The Living Arcane & Enchantments

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Ndreare
Savage Siri
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The Living Arcane & Enchantments

Post by Ndreare »

Enchantments & The Arcane
In a world of horror and the arcane many times characters will have opportunities to access ritual texts, enchanted potions, arcane artifacts and other resources. The nature of th arcane is the force of life itself, because of this there are often unknown variations in the the items created and those items are usually shaped by the ideals of the practitioners around them. All arcane items have individual traits and tendencies like personality coming through. The more powerful an item them present the personality will be with the most powerful items even being rumored to take on sentience.
While there is no common market for magic items, it is not uncommon for those in the supernatural world to be able to find someone with the talent and will to arrange for opportunities or find contacts who can help them acquire them.
for I will use the guidelines in Through the Glass Darkly and my cool pdf of magic item personalities.
There is no stable market for magic items, however the following guidelines will be used.
Note: In this setting I will use the ideas for magic presented in Through The Glass Darkly and in popular urban fantasy such as Dresden Files, and the Mercy Thompson series. Magic is not simple science, it is a living flowing force shaped by the psychic impressions of billions of people and thousand of supernatural beings.

Single use or Short term Enchantments such as scrolls, potions, or boons that expire or can only be used once can often be obtained through the right contacts:
Novice or Seasoned = $320-$1,000
Veteran or Heroic = $1,000-$10,000
Legendary = $10,000+ (if available at all)

Minor Arcane Items
Enchantments such as +1 to a Trait roll can occasionally be obtained at the cost of a favor, or other boon.

Major Arcane Items
Will require EP or Edges to obtain, unless opportunities present themselves in game.
Such items should be considered transient unless an edge is used for them.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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