Showing posts with label Street Samurai Catalogue. Show all posts
Showing posts with label Street Samurai Catalogue. Show all posts

Thursday, January 15, 2026

FUTURE JUICE

Fancy alchemists call this concoction "The Potential of Futures Yet to Come" but everyone calls it "Future Juice" so there it is. The magic in this potion pulls success from the future to the present, granting an advantage now at the cost of losing that advantage later. Most adventurers consider this a fair trade-off, as they live, and often die, in the moment.

The potion is ice-blue and has a faint glow, and tastes a bit like blueberries.

Most bottles of this ice-blue potion have three doses; roll 1d3 if found in a random hoard.

A dose grants the drinker a free critical and/or guaranteed success on their next roll, with the caveat that the next natural critical and/or guaranteed success they roll is wooshed away to be used by their past self, and so must be re-rolled.

Ingredients: a cup of water from the fastest river in the land, two tears from an optimist, and two tablespoons of sugar.

13th Age: Can also be used to get a specific roll, for example the Fighter's Precision Attack, which normally triggers on a "natural 16+ hit".

Source: There's a potion with a similar effect in Adrian Tchaikovsky's City of Last Chances. I liked the idea so I pinched it, like a common thief.

Sunday, June 16, 2024

SAINT SEVURDAPOY'S ARROW

This is an arrow made of some sort of lightweight but strong metal. The name "Saint Sevurdapoy" is carved along the shaft.
  • Feels icy cold -- almost painful -- to the touch.
  • Counts as enchanted for purposes of immunity to normal weapons.
  • Bursts into cold black and blue flame when fired.
  • Flames do not start fires, but do provide dim blue light.
  • Vanishes after use, but reappears at midnight. At the point it disappeared. I hope you remember where you shot it!
  • No special effect versus red dragons.

13th Age:
  • Standard bow damage +1d4 cold damage (+2d4 at Champion, +3d4 at Epic).
  • Does 1d4 cold damage to the archer when fired.
  • When hit, the target must make a normal (11+) save or one random magical effect or spell affecting them is suppressed until the next noon.
Quirk: Your manner is abrupt, brusque, and curt. To-the-point, one might say.

B/X:
  • Standard bow damage +1d4 cold damage.
  • Does 1d4 cold damage to the archer when fired.
  • When hit, the target is affected as if Dispel Magic has been cast on them, with the archer's level standing in for casting level.
Fighting Fantasy:
  • Standard bow damage + 1 cold damage.
  • 2 STAMINA damage to archer when fired.
  • AFF: When hit, the target is subject to Counter Spell; assume the archer has a Magic skill equal to her SKILL, modified by the STAMINA cost of the original spell.
  • Troika: When hit, the target is subject to the Undo spell; roll versus the original casting, using the archer's SKILL.

Monday, May 30, 2022

CHOMPA

This small, scrappy shield -- almost a buckler -- is made from the stretched face of some hideous swamp-dwelling creature, and was created by an insane goblin wizard, or so the story goes.
  • Growls and jabbers all the time, never forming coherent words, but making stealth pretty much impossible.
  • The gob leads to an extra-dimensional space but everything there is consumed; this could be annoying or useful.
  • Goblins recognise CHOMPA as an important cultural artefact, and will be predisposed to be at least neutral to the wielder.
13th Age:
  • +4 Hit Points.
  • On a natural attack roll of 8, CHOMPA bites a mêlée opponent for 1d4 damage per level.
Quirk: You are always peckish.

B/X:
  • +1 Armour Class.
  • On a natural attack roll of 8, CHOMPA bites a mêlée opponent for 1d4 damage.
Fighting Fantasy:
  • +1 SKILL.
  • On a natural attack roll of 8, CHOMPA bites a mêlée opponent for 1 STAMINA damage.
(I am inclined to restrict the extra damage to a roll of double 4 but this seems a bit churlish in comparison to the other systems, so you may allow it on any roll of 8, although that may be too far the other way.)

