Can I get some feedback regarding a magic item I’d like to create?
So, one of my PCs is playing a bard and I’m pretty sure he’s modeled off of the Mariachi for Desperado (has a guitar case full of guns). I’d like to give him something similar, maybe a guitar case that lets you pull out a random weapon, depending on what you roll.
Here’s what I have:
From the outside, the guitar case of the famed musician, [insert name] looks like a normal, beat-up guitar case. When opened, everyone but the owner sees an acoustic guitar. The owner, however, sees a shimmering portal. When the player needs a specific weapon, he can reach into the guitar case and pull out whatever the situation requires.
10+: Pull out exactly what you were looking for
7-9: Pull out a weapon, but not what you needed
-6: Pull out something completely useless, oftentimes, not a weapon at all.
So, its basically a bag of holding but with a different flavor. I’d appreciate any ideas or tips anyone can share. I really want the PC to love this thing.
Thanks!
It sounds cool. Are there any draw backs even if he does roll a 10+
It sounds cool. Are there any draw backs even if he does roll a 10+
I’d be a little concerned with the PCs being able to pull any weapon they describe out of the case because it could turn into their solution every combat. Instead I may alter the move a little to make it more fun for everyone. I’m also hesitant to define the six minus condition. Maybe something like this: “when you reach into the case and imagine the exact weapon you think you need for this situation, roll+[insert stat here]. Describe for the GM what you hope to pull out:
On a 12+ it’s exactly what you hoped for.
On a 10-11, the GM will tell you what you find and how it is useful
On a 7-9, the GM will tell you what you find of use, though it may not be immediately apparent why it is useful.”
Just my 2 cents. Hope it goes great!
I’d be a little concerned with the PCs being able to pull any weapon they describe out of the case because it could turn into their solution every combat. Instead I may alter the move a little to make it more fun for everyone. I’m also hesitant to define the six minus condition. Maybe something like this: “when you reach into the case and imagine the exact weapon you think you need for this situation, roll+[insert stat here]. Describe for the GM what you hope to pull out:
On a 12+ it’s exactly what you hoped for.
On a 10-11, the GM will tell you what you find and how it is useful
On a 7-9, the GM will tell you what you find of use, though it may not be immediately apparent why it is useful.”
Just my 2 cents. Hope it goes great!
Also, I’d have them return any item to the box before another could be withdrawn at the least
Also, I’d have them return any item to the box before another could be withdrawn at the least
David LaFreniere I really liked that. I was thinking that whatever was pulled out of the case only remained in existence for like 10 minutes, that way they couldn’t keep pulling items out. Also, why wouldn’t you designate something for 6-? Just curious.
David LaFreniere I really liked that. I was thinking that whatever was pulled out of the case only remained in existence for like 10 minutes, that way they couldn’t keep pulling items out. Also, why wouldn’t you designate something for 6-? Just curious.
Sophie Middis I haven’t thought of any yet. I wad hoping to pick peoples brains
Sophie Middis I haven’t thought of any yet. I wad hoping to pick peoples brains
Have you seen the Arsenal compendium class from Class Warfare? I’d consider this item simply granting that class, with its Pull Out a Weapon move.
Have you seen the Arsenal compendium class from Class Warfare? I’d consider this item simply granting that class, with its Pull Out a Weapon move.
I’d base it somewhat on Recruit by Jason Lutes
When you reach into the case of ________, describe what you hope to pull out and roll +nothing. On a 12, its yours, just like you wanted; on a 10+ It’s yours, but there’s a catch. Say what it is. On a 7-9, You can tell at a glance that it is less than ideal; the GM will tell you how. On a 6-, Mark XP and the GM makes a move. 2: Mark XP and the GM makes a move. Expect the worst.
