The Small Spark for Wormy the Death Scarf

A place for feedback on created items for in game use.
Post Reply
User avatar
Wormy
Posts: 33
Joined: Wed Aug 25, 2021 6:58 pm

The Small Spark for Wormy the Death Scarf

Post by Wormy »

No idea what this character's name is...But for now, his name is Wormy (because Zembahk) the Death Scarf (because he intends to wrap himself around the biggest, meatiest ally around and rain death down upon his enemies).

Wormy the Death Scarf is an Expert Blaster. But, no, that is not enough. He needs to be a Master Blaster. (I realized mid-post that Master Blaster is Legendary and therefore not an option :( ) He is driven to impress his deity, the Mighty Bay, by creating the biggest, loudest, most deadly of explosions. The Small Spark is just the boost he needs...

The Small Spark
It is said that the Mighty Bay once used a powerful artifact to turn the tide of battle against humanities most deadly ancient adversary. The automatons were impossibly more advanced than humanity at that time, but with His explosive power and the artifact, the Mighty One destroyed them all.

Today, all that is left is but a tiny shard, the Small Spark, but even this little fragment is imbued with explosive power. He who wields the Small Spark has unrivaled power over his or her destructive abilities. Today, that someone is Wormy.
The Small Spark.jpg
Edges: Champion, Arcane Marksman
Notes: +2 to Spellcasting when activating damaging powers.
Weight: 1; Cost: 172,000 (-3)

Base Item: Medallion (2,000?)
Free Trapping: Shimmers with power, and upon closer inspection sparks can be seen arcing across its surface.
Minor: +1 to Spellcasting when activating damaging powers. (10k)
Minor: +1 to Spellcasting when activating damaging powers. (10k)
Major Mod: Champion (50k)
Major Mod: Arcane Marksman (100k)
Cost: 172k (-3)
Wormy, Zembahk Expert Blaster Mystic
Pace: 5(d4); Parry: 5(1); Toughness: 7
  • Uncanny Reflexes: -2 to be attacked and +2 to evasion when aware.
Combat-Relevant Edges & Abilities:
  • Arcane Marksman: If the caster doesn't move in a turn and activates no more than a single bolt or similar damage dealing power as her first action, she may add a +1 bonus to her Arcane Skill roll, or ignore up to 2 points of penalties from Called Shots, Cover, Scale, or Speed.
  • Bizarre Physiology: Zembahk physiology gives a −4 penalty to Healing checks. Compatible medical supplies/services cost quadruple listed price.
  • Champion: +2 damage vs. supernaturally evil creatures.
  • Cosmic Confluence: Freely convert between PPE and ISP for activating powers. These converted PP must be spent immediately.
  • Your hero can sense when something bad is about to happen. When rolling for Surprise (page 108), he adds +2 to his Notice roll to act in the first round. With a raise, he starts the encounter on Hold.
    In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives him a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes his Notice roll, the foe doesn’t get The Drop against him.
    : Notice roll at +2 to sense ambushes or similar events.
  • Low Light Vision: Ignore penalties for Dim or Dark illumination.
  • Spiritual Awareness: Wormy senses supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight with Notice (Alertness applies).
Wounds: 0/3; Fatigue: 0/2
PPE: 20/20; PPE: 10/10; ISP: 34/35
Bennies: 3/3(+1Z); Conviction: 1/1
Edit Signature
User avatar
Imperator
Posts: 226
Joined: Tue May 28, 2019 6:42 pm

Re: The Small Spark for Wormy the Death Scarf

Post by Imperator »

Looks ok to me.
GM bennies


Characters Imperator (GM account)Action Stan, Antipas, Xiang,
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: The Small Spark for Wormy the Death Scarf

Post by Ndreare »

Did you forget a free trapping? Maybe this also makes you a Line Walker as part of its trapping?
  • 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
Wormy
Posts: 33
Joined: Wed Aug 25, 2021 6:58 pm

Re: The Small Spark for Wormy the Death Scarf

Post by Wormy »

