TEXT: 1
  
  2
  CREDITS
  Created by Joseph Browning
  Edited by Suzi Yee
  Cover Art by David Esbri & Joan Guardiet
  Interior Art by Tamas Baranya, V. Shane
  For information and discussion of Sorcery & Super Science (along with 
  other Expeditious Retreat Press products) stop by the blog of the same 
  name and if you want more gaming material visit www.YourGamesNow.com 
  for more Sorcery & Super Science in PDF form.
  Thanks for picking up Objects Below the Shattered Moon (Volume One) 
  and hope you enjoy and have fun!
  Sorcery & Super Science!, Objects Below the Shattered Moon, Volume One © 2010 Expeditious Retreat Press.
  TABLE OF CONTENTS
  Items ........................................................................................................................3
  Artifacts...................................................................................................................3
  New Creatures........................................................................................................7
  After the cracking of the moon and before the rise of Atlantis the world was a place strange to the 
  thoughts of honest men. The death throes of science amid the birth of magic sculpted new generations 
  of conquerors who strode the lands forging civilizations of steel, sinew, and sorcery from the decrepit 
  hulks of the ones that fell before. Tyrannical wizards, amoral super-scientists, charismatic catalysts, and 
  multifarious mutants battled for wealth, power, and honor. It was ten thousand years of barbarity; ten 
  thousand years spent in the shadowy shells of past glories, hiding from horrible creatures that scratched 
  and skittered for blood; ten thousand years of tyranny and injustice, ten thousand years of
  Sorcery & Super Science
  
  3
  INTRODUCTION
  Part of the joy of gaming under the shattered moon is finding new items 
  and new artifacts. The discovery of something new and usable typically sets 
  off a rapid discussion among the players concerning the best use of the new 
  object and who gets to be the lucky one to use it more than the others.
   
  Beyond the ability of immediate utility, items and artifacts are also 
  recipes for Super Scientists and Sorcerers. They need to have a goodly 
  selection of items and artifacts of varying levels to work with to bring 
  their destiny to its fullest fruition. Most of the objects in this volume are 
  sorcerous artifacts, as there are many more items than artifacts in the core 
  rulebook. This volume should help balance that a bit more and provide a 
  GM with ever-expanding reasons for his players to brave the dangerous ruins 
  of Sorcery & Super Science! Don’t forget that all distances are in yards.
  ITEMS
  Exploratory Dirigible (A) 15: Value 15,750
  Skill Sets: C (A) 1, E (A) 1, Ma (A) 5, Mc (A) 1, R (A) 1; Components: (A) 1 
  (x10), 5 (x5), 10 (x5), 15 (x5)
  Movement: 30/264; Range 5,000 miles; Recharge 1,000 eu, ULF;
  Health 35; DR 5; Armor 2
  Description: A small (100 feet long) dirigible designed for exploration with 
  a ceiling of 10,000 feet. An exploratory dirigible can carry up to 8 passengers 
  comfortably and over 6 tons of gear. It is powered by twin engines and 
  features an impact suppressing balloon made of high-tech materials. Some 
  exploratory dirigibles feature a .30 caliber machine gun mount in a bubble 
  turret on the floor of the gondola.
   
  Exploratory dirigibles invariably contain laboratory equipment which 
  can be used to create a singe construction kit (Advanced) 10. What type of 
  kit depends on the purpose of the exploration for which the dirigible was 
  outfitted. In addition, they contain water-purifying devices as well as the 
  expected collection of ropes, pulleys, and a crane capable of lifting a ton.
  Laser Mace (U) 3: Value 4,825
  Skill Sets: C (A) 5, E (U) 1, Ma (U) 1, Mc (A) 10, R (A) 1; Components: (I) 
  10, 10, 15; (A) 2, 15, 15; (U) 3
  Description: A solid mass of impervium encasing a power cell and laser 
  array, a laser mace looks like a thick-handled, square-headed mace.
  Effects: +5 to damage, +4/ rank 8 bludgeoning melee.  +8 to damage, +4/ 
  rank 8 heat ranged. A laser mace uses 200 eu per shot, providing 5 shots per 
  power cell.
  Power Source: Power Cell (U) 1 for 1,000eu before depletion.
