IN THIS ISSUE: - Savagepedia
IN THIS ISSUE: - Savagepedia
IN THIS ISSUE: - Savagepedia
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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