Of course not, Rob! It shimmers with power and sparks arc across the surface upon closer inspection. Its right there in the build notes.
Wormy, Zembahk Expert Blaster Mystic
Pace: 5(d4); Parry: 5(1); Toughness: 7
  • Uncanny Reflexes: -2 to be attacked and +2 to evasion when aware.
Combat-Relevant Edges & Abilities:
  • Arcane Marksman: If the caster doesn't move in a turn and activates no more than a single bolt or similar damage dealing power as her first action, she may add a +1 bonus to her Arcane Skill roll, or ignore up to 2 points of penalties from Called Shots, Cover, Scale, or Speed.
  • Bizarre Physiology: Zembahk physiology gives a −4 penalty to Healing checks. Compatible medical supplies/services cost quadruple listed price.
  • Champion: +2 damage vs. supernaturally evil creatures.
  • Cosmic Confluence: Freely convert between PPE and ISP for activating powers. These converted PP must be spent immediately.
  • Your hero can sense when something bad is about to happen. When rolling for Surprise (page 108), he adds +2 to his Notice roll to act in the first round. With a raise, he starts the encounter on Hold.
    In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives him a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes his Notice roll, the foe doesn’t get The Drop against him.
    : Notice roll at +2 to sense ambushes or similar events.
  • Low Light Vision: Ignore penalties for Dim or Dark illumination.
  • Spiritual Awareness: Wormy senses supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight with Notice (Alertness applies).
Wounds: 0/3; Fatigue: 0/2
PPE: 20/20; PPE: 10/10; ISP: 34/35
Bennies: 3/3(+1Z); Conviction: 1/1
Edit Signature
User avatar
Wormy
Posts: 33
Joined: Wed Aug 25, 2021 6:58 pm

Re: The Small Spark for Wormy the Death Scarf

Post by Wormy »

@Ndreare were you going to provide actual feedback? :p

Also, @Lars this one is for you.
Wormy, Zembahk Expert Blaster Mystic
Pace: 5(d4); Parry: 5(1); Toughness: 7
  • Uncanny Reflexes: -2 to be attacked and +2 to evasion when aware.
Combat-Relevant Edges & Abilities:
  • Arcane Marksman: If the caster doesn't move in a turn and activates no more than a single bolt or similar damage dealing power as her first action, she may add a +1 bonus to her Arcane Skill roll, or ignore up to 2 points of penalties from Called Shots, Cover, Scale, or Speed.
  • Bizarre Physiology: Zembahk physiology gives a −4 penalty to Healing checks. Compatible medical supplies/services cost quadruple listed price.
  • Champion: +2 damage vs. supernaturally evil creatures.
  • Cosmic Confluence: Freely convert between PPE and ISP for activating powers. These converted PP must be spent immediately.
  • Your hero can sense when something bad is about to happen. When rolling for Surprise (page 108), he adds +2 to his Notice roll to act in the first round. With a raise, he starts the encounter on Hold.
    In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives him a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes his Notice roll, the foe doesn’t get The Drop against him.
    : Notice roll at +2 to sense ambushes or similar events.
  • Low Light Vision: Ignore penalties for Dim or Dark illumination.
  • Spiritual Awareness: Wormy senses supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight with Notice (Alertness applies).
Wounds: 0/3; Fatigue: 0/2
PPE: 20/20; PPE: 10/10; ISP: 34/35
Bennies: 3/3(+1Z); Conviction: 1/1
Edit Signature
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: The Small Spark for Wormy the Death Scarf

Post by Daniel »

I’m good with it. Fun.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: The Small Spark for Wormy the Death Scarf

Post by Ndreare »

Wormy wrote: Sat Aug 28, 2021 6:09 am @Ndreare were you going to provide actual feedback? :p

Also, @Lars this one is for you.
No, I think it is fine. But I needed to troll you for a bit.
  • 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
Wormy
Posts: 33
Joined: Wed Aug 25, 2021 6:58 pm

Re: The Small Spark for Wormy the Death Scarf

Post by Wormy »

Works for me, I’ll add it to my sheet once we get off the river. Thank you everyone l.
Wormy, Zembahk Expert Blaster Mystic
Pace: 5(d4); Parry: 5(1); Toughness: 7
  • Uncanny Reflexes: -2 to be attacked and +2 to evasion when aware.
Combat-Relevant Edges & Abilities:
  • Arcane Marksman: If the caster doesn't move in a turn and activates no more than a single bolt or similar damage dealing power as her first action, she may add a +1 bonus to her Arcane Skill roll, or ignore up to 2 points of penalties from Called Shots, Cover, Scale, or Speed.
  • Bizarre Physiology: Zembahk physiology gives a −4 penalty to Healing checks. Compatible medical supplies/services cost quadruple listed price.
  • Champion: +2 damage vs. supernaturally evil creatures.
  • Cosmic Confluence: Freely convert between PPE and ISP for activating powers. These converted PP must be spent immediately.
  • Your hero can sense when something bad is about to happen. When rolling for Surprise (page 108), he adds +2 to his Notice roll to act in the first round. With a raise, he starts the encounter on Hold.
    In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives him a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes his Notice roll, the foe doesn’t get The Drop against him.
    : Notice roll at +2 to sense ambushes or similar events.
  • Low Light Vision: Ignore penalties for Dim or Dark illumination.
  • Spiritual Awareness: Wormy senses supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight with Notice (Alertness applies).
Wounds: 0/3; Fatigue: 0/2
PPE: 20/20; PPE: 10/10; ISP: 34/35
Bennies: 3/3(+1Z); Conviction: 1/1
Edit Signature
Post Reply

Return to “Item Creation”