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Relic or Two

 
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slugsabi
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Joined: 13 Aug 2011
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PostPosted: Wed Nov 07, 2012 9:10 pm    Post subject: Relic or Two Reply with quote

Evening chaps, once again I'm turning to you for thoughts and feedback on a selection of relics I'm devising for my Posse as they hit Legendary and close in on the end game of the Flood.

The following need some fleshing out/balancing so that the players get the feel good factor of having 'snacky bits' as they enter the end game whilst also reigning them in somewhat. As a fledgling group their initial min/max characters survived and are at a point they are overkill for the game. For instance the gunslinger was toting a Gatling pistol in one hand, a peacemaker in the other, d12 shooting, boosted traits, quickness, quick, trademark weapon, quick draw and ambidextrous with quick draw holsters and speed loaders. Unless we're doing it wrong, that's four attacks, no minuses, one with a RoF 2, usually raising for additional damage too and if there is a whiff of the supernatural then smite gets applied on top...

Now, my players are reasonable and understand we have made mistakes so will willingly take on restrictions to bring the game back into balance yet I still would like to give them some sort of feel good factor rather than just slapping them with the nerf stick and therefore there has to be some justifiable reason for them to use the Relics I give them.

So, moving on (and yes, I do put in an element of comedy that they have to overcome and no, they don't always make sense as I prefer to spin a good tale and modify on the fly to make it so).

Lawgiver
The pistol of one Jeremiah D. Redd a former Judge whom decided not to sit within the vaulted halls of court but rather take the law out to the Weird West and it's darkest corners. A self proclaimed Judge, Jury and Executioner who's fervour led to his demise as he simply went against something bigger and badder than his good self.
Based on a Colt Peacekeeper with respects to range, damage and the like this well worn yet elegantly etched pistol will only suit a gunslinger that upholds the 'law', ideally held a position as sheriff, marshal or the like. (The 'law' being initially doing what is right/good). Any wrong doer will find the pistol constantly jams and will want to discard the piece of junk.
What is unique about this pistol is it's ability to provide the necessary ammunition needed for the foe at hand once a 'normal' round has successfully struck but shrugged off. Simply the utterance of the ammo type will change the remaining load to that type (consider the weilder muttering his thoughts on what is needing and the pistol providing it). [Would need to limit but thinking, normal, silver, explosive (3 rnds capacity), shotgun (2 rnds capacity)]
In addition, once per (?session/day/combat?) the weilder can call upon 'the Law' to deliver his sentence. [Smite, as per Blessed for a full load out of ammo, based on a (?shooting?) roll]
Taint:
Favoured Gun: Once used the weilder will set aside all other firearms in favour of this one [-2 die type on shooting for any other gun used, unboostable, no further shooting skill gains allowed]
I AM The Law: As time goes on the weilder will feel a compulsion to bring the law to the weird west [Grim Servant of Death Hindrance develops over time]. Will their fervour in doing so tip them over the edge and actually make them a monster themselves?
Aim of Relic: Offset the players perpetual wall of damage whilst allowing them to 'spike' as necessary.

Right, it's hitting 02:00 local time so will follow up with the other items but any feedback/suggestions appreciated, interested on any tweaks on the above.

Sluggie Smile
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VonDan
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PostPosted: Wed Nov 07, 2012 9:41 pm    Post subject: Reply with quote

The Diep Dejour

The Diep Dejour is an ancient relic passed down from one cook or chef to another over the last thousand years, some times the exchange was rather bloody and it it rumored the Diep was the reason behind the secret franchise wars of the 1990's

The Diep Dejour can be placed into a pot containing one gallon of water in any condition and with the expenditure of one Arcane or Miracle spell point and a successful Arcane or Faith roll the Diep Dejour can make one of seven random kinds of soups or stew that will nourish up to four people for a full day

Roll 1d8

1,2 Gruel (rye bread with gravel)
3 Beef Stew. (Thick sliced sour dough)
4 Chicken Soup (dumplings)
5 Hungarian Goulash (what ever bread they eat in central Europe)
6 Minestrone (Garlic Bread)
6 Beans and Franks (Sweet Corn Bread)
7 Pho (Pork Wonton)

With a raise you can pick what soup or double the amount of people fed

With two raises you can pick and double

With three raises you also get a bread that is fitting to the soup such as Dumplings, Garlic toast, Wonton, Cornbread

On a failure the Diep has created a pot of putrid human flesh and wiggly maggots in Jamaican Jerk sauce with curry and saffron that is twice as nourishing.

The Diep Dejour appears as a mundane large wooden ladle dark with age simply but solidly carved from a heavy hardwood


Hindrance: Both the followers of Mis Devlin author of How to Serve your man and Nate E Dread the Rasta chef want the Diep Dejour

Only the Daughters of Devlin and the Rasta Pasta know that if the Diep Dejour is placed in a pot of human blood the resulting English Black Blood Pudding will turn any one who consumes it into living zombie
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Last edited by VonDan on Thu Nov 08, 2012 1:09 am; edited 1 time in total
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Nordicnomad
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Joined: 08 Jun 2012
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Location: Kansas City

PostPosted: Thu Nov 08, 2012 12:59 am    Post subject: Re: Relic or Two Reply with quote

The Flask of Saint Bernard.

