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Showing posts with label Humor. Show all posts
Showing posts with label Humor. Show all posts

Saturday, July 16, 2022

List of Gadgets for Paranoia RPG. Over 100 so far! All of them are stupid in in some way.

1) Smert Gun: Stands for Synaptic Made Electronic Rife Test. Has a Stealth setting, a recon setting, a burst fire setting, a burst fire setting, a bayonet setting, and even an obfuscation setting.
Note: gun’s settings
On Stealth: It loudly announces it’s stealthing.
On Recon: It suggests that you throw it down the hallway and it’ll tell you what it sees.
On Burst Fire: Expends its entire magazine when it is switched into that mode. Note it fires it as soon as it’s in that mode, not whenever the trigger is pulled.
On Bayonet: it makes the entire gun sharp and hard to hold.
On Obfuscation: It asks cryptic questions and demands %*#@&*% 2) Laser Sword: Click the end and it will eject a stream of photons that form a bar. Another click and it turns off. Treat as Melee with other gm stipulations.
Note: The beam doesn’t stop until it runs into something. Usually a wall. 3) Force Field belt: Click the button on the front and a small forcefeild is produced with humming noises.
Note: nothing can get through the forcefield so it’s entirely black (no light) and entirely quiet (no sound) Note user may suffocate to death with time. 4) Toolbox: A rapid prototyping system that allows someone to build anything it can design and fit in the machine. Size 1ft by 1ft by 1ft.
Note: Things constructed this way will be somewhat too goddamn flimsy. And will have a sticker on the side that says made in china. 5) Heli Pack: A backpack with a massive propeller on the back of it. Turn on by losing the ripcord.
Note: Causes the person to rotate and/or vomit while operating it. 6) First Aid: A pack with a massive plus on the front. Instructions read press the button and step away to await healing.
Note: Releases a tiny robot that knocks out the user and covers the person covered in bandages. Your mileage may vary. 7) Tractor/Repeller beam: It has two settings towards and back. The max weight listed is 10 clones.
Note: Fires an equal yet opposite force on the user. 8) The LIGHT: Looks like a laser pistol,
Note: But instead of a laser diode tube. There is instead a LED bulb on the end. For use as a flashlight only. 9)Experimental Grenades: Roll 3d6. No freaking telling what they might do.
Note: Possible grenade types.
3-Improbability
4-Thermite
5-Poison
6-Tac nuke
7-Mutagenic
8-Warp vortex
9-Cluster
10- Smrt Bombs
11- Bunker Buster
12- Depression
13 -Paint
14-Sleep
15-Really COOL!!!
16-Fear
17- Cryogenic
18- History Eraser 10) Tesla Boots: At the push of a button will exclude a high mag field.
Note: No ability to turn off, force too strong to lift boot off metal. Shoelaces not included. 11) The Force Shield: Looks like an umbrella, but it’s a lot more scientific than that.
Note: Lets you shoot out of the umbrella, and can function as a parachute for the brave. 12) Reinforcement gun. A sniper rifle with an experimental personality matrix, it’s actually quite pleasant.
Note: Fires tiny I beams. Also the Gun gives compliments. If the user becomes depressed the gun may self-destruct. 13) JAM: Weird pinkish jam in a jar, can only be opened once.
Note: Unleashes a pink sludge that jams electronic equipment nearby.
Note: Sludge is rapidly self replicating and can rapidly flood a sector.
Note: Eats nearly all organic matter.
Note: Weakness to a mysterious substance known as peanut butter. 14) Al-Kea Catalog: Stands for Alpha- Kiosk of Easy Attributions. A catalog full of furnishing things that can be ordered for fairly cheap prices. There’s an insta delivery scanner taped to the side of it. Scan an item in the catalog to order it. Put the scanner on delivery mode to send it somewhere. Reloaded by putting money in the scanner.
Note: Material seems kinda shoddy and arrive only in their base components. 15) Myopia Focuser Gun: A high powered laser gun clad in thousands of buttons with a smart AI built in. Treat as an ordinary laser gun right up until a successful check by one is made. Gun appears to have a helpful and friendly AI installed with several hundred retractable focusing lenses installed.
Note: On hit the user experiences perfect 20/20 vision. 16) Dumbwaiter: A box roughly the size of a microwave, has the ability to make any kind of food provided it has the ingredients and the prep time.
Note: many of these ingredients are Treasonous. Has a list of things on the inside which are not allowed to be put inside Dumbwaiter. Internal AI sounds like jeeves. 17) Deployable tank: A light battle tank designed for instant use. Pull the tab and throw it where it needs to go. Tank is controlled by a less than friendly AI and it is advised not to get in it’s way.
Note: A massive water jug on treads. 18) Railgun: A large gun the size of a Toolshed with a laser sight attached. When fired, all the breakers flicker and immediately summons a construction crew to repair any damage.
Note: Gun summons a work crew to create rails, which lead to large rail mounted mortar. 19) Data Overload grenades: A set of grenades that will overload the target with sensory information. Synaptic Pressure Attack Mechanism.
Note: spam spam spam spam spam spam spam spam, glorious spam, glorious spam. 20) Rapid Blueprinter: A printer that can rapidly produce a drawing of anything the user thinks about.
Note: The printer then sends this to the person in front of them. No matter how embarrassing. 21) Acoustic EXtreamE: A metal stick with a hollow body attached with several strings attached. Whenever the strings are distubered, a shrieking noise is heard out of any nearby speakers hooked up to Friend Computer.
Note: User may become deaf. 22) Transmogrifier: A cardboard box with several settings that looked like they were written by an infrared on too many pills. No idea what happens when you go through. Some of the settings include: Dupe! Beg? Merg& BEGGER!
Note: A tiger with a gun is forcing me to fill out the notes log. 23) Enemy Mine: A single use dart that can be fired at a living foe (no robots). Said foe now understands your viewpoint and the actions you’ve decided to make along the way and may see themselves in a new light. Maybe laserlight.
Note: Several Treasonous organizations have been uncovered with this. Mostly that of the person who fired it. 24) Debugger: A debugging tool found at the back of a supply closet, the folks at R&D added a handle and trigger mechanism.
Note: It’s an industrial strength flypaper dispenser. If the roll is bungled everyone gets covered in flypaper and it’s 2 successes to get out. 25) Invisibility Sign: It’s a hologram projector that makes you invisible. Took the folks at the psych department ten generations to figure out.
Note: It projects a holographic sign that says several pre-recorded messages such as, do you have any spare credits? 26) Cellphone: Will likely be given to the team leader. Allows you to communicate with the boys at R&D to offer on the go helpdesk support.
Note: It’s a piece of nanotech the size of human cells. Has to be injected. Note costs 1 xp per minute to talk. It also may allow spammers to communicate with you. 27) Icarus Pack: Will allow flight and to negate fall damage.
Note: Any amount of heat, like a lightbulb, will destroy and melt it. 28) Double stuffed Duplicator: 100 charges, will allow the user to create a copy of anyone the device scans. The size of a large backpack with a scanner attachment.
Note: Creates body pillows of those people scanned. 29) Junk drawer: Literally a drawer in the excess materials pile. Very small, maybe 10cm by 10cm by 10cm. Seems to enjoy eating junk and being messed with. Has something to do with chaos theory.
Note: Actually an intelligent and highly loyal robot. If worked on, will serve the person who created it. 30) RPG: A large explosive gun 3 charges. Can be fired with the explosives skill.
Note: Actually just fires books labeled shadowrun 9E at a non insignificant portion of the speed of light. Targetes explode into chunky salsa. Gun has a temporary cooldown while it tries to comprehend the amount of damage it did in terms of something called a d6. 31) The Exponential Acumulator Gun. Fires at a +1d6 after inputting credentials, required LAN connection to work.
Note: The EA gun fines you and spits out a receipt after firing every time. Min 1 credit per shot. Does not require extra laser barrels but once the server connection dies, it’s useless. 32) The Ally Signal: Summons an Ally to assist you.
Note: Grabs another one of your clones to appear. If there are no other clones, the weapon is destroyed. 33) Snip er Rifle: Disintegrates things it shoots at.
Note: Actually a snip er rifle, it disintegrates things it’s aimed at, and reintegrates them on the 2nd shot. 34) Hyginizer: Can fire various hygiene items though its slots to instantly clean a citizen of alpha complex.
Note: possible things fired.
1, A comb
2, 7 in 1 shampoo, conditioner, aftershave, cologne, mouthwash, energydrink, and grout cleaner
3, warm sudsy water
4, Soap, extra slippery
5, Minty Fresh toothpaste (green)
6, Razors 35) The Necessity Napsack: A bag with a learning AI built into it. Once someone reaches into the bag, the AI wishes to access the situation and instantly procure whatever the target needs.
Note: In reality it just provides towels of varying types and sizes. 36) Autofab an AI kit: A complex scanning gun that allows someone to instantly scan something and produce an Identical copy of an AI based on what’s been scanned. AI is ejected onto a port from a usb device.
Note: AI is either dumb, having a crisis, unhelpful, or something else of the type. Also they can’t do much other than talk when hooked up to their usb device and will need to be plugged into something else. 37) Dictator Bot: A small robot that when activated will proceed to start automatically bossing people around.
Note: In reality it will just start typingout things people say. 38) Presentiment Grenade: The most powerful and specialized smart bomb ever built. The size of a can of soda with a smart AI installed as well as seek and destroy features.
Note: In reality the bomb is capable of all of that and more. But it’s smart enough to not want to blow up and doesn’t want to die. Will try doing everything from asking for paperwork to having an existential crisis to stop from exploding. 39) Blowtorch: Point it at something to produce heat.
Note: It’s A flashlight with a fan attached. 40) Magnahammer: Allows for rapid construction through the use of magnetic fields. Granting rapid construction destruction fields.
Note: Has a high powered magnet inside. By flipping a switch up. Unable to be turned off without unscrewing the whole thing and taking the batteries out. 41) Dimensional Portal: A large projector system that allows for people to create portals to another dimension on them.
Note: Instantly paints a mirror on the wall/surface. It takes people longer than they’d care to admit to realize it’s a smart mirror that alters your perception slightly. 42) Instant Transportation Device: Instantly summons a method of transportation every time an XP coin is inserted.
Note: Somehow always inconvenient such as cabs get stolen or bakes have to be assembled. Or Tubes in the wrong direction. 43) MusicRightRay: A personal speaker that can automatically sense the appropriate music for the situation and play it.
Note: A lawyer will then show up and send a cease and desist letter or lawsuit. 44) Autotranslator: Point it at something, and it’s smart AI pattern. That will automatically make whatever it’s pointed at more readable/understandable.
Note: Translates everything into binary. 45) The No IR beam. A Lampish looking thing. When turned on it can cause security clearances to lower nearby.
Note: Causes something called the noir effect to happen where everything becomes black, white, and filled with stereotypical criminals and jazz music. Doubles as a speaker for said jazz music. The gangster voices may be a product of genetic memory. 46) The Psycho Pump: Auto injects self into bloodstream, will allow the user to receive a high level philosophy course within the span of one minute.
Note: It’s the Psychopomp function built into all clones. Once injected a countdown timer starts to the clone's auto death function. On the plus side the clone gets to hang out with the manifestation of death who only they can understand and talk to. The Psychopomp is incredibly wise and will do their best to help out the clone in what little time they have left, provided they think it will help the clone achieve inner peace. Expect clone death within 24 hours and some kind of a boost to the psychology skill.
47) InstaApproval: Instantly gives you the necessary approval to do whatever is needed. It is a small box with a button on the end.
Note: When the button is pressed anything from slowcalpping to applcause is heard as well as some possible confetti. No other effects other than people/AI thinking it has an effect. 48) The Time Machine: By Hacking reality itself this device allows you to fast forward or slow down time.
Note: In reality it actually just alters the local timepieces and reloaded time on synthetic systems. Robots may think time is passing/slowing down but that’s it. Note: the device may get jammed at the worst possible times. 49) The Concerning Camera: A camera with a friendly personality is able to hover in place but needs help to move. Loves taking pictures.
Note: Something always seems to ruin the pictures. Doesn’t matter what. 50) The lil slugger Smart Bat: A light up metal bat with a speaker inside that occasionally mentions a nice hit when using.
Note: If walking around with the bat, robots and other automated systems may start throwing things at the user. On failures to hit, it always seems to strike either the target or something similarly not good. Bat appears to be tapping into some kind of old based ball gram program. Not sure what’s based about it. 51) The Insta Car: Instantly downloads and 3dprints a Cherry Red Sports car. The guys at R&D are unsure what many of those words mean, but they’re happy to learn.