  Range: 0-30, +0; 31-120, -1; 121-200, -3, 201-400, -5
  Tossing Truncheon (U) 1: Value 3,325
  Skill Sets: C (A) 1, E (U) 1, Ma (U) 1, Mc (A) 10; Components: (I) 10, 10, 
  15; (A) 2, 15, 15; (U) 1
  Description: A billy club made out of impervium, tossing truncheons are 
  activated and then thrown at an enemy for a potential knockout.
  Effects: +4 to damage, +4/ rank 5 bludgeoning. Additionally, the target 
  must succeed on a Willpower 10 conflict or be knocked out. A creature 
  heavier than 500lbs. rolls at +2 while a creature smaller than 50lbs. rolls at -1.  
  A tossing truncheon uses 500 eu per shot, providing 2 shots per power cell.
  Power Source: Power Cell (U) 1 for 1,000eu before depletion.
  Range: 0-15, +0; 16-30, -1; 31-60, -3
  ARTIFACTS
  Ankh of  Power (U) 10: Value 96,000
  Spirits: D (A) 1, 5; E (A) 1, 5; P (A) 1, 5; N (U) 1, 10
  Description: An ankh of power is a pure gold ankh with power over life or 
  death. If the owner spends 10 Fortune and places the ankh upon a corpse, 
  the corpse is brought back to life, having all of its former memories and 
  abilities. The newly resurrected creature is very weak, having only 1 Health 
  and 1 Ego. Furthermore, if the owner spends 10 Fortune, a beam of black 
  light may shoot forth from the Ankh, dealing the dying greater combat 
  condition upon any creature the owner wishes that is within 60 feet. The 
  victim may spend 20 Fortune to prevent this from happening, but there is 
  nothing else that can stand between the ankh and the death of those it deems 
  should be dead.
  Fortune: 34
  Arrow of  Divination (A) 1; Value 3,000
  Spirits: D (A) 1; E (A) 1; N (A) 1; P (A) 1
  Description: These arrows always appear as if painted in a single color, 
  depending upon which spirit was placed into the arrow first: D is red, E is 
  green, N is black, and P is blue. When tossed into the air and asked a short 
  question, the arrow will fall pointing to the direction that would best answer 
  the question asked. Each use consumes 1 Fortune, and arrows of divination 
  cannot be refilled as most other artifacts. When empty of Fortune, the arrow 
  crumbles to dust.
  Fortune: 12
  Arrow of  Islands (A) 5; Value 4,500
  Spirits: D (A) 1; N (A) 5
  Description: These unusual arrows create islands when shot into bodies 
  of waters. Each island is approximately 3 acres in size and populated with 
  appropriate flora and fauna according to climate. The arrow is consumed in 
  the process. These arrows are highly valued by peoples leaving near bodies 
  of water as they can create safe-havens protected by a moat of water.
  Fortune: 8
  Bag of  Crushing (I) 10; Value 800
  Spirits: D (I) 1, 5, 10
  Description: These unassuming bags are roughly the size of a large burlap 
  bag. Anything placed within the bag is crushed into dust after the bag is 
  closed with its string tie. The bags are large enough to accommodate a small-
  human. These bags are most commonly used in rubble clearing or mining 
  operations. Crushing non-living material costs 1 Fortune per day. Crushing a 
  living creature requires spending 1 Fortune per occurrence.
  Fortune: 9
  Book of  Spells (U) 1; Value 30,000
  Spirits: D (U) 1; E (U) 1; N (U) 1; P (U) 10
  Description: These well-worn volumes are leather-bound, strapped and 
  pined by a bone pin, and feature a topaz cabochon on the cover. Contained 
  upon the vellum pages is the collected knowledge of the four powerful 
  spirits trapped within. Reading the book of spells requires a full month of 
  focused study, as it contains many more pages than its appearance suggests. 
  After this time the reader hears a new voice he has never heard before and 
  gains a new Basic threshold whisper. In addition, if the reader already knows 
  a whisper, one of his whisper tracks is completed to the Ultra threshold. 
  After reading, the book appears blank to one who has benefited from the 
  work, but full of text to one who has not.
   
  Those foolish enough to try and use the Fortune within a book of 
  spells are immediately drained of all of their Fortune and must succeed on 
  a rank 10 Willpower conflict or release the spirits trapped within the tome, 
  destroying the book of spells.
  Fortune: 20
  
  4
  Bow of  Distance (I) 5; Value 620
  Spirits: E (B) 1, 5; (I) 5, 5; N (B) 1; 5 
  Description: Highly desired by hunters and defenders both, a bow of 
  distance extends the projection of power farther than an enemy could 
  believe. This enchanted bow shoots twice as far as a normal intermediate 
  two-handed ranged weapon. Spending 2 Fortune removes all range penalties 
  for a single shot.
