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Thread: Magic Items Thread

  1. #1
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    Magic Items Thread

    This one is based on an item that one of the characters in my Harn campaign acquired (yes, this is the same character in the 'Quotes' thread - "You keep suggesting that I take weapons skills. That makes me nervous.").

    They keep getting into combat situations, and the character (a sage, of sorts) was given this by his mentor:

    Medallion of Swordsmanship: Weapon Familiarity (Common Melee Weapons) (2); 3 - 5 minute Continuing Charges (-1/4), OIF (Medallion) (-1/2); (1) plus +2 HTH Combat Skill Levels (10); 3 - 5 minute Continuing Charges (-1/4), OIF (Medallion) (-1/2), Levels Do Not Stack With Existing Levels (-1/4); (5); Totals (6) [3 CC]

    Description: Despite its name, the Medallion of Swordsmanship provides its user with a reasonable amount of skill in any common melee weapon. However, it's power is limited - any Skill Levels the character already possesses will not stack with the medallion, so an experienced fighter with +2 or more Skill Levels does not benefit from it. It is used to give people who are normally non-combatants a fighting chance. The medallion has a sword inscribed on the front and a rune representing fighting prowess on the back; it glows obviously when in use. It also has special GM permission to add to DCV or Damage Class as well as to OCV (5ER, p. 54).

    Notes: I considered -1/2 and -1/4 on the Do Not Stack Limitation, deciding to go with the -1/4 as there will usually be a non-skilled person who can benefit from it. This would vary, depending on how strict the campaign was with Combat Skill Levels. I left out a feature that's in the Harn item - it can be used more than three times a day, but the strain on the body and the mind of using muscles in an unacustomed way can cause physical or mental pain - probably modeled as more Charges with a Side Effect with a continually lowering Activation Roll (the Side Effect probably being a Drain on a random Characteristic [STR, DEX, INT] with some Delayed Return Rate on it), but the logistics of it have stumped me for now. I also want to make the Side Effect not take place until the end of the Continuing Charge - I like the heroism of, "Okay, I have to risk it, this is too important to fail... Yes! I triumphed in the hour of need... oh no, this is going to HURT!!!"

    Please post your own magic items, and any suggestions on how to build the Side Effect are welcome.
    -SCUBA Hero

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    Re: Magic Items Thread

    I don't know if you actually need to express explicitly how side effects function. Just a description will do, rather than making them rules compliant.

    Ring of Holding: Major Transform 2d6 (Inanimate object into Gem on
    ring, Reversed by Dispel Magic, Ring Destruction, Removing Gem and
    breaking it), May not store more than four gems/items (-1/2) (30
    Active Points); 3 Charges (-1 1/4), OIF (-1/2), No Range (-1/2),
    Spell (-1/2), Incantations (-1/4), Concentration (1/2 DCV; -1/4) Real
    Cost: 6

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    Re: Magic Items Thread

    Nice item Scuba... the same idea could be used for other skills as well. A Medallion of Manners might provide the wearer with the ability to interact with basic proficiency in polite company, for example. The High Society skill so gained would probably be locked in to the time/society where the amulet was made, of course. A wearer using a 50 year old amulet might be noted as being particularly old fashioned in his manners, for example.

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    Re: Magic Items Thread

    Quote Originally Posted by Curufea
    I don't know if you actually need to express explicitly how side effects function. Just a description will do, rather than making them rules compliant.
    True... I'm just one of those folks who likes statting things out.
    -SCUBA Hero

    "I think someone spiked SCUBA's airtank ..." -CrosshairCollie

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    Re: Magic Items Thread

    Quote Originally Posted by Curufea
    I don't know if you actually need to express explicitly how side effects function. Just a description will do, rather than making them rules compliant.
    Ah, but what SCUBA Hero described is not a question of "how" or "what," but of "when."

    From the old Rules FAQs, http://www.herogames.com/SupportFAQs...IMITATIONS.htm

    Quote Originally Posted by Rules FAQs
    Q: When do Side Effects affect a character? Could a character define a Side Effect as occurring when he stops using a power?

    A: Typically Side Effects occur (or are rolled for) when the character activates/uses the power. With the GM’s permission, a character could define Side Effects as occurring after use stops, but only if the Side Effect always occurs. In the GM’s discretion, this may reduce the Limitation by 1/4 less Limitation value, since it’s not quite as restricting as a Side Effect that occurs when the character activates or uses the power.
    So yes, stating out the "after the power ends" bit is important.
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    Re: Magic Items Thread

    Dimensional Bag

    Extra Dimensional Movement (one location); Usable as Attack (+1), Zero END (+1/2); Independent (-2), Always On (-1/2), Can only move object that can get through a "perimeter" of 90cm (-1/2), Will not allow "intelligences" to pass to the other plane (they land up in the bag in this plane) (-1). Basic/Active/Real: 20/50/8

    This looks like an ordinary cloth sack, about 60cm deep with a mouth about 45cm wide. It leads into a very small plane (or dimension), but no "intelligences" can go through. In other words, a person could stick his arm through to rummage through the stored goods, but could not stick his head through to visually search; his head would end up in the cloth bag.