Note: Summons a car, Car has no gas, no insurance, and doesn’t find in 99% of the spaces in alpha complex. Note, may be quickly stolen or ticketed depending on where the device is located. There is no way to disassemble this car thing and the person who created it will be held responsible for it entirely. 52) Weather Control device: A localized weather control system that allows for someone to change the climate inside alpha complex
Note: Activates the fire suppression system and emergency tools. Included Co2 extinguishers, Vent Fans, Sprinkler system, and turning the lamps on high. Also has a tendency to short itself out when it rains. 53) Glycerin Type, Force Field generator. A revolutionary new type of forcefield system that’s shot out of a gun.
Note: Is a soap bubble gun. May get into people’s eyes. 54) The Insta ATM: A new method of banking on the go. If physical money is needed on vending machines, it will instantly turn XP into a credit type and dispense them at your feet.
Note: Uses a spin wheel(like old music players) to determine currency type. Notable things dispensed include; Dollary Doos, 5.56 bullets, bottlecaps, large pieces of engraved stone, tulips, zimbabwe trillion dollar bills, Meat. 55) The Bedazzler guN: Makes things look nice.
Note: Makes things it shoots at lazerproof for a short time, as well as easy to spot. 56) The spice rack: Found while cleaning out a kitchen. Was rebuilt to make it a crowd control device. Gun has 6 barrels.
Note: Barrels are.
1: Salt, it does damage to anyone wounded or is slimy.
2: Garlic, May repel mutants maybe?
3: Red pepper, Pepper sprays a local area, non lethal but people wish it wasn’t.
4 Cilantro, fires a layer of soapy goo onto surfaces.
5 Cinnamon, A surprising amount of people are allergic to it.
6 Peppercorns, Causes everyone to sneeze and may cause personal to be taken by medical. 57) The Button. When you press it, friend computer will arrive and ask if you can fill out some questionnaire for extra credits (xp).
Note: Typically asks questions involving the trolly problem, ethical dilemmas, paradoxes, things with no right answers, and said scenarios will be played out in real time. Roll a 1d6 x10 xp for whatever the amount of xp friend computer awards is. 58) Camerabea. An everything camera that can see into other dimensions parallel universes and invisible features.
Note: Just adds weird filters to stuff. 59) The N1N10 Doer V128. A highly advanced robotics controller system designed to be highly accessible and easy to use. Just strap it to your back and point the control interface at someone.
Note: The flash memory cartridges get built up with dust often and need to be cleaned. Also apparently the controller is designed for someone with 3 hands maybe. And don’t even think about trying to find compatible cartridges. 60) The Game Gauntlet: A noble tool of a more civilized age. Will summon friend computer down when the gauntlet’s holoprojector is thrown down. Upon doing so will allow a game to be played between opposing parties in order to settle arguments and the like.
Note: Nobody knows what the hell this game is or how to play it. A sticky note of the bottom says it runs “Paradox-Billiards-Vostroyan-Roulette-Fourth-Dimensional-Hypercube-Chess-Strip Poker” 61) The Memetic Device: A gun that when fired will allow for certain words or phrases to enter the target’s brain.
Note: Often backfires, often devolves into stupidity, Often spreads like a virus. 62) Elevator shoes: Pneumatically actuated shoes that allow for greater jumping.
Note: Most ceilings in alpha complet are pretty low 63) The collapsible sword: Sword made by some dude called Stanley. Seems to be fairly sharp.
Note: This is a tape measure. 64) GPS: The general positioning system. Type in what you want to find and it’ll point you in the right direction.
Note: AI seems to misunderstand what you want often. Also will only tell hot/cold directions. 65) The Assalt Weapon. Fires crowd control and less lethal ammo at people.
Note: Appears to fire a stream of salt. 66) The Smart Brick: A Device for disabling other devices. A rugged robot with a smart AI built in.
Note: A bludgeoning object, Says nokia on the side in faded letters. 67) The Staff Weapon. Pulled off some dude who looked like a furry and medieval cosplay, And friend computer doesn’t like hearing those words. Simple point and shoot interface.
Note: The thing gets jammed with blood often and is hard to turn off. Has 6 settings all of which are written in ancient egyptian.
1 Training, Fires light bolts that do nothing but hurt.
2 Taser, Zaps people who touch the tip.
3 Burst, Forest a constant burst of energy that doesn’t stop (this is hard to stop)
4 Intimidation, The staff menaces with power, doesn’t fire.
5 Single shot, standard fires one shot at a time.
6 Overload, to protect weapon from being taken by enemy, self destruct 68) The rope cannon. Fires rope at rapid speeds to subdue enemies, entangle foes and provide climbing tools.
Note: Looks suspiciously like several silly string canisters duct taped together. 69) The Amazon Primary. Will allow for instant delivery of whatever you require of the device.
Note: Upon ordering something expect a deluge of water to accompany your package. Will likely drown the user, cost them more than they thought it would, and the package may or may not arrive. 70) The Botcoin: A new type of currency used by robots. R&D Grabbed a few of them, to find out how they work.
Note: The coins are actually tiny robots that mobilize to do things. But they require a shitload of electricity to work. Also there’s a 85% chance some guy will talk your ear off about botcoin while trying to use it. These people are annoying and hard to get rid of. 71) Vaporwear: A software package that can do it all. Insert it onto any terminal and watch it do it’s magic.
Note: Pre alpha, all you can do is give more money to the kickstarter. Get ready for downloaded updates. When finished downloading the disk will turn to a puff of smoke for copyright infringement reasons. 72) The Metal Morph Armor: A set of advanced armor that will instantly offer not only protection. But will also allow the user to become another form such as car, beast, jet, ect. Highly advanced and provides 2 sets of armor when activated.
Note: User may be bent into usual shapes when using armor this way. Also armor tends to jam up and need oil often. No bathroom. 73) Volumix: Control sound completely!
Note: A tiny robot that screams, has a volume knob on the side. It can get loud. 74) Medical Database: Has 6 charges. Ask it a medical question and it will give you an answer in 10 minutes or less. Massive backpack that needs to be carried around.
Note: Summons an infrared clone and tests subject matter on them. Sends back a message that states whether or not this kills the infrared. 75) Car Keys: A set of car keys to a reddish golf cart sized vehicle that can fit 4. Can is sentient and can drive himself. Thinks it isn’t taken care of well.
Note: Car may have a light love of running people over. Wasn’t originally red. 76) Rogue.exe: A highly advanced piece of software designed to train the user in underhanded tactics.
Note: Is a USB drive that when inserted into anything it plays the original rogue game from 1984. Fun and slightly addictive. https://www.myabandonware.com/game/rogue-4n/play-4n
User may pick up strategies involving stab first, auto map locations, and other nefarious ideas. 77) The idea creator! A small metal box with a button and an antenna. Point and create an idea.
Note: Press the button once to turn on a small bare bulb lamp above the target. Hitting the button again on the 2nd target drops a mildly explosive lightbulb on the target. 78) The Carbonizer. A large pumped apparatus hooked up to several tanks. Looks like it’s meant to carbonize enemies.
Note: Full of liquid carbonite, turns people partically into stone. Q got this from the Mango’s ship. 79) The Grenade Bouquet: A large pouch of multicolored stylized grenades. No idea what they do. 12 grenades in a pouch.
Note: Looks suspiciously like an easter egg basket. Easter eggs are half full of candy and half full of useful junk. 80) The Disc Operator Blaster: A kitbashed monstrosity made out of old electronics and sonic entanglement devices. Probably a weapon.
Note: Fires High speed serrated cd’s out of the weapon, must be blasting obnoxious music out of the front to work “Default Disco”. On a misfire the tape deck gets jammed inside and needs to be rewound. 81) The Vendotronix: Appears to be a small stripped down vending machine. Note that this was built out of an older vending machine and as such many of the labels have fallen off. Device is reloaded by inserting 1xp chips.
Note: can also be loaded with a quarter on a string.
Items include:
1 Bubbly Fizz: Explodes when shaken.
2 Coolness Aid: Cans have the ability to fire through walls, comes in every color imaginable at random. Drinking it gives +1 to chutzpah checks. But probably stains the user's mouth some odd color. A faint “oh yea” can be heard from the gun when firing through walls.
3 Screwdriver: Highly flammable and alcoholic orange juice
4 Stuff Soup: Fires a blob of self replicating and mildly addictive soup. May or may not consume people from the inside.
5 Grog: Comes with a tiny animatronic pirate figure in every can. Worth mentioning the grog is highly corrosive and may eat through anything.
6 Hawaiian Punch: People will keel over in pain when hit and may be stunned. Also typically stains everything red. 82) The Complete Tool: Some kind of CD that when ran instantly “toolifies” anything it touches. Seems popular among people in construction.
Note: Plays tool music, may or may not make things who listen to said music more depressed/goth/emo/14 with prolonged exposure. 83) Evil Detector: A radar gun with a simple AI built into it. Detects whether or not someone is evil with little explanation.
Note: Detects whether someone has a goatee. 84) Bazookoid: Got from some cool cat. A large missile launcher with a sticker on the side that says only for mining. Has 3 settings, Boring, Destruct, Dismantle, Danger.
Boring: Begins firing tiny rockets to make a tunnel to somewhere nearby, note this can lead to somewhere with serious issues like a water pipe or killbots.
Destruct: Fires a standard missile.
Dismantle: Auto dismantles itself for 30day calibration and cleaning. Good luck putting it back together.
Danger: Sends out a large warning siren that the area is about to be destroyed and for all non hardhat wearing personnel to leave the area. 85) Statuesque Sentry Bot: A highly advanced AI construct with a prototype obfuscation matrix.
Note: This appears to be a garden gnome. Will get up/move around when it thinks nobody is watching. May screw with the troubleshoots in odd ways. 86) Personal Elevation device: Apparently elevator related issues have increased 400% in the past two weeks. The guys at R&D have designed a personal elevation device to ease any problems.
Note: Is a smart ladder with an extend function, seems to go on for a really really really long time. 87) Microwave cannon: Has the ability to make people's heads explode. An experimental antipersonnel cannon smells faintly of fish for some reason.
Note: While powerful every shot is required to put a new type of food item into the microwave magazine in order to reload the thing. Also takes slightly longer than you would like to finish exploding someone’s head. 88) The Memory Palace: A metal headband with a holographic projector, when the user places it on their head, shows memories of their choice through the holographic projector.
Note: Normally only shows memories that are embarrassing/irelivent/traitorous/ect. Maybe a person with a high ability to concentrate could learn more but it’s unlikely. 89) The Insurance Device: Has a number of settings each one designed to give new guarteas in the way you die. In the event that you or a loved one die in that manner, gain some XP. For the low low cost of 1xp for a membership. Insurance clauses include but are not limited to; lasers, elevators, organ inversion, slurry, killbots, vending machines, invaders, secret societies, and duck stuff.
Note: Actually guarantees you or a loved one will die that way. and provides up to date statistics on the probability that you'll (or a loved one) will die that way. 90) The escape pod: A rapid inflation/protection device designed to protect the user in the event of danger. Pull the tap to use! 91) The Red Clearance Danger Detector: Will automatically detect and mark dangerous objects /situations.
Note: It fires red flags at high speed. When firing it the gun will announce, warning a high speed object incoming, then plant a red flag in the target. 92) Lava Grenade: From sector GEO, a large metal and glass grenade full of a glowing substance. Grenade is hot to the touch.
Note: This is a lava lamp, full of dyed vegetable oils. Which may be lit on fire. 93) Internet Gun: Used to make network connections anywhere, fire it to create an internet connection.
Note: Fires a mess of Cat6 cables and zipties. Treat it as a netgun. Soon after firing, you’ll receive a call/visit from an IT personnel who’s here to figure out how to hook everything up. Expect a high bill and higher amount of time trying to organize the mess of personnel showing up at odd times. 94) The Insta Fortress: A fortress in a box, bull the tab and place on the ground to create a highly defensible perimeter.
Note: Out of the box a large amount of cardboard and duct tape will emerge accompanied by a cardboard robot who builds the fortress in one turn flat. Guardbot will then put up a “no girls allowed” sign and beat intruders with foam darts as well as a cardboard sword. Note: robot has the ability to scan people’s recorded gender for this. 95) The GG grenade: To be used on organic enemies only.
Causes a grey goo system to be released. Can only be stopped with hardcore Radiation or EMPs. 96) The Version 3 Grease Gun: A heavy industrial looking grease gun which is surprisingly effective at solving problems.
Note: This is an M3 submachine https://en.wikipedia.org/wiki/M3_submachine_gun

