Jǫtunheimr: Heroic Loot Grab
- Daniel
- Daniel (Lars)
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Jǫtunheimr: Heroic Loot Grab
Jǫtunheimr: Heroic Loot Grab
You found what in the ice castle?!
Pick up a heroic level item, or add 3 modifications to existing gear. Post it here for approval.
Enjoy!
Look what others are making: http://savagerifts.com/sr/viewtopic.php?f=136&t=2124
You found what in the ice castle?!
Pick up a heroic level item, or add 3 modifications to existing gear. Post it here for approval.
Enjoy!
Look what others are making: http://savagerifts.com/sr/viewtopic.php?f=136&t=2124
- Libertas Magicum
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Re: Jǫtunheimr: Heroic Loot Grab
Okay, looking for GM and other players' input. I've got four options:
Silent Sandal (TW Weapon, made by Vidar the silent to kill Fenrir):
Minor: +1 Strength Rolls (Jumping, kick damage)
Minor: +1 Strength Rolls (Jumping, kick damage)
Major: Martial Arts Edge
Major: Ambidextrous Edge (Sort of—permits ‘off-hand’ attack with foot at no penalty, as an action)
Major: +1 DT Stealth
Major: +1 DT Stealth
Charge: 3 PPE to activate for 3 Rounds, does MD if 4 PPE
Gleipnir Strand (Part of rope used to bind Fenrir):
Minor: +1 Climbing
Minor: +1 Climbing
Major: Entangle
Major: Beast Friend
Gambanteinn (Magic wand):
Minor: +1 Smarts
Minor: +1 Smarts
Major: Confusion
Major: Stun
Helskor (Hel-Shoes, travel the lands of the dead):
Minor: +1 Spirit
Minor: +1 Spirit
Major: Intangibility
Major: Brawny Edge
Edit to Add:
Mimir's Flagon (Enchanted metal flagon, has a living eye and ear embedded, ostensibly Odin's and Heimdall's, respectively)
Minor: +1 Notice
Minor: +1 Notice
Major: Divination
Major: Clairvoyance
Quirk: The Notice bonus only applies after a week of drinking from the flagon every day. Activating either Power also requires drinking from the flagon. Clairvoyance can only be used for sight and hearing.
Silent Sandal (TW Weapon, made by Vidar the silent to kill Fenrir):
Minor: +1 Strength Rolls (Jumping, kick damage)
Minor: +1 Strength Rolls (Jumping, kick damage)
Major: Martial Arts Edge
Major: Ambidextrous Edge (Sort of—permits ‘off-hand’ attack with foot at no penalty, as an action)
Major: +1 DT Stealth
Major: +1 DT Stealth
Charge: 3 PPE to activate for 3 Rounds, does MD if 4 PPE
Gleipnir Strand (Part of rope used to bind Fenrir):
Minor: +1 Climbing
Minor: +1 Climbing
Major: Entangle
Major: Beast Friend
Gambanteinn (Magic wand):
Minor: +1 Smarts
Minor: +1 Smarts
Major: Confusion
Major: Stun
Helskor (Hel-Shoes, travel the lands of the dead):
Minor: +1 Spirit
Minor: +1 Spirit
Major: Intangibility
Major: Brawny Edge
Edit to Add:
Mimir's Flagon (Enchanted metal flagon, has a living eye and ear embedded, ostensibly Odin's and Heimdall's, respectively)
Minor: +1 Notice
Minor: +1 Notice
Major: Divination
Major: Clairvoyance
Quirk: The Notice bonus only applies after a week of drinking from the flagon every day. Activating either Power also requires drinking from the flagon. Clairvoyance can only be used for sight and hearing.
Libertas Magicorum
OOC Comments
Re: Jǫtunheimr: Heroic Loot Grab
Gonna upgrade the Red Gauntlet I picked up when the 13th blew up the Arcane Company's HQ.
New Version:
The Red Gauntlet
One of eight peices of a fearsome techno-wizard war machine known as Inferno, the Blazing Iron Juggernaut, it is readily identified by the ornate "I" inscribed into the gauntlet itself. Four rubies adorn the knuckle portion. When Inferno was dismantled, the souls of its crew were forever trapped within its disparate pieces. The gauntlet has since been upgraded with a temporal lodestone embedded on its back.
