[House Rules] Custom item properties, bane, boons items related

Hello fellow lovers of Open Legend RPG,

In my campaign settings, which I can describe by “Steam Magic World”. The players are in a mega city where magic can be extract as Aether, and this Aether is used like a fuel for item and other things. Extraordinary items are quite commons in this settings like a fire gantlet and so on.
It quickly became useful to make new things for my players to interact with items.
So I made an handful of new things, new Extraordinary Items Properties, one new Bane and new Boons related to extraordinary items. This can be easily applied in a steam magic settings like mine or Sci-fy settings or something else :wink:

I will start by general new things you can easily add in your rules, and I will make a section bellow with rules more customs about this settings.

I hope you will enjoy it.
Have fun and happy RPing and GMing.

Section Common Rules

New Extraordinary Items Properties

Chaotics Running / Tinkered - An item with this property have a chance to fail at use.
When the item is actively used (activation of the item, at start of each round during combat for item with Persistent or when the item with Sentient property makes an action which requires dice check) it has a chance to fail. Roll a D20 and if you roll 5 or less, the item is afflicted by the Jamming bane.
WL Modifier: -1

Weakened (can’t be Resilient) - An item with this property is weaker than another to jamming.
This item has desavantage on save for recovering from the Jamming bane.
WL Modifier: -1

Resilient (can’t be with Tinkered / Weakened or Aether Consommation) - The item far more resilient than usual.
Dice rolls for Jamming bane made against this item has Disadvantage 1. It requires 15 damages instead of 10 (10 instead of 5 with bane focus) in order to apply free Jamming bane on this item with an attack. This item cannot be Weakened.
WL Modifier: +1

New Bane

Jamming

Duration: Resist ends (special) (Fail x 3 = Broken)

Power Level: 3
Attack Attributes: Agility, Might, Energy, Entropy - (special) Learning, Logic

Attack:
The system is on a character
Agility vs. Guard
Might vs. Guard
Energy vs. Guard
Entropy vs. Guard

The system is a non-moving object
Agility vs. 10 + Weath Level * 2
Might vs. 10 + Weath Level * 2
Energy vs. 10 + Weath Level * 2
Entropy vs. 10 + Weath Level * 2
Learning vs. 10 + Weath Level * 2
Logic vs. 10 + Weath Level * 2

Description
You disrupt the item from smashing the system, cut a pipe, hack and corrupt the system or disrupt the magic.

Effect
The target item cannot be used as long as the effect persists.

Special
While most banes last until the target actively attempts to resist it, For this bane it will be different to resists. The item is disrupt but the magic naturally try to be stable again or the wielder of the object make a quick–fix instinctively. As such, at the end of each of its turns, the target receives a Resist roll as a free action to break free from the effect. If the object fails its 3 Resist Rolls, the wielder or a character who is aware of the avary can attempt a fix by launching a Mending boon but it will take his next action. If it’s a fail, the item is broken and will need time to be repaired.

New Boons

Repair

Duration: Instantaneous

Invocation Time: Wealth Level x 1h

Power Level: 1/ 2/ 3/ 4/ 5/ 6/ 7/ 8/ 9
Attributes: Learning, Logic

Description
You try to repair an item.

Effect
The item with a Wealth Level less than or equal to the Power Level is repaired.

Special
You can repair even higher Wealth Level item, but your roll total must be double the item normal Wealth Level. So, a Wealth Level 9 item can be repaired on a roll of 46. This is only possible if the boon is invoked by a dice roll.

Mending

Duration: Instantaneous

Invocation Time: 1 Major Action

Power Level: 1/ 2/ 3/ 4/ 5/ 6/ 7/ 8/ 9
Attributes: Learning, Logic - (special)

Description
You try to make a quick fix on an item, even if it costs side effects.

Effect
The item with a Wealth Level less than or equal to the Power Level is repaired but gets the property Weakened until it is fully repaired with the Repair Boon.

Special
You can tinker even higher Wealth Level item, but your roll total must be double the item normal Wealth Level. So, a Wealth Level 9 object can be mended on a roll of 46. This is only possible if the boon is invoked by a dice roll.

Tinkering

Duration: Sustain Persists

Invocation Time: Special

Power Level: 3/ 6/ 8
Attributes: Learning, Logic - (special) Any Supernatural attribute with Craft Extraordinary Item

Description
You try to tinker an item in order to pump-up it, even if it costs side effects.

Effect
The item with a Wealth Level less than or equal to the Power Level is tinkered and you can add temporary properties to it but gets the property Tinkered/Chaotics Running while sustaining. When the sustain is ended (willingly or not), the item auto-inflict the Jamming bane to himself.

