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Old 09-14-2023, 10:29 PM   #1
JohnPaulB
 
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Default Re: Greater-Greater Magic Items

DewyaWare Yerjokalot:
Brief knickers used in violent sports to ensure the protection of the testes and penis. Any damage from a kick to the groin or similar situation is negated.

OK, so it's a lesser magic item.
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Old 09-15-2023, 07:19 AM   #2
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DewyaWare Yerjokalot:
An extra 50XP to John Paul for referencing The Fugs.
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Old 09-15-2023, 12:10 PM   #3
timm meyers
 
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Originally Posted by JohnPaulB View Post
DewyaWare Yerjokalot:
Brief knickers used in violent sports to ensure the protection of the testes and penis. Any damage from a kick to the groin or similar situation is negated.

OK, so it's a lesser magic item.
Hey! no cross posting from the "Funny Character Names" thread in the general forum.....
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Old 09-15-2023, 05:43 PM   #4
Bill_in_IN
 
Join Date: Dec 2021
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Default Re: Greater-Greater Magic Items

I had mentioned in another thread some time ago about magic items that are declared to be (arcane?) artifacts. Meaning that they have special magical qualities that may not normally found in the spells list or magic item table and could even be more powerful versions of the normal spells/items. These items, per the GM's call, could even be exempt from the Rule of 5. If any of these items had an IQ listed for it, the wielder would have to periodically role the difference of their IQ and the IQ of the item on either 2D6 or 3D6 as specified. If they lose the roll, the item takes some level of control.

We did that in our Classic TFT days. We had to come up with such stuff after 15+ years of playing it. Such things haven't been introduced in my game yet. More standard magic items still suffice.
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Old 09-15-2023, 07:54 PM   #5
Steve Plambeck
 
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Default Re: Greater-Greater Magic Items

My group never saw any of the standard magic items; everything was simply made up by the GMs. Of course we started before Advanced Wizard or the first ITL ever came out. When the newer RAW included Lesser and Greater Magic Item creation we simply banned them from player characters, as well as several of the other "new" spells, lest they unbalance the world we had built. But we had magic swords, magic armor, magic scepters and other things turning up in our adventures as historical artifacts on a regular basis.

I love the revival of this thread because it awakens happy memories of playing Divine Right in those days. I should still have a copy but I can't find it! :(
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Old 11-02-2023, 04:16 PM   #6
timm meyers
 
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Glass Time Heart

This ancient relic has many origin stories and myths surrounding its creation. Some say it is a magical device from another world. Others say it is the celestial organ of a dead god. No matter the truth, the epic power contained in this item is immense.

A large irregular globe about the size of a basketball. The surface is like a translucent crystal showing a milky mist like interior infused with an ever changing kaleidoscope of lights.

The object requires 2 hands to hold and weighs a surprising 30lbs. Any player holding the Heart may invoke its power during their action phase with a 3/IQ roll.
If successful all time stops within the characters MH. The time stop may be extended for 1 ST per additional MH radius. This ST must come from the user and not from mana batteries or other storage devices.
Any and all things except the Heart and holder are stopped and frozen in the moment. The player may immediately take 1 full turn (5 seconds) conducting a movement phase followed by an action phase. Living creatures time frozen do not exert zones of control and due to their frozen state, any attack against them is at +6 DX modifier. Armor or defensive magic still protects (unless any aimed shots rules state otherwise).
This time freeze does not stop physical reaction to any interaction by the heart wielder. ie. water remains liquid but the river is stationary so a player could not walk on it but could swim without the effect of a current.
After the wielder finishes their free turn play will resume exactly when it was interrupted.
The heart if wielded as a weapon during the time stop does 2 handed club damage.
Any living creature not fully within the MH radius of the stop effect performs exactly as the weilder.
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Old 11-03-2023, 09:35 AM   #7
Bill_in_IN
 
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Quote:
Originally Posted by timm meyers View Post
Glass Time Heart

This ancient relic has many origin stories and myths surrounding its creation. Some say it is a magical device from another world. Others say it is the celestial organ of a dead god. No matter the truth, the epic power contained in this item is immense.

A large irregular globe about the size of a basketball. The surface is like a translucent crystal showing a milky mist like interior infused with an ever changing kaleidoscope of lights.