Original Recipe
Adding three abilities:
- Power Mastery: smite
- Power: dispel
- Power Mastery: dispel
New Version:
The Red Gauntlet
One of eight peices of a fearsome techno-wizard war machine known as Inferno, the Blazing Iron Juggernaut, it is readily identified by the ornate "I" inscribed into the gauntlet itself. Four rubies adorn the knuckle portion. When Inferno was dismantled, the souls of its crew were forever trapped within its disparate pieces. The gauntlet has since been upgraded with a temporal lodestone embedded on its back.
- Damage Str+d4; +1 Parry and considered armed
- Has 10 PPE to activate powers, which recharge at a rate of 1/hour; Powers activated with a Spirit roll
- Blazing Smite (smite): The gauntlet erupts with a forge's fire, engulging the fist or wielded weapon in fire so hot it melts metal, burns wood, and disintegrates items; In addition to the damage bonus granted by smite, if a damaging attack results in Shaken or a Wound roll a d6, on a 6 any material the attack hits is ruined, reducing the Armor bonus of a target's armor by 2.
- Fires of Reality (greater smite): The temporal lodestone glows white-hot, and the flames produced scour away temporal manipulations. The gauntlet or affected weapon gains the normal damage bonus from greater smite, but the Trapping is fixed: Successful attacks with the affected weapon ignore any temporal trappings affecting the target, and treat any spells affecting the target as the base version, rather than the temporal version. A phase field spell, for example, would lose its anti-Armor Piercing ability, and a target under the effects of spacial distortion would not be able to redirect failed attacks, gaining only the normal benefits of deflection.
- Temporal Anchor (dispel and exalted dispel): The temporal lodestone disrupts alternate timelines and interrupts attempts to manipulate the prime reality. The wielder gains a +2 bonus to opposed rolls when using dispel or exalted dispel against temporal spells and items, but suffers a -2 against powers from all other traditions.
- Pender Lumkiss
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Re: Jǫtunheimr: Heroic Loot Grab
For greater smite, I would allow the trapping if it replaced the raise effect of greater smite.
I am find with the dispel and exalted dispel. Keep in mind the Gauntlet is TW in nature so in lui of cantrell having a arcane background I would say its arcane background is weird science. So Vs Temporal magic ( assuming non weird science) it is even, vs Weird science Temporal magic it is +2, vs any other magic or psionics it is -4.
In this case weird science and TW are the same.
I am find with the dispel and exalted dispel. Keep in mind the Gauntlet is TW in nature so in lui of cantrell having a arcane background I would say its arcane background is weird science. So Vs Temporal magic ( assuming non weird science) it is even, vs Weird science Temporal magic it is +2, vs any other magic or psionics it is -4.
In this case weird science and TW are the same.
Field Team Six Bennies
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Re: Jǫtunheimr: Heroic Loot Grab
RE: Greater smite - Losing the raise effect seems overly harsh, considering the item gives up the signature ability of greater smite, which is the ability to add any trapping on the fly. Giving up the extra 4 damage from a raise is basically a wash against phase armor -- the extra damage would power through the Armor bonus, regardless of AP not applying. Gaining no net benefit in exchange for losing that flexibility makes the power worse than having not trapping at all. That doesn't seem like a fair trade.Pender Lumkiss wrote:For greater smite, I would allow the trapping if it replaced the raise effect of greater smite.
I am find with the dispel and exalted dispel. Keep in mind the Gauntlet is TW in nature so in lui of cantrell having a arcane background I would say its arcane background is weird science. So Vs Temporal magic ( assuming non weird science) it is even, vs Weird science Temporal magic it is +2, vs any other magic or psionics it is -4.
In this case weird science and TW are the same.
I'd be more willing to add +1 PPE to the cost of the power. Or if you've got another idea of how to balance it I'd be open. I was trying for something anti-temporal that was flavorful, but can always just add something simple, along the lines of extra damage/AP vs. temporal wielders or a more focused version of Arcane Interdiction.
