T3

Items / Magical

These items are supernatural in origin, often based on Sorcery or Arcanotech, and transcend normal technological limits.

See also Spellware.

Technology

Magic isn't a technology unless we really take Clarke's Law to heart; Sufficiently advanced technology is indistinguishable from magic, but it works well as a category of items.

Magic items can do anything, limited only by the imagination of the user and the conventions of the game. As such, magic fits well at the apex of the tech list. But most worlds with magic also have regular technology, and at a much lower level. The trick when designing magic items is to give them the proper flare, make them fit the game and to have at least some sense of wonder.

Almost all magical gear costs an Items schtick to acquire - both because it is rare and expensive, and because you must invest some of your life force into them in order to power the magic.

Gadgets

Guns


Magical Guns

BlastFoci

Damage

Conceal

Ammo

Reload

Notes
Ring Magic +2 Negligible NA NA Blast
Wand Magic +3 Jacket NA NA Blast
Rod Magic +4 Trenchcoat NA NA Blast
Staff Magic +5 Unconcealable NA NA Blast

Magical Gun Enhancements - Each cost an Items schtick and can be applied to any mundane gun (not Blasters or Blast Foci)

Enhancers

Damage

Conceal

Ammo

Reload

Notes
Boosted +1 - - - -
Enchanted - - - - Add one ability
Shrinking - Negligible - - -
Unending - - Unlimited - -

Melee


Magical Weapons
Modifications: Modifications cost an Items schtick each
Magical Weapons Hands Conceal Damage Maneuvers
Boost - - +1 -
Enchanted - - - Add one maneuver
Force Weapon - - - Bonus dice for Magic point
Shrinking - Negligible - -

Armor

Armor Protection Reflex Penalty Conceal Cost Notes
ForceArmor 1 - Negligible 1

Regular armor can be enchanted, either adding a point of protection or reducing reflex penalty by one for each Items schtick. Unlike a mundane Custom Armor, you can add more than one schticks worth of additional damage this way.