Elemental Shuriken
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Elemental Shuriken
Rifts Japan pg 37, total cost 245500
A set of five shuriken’s each one representing an element: Air, Fire, Water, Earth, Wood.
Air Shuriken(enchanted item): 45100 creds
Base item: Deadlands Reloaded Shuriken, str +1, 3/6/12, .5lb RoF 1. Cost 100 creds(includes the typicall x10 setting conversion)
[*](Minor): AirTrapping (maybe increase the range thrown by +1 per increment. 4/8/16
[*](Major): Returning, essentially a quick draw edge.
[*](Major): Lightining Bolt power includes 10ppe.
Fire Shuriken(enchanted item): 65100 creds
Base item: Deadlands Reloaded Shuriken, str +1, 3/6/12, .5lb RoF 1. Cost 100 creds(includes the typicall x10 setting conversion)
[*](Minor): Fire Trapping
[*](Major): Returning, essentially a quick draw edge.
[*](Major): Fire Ball Blast power includes 10ppe.
Water Shuriken(enchanted item): 45100 creds
Base item: Deadlands Reloaded Shuriken, str +1, 3/6/12, .5lb RoF 1. Cost 100 creds(includes the typicall x10 setting conversion)
[*](Minor): Water Trapping (can be thrown underwater)
[*](Major): Returning, essentially a quick draw edge.
[*](Major): Heal Power
Earth Shuriken(enchanted item): 45100 creds
Base item: Deadlands Reloaded Shuriken, str +1, 3/6/12, .5lb RoF 1. Cost 100 creds(includes the typicall x10 setting conversion)
[*](Minor): Earth Trapping
[*](Major): Returning, essentially a quick draw edge.
[*](Major): Invulnerability Armor Power (+1 vigor rolls on a raise) 10 ppe
Wood Shuriken(enchanted item): 45100 creds
Base item: Deadlands Reloaded Shuriken, str +1, 3/6/12, .5lb RoF 1. Cost 100 creds(includes the typicall x10 setting conversion)
[*](Minor): Wood Trappimg (+1 damage vs unarmored targets, -1 damage vs armored)
[*](Major): Returning, essentially a quick draw edge.
[*](Major): Summon Tree Ally. Summon Ally power. 10ppe
A set of five shuriken’s each one representing an element: Air, Fire, Water, Earth, Wood.
Air Shuriken(enchanted item): 45100 creds
Base item: Deadlands Reloaded Shuriken, str +1, 3/6/12, .5lb RoF 1. Cost 100 creds(includes the typicall x10 setting conversion)
[*](Minor): AirTrapping (maybe increase the range thrown by +1 per increment. 4/8/16
[*](Major): Returning, essentially a quick draw edge.
[*](Major): Lightining Bolt power includes 10ppe.
Fire Shuriken(enchanted item): 65100 creds
Base item: Deadlands Reloaded Shuriken, str +1, 3/6/12, .5lb RoF 1. Cost 100 creds(includes the typicall x10 setting conversion)
[*](Minor): Fire Trapping
[*](Major): Returning, essentially a quick draw edge.
[*](Major): Fire Ball Blast power includes 10ppe.
Water Shuriken(enchanted item): 45100 creds
Base item: Deadlands Reloaded Shuriken, str +1, 3/6/12, .5lb RoF 1. Cost 100 creds(includes the typicall x10 setting conversion)
[*](Minor): Water Trapping (can be thrown underwater)
[*](Major): Returning, essentially a quick draw edge.
[*](Major): Heal Power
Earth Shuriken(enchanted item): 45100 creds
Base item: Deadlands Reloaded Shuriken, str +1, 3/6/12, .5lb RoF 1. Cost 100 creds(includes the typicall x10 setting conversion)
[*](Minor): Earth Trapping
[*](Major): Returning, essentially a quick draw edge.
[*](Major): Invulnerability Armor Power (+1 vigor rolls on a raise) 10 ppe
Wood Shuriken(enchanted item): 45100 creds
Base item: Deadlands Reloaded Shuriken, str +1, 3/6/12, .5lb RoF 1. Cost 100 creds(includes the typicall x10 setting conversion)
[*](Minor): Wood Trappimg (+1 damage vs unarmored targets, -1 damage vs armored)
[*](Major): Returning, essentially a quick draw edge.
[*](Major): Summon Tree Ally. Summon Ally power. 10ppe
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Re: Elemental Shuriken
Alex, my one character with theowing is,lookimg to trade a wand for a set of these weapons. If you have thoughts or comments let me know.
My own thoughts, seems as a weapon really really low damage. I was not sure if maybe I should give it one of the sci fi companion weapon treatments.
The range on it compared to PR is super short, which I am fine with, but it was something I noticed.
My own thoughts, seems as a weapon really really low damage. I was not sure if maybe I should give it one of the sci fi companion weapon treatments.
The range on it compared to PR is super short, which I am fine with, but it was something I noticed.