RE: Dispel/Exalted Dispel - The gauntlet may have started TW, but it's mechanically an Enchanted Item (at least, that's what you said when Cantrell got it, and it's the only way she's able to use it, since she lacks an AB). And with the addition of the temporal lodestone, which is where the additional powers come from, the idea is that it's "tradition" becomes temporal -- that's where the -2 vs. everything other than temporal else comes from. You seem to want to stack the "other tradition" penalty on top again, which is kind of nuts. The only real benefit of the trapping is a +2 vs. temporal magic, which compared to other trapping bonuses seemed pretty tame. If it's a problem, I'd be happy to limit dispel/exalted dispel to only working against temporal powers, items and temporal casters, with the (net) +2 bonus. Temporal casters are pretty rare (and will be rarer still when Cantrell's through), so it's already far more limited than an arcane- or psionic-based item would be.
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- Pender Lumkiss
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Re: Jǫtunheimr: Heroic Loot Grab
I see what you are saying on them. They all look good. Some folks mix their trappings right in with the mechanics of how a power works. Maybe for simplicity sake, but I just get confused as I think that they are describing the trapping. To be clear I was not wanting to layer on more penalties.
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Re: Jǫtunheimr: Heroic Loot Grab
Yeah, the final write-up was geared toward my character sheet, and mashes up powers and trappings. I should have broken it all out more clearly.Pender Lumkiss wrote:I see what you are saying on them. They all look good. Some folks mix their trappings right in with the mechanics of how a power works. Maybe for simplicity sake, but I just get confused as I think that they are describing the trapping. To be clear I was not wanting to layer on more penalties.
GM Bennies: 7/7
- Ndreare
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Re: Jǫtunheimr: Heroic Loot Grab
Belt of the Jǫtun
This awe inspiring belt was designed to allow Jǫtun to battle the lords of the ælfe. Humble knows little of the history except that the previous bearer stood against Humble in battle and lost.
When worn the bearer gains the ability to grow or shrink to whatever size needed to fight any who challenge them. The The belt grants the wearer Growth and Shrinking. Affecting the wearer and his personal items. It does not affect power armor, vehicles or things over light encumbrance. The belt has an internal store of 30 PPE that recharges at the same rate as the wearer.
I am open minded to pretty much anything. But this seems like some pretty awesome awesomeness.
This awe inspiring belt was designed to allow Jǫtun to battle the lords of the ælfe. Humble knows little of the history except that the previous bearer stood against Humble in battle and lost.
When worn the bearer gains the ability to grow or shrink to whatever size needed to fight any who challenge them. The The belt grants the wearer Growth and Shrinking. Affecting the wearer and his personal items. It does not affect power armor, vehicles or things over light encumbrance. The belt has an internal store of 30 PPE that recharges at the same rate as the wearer.
OOC Comments
I am open minded to pretty much anything. But this seems like some pretty awesome awesomeness.
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: Jǫtunheimr: Heroic Loot Grab
I would totally go with this one if I was you.
Libertas Magicum wrote: Helskor (Hel-Shoes, travel the lands of the dead):
Minor: +1 Spirit
Minor: +1 Spirit
Major: Intangibility
Major: Brawny Edge
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Daniel
- Daniel (Lars)
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Re: Jǫtunheimr: Heroic Loot Grab
*throws confetti*
Approved... everything above is approved. Those are awesome ideas. Which ever you pick.
Approved... everything above is approved. Those are awesome ideas. Which ever you pick.
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Re: Jǫtunheimr: Heroic Loot Grab
Rob: I may be wrong here, but I think that with Enchanted Items, the wielder having Master of Magic doesn't get you access to the Mega version of the spell -- you need Power Mastery for each one -- because unlike a TW item, you don't use your own PP/Edges to activate them. Again, I may be wrong, but it that's the case, you probably want to swap the +10 PPE for Power Mastery, cause being able to retain Strength and Toughness when small would be pretty awesome.RFT wrote:Belt of the Jǫtun
This awe inspiring belt was designed to allow Jǫtun to battle the lords of the ælfe. Humble knows little of the history except that the previous bearer stood against Humble in battle and lost.
