This is an item I made to our Warcraft game. It has some steampunk flavour. Tell me what you guys think about it.
ZIPZAP NT-54
Clumsy. 2 weight.
This apparel, created by the famous Nicko Tesly, a gnome scientist, looks like a mechanic glove and mostly comes in pairs. They are used in the mighy Gnomereggan city to fix gadgets and other mechanical stuffs in the city tunnels.
When you try activate it with your engineering knowledge, roll +INT:
• 10+: 3 holds.
• 7-9: 2 holds and some kind of electromagnetic drawback.
• 6-: 1 hold, an electromagnetic drawback and you zap yourself. Roll 1d6 and take a stat Condition while the apparel recharges with your energy.
Spend the hold anytime on an electric or magnetic effect at your choice. Be creative!
You really should leave the 6- effect to the GM
Well, the magnetic drawback effect persists until the next recharge. What we do is that thais effect can be trigged anytime to add complications
You could have the same on a 7-9. 6- is for when your fate is unknown, at the hands of the GM. Defining a 6- result makes it way too predictable.
I see. Leaving it to the gm could create those effects listed os more. Thanks!