    You could add a Limitation based on volume &/or mass that can be stored. However, IMO the Lim should be small --- if an amount similar to a full backpack can be stored, I'd call that a -0 Lim. YMMV.

    GM's can come up with a large number of variations: bags with Charges instead of 0 END, ones that aren't Independent, ones with Incantations &/or Gestures, ones Triggered by the presense of the owner, even cursed ones (Linked HKA, or similar; Activation so it doesn't always go off). You can also have ones with Activation or RSR and a Side Effect "Same Power, But To A Different Plane That Can Never Be Reached Again"
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    Icon22 Re: Magic Items Thread

    So, uh, you can't store your hirelings and followers in there?

    Too bad.
    "Do it?" Dan, I'm not a Republic serial villain. Do you seriously think I'd explain my master-stroke if there remained the slightest chance of you affecting its outcome?

    I did it thirty-five minutes ago.

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    Re: Magic Items Thread

    I've always wanted to do that. Just toss food & water in, and you're set for life.
    <The Rose> I also have the PS: Human.
    <Lethosos> We all do; it's just some that have a low PS level.

    "Man ... I'm a naked robot and even I know that's a fashion no-no." -War Wolf, played by CrosshairCollie

    Current HERO project: The World of the Eight Sages, thoughts currently on IDS blog

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    Re: Magic Items Thread

    Quote Originally Posted by Lethosos
    I've always wanted to do that. Just toss food & water in, and you're set for life.
    Not a reader of Knights of the Dinner Table, I see.

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    Re: Magic Items Thread

    I have the ring thing rather than bags of holding only because I don't have a multiverse of dimensions in my setting

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    Re: Magic Items Thread

    Quote Originally Posted by gojira
    So, uh, you can't store your hirelings and followers in there?

    Too bad.
    No way to restore the air, either (except opening the bag), so they'd sufficate even if you could put 'em in.

    Quote Originally Posted by Lethosos
    I've always wanted to do that. Just toss food & water in, and you're set for life.
    See last answer.

    Anyway, I'm not sure such a thing could be opened from the inside. Be a pain to go into your little hidey-hole, and not be able to leave.

    Quote Originally Posted by Curufea
    I have the ring thing rather than bags of holding only because I don't have a multiverse of dimensions in my setting
    NP. Set up your campaign the way you like.
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    Re: Magic Items Thread

    Chain of Storage
    This is somewhat like the Dimensional Bag described earlier. However, it is in the form of a light golden chain with clasps on each end. Clasping the ends together activates the XDM which is, as with the Bag, to a VERY small plane. Large enough, however, to serve as a room for a human being (or a few rooms, if the GM wants).

    Unlike the D-Bag, "intelligences" can pass through, so it is possible to enter the other plane. Note that since the OAF does not, itself, pass through, it is impossible to "close the gate" from the mini-plane; if the owner tries to retreat from danger, that danger can follow him.

    Also note that if the unclasped chain is tied in a knot, or a fed through a ring/medallion/etc., that clasping the ends will not activate the power. This makes it possible to disguise the Chain of Storage as an ordinary piece of jewelry (this is taken as a -0 Lim, Not If Disguised As Jewelry). Also note that the "perimeter" is distinctly larger

    Chain of Storage: Extra-Dimensional Movement (one location); Usable as Attack (+1), Zero END (+1/2); Independent (-2), Can only move object that can get through a "perimeter" of 175cm (-1/2), Gestures (-1/4), Not If Disguised As Jewelry (-0).
    Basic/Active/Real: 20/50/11.

    Note that some GMs may require it to take Trigger (+1/4). If so, then the costs become:
    Basic/Active/Real: 20/55/12.
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    Re: Magic Items Thread

    You could always just define the pocket dimension as "some place with unlimited food and air"

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    Re: Magic Items Thread

    Stone of Finding
    The magic item, usually in the form of a stone about the size and shape of a crab-apple (though amber is frequently used, as is bone, and other substances) has a hole trough it and is threaded on a fine chain, a rawhide thong, or a bit of twine.

    It is used by holding it between the hands, and speaking a magic word (different for each Stone of Finding). The user then concentrates on everything he knows about the target. The Stone of Finding, if it works, will then let the user know the location of the target; this takes but a moment, and the Stone gives no more information than location. Note that only living (more or less) beings that can be said to have a mind (in the most generous sense of the term) can be located. This item only works twice per day.


    Stone of Finding: Mind Scan, 5d6, +15 on ECV Roll, both Human and Animal Classes of Minds; 0 END (+1/2); Incantations (-1/4), 2 Charges (-1 1/2), Instant (-1/2), OAF (-1), Independent (-2), Gestures (-1/4), Must Achieve EGO+20 Result "Mentalist knows exact location of the target" (-1), Only For Location, Cannot Use Other Powers Through The Link (-1/2).
    Base/Active/Real: 65/97/12

    Note that if an EGO+20+20 result is obtained, the Mind Scan will be undetectable by the target.
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    Re: Magic Items Thread

    In reference to the Dimensional Bag...

    You say that no intelligence can enter the bag. Thus, if you stick your head in it, you die?

    Also... could you put your entire body in it if you leave your head sticking out?

    Inquiring minds want to know!!
    Dale A. Ward
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