10 Magic Items Ripped From Animu

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Koumei
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10 Magic Items Ripped From Animu

Post by Koumei »

Because one person agreed we need it.

Note: the original idea was 25, but we have a problem. Anime generally doesn't put much stock in magic items. Slayers is more D&D than Record of Lodoss War (actually based on a D&D game) yet has "regular enhanced crap" and "Legendary Items. There are five of these". So I decided to go with some stuff that only works for one person in the anime but is general-use in D&Dland, a few classes of mecha (it would be cheating to list them all separately) and the like. And there will be 10.

Also note that robot girls are not included, because the entire premise of those series is "They're people, not objects" (see: Kurumi, Mahoromatic, Chobits).

Without further ado, on with the show!

1. Scouter (Dragonball)
Price: 2,500 GP

Description: a headband with a glass lens placed over one eye, glowing with a strange light.

Effect: Uses the eyes slot. A constant Detect Magic, Evil, Good, Law and Chaos effect is active. Overwhelming effects are registered as a reading of "Over Nine Thousand". It can also perform the "Guess CR" ability as a Standard Action. If the CR is at least 4 higher than the level of the user, it comes up as "Over Nine Thousand".

2. Death Note (Death Note)
Price: 15,001 GP

Description: a blank book, bound in black leather, with the title "Death Note" scrawled across the front. Some names might be written in, and the instructions of its use are written inside.

Effect: As a Standard Action, write the full name of a person who you know the face of. In six rounds, they must make a Fort save (DC 10 + half your level + your Int mod, or 25, whichever is higher) or die instantly. If you turn it into a full round action, you can control them as per Dominate person for one round before they die (providing the save is failed). If you continue writing for consecutive full rounds (up to the limit of six, where the effects begin to happen) then more rounds of control are added.

Anyone who passes the save is immune to that Death Note being used by that person.

3. Tachikoma (Ghost in the Shell)
Price: 10,000 GP

Description: a Small Monstrous Spider, turned into a construct.

Effect: this is an intelligent magical item that will follow you around and assist you where possible. It has the following statistics:

Str 10 Dex 14 Con - Int 12 Wis - Cha -
Hit Dice: 5d10 + 10 (HP: 37)
Init: +2 Speed: 30' Climb: 20'
AC: 20 (+1 size, +2 Dex, +7 natural), Flat 18, touch 13
Fort +1 Ref +3 Will +1
BAB/Grapple: +3/-1
-Bite +4 (1d4 piercing + 1d6 electricity)
-automatically succeeds at Aid Other checks
-can be equipped with a wand and will use it as though it can cast the spell

4. Big Mecha (example: Gundam, Nadesico)
Price: 15,001 PP

5. Transformation Brooch (Sailor Moon, primarily)
Price: 15,001 GP

Description: a pretty jewelled brooch. If opened, it plays a pleasant tune.

Effect: as a Full Round Action, the wearer may hold it in the air and shout "Moon Prism Power... Make Up!" That might seem like a Swift Action, but there's a lengthy transformation scene.

For the next minute, the wearer undergoes a transformation, turning into a pretty girl with a 4" long skirt, Lots of ribbons, too. She gains a +100 bullshit bonus to Jump and Tumble checks, and Natural Armour and DR/magic equal to her level. Additionally she gains an Enhancement bonus to Charisma equal to her level, and can perform a special battle-ending effect once per transformation: 200' ranged touch attack, (Su), Fort vs utter Destruction (Cha-based), saving still deals 1d6 damage per level.

6. Nekomimi Ray (UFO Princess Valkyrie)
Price: 9,000 GP

Description: a weird, alien raygun.

Effect: this weapon can be fired three times per day as a Standard Action. It requires a ranged touch attack out to 50 feet and everyone with hands and eyes is proficient with it. Anyone hit must pass a Fortitude save (DC 20) or grow a pair of cat ears and a cat tail, gaining a +4 racial bonus to Listen checks and a +4 racial bonus to Balance checks. Clothing and armour will change shape to accommodate this change. If they fail this save, they must then pass a Will save (DC 20) or become Friendly towards the user. The transformation is permanent until the target next changes shape (so a Polymorph will "reset" their form) and the attitude adjustment lasts for an hour.