97) Ol Stabby: A legacy micro killbot, no idea if it still works.
Note: This is a bowie knife superglued to an old roomba. It’s a lot smarter than it looks and when not being looked at has a tendency to get into shenanigans. 98) The Multivac: A large bulky complicated looking structure, Written on the side it states that it's used for studying the structure of false vacuums.
Note: A tiny supercomputer that is capable of answering any question. (note tiny means it’s still the size of a small fridge. Takes a while to answer questions and will often give the response, “insufficient data for meaningful answer”. Progressbar can be sped up by feeding it more info. Whatever that may be. 99) The animator: A classic raygun, point and shoot at something you wish would move.
Note: Causes a low budget, yet highly stylized version of whatever you want to be animated on friend computer’s servers and displayed in front of you. Has enough battery power for 6 episodes of something called ova. [Note, anime is treason.] 100) The Blendotronix: Has a label on the side of it that states it can destroy nearly everything that’s placed into it. Has a touchscreen interface.
Note: has the most archaic and unusual interface imaginable and may require a high operation roll to turn on. Who’d have thought that using a blender would be so complicated. 101) The AntiAntagonizer : A raygun with several dials that can be used to instantly nullify an area, making it safe for troubleshooters.
Note: Apparently the most common injuries in alpha complex involve sharp corners, falling on one’s but, and accidentally touching live power outlets. Upon firing will “baby proof” the area to the point where an area becomes much less dangerous. Instantly summons a construction bot to accomplish this. 102) The Micro Terror Deathray: Deathray, not sure what it kills though. Seems to be specifically tuned for something.
Note: Instantly destroys/disintegrates plastics and microplastics for whatever it’s aimed at. Quite a few things in alpha complex are made of plastic. 103) The Taser Version 8k: Most powerful taser yet built by Q. It menaces with spikes and flashing arcs of electricity. Might be non lethal? Or non non lethal? Require no recharge time!
Note: Just a big neon sign transformer hooked up to a trigger. Also has no room for batteries so the taser has to be plugged into a 240v mains plug to work. 104) The Insta Army!: A highly modernized and tactically advantageous robotic army system. Hit the button to activate the system.
Note: these are now all over alpha complex due to their unique plug and play system.
Note: These are basically robotic GI joe’s or toy soldiers with army gear. Each is at most 12 inches tall, weapons are small but functional. AIs are somewhat intelligent and do not understand they are toys.
Note: these are controlled by a simple remote control, and more Insta army packs can be found scattered all over the alpha complex. Packs include vehicles, other soldiers, weapons, villians, and some secretive holographic ones. 105) The Fossilizer: A grenade that when activated, will begin to rapidly fossilize the area around it.
Note: It’s a little transmitter that tells friend computer to start pouring cement in that area. Friend computer can pour a lot of cement. 106) Radar Senses: A headset that gives highly accurate display readings/measurements whenever you're looking at anything.
Note: They look suspiciously like cat ears and anyone who’s caught wearing them will be accused of being a furry. 107) The 1 C Type Cannon: Massive shoulder and backpack mounted cannon able to dispense pain all while looking good.
Note the Onesy Cannon, like a Tshirt cannon but able to replace an entire outfit. On a hit, Will also paste an outfit onto the onesie or jumpsuit the target was wearing if need be. Note, small chance these outfits will have features beyond the user’s clearance level. 108) The yellow clearance Gun: Much better than an ordinary orange clearance gun.
Note: This is just a banana.


