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shows the item in the best possible light, i.e., nice and shiny, no flaws or dents, for as long as it touches the towel, and for
2d minutes afterward, so long as no one touches the item who has not touched the towel first. The towel will not make
the item appear larger, or different in color, just in the best possible condition.
Generally, the item will be wrapped, then put on display, whereupon the hawker will ask the interested parties "to wipe
their hands" on the towel before handling it. If the object is handed to another person who has not touched the towel
before handling, it will revert immediately to its normal state. A greatly flawed item might be spotted as soon as the
transaction is complete, so the seller usually only displays items with minor flaws, in places with dim lights and other
distractions.
Suggested Setting: GURPS Technomancer, GURPS Goblins.
Component Spells: Illusion Shell variant.
Asking Price: $90,000.
Other Illegal Items 5. Criminal and Law-Enforcement Magic
Security Items
Thieves have an ingenuity born of desperation. Those who keep things safe have to work harder just to keep up, in a
magical arms race.
Enhanced Canine Unit -- Pyro (ECUP)
The ECUP is not a magic item as such, but rather an example of a cybernetically-enhanced fantasy beast. It is a bionic
cushna (a fire-breathing dog) developed by Ushas Bio-Tech for in-house security. The cushna appears on p. 20 of
GURPS Fantasy Bestiary. The ECUP features vibroblade teeth and a drug factory for Rage (p. UT97), with a surgically
interfaced control unit mounted on its back (PD 6, DR 40, HP 10, -2 to hit). The unit contains a scrambled short-range
radio, a dedicated Datalink computer, and another dedicated computer for Routine Vehicle Operation, which enables a
handler to command the dog to walk, heel, or otherwise behave as a trained dog. Combat is not a "routine operation," but
for that, the handler simply maneuvers the ECUP to the vicinity of its target, triggers a dose of Rage, and relies on the
natural proclivities of the beast. Statistics are as normal for a cushna, with +1d biting damage (+3d if the Rage has been
triggered).
Suggested Setting: Fantasy cyberpunk.
Component Spells: None.
Asking Price: $1,000,000, but not normally for sale, and illegal to own (cushnas all have rabies).
Heathrow's Nose
This choker-style necklace gives the wearer the Discriminatory Smell advantage (p. CI52). Apparently made from black
chain links, it includes the enhanced ability to scent emotions. The enchantment was developed by the enchanter
Heathrow after a canine plague left the country she lived in devoid of tracking dogs. She made an excellent living as a
mage/detective (and mage/hunter!) for several years, before sharing her secret with other enchanters, and producing more
Noses herself.
Suggested Setting: Traditional fantasy.
Component Spells: Keen Nose variant.
Asking Price: $2,000.
Returner
An anti-theft item developed to replace magnetic sensory equipment, the Returner system has three physical
components. The first is approximately the shape and size of a coin, and is installed inside the item which is to be
protected against theft. Most commonly, it is attached with the use of the Glue spell. When an item is purchased, the
second component, a small wand, is used to deactivate the Glue spell and retrieve the coin. The other part of the system
is the gate, and is analogous to the magnetic detection gates that exist in many real-world stores.
5. Criminal and Law-Enforcement Magic Security Items
If a stolen item passes through the gate, the Returner activates, casting a variant Air-Golem spell that will return the
stolen item to the store. Shoplifters have learned that trying to fight the golem only draws the attention of store detectives
and police.
Suggested Setting: GURPS Technomancer.
Component Spells: Air-Golem, Glue, Link.
Asking Price: $10,000 (for a system that includes one pair of gateposts, five wands and 1,000 coins).
Safe of Entrapment
A Safe of Entrapment appears to be an ordinary safe, but it has several spells linked to it that make it a highly useful item
for catching burglars and their contacts as well. When it is touched by anyone who does not utter the correct password, it
paralyses that person, while causing him to hallucinate that he is not paralyzed, and has successfully stolen and escaped
with the contents of the safe. Further enchantments cause the would-be thief to honestly describe his actions and the
people he sees himself talking to (typically his fence or other criminal contacts). As the item's name suggests, the
potential violation of Fifth Amendment protections by these enchantments makes this item legally controversial.
Suggested Setting: GURPS Technomancer.
Component Spells: Password, Great Hallucination, Compel Truth, Total Paralysis, Command (variant). Some versions
also include Lure.
Asking Price: $20,000.
Spyglass
A Spyglass is a Police/Intelligence magical item developed by the Federal government, which allows the collection of
information about people on several levels. It is useful when the subjects are within an area protected by Scrywall or
Scryguard.
The Spyglass is a drinking glass, with an Illusion Shell placed over it, allowing it to mimic any type of drinking
container, from as small as a shot glass to a large plastic pitcher. The Spyglass can be preset to look like another drinking
container, or placed in a group of others, where it will blend in flawlessly.
The Spyglass collects the fingerprints of anyone who touches it, DNA samples from the saliva of those who drink from
it, and records conversations within its presence. Fingerprints and DNA samples are preserved on the Spyglass in the
form of smudges and smears, with each new one fogging the surface a bit more. The Spyglass can only be cleaned by its
owner, and is often thrown out by unsuspecting dishwashers who can't get the item clean, only to be collected by its
owner at a later time. A Spyglass will work for 1d+6 days before becoming "full."
"Cleaning" a Spyglass is done at a technomage's laboratory by its owner, where it gives up its fingerprints and DNA
samples one at a time by wiping it with a special cloth. The technomage must then cast a Wizard Mouth on the Spyglass
so it can relay any conversations it overheard, mimicking voices perfectly. At this point, the Spyglass is "clean" and can
be redeployed.
Security Items 5. Criminal and Law-Enforcement Magic
A Spyglass is made of enchanted plastic and can't be broken (which may reveal its nature) but it is susceptible to fire.
Most Spyglasses have a -10 Conceal Magic cast on them. A Spyglass may be marked with Trace or Seeker spells for
recovery and can be deployed by teleportation wands, apportation spells or similar means.
Suggested Setting: GURPS Technomancer, GURPS Supers, secret magic settings.
Component Spells: Invisible Wizard Ear, Invisible Wizard Ear, Illusion Shell, Name.
Asking Price: $200,000.
Curses, Tricks, and Traps
These are devices to catch the unwary, bizarre party tricks, items no sane person would want to get near.
The Death of a Thousand Stings
Appearing to all examinations to be an ornately decorated vase, the Death of a Thousand Stings is a subtly and
infuriatingly cursed item. The item is activated by being emptied of water. After being emptied it will magically fill up to
half its volume. The water will quickly become the breeding ground of mosquitoes, although they will not be apparent to [ Pobierz całość w formacie PDF ]

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