.

Squires Change - A chipped and cracked bottle impossibly holding together despite the thousand of hairline fractures running its length. The pungent smell of pine and earth wafting from the open neck, the underside of the cork emblazoned with crossed spades. Warm liquid light, amber bright sloshing within the bottom. 

A magical bottle which has the ability to change any stored liquid into another liquid. Oddly enough the liquid will turn to a pungent ale each morning.

Sky Strike - A spear crafted from Mamaragan's wrath. Last seen clutched in the hands of a mortal his arm blackened, charred and cracked, lobster red boiled muscle spider webbed along its length. This ancient weapon sends bolts from the blue smashing and tearing across the country the smell of ozone heavy in the air. 

Sky Strike is a +1 Javelin create from a tree struck by lightning. The wielder of Sky Strike may cast the Lightning Bolt spell (DCC page 222). On a roll of 1 Sky Strike erupts in an explosion of arcing lightning and splinters killing the wielder.

The Haunting Headress - A desert dragons scalp resting upon the shamans brow, it's toothy maw jutting over his head. The beasts skin sits upon his back cloaking him from the brutal sun. The spine of the creature comes to life as the man walks, snapping to and fro it carves trails within the red sand. Small beads of potent poison flow from the mantle and through the bone spine, leaving a trail of noxious scars across the land.

The Haunting Headress is a hunting trophy passed down from generation to generation. A Megalania's carcass skinned and woven into a heavy scaled cloak. After thousands of years the poison still exists, slowly, carefully collecting itself and dripping like noxious honey upon the earth.

A +1 hide armour that collects and coats the wearer in an ancient bacterial infection. Becoming a living viral abomination the wearer gains a bite attack of 1d6. Affected targets must succeed on a DC 15 For save or die, due to the age of the headress this ability can only be used once per day.

No comments:

Post a Comment

TTRPG creations: 366/730: Mok'Pok

Pink and purple skin pulsates in patterns. Large eyes leer in loops, full figure eights. Unblinking eye contact draws the victim in. A timid...