  • Power Level 3 - You have 1 temporary WL point and have access to theses properties:
    Area, Augmenting, Damage, Potent, Powerful
    The invocation time for this application is 1 Major Action.

  • Power Level 6 - You have 2 temporary WL points and gain access to theses more properties:
    Baneful, Deadly, Reliable, Autonomous
    The invocation time for this application is 1 minutes.

  • Power Level 8 - You have 3 temporary WL points and gain access to theses more properties:
    Persistent, Sentient
    The invocation time for this application is 1 hour.

Special
This boon may require special attention and adjudication from the GM, as not all item properties may be an appropriate fit for tinkering in it.
The Feat, Boon Focus III, the phrase “the boon is always active for your character” can be replaced by “the boon is always active on one item your character wields” for this boon.
If the character has the feat Craft Extraordinary Item, he could use the supernatural attribute related to the item he wants to modify.

New Feat

Knowledge Tinker

Cost: 1 point

Prerequisites

  • Tier 1: Knowledge feat

Description
You learn how to use your knowledge in a particular area for tinkering purposes.

Effect
The Knowledge feat bonus attribute can be applied for roll (the auto-succes part is not applied) with Boons: Repair, Mending, Tinkering and Bane Jamming (as Learning usage).

Special
This feat only applies on item in the range of your Knowledge feat, as discretion of the GM.
You may take this feat multiple times and select a new related Knowledge feat each time. Purchasing this feat in this way confers no benefit on other Knowledge feats.

Section for Steam Punk like settings (more specific to my settings)

New Extraordinary Items Properties

I replaced the property “Resilient” by this one
Elder Magic (can’t be with Tinkered / Weakened or Aether Consommation) - The knowledge to create (magically) magic item has been forgotten in this part of the world and an item like that is more a relic of the past. This item has been imbued with elder magic which doesn’t require Aether to be create or fused. This method creates the item far more resilient than usual. This property represents what we can call classic magic item.
Dice rolls for Jamming bane made against this item has Disadvantage 1. It requires 15 damages instead of 10 (10 instead of 5 with bane focus) in order to apply free Jamming bane on this item with an attack. This item cannot be Weakened.
WL Modifier: +1

Steam consommation or anything you want
Aether Consommation (can’t be with Consumable or Expendable) - An item with this property use the Aether as a fuel to work.
When the item is actively used (activation of the item , at start of each round during combat for item with Persistent or when the item with Sentient property makes an action which requires dice check)
it will consume Aether with a ratio of 1 unit for 2 points in attribute (except for item with Sentient property it has an additional cost of 1 unit at start of each round while the item is active).
1 unit is 0.5L of liquid Aether and standard bottles is 5L.
WL Modifier: -1
I inspire myself from scuba diving bottles. “Little bottles” are 5L and stardart ones are 15L if I can remember. It was just easier to use 5L, but you can adjust as you want.

New Items

In order to transport aether (or steam or whatever you like), characters in the world use bottles (all bottles are standard in order to be easier).
I create a new type of item (armor to be exact), the Bottle Belt. this belt is used to transport an aether bottle easily and has all tools to link the bottles to items with Aether Consommation properties.
I also modified already existing armors in order to add bottle slots but you let them be as they are.

Name			Type		Wealth	Required Fortitude	Defense Bonus	Speed Penalty	Standard Bottle Slot(s)
Leather Armor	Light		1		1					1				0				0
Chain Shirt		Medium		2		2					2				0				1
Scale Armor		Medium		2		3					2				5'				2
Plate Armor		Heavy		2		4					3				5’				2
*Bottle Belt*	Belt		1		1					0				5'				1

Belt can be taken with other armor types.
Belt can be taken multiple times (in limit of the sum of all armor required Fortitude). Of course the GM can refuse to much belts if your character seems too heavy charged.

New Feat

Bottle Ready

Cost: 1 point

Prerequisites

  • None

Description
You master the positioning and the manipulation of you Aether bottle belt.

Effect
Annul the speed penalty and the required fortitude of 1 Bottle Belt.

Special
This feat can be taken multiple times.

At long last you reach the end. :stuck_out_tongue:
Thanks for reading.

9 Likes

Wow @Nupryn!
You’ve really put a lot of time and effort into this! It’s pretty awesome!
It makes me think of Kaladesh from MTG

Yeah it was one of my inspiration for the settings, with Final Fantasy 7 for the dark part.

Thanks @Brycelor

1 Like

Supernatrual? You mean extroidinary