I must say, I quite enjoyed this. Not only do I like the image of a ship built out of a number of smaller ships, but the story seems plausible and the entire unit is easy to drop in to most modernish campaigns. Go to Comment
I've always been a fan of unanswered questions, because they allow for a given piece to be inserted into a setting much easier. If it had specific ties to anything, be it an existing culture or animal, and if that was out of place in a given setting then a lot of reworking can be required.
Beyond that, I find that mysteries that the GM doesn't necessarily have a ready answer for deepens the mystique, if used right. Go to Comment
A shovel is a good if slightly unwieldy club, and some people actually keep the sides sharp to cut through roots. Such shovels could also be used as unwieldy axes. Gravel rakes, along with being lightweight enough to use as a clumsy staff, have a rather nasty row of spikes along the business end that would be rather effective when swung at high speeds. A gardening hoe is even lighter than the gravel rake, and the hooked end could be used to catch weapons and trip enemies.
Optional Magical Traits:
Enchantments that keep the edges of the shovel sharp, regardless of how many rocks or skulls it may collide with.
Gravel Rakes and Gardening hoes that don't bend under large amounts of pressure, allowing larger rocks to be unearthed and more force to be put on them in combat. Go to Comment
In an attempt to make a revolver with a larger number of rounds, one slightly addled inventor had the 'inspiration' of simply setting up a number of revolver wheels inside an even bigger revolver wheel. When six shots are fired, expending one wheel, the larger wheel rotates, and lines up the next wheel of six shots. This enlarged gun can hold 34 shots, 6 smaller wheels with 6 shots each. Other models were pioneered, all the way up to an 8 shots per wheel, 8 wheel monstrosity the size of a mutant watermelon.
These guns never saw widespread use, mainly due to the fact that the lighter ones weighed upwards of twenty pounds. Go to Comment
That bit I left up to anyone who feels like using it. Perhaps a couple of conspiracy elements, maybe they draw their powers from some dark otherworld where dreams are more real than imagined, and they don't want to share this knowledge with those who couldn't handle it. Go to Comment
I am firmly of the belief that you can never have enough refugees-from-an-evil-race-trying-to-make-a-life-for-themselves type characters. As long as they aren't dark elves, anyway. At any rate, this is a fun character that I almost certainly will be using. 5/5. Go to Comment
A couple of things with this one. First, the grammar. Mostly run on sentences, easily fixed. The item itself though, I'm having a hard time thinking that big enough chunks of gore would stick to the blade to do much other than writhe around and look menacing. Beyond that, a decent take on the evil sword concept. Go to Comment
Mages/ wizards and such use cards (playing cards or tarot cards) as training tools. The patterns created by certain layouts of cards are mnemonic devices to teach key elemental associations and paths. With such interesting names as the Tree of Life, Phoenix's tail, Rythm of Heart, and Balance of the sphere, there pattern represent the matrices used by magic users to focus and present power. Spell processes can be represented by a sequence of cards.
So mages will often be seen handing around hands of cards.
Wizards will have a deck of cards with them. Since cards were used to train wizards in legerdemain, Since they have cards with them, they frequently know how to use them. Guild magic users often have a knack for fancy shuffles, palming cards, and a variety of card tricks and games.