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![]() Neil Spicer wrote:
Well, I actually had that coming. The day after I submitted my item, I realized how not superstar it was. What troubles me most is that I had a handful of other items I had created that had a much more superstar feel about them. I decided to submit this one because it's not a combat-oriented item like most I've seen in RPG Superstar. And you do not see many magic items that are torches.So I'm happy it wasn't an auto-reject or anything like that. Knowing that it's "better than plenty of other items" is good enough. Neil, could you tell me who suggested a weak keep for my item, or is that forbidden? Thank you. ![]()
![]() Thank you judges for your time!
If I recall correctly, I changed the the price/cost of my item when I submitted it, but it wasn't far from the value presented here.
Spoiler:
Rescuer’s Torch Aura faint divination, evocation and illusion; CL 3rd Slot --; Price 1,000 gp; Weight 1 lb. Description This torch consists of a rod-shaped piece of silver encrusted with arcane symbols in gold and copper. Its tip is a small piece of crystal. The torch has no flammable materials. Trying to light it like an ordinary torch is useless. However, if the bearer only pretends to light it (a full round action that provokes attacks of opportunity; user must have both hands available and act as if holding imaginary flint and steel), a white flame emerges on the crystal tip. This flame emits light just like a normal torch, but this light is invisible to anyone except the bearer and creatures with the ability to see the invisible. This does not enable the user to see anything else that’s invisible, including the light of another Rescuer’s Torch. By linking hands, the bearer can share the benefits of this item with one more person. The magical flame can be hidden or covered. It does not produce heat and does not consume oxygen. To extinguish the flame the bearer must drop the item, store it or otherwise let go of it. Handing it to someone else keeps the magical flame alive. After 1 hour of not necessarily continuous use, the crystal tip blackens and the torch is ruined. Using a Rescuer’s Torch as an improvised weapon breaks the tip and renders the item useless. Either way, it can still be repaired. Construction
EDIT: Oops, made it a quote instead of a spoiler. Fixed. ![]()
![]() Neil Spicer wrote: I don't think any of the main judges mind the "x of the y" name so much. I personally dislike this sort of names. If you don't choose your words extremely well, it makes your item sound like a randomly generated one. Neil Spicer wrote: Tangent: One of the best strategies for coming up with an evocative adventure name is to put a reference in the title to either your main villain...or the primary location where it takes place. Those two staples are the things that should stick out the most about your adventure. It helps players remember back to when they faced your primary villain or adventured through your amazing dungeon/location. So names like the "Realm of the Fellnight Queen" or "Mud Sorcerer's Tomb" or "Queen of the Demonweb Pits" or "Temple of Elemental Evil" immediately conjure up concrete images that'll stick with you for a lifetime of gaming. That's what your adventure names should strive to do. I can't disagree, this is certainly practical. But I would like to see more poetical adventure names or ones that relate to events other than NPCs or locations. The next adventure I'll be GMing for my group, for example, is called "A man's last words" and it starts with the party finding a dead man totally stripped of his clothes and belongings. The only clue the party has is that his fingers are stained with ink and, by the look of the crime scene, this man was writting something when he was stabbed in the back. So the name relates to an important event that kicks the adventure going and also to a possible plot item (a letter or a document or whatever that man wrote) of relevance. And it sounds poetical enough to me. (Of course, I'm talking about my own opinion here, not about what's more marketable. Perhaps the more practical approach is a lot more compelling for most RPG consumers.) JaceDK wrote:
I hated Candle of Viscous Ephemera or something (though the item was really good!). But the phlebotomist one I liked. I had to google it, but then it made sense to me. A lot better than Gloves of Making You Bleed Faster, anyway. Besides, it was a totally kickass item (possibly my favourite from last year's top 32). ![]()
![]() Seth White wrote: It could be subliminal pop culture. The Sherlock Holmes movies had quite a bit of pipe smoking. Of course, the Hellboy movies had iconic cigar-smoking and those were a few years back. I guess it's hard to know why certain items align like they do each year. The first Sherlock Holmes movie inspired a whole bunch of ideas for my campaigns! In opposition, Hellboy didn't. I actually think pipes and stuff related to smoking are very underused in most RPGs. In things that have inspired RPGs throughout the ages though, like Tolkien, they are very common. I can't think of Gandalf not holding a pipe, for example. Still I don't think I've had more than a handful of characters who were smokers.
