In the last session of my Magipunk campaign, our Barbarian was fighting an elf with phasing powers. He had picked up ‘seeing red’ from the Fighter move list and tried to discern if he could find a gap in the elf’s intangibility He hit a 12 on his discern roll.
I couldn’t resist on the strength of the roll, so I had the player answer the ‘What should I be on the lookout for’ question – having him, in effect, describe how he discovered the gaps in his foe’s intangibility.
He responded by saying that the elf’s rapier had a button on it that, when pressed, caused the effect. Freaking cool.
Not too long after that, he punched the elf’s head off and claimed the blade. Now, I have to come up with the item. Here’s my draft:
Draugr: [close, 1 piercing, precise, 2 weight, Fuel 3]
They say that down among the dead things, a sword is quenched in the cold heart of a shadow. They say the sword makes a ghost of you. They say it calls back to its home and that it will lead you there; and then you too will be a shadow, ready to have a sword quenched in your heart.
So they say.
When you use Draugr to shift into the spirit realm by pressing the button on its hilt, roll +CON. Regardless of the outcome, you become [intangible] for a brief time – you may not affect or be affected by anything on the prime plane. On a 7-9, also mark off 1 Fuel. On a miss you have brought something back with you that has been waiting to get out.
The fuel requirement is really born out of the Magipunk component of the game, so I rolled it into the item.
I’m also kicking around a ‘x number of times per day’ or having the item modify the way the defend action works. The latter was actually my preferred course, but I was never sure on allowing one to defend themselves, even though that would seem to fit with the language of the move.
In essence, I am wondering whether my first draft is too fiddly – I have come to shy away from adding roll mechanics to my magic items. Any suggestions from the Tavern?