Difference between revisions of "Item of Value"
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− | |xp= | + | |xp=1–10 |
− | |description=You own something worth holding onto, and it need not be expressly combat-oriented. A magical wand, a portable hole, the holy tablets describing the fate of the world, a large ceremonial wooden horse, a sword that takes a bite out of crime, or even a decanter of never-ending ale. Suggestions welcome, but alas, the GM gets the final | + | |description=You own something worth holding onto, and it need not be expressly combat-oriented. A magical wand, a portable hole, the holy tablets describing the fate of the world, a large ceremonial wooden horse, a sword that takes a bite out of crime, or even a decanter of never-ending ale. Suggestions welcome, but alas, the GM gets the final say on whether it is allowed. |
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+ | One point is something minor, almost trivial, but fun. 3 points gets you something that definitely comes in handy. 5 points buys a major something or other (doohickey? dingus?) 7 points secures something that is more important than your measly little life. 10 points gets you something worth many lives to many people. Careful, someone might come after it… | ||
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+ | Typically, for each point of this Trump purchased, a character would receive a +1 bonus to a specific roll when using the item. For instance, if a character had an 3 point Item of Value which was a magical pendant in the shape of a shark's fin, the character might receive a +3 bonus to Might checks to swim while wearing the pendant. If the character had a 6 point Item in the form of robotic arms the character might receive a +2 bonus to [[Grip]] and [[Might]] as well as +2 to the damage of hand-to-hand attacks. | ||
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Latest revision as of 12:29, 12 September 2019
You own something worth holding onto, and it need not be expressly combat-oriented. A magical wand, a portable hole, the holy tablets describing the fate of the world, a large ceremonial wooden horse, a sword that takes a bite out of crime, or even a decanter of never-ending ale. Suggestions welcome, but alas, the GM gets the final say on whether it is allowed.
One point is something minor, almost trivial, but fun. 3 points gets you something that definitely comes in handy. 5 points buys a major something or other (doohickey? dingus?) 7 points secures something that is more important than your measly little life. 10 points gets you something worth many lives to many people. Careful, someone might come after it…
Typically, for each point of this Trump purchased, a character would receive a +1 bonus to a specific roll when using the item. For instance, if a character had an 3 point Item of Value which was a magical pendant in the shape of a shark's fin, the character might receive a +3 bonus to Might checks to swim while wearing the pendant. If the character had a 6 point Item in the form of robotic arms the character might receive a +2 bonus to Grip and Might as well as +2 to the damage of hand-to-hand attacks.