The Psychic Magic 8 Ball (Sig Item)

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Squidge
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The Psychic Magic 8 Ball (Sig Item)

Post by Squidge »

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The Psychic Magic 8 Ball

A mysterious artifact from before the Time of the Rifts, the Psychic Magic 8 Ball knows more than it lets on. Did this mean the ancients were secretly wise in the ways of the mystical, or did this incredible device merely wait among them, biding its time for the return of those who could make use of it? It is a simple black ball, wrought of smooth black plastic. On one side is the sign of the number 8 in black, within a white circle. On another side is a small window. Within the window, floating eternally within a translucent blue fluid, is an icosahedron. Each face of the shape has a message written upon it. When shaken, the hedron spins freely, and bequeaths its answer to your unspoken question with one of its faces.

It never lies. It is only ever misunderstood. No student of the mystical arts misses the fact that an '8' is merely 'infinity' turned on its side.

Follow the ball to destiny.

A psychic can use the ball as a focus for psionic energy, finding it easier to channel and control their inner strength. It also answers questions the owner puts to it, assisting their knowledge of esoteric subjects. When energy is expended, the Ball can reveal elements of the future, though its answers can be cryptic. There are 20 possible responses to any question it can give, listed here:

● It is certain.
● It is decidedly so.
● Without a doubt.
● Yes - definitely.
● You may rely on it.
● As I see it, yes.
● Most likely.
● Outlook good.
● Yes.
● Signs point to yes.
● Reply hazy, try again.
● Ask again later.
● Better not tell you now.
● Cannot predict now.
● Concentrate and ask again.
● Don't count on it.
● My reply is no.
● My sources say no.
● Outlook not so good.
● Very doubtful.

It can only give as much details as those possible answers permit. However, since the Ball itself is delivering the information, it can be used at any time or place, so long as energy is available.

Heroic TW Item:
Minor: +2 Psionics skill
Minor: +2 Occult skill
Minor: Does not need to be used in any particular location (divination comes from the ball, not external spirits)

Major: Divination power
Major: 10 PPE
Major: Channeling edge
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Re: The Psychic Magic 8 Ball (Sig Item)

Post by Freemage »

I like it! The Psionics Skill boost should only be for using Divination Power, but the Occult Skill boost works as a general boost, since you're consulting the 8-Ball when making the roll.
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GMC Bennies:
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PCs, 8 Active Slots, 3 Signature Items
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Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
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Re: The Psychic Magic 8 Ball (Sig Item)

Post by Pursuit »

I’d say the limited responses balances out the fact that it can be used anywhere, so you can probably get another minor mod. Something like +1 to Agility or Parry to represent her foresight could be neat.

The other minor mods should be +1 instead of +2.

The channeling edge is cool, but its benefits are somewhat outweighed by the increased cost to activate the device.

I really like the flavor you’re going for, here. This is going to be a great item when it’s done.
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Re: The Psychic Magic 8 Ball (Sig Item)

Post by Freemage »

Pursuit wrote: Tue Mar 03, 2020 3:51 pm
The channeling edge is cool, but its benefits are somewhat outweighed by the increased cost to activate the device.
Edges no longer add to the activation cost of Items, so Channeling is pretty useful. That said, i think that, like the bonus to Psionics, it would be limited to just the Divination Power, so fairly limited in application; internal PPE storage of 10 points would probably be of greater use.

Oh, and good catch on the bonuses being too high. I suspect that the player got used to folks burning two Upgrade slots to get +2 to a skill and listing it as one Upgrade.
GM Bennies (7th SET, Joker's Jokers): 8/8
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GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
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PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Re: The Psychic Magic 8 Ball (Sig Item)

Post by Pursuit »

@Freemage I had missed that change. That’s very cool.

I’m curious, why wouldn’t you say the edge and psionics boost could be applied generally (as opposed to just on the built in power)? It’s common enough for a wizard to have a wand or staff that aids in Spellcasting. Assuming she’s holding the magic 8 ball in her hand, why couldn’t she make use of the upgrades built in for all her powers?
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Re: The Psychic Magic 8 Ball (Sig Item)

Post by Ndreare »

Freemage always says that whenever a item provides a bonus to a trait.

It is because the bonus needs be based on the nature of the items and how it is used.
  • 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
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Re: The Psychic Magic 8 Ball (Sig Item)

Post by Squidge »

Okay, the Psionics and Channeling thing is super not what I'm looking for from this.

The item has two functions. It's a psionic focus (bonus to Psionics, Channeling) and it's a source of timeless wisdom from beyond space and time (Divination and PPE).

If we're saying it can't be the first (except in a very niche way), then those items aren't worth the slots.

And yeah, my bad...I completely mentally flaked on the actual bonus value. :)

So...looking at probably a total redesign at this point. I'll think about where to go from here. Probably more emphasis on powers or something.