  Fortune: 14
  Bell of  Casting (I) 10; Value 910
  Spirits: E (B) 5; P (B) 1, 5; P (I) 1, 5, 10
  Description: This small hand-held bell drives before it all fae creatures. At 
  the cost of 1 Fortune, the bell rings an unearthly tone. Any faerie hearing 
  the ringing of a bell of casting must succeed against a rank 10 Willpower 
  conflict or flee from the noise for 1 day. A successful conflict renders the 
  faerie forever immune to the tolling of that singular bell while providing a 
  +1 to all rolls for 1 day.
  Fortune: 15
  Bells of  Four Songs (A) 1; Value 3,000
  Spirits:  D (A) 1; E (A) 1; N (A) 1; P (A) 10
  Description: These 4 tiny bells are sewn into a strap of leather. They are 
  perhaps more rightly called jingle bells, for when their owner uses them, he 
  must jingle the strap. Each of the four bells has a spirit within and each bell 
  has a unique property when activated by spending 4 Fortune. Only one bell 
  can be activated at a time. The destructive bell does 6 points of sonic Health 
  damage to all enemies within 50 feet. The elemental bell does 6 points of 
  light damage to all enemies within 50 feet. The protective bell reduces all 
  damage taken by the owner and his friends within 50 feet by 1 point. The 
  necromantic bell is the problematic bell on the strap, for it occasionally rings 
  itself (10% chance) summoning a skeleton warrior from the earth. The 
  warrior focuses all his efforts upon the destruction of the ringer.
  Fortune: 16
  Caduceus of  Peace (A) 10; Value 30,000
  Spirits: D (A) 10; E (A) 10; N (A) 10; P (A) 10
  Description: This staff entwined by two serpents in a double helix is a 
  powerful artifact for peace. When raised upon a battlefield and activated, 
  all combatants stop fighting and find themselves unable to initiate violence 
  of any form for the next 5 minutes. During this period, all combatants are 
  highly amenable to a peaceable accord if there is any chance of such.
  Activating a caduceus of peace requires 5 Fortune and deals 20 Ego damage 
  to the activator. Each successive use of a caduceus of peace by the same 
  individual adds 5 Ego damage to the total taken when used.
  Fortune: 16
  Cat’s Eye Ring (B) 10; Value 250
  Spirits: E (B) 5, 10; P (B) 10
  Description: A cat’s eye ring features a chrysoberyl or other gem that makes 
  a cat’s eye (such as tourmaline, ruby, or spinel). When worn, the bearer gains 
  +2 to all visual sense conflict rolls and has night vision that is twice as good 
  as human normal. This is all well and good, but some cat’s eye rings are 
  eventually taken over and covertly transformed into sensory organs for an 
  inter-dimensional creature hungry for the sanity of all that’s left under the 
  shattered moon…
  Fortune: 6
  Cup of  Security (I) 5; Value 600
  Spirits: E (I) 1; P (I) 1, 5
  Description: A cup of security transforms any liquid placed within into 
  fresh, drinkable water. Each use consumes 1 Fortune.
  Fortune: 9
  Eagle Slingshot (A) 1; Value 1,500
  Spirits: D (A) 1; E (A) 1
  Description: A beautifully-crafted slingshot featuring the head of an eagle 
  sculpted into the frame. An eagle slingshot has a range of 250 yards without 
  any range penalties and has only a -1 penalty to its maximum range of 
  500 yards. It does +3 to damage and deals a + 3/rank 5 piercing combat 
  condition. In addition, the owner of an eagle slingshot gains a +2 to any 
  visual sense conflicts.
  Fortune: 8
  Everlasting Candle (B) 1; Value 20
  Spirits: E (B) 1; P (B) 1
  Description: This candle appears no different than any other until lit. When 
  lit, it gives off just the slightest hint of blue light. An everlasting candle 
  burns for a year’s time before being consumed. It can be lit and relit as a 
  normal candle and has no other special abilities other than its long burning 
  period. All within the candle’s light when the candle finally sputters out gain 
  4 Fortune each. This Fortune gain cannot exceed the normal maximum for 
  the creature.
