Cornelius Rattlebag’s Magic Emporium

Jan 6, 2013 by

A Rogue Artificer’s Catalog of Steampunk Goods

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This is my entry into the 2012 Secret Santicore project (as was posted about here on Wampus Country). The request was for a some steampunk magic items for a rogue artificer. To be honest, I wasn’t exactly sure what a rogue artificer was, but I extrapolated out to ‘neat Steampunk magic items’ and went from there. You can also access the catalog via google drive at this link. There’s some more things I’ve been wanting to add, but I haven’t gotten a chance to. My hope is that when I make a change I’ll keep this up to date with a changelog to show you what’s new.

Also be sure to check out the rest of the Secret Santicore projects. There’s a metric shit-ton of awesomely usable material there. Get ready to dive in. 

Optional Rule: Random Items


 Random Item Table

Optional: Roll here to give out a random magical item from this list. Many items have additional rolls for their specific features.

1d10 Item
1 Spare Parts Jewelry
2 Clockwork Insect
3 Eagle-Eye Monocle
4 Neverbreak Long Chain of Egress
5 Mimic Tome
6 Everlight Lantern
7 The Timetaker 1900
8 Liquid-Buffered Intensity Transducing Vision Enhancers
9 Mr. Parsni’s Build-Your-Own Accessories
0 Clockwork Insects

Accessories


Mr. Parsnip’s Build-Your-Own Accessories

The most ubiquitous of personal accessories – the parasol or the cane – is also the most modifiable of accessories. At Mr. Parsnip’s, we value your continued patronage and work to exceed your every wish.

Canes, parasol, staffs, and the like can be filled with any number of gadgets or accessories. The higher quality the accessory, the more options are available for modifying. See tables below for the whole list.

Optional: To randomly pick a magical item, first roll 1d10 to find out which implement, then roll 1d10 to fill the capacity. If an effect would take more capacity than is available on the item, reroll the d10. 

1d10 Implement Capacity
1 Common Walking Cane 2
2 Common Parasol 2
3 Umbrella 2
4 Walking Stick 2
5 Fine Walking Cane 3
6 Fine Parasol 3
7 Scepter 3
8 Deluxe Parasol 4
9 Deluxe Walking Cane 4
0 Staff 5

 

1d10 Effect Capacity
1 Single-Shot Derringer [2]
2 Spring-Loaded Stake in Handle [1]
3 Lockpick Kit [1]
4 Speyeball [1]
5 Hypodermic Needle [1]
6 Sword [2]
7 Storage [1]
8 Torch [1]
9 Shotgun [4]
0 Timetaker 1900 [2]

Neverbreak Long Chain of Egress

These chains can be fastened into bracelets, anklets, watch chains, monocle chains and eyeglass chains. Ordinarily, they look like finely-crafted round snake chains made from gold. Then activated with a tug, however, the chain begins to grow in length, up to 50′ long. It is resilient enough to hold up to 600 pounds of weight without breaking, and loose enough to be able to be tied into knots if necessary. When a Neverbreak chain is cut, the piece cut off becomes an ordinary jewelry chain, but the larger, remaining piece grows back the lost chain to once again become 50′ long.

The Timetaker 1900

This elegant timepiece is a little more than just an extraordinarily elegant pocket watch. The inside clockworks actually spin and weave the very strands that make up the fabric of time and space. By setting the timepiece back to up to twelve hours back in time, the user can see what happened in the place where they are standing. This seeing is similar to clairvoyance. The user sees in his or her mind a series of events that occurred in that space at that time.

Use of the device is limited to once per day, and it only allows the user to see into the past, not the future.

Charms & Baubles


Spare Parts Charms

These tiny charms can either be worked into a piece of earring (such as being set into a ring), or used as charms in a charm bracelet, or on a necklace. Earrings, necklaces, charm bracelets, watch chains, rings, etc., can all include Spare Parts Charms. Each charm resembles a tiny versions of various types of sprockets, cogs, springs, spindles and the like. They make eclectic pieces of jewelry that can be dressed up with the addition of additional charms such as gemstones or pearls.
Their true power comes in their magical properties. When placed alongside a broken part or placed in the space of a destroyed part, the charm actually becomes the exact size necessary for that particular part, even changing slightly in size when necessary to become the exact broken part.
Each charm corresponds to a specific type of part. Once a charm is used, it can not return to being a charm again, but charms can be replaced individually. Note that the charm can replace an individual part. It can not work miracles and fix a machine that’s been completely destroyed or has had catastrophic failure.

