Treasures of the Yellow Planet
1: Zombie Slave Collar, makes a zombie obedient to any
person who attempts to command them
2: Zombie Control Amulet, allows control of zombies that
fail a save (max 50 zombies)
3: Robot Control Rod, control a robot that fails a save
4: Robot Battery, powers a robot for 100 days of activity
5: Robot Battery Charging Module, recharges a robot Battery
in 24 hours
6: Robot Hand, a robot spare part
7: Robot Clamp, a robot spare part
8 Robot Saw Blade, a robot spare part
9: Robot Drill, a robot spare part
10: Robot Grabbing Tentacle, a robot spare part
11: Robot Shock Tentacle, a robot spare part
12: Robot Hammer Arm, a robot spare part
13: Robot Sword Arm, a robot spare part
14: Robot Repair kit, repair a robot for 2-7 points of
damage (double for inventors), useable 3 times.
15: Robot harness lets user attach 2 robot spar parts and
use them.
16: Dowsing Rod, point towards nearest source of water
17: Communication Orb, a video walkie-talkie
18: +1 Electro-Mace, %chance equal to damage of knocking-out
a target that fails save. Immune to electric damage when held.
19: +1 Electro-Sword, %chance equal to damage of
knocking-out a target that fails save.
20: +2 Electro-sword, , %chance equal to damage of
knocking-out, -2 save.
21: +1 Electro-Nun-Chucks, %chance equal to damage of
knocking-out a target that fails save.
22: +2 Electro-Nun-Chucks, %chance equal to damage of
knocking-out a target , -2save. Immune to electric damage when held.
23: +3 Electro-Nun-Chucks%chance equal to damage of
knocking-out a target , no save. Ninjas of 6th level or higher can
throw a 6d6 lighting bolt upto 3 times a day. Immune to electric damage when
held.
24: +1 Flaming Nun-chucks, % chance equal to damage that
target is ignited, NO save
25: +1 Flaming Shuriken, % chance equal to damage that target is
ignited if save fails
26: +2 Flaming Shuriken,
% chance equal to damage that target is ignite,-2 save
27: +3 Flaming Shuriken, % chance equal to damage that
target is ignited, NO save
28: +1 Flaming Sword,
% chance equal to damage that target is ignited if save fails
29: +2 Flaming Sword,
% chance equal to damage that target is ignite,-2 save. Fighters or
Ninjas of 7th level or higher can conjure a wall of fire 50’ long up
to 50’ away once per day.
30: +3 Flaming Sword, % chance equal to damage that target
is ignited, NO save. Fighters or Ninjas of 7th level or higher can conjure a
wall of fire 50’ long up to 50’ away up to 3 times a day. May throw a fireball
that does 8d6 damage one time a day.
31: +1 Ice Sword, %chance equal to damage of freezing a
target that fails save.
32: +2 Ice Sword, as above but save -2.
33: +1 Ice Nun-Chucks, %chance equal to damage of freezing a
target that fails save.
34: +1 Ice Shuriken, %chance equal to damage of freezing a
target that fails save.
35: +2 Ice Shuriken, as above but save -2.
36: +3 Ice shuriken, %chance
equal to damage of freezing a target NO save.
37: +1 Ice Staff, %chance equal to damage of freezing a
target solid that fails save.
38: +2 Ice Staff, as above plus: 3 times a dayAny ninja
or MU of 5th level or high
can conjure ice in 60’ diameter around them that will cause anyone moving more
then 10’ a round to fall over(unless they can walk on ice).
39: +3 Ice Staff, as above plus call an ice-storm up to 300
feet away (50’diamter) causing 2d6 damage per rounds to any stuck in storm
(slippery as above) once per day lasting a round per user level.
40: Zombie Mask, will pass for zombie among undead
41: Bag of Sunflower seeds, drop seeds and a patch of
sunflower seeds rings user.
42-43: Packet of Salt, does 2d6 damage to zombie 1st
round, 1d6 2nd round
44: Drink Bulb, small bulb holds a day worth of drink.(virtually
weightless)
45: Light-Stick, glows 30’ radius for 3 days.
46: Zombie Nose-Plugs, eliminate zombie odor problems for
user.
47: +2 Electro-shield,
+2 save vs electric attacks, , fighter of 9th level or back can reflect electric
attacks back 50% of the time.
48: +2 fire shield, +2 save vs fire attacks, fighter of 9th
level or back can reflect fire attacks back 50% of the time.
49: +2 Ice shield, +2 save vs ice attacks, , fighter of 9th
level or back can reflect ice attacks back 50% of the time.
50: Zombie Repellent, dash this on ground and all zombie
within 50’ will move away for 2-7 rounds no save.
51: Instant ice, throw this on water and it freezes a
50’radius into stable ice for one hour. Swimmer that fail save are stuck in
place.
52: +2 Ice Hammer, will break normal or magical ice on a
single attack, can free an individual frozen up to 3 times a day. User is
immune to ice attacks. Can be thrown by fighter of 5th level or
higher and will return to fighter.