Thanks for the feedback!
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Re: The Psychic Magic 8 Ball (Sig Item)

Post by Freemage »

Note: That's me. Some folks are okay with a wider interpretation of the Skill Bonus and Edge rules--if your GM is in that camp, I won't argue against it.
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GMC Bennies:
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    Thoomba 0/2
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PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Re: The Psychic Magic 8 Ball (Sig Item)

Post by Ndreare »

Freemage wrote: Tue Mar 03, 2020 7:30 pm Note: That's me. Some folks are okay with a wider interpretation of the Skill Bonus and Edge rules--if your GM is in that camp, I won't argue against it.
While I do not think it matches at all for enchanted items, it is explicitly how it is written for TW items. Which in turn affects how it works for enchanted items per RAW.


However for enchanted items Staves, Rings, and Amulets of that overall amplify magical power/skill are common as can be in fiction. So I agree with Freemage, a GM may fiat and overrule it. But maybe not.
  • 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
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Re: The Psychic Magic 8 Ball (Sig Item)

Post by Pursuit »

Flavor-wise, this feels more enchanted than TW, come to think of it. Might be worth a re-do as an enchanted item.
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Re: The Psychic Magic 8 Ball (Sig Item)

Post by Squidge »

Enchanted items are basically the same as TW items in the new rules though, yeah?
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Re: The Psychic Magic 8 Ball (Sig Item)

Post by Freemage »

At Heroic, they have fewer slots--two major, two minor. But they don't suffer from Technical Difficulties because they aren't mechanical or electronic in nature.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Re: The Psychic Magic 8 Ball (Sig Item)

Post by Squidge »

That seems like a big price to pay for a very niche advantage. :)
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Re: The Psychic Magic 8 Ball (Sig Item)

Post by Pursuit »

Until your signature item blows up. :)

They also don't require the expenditure of power points/hour to work.
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Re: The Psychic Magic 8 Ball (Sig Item)

Post by Squidge »

Okay, revision!

The Psychic Magic 8 Ball

A mysterious artifact from before the Time of the Rifts, the Psychic Magic 8 Ball knows more than it lets on. It thrums with power...power it is willing to share. Did this mean the ancients were secretly wise in the ways of the mystical, or did this incredible device merely wait among them, biding its time for the return of those who could make use of it? It is a simple black ball, wrought of smooth black plastic. On one side is the sign of the number 8 in black, within a white circle. On another side is a small window. Within the window, floating eternally within a translucent blue fluid, is an icosahedron. Each face of the shape has a message written upon it. When shaken, the hedron spins freely, and bequeaths its answer to your unspoken question with one of its faces. The ball is a focus for psionic energy as well, pulling it...concentrating it...some quirk of its construction, or perhaps of the mysterious intelligence that guides its answers...puts the mystical world closer at hand.

It never lies. It is only ever misunderstood. No student of the mystical arts misses the fact that an '8' is merely 'infinity' turned on its side.

Follow the ball to destiny.

A psychic can use the ball as a focus for psionic energy, finding it easier to channel and control their inner strength. When energy is expended, the Ball can reveal elements of the future, though its answers can be cryptic. There are 20 possible responses to any question it can give, listed here:

● It is certain.
● It is decidedly so.
● Without a doubt.
● Yes - definitely.
● You may rely on it.
● As I see it, yes.
● Most likely.
● Outlook good.
● Yes.
● Signs point to yes.
● Reply hazy, try again.
● Ask again later.
● Better not tell you now.
● Cannot predict now.
● Concentrate and ask again.
● Don't count on it.
● My reply is no.
● My sources say no.
● Outlook not so good.
● Very doubtful.

It can only give as much details as those possible answers permit. However, since the Ball itself is delivering the information, it can be used at any time or place, so long as energy is available.

The bonus to Psionics and the Channeling edge reflect the ball's potency as a focus and conduit for psionic power, aiding its user in enacting one's will. They only function when the ball is actually in hand and being visibly used as the practitioner stares at it fixedly and concentrates. The Divination power and PPE reservoir reflect its ability to answer questions about the future. It can do so 'for free' once per hour, in essence. Any more usage than that requires ISP from the user.

Heroic Enchanted Item:
Minor: +1 Psionics skill
Minor: 5 PPE reservoir for fueling its power

Major: Divination power
Major: Channeling edge
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Re: The Psychic Magic 8 Ball (Sig Item)

Post by Venatus Vinco »

Approved.
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
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Re: The Psychic Magic 8 Ball (Sig Item)

Post by Ndreare »

Approved
  • 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
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Re: The Psychic Magic 8 Ball (Sig Item)

Post by Freemage »

Approved.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Re: The Psychic Magic 8 Ball (Sig Item)

Post by Tribe of One »

Approved
GM Bennies: 7/7
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Re: The Psychic Magic 8 Ball (Sig Item)

Post by Pursuit »

For sure. Approved.
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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