7. Sword of Light (Slayers)
Price: 15,001 GP

Description: a bastard sword.

Effect: this is a +5 Spellstoring [Evil] Outsider Bane bastard sword. With a Full Round Action, the blade can be transformed into a beam of light that deals Positive Energy damage - this ignores all Damage Reduction, Regeneration and Miss Chances, and can strike Ethereal/Incorporeal targets as though they were physical beings. Any spell may be stored and cast through it, regardless of level, and counts as Empowered when released.

Know (Planes) DC 50: if all five weapons of light are gathered, a special ritual can be used to summon the final boss of the game.

8. Power Armour Mecha (example: Fumoffu, Bubblegum Crisis)
Price: 15,001 GP

Description: a large, sleek suit of full plate, usually, but sometimes a teddy bear or something.

Effect: this is worn on the Armour slot and provides a basic effect:
+10 Armour Bonus
+4 Enhancement Bonus to Str
+2 Enhancement Bonus to Con
A pair of +1 Slam Attacks that deal 1d6+1+Str for a Medium creature and are magical weapons. Has a built-in Scouter.

Also may select one option:
-Speed: +20' and Flight 30' (Average)
-Enhancement becomes +6 Str and +4 Con
-Forcefield grants +2 Deflection to AC and +4 Resistance to Saves
-Beam Attack: can cast Lightning Bolt (Su, Int-based) at will.

9. Fuckhuge Mecha (example: Gurren Lagan, Vandread)
Price: 15,001 Star-Sapphires

10. Blue-Eyes White Dragon Card (Yu-Gi-Oh!)
Price: 10,000 GP

Description: a small piece of card with a picture of a white dragon on it.

Effect: as a Standard Action, the card may be played, summoning an actual Adult White Dragon. However it is an illusion, and only 50% real, with a DC XX Will save to realise this. It will hang around until dispelled/destroyed, or for one minute, whichever happens first. This card can only be used once per day. If three are played together as a Full Round Action, it instead summons the Blue Eyes Ultimate Dragon, a Multi-headed (3 heads) Great Wyrm White Dragon that is 50% real.

Blue-Eyes White Dragon: (stats go here)
Blue-Eyes Ultimate Dragon: (stats go here)

To be completed.
Last edited by Koumei on Sun Nov 29, 2009 2:45 pm, edited 2 times in total.
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Post by Judging__Eagle »

8. Power Armour Mecha (example: Fumoffu, Bubblegum Crisis)


Actually.... there was a d20 supplement in d20 'alternate' systems section of Dungeon magazine. All about building and designing mecha, then rules for mecha combat; classes, prestige classes, and feats. All pretty much based on the d20 system. Basically it was a d20 Mecha system.

I'm not sure how good it was, but it was pretty detailed; listing how to make things from Gasaraki to Godzillas (mecha-Godzilla, of course).

It started with 'size'; and then 'armour'; then you'd buy speed; then you had tons of equipment. Everything from sensors, to ammo systems, to weapons, and self-destruct devices.

I'm not sure how balanced it was, but it's probably a good starting point.

For this item, I'd do it this way:

This is a very unusual golem

The back of this unusual Golem made of Mithral/Adamantium/Your Mum /Iron/Steel is a hatch that you can open by touching it, and lock from inside by touching it.

Inside, the golem is actually hollowed out, and can fit a creature The same size category as itself. Other creatures will not be able to fit into the Golem at all; unless it is given an ability to change it's size magically, or phlebotiumly.

While wearing the armour, the character acts as if they have that Golem's physical statistics completely; but they are also able to use any skills, special abilities etc. of their base character.

Essentially, the character gets to cherry-pick a golem's, or their own, stats, and special abilities. You can have a wizard's spellcasting, and a Golem's natural armour, strength etc..

All attacks and effects are resolved on the Golem first. If the Golems HP is reduced to 0, then it is destroyed, and the square it is on counts as difficult terrain. The character wearing the armour remains in the square where the armour was destroyed.

