Bases everywhere

Aside

I’m 3d printing some bases for a mate who wants a specific spec – not the normal 20mm Sq but instead doing 19mm (or as close to 20mm as I can reliably without being 20mm). Normally bases are cheap – they’re best done with plastic moulds by big companies in massive amounts – so they are reliably shaped.

Why?…This is so the bases will snugly fit in a movement tray. /shrug, it’s all just plastic and shapes to me.

This session overall has been successful however it reminded me that printing stuff always has failures.

Eg. My printer has issues with the plate heating and cooling and also is all over the place in terms of levelling. This mean that printing in the middle is ok, but the sides suck. So doing 120 bases 7x at a time took a while.

Eg, the bases don’t print perfectly. They have little artefacts and bits on them which are frustrating reminders that this is more like coiling hot spaghetti than magically deploying geometric shapes.

Perhaps if I was making terrain the scraps of failures could be used as building rubble… happy printing folks.

Sometimes things just go wrong. Clean plate, toss the scrap, and start again.

Thor’s Hammer as a Verditius

I’m mucking around with items for a Verditius as an NPC and thinking about how much they depend on their casting tools (the flaw which dictates that they must have odd doohickies to cast spells). Having a core tool lost or stolen will dramatically reduce their effectiveness – and Verdi character would implicitly understand this.

So what does a Verdi magus do? They manufacture ways to reduce the risk. They probably also invest powers into their devices and talismans so that they are exceptionally well prepared to defend themselves.

Previously I’ve written up an effect for making objects immovable and at the time I was thinking more about generic utility than a Verditius Magi’s problems. That spell certainly works, and same effect is beneficial in an enchanted item or talisman to stop it being moved. And shucks, having an immovable warhammer is cool and well matched to the Thor mythos –  I can’t resist writing up an exceptional item inspired by Mjolnir.So here is a way to do it. I’m sure there are thousands of variations.

The slight change from the “immovable” effect I wrote up earlier is to give it a tricky activation method for the power; as: when another movement effect in the item isn’t active, and the device is moving but not held (or worn, carried) by the Verditius.

Some troupes might consider the effect needing a paired detection spell to determine if it is the proper wielder, but I think the coverage of the “only usable by” enchantment effect which adds +3 to the effect level is an appropriate analogous power. The limitations and usage of the +3 special conditions is not defined so I’m happy to use that trigger – YSMV.

Shadow of Mjolnir’s Will – ReTe28, the weapon stays where the owner places it, becoming immovable. This is based upon a prior new spell Object is Immovable (ReTe20, details here), as an invested power becomes ReTe28 (Base 3, +1 for increased strength, +3 Moon, triggers when “placed by the owner and a command uttered” +3, +10 unlimited uses).

The hammer also needs to be incredibly tough, and while plenty of items have demonstrated a Terram strengthening spell effect (The Strength of Adamantine, or similar invested effects) the spell below is boosted to be even more unbreakable. In terms of game mechanics it probably has little use, apart from resisting other effects trying to alter the weapon. That might be overkill for an item except I want it to have epic toughness – nothing should be able to break this item.  A spell to be learnt by a Magus is written below, then altered for use in a magical item.

Invulnerability of Midgard

Muto Terram 30, R: Touch, D: Sun, T: Ind

The Terram based target of the spell is made unbreakable, up to and including all metal items.

(Base 4, +1 Touch, +2 Sun, +1 extra strength, +2 metal)

As an effect invested permanently into an enchanted device:

Permanent Invulnerability of Midgard – Muto Terram 29. (Base effect: MuTe25, Base 4: +2 affect metal, +1 extra strength, R:Per, D: +2 Sun / Constant, T: Ind. Enchantment mods: +3 Env trigger sunrise/set, +1 for 2 uses/day)

..

Cast into the Heavens

Rego Terram 35, R: Sight, D: Momentary, T: Individual

Throw the hammer at any target the wielder can see with great force. The hammer flies with exceptional speed to strike the foe.

(Base 10, +3 Sight, +2 Metal)

Return to Thine Master – Triggered automatically the round after Cast into the Heavens, or by phrase.

Return to Me

Rego Terram 30, R: Arcane, D: Concentration, T: Individual

(Base 3, +4 Arc, +1 Conc, +2 affect metal)

Rego Terram 40 – Base effect: ReTe 30, Base 3, +4 Arc, +1 Conc, +2 affect metal
Enchantment mods: trigger: a specific tune whistled, +3 only caster can use, 3/day +2, +5 device maints conc. If the talisman is outside hearing range of his whistle, then Constantine will open an intangible tunnel.

Wielders Ward Against Lightning

Rego Auram 25, R: Touch, D: Sun, T: Individual

The target is warded against all natural lightning, and magical lighting effects must be at least double the level of this spell to affect the target.

(Base 10, +1 Touch, +2 Sun)

For keeping an item in perfect condition I’ll use a previously written up power called The Eternal Suit which is essentially the same; an item which cleans and maintains itself.

Eternal Weapon of Grandeur – CrTe29 – Creo Terram 25, R: Personal, D: Sun, T: Individual – The terram item is enchanted to repair all minor damage, scars, or nicks, immediately returning the item to an “as new” condition after being damaged. (Base 15, +2 Sun) (+1 two uses per day, +3 environmental trigger: sunrise/sunset)

Happy smiting folks.