So, I'm wanting to mod my weapon before Sunday's game and I was hoping you guys could help me out with that since I don't have the rule book. Anyone do this before? (I'm looking at you Beo/Pulloth.) Have any suggestions? Admittedly and as per usual I don't have a clue ^_^; Help a girl out?
4 posters
Weapons Mods
Iridiel- Admin
- Posts : 83
Join date : 2012-04-27
- Post n°2
Re: Weapons Mods
There are weapons in this game?
laylial- Posts : 44
Join date : 2012-04-29
- Post n°3
Re: Weapons Mods
I got you.
Take a stunt called Personal Magical Device. This gives you three advancements to an items
Pick 3 from any of the following. Power skills are potestate or sephirotic abilities.
(Non-magical, non-power skill advancements)
-Additional Capability: The device can do something
else of roughly the same scale: a carriage may be a
boat, or a pike may shoot a grappling hook.
-Alternate Skill Usage: The device allows skills to
be used differently. For example, wheel blades on
a chariot might allow Drive to be used instead of
Melee Weapons to attack.
-Armed: Adds arrows, bolts, or blades to a device that
wouldn’t normally have them, allowing its use with
the Melee or Ranged Weapons skill. Each Armed
improvement gives a +1 damage bonus.
-Armoured: The device has 1 point of armour per
improvement; the improvement can be taken 3
times. If applied to armour, the maximum increase is
equal to the armour’s initial value (so plate armour,
with a -2 Armour Bonus, may gain a maximum
of 2 additional armour points as a result of this
-Technology: Available only in certain settings
(such as Steampunk - see page 270), and generally
requiring an appropriate aspect or stunt. The device
can include a technological advance beyond the
capabilities of the campaign setting, such as being
steam-powered or using black powder.
-Hair Trigger: Mostly applicable to traps, petards, or
black powder weapons, a device with a hair trigger
goes off as soon as it’s touched. The bad news is that
there’s a chance of it going off in your face; failing
any roll to set or place the device means you’re
literally hoist by your own petard! Also, a character
carrying a primed hair trigger device who takes any
Physical stress or consequences must roll D6-D6; on
a minus number, it goes off.
-Miniaturization: Something not normally portable
can fit in a large chest, while something merely large
fits in a belt pouch.
-Maximization: The inverse of miniaturization:
sometimes you need something to be BIG! This
improvement alters an item for circumstances when
size really matters, such as a weapon to damage a
monstrous target, or a carriage as big as a house and
able to transport many passengers. The item can
interact with objects up to 3 scales larger rather than
just two (see page 181).
-Craftsmanship: The device
gives a +1 bonus (usually
only to one skill, if the
device supports multiple
skills). This improvement
can’t be taken more than
once per skill.
-Rugged: The device has
2 extra stress boxes. The
improvement may be taken
multiple times.
-Special Effect: The device
operates on different
principles, ie a waterpowered
catapult or pedalpowered
carriage. The game
benefit depends on the
specifics.
-Upgrade: The device gives
a +2 bonus to a specific use.
A boat, for example, might
get a +2 manoeuvre bonus
in swamps or on fast-moving
water.
(Magical, non-power skill adancements)
-Additional Capability: The magical item has an
additional capability a normal object of its kind
doesn’t have. Maybe a staff can transform into a bow,
or a magic knife double as a lockpick.
-Alternate Skill Usage: A magic bow with this
improvement might allow Elements (Fire) to be used
instead of Ranged Weapons to shoot arrows of fire;
or a cloak allow the wearer to use Stealth instead of
Athletics when dodging attacks.
-Armed: Normally harmless items may be used as
weapons: a magical paper fan with edges as strong
and sharp as a sword, a ring that creates a throwing
dagger in your hand when you speak a command
word. Damage increases by +1 per improvement,
though magical weapons generally use the General
Enchantment instead (see below).
-Armoured: Normal clothing, bracers, rings, and
other objects can give the protection of armour, as
well as conventional armour; the improvement can
be taken 3 times. Buying a consequence costs ½ the
value in improvements (so a Minor consequence
costs 1 improvement, a Major costs 2, a Severe costs
3, etc). For 2 improvements, you may increase the
armour’s damage reduction by 1.