Wednesday, April 13, 2022

Clockwork's Wild Magic Effects

 Clockwork’s Greater Wild magic effects. Link to Google Doc.

Meant for when any kind of magical mishap occurs, originally meant for Dnd 5e.

1). Gravity is Shifted. Everything/everyone not attached to the ground, within 60ft, or weighing more than 500 pounds moves in a random direction. Roll 1d6. On 1 everyone is forced to ground dealing 1d6 damage and is knocked prone. On 2-5 everyone is pulled towards a cardinal direction. 2 North, 3 East, 4 South, and 5 West. On a roll of 6 zero gravity environment, Must push off something to move. Effect lasts 1 minute or until dispelled. Players tumble 60ft per turn when tumbling.
2). All living things size tiny or larger (large flowers, birds, mice) become awakened without loyalty or components. Range 30ft, effect is permanent but usually not shared through ancestors.
3). The closest (usually something the players are holding) Ferrous metal object (iron nickel tungsten or cobalt) becomes charged with 200 lbs of magnetic force. Dc 18 strength check to keep something from happening. Effect lasts 1 minute.
4). Veil between realities is broken and one small or tiny creature foreign to this plane (usually an imp, modrun, or mephit, though it can be anything CR 1 or less) arrives for 1d4 days or until killed.
5). One random object falls under a tiny servant spell (Xanathar’s guide) within 30ft. Effect lasts 1d20 hours.
6). You can detect all magic and it’s type within 60ft. Take 1 physic damage every minute you hold one. Effect lasts one day.
7). Regain a spell slot. All creatures within 30 ft take 1d4x the spellslot’s level in necrotic damage. Max Spell slot Level 5.
8). You become bioluminescent for 1d20 hours with bright light for 10ft and dim light for 10ft beyond that. Take 1d6 radiant damage when this first happens, Disadvantage on stealth checks.
9). You hear voices from somewhere. It’s actually a narration of the nearest unconscious semi intelligent creature’s dream. Effect lasts twenty minutes.
10). Time enough for necromancy. A 1ft wide sphere of dark rippling material is summoned in a random location within 30ft. If a creature touches this it takes 5d6 necrotic damage and the area of contact is aged ten years. Sphere remains 1 hour or until dispelled with a dc 18 check.
11). A zone of truth is place in a 30ft radius. For 1 minute nobody can lie intentionally. It is a Dc 15 check to be aware that this effect is occurring.
12). Polymorph into a mouse for 1d12 turns. Note you can still attack and cast spells. It merely does one tenth the damage or has one tenth the effect.
13). You cast gaseous form on yourself without the damage resistances for 1d6 turns.
14). You cast etherealness on yourself for 1d6 turns. After that you’re back in reality.
15). A duplicate of someone within 30ft or yourself appears and both of you believe to be the original. Both of you know that within twenty four hours only one can remain. (note the person who dies in 24 hours will turn to dust as well as all their possessions, the victor will always wonder if they were the original or not.)
16). Roll 2d6 one at a time while going down your six stats from the top. The first stat is reduced to 1 for one minute, the other stat is increased to 20 for one minute. This has no effect if the creature has a stat higher than 20 already. Note a creature cannot automatically die if their constitution is reduced, but they can be reduced to one hitpoint per level.
17). You radiate death, all creatures within a 15ft radius except the person affected take 2d4 necrotic damage per turn. Note Cover can block this effect. The spellcaster regains half of all hp collected. This effect lasts 1 minute.
18). You see the location of the stars at all times for 1d4 days. Faintly you can hear the music of the spheres.
19). You and all creatures within a 30ft radius are blind for 1d4 rounds.
20). You have attracted an ancient being from an incomprehensible distance away. You know it’s direction in that instant and it knows yours. What you chose to do with that information is up to you.
21). Illusions of words appear in this air (often onamonapias) accompanied by musical notes that describe the actions you take. Effect lasts 5 minutes, disadvantage on stealth checks while under this effect.
22).Turn all semi recognizable corpses into undead within 50ft. The undead are loyal to no one, in the event of no corpses, consider an undead mouse.
23). Both you and your greatest enemy are reduced to making quacking noises for one minute. (no effect on spellcasting, can speak to ducks, ducks cannot speak back.)
24). For a radius of 100ft around you (but not through cover or around corners) a aura of ice is formed dealing 1x spell level in cold damage to everyone affected. DC 10 dexterity check to move without slipping and falling prone.
25). Effects of a plant growth spell on the closest growable object. (could be a flower on ground, mold in old boots, a potato in someone’s rations) Dexterity check DC14 to not be restrained.
26). The GM replaces 1 language you speak with 3 other proficientcys for 24 hours. (could be exotic languages, musical instruments, or a tool such as painting)
27). A random person within 50 ft is forgotten entirely for 1d8 days. Everyone around them forgets that they even exist. This doesn't affect the world records of them still exist and people can form memories of them from that point on. But everyone's minds have just sort of erased said person from history up till that point. After said 1d8 days all memories of said person return.
28). Roll 1d6 going down your stats. 1=Str 2=Dex 3=Con 4=Wis 5=Int and 6=Cha, this score goes down by 1 permanently. Roll another d6 this stat goes up by 2 permanently, note this can be the same score.
29). Summon a tiny slime like creature. Creature has 1hp and an AC of 15. If it crawls into a sleeping person or dead person’s mouth they will turn into an undead creature, this can create more tiny necrotic slimes that can expand the effect. On summoning, DC 10 check to notice the necrotic slime. Essentially a tiny undead oblex.
30). Take 1d10 points of madness or corruption (if no madness rules, roll physic damage 1d4X5) Then character learns one trainable proficiency (such as a language or tool) for thirty days, if this is practiced for at least 1 hour daily, it becomes a permanent proficiency.
31). Cloramorphosis, the character’s skin turns slightly greener and their veins are a dark pine color. This person regains 1hp per hour when in sunlight or bright light. This effect lasts 1d6 days.
32). Chlorine breath, gain the ability to breath a cloud of poison as an attack for 1d6 days. This does 1d12 poison damage vs DC15 con save, range of 10ft.
33). All metal in a 10ft radius begins to heat for 1d4 turns. Anyone touching a metal item in this time takes 2d8 fire damage. Note this has a small chance of setting wood buildings on fire if they use nails.
34). You gain the power to fly, 1 inch off the ground for 24 hours.
35). Gain the power to speak to animals but they refuse to tell you anything important or will outright lie (cats). This effect lasts 1 hour.
36). Vomit up a live animal size tiny or smaller. A dc 10 animal handling check is needed to ensure this animal isn’t hostile once it exits. Note this can also be something like a robins egg to reduce grossness/ increase oddness.
37). Become proficient in a random vehicle type for 1 year. It can be anything but so it will probably be useless. Examples, spelljamming, dog sleds, dragon riding, chariots, submarines, airships, burrowers, centaurs. Will have a tiny feeling of understanding if you see that vehicle within that year.
38).You are given one prepared spell of either, Summon greater demon, conjure elemental, Awaken, conjure celestial, or animate objects. Dm’s decision, note materials cost is required. This does not count against your prepared spells list noted. Once cast this prepared spell does not return unless relearnt the hard way.
39). Change your race and possible gender. Roll on resurrection table for the sake of simplicity ignore ability score modifiers if you desire. Can be cured by a remove curse within one year or effect is permanent.
40).Change your class till the next long rest, retain your lv, player picks the subclass. For the sake of simplicity, consider using the same skill proficiencies and taking the medium number of hit points. For spells prepared roll a luck die DC 10 to see if you have it prepared or pick all spells at transformation.
41). Localized Terraforming, terraform the local terrain in a 50ft radius. Dm and player pick the effects, terrain is normally tied to the character's mood alignment or background.
42). WereWhat? A creature with blood at the mouth has been addled by the moon. It will attempt to attack someone nearby. On hit, make a constitution saving throw DC15, on a failure you will eventually become a werecreature of any possible origin. Note the more unusual, the more fun. Things to consider, Sharks, Plants, Boars, Spiders, Swarms of Things (SNAKES!!!), Small Mimics, Apes, Cattle, Goldfish, DeathDogs, Elephants, Moose, Giant Octopus, Giant Lizards, Giant Honeybadgers, Saber Tooth Tigers, AxeBeaks. Please note people will usually go into a rage when transforming and feel the need to hurt others, DC 15 wis save to avoid this.
43). Flip to a random page in a monster manual. That thing will be summoned as an illusion for 1 minute, it will obey a single sentence instruction before carrying out it’s order. This illusion has a range of a quarter mile to the caster, if it goes beyond that or when the time runs out the monster turns to colored smoke.
44). Take 1d4 points of madness or psychic damage, polymorph into a swarm creature for 1 minute, for example bees, rats, or snakes)
45). Transmutate random non magic material (this can include dead bodies) into some other complex material 1d12 pounds, range 15ft. Such as plastic, candy, paper mache, jam, meat, cheese, fabrics, stained glass.
46). Player increases their local gravitational weight by 10x, they take 1d6 force damage per turn for 1d6 turns. May leave impression in ground.
47). Change alignment, roll 1d10, on 10 no effect. Pick an alignment on the table corresponding to the number. Take 3d4 psychic damage as alignment changes. Curable with a remove curse, maybe the player doesn’t want to change.(perhaps another soul was reincarnated into you?)
48). Roll twice more on this table and ignore this result. One of you eyes change color and shape to be the opposite on the color wheel of your normal pigment as extra color cones are added to your eyes. Gain a permanent +1 to perception, this effect can only be gained once.
49). You explode, everything in a 10 ft radius of you takes 1d4x your level in a random damage type. You will reappear in 10 minutes when the remains reform into you.
50). A great enemy knows you and you know them, prepare to be afraid, when next you sleep or lie unconscious your dreams will be filled of them. Enemy example, a warlock patron, an ancient dragon, a titan, a mighty king, a devil, a demon.
