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kyle egert

Tinkering Items: Prop requirements

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Tinkering Level 1 (4cp)

• Lock and Key: (Functions outside of encampments).

• Minimum: pickable (a player must prove the lock can be picked), commonly a brass luggage lock. No obvious modern master-lock or combos.

• Magic Lock Box: (Functions outside of encampments)

• No minimum suggested. Ornate box, blue suggested for clarity but not required.

• Light Tube: (Functions outside of encampments)

• A small, single LED flashlight, must have marshal approval ,recommended colored black. Players have modified these to look ornate and we appreciate that.

• Elven Steel Dish: (Functions outside of encampments)

• Minimum: any acceptable material, painted black with white lightning paint.

• Level 1 Trap: (Functions outside of encampments)

• No standards, they’re always modern and ugly, that’s why we hide them in boxes!

 

Tinkering Level 2 (8cp)

• Grounding Shackles: (Functions outside of encampments)

• Minimum is currently a non-locking, rubber pair of manacles with a luggage lock on it. I would recommend they have blue veins painted on in some fashion.

• Basin of Purify Spirit: Casts Purify Spirit 3/Game Day, requires head dunk

• Must be large enough to at least dunk half a player’s head. Ornate or clearly special looking. Generic bucket not allowed. Wood, metal, or plaster preferred. No plastic.

• Anvil of Mend Armor: 5/Game Day, PC just touches anvil and incants

• Minimum weight of 5lbs. largest size available suggested.

• Carpet of Dissipate:

• Minimum size suggested: 1.5 feet by 2 feet. Suggested blue coloring. No dimension larger than 10 feet, nor smaller than 1.5 feet.

• Font of Insight: Stare into the font for 10 seconds to activate

• An ornate silver dish filled with water.

• Workshop: Grants +4 Craft Points that don't break cap. One per PC. Does not stack with Greater Workshop.

• An assortment of tools and crafting materials, roughly 2 square feet. Feel free to be elaborate and creative with this. Leather, crude hammers, tiny anvils, cast tools, etc. Please inform the P&A Marshal of your plans to make sure it gets approved. Should be clear that "this is a workshop".

• Level 2 Trap: No Change (Functions outside of encampments)

 

Tinkering Level 3 (12cp)

 

• Shielding Stone: After a being inside encampment for 10 minutes, gain Anti-Magic Shield (No limit per day)

• An interesting looking stone larger than the average fist. Can be painted or decorated by other means. No fake or plastic stones. If it can fit in a pocket, it’s too small.

• Grounding Stone: Everyone in the encampment (Including non-party members) are effected by “Grounding”. This effect cannot be negated. This effect takes effect 10 minutes after activation and lasts the rest of the game day. You know if you're affected.

• An interesting looking stone larger than the average fist. Can be painted or decorated by other means. No fake or plastic stones. If it can fit in a pocket, it’s too small.

• Barrier Stone: After being inside encampment for 1 minute, gain Improved Magic Armor. Each party member may only benefit 1/Game Day

• An interesting looking stone larger than the average fist. Can be painted or decorated by other means. No fake or plastic stones. If it can fit in a pocket, it’s too small.

• Level 3 Trap: No Change (Functions outside of encampments)

Tinkering Level 4 (16cp)

• Magic Lock Picks: Also works on mundane locks (Functions outside of encampments)

• Minimum is any sort of non-modern skeleton key. Players have often etched or painted their lock-picks to look ornate and magical. Example: a key prop that is more than 4" long can be Magic Lock Picks, or a key ring of multiple keys less than 4" can be a prop for Magic Lock Picks.

• Music Box: Casts Sanctuary 3/Game Day

• Ornate looking box, no modern ballerina boxes. Admirable quality or blue indicator preferred. No obvious modern tune.

• Veil of Warding: Casts Sanctify or Unhallow 3/Game Day total

• Non-modern looking wall hanging. Must look like something of quality, not just fabric on the wall. Tapestries, etc.

• Curtains of Magic Lock: Casts Magic Lock 10/Game Day. Any party member can activate this and, special for this item, any party member may dispel magic locks from this item.

• Blue, non-modern curtains or drapes.

• Greater Workshop: Grants +8 Craft Points that don't break cap. One per PC. Does not stack with Workshop.

• An assortment of tools and crafting materials roughly 3 square feet. Feel free to be elaborate and creative with this. Leather, crude hammers, tiny anvils, cast tools, etc. Please Inform the P&A Marshal of your plans to make sure it get approved.

• Level 4 Trap: No Change (Functions outside of encampments)

 

Tinkering Level 5 (20cp)

• Plating Pool: Enchant Weapon 3/Game Day. Place weapon in pool and tie blue ribbon to activate.

• An ornate vessel long enough to role play submerging of a martial weapon (at least 35").

• Soothing Masterpiece: After a party member gazes at Soothing Masterpiece for 10 seconds, they are affected by the spells Heal Body and Mend Armor. This effect works 6/Game Day.

• Creativity encouraged. A painting, an ornate vase, a sculpture. Minimum size: must be easily visible from any end of the cabin. If at a short distance you can put both hands in front of it and completely cover it, it’s too small.

• Library: Grants the party a free Lore once per event. One per party.

• Must contain a minimum of 6 period appropriate looking books.

• Talisman of Warding: Prevents Spirits and Undead from entering the encampment. Party members inside the encampment are immune to “Detect Life” calls.

• A talisman or ornate object. Must be larger than the average fist.

• Level 5 Trap: No Change (Functions outside of encampments)

 

Master-Level Tinkering (24cp)

• Contraption: (Functions outside of encampments)

• Totem of Resilience: After a party member has been inside of their encampment for 1 minute, they are granted Resilience. This effect refreshes every 10 minutes. If this effect is dispelled, begin the 10 minute count over.

• A wall mask, a statue, a large figurine. Any well-crafted, non-modern, decorative item. If at a short distance you can put both hands in front of it and completely cover it, it’s too small.

• Ley Lines Beacon: If this is in your encampment and your ley lines target is also in your encampment, instead of arriving and getting ganked by assassins, you arrive at your target Dissipated. This will give you a few (ten...) minutes to assess the situation and think about how to not die.

• A large ornate gem stone or geode. Preferred on a pedestal or stand.

• Annulment Statue: Prevents the casting of Sanctify or Unhallow in your encampment.

• Non modern looking decorative statue, bigger than two fists.

• Savant's Laboratory: Allows a Savant to use 10 production points from other sources, in addition to the 20 on their character sheet.

• Similar to a workshop, this must be a collection of items such as bottles, materials, mixing stations, etc. Be creative, it’s your own little lab. No strikingly modern beakers or chemistry equipment. Must be larger than 2 square ft.

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