-Rugged: The item can’t be harmed by most ordinary
means: a rugged magic mirror can’t be broken, a
rugged magic rope never breaks. While the item itself
may be invulnerable, it gives no protection to its
owner. Rugged acts like an aspect, and may be tagged
if the item’s durability is important.
-Miniaturization: A Medium (scale 3) or Large (scale
4) item like a sailing ship or mansion is reduced to
the size of a large chest (scale 1 or 2), or a Small (scale
2) item like a horse or suit of armour to pocket-size
(scale 0). A second point reduces a Large (scale 4) or
Medium (scale 3) object to pocket-size (scale 0).
-Maximization: Each improvement allows the item
to grow an additional scale point on command, or to
affect an additional larger scale than normal.
-General Enchantment (Craftsmanship): A +1
bonus to a non-power skill; a +1 sword or Boots
of Stealth are common examples. Many magical
item improvements (below) are also General
Enchantments.
-Specific Enchantment (Upgrade): Limited +2
non-power skill bonuses, such as a +2 Goblin-slayer
Sword against goblins and related creatures, or a +2
Helmet of Mind Shielding against magical mind-read
or mind-control attempts.
-Special Effect: Unique powers such as armour that
floats instead of sinking, or a wand that randomly
teleports its user a short distance.
(Magical power advancements)
Magical items may also be created with the
following, specifically magical improvements. Items
such as talismans and magical inscriptions use only these
improvements:
-Power Skill: The item has a specific power skill at
Mediocre (+0), giving non-magic users a basic ability
to use the power. This costs 2 improvements.
-Power Stunt: The item can use a particular power
stunt; it must already have the requisite power skill.
-Power Battery: The item contains constantly
regenerating magical power. Once per scene, the
wielder may add +2 shifts to any successful power
skill use; once per day, he may add +1 spin to any
successful power skill use. At the Story Teller’s
discretion, the wielder may use the daily power to
regenerate any Composure stress damage caused by
spell failure, if those rules are used (see “Weaknesses
and Limitations” on page 171).
-Intelligent: The magical item is intelligent; perhaps
it’s possessed by a ghost, or contains a bound demon
or elemental (see “Bound Creatures” below for
more). Maybe the item gained sentience itself, or
maybe it’s a conduit to another being controlling it.
The item may follow directions (if it chooses), and
has its own Composure stress, desires, and agendas.
You may spend improvements to buy companion
advancements for the item.
-Pre-casting: Enables the user to perform a
manoeuvre to build up a store of power before using
a power skill. The user gains a +1 on all Prepared
Casting attempts (see page 174).
-Power Tap: Once per day a wielder with the Power
Drain stunt (see page 120) may tap the power in the
magical item instead of himself as a free action. This
damages the magical item accordingly for the rest
of that day; the wielder doesn’t suffer any damage,
and any consequences incurred by the item may be
tagged as usual.
-Extend Range: The base range for all your powers is
increased by 1 zone.
-Multi-target: Your powers may affect 1 additional
target.
-Monstrous Target: Your powers may affect 1
additional scale; this costs 2 improvements.
- Extend Duration: You may increase the duration of
your power use by 2 steps on the Time Increments
Table (page 178).
-Augment Alteration: All power use to create or
suppress aspects gets a +1 bonus.
-Augment Attack: All offensive power use gets a +1
bonus.
-Countermagic: All power use to block or defend
against magic gets a +1 bonus.
-Power Amplifier: The user gets a +1 bonus to all uses
of a specific power skill; this costs 2 improvements.
-Backfire Shield: For each improvement, you can
ignore 1 shift of failure when determining the results
of limitations like Backlash and Burnout (page 173)
from any power use. So, for 2 improvements you
only suffer Backlash (etc) if you fail a power skill
check by 3 points or more.
-Subtle Casting: All your power use is +1 difficulty to
detect.
Take a stunt called Personal Magical Device. This gives you three advancements to an items
Pick 3 from any of the following. Power skills are potestate or sephirotic abilities.
