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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8651359" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 105: March 1995</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>Weapons of Reality: Between TORG and Star Wars, WEG continue to be the second biggest gaming company involved in the RPGA. Here's another collection of weird items from Greg Detwiler that might help your Storm Knights or be an almighty pain in the butt, depending on who has them and if they know how to use them properly.</p><p></p><p>Portranta Plants impose the primitive reality of the Living Land wherever they're planted, making high tech items fail anywhere near them unless you actively counter it with your own reality bubble. Regular army members who can't do that will have a very tough time invading.</p><p></p><p>Limpet Missiles are similar but more offensively oriented, sticking to anything they hit and forcing the victim to stick to the axioms of the person who created them. You could of course apply one preemptively to yourself if you know you're going into an unpredictable situation as well, so they're pretty flexible. </p><p></p><p>Stelae Rockets take the same idea and expand it to nuke levels, imposing a forced reality zone everywhere within a mile of where it hits for several hours. Unsurprisingly, like actual nukes, they're very rare and well-guarded. Good luck stealing them or convincing their owners that an emergency is bad enough to break them out.</p><p></p><p>Reality Chambers are a bit of weird science that can make reality bombs for any cosm with just a sample of soil. Fittingly, it has a bunch of weird limitations on it's use that'll probably catch out PC's who get hold of one in a treasure haul. </p><p></p><p>Weapon Transformers turn your weapons or vehicles into something similar from another reality, which is very handy for countering the previous items as long as you know how to use devices of that tech type. You need to be pretty flexible to function at full power in any reality.</p><p></p><p>The Necklace of False Power pretends to offer you cool powers for a minor sacrifice, and if you do what it says, all you get is tightly bonded to the laws of Orrorsh, which is pretty much the last thing any sensible person wants, as operating on horror movie logic means you're unlikely to survive a single adventure. Like any cursed item, it's near impossible to get rid of, so beware.</p><p></p><p>Vrilquito are robot mosquitos that drain your possibilities and then take them back to their techno-demon masters. Not a very pleasant way to go. Good luck swatting them because they have high dodge scores as well.</p><p></p><p>Reality Dust is yet another way of imposing your reality on other places, this time with an even larger area but a shorter duration. </p><p></p><p>Time Talismans are small reality bombs with settable timers for detonation, easily smuggled somewhere and then giving you enough time to get out of there. Particularly deadly on aeroplanes, which fail if the tech level is even slightly too low, but as usual, ingenuity will allow other uses of a sudden genre shift going off when your enemy least expects it. So this set of items are interesting, but all very specific to this game, and wouldn't be of any use converted to D&D or other less meta games. That limits their mainstream appeal somewhat.</p><p></p><p></p><p></p><p>The Living City: This column directly repeats itself, putting a second pawnshop in Raven's Bluff. (see issue 50 for the 1st) Like that, it's actually a front for organised crime, but the tone of the two is quite different. The Galogar's was all about the comedy of errors between the honest one and the crooked one. Misti's Moonlight Pawnshop is a hive of scum & villainy and nearly everyone knows it. If you're ever expecting to get the items you pawned back, the interest rates on repayments are orders of magnitude higher here. On the other hand, they'll accept nearly anything, and won't ask any questions about it's provenance, so if you're fencing stolen goods, it's a much safer bet than hoping you've got the right twin. So comparing the two, this is longer, more detailed, and considerably more serious in tone, showing that the newszine has gradually trended in that direction in general over the years. (which is obviously why they consciously want to encourage shorter articles now) With a detailed map, details of the shop's defences and 6 fully statted NPC's, this one definitely seems superior for use in most campaigns. One campaign can only take so much comedy, and Raven's Bluff already has more than enough of that stored up by now.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8651359, member: 27780"] [b][u]Polyhedron Issue 105: March 1995[/u][/b] part 3/5 Weapons of Reality: Between TORG and Star Wars, WEG continue to be the second biggest gaming company involved in the RPGA. Here's another collection of weird items from Greg Detwiler that might help your Storm Knights or be an almighty pain in the butt, depending on who has them and if they know how to use them properly. Portranta Plants impose the primitive reality of the Living Land wherever they're planted, making high tech items fail anywhere near them unless you actively counter it with your own reality bubble. Regular army members who can't do that will have a very tough time invading. Limpet Missiles are similar but more offensively oriented, sticking to anything they hit and forcing the victim to stick to the axioms of the person who created them. You could of course apply one preemptively to yourself if you know you're going into an unpredictable situation as well, so they're pretty flexible. Stelae Rockets take the same idea and expand it to nuke levels, imposing a forced reality zone everywhere within a mile of where it hits for several hours. Unsurprisingly, like actual nukes, they're very rare and well-guarded. Good luck stealing them or convincing their owners that an emergency is bad enough to break them out. Reality Chambers are a bit of weird science that can make reality bombs for any cosm with just a sample of soil. Fittingly, it has a bunch of weird limitations on it's use that'll probably catch out PC's who get hold of one in a treasure haul. Weapon Transformers turn your weapons or vehicles into something similar from another reality, which is very handy for countering the previous items as long as you know how to use devices of that tech type. You need to be pretty flexible to function at full power in any reality. The Necklace of False Power pretends to offer you cool powers for a minor sacrifice, and if you do what it says, all you get is tightly bonded to the laws of Orrorsh, which is pretty much the last thing any sensible person wants, as operating on horror movie logic means you're unlikely to survive a single adventure. Like any cursed item, it's near impossible to get rid of, so beware. Vrilquito are robot mosquitos that drain your possibilities and then take them back to their techno-demon masters. Not a very pleasant way to go. Good luck swatting them because they have high dodge scores as well. Reality Dust is yet another way of imposing your reality on other places, this time with an even larger area but a shorter duration. Time Talismans are small reality bombs with settable timers for detonation, easily smuggled somewhere and then giving you enough time to get out of there. Particularly deadly on aeroplanes, which fail if the tech level is even slightly too low, but as usual, ingenuity will allow other uses of a sudden genre shift going off when your enemy least expects it. So this set of items are interesting, but all very specific to this game, and wouldn't be of any use converted to D&D or other less meta games. That limits their mainstream appeal somewhat. The Living City: This column directly repeats itself, putting a second pawnshop in Raven's Bluff. (see issue 50 for the 1st) Like that, it's actually a front for organised crime, but the tone of the two is quite different. The Galogar's was all about the comedy of errors between the honest one and the crooked one. Misti's Moonlight Pawnshop is a hive of scum & villainy and nearly everyone knows it. If you're ever expecting to get the items you pawned back, the interest rates on repayments are orders of magnitude higher here. On the other hand, they'll accept nearly anything, and won't ask any questions about it's provenance, so if you're fencing stolen goods, it's a much safer bet than hoping you've got the right twin. So comparing the two, this is longer, more detailed, and considerably more serious in tone, showing that the newszine has gradually trended in that direction in general over the years. (which is obviously why they consciously want to encourage shorter articles now) With a detailed map, details of the shop's defences and 6 fully statted NPC's, this one definitely seems superior for use in most campaigns. One campaign can only take so much comedy, and Raven's Bluff already has more than enough of that stored up by now. [/QUOTE]
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