Item Creation for Jose Kerske Were Cat

A place for feedback on created items for in game use.
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Jose Kerske
Posts: 81
Joined: Sun Apr 25, 2021 6:21 pm
Location: San Antonio, TX

Item Creation for Jose Kerske Were Cat

Post by Jose Kerske »

Enchanted Items
Use the Minor and Major Item Creation rules found in Arcana & Mysticism. Magic melee weapons always deal Mega Damage.

For Signature Items choose one option:
OOC Comments
An enchanted item (weapon, armor, gear, etc.) with 2 Minor and 2 Major Upgrades up to Heroic rank.
For armor use light or heavy Enchanted Armor from Arcana and Mysticism as a base item.
For weapons use medieval melee or ranged weapons (SWADE Personal Weapons section) as a base item and add an additional damage die.
For gear use the “Magic Items & Equipment” sidebar on page 46 of Arcana & Mysticism to re-trap a piece of gear (not weapons or armor) as “magic”. Subject to GM approval process.
Use an existing Magic Item (comparable in power to Spirit Bow or Spirit Spear) as a template. Subject to GM approval process.

Base Item Sword of the Cheetah

TW Light Blade Str+d8+2 10 d4 2 −2 90,000
Notes: Costs 1 PP; blade has the sunlight Trapping. Looks like a sword hilt with a large
focusing crystal embedded in it until activated (a free action; otherwise a Light Improvised
Weapon)
MAJOR UPGRADES
Spell Speed
Free Runner Edge
MINOR UPGRADES
+2 to Speed
PPE
https://savagerifts.com/sr/viewtopic.php?f=7&t=6001

Image
OOC Comments
Attributes:
Bennies: 3/3

Agility d8 Smarts d10 Spirit d8 Strength d12 Vigor d8+2
Pace: 6: Parry: 6 Toughness: 16 (6) Strain: 0

Brawny, Muscular Male very tall. light brown hair not to long, eyes brown. Travels in Heavy Mage Combat armor with over Black coat and cowboy hat. Likes to be by himself, hunter. He will fight when provoked. Seems to be very educate when people get to know him, He speaks several different Languages.

Armor: Heavy Battle Mage
Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.
• Armor: +6 Toughness: +3
• Weight: 36 lbs (Min Str: d6)
• Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.

Overcoat:

• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)
• Pocket: Lock Picks
• Pocket: E-clips
• Pocket: E-clips
• Pocket: MDC Handcuffs
• Pocket:
• Pocket:
• Pocket:
• Pocket:

Utility Belt
scabbard: Short sword
scabbard: Drain Blade
Holster for Wilks
Cross Chest Shotgun Ammo And holster for Shotgun Belt
20 Rounds

Weapons

Silver-plated Short Sword
[image]
• Dmg: Strength+d6, AP: 2
• Weight: 2 lbs. (Min Str: d4)
• Notes:
• Rarity: +0 Cost: 00,000

Draining Blade Str+d8 8 d4 4 −4 3 million

• Dmg: Str+d8 AP: 8
• Weight:4 lbs. (Min Str: d4)
• A magic item; +2 PP for +2 damage and on successful hits target rolls Spirit vs the
attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds.
• Rarity: -4 Cost: 3 million

silver-plated Short Sword (Str+d6).

Signature Item
TW Light Blade

•Damage: (Str+d8+2). AP: 10
• Weight: 2 lbs. (Min Str: d4)
• Note: s: Costs 1 PP; blade has the sunlight Trapping. Looks like a sword hilt with a large focusing crystal embedded in it until activated (a free action; otherwise a Light Improvised Weapon).
• Special Weapon can cast spells Speed and Blind


Claws and Bite: Unarmed (Range Melee, Damage Str+d8, +1 to Hit), Bite/Claws (Range Melee, Damage Str+2d10, +1 to Hit, M.D.C.),

Sidearm:
TW Iceblast Shotgun
• Range: 12/24/48
• Dmg: 1–3d8+1 AP: 2
• ROF: 1
• Shots: 2
• Weight: 8 lbs. (Min Str: d4)
• Rarity: -2 Cost: 40,000
Notes: On a raise target iced per sloth. Double Barrels (see Shotguns in Savage Worlds); can still fire standard shotgun shells

Sidearm:

Wilk’s 320 Laser Pistol

Image
• Range: 15/30/60
• Dmg: 3d6, AP: 3
• ROF: 1
• Shots: 20
• Weight: 4 lbs. (Min Str: d4)
• Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
• Rarity: +1 Cost: 11,000

TW Snare Gun
• Range: 8/16/32
• Dmg: entangle
• ROF: 1
• Shots: 2
• Weight: 3 lbs. (Min Str: d4)
• Notes: Notes: Per the entangle power with Strong, using Shooting roll. A short, double-barreled
flare gun; can still fire standard flares
• Rarity: -3 Cost: 45,000
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Venatus Vinco
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Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Item Creation for Jose Kerske Were Cat

Post by Venatus Vinco »

This needs work.