(Non-magical, non-power skill advancements)
-Additional Capability: The device can do something
else of roughly the same scale: a carriage may be a
boat, or a pike may shoot a grappling hook.
-Alternate Skill Usage: The device allows skills to
be used differently. For example, wheel blades on
a chariot might allow Drive to be used instead of
Melee Weapons to attack.
-Armed: Adds arrows, bolts, or blades to a device that
wouldn’t normally have them, allowing its use with
the Melee or Ranged Weapons skill. Each Armed
improvement gives a +1 damage bonus.
-Armoured: The device has 1 point of armour per
improvement; the improvement can be taken 3
times. If applied to armour, the maximum increase is
equal to the armour’s initial value (so plate armour,
with a -2 Armour Bonus, may gain a maximum
of 2 additional armour points as a result of this
-Technology: Available only in certain settings
(such as Steampunk - see page 270), and generally
requiring an appropriate aspect or stunt. The device
can include a technological advance beyond the
capabilities of the campaign setting, such as being
steam-powered or using black powder.
-Hair Trigger: Mostly applicable to traps, petards, or
black powder weapons, a device with a hair trigger
goes off as soon as it’s touched. The bad news is that
there’s a chance of it going off in your face; failing
any roll to set or place the device means you’re
literally hoist by your own petard! Also, a character
carrying a primed hair trigger device who takes any
Physical stress or consequences must roll D6-D6; on
a minus number, it goes off.
-Miniaturization: Something not normally portable
can fit in a large chest, while something merely large
fits in a belt pouch.
-Maximization: The inverse of miniaturization:
sometimes you need something to be BIG! This
improvement alters an item for circumstances when
size really matters, such as a weapon to damage a
monstrous target, or a carriage as big as a house and
able to transport many passengers. The item can
interact with objects up to 3 scales larger rather than
just two (see page 181).
-Craftsmanship: The device
gives a +1 bonus (usually
only to one skill, if the
device supports multiple
skills). This improvement
can’t be taken more than
once per skill.
-Rugged: The device has
2 extra stress boxes. The
improvement may be taken
multiple times.
-Special Effect: The device
operates on different
principles, ie a waterpowered
catapult or pedalpowered
carriage. The game
benefit depends on the
specifics.
-Upgrade: The device gives
a +2 bonus to a specific use.
A boat, for example, might
get a +2 manoeuvre bonus
in swamps or on fast-moving
water.
(Magical, non-power skill adancements)
-Additional Capability: The magical item has an
additional capability a normal object of its kind
doesn’t have. Maybe a staff can transform into a bow,
or a magic knife double as a lockpick.
-Alternate Skill Usage: A magic bow with this
improvement might allow Elements (Fire) to be used
instead of Ranged Weapons to shoot arrows of fire;
or a cloak allow the wearer to use Stealth instead of
Athletics when dodging attacks.
-Armed: Normally harmless items may be used as
weapons: a magical paper fan with edges as strong
and sharp as a sword, a ring that creates a throwing
dagger in your hand when you speak a command
word. Damage increases by +1 per improvement,
though magical weapons generally use the General
Enchantment instead (see below).
-Armoured: Normal clothing, bracers, rings, and
other objects can give the protection of armour, as
well as conventional armour; the improvement can
be taken 3 times. Buying a consequence costs ½ the
value in improvements (so a Minor consequence
costs 1 improvement, a Major costs 2, a Severe costs
3, etc). For 2 improvements, you may increase the
armour’s damage reduction by 1.
-Rugged: The item can’t be harmed by most ordinary
means: a rugged magic mirror can’t be broken, a
rugged magic rope never breaks. While the item itself
may be invulnerable, it gives no protection to its
owner. Rugged acts like an aspect, and may be tagged
if the item’s durability is important.
-Miniaturization: A Medium (scale 3) or Large (scale
4) item like a sailing ship or mansion is reduced to
the size of a large chest (scale 1 or 2), or a Small (scale
2) item like a horse or suit of armour to pocket-size
(scale 0). A second point reduces a Large (scale 4) or
Medium (scale 3) object to pocket-size (scale 0).
-Maximization: Each improvement allows the item
to grow an additional scale point on command, or to
affect an additional larger scale than normal.
