much violence is done with the body alone in the Stolen World; your guts can be braided with wire until they turn to garottes, your gums studded with poisoned shells, your ribs pierced with stone rings until they are like stone themselves. still, some do not not wish to bring war with them wherever they go, and make weapons and armor they can shed more easily. for either, these are the materials they use.
wood is used in many weapons, but does not count as a material; wooden clubs are set with stone teeth, wrapped with metal bands, etc.
in the case of a ranged weapon, it is the material of the ammunition that counts, not the weapon itself.
Metal (when metal arms or armor are openly seen, people will flee, unless they are armed with ceramic or stone, in which case they will attempt to drive you away, attacking if you refuse. metal arms and armor rust to useless if they get wet 3 times, or stay wet for 3 days, without being oiled in between)
Ceramic or Stone (most common, broken by striking Metal)
Ceramic or Stone (most common, broken by striking Metal)
Bone (bone arms and armor carry some property of the creature they come from, and are broken by striking Stone or harder. )
- fish (fishbone arms and armor gain, rather than lose, velocity in the water.)
- bird (can be thrown accurately no matter the size or shape of the weapon. bird-bone armor allows you to long jump or safely glide down from double your height.)
- frog (when something is first struck by a frog bone weapon, its natural heat or venom is neutralized for around a minute. armor of frog bone lets you pass through fire unharmed.)
- water buffalo (the first blow struck by a weapon of water buffalo bone is not felt, though it is as deadly as ever. the first blow received while wearing armor of water buffalo bone is not felt.)
- ape (first time a creature is struck by ape bone, they will imitate the next action the one who struck them takes. if you are wearing armor of ape bone, anyone who imitates your actions exactly will succeed or fail just as you did.)
- tiger (tiger bone is hot enough to light grass or hair on fire and, after a time, boil water.)
- gentle death. takes effect after suffering pain. makes delicate, light touch extraordinarily, even lethally painful; though it does not cause wounds, the body responds as though it does.
- reeking oil: an emetic. takes effect the next time you experience a strong smell or taste, whether pleasant or unpleasant.
- brain paste: anyone dosed will sleepwalk relentlessly the next time they go to sleep and will be prone to wandering away from where they laid down.
- tremble-powder: takes effect when startled. causes the victim to convulse uncontrollably. a triple dose will induce a heart attack if they are startled.
- earth eater: takes effect after a night’s sleep. anyone dosed will hunger for nothing but mud and dirt though they can still be force fed and metabolize ordinary food. they will eat the earth they walk on as they go. it will take about a week to kill someone this way BUT a day’s worth of eaten stones or gravel counts as a week. Each additional dose increases the amount they eat by 1x.
- peaceworm: takes effect the next time the victim attempts a violent act. each dose forces a single violent thought to squirm free of the brain; the victim may attempt to restrain it and choke it back down.
- sundrop: takes effect the next time the victim looks directly at the sun. puts them into a coma in which they can still feel all pain inflicted on them.
- bonesprout: takes effect the next time the victim breaks a bone; their entire skeleton grows into sharp, spiraling lances, like an urchin inside a rag of flesh.
Glass (can be infused with color, but breaks 1:2 times after striking, and breaks when striking Shell or harder.)
- mirrored: the first strike with a weapon of mirrored glass also blinds the one struck till their next action. the first time mirrored armor is struck by a given attacker, they are blinded.
- toothsome: horrible cursed color of the Starving Emperor's teeth. anyone struck, while they will still defend themselves, will insist they deserved it afterward to any third party, and any who strike someone wearing armor of toothsome glass will, after the conflict, repent and seek to make amends.
- moonsilver: anyone struck wakes up and cannot sleep until their wound is healed. wearing moonsilver glass armor prevents the wearer from sleeping. both arms and armor ward off thoughts and dreams.
- dreaming emerald: can be loaded with the thought of single, strong emotion. the thought crawls into to the next one struck (in the case of a weapon), or striking, (in the case of armor.)
- rose: onlookers who see the strikes of rose glass weapons are awed by the beauty of the scene and unless they are convinced otherwise will not move to stop it. any who sees someone struck while wearing rose glass armor are moved to sympathy for the wounded, though not to action.
- adamant: the color of Virset, a leaden hue of epileptic grey. it can harm the Hounds of Id, and whatever part of the body wears adamant glass cannot be compelled to move by those invisible creatures. adamant glass is harder than metal, and if metal strikes it, the metal breaks. still, adamant glass breaks on a 1:6 after striking or being struck, and, if it breaks, a shard unerringly pierces its wielder’s heart.


Comments
Post a Comment