  Fortune: 4
  Eye of  Anguish (I) 15; Value 2,100
  Spirits: D (I) 1, 5, 15; P (I) 1, 5, 15
  Description: A necklace with a triangle pendant upon which a mystic eye 
  is inscribed, an eye of anguish brings suffering upon its bearer, but benefits 
  others. The bearer of an eye of anguish may transfer permanent injuries 
  from others to himself and use the Fortune within the eye to regenerate 
  from the wound. Regeneration occurs at the normal rate as explained in 
  the Regeneration power, and the bearer spends 4 Fortune to regenerate a 
  minor permanent injury, 6 for a permanent injury, and 8 Fortune for a major 
  permanent injury. Adding Fortune into an eye of anguish causes 5 points of 
  Health and Ego damage per 1 point of Fortune replaced.
  Fortune: 18
  Fairy Balm (B) 5; Value: 350
  Spirits: E (B) 1, 5; P (B) 1
  Description: This mild unguent tastes like honey and, if eaten, will provide 
  a day’s worth of sustenance. However, this is not the common use for fairy 
  balm. At the expense of 1 Fortune, fairy balm placed in the eyes allows one 
  to always see fairies, if they are present, for 1 day. Fairy balm is a consumable, 
  and the artifact is destroyed when it runs out of Fortune. Fairy Balm cannot 
  be refilled with Fortune by a Sorcerer.
  Fortune: 6
  Fairy Bread (B) 5; Value: 350
  Spirits: E (B) 1; P (B) 1; 5
  Description: A small loaf of delicious-smelling bread, this comestible 
  
  5
  remains fresh until consumed. When offered to a an individual or group 
  (and at the expense of 5 Fortune), all those offered the fairy bread must 
  succeed on a rank 6 Willpower conflict or accept the loaf and begin eating. 
  Those eating will defend if attacked, but will not initiate conflict. A fairy 
  loaf feeds as many creatures as it is offered to, and those eating need not eat 
  again for 24 hours.
  Fortune: 6 
  Flying Carpet (A) 10; Value: 11,450
  Spirits: E (I) 1, 2; E (A) 5, 10; N (I) 1
  Description: Flying carpets are the stuff of ancient legend, and only hand-
  woven rugs of natural materials may become flying carpets. Each carpet 
  can hold up to 6 people while traveling at 45mph/396. During the ride, the 
  necromantic spirit bound to the carpet leaves the rug and flies alongside the 
  carpet, ensuring that any individuals upon the carpet do not fall off. Each 
  hour of transit uses 1 Fortune.
  Fortune: 17
  Foul Feathers (I) 10; Value: 500
  Spirits: D (I) 10
  Description: These imbued feathers from a water fowl shoot forth from the 
  palm of their owner, targeting a victim within 50 feet. The feathers attack with 
  a Combat 12, dealing 6 points of Health damage and inflicting the Poisoned 
  combat condition unless the target succeeds on a rank 4 Fortitude conflict. 
  Using a foul feather requires spending 5 Fortune and consumes the feather in 
  the process. Up to 5 foul feathers may be created using a single spirit.
  Fortune: 3
  Four Leaf  Clover (B) 20; Value 20
  Spirits: E (B) 20
  Description: A proverbial source of good luck, four leaf clovers are one of 
  the few artifacts found in the wild pre-imbued with a spirit. If the possessor 
  spends 1 Fortune, he gains a +1 to all rolls for the next 24 hours. The 
  Fortune within a four leaf clover cannot be refilled, and the spirit within is 
  released when the Fortune is depleted. Some speculate that four leaf clovers 
  are the final aspect of an Elemental Spirit (Basic) before it reincarnates into 
  an Elemental Spirit (Intermediate).
  Fortune: 2
  Golden Goose (A) 1; Value
  Spirits: E (I) 20, (A) 1
  Description: A golden goose is a goose that lays golden eggs. They are in 
  all other ways normal. A golden goose will lay a gold egg worth 400-600bv 
  once per week. They scare easily and will not lay a golden egg if they suffer 
  a serious fright during the week.
  Fortune: 7
  Horse of  Eternal Emptiness (A) 1; Value 2,250
  Spirits: D (A) 1, 1; E (A) 1
  Description: The horse of eternal emptiness is a hollow, bronze, full-sized 
  statue of a horse featuring a latched door on the underbelly. When the latch 
  is released, the door falls open and air begins rushing into the vast blank 
  darkness within the bronze statue. The statue sucks in air at the rate of 100 
  cubic feet per turn. After 1 minute, the statue begins draining 1 Fortune per 
  turn from all living creatures within 20 feet to power its eternal vacuum. 
