Magical Thing: Golden Silkworm

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RiotGearEpsilon
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Magical Thing: Golden Silkworm

Post by RiotGearEpsilon »

The golden silkworm is palm-sized statuette that serves as an infinite source of arbitrarily long silk scarves. These scarves have a fairly tenuous existence and have a habit of disappearing in a puff of logic if they spend too long without being interacted with - they are Shadow Conjurations.

The silk scarves have multiple uses, including:
* An essentially infinite supply of silk rope.
* A really nice garrote, blindfold, or gag.
* If you're slick with Use Rope, you can wind and knot a few thick, wide, really long scarves around your body in to a surprisingly good armor.

There's no upper limit to how much silk exists except dramatic convention.

Okay, that's a concept, how can I stat this thing?
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Maxus
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Post by Maxus »

Actually, it looks almost useable right now.

Give it:

-A size and weight

-Activation and deactivation method, as well as how many feet of rope it can produce a round.

-A way you can control whether it puts out rope or just a long bolt of cloth, even if it's just telling it which you want.

-A semi-useful feature would be that the rope/scarves last until a command word is said within a radius of the silk.

-The benefits of silk armor. I've heard anecdotal evidence that a silk shirt hit by an arrow wouldn't be punctured and would keep the arrow from going in too deeply, allowing it to be pulled out. Maybe it converts a good portion of piercing or slashing damage to non-lethal damage?
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

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Judging__Eagle
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Post by Judging__Eagle »

Silk can't be broken easily, since it's got a higher tensile strength than steel.

Spider silk has somewhere along the lines of 30 times more tensile strength than an equal weight of steel.

The problem is that if you're shot, the bullet keeps entering. Since flesh isn't that solid.

Which led to stories of men being shot, and not bleeding out, but still dying, b/c the bullet was driven into their torso.

Jade statue of the mulberry plauge

This pale green statue of a type of caterpillar has a pair of dark green eyes, a rectangular cut in the top of its head is inset with a wheel that rotates slightly.

-Weighs 1/2 lb
-Expertly sculpted from Nephrite Jade, with dark green nephrite eyes
-When the wheel is turned (a swift action), up to a length of 10 feet of silk scarf is ejected from it's mouth. Each scarf is one foot wide and ten feet long and acts like silk rope (as int he PHB). The scarf can be removed as a free action, or the wheel can continue being turned
-The statue can only create a maximum of 1000 feet of silk scarf before it is empty (roll 3d10 and subtract their values from the 1's, 10's and 100's of 1000 to determine the remaining capacity in the statue)
-The statue can be fed fresh green leaves, dried mulberry leaves, scarves of any material or silk in any form to refill its internal acapcity.
-Each green leaf restores 10 feet to the statue, each mulberry leaf resores 50, each scarf restores as much length as its own length and any silk fed to the statue restores as much length as it's material could be used to make scarves.
-If used to wrap around and thus augment an existing suit of armour, the armour grants the wearer DR 10/Bludgeoning. A medium creature needs at least 50 feet of silk scarf to cover their body. For every size category larger or smaller double or half the required amount of silk scarf needed.
-When used to augment armour, the silk scarves reduce the Armour Stealth Penalty of the armour by 1 for every 5 ranks that you have in the Use Rope skill, rounded up.

Wham, bam, thank you ma'm.
Last edited by Judging__Eagle on Sun Jul 20, 2008 5:51 pm, edited 2 times in total.
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CatharzGodfoot
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Post by CatharzGodfoot »

Maxus wrote: -The benefits of silk armor. I've heard anecdotal evidence that a silk shirt hit by an arrow wouldn't be punctured and would keep the arrow from going in too deeply, allowing it to be pulled out. Maybe it converts a good portion of piercing or slashing damage to non-lethal damage?
Judging__Eagle wrote:The problem is that if you're shot, the bullet keeps entering. Since flesh isn't that solid.

Which led to stories of men being shot, and not bleeding out, but still dying, b/c the bullet was driven into their torso.
I remember stories angoleros had about 'the good/bad' old days, when people went around killing each other in fun and creative ways. Some would wear silk scarves to protect themselves from straight razors.

So if the danger is getting hit by a very sharp edge with no weight behind it, you're in good shape. If the danger is piercing or smashing, you're still screwed.

Because this is a fantasy game, it would still make sense to give DR against all slashing weapons, because that's cool. Maybe not piercing. It should also give immunity to snicker-snacks.
Last edited by CatharzGodfoot on Sat Jul 19, 2008 4:40 pm, edited 1 time in total.
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Post by Judging__Eagle »

Silk was commonly worn by elite African and Middle Eastern army units in the dark, middle and renaissance ages.

On top of other, metal, armours.

To stop.... arrows.

On it´s own, it´s useless, but added to real armour, it makes it really good at stopping stuff from getting inside of you. It doesn´t stop stuff from crushing you.

A mace or proper falchion would break knees, ankles, wrists, elbows, shoulders and hips plate armour or not.
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RiotGearEpsilon
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Post by RiotGearEpsilon »

Awesome. This is definitely more classy than a Handy Haversack with a shitload of rope and restraints in it.
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Post by Judging__Eagle »

Added something else to the things that the silk does when added to armour.

Somehow I forgot that soft, smooth, sleek fabric would muffle the sound of things moving against each other, like say... metal plates.
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Post by RiotGearEpsilon »

So, a query. Where can I find rules for garottes?
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Maxus
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Post by Maxus »

RiotGearEpsilon wrote:So, a query. Where can I find rules for garottes?
I don't even know if there are any...

My inclination says that they're to be used in grappling, and someone instantly has to start holding their breath if they're being garroted.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
Nihlin
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Post by Nihlin »

There are rules for garrotes in Lute and Loot (Song and Silence). I'm not saying that they're good rules, mind you...
Last edited by Nihlin on Mon Jul 21, 2008 7:36 pm, edited 1 time in total.
RiotGearEpsilon
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Post by RiotGearEpsilon »

Are they adequate rules that you're comfortable using? My chief desire is to be able to silently take down mooks/sentries from behind with a lethal blood-choke or a non-lethal air choke. I've no particular need for them to be effective against serious set-piece foes.
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Post by Judging__Eagle »

RiotGearEpsilon wrote:Are they adequate rules that you're comfortable using? My chief desire is to be able to silently take down mooks/sentries from behind with a lethal blood-choke or a non-lethal air choke. I've no particular need for them to be effective against serious set-piece foes.
The Assassin might.

Make them usable as part of a "hold down" or "grab on" Grapple action. If you maintain you either get to deal damage as if you were dealing a CdG, but you can maintain the grapple and keep CdGing in following rounds.

They deal 1d2 damage; x5 Crit modifier.
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