Gemcaster for Tasura the Stone Master

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Tasura
Posts: 17
Joined: Sun Aug 22, 2021 9:46 am

Gemcaster for Tasura the Stone Master

Post by Tasura »

Gemcaster
Gemcasters are rare. Few are those who learn the arts of Stone Mastery, and fewer of those appreciate the utility and power of gem magic to its fullest extent. Only on the wrist of one of these very few individuals will you ever find a gemcaster.

Despite their rarity, a gemcaster is an artifact of simple construction. It's typically made of chains and stone gem settings although some are made of more comfortable or common materials. Setting the gems in stone allows the Stone Master to swap gems in and out of the gemcaster as he or she desires.

Stabilization enchantments are common in gemcasters. These enchantments reduce the stress to the inset gem created from drawing forth the gem's power. Some stone masters request an emergency reserve of PPE to be installed, and those who intend to use a gemcaster for personal protection often enhance the apparatus to further accomdate those needs.
Gemcaster.jpg
Gemcaster.jpg (40.8 KiB) Viewed 2006 times
Gem Setting: Red Zircon (Bolt/Burst; Fire)
Gem Setting: Clear Quartz (Light; Mobile, cast on gem)
Gem Setting: Gold zircon (Teleport, Self)
  • PPE: 5 (Usable only to activate gems set into the Gemcaster. Manually recharged or at a rate of 5 PPE/hour on a ley line.)
  • Notes: +2 to Spellcasting when activating gems set into the Gemcaster; Arcane Marksman. It requires an action to replace a gem with another in a single setting.
  • Weight: 2 lb?, Cost: 182,000?

Base Item: Leather Bracer ($2000?)
Free Trapping: The gem settings are made of stone and easily shift to fit slotted gems.
Minor: +1 to Spellcasting when Activating gems through the Gemcaster (10k)
Minor: +1 to Spellcasting when Activating gems through the Gemcaster (10k)
Major - Other: +5 PPE reserve usable only to activate gems through the Gemcaster (30k?x2=60k?)
Major - Edge: Arcane Marksman (50kx2=100k)
Gem Slot:
Gem Slot:
Gem Slot:
4/3 Bennies. Ill gussy this up later.
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Imperator
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Re: Gemcaster for Tasura the Stone Master

Post by Imperator »

I'm ok with this if a note is included on gem "loading" time. 1 swap as an action ala reloading seems fair.
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Characters Imperator (GM account)Action Stan, Antipas, Xiang,
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Tasura
Posts: 17
Joined: Sun Aug 22, 2021 9:46 am

Re: Gemcaster for Tasura the Stone Master

Post by Tasura »

Fair enough. I'm fine with that.
4/3 Bennies. Ill gussy this up later.
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Pender Lumkiss
Diamond Patron
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Re: Gemcaster for Tasura the Stone Master

Post by Pender Lumkiss »

Imperator wrote: Sun Aug 22, 2021 3:16 pm I'm ok with this if a note is included on gem "loading" time. 1 swap as an action ala reloading seems fair.
Sounds good to me.
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Ndreare
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Re: Gemcaster for Tasura the Stone Master

Post by Ndreare »

Looks mostly legit
  • 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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