  Every point of Fortune drained provides the horse of eternal emptiness 
  another minute’s time and when the horse runs out of drained Fortune, it’s 
  door closes and latches. The latch may be closed manually, but doing such 
  requires a successful rank 8 Agility conflict check and then a successful rank 
  8 Strength conflict.
  Fortune: 12
  Lamp of  Shining Terror (I) 15; Value 1,700
  Spirits: N (B) 20, (I) 5, 10, 15
  Description: A lamp of shining terror is a simple terracotta lamp, but the 
  spirits within bring visions of things not to be seen. When lit, the lamp 
  provides no light and instead shines beyond the boundary, forcing those 
  within 20 feet of the lamp to see things not meant for the living mind. Such 
  a vision causes fear and may even cause unconsciousness and death. All 
  viewing the area must roll against a rank 20 Intuition conflict every turn with 
  effects depending upon the result. A greater success causes 2 Ego damage 
  and the victim is at -2 to all rolls for the next 10 minutes. A success causes 
  4 Ego damage and the victim is at -6 to all rolls for the next 10 minutes. A 
  failure by 1-5 has the same effects as a success and also terrifies the viewer 
  who flees by the fastest possible method for the next 5 minutes. A failure by 
  6-10 causes unconsciousness for 10-40 minutes. A viewer who fails by more 
  than 10 begins dying and suffers a permanent Intuition injury.
   
  Luckily for the viewers of the land beyond the barrier, the living mind 
  quickly forgets what was seen in its entirety, but forever remembers that at 
  one time, it saw what no sane mind should ever see. Those who suffer a 
  permanent Intuition injury forever hear a new whispering voice and gain the 
  Spirit Touched highlight, even if a Sorcerer. Such gain only happens once.
  Fortune: 11
  Pea of  Plenty (I) 3; Value 160
  Spirits: E (I) 3; P (B) 1
  Description: When placed in the ground, watered, and left for a day, this pea 
  sprouts into a large pea plant providing enough food for a single meal for 10 
  people. The peas are normal in all respects, and a pea of plenty is consumed 
  when planted.
  Fortune: 5
  Ring of  Rage (I) 5; Value 1,050
  Spirits: D (I) 5, 5, 5; E (I) 5; N (B) 5
  Description: This plain bone ring contains the essence of anger. Spending 3 
  Fortune, the wielder can release the spirits within against an enemy no more 
  than 200 feet away. The insubstantial spirits fly with unearthly speed, leaving 
  in their wake a trail of oily black smoke, to fly through their target and return 
  to the ring as quickly as they left. A target hit by a ring of rage must succeed 
  on a rank 12 Willpower conflict or fly into an all-consuming rage for the next 
  minute. During this period, the target is immune to any mind effecting magic 
  or technology and suffers a -3 to Combat for defensive purposes. Taking off 
  a ring of rage makes it angry. Doing such causes 4 Health damage.
  Fortune: 14
  Ring of  the Serpent (B) 5; Value 100
  Spirits: D (B) 1, 1; E (B) 1, 1, 5; P (B) 1
  Description: Rings sculpted to look like coiled serpents, these artifacts allow 
  speech with snakes at the expense of 1 Fortune per 5 minutes.
  Fortune: 12
  Roach of  Doom (U) 5; Value 45,600
  Spirits: N (B) 10, (I) 10, A (10), (U) 5
  Description: One of the most unusual sorcerous “objects,” a roach of doom 
  appears as just a normal roach to all but sorcerers. This, of course, is far from 
  reality, for dwelling within the hapless insect are four necromantic spirits. 
  Upon command and the expenditure of 5 Fortune, the roach of doom 
  transforms into a winged, man-eating mastodon under total command of its 
  owner. It will remain for 1 hour before turning back into a normal roach. A 
  roach of doom lives for 100 years. If drained of all Fortune, it dies. Every 
  use of a roach of doom has a 1% cumulative chance of error, resulting in a 
  winged, man-eating mastodon desirous of consuming the being that called it 
  forth to the exception of all other actions.
  Fortune: 14
  Rod of  Opening (I) 4; Value 500
  Spirits: D (I) 5, 5
  Description: Appearing no different than a short rod of wood or metal, a 
  rod of opening opens locks of all kinds at the expense of 5 Fortune. When 
  encountering a lock, the rod of opening engages in any opening conflicts at 
  rank 20.