-General Enchantment (Craftsmanship): A +1
bonus to a non-power skill; a +1 sword or Boots
of Stealth are common examples. Many magical
item improvements (below) are also General
Enchantments.
-Specific Enchantment (Upgrade): Limited +2
non-power skill bonuses, such as a +2 Goblin-slayer
Sword against goblins and related creatures, or a +2
Helmet of Mind Shielding against magical mind-read
or mind-control attempts.
-Special Effect: Unique powers such as armour that
floats instead of sinking, or a wand that randomly
teleports its user a short distance.
(Magical power advancements)
Magical items may also be created with the
following, specifically magical improvements. Items
such as talismans and magical inscriptions use only these
improvements:
-Power Skill: The item has a specific power skill at
Mediocre (+0), giving non-magic users a basic ability
to use the power. This costs 2 improvements.
-Power Stunt: The item can use a particular power
stunt; it must already have the requisite power skill.
-Power Battery: The item contains constantly
regenerating magical power. Once per scene, the
wielder may add +2 shifts to any successful power
skill use; once per day, he may add +1 spin to any
successful power skill use. At the Story Teller’s
discretion, the wielder may use the daily power to
regenerate any Composure stress damage caused by
spell failure, if those rules are used (see “Weaknesses
and Limitations” on page 171).
-Intelligent: The magical item is intelligent; perhaps
it’s possessed by a ghost, or contains a bound demon
or elemental (see “Bound Creatures” below for
more). Maybe the item gained sentience itself, or
maybe it’s a conduit to another being controlling it.
The item may follow directions (if it chooses), and
has its own Composure stress, desires, and agendas.
You may spend improvements to buy companion
advancements for the item.
-Pre-casting: Enables the user to perform a
manoeuvre to build up a store of power before using
a power skill. The user gains a +1 on all Prepared
Casting attempts (see page 174).
-Power Tap: Once per day a wielder with the Power
Drain stunt (see page 120) may tap the power in the
magical item instead of himself as a free action. This
damages the magical item accordingly for the rest
of that day; the wielder doesn’t suffer any damage,
and any consequences incurred by the item may be
tagged as usual.
-Extend Range: The base range for all your powers is
increased by 1 zone.
-Multi-target: Your powers may affect 1 additional
target.
-Monstrous Target: Your powers may affect 1
additional scale; this costs 2 improvements.
- Extend Duration: You may increase the duration of
your power use by 2 steps on the Time Increments
Table (page 178).
-Augment Alteration: All power use to create or
suppress aspects gets a +1 bonus.
-Augment Attack: All offensive power use gets a +1
bonus.
-Countermagic: All power use to block or defend
against magic gets a +1 bonus.
-Power Amplifier: The user gets a +1 bonus to all uses
of a specific power skill; this costs 2 improvements.
-Backfire Shield: For each improvement, you can
ignore 1 shift of failure when determining the results
of limitations like Backlash and Burnout (page 173)
from any power use. So, for 2 improvements you
only suffer Backlash (etc) if you fail a power skill
check by 3 points or more.
-Subtle Casting: All your power use is +1 difficulty to
detect.
Phill- Posts : 90
Join date : 2012-04-27
Location : Atziluth
- Post n°4
Re: Weapons Mods
I'm not sure if it's been done, but ask the more mechanically minded players and see if they've spent more than one Stunt on the same weapon, making a super-weapon essentially.
I don't think I said it was illegal... but that doesn't mean much.
I don't think I said it was illegal... but that doesn't mean much.
Cathetel- Posts : 47
Join date : 2012-04-27
- Post n°5
Re: Weapons Mods
Thank you so so much, this is just what I needed!
Since my bow is pretty superduper already I don't know if I'll burn two stunts on it because that will essentially give it NINE abilities....
...Who am I kidding, I'm gonna give this thing the ability to shoot planets. At people. To shoot planets made of middle fingers at people.
Since my bow is pretty superduper already I don't know if I'll burn two stunts on it because that will essentially give it NINE abilities....
...Who am I kidding, I'm gonna give this thing the ability to shoot planets. At people. To shoot planets made of middle fingers at people.
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