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The Magic Fish<br />

Updating A Magical Medley, Part Two<br />

The Savage Worlds rulebook offers no extensive magical item lists, nor does it provide any concrete rules for creating them<br />

from scratch—heck, it doesn’t even provide any examples for the poor GM! Instead, such things are considered the purview of<br />

the various Savage Settings books that are published by Pinnacle. Even so, these books contain very few magical items. To fill<br />

this magical void, I released a little document entitled A Magical Medley many months ago. However, looking back on it now,<br />

there are changes I'd like to make to many of the items—namely, simplifying the benefits they provide and the manner in which<br />

they work! So, to address this issue, I present these new-and-improved items of arcane power.This is the second article in a<br />

series—check out Shark Bytes #1 for its predecessor.<br />

Devices of Storing<br />

These devices may be of almost any construction—often<br />

taking the form of rods/staves/wands or talismans of some<br />

sort. Each must contain a precious stone that acts as an<br />

arcane focus.<br />

These devices are useable only by someone with an<br />

Arcane Background appropriate to the GM’s campaign.<br />

Each device allows the user to store up to 2d6 Power Points<br />

for later use. This value is determined by the GM, cannot be<br />

exceeded, and will only become known to the player upon<br />

loading the last Power Point. Only one power point may be<br />

loaded into the device per day. Power Points stored in this<br />

manner require 24 hours to recover.<br />

Stored Power Points are used in the normal manner;<br />

however, a roll of 1 on the user's arcane skill die results in the<br />

loss of all stored Power Points and the destruction of the<br />

device. If the GM is feeling particularly malevolent, the<br />

device is utterly destroyed and the user also suffers 1 point of<br />

magical backlash damage for every two Power Points stored<br />

in the device!<br />

The Ever Full Goblet<br />

This large silver goblet will fill with wine or water, depending<br />

on which command word is spoken, up to three times per<br />

day. The goblet can hold up to 1 quart of liquid.<br />

The Golden Strand<br />

This strand of fine gold is not much thicker or heavier than<br />

embroidery floss. Upon command, it will bind any single<br />

creature within 1” of the user as if the user had successfully<br />

used the entangle power (Savage Worlds rulebook, 2 nd<br />

printing) and achieved a raise. The bound creature is then<br />

forced to truthfully answer any three questions posed by its<br />

owner. Any attempt to lie or conceal the truth results in the<br />

delivery of an electric shock that causes 1d6 points of<br />

damage (ignore any non-magical protection). The item may<br />

be used up to twice a day. The target is released on<br />

command, or once three questions have been truthfully<br />

answered. Asking a question counts as a "full round" action<br />

for the user (i.e., no movement allowed), and all questions<br />

must be asked within one hour of binding the target.<br />

Helm of Control<br />

This unassuming metal helmet allows the wearer to<br />

automatically gain control of a single target’s mind as if he<br />

had activated the puppet power and won the opposed Spirit<br />

roll against the opponent. Donning the helm activates its<br />

power, which is usable for up to one hour. The user may<br />

change targets within this duration. A single user may only<br />

use the helm's power for one hour per day. The helmet also<br />

provides protection as a normal pot helm.<br />

Lucky Coin<br />

This normal looking gold coin allows the bearer access to a<br />

single bonus benny each session. There is a 10% chance of<br />

losing the coin each day—roll a d10 at the start of each<br />

session. On a result of ‘1’, the coin has been lost and the<br />

character gains no bonus benny. During any session in<br />

which the bonus benny is used (it is always considered to be<br />

the final benny spent), there is an additional 50% chance<br />

that the coin will be lost—roll a d10 at the end of the session.<br />

On a result of 5+, the coin has been lost. If the coin is<br />

damaged or modified in any way (say by boring a hole<br />

through it to fit it on a necklace) it will immediately cease to<br />

function.<br />

Shark Bytes #2 - October 2004 32

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