For some great musician names, enter the names of your favorite players into the pronounceable anagram server and see what comes back. smithamilli.com – Anagram Generator
I’d base it somewhat on Recruit by Jason Lutes
When you reach into the case of ________, describe what you hope to pull out and roll +nothing. On a 12, its yours, just like you wanted; on a 10+ It’s yours, but there’s a catch. Say what it is. On a 7-9, You can tell at a glance that it is less than ideal; the GM will tell you how. On a 6-, Mark XP and the GM makes a move. 2: Mark XP and the GM makes a move. Expect the worst.
For some great musician names, enter the names of your favorite players into the pronounceable anagram server and see what comes back. smithamilli.com – Anagram Generator
I like leaving the GM freedom in their 6- outcomes. If they are playing the principles right (be a fan of the characters) maybe they still let the character get the weapon but advance a front. Maybe they have a neat idea of what happens when some one reaches into a pocket dimension and it goes poorly. Also, it doesn’t let the players predict the outcome of very very bad dice results! I like dramatic tension 🙃
I like leaving the GM freedom in their 6- outcomes. If they are playing the principles right (be a fan of the characters) maybe they still let the character get the weapon but advance a front. Maybe they have a neat idea of what happens when some one reaches into a pocket dimension and it goes poorly. Also, it doesn’t let the players predict the outcome of very very bad dice results! I like dramatic tension 🙃
Alex Zapata I was thinking of the dungeon world ones for the mage doing magic. Maybe something simular to that they are pretty broad and can be talked about and made specific to the need of the party
Alex Zapata I was thinking of the dungeon world ones for the mage doing magic. Maybe something simular to that they are pretty broad and can be talked about and made specific to the need of the party
Roll +STR the bard is wresting the weapn from the miniature demon that lives in the case.
Roll +STR the bard is wresting the weapn from the miniature demon that lives in the case.
I think you could go two ways with this.
On the first, you reach into the case and (on a 7+) it’s something useful to the situation at hand, the GM will tell you what. On a 10+ it’s the perfect thing for the task at hand and the GM will tell you why. On a 7-9, it’ll be useful, but it’s on you to figure it how.
On the second, it’s on the player to announce what they’re looking for, and go into the case. On a 10+, look, there it is. On a 7-9, pick 1:
• it’s in there, but it’ll take time to dig it out
• you grab something close, but not quite what you wanted, ask the GM what it is
I definitely agree with David LaFreniere that the miss should be undefined. Maybe you grab something useless. Maybe it’s dangerous. Maybe you get tackled/shot/ensnared before you can find it, and the case goes flying and a dozen dangerous weapons go flying all over. Maybe it’s exactly what you asked for (like a silvered longsword), but it’s also the very identifiable weapon that was used to kill Good King Balthus (and of course there are witnesses).
I think you could go two ways with this.
On the first, you reach into the case and (on a 7+) it’s something useful to the situation at hand, the GM will tell you what. On a 10+ it’s the perfect thing for the task at hand and the GM will tell you why. On a 7-9, it’ll be useful, but it’s on you to figure it how.
On the second, it’s on the player to announce what they’re looking for, and go into the case. On a 10+, look, there it is. On a 7-9, pick 1:
• it’s in there, but it’ll take time to dig it out
• you grab something close, but not quite what you wanted, ask the GM what it is
I definitely agree with David LaFreniere that the miss should be undefined. Maybe you grab something useless. Maybe it’s dangerous. Maybe you get tackled/shot/ensnared before you can find it, and the case goes flying and a dozen dangerous weapons go flying all over. Maybe it’s exactly what you asked for (like a silvered longsword), but it’s also the very identifiable weapon that was used to kill Good King Balthus (and of course there are witnesses).
The weapons need to only exist for a little while and be identifiable as not regular weapons or the game will become how to sell these weapons to unsuspecting merchants. Maybe the weapons have a etherial appearance?
On the other hand that would make them good assassination weapons. The classic ice bullet, kills the target but can’t be traced. So I dunno, lots of consequences to unpack.
The weapons need to only exist for a little while and be identifiable as not regular weapons or the game will become how to sell these weapons to unsuspecting merchants. Maybe the weapons have a etherial appearance?