Optional: To choose a random piece of jewelry, roll on the chart below, then start it with the number of charms indicated.

1d10 Type of Jewelry # of Charms
1 Necklace 1d10
2 Earrings 1d10 (Divide by 2 for # on each earring)
3 Bracelet 1d10+2
4 Watch Chain 1d10+2
5 Keychain 1d10
6 Ring 1d10/2
7 Brooch 1d10/2
8 Haircomb 1d10/2
9 Cravat Pin 1d10
0 Monocle Chain 1d10/2

Speyeballs

Speyeballs literally spy on things for you. They’re created by taking a creature’s eye (some particularly gothic artificers rumored to be into necromancy have done this with human eyeballs, but most artificers prefer animal eyeballs) and preserving it in resin while performing a very specific magical ritual. The completed eyeball is close to indestructible, and will spy on behalf of the owner. The eyeball simply needs to be left in a place where it has a clear view of the area. Later, the owner can retrieve the eyeball, wind up a clockwork mechanism on the back, and look into it to see what visions the eyeball soaked up while it was left out.
Speyeballs can be put into nearly any setting. They’re popularly found in everything from rings to the handle of parasols.

Clockwork Automatons


Clockwork Insects

These little bugs are made out of clockwork materials and gemstones so that they resemble the real thing. They’re imbued with enough magic to take telepathic commands of a slightly-more-than-simple variety. Emerald-green beetles, bright yellow wasps, black-as-night spiders… each one can hold a certain amount of modules to help it assist in it’s task. Anything from gas canisters to handguns can be mounted on these little insects.

Optional: To randomly pick an insect for treasure, roll below to select the bug, then again as many times as required to fill the capacity. If a roll results in an effect that will not fit the insect’s capacity, reroll until one comes up that does.

1d10 Insect Capacity
1 Emerald Scarab 2
2 Onyx Widow** 3
3 Citrine Hornet* 1
4 Peridot Mantis** 2
5 Ruby Ladybug* 1
6 Brass Dung Beetle 3
7 Jade Grasshopper 2
8 Sapphire Butterfly* 1
9 Garnet Bumblebee* 1
0 Cobalt Tarantula** 3

* Capable of flight
** Capable of wall-walking

1d10 Effect Capacity
1  Gas [2]
2 Hypodermic Needle [1]
3 Speyeball [1]
4 4-Shot Pistol [3]
5 Lockpick [1]
6 Skeleton Key [1]
7 1 Charge Mancatcher Net [2]
8 1 Claw Grip [1]
9 Toolkit [2]
0 Welding Torch [3]

Mimic Tome

The Mimic Tome is truly our finest and most impressive piece of work. It represents years of testing with Magical Intelligent Instruction Code (MIIC) and Miniaturization Technologies (MT). Mimic Tomes are difficult to make and, as a result, are incredibly rare, highly coveted, and very expensive.
In order to create each tome, the artificer must FIRST create tens of thousands of tiny, clockwork automatons (called ‘pixelbots’). These already-small pixelbots are then imbued with magical intelligence and made even smaller, until they are only visible with the aid of a magnifying glass. The pixelbots then come together to form the fabric of the individual pages of the tome. The pixelbots have two main ‘sides’ capable of either being black or white.
The outer shell of the Mimic Tome contains the appropriately magic-imbued clockwork designed to be the Main Controller of the tome’s MIIC. It is responsible for organizing all of the tiny pixelbots into pages.
When the Mimic Tome is placed on top of another tome, document, painting, or any reproducible piece of work, the Main Controller sends out the pixelbots to conform to the structure of the item. They form a sheet, each remember their particular ‘state’, then dissolve again to return to the Tome. This process is done relatively quickly, but can still take some time, particularly for larger or more complex works. The end result is a tome that perfectly mimics whatever it was set upon (within reason and in black and white), allowing the user to peruse the information at their convenience.
These tomes look like thick, heavy book. They are bound in metal with exposed clockwork on the front, spine, and back of the book. The clockwork actually functions as an inconspicuous combination lock. The tome will only function in ‘Mimic’ mode if the lock is set properly.