  Fortune: 6
  Sigil of  Closure (B) 5; Value 100
  Spirits: P (B) 5, 5
  Description: A piece of paper inscribed by a sigil made from the spirit-stuff 
  of the spirits within, a sigil of closure holds fast any door when the paper is 
  placed against it and 10 Fortune is spent. Spending the Fortune consumes 
  
  6
  the sigil. Opening a door upon which a sigil of closure has been placed is 10 
  times harder than normal.
  Fortune: 4 
  Skeleton Teeth (I) 10: Value 1,500
  Spirits: D (I) 5, 10 N (I) 5, 10
  Description: Seven teeth pried from skulls and infused with spirits, skeleton 
  teeth are thrown upon the ground to summon one skeleton warrior per 
  tooth. The summoning requires 10 Fortune. The warriors are under the 
  command of the caster of the teeth and can understand simple orders. 
  The warriors animate for 1 hour before returning to the earth. After the 
  skeletons return to the earth, the caster will find that 1 fewer tooth remains 
  in the set, meaning that skeleton teeth can be used 7 times, each time with 
  progressively fewer warriors. When returning to the earth after the final use, 
  there is a 10% chance that the last skeleton will leave behind 7 teeth - a new 
  set of skeleton teeth. 
  Fortune: 12
  Snake Staff  (A) 5; Value 5,250
  Spirits: E (A) 5; D (A) 1; P (A) 1
  Description: Truly a staff of legends, when thrown upon the ground and 
  commanded by the owner, a snake staff turns into a large snake. The snake 
  obeys the commands of its master and remains active for 1 hour. The staff 
  defaults to a large constrictor snake (costing 1 Fortune), but it can also bring 
  forth a poisonous serpent (costing 4 Fortune).
  Fortune: 9
  Spirit Seal (A) 10; Value 15,000
  Spirits: D (A) 10; P (A) 10
  Description: This waxen seal is a weapon of unusual make, about the 
  diameter of a man’s hand. If placed upon the body of any spirit made 
  flesh (requiring a hit in combat and the expenditure of 5 Fortune), it traps 
  that spirit in flesh and brings the spirit under the control of the seal maker 
  unless the spirit succeeds in a rank 20 Willpower conflict in which it cannot 
  spend Fortune. A controlled spirit obeys all commands of its controller, but 
  continually desires to be free. Any living creature (not spirits) can remove 
  a seal from a spirit by making a successful rank 10 Willpower conflict. A 
  freed spirit is banished beyond the boundary for a year’s time, after which it 
  returns, somehow transformed into a destructive spirit of 1 threshold higher 
  - a spirit desiring nothing more than to kill the one who bound it.
  Fortune: 6
  Stormwatch (I) 5; Value 750
  Spirits: E (I) 1, 2, 3, 4, 5
  Description: A stormwatch is a well-crafted mechanical pocket watch that 
  is frozen at 11:59. Spending 2 Fortune allows the bearer of a stormwatch to 
  predict the weather for the next 24 hours with complete accuracy. Spending 
  5 Fortune allows the bearer to decide what he would like the weather to be 
  for the next 24 hours as long as such is appropriate for the season (ie. no 
  snows in summer). The weather desired excludes unique weather events such 
  as hurricanes and tornadoes.
  Fortune: 15
  Sword of  Will (A) 5; Value 7,800
  Spirits: D (A) 5; P (I) 1, 5; P (A) 5
  Description: A sword of will is a fearsome weapon in the hands of one 
  with the guts to wield it. Spending 1 Fortune allows its wearer to add to the 
  damage of a hit by subtracting from his Ego up to an amount equal to his 
  Willpower score. If more than 5 points of Ego are used in this manner at 
  one time, the wielder must succeed on a rank 4 Willpower conflict or become 
  staggered, -3 to all rolls for his next turn. A sword of Will flashes a deep 
  green color when using its wielder’s Ego in exchange for damage. A Sword 
  of Will recharges 1 Fortune per week.