On the other hand that would make them good assassination weapons. The classic ice bullet, kills the target but can’t be traced. So I dunno, lots of consequences to unpack.
Alex Zapata I like your idea about having the weapons vanish. That would give the GM some fun opportunities for failed rolls.
Alex Zapata I like your idea about having the weapons vanish. That would give the GM some fun opportunities for failed rolls.
You might also introduce DURATION: Another Jason Lutes creation. Duration is “quantity” like hold. In my games, we use glass beads. As a GM move, remaining duration can be reduced by 1. When it is, we sometimes also ask a player to make some kind of roll such as Defy Danger, Fight, etc.
An example of duration in this case might be,
When you draw a desired item from the case of case of ______, describe what you pull out and roll +nothing.
On a 12, its yours, with a duration of 5; on a 10+ It’s yours with a duration of 3. On a 7-9, Duration 1 On a 6-, Mark XP and the GM makes a move. 2- Mark XP and the GM makes a move. Expect the worst.
Reaching into the case to replace a vanished weapon during combat might require defying danger.
You might also introduce DURATION: Another Jason Lutes creation. Duration is “quantity” like hold. In my games, we use glass beads. As a GM move, remaining duration can be reduced by 1. When it is, we sometimes also ask a player to make some kind of roll such as Defy Danger, Fight, etc.
An example of duration in this case might be,
When you draw a desired item from the case of case of ______, describe what you pull out and roll +nothing.
On a 12, its yours, with a duration of 5; on a 10+ It’s yours with a duration of 3. On a 7-9, Duration 1 On a 6-, Mark XP and the GM makes a move. 2- Mark XP and the GM makes a move. Expect the worst.
Reaching into the case to replace a vanished weapon during combat might require defying danger.
You could have them roll for holds. Spend hold to have weapon of choice appear in the top of guitar case.
10+ 3 Hold
7-9 2 Hold but…
You could have them roll for holds. Spend hold to have weapon of choice appear in the top of guitar case.
10+ 3 Hold
7-9 2 Hold but…
I think you should go with a ‘Wand of Wonder’ type vibe with this item.
The bard has normal weapons (right?), this could be their ‘Hail Mary’ option, only tapped into when the most practical options have been exhausted.
That is, once a day, a random item can be drawn from the case. The items is weapon related, but it ranges from practical to gonzo. Make a D100 table will all sorts of options – good, bad and crazy. On a roll of 100, the player can describe what comes out! Chris Tamm is great at this kind of stuff!
The item could be a pair of tweezers or a burning stick of dynamite (I get the impression you’re using a Wild West / modern era setting?).
Whatever the item is, it’s up to the player to figure out what to do with it. Good role playing options abound here!
As someone else said above, you don’t want this item to be the player’s “I can’t think, so I’ll just use the item” option for every combat situation.
I’d also have a limited number of charges – every time the case is used a tour sticker disappears from the case, or a dent disappears.
Just my 2 cents worth …
I think you should go with a ‘Wand of Wonder’ type vibe with this item.
The bard has normal weapons (right?), this could be their ‘Hail Mary’ option, only tapped into when the most practical options have been exhausted.
That is, once a day, a random item can be drawn from the case. The items is weapon related, but it ranges from practical to gonzo. Make a D100 table will all sorts of options – good, bad and crazy. On a roll of 100, the player can describe what comes out! Chris Tamm is great at this kind of stuff!
The item could be a pair of tweezers or a burning stick of dynamite (I get the impression you’re using a Wild West / modern era setting?).
Whatever the item is, it’s up to the player to figure out what to do with it. Good role playing options abound here!
As someone else said above, you don’t want this item to be the player’s “I can’t think, so I’ll just use the item” option for every combat situation.
I’d also have a limited number of charges – every time the case is used a tour sticker disappears from the case, or a dent disappears.
Just my 2 cents worth …