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Creatures & Artifacts.

Started by Tolknor, March 15, 2013, 07:44:30 PM

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RPGPundit

Quote from: Bird_of_Ill_Omen;645265I had a character with a flaming sword, too, but I built it with "Alternate Form (1 point)" instead of "Mold Shadow Stuff (1)."

I guess the main difference is that one would be more likely to work in Amber; and also that the former would be literally a sword of fire, while the other would be a sword on fire..?

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Croaker

Quote from: RPGPundit;646885the former would be literally a sword of fire, while the other would be a sword on fire..?
Yes, that's exactly how I envisionned the difference. Note that both have their advantages and problems, which is great IMO: The firesword can't be parried, but you can't parry with it, for instance :)

As per working in Amber, I've never been a great fan of alternate "superpowered" forms working perfectly there.
These are already quite powerful compared to both Shapeshift and to higher levels of alternate forms (who don't allow them), but being able, for 1 point, to turn invisible and intangible in Amber is a little too cheap for my tastes.
 

Artifacts of Amber

I usually run items in amber as if you haven't invested points into it the pattern tries to make things the way it is intended. I do have a conjurer in my game now and he is getting use to that idea as he is investing points in a companion (Big Dog) and slowly sees the effect of his points making him more real and less likely to revertto his norm. He did dtart with one of the castle gurad dogs from amber so it won't revert to nothingness which if he had brought it from shadow is possible. Can't wait til he takes him to Chaos though :)

An invisible sword or other weird slightly cheaty things I allow in amber if the Player paid for it and it is useful, They padi the points, but not a game breaker. They aren't the first to do it and eventually those sort of work arounds they relaize are, at best, considered juvenile by the Elder's and the youngers will learn quick. I equate points to points so if you have a magic sword it just adds to your fighting its value, and maybe a little more, since that is what it is designed for but if someone is significantly better they know how to deal with those sort of "cheats" or cheap attacks.

Attempts at system abuse are player not system issues so I deal with it at that level. Otherwise being inventive and cool may work once but eventually people learn to expect new toys from that sort of person.

Tolknor

Dragonhide Straps

Several types of straps were created.  Each skinned from a different form of dragon from a specific shadow.    The straps were 2' long, 1/4" wide, and thin as a sheet of paper.  They would be elaborately braided to add the effect of the strap.  The skin needed to be removed from a living dragon with its permission for the magic to transfer.  The points spent to acquire the item represent the effort taken to  create the strap.

Dragons of Ushana
Amber Vitality, Amber Stamina, Invulnerable Armor, Deadly Damage, Speak & Sing, Extraordinary Psyche, Psyche Barrier, Alt Form (Water/Air) Shadowwide*4


9 pips- Amber Vitality 4 pips, Transferal 5 pips.
9 pips- Amber Stamina 4 pips, Transferal 5 pips.
9 pips- Deadly Damage 4 pip, Transferal 5 pips.  
9 pips- Invulnerable Armor 4 pip, Transferal 5 pips.
9 pips- Extraordinary psyche 4 pips, Transferal 5 pips.
9 pips- Psyche Barrier 4 pips, Transferal 5 pips.
11 Pips- Alt Form (Water/Air) 1 pip, Transferal 10 pips.

In play the Vitality, Stamina, Armor, Psyche, Barrier, & alt forms straps worked for living creatures, as colors or bracelets.  Deadly Damage straps affixed to weapons.
Tolknor

Luck, is just a construct, Mr Riess

Tolknor

Flip Trip Cards.  15 pips.  

Each card can be used to send someone to the card's location against their will.   A person with rudimentary psyche defenses can easily defend against the card's effect.   These were usually used on injured people, riding animals, and prisoners.   They were used on surprised individuals or from behind but the person usually had a chance to raise defenses if they had them somewhat prepared.

Trump Powered 4 Pips
Rack a Spell 1 pip - Instantaneous effect.
Horde *3

Each Deck is 25 cards.    The cards in the deck are to one location per set. Usual locations are a place in shadow where skilled trauma specialists are waiting for incoming injuries.  Amber stables.  Amber Prison Cells.  Once created the decks were often split up to give a variety of options to the people using them.
Tolknor

Luck, is just a construct, Mr Riess

RPGPundit

Quote from: Tolknor;651159Flip Trip Cards.  15 pips.  

Each card can be used to send someone to the card's location against their will.   A person with rudimentary psyche defenses can easily defend against the card's effect.   These were usually used on injured people, riding animals, and prisoners.   They were used on surprised individuals or from behind but the person usually had a chance to raise defenses if they had them somewhat prepared.

Trump Powered 4 Pips
Rack a Spell 1 pip - Instantaneous effect.
Horde *3

Each Deck is 25 cards.    The cards in the deck are to one location per set. Usual locations are a place in shadow where skilled trauma specialists are waiting for incoming injuries.  Amber stables.  Amber Prison Cells.  Once created the decks were often split up to give a variety of options to the people using them.

Clever!
LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you\'ve played \'medieval fantasy\' until you play L&D.


My Blog:  http://therpgpundit.blogspot.com/
The most famous uruguayan gaming blog on the planet!

NEW!
Check out my short OSR supplements series; The RPGPundit Presents!


Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.

Tolknor

Quote from: RPGPundit;653516Clever!

The Flip Trips had a lot of uses.    Once they were used by a PC on a villain after another PC engaged him in a nearly equal Psyche battle, locking both their powers.  The players were not amused that i made the card draw both combatants into the Medical bay at Vulsar Base and caused the transfer to drop them both at the feet of the waiting trauma specialists and to also break the psyche battle.  The villain was able to lay waste to the hospital unit and its personnel before the PCs were able to wrestle it to the ground by brute force.  

Just before i made the ruling on what the card would do i wrapped my arm around the onion dip and made sure i had a freshly opened Porter.  I knew they might retaliate and strike at my vulnerabilities...
Tolknor

Luck, is just a construct, Mr Riess