Well, I have decided to get back into the game of writing game content. I am going to try to shoot for at least two post a week. Here is the first!
Fuzzy origins and confusing functionality, these devices maim and reshape the very essence of reality. These weapons target the quiddity, or essence, of an object to bring about its destruction or mutation. These changes are not physically apparent, however, the mind can sense the change in essence. The metaphysical changes cause individuals to present the symptoms of visual agnosia, though only when attempting to recognize the effected object. Each ontological distortion/destruction device is powered by abstracta fusion. The fusion generates ontic power by binding two concepts together within the ideosphere through modal logic circuit tablets.
In changing the essence of objects, the signified of language, the signifiers lack any true meaning. The creators of these disturbing weapons eschew any attempts at meaning when assigning names. Instead, their names are mere products of chaos, chosen randomly.
Weapon Name – Roll once on each chart.
Acted Upon – 1D10
Actor – 1D10
Function – 1D3
1) Sever and Restore – Number of Settings: 2
Setting 1: This completely removes the quiddity of an object. Without its quiddity, an object is completely unrecognizable, making it useless. The physical form remains the same, anyone viewing the object is unable to describe of understand what they are seeing. Save: Wisdom Based or Will (+1 to the save per enchantment on the weapon) of the owner. Duration: 10 Rounds or 10 Days on a critical failure.
Setting 2: This restores the removed quiddity of an object, reversing the effects of setting 1 or repairs a broken object. If used on a fully functional object it brings the thing closer to perfection adding +1 to all functions (damage, to-hit, protection, etc...). Save (Harmless): Wisdom Based or Will (+1 to the save per enchantment on the weapon). Duration: 10 Rounds.
2) Copy and Paste – Number of Settings: 2
Setting 1: This copies one of the functions of an object. In game terms it copies one of the mechanical aspects of an object, such as: damage die (the type of damage is also copied), range or reach, specific enchantment, bonus to hit/AC/skill use/damage/movement/misc. Save (Harmless): Wisdom Based or Will (+1 to the save per enchantment on the weapon) of the owner. Duration: A weapon may only have one function stored at a time.
Setting 2: This applies the copied function of an object to a new object. Save: Wisdom Based or Will (+1 to the save per enchantment on the weapon) of the owner. Duration: 10 Rounds.
3) Comprehend and Define – Number of Settings: 2
Setting 1: This copies the basic concept of an object to be applied later (ex: chair, sword, cup, door, etc...). Save (Harmless): Wisdom Based or Will (+1 to the save per enchantment on the weapon) of the owner. Duration: A weapon may only have one concept stored at a time.
Setting 2: This applies the copied concept of an object to a new object. The functional concept remains the same, but anyone viewing the object recognizes it as being whatever was applied to it. (ex: The basic concept of a chair was applied to a sword. While everyone believes the chair is a sword, they also believe that the chair is a weapon) In game terms anyone attempting to use the changed object takes a -4 penalty to all attempts to us it. Save: Wisdom Based or Will (+1 to the save per enchantment on the weapon) of the owner. Duration: 10 Rounds.
Setting Names 1D10 – One name per setting.
Means of Activation 1D10
2) Bellows Pump
5) Spinning of a Hamster Wheel
6) Lighting a Fuse (Magically returns after each use)
7) Blowing into an Inflation Nozzle
8) Spring-loaded Pinball Plunger
9) Singing to the Device
0) Shaking the Device
Device Shape 1D10
5) Hand Mixer
7) Chemical Sprayer
8) Overly Complicated Wind Instrument
9) Hand Drill
0) Water Pump