Retrapping a light blade is no problem and I can see the speed power being built in. Not sure how the sword would confer the Free Runner edge.

Given the Edge is pretty specific I would be okay with it in general.

Maybe I am overthinking it.
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
User avatar
Jose Kerske
Posts: 81
Joined: Sun Apr 25, 2021 6:21 pm
Location: San Antonio, TX

Re: Item Creation for Jose Kerske Were Cat

Post by Jose Kerske »

How about changing Free Runner to Smite?
https://savagerifts.com/sr/viewtopic.php?f=7&t=6001

Image
OOC Comments
Attributes:
Bennies: 3/3

Agility d8 Smarts d10 Spirit d8 Strength d12 Vigor d8+2
Pace: 6: Parry: 6 Toughness: 16 (6) Strain: 0

Brawny, Muscular Male very tall. light brown hair not to long, eyes brown. Travels in Heavy Mage Combat armor with over Black coat and cowboy hat. Likes to be by himself, hunter. He will fight when provoked. Seems to be very educate when people get to know him, He speaks several different Languages.

Armor: Heavy Battle Mage
Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.
• Armor: +6 Toughness: +3
• Weight: 36 lbs (Min Str: d6)
• Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.

Overcoat:

• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)
• Pocket: Lock Picks
• Pocket: E-clips
• Pocket: E-clips
• Pocket: MDC Handcuffs
• Pocket:
• Pocket:
• Pocket:
• Pocket:

Utility Belt
scabbard: Short sword
scabbard: Drain Blade
Holster for Wilks
Cross Chest Shotgun Ammo And holster for Shotgun Belt
20 Rounds

Weapons

Silver-plated Short Sword
[image]
• Dmg: Strength+d6, AP: 2
• Weight: 2 lbs. (Min Str: d4)
• Notes:
• Rarity: +0 Cost: 00,000

Draining Blade Str+d8 8 d4 4 −4 3 million

• Dmg: Str+d8 AP: 8
• Weight:4 lbs. (Min Str: d4)
• A magic item; +2 PP for +2 damage and on successful hits target rolls Spirit vs the
attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds.
• Rarity: -4 Cost: 3 million

silver-plated Short Sword (Str+d6).

Signature Item
TW Light Blade

•Damage: (Str+d8+2). AP: 10
• Weight: 2 lbs. (Min Str: d4)
• Note: s: Costs 1 PP; blade has the sunlight Trapping. Looks like a sword hilt with a large focusing crystal embedded in it until activated (a free action; otherwise a Light Improvised Weapon).
• Special Weapon can cast spells Speed and Blind


Claws and Bite: Unarmed (Range Melee, Damage Str+d8, +1 to Hit), Bite/Claws (Range Melee, Damage Str+2d10, +1 to Hit, M.D.C.),

Sidearm:
TW Iceblast Shotgun
• Range: 12/24/48
• Dmg: 1–3d8+1 AP: 2
• ROF: 1
• Shots: 2
• Weight: 8 lbs. (Min Str: d4)
• Rarity: -2 Cost: 40,000
Notes: On a raise target iced per sloth. Double Barrels (see Shotguns in Savage Worlds); can still fire standard shotgun shells

Sidearm:

Wilk’s 320 Laser Pistol

Image
• Range: 15/30/60
• Dmg: 3d6, AP: 3
• ROF: 1
• Shots: 20
• Weight: 4 lbs. (Min Str: d4)
• Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
• Rarity: +1 Cost: 11,000

TW Snare Gun
• Range: 8/16/32
• Dmg: entangle
• ROF: 1
• Shots: 2
• Weight: 3 lbs. (Min Str: d4)
• Notes: Notes: Per the entangle power with Strong, using Shooting roll. A short, double-barreled
flare gun; can still fire standard flares
• Rarity: -3 Cost: 45,000
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