Handwraps of Vampire Slaying (enchanted Sig Item for Vikon)

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Vikon Athir
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Handwraps of Vampire Slaying (enchanted Sig Item for Vikon)

Post by Vikon Athir »

Handwraps of Vampire Slaying
Soaked and enchanted in a mixture of holy water, silver nitrate, and garlic, these fighter’s wraps are blessed for full effectiveness against vampires.
Trapping: Silver; all magic weapons do MD damage
Major: Brawler Edge
Major: Bruiser Edge
Minor: +1 damage
Minor: +1 damage
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Re: Handwraps of Vampire Slaying (enchanted Sig Item for Vikon)

Post by Ndreare »

This would prevent you from gaining those edges later and benefiting from both.
I would suggest taking AP for melee attacks as the major. This would count as Minor and give you something like the following

+4 AP and +2 Damage with empty hands.

And allow you to take those essential edges later during advancement
  • 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: Handwraps of Vampire Slaying (enchanted Sig Item for Vikon)

Post by Ndreare »

Normally you only get one trapping water or silver. I would suggest Water as it permanently kills vampires

Then again, I would allow a Minor mod to let it do water and silver damage. But as a default I would say it it should be one or the other.

In this case, perhaps the enchantments make it water damage and it can kill Vampires, but will not do extra damage to werewolves or demons?
  • 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: Handwraps of Vampire Slaying (enchanted Sig Item for Vikon)

Post by Technospawn »

@Vikon Athir consider @Ndreare comments and let me know if you are changing them.
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
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Vikon Athir
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Re: Handwraps of Vampire Slaying (enchanted Sig Item for Vikon)

Post by Vikon Athir »

Part of my idea was that I could get a jump on those Edges in my build and wouldn't have to worry about them later. Is that not a good way to do it? Why wouldn't I get the benefit of them? Trying to increase my damage output.

I chose silver because water is Vikon's life sign, so I have plenty of water trapping. He'll probably have a damage field up, which would be water. Was looking for some silver for vs. vampires.

How about this:

Handwraps of Vampire Slaying
Soaked and enchanted in a mixture of holy water, silver nitrate, and garlic, these fighter’s wraps are blessed for full effectiveness against vampires.
Trapping: Silver; all magic weapons do MD damage
Major: +1 die type Strength
Major: +1 die type Strength
Minor: +2 AP
Minor: +2 AP
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Re: Handwraps of Vampire Slaying (enchanted Sig Item for Vikon)

Post by Venatus Vinco »

Approved.
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Re: Handwraps of Vampire Slaying (enchanted Sig Item for Vikon)

Post by Freemage »

Vikon Athir wrote: Mon Dec 07, 2020 4:34 am Part of my idea was that I could get a jump on those Edges in my build and wouldn't have to worry about them later. Is that not a good way to do it? Why wouldn't I get the benefit of them? Trying to increase my damage output.
I admit to being a bit confounded by this, myself--you wouldn't want to take JUST Brawler, since then you couldn't take Bruiser in advancement, but so long as the entire chain is part of the wraps, they should be fine. (They would also stack normally with the martial artist chain, per the rules, assuming you're going for the Deadly Fist quadrecta.)
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Re: Handwraps of Vampire Slaying (enchanted Sig Item for Vikon)

Post by KahlessNestor »

That is what I was going for. I figured I'd put the Brawler and Bruiser edges on the wraps, I have already taken Martial Artist, so I would have just had to pick up Improved and I'd be set with all 4.
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Re: Handwraps of Vampire Slaying (enchanted Sig Item for Vikon)

Post by Venatus Vinco »

Ok.

VV
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Re: Handwraps of Vampire Slaying (enchanted Sig Item for Vikon)

Post by Vikon Athir »

So was the original write up okay, or do I need to take the second option? It will effect my advance for this quarter.
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