Item for Libertas (Enchanted)

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Freemage
Savage Senior
Posts: 1927
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Item for Libertas (Enchanted)

Post by Freemage »

This humble-looking carving knife is imbued with a father's love and dreams for his son. It can be used, in the hands of a skilled craftsman, to turn almost any object or material into a true work of art. Amazingly, it can be used to work not merely wood, but also metal or even gemstones--but only with the goal of improving their worth and appearance, never with the aim of inflicting damage.
Enchanted Item Stats
Minor x2: +2 Knowledge: Artisan
Major: +1 Die-type Knowledge: Artisan
Major: Elemental Manipulation--Trapping "Master's Touch"
This power is cast with a Knowledge: Artisan roll, permitting the wielder to etch, carve or cut an item to make it more beautiful. Items so created can become quite valuable--though failure comes with a cost.
  • Critical Failure: The item or material being worked on is destroyed. This takes a single action.
  • Failure: The item or material is badly marred--though there is no loss of function, its value is halved, and the wielder loses 1d6 rounds before this happens.
  • Success: The item's value is doubled, over the course of 1d6 minutes.
  • Raise: The item's value is multiplied by 5, after 1d6 hours of work.
  • Two Raises: The item's value is multiplied by 10; this takes 1d6 days.
If necessary, the work can be done in installments in order to get the full effect.
This power can only be used 1/session. If it is used on a piece of TW gear, only the base value of the item is affected (this will affect the cost of future TW mods, as well).
So, let me know how horribly broken this is.

EDITED to add use-times.
SECOND EDIT: It's not a Signature Item, per Pender, just a nifty reward item from the Gloom storyline.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
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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
*Charon, Black Company
*Hero, Lost Jungle/TL

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Gorgeous George, 4th COT/Murder Hobos(Frozen)
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Savant, 3rd SET/Losers(Frozen)
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Pender Lumkiss
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Re: Item for Libertas (Enchanted)

Post by Pender Lumkiss »

yeah no need to pay EP for it. You already got it in the game. Thanks for coming up with what it does.
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Ndreare
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Re: Item for Libertas (Enchanted)

Post by Ndreare »

Approved (not sure it matters as between the two of you, you have two GM's)
  • 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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