  Fortune: 14
  Tome of  the Dark Arts (U) 10; Value 577,500
  Spirits: D (U) 1, 2, 5, 10; N (U) 1, 2, 3, 4, 5, 6, 7, 8, 9, 10
  Description: The ultimate tome of forbidden knowledge, the tome of the 
  dark arts is a fairly unassuming leather-bound volume featuring brass corners 
  and a silver pentagram on its cover, but the 256 parchment leaves within are 
  made from the skin of human infants cured in a solution of lime and the 
  blood from 100 human tongues. Preparing the tome is typically the work of 
  a lifetime, and they are jealously guarded by their owners.
   
  After a year’s study, the owner of a tome of the dark arts begins to hear 
  a virtual cacophony of voices in his head, providing access to 5 randomly-
  determined full tracks of whispers. Each track is gained at the rate of one 
  per month. These whispers can only be powered by Fortune from the tome 
  of the dark arts. Unlike other artifacts, the Fortune within a tome of the dark 
  arts is not included when determining the maximum amount of Fortune a 
  character may possess, but the Fortune also cannot be used for any other 
  purpose other than powering its whispers.
  Fortune: 70
  Trollbridge (A) 20; Value 30,000
  Spirits: D (A) 2, 8, 20; E (A) 10
  Description: A trollbridge is the name given to any bridge upon which 
  a sorcerer has affixed a small clay troll statue. When any sentient creature 
  travels upon the bridge, the troll animates and grows to a full-sized troll that 
  accosts the passers-by for a toll to pass the bridge. Anything of 100bv or 
  more appeases the troll, who takes it and melds it into his body. Anything 
  less offends the troll, and, unless quickly offered something appropriate, the 
  troll attacks. Those providing treasure to the troll are allowed to pass over the 
  bridge for a week’s time.
   
  Once per week and at the cost of 5 Fortune, the creator of a troll bridge 
  may travel upon the bridge, and the troll will appear to give its master all of 
  the treasure it has acquired. A troll defeated in combat drops the most valuable 
  item contained within its body and is prevented from animating for a month.
  Fortune: 16
  Training Harness (A) 5; Value 5,000
  Spirits: D (A) 1, 5; E (I) 10
  Description: These harnesses magically expand or contract to fit around any 
  biped between 1-12 feet tall. They are nigh unbreakable (rank 40 Strength 
  conflict) and even when broken, magically repair themselves in a week’s 
  time. A creature wearing a training harness must obey the commands of the 
  harness master, or the harness contracts around the airway of the wearer, 
  eventually causing a knockout and even death if the harness master spends 1 
  Fortune to start the contraction. Putting a harness on an individual requires a 
  minute’s time and can only be placed upon compliant or unconscious targets. 
  Becoming a harness’s master is a painful affair, causing a loss of 5 Health 
  that is only regained at the rate of 1 Health point per week, as opposed to 
  normal healing rates.
  Fortune: 11
  
  7
  NEW CREATURES
  Some of the new artifacts in this volume summon or transform into the new 
  creatures listed below.
  LARGE CONSTRICTOR SNAKE
  Snake (Basic)
  C2 A0 S3 F6 R-4 I4 W1: Ego 14: Health 22: Fortune 12
  Movement 1/9
  Description & Information: Not all animals are mutated under the 
  shattered moon. Large constrictor snakes are big varieties of constrictors, 
  such as the anaconda or Burmese python. Reaching up to 20 feet in length, 
  they only pose a threat to a single person at best, but they have a nasty bite 
  and powerful muscles. 
  Intrinsic Powers
  • Large constrictor snakes are hard to see when hiding, requiring a 
  successful rank 10 Intuition conflict. If specifically looking for a 
  snake, reduce to a rank 4 Intuition conflict.  
  • They are tough and reduce Health damage by 2 points per hit.
  • The bite of a large constrictor snake deals +2 piercing damage per hit 
  and a +4/ rank 2 combat condition. If a creature up to man-sized 
  is bitten, the snake wraps itself around its victim, dealing 1 point 
  of bludgeoning damage per turn. An encoiled victim moves at 1⁄4 
  speed and may break the hold by succeeding on a rank 4 Strength 
  conflict. Unlike normal, the large constrictor snake may spend 
  Fortune to reduce the victim’s roll to escape. A failed escape deals 
  2 additional points of Health damage and increases the Strength 
  conflict necessary to escape by 1 rank per failed attempt.
  LARGE POISONOUS SNAKE
  Snake (Intermediate)
  C4 A4 S0 F2 R-4 I6 W1: Ego 10: Health 20: Fortune 13
  Movement 2/18
  Description & Information: Like their larger constrictor cousins, large 
  poisonous snakes pose a challenge to those traveling in temperate or tropical 
  environments. Common varieties of large poisonous snakes are the eastern 
  diamondback, black mamba and the 18-foot-long king cobra. These snakes 
  are predators that rely upon their poison for success. 