Repairing this Golem is possible, even if it has been completely destroyed. Every 8 hour day spent repairing the Golem, a character can repair an amount of HP on the Golem equal to 1 HP per 1 GP spent in 'parts'; the maximum amount of HP that can be applied is equal to a repairing character's Knowledge (Arcana), Knowledge (There are other related skills; Religion, and The Planes both deal with extraplanar Constructs) Craft (any relating to the golem, it could be clay, metal, stone, flesh etc.).

Either spend some gold in advance, for 'parts', or deduct them from your current total, and say that you've taken 'parts' into account, but are handwaving it to make the story go by easier).

Also, if the Golem is still, for all intents and purposes a golem. It can still guard a location, follow it's creator to assist them, etc. etc. A wizard could even just have an army of empty Power Armour Mecha, that he commands. And often,that's what some people actually do.
Also, yes, it's a way to get some pretty powerful Power Armour in the game. A Flesh Golem is within reach of an 8th level character. They only cost 10,500 to make, meaning that they're able to be made in large amounts, for only gold.

Necromancer armies might use these things. Elite ghoul commando units wearing flesh golem armour is an interesting idea.

Clay Golems are CL 11 to make. So, it's concievable that there are armies of clay golems used as suits of armour by the warriors of a particularly powerful spellcaster, or several casters got together with their own units to become a larger army. Wands of repair are able to be manufactured using only time, and gold, then a moment to enchant it. So, you could see large units of clay golems using human level intelligence, abilities and tactics. Probably one of the scariest ideas if you think about it.

A golem that can think, and act like a real character, or a real character with all of the defenses and abilities of a golem.
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Post by TavishArtair »

An exceedingly minor nitpick. The Death Note's grim depiction with the spooky writing on the cover was never actually used in the series. The actual notebooks were unmarked, so that you could never tell them from anything else. If Light Yagami hadn't treated them like fucking national treasures, it would have been incredibly unlikely that anyone would've determined which notebook was the Death Note, much less that it had any magical properties.

Of course, in D&D you can just Detect Magic...
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Post by Koumei »

I thought it was depicted as such - at least in the animu. And that's smarter from a merch point of view: think of the money you can make by selling blank notebooks with "Death Note" written on the cover.
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Post by deathdealingjawa »

about the mech/power armor, you could go take some ideas from dragonmech. constructing a mech is a pain but it is a place to start on doing a d20 mech design. the steam armor is a pretty good way to handle power armor, it has flat stats on it.

I would be worried about being able to cast spells from inside of the armor normally, but if we are saying everyone is as powerful as wizard then giving them the power to cast spells from inside the armor is not a concern.
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Post by Judging__Eagle »

Hmm... could Warforged, or some sort of really intelligent, and high-tech, golem, be used to represent Robot-Girls? or Cyborgs in general?

The Kolyarut Inevitable sort of looks like a sort of marble-statue, the same sort of artificial beauty that is often associated with a cyborg, or person with extensive body augmentation. They look different, but still look human.

Race:
Android

Magic Items:
Implanted items
We can rebuild him, We can make him better than he was before. Better, stronger, faster

Let's face it, cyborgs are cool.

How systems fit them into their games varies. Sometimes it's Shadowrun's method, and hopefully it's a good one, since SR has Cybernetics as a pretty large part of it's content. Other times it's D&D's 'grafts' system. Where you get body parts removed, and other ones implanted. Demon hands, limb replacements, organ additions. Basically, things that can't be removed, or at least removed easily.

I'm not sure if the grafts system is very good, but I think that using it might be a way to use 'implanted' things. Something that gives you a capped bonus to something you really don't care about (like +2 to swim, or +4 to endurance checks while running), or bonus that is 1/2 you level (level appropriate items, operate at level appropriate levels, since they're all enhancement bonuses to an 'anything', they won't affect the RNG, but will allow players to get bonuses to stuff no one usually cares about, like say Decipher Script. Having a built-in Read Languages item in your forearm would let you care more when there's weird writing on walls and stuff).