Monday, May 23, 2022

LIMB OF WOE

This is a withered severed leg with dirty bandages wrapped around the stump.
  • Two-handed club.
  • The wielder counts as unarmed for any relevant effects or purposes. For example, if they are a character that normally must fight bare-handed, or if they are casting a spell that requires touching a target. That sort of thing.
  • The wielder also registers as undead to abilities or effects that detect or track the living dead.
  • The knee joint gives it a wild, unpredictable swing.
  • The LIMB OF WOE has a strong smell of something like old leather and pickling.
  • Every morning at 2am, it twitches for two long, creepy hours.
13th Age:
+1; small, two-handed.
The wielder has a 1 point conflicted relationship with the Lich King, in addition to their other relationships. If they already have a negative or positive relationship with the Lich King, then things just got complicated!
Quirk: Tap your foot constantly.

B/X:
+1 to hit and damage.

Fighting Fantasy:
+1 SKILL and +1 to the club row on the damage table.

Thursday, June 10, 2021

Feathered Cap

This enchanted hat provides no special protection -- apart from keeping the rain off your head -- and takes up a head slot, if your game uses such things.

It enhances the effects of any single-use magic item in the form of a feather; a feather token, Phoenix Down, chimera wing, and so on. If such an item is placed in the band of the hat, then it is not consumed when used. A used feather item crumbles, disappears, fades, poofs, or otherwise expires only if removed from the hat.

The feather item, if not already large, grows to an impressive size, and everyone the wearer encounters will comment on it. Use your game's standard reaction mechanics to determine if the remarks are positive or not. If the reaction is negative, it's just jealousy, obviously.

Friday, February 26, 2021

Werewolf Gauntlets

These furry, clawed, mittens are made from the arms -- forepaws? -- of a werewolf. They look somewhat ridiculous but can be surprisingly deadly. It is said that they were created by the infamous armourer Malarck.

The gauntlets do 1d4 damage but are bulky and unwieldy and make it impossible to pick up or manipulate objects.

The gauntlets detect as magical, and also as cursed, if such a detection ability is available in your game.

Work out what day the full moon is this month -- either in game or in real life -- or pick a number between 1 and 30. Every time a character puts on the gauntlets, roll a d30; if the number matches the day of the full moon, or the number you picked, then the following effects occur:

  • The character is frenzied and must save versus spells in order to break off from hand-to-hand combat, or to remove the gauntlets.
  • The gauntlets have a chance of infecting those injured by them with lycanthropy. Use whatever rules for lycanthropy exist in your game of choice, or refer to the guidelines below.
  • Anyone infected by the gauntlets has a 7% chance of being possessed by the spirit of the werewolf that was killed to make them, and will be consumed by the desire to avenge themself upon the current owner of the weapons. Yes, the original werewolf was none too clever.
D&D-type Lycanthropy: Any character who loses half their hit points to the gauntlets in a single battle contracts the disease and will turn into a werewolf at the next full moon. Or you can pick a number and roll a d30 as above. Whichever is most fun.

(I have a text file on my computer containing weird names that I think I could use in a story or adventure one day. In there, for some reason, is "Werewolf Gauntlets". I see Mr Gauntlets as some sort of Victorian action detective, perhaps, but until then, you get this.)

Wednesday, February 25, 2015

The Hero's Heart

A few weeks ago James Raggi of Lamentations of the Flame Princess put out a call for magic items to include in his long-awaited referee's book. As an infrequent contributor to the LotFP canon I felt I had to have a go but alas my item wasn't picked, so here it is for you to use as you wish.

The Hero's Heart

This is the heart of a great hero -- or at least someone notable for great deeds if not great moral virtue -- dried or pickled in strange herbs and unguents and enchanted by an evil witch. To unlock its magic the whole heart must be eaten, then three things happen: first of all, the diner is ill in a most messy and violent manner and must save against Poison or be bed-ridden for 1d6 days.

After this the character will feel rejuvenated and full of confidence and will be able to perform one superhuman feat. For example:
  1. Convincing a powerful and hostile army to flee.
  2. Returning from death.
  3. Leaping a tall building in a single bound.
  4. Solving an impossible puzzle.
  5. Swimming while towing a warship.
  6. Reading another being’s mind.
Unknown to the character, they have six months in which to perform this feat or the power dissipates and is wasted.

The third thing that happens is that after six months -- whether the feat is performed or not -- powerful spirits will appear to kill the character and take their heart -- not always in that order -- back to the witch so that another Hero’s Heart can be created. These spirits should be difficult, if not impossible, to defeat.

Unless the character has access to some sort of miraculous power, that is.