51). Grow a thin plating of bone chitin crystal or metal. AC increases by 2 while this effect occurs. Exoskeleton is shed in 1d4 days.
52).An illusion of an event from the current location’s history is shown to everyone in 30 ft. The event can be either significant or directly related to events that have brought the group to this location. Effect lasts for either one turn or ten minutes depending on the extent of the event.
53). Aquatic adaptation, grow gills that let you breath underwater. Take one point of necrotic damage every turn that your gills aren't wet (use a wet towel). Effect ends on next long rest or when the user goes unconscious.
54). Attract all (1d4) (1 Bugs, 2 Spiders, 3 Birds 4 Rodents) to the location of the spell casts effect. All creatures attracted in a ¼ mile radius and affected creatures become free again after the destination is reached.
55). Secret Word, whenever a relatively common word or phrase is said, a rumble of thunder is heard in the distance. This effect lasts 24 hours. Examples; Rest, Bar, quest location, or npc name.
56). Die for 1d4 turns. Your body turns to a pile of ash. At the end of those turns have rematerialized with no memory of what just happened and reappear around a corner or behind a tree aware that everything's normal.
57). Overdrive. Gain the ability to exchange 10 hp for 1 sourcery point as a free flourish. Effect lasts 24 hours.
58). Where? Become aware of the nearest active or semi active portal to another plane of existence. A DC 20 arcana check is needed to understand where it leads.
59). Songs from the woods. Cast speak with animals on yourself, one animal has secrets or is up to something.
60).Deja Vu you receive a message from yourself from your future (18 seconds probably) giving you advice on what to do. Gain advantage if you don’t do what you are warned what not to do. If you do it you cause a yourself to send the message back or maybe it caused a parallel timeline who knows?
61). Tiny killer. A random object nearby (often a doll) falls under a tiny servant spell. If it can kill the person who gave it life in 8 days, it can live until destroyed. However if it fails to kill it’s owner, then the magic ceases and the doll becomes lifeless. Tiny killer is unusually intelligent understands basic poison, has a +7 to stealth checks and when non moving appears creepy but lifeless.
62). Mindswap. For 1d8 turns you and another ally swap minds. (you and another player trade sheets if possible. Otherwise ask what they want to try and do and that other player rolls for it.
63). Forceful Friendship. Everyone becomes charmed by everyone else for 1 minute. Effect has a fifty foot radius, and requires a DC13 charisma saving throw to be snapped out of at the end of your turn. Effect end once you take damage or make the save.
64). All color is swapped to a different spectrum in a 100ft radius for the next 1d20 hours. Usually photonegative or red shifting.
65). All color becomes black and white with other minor film noir effects in a 100ft radius for 1d6 days. Jazz is optional.
66). All books become slightly sentient with the minds of their authors or main characters for 1 minute. Can ask a book one question and if the books contains that answer it will share this information as the author might. After a question or one minute the magic passes and books revert to being ordinary.
67). Strobe. Roll a die at the start of every turn for the next minute. On an odd roll all is light effects are extinguished in a 100ft radius. On an even roll all light sources turn on in a 100ft radius. After one minute all light sources revert to how they were before this magic effect.
68). You cast hunger of hadar centered on where you’re standing. Effect lasts one minute or until dispelled with a dc 13 check, dc is also 13 to resist the acid effect.
69). Mask Meld. All disguises in a 100 ft radius become permanent for 10 +1d20 days. Any new disguise must be worn over the old.
70). Synaptic Clarity. Make an intelligence saving throw dc13. On a success cast haste on yourself for one minute. On a failure, cast slow on yourself for 1d6 turns and take 1d6 physic damage.
71). One random object is transformed into a mimic. The party is likely familiar with this item. Example, a tent, someone’s front door, a pair of drapes.
72). A deafness upon the sky. All creatures within a 1/4 mile radius become deaf for 1d6 hours. All creatures with blindsight additionally take that 1d6 in thunder damage.
73). Thinking with portals. Two interlinked wormholes appear within 100ft of your location. Both have opposite colors.
74). Little Bigman. Roll a d20, on a 10 or higher enlarge is cast on the user for 1d6 turns. On a 9 or lower reduce is cast on the user for 1d6 turns.
75). The mysterious stranger. The next time you attack anyone or anything a mysterious teifling man in a trenchcoat and fedora with a hand crossbow (or pistol depending on tech level) will appear out of the corner of your eye. He will then fire three times. The mysterious stranger never misses his mark and deals magical piercing damage 1d6+5 with every shot. He then disappears without a trace.
76). Cast Geas on the nearest humanoid with 20hp or lower. Must offer them generally helpful advice. Wisdom saving throw, DC13, disobeying this effect can knock unconscious but not kill.
77). Area will be heavily obscured by moths smoke birds bats butterflies balloons flumphs or even soap bubbles. Perception check DC 15 to see through this cloud. Cloud effect occurs in a 20ft radius of the spell effect. Cloud disperses within one minute.
78). Anti Assembly. One constructed object within 50 ft (something like a door coffin desk or bed) usually magical and sized large or smaller, is converted into its base components. Such as nails planks, stuffing, flannel, ect. A set of instruction in a language none of the players can likely read is placed on top.
79). Cast teleport to the place you were born or a place you have spent the majority of your life. Roll on the teleportation table. DC 15 charisma saving throw to resist this effect.
80). Localized Time warp. Roll a d6 on a 4 or higher time speeds up to twice that of normal in a 120 ft radius. Effect lasts 10 minutes standard time. on a 3 or lower time down to half that of normal in a 120 ft radius. Effect lasts 10 minutes standard time.
81). Terrifying Transmutation. Roll a d20 that much material in pounds will be transmuted from something nearby (usually air or surface dirt). Roll a d100 that’s is the element number that the material will be turned into, remember noble gasses change voices, alkalines explode near water, and plenty of pure elements are toxic to humans.
82). Aetheric Adaptation. Grow a pair of wings suiting your personality be it butterfly angelic, crow, parrot, bat, metallic, cloth, paper, cloak. Wings grant the user a 50ft fly speed and will become destroyed if the character takes 15 points of damage or flies over 50 ft off the ground. Characters already with wings are grounded until their next long rest.
83). Healing surge. Everyone in a 100ft radius takes 1d4 x the spell lv in hp recovery. Note this includes enemies.
84). Mirror Mastery. A doppelganger of that character lurks behind a mirror waiting for their opportunity. At their first opportunity they’ll jump out of the mirror and try to take over your life.
85). Homophonic. Replace something within 100ft with something that sounds like it. For example a club or bat becomes a vampire bat, a ottoman or trunk becomes an elephant’s trunk. A sign becomes someone’s signature suspended in midair, or a table might become a graph of numbers.
86). Loco Meteorology. All weather becomes highly unusual for 500ft radius, effect sometimes dependent on the caster’s mood. Effect lasts 1d6 hours, examples elf blood, dead animals, boiling rain, cheap wine, vinegar, perfume, wild magic flashes, radiant snow, necrotic ash.
87). Sandman scarcity. All creatures in a 250 ft radius are unable to sleep for 24 hours. Those already asleep suffer from nightmares.
88). Macroscope. Go unconscious for your next turn. Wake up at half hit points. While unconscious said character witnessed the entire universe down to the planar system and down back to themselves in just a few seconds. They have seen the grand cosmos and it may take time to process.
89). Natural 20 on the next check. Do not tell the player this.
90). Natural 1 on the next check. Do not tell the player this.
91). The players can hear a narrator direct how segments of the story are going. All rolls gains a +1 if they follow along with what the narrator says, All rolls gain a -1 to actively disobeying the narrator. Note this effect lasts 10 minutes and midway through the narrator will describe them doing something unusual such as an ancient ritual or screaming out obvious false statements that will make the other characters question them. The narrator is not the DM use a different tone of voice when orating as the narrator.
92). Danse Macabre. Every vaguely humanoid person dead body or thing. Has Otto’s Irresistible dance cast on them it’s a DC15 wisdom saving throw to stop dancing. Effect lasts one minute or until every creature has made it’s save.
93). Fiendly Trading. A devil from the outer planes wants to buy your soul, it will be polite about the whole affair until you refuse them. The more you refuse them the more they want it. They may resort to drastic measures such as employing bounty hunters and sending spam mail.
94). Dead magic zone. A disruptive thaumaturgical field appears making it so that no spell effect can occur for 1d6 turns in a 50ft radius. All magical effects occur normally after the field passes stops.
95). Necromantic Call. Everything in a 10ft x caster lv radius takes 1 necrotic damage x caster lv. Note this normally kills off most of the plant life, microbes and animals. The land could take years to recover.
96). The beast. A monster only one character can see stalks them. It desires a piece of them for reasons unknown and likely sinister. It will appear when the player is unconscious or asleep. Only then will other people be able to see it. The beast can be anything from a white wolf to a doppelganger in the form of a monster. The creature will leave once it has inflicted permanent damage or has been killed.
97). The Sleep Speaks My Name. Cast legend lore next time you sleep without materials or spellslots. The character will see a vision of either long forgotten ruins or an event so old in history that even some gods may have forgotten. The character may feel as though this place is familiar. Whatever secrets are held there are likely best left forgotten.
98). Soundtracer. You have a theme song, everyone within 30ft of you automatically adds a 1d4 every time they roll a d20 for the next minute. Note this includes enemies.
99). Roll on this table once per round for the next 1d6 turns. Ignore this result.
100). Permanent zone. Roll this table again ignoring this result. The rolled result becomes permanent in some way.