When worn the bearer gains the ability to grow or shrink to whatever size needed to fight any who challenge them. The The belt grants the wearer Growth and Shrinking. Affecting the wearer and his personal items. It does not affect power armor, vehicles or things over light encumbrance. The belt has an internal store of 30 PPE that recharges at the same rate as the wearer.OOC Comments
I am open minded to pretty much anything. But this seems like some pretty awesome awesomeness.
EDIT: Would love to hear from Soren/Pender/VV, etc. who may have a different/better understanding of what was intended.
GM Bennies: 7/7
- Ndreare
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Re: Jǫtunheimr: Heroic Loot Grab
FAQ from Clint has confirmed it does. Simply put if you have Master of Magic and have access to the power from TW, enchanted stick, or personal power you get the mega.
But mostly I only care about growth. I plan to use that 30 PPE to make sure that Humble is always the strongest fellow on the scene. I do not know that shrinking will ever come into play and would even take the item without the shrinking. With 30 PPE he can grow to Size +8 giving him +5 strength and toughness and stay there a nice long time.
But mostly I only care about growth. I plan to use that 30 PPE to make sure that Humble is always the strongest fellow on the scene. I do not know that shrinking will ever come into play and would even take the item without the shrinking. With 30 PPE he can grow to Size +8 giving him +5 strength and toughness and stay there a nice long time.
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Pender Lumkiss
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Re: Jǫtunheimr: Heroic Loot Grab
Power mastery just helps those with those that do not have access to master. Weilder having master gets the mega version. You can use your own PPE/ISP as well as the items to fuel it.Tribe of One wrote:Rob: I may be wrong here, but I think that with Enchanted Items, the wielder having Master of Magic doesn't get you access to the Mega version of the spell -- you need Power Mastery for each one -- because unlike a TW item, you don't use your own PP/Edges to activate them. Again, I may be wrong, but it that's the case, you probably want to swap the +10 PPE for Power Mastery, cause being able to retain Strength and Toughness when small would be pretty awesome.RFT wrote:Belt of the Jǫtun
This awe inspiring belt was designed to allow Jǫtun to battle the lords of the ælfe. Humble knows little of the history except that the previous bearer stood against Humble in battle and lost.
When worn the bearer gains the ability to grow or shrink to whatever size needed to fight any who challenge them. The The belt grants the wearer Growth and Shrinking. Affecting the wearer and his personal items. It does not affect power armor, vehicles or things over light encumbrance. The belt has an internal store of 30 PPE that recharges at the same rate as the wearer.OOC Comments
I am open minded to pretty much anything. But this seems like some pretty awesome awesomeness.
EDIT: Would love to hear from Soren/Pender/VV, etc. who may have a different/better understanding of what was intended.
Field Team Six Bennies
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Re: Jǫtunheimr: Heroic Loot Grab
Ah, okay. That was not my understanding of how our Enchanted Item house rules work, on either count. Certainly makes them more useful for casters.Pender Lumkiss wrote:Power mastery just helps those with those that do not have access to master. Weilder having master gets the mega version. You can use your own PPE/ISP as well as the items to fuel it.Tribe of One wrote:Rob: I may be wrong here, but I think that with Enchanted Items, the wielder having Master of Magic doesn't get you access to the Mega version of the spell -- you need Power Mastery for each one -- because unlike a TW item, you don't use your own PP/Edges to activate them. Again, I may be wrong, but it that's the case, you probably want to swap the +10 PPE for Power Mastery, cause being able to retain Strength and Toughness when small would be pretty awesome.RFT wrote:Belt of the Jǫtun
This awe inspiring belt was designed to allow Jǫtun to battle the lords of the ælfe. Humble knows little of the history except that the previous bearer stood against Humble in battle and lost.
When worn the bearer gains the ability to grow or shrink to whatever size needed to fight any who challenge them. The The belt grants the wearer Growth and Shrinking. Affecting the wearer and his personal items. It does not affect power armor, vehicles or things over light encumbrance. The belt has an internal store of 30 PPE that recharges at the same rate as the wearer.OOC Comments
I am open minded to pretty much anything. But this seems like some pretty awesome awesomeness.
EDIT: Would love to hear from Soren/Pender/VV, etc. who may have a different/better understanding of what was intended.