The object requires 2 hands to hold and weighs a surprising 30lbs. Any player holding the Heart may invoke its power during their action phase with a 3/IQ roll.
If successful all time stops within the characters MH. The time stop may be extended for 1 ST per additional MH radius. This ST must come from the user and not from mana batteries or other storage devices.
Any and all things except the Heart and holder are stopped and frozen in the moment. The player may immediately take 1 full turn (5 seconds) conducting a movement phase followed by an action phase. Living creatures time frozen do not exert zones of control and due to their frozen state, any attack against them is at +6 DX modifier. Armor or defensive magic still protects (unless any aimed shots rules state otherwise).
This time freeze does not stop physical reaction to any interaction by the heart wielder. ie. water remains liquid but the river is stationary so a player could not walk on it but could swim without the effect of a current.
After the wielder finishes their free turn play will resume exactly when it was interrupted.
The heart if wielded as a weapon during the time stop does 2 handed club damage.
Any living creature not fully within the MH radius of the stop effect performs exactly as the weilder.
That's an interesting relic. It basically give the user a free turn to do what they want. Is there an initial ST cost? You mentioned the area extension of 1 ST per Megahex. Is there also a duration extension? Just asking.

However, the +6 DX modifier for the time frozen subjects could spawn it's own discussion. Is it needed? Certainly, it almost guarantees a hit for all but the lowest of DX which is OK with me. I would have to ask the question, is rolling DX to hit a stationary object required? I would say the answer is YES simply because of the possibility of rolling a 6 or less for crippling and multiple damage hits or the other extreme of automatic misses, dropping, or breaking a weapon.

I recently had to address this when I had a player that busted down a door. Did they even have to roll their DX? I forget what ITL says about it but I required the roll for the reasons that I stated above even if it is almost an automatic hit of a stationary object. Now, I have to check myself with ITL. LOL!
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Old 11-03-2023, 10:07 PM   #8
timm meyers
 
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Originally Posted by Bill_in_IN View Post
That's an interesting relic. It basically give the user a free turn to do what they want. Is there an initial ST cost? You mentioned the area extension of 1 ST per Megahex. Is there also a duration extension? Just asking.

However, the +6 DX modifier for the time frozen subjects could spawn it's own discussion. Is it needed? Certainly, it almost guarantees a hit for all but the lowest of DX which is OK with me. I would have to ask the question, is rolling DX to hit a stationary object required? I would say the answer is YES simply because of the possibility of rolling a 6 or less for crippling and multiple damage hits or the other extreme of automatic misses, dropping, or breaking a weapon.

I recently had to address this when I had a player that busted down a door. Did they even have to roll their DX? I forget what ITL says about it but I required the roll for the reasons that I stated above even if it is almost an automatic hit of a stationary object. Now, I have to check myself with ITL. LOL!
My main thought was one of balance because it has a potentially devastating effect.

1. Xtra duration could get pretty OP pretty fast, but certainly meshes with the general vibe of the item.
2. Being a 2hnd item means the user who stops time can either A- smack an enemy with it or B- drop it and if you had quick draw make an attack. (Of course, the players are going to do everything they can to try and get around such incumberances, like trying to make frontal baby carrier type harness etc.)
3. The DX bonus is for all the reasons you stated + without a to hit roll the effect becomes an insta-kill device. ie-auto head shot? or "I just slit their throat"? Neither of which is my idea of fun.
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Old 11-07-2023, 01:19 PM   #9
timm meyers
 
Join Date: May 2020
Default Re: Greater-Greater Magic Items

Just some playing around with the formulas of the magic creation rules, and tropee names.

Cuffs of Combat – Total cost $70,000 ($160,000)

Iron Flesh 16,000
Reverse Missiles 10,000 (5,000) (50k if self-powered = 100k)
Hammertouch 20,000 (5,000)
Magic Fist 16,000 (2,000)
Drop Weapon 8,000 (500)


Binding of Bemusement – $144,000
(Not sure if you would need a limit spell or such to avoid the "owner" from being effected by the clumsiness etc spells before they deploy the rope at an enemy?)

Clumsiness -5 DX 16,000
Confusion -5 IQ 32,000 (16,000)
Weakness -5 ST 64,000 (16,000)
Giant Rope 16,000 (2,000)
Trip 16,000 (1,000)

Rifled Rod of Rectification – $202,000

Wizards Wrath Rod 1 point 10,000
Lightning bolt Rod 2 point 40,000 (20,000)
Fireball Rod 3 point 24,000 (6,000)
Magic Fist 4 point 32,000 (4,000)
Mage Sight 96,000 (6,000)
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Old 11-07-2023, 04:23 PM   #10
timm meyers
 
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Rifled Rod of Rectification – $202,000

Wizards Wrath Rod 1 point 10,000
Lightning bolt Rod 2 point 40,000 (20,000)
Fireball Rod 3 point 24,000 (6,000)
Magic Fist 4 point 32,000 (4,000)
Mage Sight 96,000 (6,000)
OOPS-
Rifled Rod of Rectification – $196,000 (saves some money swapping placement of Mage Sight and Fist)

Wizards Wrath Rod 1 point 10,000
Lightning bolt Rod 2 point 40,000 (20,000)
Fireball Rod 3 point 24,000 (6,000)
Mage Sight 48,000 (6,000)
Magic Fist 4 point 74,000 (4,000)
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