Miniaturized Clockwork Automaton

These little devices are disguised as small jewelry (most often cufflinks or earrings), and are infused with just enough magical energy to receive a single instruction to perform one simple task. These little automatons could, for example, fly through a keyhole and push a button on the other side or inject someone with poison, but they could not open a safe with a combination or handle any sort of complex logic. When we’ve tested giving these automatons more complicated instructions, they most often ended up in a logic loop and shut down.
The design of the automatons are fairly simple. They operate by a single rotor and are wound up prior to use by the individual using it. Their range is approximately a 50′ radius before they shut down. The magic in these automatons comes in their ability to take instruction. After the initial deisign, they are infused with magic as both a source of power and as a source of intelligence.
Exact decorative designs vary, but the miniature automatons are generally designed to be inconspicuous. Individual payloads (such as a poisoned pod, a syringe, or a tool) are often disguised as jewels and baubles. The only distinguishing factor that all of these tiny automatons maintains as the same is the rotor design. As such, the blades are often part of the earring or cufflink’s design, most often as the post and backing.

1d10 Payload
1 1 Dose Paralyzing Poison
2 1 Dose Lethal Poison
3 1 Shot Derringer
4 1 Claw
5 1 Speyeball
6 1 Mini Screwdriver
7 1 Spanner
8 1 Dose Truth Serum
9 1 Dose Tear Gas
0 1 Dose Pepper Spray

Eyewear


Eagle-Eye Monocle

The best way to not get caught doing something is to make sure you do it as far away as possible. The Eagle-Eye Monocle makes this dream a reality – with style. When collapsed, the monocle looks like an ordinary, fine gentleman’s monocle. When expanded, the monocle becomes a telescope capable of seeing up to 500 yards away. A magical enchantment then allows the user to use any effect as if they were standing at the position the telescope is focused, thereby increasing the range of many spells ore spell-like effects to 500 yards.

Liquid-Buffered Intensity Transducing Vision Enhancers

Goggles, monocles, blinkers, pincenez, rims, specs, they’re all over the place these days, and now you can get yours especially enhanced for various tasks. The lenses themselves are made up of two thin pieces of glass that are filled with a liquid enchanted to give the viewer a particular type of sight. Only one effect can exist per lens. Some airship pirates have been known to make shutters for their goggles so that they can have two different lenses, but only use them one at a time.

Optional: To randomly choose a set of vision enhancers, roll first on the first table to choose a setting, then on the second table to choose a lens color.

1d10 Setting # Lenses
1 Googles 2
2 Glasses 2
3 Chain Monocle 1
4 Clip-On Monocle 1
5 Pincenez 2
6 Reading Glasses 2
7 Spectacles 2
8 Bifocals 2 (+ Magnification)
9 Jeweler’s Glasses 3 (1 Flip-Down Monocle)
0 Trifocals 2 (+ Magnification x 2)

 

1d10 Lens Color Effect
1 Red Read Language Sight
2 Green Ghost Sight
3 Yellow Thermal Vision
4 Clear Magnification x5
5 Purple Aura Viewing
6 Blue Magic Item Aura Vision
7 Light Green Low-Light Vision
8 Orange Read Magic Sight
9 Magenta Astral Viewing
0 Light Blue X-Ray Vision

Survival Gear


Everlight Lantern

One of the bare necessities of working as an artificer is conjuring up enough light to work well into the wee hours of the night. That is why the Everlight Lantern is one of our most common and most plentiful of creations. Built with a flame that is kept in magical stasis, this lantern sheds light and heat without ever expending oil or blowing out. It looks like a brass, hooded lantern, and can only be ‘put out’ by closing off the shutters.