Carried by the legendary Alpine Monk on his mission to help pilgrims to Rome safety cross the treacherous mountains through the winter, the silver flask with intricate religious etchings was a gift from the king of France for saving his party from a late season blizzard.

It can remove two levesl of fatigue per turn if filled with water and a successful arcane roll. With a raise will heal one wound caused by environmental conditions or violent force. Each additional raise heals one additional wound.

If empty, the flask can be filled with any fluid the owner wishes. Perfum, lubricant, the finest whisky, etc. this power however is only available once per session.

It can also poison anyone the caster considers evil and will poison harrowed outright whether friend or foe. Hopefully the owner realizes this first on someone they don't care for too much...

The taint of this relic is that anything drank out of it is the most incredible sensory experience the recipient can remember. When used on self to excess or anytime it's used on another, the owner must make a spirit roll with base target of 4. Failing the roll means the user has to roll a d20 on the following table.

1-3: person healed will grant one favor (NPC), or owner has a +2 charisma bonus to the user. On actions where owner is also user +2 to any action for 1 turn.
4-6: user covets the flask and will try to steal it. If used on self, is paranoid for one session that everyone will steal the relic.
7-10: user is now addicted to the flasks power. Alcoholism hindrance.
11-13: character is poisoned.
14-16: character's body is returned to a much younger age. Now has Youth Hindrance.
17-19: character's body is racked with pain as they age rapidly. Now has the old age hindrance.
20+: character's Body ages extremely rapidly and eventually turns to dust as they die in horrible agony.
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ValhallaGH
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Joined: 25 Apr 2010
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PostPosted: Thu Nov 08, 2012 3:43 pm    Post subject: Re: Relic or Two Reply with quote

Slugsabi wrote:
For instance the gunslinger was toting a Gatling pistol in one hand, a peacemaker in the other, d12 shooting, boosted traits, quickness, quick, trademark weapon, quick draw and ambidextrous with quick draw holsters and speed loaders.

Lot of redundancy there, (Quick Draw holsters do nothing for a guy with Quick Draw).
But, at least he's not an Improved Hip Shooting, Improved Trademark Weapon, Speed Load, Right Hand of the Devil ranger. 6 shooting dice, 1 wild die, for 3d6+1 AP 1 magic damage, every single round. It's nuts to watch him shoot six guys in the skull, with raises, and then do it again in rounds 2 and 3. And that's before someone drops Quickness on him. Surprised
On the flip side, random soldier with a Winchester '73 can deal 48 damage and drop him like a bad habit - he's perpetually at 2 wounds. Laughing

Regarding the Lawgiver: Why Grim Servant of Death? Why not a Vow (Major) - Bring Law to the West? Do you want him to be shooting his allies in the back, for 2d6+2 damage, or did you just forget that the Vow hindrance was an option?
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slugsabi
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Joined: 13 Aug 2011
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PostPosted: Thu Nov 08, 2012 4:18 pm    Post subject: Re: Relic or Two Reply with quote

ValhallaGH wrote:

Regarding the Lawgiver: Why Grim Servant of Death? Why not a Vow (Major) - Bring Law to the West? Do you want him to be shooting his allies in the back, for 2d6+2 damage, or did you just forget that the Vow hindrance was an option?


Good point and a better change. What, you think I've actually read the rules? I get the players to do that and I just spin the tale... Or, yes, I forgot that one.
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Nordicnomad
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PostPosted: Fri Nov 09, 2012 6:26 pm    Post subject: Reply with quote

The Bloody Kukri of Samir Khan.

Forged as a short sword for the mercenary legions of Alexander the Great. This particular sword was recovered many centuries after the conquerer had been defeated and his armies had left india. A young Nepalese pilgrim to a statue of the Buddha found the sword in a field, broken in two. He carried it with him as an omen of peace to the shrine.

Upon reaching the temple near the statue he found it beset by a company of bandits, and was wounded by a stray arrow that glanced off his head. He fell to the ground and the sword fell from its scabbard onto the ground. As he layed holding the halves of the ancient weapon, covering it in tears and blood. He begged the statue to give him the courage to fight the bandits.

As he looked on in terror and amazement, the sword glowed hot with blinding red light and repaired its self though because a piece was missing it bent like a boomerage. The 14 year old boy killed the first 50 bandits of a long and violent career bringing order to the Himalayas.

Stats: Damage of Str+d8+2. AP1.

Powers:
- Can be thrown at a range equal to the owner's agility, dealing damage of Str+d8 and return to the owner in the same round as it is drawn to the one who feeds it.
- Will deal an extra 1d6 of damage on monsters (Not if thrown).
- Gives +2 to guts and toughness checks.

