Amulet of the demiurge-enchanted item

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Pender Lumkiss
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Amulet of the demiurge-enchanted item

Post by Pender Lumkiss »

Amulet of the Demiurge an enchanted item

A curious item found in the ruins of Tolkeen amidst it many vaults laid bare. This amulet was used sparringly by the leaders of Tolkeen as they rightfully found its very nature opposed to their core beleifs. It is an item that has the means to further the correct users ability to unmake magic itself!

Special Abilities:
  • Minor- Uncreate The power of the deiurge is unleashed allowing a caster to better uncreate magical energies.
    • +1 to opposed dispel rolls
  • Minor- Eternal The wearing of this amulet begins to take on the very nature of the resolute power within the amulet.
    • +1 to vigor rolls vs fatigue
  • Major-Fashioner of the Real While undoing magical energies the wearer of this amulet can also reset the planar balance possibly returning extra dimentional beings back to where they came.
    • Banish
    • triggered with a successful dispel +1 pp in addition to the normal ppt cost of banish.
Complication:
Responsible for maintaining the physical universe: the wearer of the amulet feels so compelled that when unable to do so via a failed dispel or opposed roll they must make an immidate spirit roll or become fatigued. A crit failure on a dispel roll bypasses the spirit roll.

PPE: 5 pts.
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Re: Amulet of the demiurge-enchanted item

Post by Ndreare »

Looks pretty simple.
But I would consider Banish and the linked casting as two separate majors as the only in print example of that effect is the Linked Applications edge from Shaintar.


I Approve.

Pender Lumkiss wrote:Amulet of the Demiurge an enchanted item

A curious item found in the ruins of Tolkeen amidst it many vaults laid bare. This amulet was used sparringly by the leaders of Tolkeen as they rightfully found its very nature opposed to their core beleifs. It is an item that has the means to further the correct users ability to unmake magic itself!

Special Abilities:
  • Minor- Uncreate The power of the deiurge is unleashed allowing a caster to better uncreate magical energies.
    • +1 to opposed dispel rolls
  • Minor- Eternal The wearing of this amulet begins to take on the very nature of the resolute power within the amulet.
    • +1 to vigor rolls vs fatigue
  • 2 Majors-Fashioner of the Real While undoing magical energies the wearer of this amulet can also reset the planar balance possibly returning extra dimensional beings back to where they came.
    • Banish & Linked Application Edge
    • triggered with a successful dispel +1 pp in addition to the normal ppt cost of banish.
Complication:
Responsible for maintaining the physical universe: the wearer of the amulet feels so compelled that when unable to do so via a failed dispel or opposed roll they must make an intimidate spirit roll or become fatigued. A crit failure on a dispel roll bypasses the spirit roll.

PPE: 5 pts.
  • 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!
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Re: Amulet of the demiurge-enchanted item

Post by Tribe of One »

A Minor normally would get you a +1 to a much broader Trait roll -- in this case, something like +1 Spellcasting or +1 to all Vigor rolls. The bonuses you have are so specialized (+1 to opposed dispel, +1 vs fatigue) I think you could probably boost them up to +2 and it would still be balanced.
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Re: Amulet of the demiurge-enchanted item

Post by Ndreare »

Tribe of One wrote:A Minor normally would get you a +1 to a much broader Trait roll -- in this case, something like +1 Spellcasting or +1 to all Vigor rolls. The bonuses you have are so specialized (+1 to opposed dispel, +1 vs fatigue) I think you could probably boost them up to +2 and it would still be balanced.
I would still approve it with this change.
  • 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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Pender Lumkiss
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Re: Amulet of the demiurge-enchanted item

Post by Pender Lumkiss »

The TW items have an option for powers to be triggered off another roll at the cost of +1ppt. I am fine with the bonuses being small and specific... I will think about increasing them to a +2. Thanks guys.
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Re: Amulet of the demiurge-enchanted item

Post by Freemage »

I'd also encourage the idea of a +2 to a narrow roll--alternately, if you can describe it somehow, both of those together make one Minor Mod, freeing up the other slot for some other function (extra PPE is never a bad thing).
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Re: Amulet of the demiurge-enchanted item

Post by Pender Lumkiss »

Freemage wrote:I'd also encourage the idea of a +2 to a narrow roll--alternately, if you can describe it somehow, both of those together make one Minor Mod, freeing up the other slot for some other function (extra PPE is never a bad thing).
Maybe:

Demiurge is uncreating and Eternal: The force within seeks in its heart to uncrerate that which is natural and gives the user the ability to with stand fading from existence.
+1 dispel opposed roll and +! to vigor rolls vs fatigue, I will just leave it at that.

Even if it frees up another slot I do not need it for anything.
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