The following items were retrieved from the various battles and events at Garnet Town...
High Tech Items
Magic Items
High Tech Items
- 1 NG-33 Laser Pistol (Range 15/30/60, Damage 2d4+1, RoF 1, AP 2, Shots 20, Semi-Auto, 4 lbs.) and two extra e-clips
- 1 L-20 Pulse Laser Rifle (Range 25/50/100, Damage 3d6+1, RoF 4, AP 2, Shots 40, Semi-Auto, 3RB, 7 lbs.)
- 1 NG-E4 Plasma Ejector (Range 24/48/96, 3d10 M.D., RoF 1, AP 0, Shots 120, Minimum Str d10, 20 lbs.)
- 1 Mini Rail Gun (Range 75/150/300, 2d8+4 M.D., RoF 4, AP 6, Shots 32, Mods 2, no snapfire penalty, 200 lbs.)
- 6 Vibro-Swords, Giant-Sized (Str+d12+1 M.D., AP 4, 20 lbs.)
- 12 Vibro-Swords (Str+d6 M.D., AP 4, 9 lbs.)
Magic Items
- The Esteem of Lies: A grimoire of dark magic containing summoning rituals for several types of Demons. It's disguised to look like a mundane cook book of human food, and the rituals are magically encoded into the pages in Demongogian. Only those using Knowledge (Cryptography) or the Exalted Darksight Mega Power are able to see the sorcerous lore hidden within the book's recipes (the reader must also be literate in Demongogian to understand it). A successful use of Detect Arcana will reveal that the text is magical. The Esteem of Lies details the following spells: Summon Greater Demon (Lo'korr - The Darkness That Devours), Summon Lesser Demon, Bind Entity, and Banish Entity. The knowledge held by the book is highly corrupting, and reading it even a short period of time is unhealthy for the mind, necessitating a Sanity Test. The book has a Power Point reserve of 10 points, which are only usable for the summoning rituals within and can be added to said rituals upon their completion. All Power Points are fully restored after a year. When casting from the grimoire, the grimoire's arcane skill (Spellcasting d10) is used in place of the caster's own arcane skill. Only trained magic-users can practically enact the book's rituals.
- Dagger of Pinning: When thrown normally, the dagger has no bonuses. The thrower can, however, elect to use the dagger’s special power. Instead of inflicting damage, the dagger splits into a swarm of miniature daggers, which pin an opponent’s limbs, as entangle. When the target breaks free, the swarm of daggers vanish, leaving only the original weapon behind. Despite being a minor artifact, the dagger has just 2 Power Points, enough to use the power every two hours. It has a d8 arcane skill, which replaces the user’s Throwing skill when using entangle.
- Armbands of Strength (1 pair): Fashioned from iron and engraved with runes of power, the wearer receives a one-die increase to his Strength.
- Exploding Stones (11 total): These small but powerful one-shot relics resemble sling stones, but are engraved with symbols of destruction. They can be thrown to a range of 3/6/12 or fired from a sling. If the user misses his target, the stone deviates as a launched projectile (see Savage Worlds). On impact, they explode for 3d6 Mega-Damage in a Large Burst Template as an Area Effect weapon. These stones are usually found in batches of 1d4.
- Necklace of Ears: This necklace is made from various ornamental stones shaped to resemble ears and threaded on a silver chain. The wearer gains a +2 bonus to his Notice roll when listening. If the user is completely deaf, the necklace does not grant him the ability to hear.
- Ring of Shielding: This iron ring is engraved with a small shield motif. When the command worn is spoken (make an arcane skill roll), a shield of mystical energy forms in front of the wearer. On a success, opponents suffer a –2 penalty to attack the wearer. With a raise, the modifier becomes –4. Each use costs 2 Power Points with a Duration of 3 (1/round).
- Techno-Wizard Body Armor: A suit of modern looking, non-environmental TW armor that provides +3 Armor (whether activated or not). To activate the armor, make a successful Arcane skill roll (Spellcasting or Psionics); no Backlash on a roll of 1. The wearer must also spend 2 Power Points per hour for the suit to function. When activated, the armor is only half weight (4.5 lbs.; normally 9 lbs.), the wearer gains the Fleet-Footed Edge (+2 Pace, and d10 running), and gains +1 die type to the Stealth skill (no benefit if the character doesn't already have the skill). By flipping a switch in the helmet and spending 1 Power Point, the wearer gains the Speak Language Power. By spending 4 Power Points, the wearer gains the benefits of the Exalted Telepathy Mega Power.
- 1 Potion of Invisibility (same as Power; can be maintained for up to 10 rounds)
- 1 Potion of Boost Vigor, with a Raise (same as Power; can be maintained for up to 10 rounds)
- 1 Potion of Healing (same as Power)
- 1 Scroll of Elemental Manipulation (same as Power; can be maintained for up to 4 rounds)
- 6 Corrupt skins (+4 Armor)