53: Sunflower charm, sunflowers can’t attack the wearer of
this charm.
54: Healing Potion, restores 2-12 HP
55: Anti-toxin, removes effects of poison for someone
poisoned in past 3 hours. Will give someone poisoned to death an extra save.
56: Zombie Stink Oil, restores 2-7 HP to a zombie.
57: Yellow Cloak, makes wearer invisible when in yellow
sands or yellow flowers.
58: Electric Rod, 1-60 charges, throw lightining bolts that
do 1d6 damage per charge (can be up to 10 charges at a time) and absorb
lighting attacks when holder makes a save. Will short-out if more then 60 charges
59: Flame Thrower, 1-20 charges, will spray out fire in a
50’ cone that does 1d6 per charge. Targets ignited that fail a save.
60-63: Heap of copper Coins, 100+1d100 cp
64-65: A Pouch full of Silver Coins, 5d10+20 sp
66: A Few Gold Coins, 2-12 gp
67: A Gem, worth 1d100 x 5 gp
68: Jewelry worth 1d100 x 20 gp
69: A Fancy Hat, worth 30 gp
70: Nice Shoes, worth 20 gp
71: A scroll with a MU spell of level 1-6
72: A scroll with a Cleric spell of level 1-5
73: Ring of Invisibility
74; Ring of Fire resistance, +2 vs fire and half any damage
suffered from any fire/heat attack
75: Ring of Eltro- resistance, +2 vs electricity/lightning
and half any damage suffered from any electric/lighting attack
76: Ring of Cold resistance, +2 vs fire and half any damage
suffered from any cold/ice attack
77: Slippers of the Pool- allows wearer to walk on water
78: Boots of the Fox- leave tracks that require trackers to
save or follow in wrong direction
79: Hoofer's Slippers- wearer will dance well to any music
80: Shadow Slippers- can vanish into shadows and move
through any contiguous patch of shadow/darkness. As if invisible. Ninja of 4th
level or higher can make missile attacks from the shadows while wearing these
without revealing their location.
81: Weightless Rope: this rope simply has no weight of note
(1 coins worth), a man could manage 500 feet of it before the volume of the
rope becomes too unwieldy.
82: Razorbane line: This rope can not be cut unless one
knows the magic word which must be spoken as it is cut.
83: Merciful Snare: If this rope is disturbed by someone
that doesn't know it's secret command word it will attempt to entangle them
(attack as 4HD monster) and on the following round the target must save vs
spells or fall asleep. The rope will hold them secure and asleep until severed
or commanded to release the victim.
84: Whisper Knot: This rope will tie and untie itself with
but softly spoken command words.
85: Leaping Cord: This magical rope will hurl itself into
the air on command and attach itself to a usable mooring point on the users
command up to 200' away.
86: Stumble Lasso: this looped rope may be used to snare a
target up to 50' away on a successful attack roll (at +4 to hit).
87: Zombie Whistle, all zombies within 400ft will be
attracted to this whistle’s call.
88: +2 Laser Sword. Ninja and fighters of 4th
level or higher can make a 4d6 laser attack on a sinlge target up to 300’ away
twice a day . On an attack roll is a 1 or 2 the laser crystal burns out and the
sword is useless until the crystal is replaced.
89: +4 Laser Sword, three times a day a ninja or fighter of
6th level or higher may make a 8d6 laser attack on a single target
up to 500’ away. On an attack roll is a 1 the laser crystal burns out and the
sword is useless until the crystal is replaced.
90: +1 Laser gun, fire a laser that does 6d6 damage against
a target up to 600’ away. If an attack roll is a 1 or 2 the laser crystal burns
out and the sword is useless until the crystal is replaced.
91: +3 Laser gun, fire a laser that does 8d6 damage against
a target up to 800’ away.If an attack roll is
1-3 the laser crystal burns out and the laser gun is useless until the
crystal is replaced.
92: Laser Crystal, replacement part for laser guns and laser
swords.
93: +2 Mirror shield, A fighter of 3rd level or higher can
reflect laser attacks Back at attacker 50% of the time.
94: Boots of the Night, wearer is invisible and silent when
wearing these ninja boots, ninja of 3rd level or higher do not
appear if they attack while invisible.
95: Shuriken Defelctor, the wearer of this charm is missed
by shurikens 50% of the time no matter how good the attack roll.
96: Robot Wrench, if used with robot repair kit it provides
+3 to repairs. It came be used as +2 ,ace vs robots.
97: Samurai Robot Armor,
A fighter in this +2 plate is also +2 to hit and damage for the wearer.
98: Samurai Rocker Armor, A fighter in this +3 plate is also
+3 to hit and damage, they may fly at 150’ a round for 10 rounds a day. Damage
suffered from falls is halved while in this armor.
99: Dragon Collar, if you can slip this collar on a dragon,
serpent, or hydra you are it’s master for 30 days.
100: Mystery Mask, this mask let’s one appear as
another person it is 99% flawless.
all this yellow planet stuff fit in on my Planet Psychon game - ill include some links on my next Psychon posts
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