Examples:

Hand spurs

I'm a walking psychopath that people think is an anti-hero bub, but that doesn't matter to me bub. I'm just here because I don't like you, and I'm willing to leave a trail of bodies on my way to you. Bub. Also you hurt my asian girlfriend, who happens to be your daughter."

Popularized by a Mississipian character, who thinks that he is a Canuck, because his mind got erased, after having a bunch of stuff happen to him, and him doing some really bad things, like killing innocents; it's a long story.

Anyway, Handspurs count as if your character is able to draw blades out of the back of their hands, or their fingers, and make Claw attacks for a creature appropriate of their size. Drawing these blades is an immediate action, and can be drawn as part of an attack of opportunity.

The character may elect to draw out less than their full amount of claws, like, if they only want a cutting blade, or a scalpel. It is assumed that a full hand is always drawn, unless the character chooses to draw less than all of their hand spurs.

It is assumed that Handspurs will be treated as either two Claw attacks, or as if the character was wielding two weapons that did as much damage as their claw attacks if they have Two Weapon Fighting. Making the best use of their training.

Finally, using Handspurs means that the hand needs to be closed, any items held when handspurs are drawn means that the item cannot be dropped, nor can an other item be held by that hand.

Handspurs are also weapons, and count as taking up magic item slots as long as they are part of the character's body.

Wired Reflexes
"Don't even try to pull that saturday night special you rented from the Laotian on me. I'll cut your throat out faster than you can blink"

Some Samurai believe that speed is the greatest way to be a great warrior. Some Barbarians agree with this as well, as do other warriors of other forms of training. For those with the need to speed, there are Wired Reflexes. Whole muslces of metal wires that replace flesh, but give greatly increased speed and agility.

Replacing legs: Enhancement bonus to Speed 5'*level
Replacing arms: Enhancement bonus to Dexterity and Initiative checks +1/6 per levels.

Basically 1/2 what a real magic item would provide. If you want these items to provide 'real' .......


I just realized what I did. I figured out how to do cyberpunk d20, and not have it fucking explode from tech or magic. You just give 8 "real" item slots, and say... 5 "1/2" item slots as the character/player can explain. So you can get everything from fast running cyborgs, or super sprinters; and everything from 'same strength as a human' to 'above average strength' and 'super strength'.

While a non-borg just has items that do things; and are explained as either implants, or things that they wear, or magical enhancements.

One way of doing this would be to have everything come in several 'grades'.

Mundane: A crowbar, flashlight, basic front wheel drive automatic* . Allows you to make checks related to a skill or ability. This is everything from using an old .22 rifle to make a ranged attack, all the way to using a car to cross town, or chase after someone.

*:Anywhere but the states or canada: a basic stick shift car; 5 front, 1 reverse.

Good A Chang Practical Sword, a maglight, a rear wheel drive car
Better than average, and it's obvious.

Same as above, +1 to +3 to related attack, damage, skill or stat based checks. This everything from attack and damage, to skill checks. This bonus stacks with nothing

Excellent A sword made by a master swordmaker, a 1,000 candlepower flashlight, an all wheel drive with nitros.
Think a guy who owns a Harely in a TV show about bikers, and the rest drive less well known bikes. Or the guy who owns a magic sword, in a setting where heroes carry magic swords.

Same as Mundane, but +5 to related skill checks. This bonus stacks with nothing

Genre Iconic: A lightsabre, a laser flashlight, a flying car.

You're using one the most advance, and therefore not commonly seen devices of your society, however, when people talk about your series, they talk about what you use. People use them because they're awesome. Usually rich people, since they're probably expensive.

This item adds 1/2 of a level appropriate bonus to checks. This bonus stacks with nothing

Character Iconic/Specific: You carry the sword with no blade, you carry the palantír, you ride the Flying Dutchman.

You're using something that only you have. No one else owns Darth Vader's lightsabre, just like no one else owns Tetsuo's Telekinesis at will brain ability.


