Amulet of Etherealness -- Signature Item Proposal: Eric

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Sarah Winters
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Amulet of Etherealness -- Signature Item Proposal: Eric

Post by Sarah Winters »

Amulet of Etherealness (could be circlet but I never got use my amulet png I made for a previous character so it's an amulet now. So if you're wondering why the image looks familiar, there ya go)

Crafted from blue Benitoite and the extraordinarily rare Transparent Grandidierite and housed in platinum and silver, this amulet has been enchanted by powerful psychics to pursue the goal of transcending the physical world.

Its powers are activated by Spirit roll or arcane skill. In addition to the power costs, the amulet costs one ISP per hour to function.

Base item: 20,000 credits (rare and otherworldly metal and gemstones) + 3d12 hours

Major Enchantments:
+1D to the wearer's Spirit 10,000 credits
Power: Intangibility 20,000 credits (limitation: self/wearer)
Power modifier: Greater (duration = minutes) 20,000 credits

Minor Enchantments:
+2 to wearer's Spirit rolls 5000 credits x2
5 ISP embedded in the amulet 5000 credits
Dweomer Shard Amulet.png
Dweomer Shard Amulet.png (222.22 KiB) Viewed 2345 times
Total costs: 85,000 credits and 3d6 days +3d12 hours + 6d6 hours
Last edited by Sarah Winters on Fri Jan 28, 2022 4:01 pm, edited 1 time in total.

Bennies:4/3
Credits: 5000
Parry 7 (10/shield)
Toughness: 20 (7)
+1/-1 Arcane Resistance
ISP: 20 (16 remaining)
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Re: Amulet of Etherealness -- Signature Item Proposal: Eric

Post by Freemage »

Technically, it's fine, but....

It's an odd choice to make it activated by Spirit rather than with Eric's Psionics (you can always use an Arcane Skill to activate Powers in items).

And after all, he can already get a d12+2 by using Major Psionic. Just turn the Spirit-bumps into PPE storage, and presto, you've got plenty of power for ghosting-on-demand.
GM Bennies (7th SET, Joker's Jokers): 8/8
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GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
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PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
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Sarah Winters
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Re: Amulet of Etherealness -- Signature Item Proposal: Eric

Post by Sarah Winters »

The Spirit as activation is thematic - I'll just add "or arcane skill" to the activation language.

I'll keep the Spirit bumps tho. :)

Thank you.

Bennies:4/3
Credits: 5000
Parry 7 (10/shield)
Toughness: 20 (7)
+1/-1 Arcane Resistance
ISP: 20 (16 remaining)
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Re: Amulet of Etherealness -- Signature Item Proposal: Eric

Post by Sarah Winters »

@Technospawn @Ndreare

Can we make this official? (or feedback if not)

Sorry - realized I was on the wrong account but request is for this item.

Bennies:4/3
Credits: 5000
Parry 7 (10/shield)
Toughness: 20 (7)
+1/-1 Arcane Resistance
ISP: 20 (16 remaining)
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Re: Amulet of Etherealness -- Signature Item Proposal: Eric

Post by Ndreare »

Epic Eric Acy wrote: Sun Jan 09, 2022 2:13 pm Amulet of Etherealness (could be circlet but I never got use my amulet png I made for a previous character so it's an amulet now. So if you're wondering why the image looks familiar, there ya go)

Crafted from blue Benitoite and the extraordinarily rare Transparent Grandidierite and housed in platinum and silver, this amulet has been enchanted by powerful psychics to pursue the goal of transcending the physical world.

Its powers are activated by Spirit roll or arcane skill. In addition to the power costs, the amulet costs one ISP per hour to function.

Base item: 20,000 credits (rare and otherworldly metal and gemstones) + 3d12 hours

Major Enchantments:
+1D to the wearer's Spirit 10,000 credits
Power: Intangibility 20,000 credits (limitation: self/wearer)
Power modifier: Greater (duration = minutes) 20,000 credits

Minor Enchantments:
+2 to wearer's Spirit rolls 5000 credits x2
5 ISP embedded in the amulet 5000 credits

Dweomer Shard Amulet.png

Total costs: 85,000 credits and 3d6 days +3d12 hours + 6d6 hours
Approved.
Sorry it took us so long.
  • 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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