Sig Item for Ahab - Crystal of Mentalism

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Ahab
Posts: 14
Joined: Wed May 22, 2024 2:11 pm

Sig Item for Ahab - Crystal of Mentalism

Post by Ahab »

Signature Item: Crystal of Mentalism - enchanted item

Minor Upgrades
+2 Psionics skill rolls (twice) - 5000x2=10,000cr
Major Upgrades
+1 Die Type to Psionics skill - 10,000cr
Mentalist Edge: +2 to opposed Psionics rolls - 50,000cr

Total Cost: 70,000

Obtained from traveling folk in the wilderness near Poznan, Ahab was told this crystal would help to focus his mind. The crystal is light blue and dangles from a silver setting around his neck. Who's to argue with traveling folk, and Ahab find that when wearing "me mental rock" it is much easier to perceive the motivations of others.
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Freemage
Savage Senior
Posts: 1955
Joined: Thu May 11, 2017 7:09 am

Re: Sig Item for Ahab - Crystal of Mentalism

Post by Freemage »

+5 to opposed Psionics rolls, eh? Very nice. (Especially if Ahab did the power-down option and took the Pro/Expert Edges at creation through Born a Hero..... But yeah, it's legit.
GM Bennies (7th SET, Joker's Jokers): 8/8
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GMC Bennies:
  • EJ 2/2
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PCs, 8 Active Slots, 3 Signature Items
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Ndreare
Savage Siri
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Re: Sig Item for Ahab - Crystal of Mentalism

Post by Ndreare »

Huh,
Depends on the game it is for. This could break a game. Or it could fit in fine.

I had a similar item denied for one character using Spellcasting. Then one using Vigor approved for another.

Better tag your GM. Some game masters have an unreasonable dislike for power game items. I think it's because they get jealous.
  • 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!

,

We do not reroll duplicates. To make up for this and ensure Jokers come up for players there are four Jokers. If two wild cards on oposing sides have duplicate cards their actions will happen in order of whoever posts first.
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, Player Jokers can go first.
54 = Jokers = They are equal, Player Jokers can go first.
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal, Player Jokers can go first.
56 = Jokers = They are equal, Player Jokers can go first.
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Ahab
Posts: 14
Joined: Wed May 22, 2024 2:11 pm

Re: Sig Item for Ahab - Crystal of Mentalism

Post by Ahab »

Potential for game breaking because the bonus is so high right? I can only think of 3 powers that have opposed rolls, mind reading (which I have), mind wipe, and puppet. I had not planned to take puppet, and I certainly can see how the heavy bonus here would lead to virtually auto-raises.

For mind-reading, the primary advantage is that with a raise no one is aware of the intrusion, which is primarilly what I was going for.

There may be other places where opposed rolls could be an issue, I suppose,
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Ahab
Posts: 14
Joined: Wed May 22, 2024 2:11 pm

Re: Sig Item for Ahab - Crystal of Mentalism

Post by Ahab »

This is for ex-machina, so I talked to Stoic about it, he seems OK with it as is.
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Ndreare
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Re: Sig Item for Ahab - Crystal of Mentalism

Post by Ndreare »

Ahab wrote: Fri Jun 07, 2024 6:27 pm Potential for game breaking because the bonus is so high right? I can only think of 3 powers that have opposed rolls, mind reading (which I have), mind wipe, and puppet. I had not planned to take puppet, and I certainly can see how the heavy bonus here would lead to virtually auto-raises.

For mind-reading, the primary advantage is that with a raise no one is aware of the intrusion, which is primarilly what I was going for.

There may be other places where opposed rolls could be an issue, I suppose,
TK can also be contested and this would go awesome with that!
  • 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!

,

We do not reroll duplicates. To make up for this and ensure Jokers come up for players there are four Jokers. If two wild cards on oposing sides have duplicate cards their actions will happen in order of whoever posts first.
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, Player Jokers can go first.
54 = Jokers = They are equal, Player Jokers can go first.
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal, Player Jokers can go first.
56 = Jokers = They are equal, Player Jokers can go first.
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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