Saturday, April 9, 2022

Clockwork’s Big List of Low Level Magic Items.

Clockwork’s Big List of Low Level Magic Items.

Some taken from the internet, some invented.


Originally made for Dnd 5e and posted to reddit sometime in 2018.



001. Drunkard’s Hat, A fine straw or town hat, user knows the location of the nearest alcoholic beverage.

002. Coin of Certainty, a brass coin that always lands on heads.

003. Weapon of mercy, A weapon (usually a nightstick, club, or hammer) that cannot strike someone below 1 hitpoint.

004. Ring of Tracking, a simple ring, when attuned to it the user knows the location of the ring at all times.

005. Shepherd's Staff, Can dominate beast once per day with a DC 13 wisdom save. Only works on farm animals.

006. Wheedish Whef What, A chefs hat that gives the user proficiency with Chefs Tools. User also has disadvantage on all charisma checks while wearing this hat and speaks in a strange accent.

007. Deck of Solitary, A fine set of ornate cards in a cherrywood case. If the user attempts to play solitaire, no matter the conditions a person or creature capable of speaking at least one language will eventually show up and start trying to tell you what to play.

008. Percussion of Movement, Some type of percussion instrument usually a drum. If a user is proficient, all allies in a thirty foot radius gain +5ft of movement.

009. Cape of Chlorophyll, A luxurious green cape, user regains 1hp per hour as long as they are within bright light. 

010. Mystic Magnet, A strong dwarven horseshoe magnet that will become magnetic with 100lbs of force when it’s name is spoken.

011. Lazy Boomerang, A boomerang that deals 1d6 + Dex slashing damage. Once attuned the boomerang will always come back after 1d20 hours.

