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| Sometimes a magic item is unique but does not rise to artifact level. These items are Fate Items. They may not be bought or sold in the Catacombs (but the Catacombs Staff can tell you if you have one). PCs cannot make them. Within the owning PC's game, it may be possible to share, sell, buy, steal, lose, or give away a Fate Item -- or might not be! A Fate Item may "stick" with an owner. Trying to get rid of a Fate Item that does not want to go may be "Tempting Fate." Sometimes a Fate Item goes missing for no obvious reason. Sometimes Fate Items have drawbacks. Sometimes their powers can be shared. Within your game, bards, diviners, seers, or sages may be able to tell you more about a Fate Item. | | Sometimes a magic item is unique but does not rise to artifact level. These items are Fate Items. They may not be bought or sold in the Catacombs (but the Catacombs Staff can tell you if you have one). PCs cannot make them. Within the owning PC's game, it may be possible to share, sell, buy, steal, lose, or give away a Fate Item -- or might not be! A Fate Item may "stick" with an owner. Trying to get rid of a Fate Item that does not want to go may be "Tempting Fate." Sometimes a Fate Item goes missing for no obvious reason. Sometimes Fate Items have drawbacks. Sometimes their powers can be shared. Within your game, bards, diviners, seers, or sages may be able to tell you more about a Fate Item. |
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− | ==Active Fate Items==
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− | ===Al Mathir Flying Craft - Avis.===
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− | '''Summary: This flying craft can accommodate 4.5 to 6.5 passengers (more than 4.5 slows it down). To fly requires a concetntrating pilot who uses a standard action every round to keep it in motion. While flying, it cannot hover. If it stops flying, it is down for the day; flight can only be initiatied once per day. VALUE: 48,000 gp.'''
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− | This wagon-sized flying device is at its core a metal triangle made of three ten-ft long iron bars welded together. There are also two small iron boxes welded onto it, one at an intersection (the pilot box) and at the center of opposing side (the propulsion box). In addition, there is a nonmagical framework mounted and affixed onto the iron frame made of darkwod, canvas, and reptilian leather -- serving as a floor, sides, seats, and roof.
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− | The aircraft flies at 100 at average maneuverability. That's 100 ft in a move action, and usually the pilot "hustles" the flying machine with two moves per round, or 200 ft per round (in combat). For longer rides, it is impossible to keep up that pace, but 100 ft per round is fine to maintain for hours and hours. Basically, it can fly twice as far as a horse moving at 50 can run over open plains in a day.
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− | It can accomodate 4.5 medium passengers, where a small creature counts as half, and a large one counts as four. On a command word, once per day the craft can enter hover mode, levitating 3 ft off the ground. If the craft is in hover mode, a pilot, sitting at the front, wearing an ivory key plaque around his neck while inserting it into a slot in the pilot box, can shift the craft from hover mode to fly mode. You can only enter fly mode once per day. Moreover, the operation of the craft requires continual concentration - a standard action every round. After 8 hours or so, increasingly tougher Concentration checks will be required. The DM may require Fly checks from the pilot for certain maneuvers. In fly mode, the craft cannot hover, but must remain in continual motion. Any break in concentration means the craft will float down to a landing, leaving fly mode for the day.
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− | When the craft is in flight, some kind of blades of force appear in the rear, propelling the flier forward. Only a thin framework of light wood and canvas separate passengers from those blades, which seem as if they could easily remove a hand.
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− | More passengers can squeeze on. If you add one more medium person (5.5 total), you suffer a 25% loss of speed, to 75, and maneuverability drops a class to poor. If you add yet another (6.5 medium equivalents total), you suffer a 25% loss of speed, to 50, and maneuverability drops a class to clumsy.
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− | Info from Al Mathir: In Al Mathir, only initiates of the Guild of Skyfarers can learn to fly vehicles like this. There, it is a common craft, and there are a great many like it in Al Mathir -- these are the most secure and navigable of the swift flying devicess, and only the Rhl, which is to say, the Army, is permitted to use them. Sometimes the Army will loan a craft and pilot out for service.
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− | (Created by Cayzle. This entry dated January 3, 2013. But the item given possibly two years previous.)
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Sometimes a magic item is unique but does not rise to artifact level. These items are Fate Items. They may not be bought or sold in the Catacombs (but the Catacombs Staff can tell you if you have one). PCs cannot make them. Within the owning PC's game, it may be possible to share, sell, buy, steal, lose, or give away a Fate Item -- or might not be! A Fate Item may "stick" with an owner. Trying to get rid of a Fate Item that does not want to go may be "Tempting Fate." Sometimes a Fate Item goes missing for no obvious reason. Sometimes Fate Items have drawbacks. Sometimes their powers can be shared. Within your game, bards, diviners, seers, or sages may be able to tell you more about a Fate Item.