  Intrinsic Powers
  • Large poisonous snakes are hard to see when hiding, requiring a 
  successful rank 12 Intuition conflict. If specifically looking for a 
  snake, reduce to a rank 5 Intuition conflict.  
  • They are thin and quick, reducing Health damage by 1 point per hit 
  except for area effects.
  • The bite of a large poisonous snake deals +0 piercing damage per hit 
  and a +2/ rank 2 combat condition and delivers a poisonous dose. 
  A bitten creature must succeed on a rank 20 Fortitude check or 
  become poisoned. In addition, after an hour’s time, the victim must 
  against succeed on a rank 20 Fortitude check or become poisoned 
  again. One does not lightly fight with a poisonous snake.
  SKELETON WARRIOR
  Sorcerous Construct (Basic)
  C4 A1 S3 F4 R-3 I1 W2: Ego 8: Health 24: Fortune 12
  Movement 5/44
  Description & Information: Summoned by powerful magics, skeleton 
  warriors claw their way out of the ground equipped with either longsword 
  and shield or spear and shield. Their shields are small round affairs, brightly 
  colored with insignias of octopi, elephants, lions, or other fiercely drawn 
  animals. Their shields and weapons appear battered and old, but are actually 
  well-crafted and quite dangerous.
  Intrinsic Powers
  • Skeleton warriors are tough, reducing Health damage by 4 points per 
  hit for piercing damage, 2 points for slashing damage, and 1 point 
  per hit for bludgeoning damage.   
  • Their shields absorb the first 10 Health damage. After absorbing the 
  damage, they are knocked out of the grip of the skeleton warrior, 
  remaining irretrievable on the ground. When a skeleton warrior 
  is killed, its shield may be retrieved and functions as a medium 
  shield. 
  • The swords and spears of a skeleton warrior do +5 slashing damage 
  and a deal a +4/ rank 5 combat condition in melee. The spears can 
  be thrown up to 60 feet with no range penalty, and if they hit and 
  draw blood, the throwing skeleton warrior is instantly teleported 
  to the spear, appearing with spear in hand. Swords, but not spears, 
  are left behind when a skeleton warrior is destroyed.
  TROLL
  Sorcerous Construct (Advanced)
  C12 A12 S12 F12 R0 I0 W0: Ego 24: Health 96: Fortune 48
  Movement 10/88
  Description & Information: 12 feet of shaggy, dark-purple muscle, trolls 
  have heads twice as big as they ought, and their teeth grind and grimace. 
  Their arms reach to the ground, and their bulbous and hunched backs glisten 
  with the foul sweat that constantly coats the entire body of a troll.
  Intrinsic Powers
  • Trolls are tough as hell. All Health damage is reduced by 10 per hit.   
  • Trolls are highly flammable. Their sweat catches fire quickly and burns 
  for a long time. Any creature within 10 feet of a burning troll 
  suffers 2 points of heat damage.
  • Trolls are immune to heat damage.
  • Trolls attack with their powerful arms and vicious bites. An arm attack 
  does +6 bludgeoning damage and deals a +4/ rank 6 combat 
  condition while a bite does +6 piercing damage and deals a +4/ 
  rank 6 combat condition.
  WINGED CARNIVOROUS MASTODON
  Sorcerous Construct (Intermediate)
  C8 A1 S12 F12 R-3 I1 W1: Ego 22: Health 66: Fortune 32
  Movement 10/88 (fly at 40/352)
  Description & Information: Brought to existence by powerful magics, 
  winged carnivorous mastodons are dangerous combatants. They are 
  relentless and totally unconcerned with survival. Winged carnivorous 
  mastodons are strong enough to transport up to 2 tons when flying.
  Intrinsic Powers
  • Winged carnivorous mastodons have thick skin - all Health damage is 
  reduced by 4 points.
  • Possess senses greater than human +2 on any sense conflicts.
  • Winged carnivorous mastodons attack with a terrible bite, dealing +8 
  piercing damage per hit and a +4/ rank 8 combat condition.
  
SOURCE: textdata/thevault/Sorcery & Super Science/Sorcery & Super Science Objects Below the Shattered Moon.pdf