Item Creation for Jose Kerske Were Cat

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Jose Kerske
Posts: 8
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
viewtopic.php?f=7&t=6001
OOC Comments
Attributes:
Agility d8 Smarts d10 Spirit d4 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:
• Pocket:
• Pocket:
• Pocket:
• Pocket:

Utility Belt
scabbard: Short sword
scabbard: Drain Blade
Holster for Wilks

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


[image]
• 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).

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:

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
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