Coyote Mask (Sig Item for Yeitso)

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Freemage
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Coyote Mask (Sig Item for Yeitso)

Post by Freemage »

This carved and painted wooden mask grants the wearer the aspect of Coyote's darker nature. It was given to Yeitso by Coyote himself (or, at the very least, by the spirit that presented itself to him as Coyote).

Base Item: Carved Steel-wood Mask (1000 Cr)
Minor Upgrades:
+1 Intimidation
5 Stored PPE
Major Upgrades:
Coyote's Howl: Fear Power
Coyote's Bite: When using the Smite Power, the wearer may use the following additional Mega-Modifier:
INFECTIOUS (+3): When a target is hit with the affected weapon and the damage total is enough to inflict the Shaken result or cause a Wound (before any Soak roll), the target contracts a Debilitating Illness (Targets in EBA or the equivalent are only affected if they suffer a Wound). The disease inflicts a level of Fatigue on the victim. This lasts for 2d6 days if left untreated, and can stack with multiple strikes. The disease can be cured with a simple Healing Skill check and 10 minutes, or the healing spell with the Disease Modifier. The Fatigue can be eliminated with relief, even if the infection is not cured. This disease can Incapacitate, but not kill. Immunity to Disease (as a racial ability) will prevent this from having any effect.



Notes: The Coyote's Bite is based on several legends that Coyote's darker aspects is the bringer of disease and plague. It's higher priced than the "Fatigue" Modifier, because it lasts much longer if not treated--namely, the normal length of time for a debilitating disease.

If this notion is too contentious, I'll withdraw that and just go with Mega-Fear instead, but I wanted to get experimental.
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PCs, 8 Active Slots, 3 Signature Items
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*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)
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Ndreare
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Re: Coyote Mask (Sig Item for Yeitso)

Post by Ndreare »

Sure,
The infectious thing is different, but not game breaking.
  • 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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Venatus Vinco
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Re: Coyote Mask (Sig Item for Yeitso)

Post by Venatus Vinco »

I like the originality, and per our hangout conversation, am only mildly concerned about the duration. However, there seems to be sufficient ways for the effect to be removed. I'd go for it.

VV
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Snake Eyes
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Re: Coyote Mask (Sig Item for Yeitso)

Post by Snake Eyes »

In a perfect world, I’d actually like to see the regular healing check take longer. An hour, maybe more. But like you said in the hangout, you’re trying to stab them. It won’t matter if their corpse is fatigued.
Approved.
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Re: Coyote Mask (Sig Item for Yeitso)

Post by Tribe of One »

I'm gonna be contrarian here: I like the Disease modifier in concept, but mechanically it's not making sense -- why would it cause an infection on a hit, rather than requiring a wound? What if the target is wearing EBA? The Fatigue modifier requires that the target be "affected" by the base power -- I don't think Smite affects you unless you take a Wound (or, arguably, Shaken).

The longer duration of disease-based Fatigue doesn't worry me -- in play, it's rarely going to make any difference. I'd hew closer to the stock Fatigue modifier -- an nix the Vigor roll you added -- while accounting for EBA, like this:

INFECTIOUS (+2): When a target is hit with the affected weapon and the damage total is enough to inflict the Shaken result or cause a Wound (before any Soak roll), the target contracts a Debilitating Illness (Targets in EBA or the equivalent are only affected if they suffer a Wound). The disease inflicts a level of Fatigue on the victim. This lasts for 2d6 days if left untreated, and can stack with multiple strikes. The disease can be cured with a simple Healing Skill check and 10 minutes, or the healing spell with the Disease Modifier. The Fatigue can be eliminated with relief, even if the infection is not cured. This disease can Incapacitate, but not kill. Immunity to Disease (as a racial ability) will prevent this from having any effect.

I'd be comfortable with that as a +2 modifier, but you could go +3.
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Ndreare
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Re: Coyote Mask (Sig Item for Yeitso)

Post by Ndreare »

I would still approve either version.
  • 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
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Coyote Mask (Sig Item for Yeitso)

Post by Freemage »

I like Tribe's version, but I did keep the +3, because the "as long as this fight lasts" Fatigue effect is still slightly longer than the Fatigue from the generic Modifier. (Ie, Fatigue from Smite would, i believe, last for 1 round, period. So this is definitely more useful than that.)
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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Snake Eyes
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Re: Coyote Mask (Sig Item for Yeitso)

Post by Snake Eyes »

New version looks fine as well. Approved.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
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Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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