(PS: Don't smoke, kids!) ![]()
![]() I find apologizing for this kind of situation actually a very polite act. Especially if the discussion over some rule led to frustration. Your girlfriend is a nice girl, gbonehead. Listen to her. I gotta admit though, I hate the feeling you get when, hours later, you realize you made a mistake. Better apologize and correct things. We're all mortals after all. ![]()
![]() I believe this trend thing has to do with the unconscious and popular culture. If in a famous movie such as Pan's Labyrinth there is a remarkable scene in which someone is holding a quill, this could lead to a lot of people having that scene in mind and being subconsciously influenced towards submitting a quill. It could be influenced by completely unrelated stuff too, like some famous song saying something that makes people think of a quill, even if it doesn't mention a quill specifically. ![]()
![]() I was one of the people who sent their submissions in the last couple of days. It actually wasn't my first idea, but I ended up needing more time to work on my item. Since it's my first submission, I wanted to be as careful as I could. Sorry, judges! I just hope you guys have a good time reading our items. ![]()
![]() Thank you all guys for the support, tips and encouragement!
It's worth mentioning that it's not everyday you see a company open its doors for new talents in potential. Both Paizo and we designer wannabes have a lot to gain from this huge gesture. Thanks A LOT for the opportunity. Good luck to all! (And that said, I hope I win)
About Brother Varryl-weight x 3 Livelihood:
Effective AP + TB: -Head 28 = TB 10 + 12 AP Armor + 4 Machine(4) + 2 AP Armor Monger -RArm 32 = TB 10 + 12 AP Armor + 4 Machine(4) + 4 AP Shield + 2 AP Armor Monger -LArm 28 = TB 10 + 12 AP Armor + 4 Machine(4) + 2 AP Armor Monger -Body 33 = TB 10 + 12 AP Armor + 4 Machine(4) + 4 AP Shield + 1 TB Bionic Heart + 2 AP Armor Monger -RLeg 28 = TB 10 + 12 AP Armor + 4 Machine(4) + 2 AP Armor Monger -LLeg 28 = TB 10 + 12 AP Armor + 4 Machine(4) + 2 AP Armor Monger Wounds 24
Stats:
WS 34
Movement Speed(Sprint) 6/12(18)/18/36(54) Fate 3/3
Skills:
Forbidden Lore(Xenos) Common Lore(Deathwatch) Awareness +10 Cipher(Chapter Runes) Forbidden Lore(Adeptus Mechanicus)+10 Forbidden Lore(Traitor Marines)+10 Forbidden Lore(Archeotech) Common Lore(War, Imperial Guard, Adeptus Astartes) Concealment Command Drive(Ground) Intimidate Literacy Navigate(Surface) Scholastic Lore(Codex Astartes) Silent Move Speak Language (Techna-Lingua, Low Gothic, High Gothic) Tactics(Assault Doctrine) Tactics(Defensive Doctrine)+20 Tracking Trade(Technomat) Trade(Forgemaster) Trade(Shipwright) +10 Tech Use +20(+10) Logic +10 Demolition Wrangling Medicae Traits:
Ambidextrous Astartes Weapon Training Heightened Senses(Sight/Hearing) Deathwatch Training Mechanicus Implants Unnatural Str/T (x2) ServoHarness Integration Forgemaster/Master Armourer Machine(4) Good Reputation(Adeptus Mechanicus) Binary Cortex Talents:
Signature Wargear (Master)(Techxorcism Gun w Chain Attachment) Electro-Graft Use Mechadendrite Use (Servo-Arm) Bulging Biceps Resistance (Psychic) Unarmed Master Autosanguine Mechadendrite Use(Ballistic) Total Recall Sprint Logis Implant(Use reaction to grant a +10 WS/BS next round. +0 T test or take 1 fatigue) Polyglot Mimic Infused Knowledge Rapid Reload Exotic Wpn Training(Techxorcism Gun) Armor Monger(+2 armor AP to all locations, requires 1hr of maintenance per day) Quick Draw True Grit Killing Strike Nerves of Steel The Flesh is Weak(4) Iron Jaw Hardy Jaws of Intellect - A Battle-Brother with this Mark of Distinction may choose to substitute his Intelligence for tests based on either Strength or Agility. He may also use his Intelligence Bonus instead of his Agility Bonus when rolling for Initiative (see page 235 in the DEATHWATCH Rulebook). If he chooses, the GM may also give the player hints about alternative solutions to problems or intelligent ways of overcoming challenges that the Kill-team may have missed, to reflect his Battle-Brother’s ability to consider all angles of a dilemma. Improve Cover - Full Action, Techmarine may improve cover AP by unmodified IntB Siegecraft - 1d5 hours, marine may improve AP of cover by his IntB. At the Gm's discretion this may be applied to as many pieces of cover as the marine's Rank. Combinable with Siegemaster but is applied after. Technical Knock
