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Author Topic: [FantasyCraft] Phat Loot Stockpile  (Read 3501 times)
Morgenstern
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« Reply #15 on: September 19, 2010, 01:24:04 AM »

The sonic screwdrivers made me smile Smiley.
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Mister Andersen
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« Reply #16 on: September 19, 2010, 01:34:25 AM »

The different interpretations of what people see on screen?
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« Reply #17 on: September 19, 2010, 01:54:46 PM »

The sonic screwdrivers made me smile Smiley.

I smiled too because I thought "wow, this system is robust".  Nice work, Crafties (you included for sure, Morg) Smiley
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Morgenstern
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« Reply #18 on: September 19, 2010, 02:51:38 PM »

The different interpretations of what people see on screen?

I think more that an item that in it's home environment is unabashedly the universal plot advancment tool can be boiled down (in a variety of ways) to something very simple. The slightly psychic paper also made me grin.
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Morgenstern
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« Reply #19 on: September 19, 2010, 02:54:26 PM »

The sonic screwdrivers made me smile Smiley.
I smiled too because I thought "wow, this system is robust".  Nice work, Crafties (you included for sure, Morg) Smiley

Thank you Smiley.

The magic item system is one of the highest tier capstone systems in the game - it takes virutally everything else in the book and turns it into a subcomponent.

That it hasn't needed major errata or utterly exploded by now is a source of great pride to me.
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Doublebond
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« Reply #20 on: September 19, 2010, 04:00:20 PM »

There's only one problem I have with it, and that's how it can be hard to create things that are really not really covered anywhere else in the game. Like, the really specific or odd stuff.

Like, if I wanted to make a ring that made dogs follow the character everywhere, the system can't do that, obviously. That's not to say I'm faulting it for not specifically having a "dog attractor" quality or something, but that I'd rather like a series of qualities like " (lesser, greater) narrative effect - 5/15 Rep"

Though admittedly that might need more than two different qualities—these sort of things could vary widely in impact.
« Last Edit: September 19, 2010, 05:45:59 PM by Doublebond » Logged
Crafty_Alex
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« Reply #21 on: September 19, 2010, 04:38:29 PM »

Like, if I wanted to make a ring that made dogs follow the character everywhere, the system can't do that, obviously. That's not to say I'm faulting it for not specifically having a "dog attractor" quality or something, but that I'd rather rather like a series of qualities like " (lesser, greater) narrative effect - 5/15 Rep"

Ah, the infamous Von Marsek's Ring of Raw Meatiness. How could we have missed this one!!! Wink

I think Gear for the Ages will get down in the trenches with more specific effects or speific items than the core book did. As Morg notes, it's a capstone so by necessity it HAS to be representive of other rules scattered around the book...else the gear chapter probably would have been twice the size it currently is :\
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Mister Andersen
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« Reply #22 on: September 19, 2010, 05:37:42 PM »

The different interpretations of what people see on screen?

I think more that an item that in it's home environment is unabashedly the universal plot advancment tool can be boiled down (in a variety of ways) to something very simple. The slightly psychic paper also made me grin.

Of all the concepts introduced or reworked in the new series, the paper is hands down my favourite because instead of the Doctor all too often passively being assumed to be someone else to get involved, he's now actively bullshitting his way into the midde of things. While the paper removes the need for something like the 7th Doctor's moment of epic coolness in Curse of Fenric where he just bureaucrats his way past a bunch of raw recruits onto a secret military research facility before commandeering a type writer and in front of the project scientist just blithely forging his accrediation, I don't really mind because that happened precisely once.

When you look at it, the Doctor has mostly always been able to awesome his way into the middle of something; the paper is there simply to assuage post 9/11 concerns over such flagrant and casual breaching of security

And when the paper doesn't work on someone, it's a great mean of boosting the threat presented by that character.

As to the Ring of Raw Meatiness? That's pretty much this:

Von Marsek's Ring of Raw Meatiness
Dogs find your presence irresistable.
Item: Small metal ring
Essence: Greater NPC Quality (beguiling, limited to canines only, effect lasts until end of scene.)
Reputation Value: 10
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Doublebond
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« Reply #23 on: September 19, 2010, 05:52:13 PM »

Von Marsek's Ring of Raw Meatiness
Dogs find your presence irresistable.
Item: Small metal ring
Essence: Greater NPC Quality (beguiling, limited to canines only, effect lasts until end of scene.)
Reputation Value: 10

I appreciate the attempt, though it still falls short of the original intent (the effect I had in mind would be undesired).

On that note, are there actually any truly negative effects you can put on magic items in the system as of yet? I haven't checked.
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« Reply #24 on: September 19, 2010, 06:12:27 PM »

Sounds like Bestow Curse to me.
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Mister Andersen
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« Reply #25 on: September 19, 2010, 11:27:22 PM »

In which case I wouldn't even by charging Rep for the item, or make it take up a prize slot -- apart from the fact it's clearly the GM giving you a subplot, you're not getting sufficient benefit from the item in my mind to make it engage with the magic item/prize sub-system.
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Mister Andersen
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« Reply #26 on: September 20, 2010, 12:42:45 AM »

     The Luggage (Medium Animalistic Walking Construct -- 55XP). Str 10, Dex 10, Con 10, Int 6, Wis 10, Cha 10; Sz M (1x1, Reach 1); Speed 30 ft' ground; Init II; Atk III; Def II; Res III; Health III; Skills: Athletics V, Intimidate III, Search V; Qualities: Grappler, greater storage (20 items, any size), improved stability, lumbering, natural spell (dimension door, locate object), spell defence I, tricky (Mix-up: bullrush, mix-up: grapple).
     Attacks: Big gulp (Swallow I: 1d10 lethal, may be used on anything with a 1x1 area).
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« Reply #27 on: September 20, 2010, 07:36:11 AM »

Haha! This makes me happy!

Given its unholy reputation, maybe give it damage defiance (lethal)? And achilles heel (fire)? Unless sapient pearwood is resistant to flame and i just forgot...
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« Reply #28 on: September 20, 2010, 08:49:25 AM »

On that note, are there actually any truly negative effects you can put on magic items in the system as of yet? I haven't checked.

Ah, you're looking for a cursed items. Cursed charms and essences are on the docket for inclusion in Gear for the Ages Smiley
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Doublebond
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« Reply #29 on: September 20, 2010, 08:59:33 AM »

On that note, are there actually any truly negative effects you can put on magic items in the system as of yet? I haven't checked.

Ah, you're looking for a cursed items. Cursed charms and essences are on the docket for inclusion in Gear for the Ages Smiley

Sweetness.
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