I think that I solved how to do the "what is character iconic" problem. People pick things.... probably 1 Character Iconic; 2 Genre Iconic, 4 Excellent, 8 Good, and as many mundane as they feel like carrying or storing. On a space-ship, you'll probably have everything from basic rifles, to stuff that lets you breathe with no air, and that stuff can be handwaved. Stuff that isn't trivial needs to be paid for, at a lower level.

Perhaps, it's able to be assumed that how common something is, will determine how many sub-features it can have, or perhaps the maximum level of any sub-features.

So, a Borg Ship is the max rank for the Star Trek series. The Death Star for the Star Wars series is the same. Character Iconic. Only one person/Empire/hive-mind controls these massive things.

The NG Enterprise class and Star Destroyers where the next rank down; Genre Specific. There's a bunch, and they're all awesome.

Then the late DS9 space ship, or Voyager, and Millenium Falcon are the next rank down. They're cool, but they're not super powerful. Expensive, but individuals can be expected to be in charge of one, or captain one.

Runabouts and X-Wings. Next rank down. Small, not very powerful, able to do basic things that others can, but not all at the same time, or all that well. Sometimes more agile, or able to do things larger things can't, sort of how a knife can sometimes beat a sword, due to surprise, or an X-Wing can fly into a trench and blow up a Death Star.

Slow moving space ship, Slow moving space ship. Trade ships that travel short distances, or very long distances before stopping, ships with Cryo pods. The Nostromo from Aliens, the ship in 2001: A space Odessy; Space Ships from Larry Niven's Ringworld and related series.

Escape Pods, Escape Pods: usless at almost everything, except the bare minimum needed for the task. Survival.

[negative rating]
Damaged Escape Pods: Ship full of monsters: Actually dangerous for you, but it could be used in a pinch.
Last edited by Judging__Eagle on Sun Nov 29, 2009 5:22 pm, edited 3 times in total.
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Post by Meikle641 »

Koumei:
I think the scouter should let you do the 'guess CR' feature of Sense Motive from Complete Adventurer as a standard action or whatever.

In addition to what it already does, natch.


JE:
Seem to have a problem with your tags thar.

Otherwise, your graft stuff was kinda neat.
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Post by Judging__Eagle »

ugh, that must have been annoying to read.
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Re: 10 Magic Items Ripped From Animu

Post by Sunwitch »

Koumei wrote:6. Nekomimi Ray (UFO Princess Valkyrie)
Price: 9,000 GP

Description: a weird, alien raygun.

Effect: this weapon can be fired three times per day as a Standard Action. It requires a ranged touch attack out to 50 feet and everyone with hands and eyes is proficient with it. Anyone hit must pass a Fortitude save (DC 20) or grow a pair of cat ears and a cat tail, gaining a +4 racial bonus to Listen checks and a +4 racial bonus to Balance checks. Clothing and armour will change shape to accommodate this change. If they fail this save, they must then pass a Will save (DC 20) or become Friendly towards the user. The transformation is permanent until the target next changes shape (so a Polymorph will "reset" their form) and the attitude adjustment lasts for an hour.
Because I can't resist the irony, I'd like to mention I'm currently in a campaign involving a catgirl since my warlock decided it was just too fitting and used Bestow Curse to give her a bullshitted curse of cat ears. No one in the party, including the character herself, has seen any need to have this curse removed.

Also, since robot girls aren't really fitting as "items", you think something along those lines might be apt for a race or class (most likely the latter)? Robot maids with laser eyes who shoot missiles from their wrists fit D&D about as effectively as anything else that actually happens in any campaign I'd ever bother playing in, so I don't see why not.
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Post by Koumei »

Sure. Go get a cup of tea and it'll be done when you return, probably.
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Post by TavishArtair »

The anime Death Note was never shown with the spooky cover title either, except in places like the intro and extro sequences.

But yeah, the merchandise always has it. Does this mean that all the other Death Notes the players will find were made by fanboys?
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Re: 10 Magic Items Ripped From Animu

Post by Prak »

Mauver wrote:Robot maids with laser eyes who shoot missiles from their wrists
What kind of anime have you watched? The last time I saw a female character launch missiles from her wrists it was Airazor in Beast Wars...
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