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Re: Elemental Shuriken
I'd be fine with a free upgrade to MD. Str+1 damage isn't gonna bring down that pesky dragon, MD or no, but at least it's an option. The damages could also be a straight conversion to the power. If it's trapped as wind/lightning, then have the throwing of the shuriken just be the activation of the power for damage, and ignore the minor stuff. I don't know if that fits canon, though.
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Re: Elemental Shuriken
Yeah, as far as damage-dealing goes, the shuriken are negligible -- their purpose is more as a delivery system for the spells. I'd just treat them as wands/power-granting items mechanically, with a special trapping that requires the "throwing" of the shuriken as part of activation. Damage from the shuriken itself can be ignored. You could allow them to be activated with Throwing instead of an arcane skill, if you wanted, although I don't know if it's necessary.
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Re: Elemental Shuriken
I am almost there. I could just use a throwing knife or something. Hmm I’ll think about it some more.Tribe of One wrote: ↑Mon Dec 10, 2018 3:02 pm Yeah, as far as damage-dealing goes, the shuriken are negligible -- their purpose is more as a delivery system for the spells. I'd just treat them as wands/power-granting items mechanically, with a special trapping that requires the "throwing" of the shuriken as part of activation. Damage from the shuriken itself can be ignored. You could allow them to be activated with Throwing instead of an arcane skill, if you wanted, although I don't know if it's necessary.
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Re: Elemental Shuriken
I think it's a cool trapping, with the shuriken essentially being anchors for the attached spells.
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Re: Elemental Shuriken
For sure. Thanks for the help.Tribe of One wrote: ↑Mon Dec 10, 2018 4:12 pm I think it's a cool trapping, with the shuriken essentially being anchors for the attached spells.
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Re: Elemental Shuriken
Okay, I'm gonna do one of these with Tribe's recommendation and incorporating some of my own thoughts as well, to show how it might come out. Note that while you have to flick your wrist in a Throwing motion, you don't actually release the shuriken in this variation--so no need for Quick Draw. This makes them more expensive, but frees up a Major Slot for the Power Mastery Edge, making these things a bit more potent, since you can do the Mega-Powers off of them (it also increases their Range to that of the Power, rather than the shuriken range). The downside of the 'activated by Throwing' aspect is that it makes the Powers a lot more expensive.
Air Shuriken(enchanted item): 130,110 Cr.
Base item: Deadlands Reloaded Shuriken, str +1, 3/6/12, .5lb RoF 1. Cost 100 creds(includes the typicall x10 setting conversion)
Air Shuriken(enchanted item): 130,110 Cr.
Base item: Deadlands Reloaded Shuriken, str +1, 3/6/12, .5lb RoF 1. Cost 100 creds(includes the typicall x10 setting conversion)
- (Minor): Air Trapping (Ignores fog and other 'atmospheric' concealment penalties) (5K)
- (Minor): +1 Throwing (5K)
- (Major): Power Mastery Edge (20K)
- (Major): Bolt Power with Electric/Conduction Trapping (grants 10 PPE pool, activated with Throwing Skill) (100K)
- Big Bolt: 3d4 or 4d4 if target is in water or wearing/carrying 10 lbs of metal (3 PPE)
- Big Onslaught: 6d4, or 7d4 if target is conductive (5 PPE)
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Re: Elemental Shuriken
Looks cool. Power Mastery is not necessary.Freemage wrote: ↑Sun Dec 16, 2018 9:28 pm Okay, I'm gonna do one of these with Tribe's recommendation and incorporating some of my own thoughts as well, to show how it might come out. Note that while you have to flick your wrist in a Throwing motion, you don't actually release the shuriken in this variation--so no need for Quick Draw. This makes them more expensive, but frees up a Major Slot for the Power Mastery Edge, making these things a bit more potent, since you can do the Mega-Powers off of them (it also increases their Range to that of the Power, rather than the shuriken range). The downside of the 'activated by Throwing' aspect is that it makes the Powers a lot more expensive.
Air Shuriken(enchanted item): 130,110 Cr.
Base item: Deadlands Reloaded Shuriken, str +1, 3/6/12, .5lb RoF 1. Cost 100 creds(includes the typicall x10 setting conversion)
- (Minor): Air Trapping (Ignores fog and other 'atmospheric' concealment penalties) (5K)
- (Minor): +1 Throwing (5K)
- (Major): Power Mastery Edge (20K)
- (Major): Bolt Power with Electric/Conduction Trapping (grants 10 PPE pool, activated with Throwing Skill) (100K)
- Big Bolt: 3d4 or 4d4 if target is in water or wearing/carrying 10 lbs of metal (3 PPE)
- Big Onslaught: 6d4, or 7d4 if target is conductive (5 PPE)
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Re: Elemental Shuriken
Well, then, yeah, Quick Draw might be the way to go then--the shuriken are summonable to his hand, meaning he can even swap them out as a free action, if he owns more than one of the set. Alternately, you could use that slot for +1 DT Throwing--making them an extra die-type and a +1 when using their Power.