Taint:
- The sword is fed and remains powerful through the consumption of the blood of the wicked. If unsheathed it must draw blood or if resheathed will lose its power becoming a Str+d4 large knife with now special attributes. The character can give his blood to the Kukri to maintain its power by dealing themselves one wound anywhere they choose.
- If a one is rolled on the trait die while the sword is out, the character is Berserk and Bloodthirsty. His body will glow red and he will attack and kill whomever is closest until a spirit roll is passed at -2. This is one reason why Samir Khan preferred to work alone and didn't have many close friends.
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ogbendog
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PostPosted: Fri Nov 09, 2012 7:02 pm    Post subject: Reply with quote

I would specify that you can't soak the wound to blood the knife
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Nordicnomad
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PostPosted: Fri Nov 09, 2012 7:19 pm    Post subject: Reply with quote

ogbendog wrote:
I would specify that you can't soak the wound to blood the knife
Good catch. Agree completely.
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operations
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PostPosted: Sun Nov 11, 2012 7:47 pm    Post subject: Reply with quote

Nordicnomad wrote:
ogbendog wrote:
I would specify that you can't soak the wound to blood the knife
Good catch. Agree completely.


Why not? It ends up costing BENNIES that way, which is far more valuable than a few wounds.
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ValhallaGH
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PostPosted: Sun Nov 11, 2012 10:46 pm    Post subject: Reply with quote

operations wrote:
Nordicnomad wrote:
ogbendog wrote:
I would specify that you can't soak the wound to blood the knife
Good catch. Agree completely.


Why not? It ends up costing BENNIES that way, which is far more valuable than a few wounds.

Depends. Can the wounds be healed quickly, or can they only be healed by natural healing? Twisted Evil
In the latter case, the wound will cost the player a lot more than one benny, over the course of the adventure.
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Nordicnomad
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Joined: 08 Jun 2012
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Location: Kansas City

PostPosted: Mon Nov 12, 2012 10:35 pm    Post subject: Reply with quote

ValhallaGH wrote:
operations wrote:
Nordicnomad wrote:
ogbendog wrote:
I would specify that you can't soak the wound to blood the knife
Good catch. Agree completely.


Why not? It ends up costing BENNIES that way, which is far more valuable than a few wounds.

Depends. Can the wounds be healed quickly, or can they only be healed by natural healing? Twisted Evil
In the latter case, the wound will cost the player a lot more than one benny, over the course of the adventure.
That's an interesting thought. Seems to play well with the themes of the relic, which are that a lack of restraint or control can have long lasting consequences for the owner.

Practically, it seems like you can maybe adapt this to the player's style...
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Nordicnomad
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PostPosted: Tue Nov 20, 2012 5:02 am    Post subject: Reply with quote

The walking stick of doom

Background: The African mystic shaman Abu Mugabi trapped a powerful manitou in his big medicine stick nearly three centuries ago, with the help of a rare and powerful crystal mounted in the staff. A black onyx gem stone, completely surrounded by a large diamond allows a shaman to hold evil spirits in the staff with the spirit of a powerful blessed character. The down side is that every owner of the staff commits himself to holding the spirits in check, releasing the previous blessed of his burden. 

Trappings: 6 foot tall walking stick made of white ash wood with large jewel in the exact center, mounted with bronze that runs the entire length of the staff in intricate nature patterns and ending in sharp metal spikes at either end. 

Stats:  Damage (Spirit + d8 +2) Reach 2, ROF 2, Parry +1, AP 1

Abilities: 
- Allows the owner blessed to act harrowed without having to die first. Can take harrowed edges. Can heal by consuming lots of meat, etc. The character's "permanent wound" and weak point is the crystal in the staff. 
- Adds +2 to faith or any other 1 arcane skill of the owner's choice. (Primarily for martial artists that want to boost a power skill, like snatch the pearl of death) Chosen at moment of ownership and cannot change. 
- Adds one to pace and reduces penalty over rough terrain by 2. (It is a walking stick after all)
- once per session the owner of the staff can attempt to take power points from an opponent with the staff. This is initiated with a successful attack on the target. An opposed spirit roll ensues and gives or loses the owner a number of power points equal to their spirit roll minus the roll of their opponent up to the owner's natural limit. 

Taint: 
- Any time the character sleeps, they have to make an opposed spirit roll against the manitou they have imprisoned (spirit d6 due to its weakened state). If they lose the manitou takes control and does really bad and vengeful things with their body to its own nefarious purposes. They won't bring them to harm or death however, due to risking their own existence.
- Due to this, the character has the bad dreams hindrance. If the hindrance has already been taken it's taken a second time. 
- If the crystal is ever broken 300 years worth of pissed off manitou powered monster boss bad guy comes screaming out of the walking stick of doom and ruins everyone's day. What exact shape the manitou was inhabiting before being sucked into the stone is completely GM's discretion. But being as it's an "African" walking stick of doom, my suggestion is a Giant Salt Water Crocodile with awesome manitou powered abilities. Smile Though a demon would probably make more sense.
- If the crystal is chipped or cracked, then lesser monsters are spewed out. Doesn't really matter what as long as they're inconvenient for the posse and oddly out of place seeming.
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VonDan
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PostPosted: Tue Nov 20, 2012 2:48 pm    Post subject: Reply with quote

I was just smelling the leather dye and this came to mind


Sussparilla

A magical soft drink that gives a plus 2 to any smarts/knowledge based roll to discover the answer to a line of research, investigation or solve a clue
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