Divine Elixer(enchanted item)

Post Reply
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Divine Elixer(enchanted item)

Post by Pender Lumkiss »

Divine Elixer
These droughts go by many names, Ambrosia, The Elixer of life, Soma, and Ninhursag's milk. These elixers bestow divinity on the drinker normally divine protection and a heavenly aura. Often times these awesome potions bestow a greater effect revealing the true characteristics of the mortal who imbibes it. Sadly the effects of these elixers are realitvly short lived. Interestingly the droughts can be used to weaken those who are immortal.
  • Divine Protection(minor): +1 toughness
  • Divine aura(minor): +1 Cha
  • True Divinity(roll 1d6 to reveal your divine self, 2 Major)
    • 1) Intelligence of the Divine +1 Die type Smarts & spend a benny after a successful smarts trick attempt to gain the drop on your foe in addition to the normal trick effects.
      2) Divine Spirit: +1 die type spirit, and brave edge
      • Brave becomes fearless
      • Fearless becomes feared. Enemies must make fear checks when encountering them for the first time or when dramatically appropriate. A player may spend a benny to add their cha as a negative to the fear check. Or 2 bennies to add their absolute cha score. Crazies may choose this feared effect, when fearless, if so desired assuming they roll this option .
      3) Divine might: +1 str die type, +1 toughness and double carrying capacity.
      4) Divine Endurance: +1 vigor die type, ignore 1 level of wound penalties
      5) Divine Grace: +1 agility die type, running is a free action.
      6) Holy warrior: gain champion and holy warrior edges( use spirit in place of an ab if appropriate). If you already have those two edges double the effect of champion, and give enemies a -2 to resist the effects of holy warrior.
    Complication
    • Fleeting: Once bottled and or drunk the effect of this elixer lasts 1 session.
    • Death to Immortals: in this bottled form, a true gift to the mortal realm, the elixer in a way has the reverse effects on those that are immortal. Immortals must make a vigor at -2. Failure causes death in 2d6 minutes. Success causes 1 wound and Exhaustion. As a note this effect dissapates 1 session after being bottled.
    • Marked as Divine: The gm has the option to draw a card when appropriate, usually at the start of a scene, on a face card a divine being comes calling on the user of the Elixer... The attitude is up to the gm, and this complication is optional.
Field Team Six Bennies
3/6
User avatar
Ndreare
Savage Siri
Posts: 4412
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Divine Elixer(enchanted item)

Post by Ndreare »

Moving to Approved for clean up
  • 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
Post Reply

Return to “Approved Items”