GM Bennies: 7/7
- Pender Lumkiss
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Re: Jǫtunheimr: Heroic Loot Grab
for sure man, we are not going to hose casters. That would be crazy.
Field Team Six Bennies
Re: Jǫtunheimr: Heroic Loot Grab
Okay, the one thing confounding me is the "30 PPE". Growth/Shrink is one Power, which gets you 5 PPE, and then it's got another 20 from mods, so it comes to 25 PPE.RFT wrote:Belt of the Jǫtun
This awe inspiring belt was designed to allow Jǫtun to battle the lords of the ælfe. Humble knows little of the history except that the previous bearer stood against Humble in battle and lost.
When worn the bearer gains the ability to grow or shrink to whatever size needed to fight any who challenge them. The The belt grants the wearer Growth and Shrinking. Affecting the wearer and his personal items. It does not affect power armor, vehicles or things over light encumbrance. The belt has an internal store of 30 PPE that recharges at the same rate as the wearer.OOC Comments
I am open minded to pretty much anything. But this seems like some pretty awesome awesomeness.
- Tribe of One
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Re: Jǫtunheimr: Heroic Loot Grab
Enchanted Items have been retconning to give a base of 10 PPE, but you don't get extra automatically when adding additional powers.
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Re: Jǫtunheimr: Heroic Loot Grab
Ah, right, I'd forgotten that. Okay, yeah, that's a 30 PPE total, then.Tribe of One wrote:Enchanted Items have been retconning to give a base of 10 PPE, but you don't get extra automatically when adding additional powers.
- Ndreare
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Re: Jǫtunheimr: Heroic Loot Grab
Could be I just make up crazy crap and no one knows.
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Libertas Magicum
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Re: Jǫtunheimr: Heroic Loot Grab
Okay, going with the Helskor:
Helskor:
Libertas found these hanging on a tree in Cira's Castle. He took the one pair that seemed like it would fit, and they do. These are Helskor, shoes meant to protect the soul as it travels the lands of the dead. It is said that a soul without Hel-Shoes will become lost and eventually end up in Helheim, the land of the despairing dead.
Minor: +1 Spirit
Minor: +1 Spirit
Major: Intangibility
Major: Brawny Edge
Helskor:
Libertas found these hanging on a tree in Cira's Castle. He took the one pair that seemed like it would fit, and they do. These are Helskor, shoes meant to protect the soul as it travels the lands of the dead. It is said that a soul without Hel-Shoes will become lost and eventually end up in Helheim, the land of the despairing dead.
Minor: +1 Spirit
Minor: +1 Spirit
Major: Intangibility
Major: Brawny Edge
Libertas Magicorum
OOC Comments
Re: Jǫtunheimr: Heroic Loot Grab
I honestly don't think Jitters really needs any more toys (unless they make him go faster ), but I have been thinking about upgrading Vibe and/or Paul Bunyan... Just need to figure out what can be done to them. I'm guessing I can get either one re-balanced (+x to Fighting), the blades can get sharpened (+x to damage), or I can get cross guards (+x to Parry) are all options I can take, but I want to know what else can be affected as well.
Jitters
Temp Stats
Adventure Card
Contact
Enemy
Better You Than Me
- Maximilian
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Re: Jǫtunheimr: Heroic Loot Grab
Max:
Berserker's Plate - Enchanted Armor
Base item: Gladius Light Exoskeleton Battle Armor
Major: Add Edge - Frenzy
Major: Add Edge - Improved Frenzy
Minor: Half weight
Minor: Add +2 Armor
Bizarro Alex:
Odin's Eyepatch
Base item: eyepatch
Major: Add Edge - Killer Instinct
Major: Add Edge - Danger Sense
Minor: +1 Notice
Minor: +1 Notice
Berserker's Plate - Enchanted Armor
Base item: Gladius Light Exoskeleton Battle Armor
Major: Add Edge - Frenzy
Major: Add Edge - Improved Frenzy
Minor: Half weight
Minor: Add +2 Armor
Bizarro Alex:
Odin's Eyepatch
Base item: eyepatch
Major: Add Edge - Killer Instinct
Major: Add Edge - Danger Sense
Minor: +1 Notice
Minor: +1 Notice
Maximilian