Signature (Enchanted) Item: Force de l'Ouri

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TCArknight
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Signature (Enchanted) Item: Force de l'Ouri

Post by TCArknight »

(for @Technospawn 's Venators game)

The longsword known as Force de l'Ouri (Strength of the Ouri) has been passed down for generations with its forging occuring sometime in the pre-Rifts era. The blade did not initially have any powers, but over the generations as magic returned to the world, so did the blade gain the enchanted abilities as one owner then another would imbue or commission their own enhancements.

As time passed, the blade was put to terrible uses at the hands of owners who served as part of the Mystic Knights. As Zephrim began his career, that dark history looked to continue, but as he had a change of heart and stepped onto a path for redemption, the darkness that has infused the blade has slowly begun to fade as it is replaced with light.

Base Item: Longsword (Dmg: Str+d8, Min. Str: d8, Weight: 3)
Enchanted Item - Dmg: +1d8 AP: 8
Minor Upgrades:
  • +2 AP
  • Well Balanced (Minimum Strength reduced one die type (d8 -> d6))
Major Upgrades
  • Damage +1 die type
  • deflection (Self,Aware of opponent) power (1 PP)
Final Stats:
Damage: Str + 2d10 MD
AP: 10
Min Str: d6
Notes: deflection (Self,Aware of opponent) power (1 PP)
Last edited by TCArknight on Fri Mar 25, 2022 6:36 pm, edited 3 times in total.
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Re: Signature (Enchanted) Item: Force de l'Ouri

Post by Daniel »

Looks legit to me.
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TCArknight
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Re: Signature (Enchanted) Item: Force de l'Ouri

Post by TCArknight »

Edited to add the base AP for an enchanted item. In this case, base AP of 8 for the d8.
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Technospawn
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Re: Signature (Enchanted) Item: Force de l'Ouri

Post by Technospawn »

TCArknight wrote: Tue Mar 22, 2022 12:17 pm Edited to add the base AP for an enchanted item. In this case, base AP of 8 for the d8.
How did you determine the base AP?
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]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
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Zephrim Ouri
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Re: Signature (Enchanted) Item: Force de l'Ouri

Post by Zephrim Ouri »

Edited: meant to post from main profile...
Last edited by Zephrim Ouri on Thu Mar 24, 2022 12:50 pm, edited 1 time in total.
TCArknight
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Re: Signature (Enchanted) Item: Force de l'Ouri

Post by TCArknight »

Technospawn wrote: Thu Mar 24, 2022 11:44 am
TCArknight wrote: Tue Mar 22, 2022 12:17 pm Edited to add the base AP for an enchanted item. In this case, base AP of 8 for the d8.
How did you determine the base AP?
From the guidelines in the forum post (bolded). The longsword was d8, so AP 8.
Venatus Vinco wrote: Wed Jan 01, 2020 11:34 am Item Creation
Enchanted Items
Use the Minor and Major Item Creation rules found in Arcana & Mysticism. Magic melee weapons always deal Mega Damage.

For Signature Items choose one option:
  • An enchanted item (weapon, armor, gear, etc.) with 2 Minor and 2 Major Upgrades up to Heroic rank.
    • For armor use light or heavy Enchanted Armor from Arcana and Mysticism as a base item.
    • For weapons use medieval melee or ranged weapons (SWADE Personal Weapons section) as a base item, but it deals Str + damage dice ×2 MD,
      with AP equal to damage die type.
    • For gear use the “Magic Items & Equipment” sidebar on page 46 of Arcana & Mysticism to re-trap a piece of gear (not weapons or armor) as “magic”. Subject to GM approval process.
  • Use an existing Magic Item (comparable in power to Spirit Bow or Spirit Spear) as a template. Subject to GM approval process.
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Technospawn
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Re: Signature (Enchanted) Item: Force de l'Ouri

Post by Technospawn »

TCArknight wrote: Thu Mar 24, 2022 12:49 pm
Technospawn wrote: Thu Mar 24, 2022 11:44 am
TCArknight wrote: Tue Mar 22, 2022 12:17 pm Edited to add the base AP for an enchanted item. In this case, base AP of 8 for the d8.
How did you determine the base AP?
From the guidelines in the forum post (bolded). The longsword was d8, so AP 8.
Venatus Vinco wrote: Wed Jan 01, 2020 11:34 am Item Creation
Enchanted Items
Use the Minor and Major Item Creation rules found in Arcana & Mysticism. Magic melee weapons always deal Mega Damage.

For Signature Items choose one option:
  • An enchanted item (weapon, armor, gear, etc.) with 2 Minor and 2 Major Upgrades up to Heroic rank.
    • For armor use light or heavy Enchanted Armor from Arcana and Mysticism as a base item.
    • For weapons use medieval melee or ranged weapons (SWADE Personal Weapons section) as a base item, but it deals Str + damage dice ×2 MD,
      with AP equal to damage die type.
    • For gear use the “Magic Items & Equipment” sidebar on page 46 of Arcana & Mysticism to re-trap a piece of gear (not weapons or armor) as “magic”. Subject to GM approval process.
  • Use an existing Magic Item (comparable in power to Spirit Bow or Spirit Spear) as a template. Subject to GM approval process.
OK guess I need to learn to read. Sorry about that.
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]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
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Technospawn
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Re: Signature (Enchanted) Item: Force de l'Ouri

Post by Technospawn »

TCArknight wrote: Sun Mar 20, 2022 4:53 pm (for @Technospawn 's Venators game)

Base Item: Longsword (Dmg: Str+d8, Min. Str: d8, Weight: 3)
Enchanted Item - Dmg: +1d8 AP: 8
Minor Upgrades:
  • +2 AP
  • Well Balanced (Minimum Strength reduced one die type (d8 -> d6))
Major Upgrades
  • Damage +1 die type
  • deflection (Self,Aware of opponent) power (1 PP)
Final Stats:
Damage: Str + 3d8 MD
AP: 10
Min Str: d6
Notes: deflection (Self,Aware of opponent) power (1 PP)
+1 die type does not add a die it changes d8 to d10. So it should be STR+2d10 AP 12
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]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
TCArknight
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Re: Signature (Enchanted) Item: Force de l'Ouri

Post by TCArknight »

Technospawn wrote: Thu Mar 24, 2022 2:06 pm OK guess I need to learn to read. Sorry about that.
Been there myself toooooo many times. No problem. :
Technospawn wrote: Thu Mar 24, 2022 2:09 pm +1 die type does not add a die it changes d8 to d10. So it should be STR+2d10 AP 12
See? :) Reading comprehension was missing for me I guess. :)

Correction made. :)
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Technospawn
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Re: Signature (Enchanted) Item: Force de l'Ouri

Post by Technospawn »

Approved
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]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
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