Weapons:
Bolter w Fire Selector 100m S/2/4 1d10+9X Pen 4 Clip 28 FUllRld Tearing 18kg Techxorcism Gun Basic 80m S/3/- 1d10+4E Pen 4 Clip30 Full Shocking, Special-Crits cause haywire
Servo-Arm 1.5m Str 75 Unnat Str(x2) 2d10+14I Pen 10 +10 to Grapple Exceptional Servoharness(+5 WS/BS)
Power Axe Melee 1d10+8 E Pen 6 PowerField, Unbalanced 10kg --
Equipment:
Common Craftmanship Augur Array Exceptional Craftsmanship bionic heart Master-Crafted Astartes Storm Shield PR55 Overload 01 10kg Repair Cement - Seals armor breaches v void Master Crafted Narthecium
Expenses:
Rank 1 Trade Technomat(600) Painglove Mastery(100) Geneseed Anomaly(300) Flesh is Weak 1(800) Autosanguine(500) Forbidden Lore(Adeptus Mechanicum)(400) Signature Wargear(Techxorcism) Sound Constitution x 2(1000) Mechadendrite Use(Ballistic)(500) Technical Knock(500) (5200/17200) Rank 2
Rank 3
Rank 4
Rank 5
Rank 6
Rank 7
Armor:
-Artificer Armor-
H(12)RA(12)LA(12)B(12)RL(12)LL(12) A fury like lightning(+5 Ag +1 Init) Thy Strength be Legend(+10 S) Demeanors:
Sons Of Dorn Calculating Tactics:
Solo - Siege Master - Enemy cover vs Marine's attacks are reduced by half. Marine's cover is doubled, marine may re-roll attack against enemies in cover. Indomitable Defense - Free Action Once per session, the marine may increase his Unnatural T trait by 1(x2 to x3) for a number of rounds equal to his Rank. Grants +10 to Dodge and Parry while active. Squad - Tactical Bolter Drill: Free Action, 2 Cohesion, not sustained
Hold At All Costs: Full Action, 3 Cohesion, Sustained
Exemplar of Stoicism: Free Action, 1 Cohesion, Not sustained
Unto the Breach: Full Action, 3 Cohesion, Sustained
Organs:
• Secondary Heart/Ossmodula/Biscopea/ Haemastamen: You gain the Unnatural Strength and Toughness Traits. • Larraman’s Organ: You do not suffer from Blood Loss. Catalepsean Node: You suffer no penalties to Perception based Tests when awake for long periods of time. • Preomnor: You gain +20 to Toughness Tests against ingested poisons. • Omophagea: You may gain a Skill or Skill Group by devouring a portion of an enemy. • Multi-Lung: You may re-roll any failed Toughness Test for drowning or asphyxiation. In addition, you gain a +30 to Toughness Tests made to resist gases, and may re-roll failed results. • Occulube and Lyman’s Ear: You gain the Heightened Senses (Sight and Hearing) Talents, +10 to relevant Awareness Tests. • • Oolotic Kidney: You may re-roll any failed Toughness Test ro resist poisons and toxins, including attacks with the Toxic Quality. • Neuroglottis: You may detect any poison or toxin by taste with a successful Awareness Test. You gain a +10 to Tracking Tests against a target you have tasted. • Mucranoid: You may re-roll any failed Toughness Tests caused by temperature extremes. • • Progenoids: These may be retrieved with a successful Medicae Test. • Black Carapace: While wearing Power Armour, enemies do not gain a bonus to hit you due to your size. History:
Cities of Death Terra born and recruited during a family pilgrimage to the Pillar of Bones. Witnessed to have a strong affinity for machines during his time as a Scout. Gained reknown during the 13th Black Crusade serving on Cadia. Magos Iacton:
Brash, Brash Int - 60 WP - 50 Trade - Trader For Lore - Xenos, The Black Library Evaluate +10 Subversive Programming Vile Intrusion Trade Armorer Trade Technomat Tech Use Logic Infused Knowledge |