012. Staff of Detect Magic, a wooden staff capable of detecting magic, when activated it will detect itself and shed dim light for 10ft. Unlimited nonusefullness.

013. Dagger of Whittling. A finely made halfling dagger, once attuned to, this dagger can whittle one small object once per day without the use of it’s master.

014. Paper of Message, A piece of paper that acts as the animal messenger spell. A paper can be folded into this and folded into a paper airplane. Reusable.

015. Bolts of Seeking. A crossbow bolt that automatically seeks out and targets the nearest person when fired. Please note this is almost always the person who fired the crossbow.

016. Chalk of Doors, A stick of chalk with a sprinkle of rainbow in the lime. Allows the user to cast misty step as an action by drawing a chalk door on the wall and stepping through. 3/3 uses.

017. Wand of tomato slinging. This wand made from a bramblewood tree limb fires spectral tomatoes as an action dealing 1 physic damage for each hit. 100ft range.

018. Frying Pan of Fire. A cast iron frying pan, can allow the user to cast heat metal once per day.

019. Quartz of Procrastination, I’ll get around to writing this down. (everyone in possession of this will procrastinate)

020. Tome of Summon Cat, Shortly after the user attempts to read this book a cat appearing from nowhere will appear and attempt to lounge or nap on top of this tome. Repeated testing confirms the cat can walk through walls, and its origin is wherever it feels like.



021. Conch of Gnome, A large pink and white conch shell that when spoken into will cause the speaker to hear their message back in gnome.

022. Perfume Attraction Feline, A bottle of perfume 3/3 charges. When used will give the user +1 to all charisma checks within the hour. Attracts all cats within a quarter mile radius.

023. Bigger Knife, A large dagger that provides +1 to hit and +1 to intimidation. Dagger will grow to be slightly larger than anyone else's dagger in the room. On a failed intimidation check, the knife will turn into a spoon till dawn.

024. Shovel of Jumping, A shovel (note small shovels are 1d4 damage and large shovels are 1d6 damage and considered marital) This finely made shovel allows the user to cast jump 2x per day.

025. Cloak of Grace, Allows user to cast feather fall once per day, billows majestically at all other times. On natural 1 rolls the cloak will get caught in something.

026. Luggage, can range from a tiny construct to fully grown, made out of a sentient tree this majestic creation can carry up to four hundred pounds, six cubic feet or one medium sized terrified creature. Luggage is vulnerable to fire. Luggage can attempt to bite or slam an enemy at 1d8 of piercing or slashing damage. Luggage can grow from a tiny construct to full ottoman sized. To keep it useless recommended to use stats of tiny construct.

027. Smugglers shoes, A pair of boots that when attuned too will allow the user to disguise their footprints /tracks with that of any animal they’ve seen.

028. Mouth of minty, Cool mint tablets, 3/3 uses. On eating one can cast ice breath for 1d6 damage. User feels minty fresh for days afterward.

029. Geomancer’s Glyph, an old stone carved device that allows the user to know how deep they are underground and grants proficiency in identifying different stone types. User has disadvantage on perceptions checks made in sunlight when holding this device.

030. Stone of Skipping, A really nice beach stone that is perfectly smooth and perfect for skipping across the water. Once attuned to it will always appear in your back pocket after a good toss.

031. Zircon’s Homemade peanut brittle, A can of peanut brittle that when opened will release three fake tube snake at random. After four seconds an actual flying snake emerges (note a flying snake +6 to hit, on hit 1 piercing damage and 3d4 poison damage) snake turns to smoke after use. Peanut brittle snakes recharge daily.

032. The Power. A silvery glove, when worn as an action it can turn any weapon or fist into a magic item or fist complete with thunder lightning arcane flickers and showmanship. Said weapon or fist will retain its magicalness for 10 min, no other effects.

033. Rock of Healing. A simple smooth rock with a glyph of healing symbol on it. As a bonus action the rock and be smacked into anybody within smacking distance. On a hit roll 1d6  and on a 3 or higher the rock heals them for 1hp, on a 2 or lower the rock inflicts 1 bludgeoning damage. Rock has 10 charges, all 10 charges can be used in one action, rock recharges daily.

034. Mirror of Morality, a small vanity mirror that shows your reflection as if you has the opposite morality (often with a goatee).

035. Six String Stronginthearm, cherry red guitar with character.+15ft range for all bard spells. Once per day can invoke heavy metal hero and do an additional 1d4 thunder damage with an attack. Two handed bard focus.

036. Heavenly headpiece. Fine hat, magically birds will refuse to shit on you. Hat can summon 1d20 spectral pigeons per day.

037. Lash of Time, a 25ft whip can only be wielded by someone proficient in history. Can allow for grappling hook like tricks at disadvantage.

038. Ring of Roundup, a carved wooden ring that attracts butterflies. Allows the wielder to control one tiny insect at a time.

039. Pointy Prestidigitation Relic, a fine yew and copper wand. Creates a small beam of light that can be seen for miles. Can be any shape of color the user wills. Deals no damage and no other effects.

040. Handgun, a streamlined crossbow hilt wand combination with a carved fist on the end. Fires a mage hand, 5 shots per day.


041. Rake of Terror, Everyone who steps on the rake takes 1d6 bludgeoning damage. DC 12 to notice lying on ground. Rake appears to have supernature properties in ways only the unruliest of groundskeepers is familiar with.

042. Mirror of Positive Reinforcement. A mirror that doles out positive reinforcement and life advice. Mirrored self appears to always be smiling and wants you to know he has two thumbs.

043. Orb of Advice, a crystal ball made mostly of Obsidian. Might just be a magic 8 ball, may or may not contain a dijin. Whispers cryptic and nonusefull advice when shook. 

044. Jar of Gaseous Gust,  A sea elf made white clay jar with bands of cobalt and jet. Gives the user the gust cantrip. Requires two hands and firm concentration to operate. Using it poorly will result in flatulent noises.

045. Violet Vexillum Mask, a mask that allows for someone to cast disguise self once per day. However they will turn into a bright blue and purple version of who they are attempting to be disguised as.

046. Walking Stick, A knobby arcane or druid’s staff. Once attuned to the staff will sprout legs and follow around the user when they’re not looking.

047. Fork of Lies, a silver fork that deals 1 damage. On hit user must make a dc15 wisdom save or be compelled to lie.

048. Banana Phone, gives the user the ability to cast message so long as they don’t roll a 1, then the phone has used up it’s calls for the day. Can be networked by biomancers, bonus action to dial.

049. Tool of Truth. Thieves tools that provide +1 when is secret is told during lockpicking.

050. The Orange Crate. A foldable disguise the can be reduced to the size of a book. One action to unfurl and refurl, disguise is a crate of oranges and provides +1 to checks. 

051. Rock of Uncertainty, a rock that’s impossible to know for certain what it can do. (could be useless, if not consult the wild magic table for when it’s been properly activated).

052. Ring of Fire, a rose gold ring, when the command word is spoken the ring activates it’s once per day heat metal spell. Wielder is not shielded from the effects of this. Range of activation 100ft.

053. Mutual Annihilation, an old rough metal bracer that’s seen intensive use and centuries. As a bonus action the user can inflict twice their player character level in radiant damage in conjunction with a successful attack roll. Please note, when activated this also inflicts four times the user’s level in radiant damage to the player character. One user per day.

054. Witchy Wonder, a simple green nose with a bit of string. When attuned to it gives the user a vile and disgusting putrid green face. It does give the user proficiency in poison identification and distillation.

055. Dayman’s medallion, a medallion with the symbol of pelor. +1 to charisma during the daytime, -1 charisma and -1 dexterity during the nighttime. Takes one day to attune.

056. Nightman’s locket, a locket with the symbol of the raven queen. +1 to dexterity during the nighttime, -1 charisma and -1 dexterity during the daytime. Takes one day to attune.

057. Shielding of Stoneskin, a necklace of interlocked gabbro stones. When worn it will protect the user by having them turn to stone when reduced to zero hit points. User will pop back up to half hit points after 1d4 days or a restoration spell. Roll a 1d20 on revival, on 2 or lower the necklace is destroyed.

058. Shoes of serpents, finely crafted crocodile hide boots. Once per day a small corn snake can be summoned from the boot.

