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Author Topic: Jim's The Fist  (Read 1081 times)

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Offline LadyCatreece

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Jim's The Fist
« on: January 17, 2005, 02:40:46 AM »
This large mace has a huge silver head shaped into a clenched fist. Down its long cold iron shaft there are 4 gems – an onyx, a diamond, an emerald and an opal. Many large good churches make these fine weapons for their bravest warriors as a symbol of power, respect and divine grace. The mace itself is counted as a +23 Mace. (+10 Material+10 Quality+10 Enchantment) Upon touching one of the gems and willing the effect, it confers different powers. (Only one power can be used at a time)

Onyx – The mace head blazes with fire. (Fire and Ice EC pg 31: Fire Specialist Base List: Fiery Ways - lvl 9 Enveloping Flames. Flames flare out of the caster (the Mace Head). All within 5' take an "A" Heat Critical. If the mace head makes contact with an opponent, they then take a "C" Heat Crit. It lasts 6 rounds/day.

Diamond – Casts (pg 43 SL) Paladin Base List: Holy Arms - lvl 6. Holy Focus - Any criticals made by this weapon will be treated as "Holy". (Holy damage=big ow)

Emerald – (pg 43 SL) Paladin Base List: Holy Arms - lvl 9 Holy Aura - A bright, shimmering aura surrounds the caster (item). All creatures of "darkness" who are in the area of effect (10'radius) must make an RR (resistance roll) each round or receive an "A" severity ctrit. (Type to be determined by the GM based upon the nature of the creature)

Opal – Touching the opal and swinging the mace around the wielder’s head causes the person to teleport a short distance – (pg 150SL) Closed Mentalism: Mind's Door - lvl 5 Leaving I - Caster teleports up to 100' away, but there can be no intervening barriers directly between the target and the point. For this spell a barrier is anything he could not physically go through. 3x/day
« Last Edit: March 15, 2005, 03:20:10 AM by LadyCatreece »
Nya!

Offline Barrok

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Jim's The Fist
« Reply #1 on: January 03, 2006, 07:30:40 AM »
again in converting this item you have rewritten some of the powers and I can understand why but again I think using the old rolemaster ruleset I could do a better job and it be along the same power levels as its d&d cousin. Too many times I have seen conversion just head towards the spell lists instead of the powers actually just being written out. In rolemaster itself the sheer beauty of the game is that you do not have to bow your head towards the spell lists being the be all and end all. But the items can be beautifully written and derscriptive . In D&D the gems were to give the items three differing weapon powers and teleportation. The emerald power was not an area of effect but would help you hit insubstantial opponents for 3 rounds. The diamond would disrupt undead thus in rolemaster term any Undead hit my the mace durring its actibation would take an extra slaying critical. The diamond also shines with a bright intensity - thus a light spell as well.

Personally when converting items I think its aklways good to have a good grasp of both rulesets so you dont gravitate to far from the original written one. Every opne wishes to leave their mark on a conversion but the best way is to try and stay true to the original.

Offline ictus

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Jim's The Fist
« Reply #2 on: January 03, 2006, 08:31:28 AM »
I never have bothered with the rules when creating items, conveerting items etc, I think of what I want it to do, how I want it to do it and make the rules fit that not the other way round.
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Offline Barrok

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Jim's The Fist
« Reply #3 on: January 03, 2006, 08:45:43 AM »
ha ha ha
I could give you a big hug! honest. I do this a lot then I masacre the rules to fit. But being a huge geek I know a lot of rulesets and thus can back up all my actions.

 

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