Shaintar Edges and Enchanting

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Sgt 86Delta
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Shaintar Edges and Enchanting

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Arcane Artificer
Requirements: Seasoned, Knowledge (Magic) d10+, Knowledge (Crafting of the relevant items) d8+, Professional Edge: Sorcerer, Adept, Druid, or Alchemist
  • True relics are outside the scope of an adventurer’s life, but one trained in the creation of magical items might still manage a few devices during his travels. This is most often done by crafting an item by hand and then etching mystical runes and symbols upon it while imbuing it with their personal Essence.
  • This takes great time and energy, however, and more often than not results in failure. Still, a diligent artificer can make some truly amazing devices.
  • On taking this Edge, the hero may craft (or modify) an item that adds +1 to the user’s relevant trait roll, increases the damage of a weapon by +1, increases the bonus of armor by +1, or stores 5 Essence (Power Points) for the owner to use, if they are an arcane user of the same type as the Artificer. These Power Points recover at the usual rate (1 per hour). Assuming the artificer is always “fiddling” with devices (not locked in a dungeon, for example), and has adequate tools (normally a box that weighs around 20lbs), he may make a Knowledge (Magic) roll at -4, and a relevant Knowledge (Crafting) roll at -2 at the end of any session in which he earns an Advance. If successful, the artificer adds another +1 to any item of his choice. This could be his own blade, the cloak of another, or any other item of his choice. The item now adds that bonus to the user’s relevant trait or damage roll, or armor rating. No item may have more than a +3 bonus. (Such devices are relics and outside the scope of this ability.)
Enchant
Requirements: Veteran, Arcane Artificer
  • Enchant allows an arcane user to craft “enchanted items.” These are devices which essentially allow the user (whether he’s a caster or not) to cast whatever power the item is imbued with. Each time the caster takes this Edge, he may create an enchanted item with any one of his own existing powers. The item has the arcane skill of the caster at the time of its creation, and half his Power Points (round down). Items recharge at the standard rate (typically one Power Point per hour). Users can also use their own Power Points with the item if they happen to have the same Arcane Background as the one that created the device (The Way for adept items, Channeling for druidic items, and Sorcery for sorcerous items).
  • Malfunction: Items created in this way fail to activate if the arcane die roll is a 1, regardless of the Wild Die, but have no further ill effects.
  • Multiple Enchantments: An item with more than one power does not gain additional Power Points (though if the second Enchant Edge is cast by someone with more Power Points, the device gains the higher of the totals). The user can decide which powers he’s activating when he makes the arcane roll of the item, however. He may also make a single roll for all the powers the device has. A hero carries a ring enchanted with invisibility and armor, for example, both powers must share its pool of Power Points, but the wearer can decide whether to activate one of its powers, or both powers with a single roll.
  • Soul Drain: Characters with the Soul Drain Edge may use their Edge to power magical devices.
Improved Enchant
Requirements: Legendary, Enchant (at least once)
  • Improved Enchant works the same as Enchant with one important exception; the power is “always on” and no longer requires Power Points to use (it has infinite points). The cost, however, is the permanent expenditure of the creator’s own Power Points.
  • The cost in Power Points is equal to two times the usual cost of casting the power. A wand of Eldritch Explosion (Blast), for example, could be created for 4 points. If the caster wanted the blasts to cause 3d6 damage, the cost would be 8. For 3d6 damage and a Large Burst Template, the cost is 12. Similarly, a suit of plate mail could be given additional Toughness with the expenditure of 4 permanent Power Points via the Armor Power. The device can always do “less” at the user’s whim, such as 2d6 damage for a Blast or +1 Armor instead of +2.
  • When the device is created, the creator makes a arcane roll. Failure means the Power Points are lost (and at the GM’s fi at, the device is destroyed as well, or it could become cursed!). A success means the power is activated as usual. A raise means the power forever after activates with a raise (if desired). Relics which are always on (a ring of invisibility, a cloak of stealth, and so on), don’t require an action to activate, but may require an action to “ready.” (The ring must be put on the finger, the cloak pulled over the shoulder, etc.) Thus a ring of invisibility could always be worn and require no activation roll, but the wearer would always be invisible.
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
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