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Re: Elemental Shuriken
The Quick Draw edge was essentially retrapped as an item of returning, so once they were thrown, they just pop back to the hand / sheath. I think leaving QD instead of Power Mastery makes sense as a fluff thing; only the truly adept user can access the full power of the item.Freemage wrote: ↑Mon Dec 17, 2018 2:45 am Well, then, yeah, Quick Draw might be the way to go then--the shuriken are summonable to his hand, meaning he can even swap them out as a free action, if he owns more than one of the set. Alternately, you could use that slot for +1 DT Throwing--making them an extra die-type and a +1 when using their Power.
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Re: Elemental Shuriken
I still think all of those are way more complicated than they need to be, when essentially you're talking about a magical item (set of shuriken) that gives access to five powers.
I'd stat it up this way, as a Legendary-level Enchanted Item. Normally you'd be limited to 4 Majors on something like that, so we'll introduce a significant Hindrance to balance it out.
Set of Elemental Shuriken (Enchanted Item)
It's a set of five shuriken, carried in a bandoleer embroidered with mystical symbols.
Base Item: Bandoleer decorated with shuriken
PPE: 10 (base) +5 + 5 = 20
Minor: +5 PP
Minor: +5 PP
Major: New Power - Bolt (Electricity trapping) -- Air Shuriken
Major: New Power - Blast (Fire trapping) -- Fire Shuriken
Major: New Power - Healing (?? trapping) -- Water Shuriken
Major: New Power - Armor (Invulnerability/+1d Vigor trapping) -- Earth Shuriken
Major: New Power - Summon Ally (Tree trapping) -- Wood Shuriken
Hindrance: The wielder must be free and able to physically throw a shuriken to activate the power; powers are activated using the lower of the wielder's Arcane Skill or Throwing (Athletics).
Cost: 130,000 cr
If the Hindrance doesn't seem significant enough to balance out the extra Major, you could also limit the range of each spell to 3/6/12 or Strength in inches.
This way you're not messing with Quick Draw, Returning, or any of that, although it could still look like that from a trappings point of view. Mechanically, they're just spells that you cast as long as the bandoleer/set is in your possession.
I'd stat it up this way, as a Legendary-level Enchanted Item. Normally you'd be limited to 4 Majors on something like that, so we'll introduce a significant Hindrance to balance it out.
Set of Elemental Shuriken (Enchanted Item)
It's a set of five shuriken, carried in a bandoleer embroidered with mystical symbols.
Base Item: Bandoleer decorated with shuriken
PPE: 10 (base) +5 + 5 = 20
Minor: +5 PP
Minor: +5 PP
Major: New Power - Bolt (Electricity trapping) -- Air Shuriken
Major: New Power - Blast (Fire trapping) -- Fire Shuriken
Major: New Power - Healing (?? trapping) -- Water Shuriken
Major: New Power - Armor (Invulnerability/+1d Vigor trapping) -- Earth Shuriken
Major: New Power - Summon Ally (Tree trapping) -- Wood Shuriken
Hindrance: The wielder must be free and able to physically throw a shuriken to activate the power; powers are activated using the lower of the wielder's Arcane Skill or Throwing (Athletics).
Cost: 130,000 cr
If the Hindrance doesn't seem significant enough to balance out the extra Major, you could also limit the range of each spell to 3/6/12 or Strength in inches.
This way you're not messing with Quick Draw, Returning, or any of that, although it could still look like that from a trappings point of view. Mechanically, they're just spells that you cast as long as the bandoleer/set is in your possession.
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Re: Elemental Shuriken
Wouldn't that end up being 60 PPE? It's 10 PPE per power in an item, right?Tribe of One wrote: ↑Mon Dec 17, 2018 12:50 pm PPE: 10 (base) +5 + 5 = 20
Minor: +5 PP
Minor: +5 PP
Major: New Power - Bolt (Electricity trapping) -- Air Shuriken
Major: New Power - Blast (Fire trapping) -- Fire Shuriken
Major: New Power - Healing (?? trapping) -- Water Shuriken
Major: New Power - Armor (Invulnerability/+1d Vigor trapping) -- Earth Shuriken
Major: New Power - Summon Ally (Tree trapping) -- Wood Shuriken
Hindrance: The wielder must be free and able to physically throw a shuriken to activate the power; powers are activated using the lower of the wielder's Arcane Skill or Throwing (Athletics).
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Re: Elemental Shuriken
No, it's a base 10 PPE when you add the first power, not per power. If you want more you have to spend mods.
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Re: Elemental Shuriken
I'm not very bright.Tribe of One wrote: ↑Mon Dec 17, 2018 8:31 pm No, it's a base 10 PPE when you add the first power, not per power. If you want more you have to spend mods.
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Re: Elemental Shuriken
The description isn't super clear, but even adding in the 10 base PPE was a late edit that came about, if I remember correctly, when Enchanted Items were revised to keep pace with Tinkered and Super-Tech.
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