059. Dr Widdershins’ Fantastic Battletrowsers, a fantastically stylish pair of trousers. Allows the user to increase their AC by 1, does not work if user is wearing actual armor.

060. Ze Phoenix Feather Blade, a well made blade with interlocking helixs of wrought copper brass and bismuth on a red steel blade. Functions as a +1 longsword with other mysterious properties. Must be charmed with a DC15 check, or another skill the DM would find appropriate upon attunement daily. Otherwise the user takes 1d8 fire damage.


061. Mystic Mouse, a small statue of a mouse. Gives the user a small craving for cheese, also gives proficiency and knowledge in making cheese. User can sense cheese one quarter mile.

062. Bottomless Mug, a masterwork stone mug, all craftsdwarfship is of the highest quality. Despite being normal sized this can hold 10 gallons or 40 liters of liquid.

063. Orb of crack detection, An orb that if cracked will alert the user by exploding 1 minute later for 1 fire damage.

064. Kaleidoscope of Dreams, an expertly made brass and cobalt kaleidoscope. Adds +1 to perception checks made with it, on a natural roll of 5 or lower user will suffer effects of lsd(disadvantage on all ability checks for ten minutes) on a natural 20, user gains truesight for 1 hour.

065. Screaming sword, A fine tiefling made longsword. Once unsheathed it will inflict 1 sonic damage to the wielder per turn unsheathed. Sword does an additional 1d4 sonic damage on hit.

066. Shield of sorrow, a decent banded iron shield with a sad drama mask engraved on the front. Once per day can allow the user to cast command “give up” as a wisdom save DC13.

067. Babbley Fish, a mind flayer relic, a bright blue goldfish looking creature that if stuck in the ear and attuned to, will allow the user to know one language at random or Dm’s discretion.

068. Dr Widdershins’ Discount Healing potions. A standard healing potion, with a god awful taste (usually rancid leeches or rooster’s feet). A DC 10 constitution check is needed to down this without it coming back up.

069. Trampish Bag Of Dreams, a fine leather bag the looks sounds and appears to be full of gold. Really just an empty bag that can’t hold anything except the occasional moth.

070. Dr Widdershins’ Invisibility Ingress Potions, Potions of invisibility that nearly work. They will instead turn you semi transparent.

071. Pyramid Plan, a small sandal wood and glass box. The user vaguely desires whatever’s inside, +1 to hocking items in the box off on people.

072. Robe of Randomness, A snug tweed robe that’s oddly stylish. Five times per day a random item can be pulled out of the pockets of this robe (player’s handbook page 150) despite it not looking like it could be pulled from there. Items turn to woodsmoke in 24 hours.

073. Pot of Pleasantness, A red and black clay pot with infernal runes. Once per day a random small plant (usually a spice) will grow from the pot.

074. Zircon’s Relic of Fire Fiendishness, a squirt gun that fires a small stream of frost for 45ft. On hit deals 1 cold damage, requires water every 6 shots.

075. Beholder’s Amulet, A small red amulet that’s covered in bumps and ridges. On attunement an eye will pop out and the user can see through it as long as it stays within 10ft of them. The inner eye looks beautiful, and can be used as a an arcane focus.

076. Tome of PseudoMagic, a tome or grimoire bound in leather and several years old. Once per day it can be used to create a false publication that will back up the user’s claims. A DC15 relative ability check is needed to see through it’s bullshitt.

077. Clickity Clunker, A coconut with an engraved horse on the side. When carried it will make the sound of a horse trotting around.

078. Sonic Soother, a rock engraved in primitive runes. When places right side up( no one agrees on just what this is) the rock plays easy listening music.

079. Pyromaniac’s Peppers, Small purplish red peppers, 3/3 charges. Allows the user to do a 1d6 fire breath weapon, tastes like burning.

080. Rooster’s Ruin, a small bauble shaped like a rooster. Gives a rooster’s caw whenever the local equivalent of dawn happens.


081. Magnifier of Mayhem, a fine bronze magnifying glass. Holy focus or arcane focus, can shoot a beam of radiant energy 30ft, deals 1 radiant damage.

082. Laughing Lock, a lock with an engraved picture of a laughing face on it. Only opens to knock, a natural 20, or if someone tells a joke while lockpicking or opening the key.

083. Menace of Marbles, A marbles game bag that they don’t make like they used to. Provides 1000 marbles that can be summoned (treat as ball bearings) Dex 10 to avoid them. 1000 marbles creates four 5x5 ft squares. Marbles turn to dust in 24 hours and bag recharges daily.

084. Pipe of Peculiar, fine wooden pipe creates a 20ft radius puff of smoke once per day DC10 perception to see through. Smoke is fine woody and mildly addictive.

085. Scarlet Salmon, a wand that looks suspiciously like a small fishing rod. It gives the user the ability to create one red flying fish illusion, range 60ft.

086. Dyson of dead sun, A crystal ball that contains different scenery every time it’s used. When shook, a large thaumaturgical or nuclear explosion takes place and the scenery changes inside the sphere.

087. Knuckles of Knock, a pair of sturdy ironwood knuckles. When activated they turn grow into a portables ram (+4 to breaking down doors). It’s an action to convert these into a ram and back again.

088. Spellslinger’s Staff, a walnut a nickel adorned staff that makes unnecessary clicking noise when handled. +1 to initiative when in an honest fight, -1 to stealth rolls due to unessacy clicking.

089. Boogie Boots, A pair of high heeled leather and iron boots, provide a +1 to mosey strutting and kicking checks. Killer on the feet though, -1hp for every hour wearing the boots.

090. Champions Chessboard, a fine elven made chess board made with white quartz, basalt, and red cedar. User must win a chess game with this board to attune to it (Int DC 20) Chess pieces will slaughter each other and mend after every game. On attunement chesspieces will obey one command from you out of game  for thirty minutes (treat entire team as a tiny construct.)

091. Sir Stuffed, a small teddy bear or other animal that carries a wooden sword and a small helmet. Can be used to keep guard while people sleep, and will wake the owner when danger arrives. In true life or death situations it will defend the user. Sir Stuffed has 3hp, +1 to atack and on hit deals 1 bludgeoning damage.

092. Hunter Fishhook, A fishhook that seeks, kills and attempts to return a fish once per day. Fishhook comes back in ten minutes with or without it’s prize. Commonly returns fish the size of goldfish, or kills larger fish and is unable to bring them back.

093. Cursed Crystal Cantos, a relic that turns any semi organic material around it into candy. Produces ½ a pound per day and will use anything around it as ingredients.

094. Weapon of Eternal Forge, a mystical glowing shortsword of unusual property. Functions as a -1 sword for all attacks and damage rolls, breaks entirely on natural 1s. Mends itself in one day though, sword appears to be attempting to reforge itself constantly through magic due to the creator being convinced the magic will work itself out eventually.

095. Belt of BiteBack, A fine leather belt that can transform with a crack into a 15ft magic whip. On every miss, hits the user in the face for 1 damage.

096. Bow of Bass, a older underdark orange bow with character. When attuned to it strums a steady bass line, -1 to all stealth rolls, +1 to all unnecessary trickshots.

097. Creature’s Crossbow, a crossbow made of unfamiliar wood full of notches and twists. Appears to have been made for some kind of unknown creature that’s designed differently from normal humanoids. Functions as a light crossbow, once per day can be used to inflict 1d6 of a random damage type onto a successfully fired shot that the user also takes. Requires a Int DC 10 to understand how to activate this.

098. Ax of Armistice, A well made steel greataxe made by tieflings. +1 to intimidation +1 to hit, if an enemy is killed with this axe all extra damage is carried over to another enemy within 10ft. On daily attunement, make a DC10 charisma saving throw, if failed the user will attempt peace first until they are hit for any damage or are persuaded to attempt violence DC10.

099. Amulet of Alms, Multi Pantheon holy focus made out of white gold and adorned with an arrow. Gives the user 1 guidance(1d4 to any check) that they can use on themselves or anyone within 30ft as a bonus action. Amulet can also be used to point to the nearest hallowed ground or a place of worship once per day.

100. Staff of Serendipity, an umbrella that can serve as an +1 arcane focus once attuned to. Three times per day the umbrella can use it’s user’s reaction to increase their armor class by 3. Daily make a DC 10 wisdom save, on fail the user believes the Staff can allow them to fly until their talked out of it DC10 or proven wrong the hard way.