Hey Everyone,
I wanted to make up a table for quick Magical Item Creation.
To make it fit with Barebones I was thinking each item would need a drawback relative to it's power.
Here's what I was thinking the table's would be composed of;
What the item is, What the item looks like, Special features, Magical Powers, Drawbacks.
Roll on all four and you have your item.
I think the magical powers and drawbacks will be quite a range of things, or possibly just an Idea or word to trigger the imagination.
Any one have any thoughts/ideas?
Edit: Here's the table I came up with:
So here's my Random Magical Item Inspiration Table;
What the item is physically (D%):
000-05) Trinket
06-16) Melee Weapon
17-27) Ranged Weapon
28-35) Helm or Headwear
36-41) Amulet
42-50) Cloak or Clothing
51-61) Armour
62-67) Shield
68-71) Gauntlets or Gloves
72-75)Orb
76-81) Boots or Sandals
82-86) Ring
87-97) Staff or Wand
98-99) Furniture
Power level of the item (D%):
000) Major Power and Roll again
1-55) Minor Power
56-76) Minor Power and roll again
77-87) Moderate Power
88-93) Moderate Power and roll again
94-98) Major Power
99) Cursed item (Only rolls on Drawback table, if put on/picked up takes a Enchanter roll -20 to remove)
Aspect of the item (D%) (Feel free to roll on it a few times and combine the elements):
000-9) Good/holy/light
10-19) Air/ethereal/wind
20-29) Tiny/invisible/intangible
30/39) Value/thought/internal organs and reflection
40-49) Water/equalization/cleansing/order
50-59) Wild/bestial/nature/chaos
60-69) Fire/destruction/limbs and external action
70-79) Monstrous/gargantuan/enormous
80-89) Deep/earth/solid
90-99) Evil/profane/darkness
Magical Power of the item(D%) (Draw inspiration from rolled power and aspect relative to rolled power level):
000-01) Body Points
02-04) Supplies
05-07) Companion (Animal or otherwise)
08-10) Aid Spell
11-13) Charm Spell
14-16) Cleanse Spell
17-19) Control Weather Spell
20-22) Dispel Spell
23-25) Divination Spell
26-28) Entangle Spell
29-31) Heal Spell
32-34) Hinder Spell
35-37) Illusion Spell
38-40) Offensive Strike Spell
41-44) Protection Spell
45-47) Repel Spell
48-50) Summon Spell
51-53) Telekinesis Spell
54-56) Transform Spell
57-59) Transport Spell
60-62) Cleric Skill Group
63-65) Scholar Skill Group
66-68) Thief Skill Group
69-71) Enchanter Skill Group
72-74) Scout Skill Group
75-78)Warrior Skill Group
79-81)Leader Skill Group
82-84)Spellcaster Skill Group
85-87)Strength Attribute
88-91)Dexterity Attribute
92-94)Logic Attribute
95-97) Willpower Attribute
98-99) Languages
Drawbacks of the item (D%) (Relative to power level, use rolled aspect for inspiration, or roll another aspect roll):
000-07) Negatively effects Attributes/lessen bodypoints
08-16) Gives bad luck/makes user more clumsy or inept (relative to a skillgroup or overall)
17-22) Negatively effects mood/sanity/relationships
23-28) Creates loud noises/causes foul smells
29-34) Negatively effects appearance/ability to communicate
35-40) Gives benefits to enemies/attracts enemies
41-46) Negatively effects supplies/internal bodily functions
47-52) Sickness/Inebriation
53-58) Negative transformation
59-64) Negative effect on speed/mobility
65-70) Negative Randomness
71-76) Negatively effects concentration/constant distraction
77-82) Pacification/aggression
83-88) Item is haunted by negative spirit/deity
89-94) Item is jealous, limitation on ability to use other magic items
95-99) Item is coveted, powerful groups desire it
Random Magical Component Generator:
What the component is composed of (D%):
000-25) Plant Matter
26-50) Mineral Matter
51-75) Animal Matter
76-89) Monster Matter
90-99) Humanoid Matter
Component aspect (D%), roll twice (or as many time's as you need):
000-9) Good/holy/light
10-19) Air/ethereal/wind
20-29) Tiny/invisible/intangible
30/39) Value/thought/internal organs and reflection
40-49) Water/equalization/cleansing
50-59) Wild/bestial/nature
60-69) Fire/destruction/limbs and external action
70-79) Monstrous/gargantuan/enormous
80-89) Deep/earth/solid
90-99) Evil/profane/darkness
For an example of how to use the component table I reversed engineered a unicorn horn;
Rolling a 60 I get animal matter, rolling on it's aspect I get a 5 (good/holy/light). I roll again and get a 32 (Fire/destruction/limbs and external action).
So I've got Animal, good, and limbs. Deciding I need a little more inspiration I roll a 12 (Air/ethereal/wind). Animal, good, ethereal sounds like a Unicorn to me, I mix it with external limb and come to Unicorn Horn (unless I want to be boring or gruesome and go with a unicorn leg).
And for help naming the magical do-hicky you've just created here is Ascent's naming generator ;
Magic Item Creator:
(00) Anterpemuckle's
(01-04) Argum's
(05-08) Ashur's
(09-12) Ballam's
(13-16) Dain's
(17-20) Fargul's
(21-24) Hadrick's
(25-28) Holland's
(29-30) Leamund's
(31-34) Morrigan's
(35-38) Nurgal's
(39-42) Oster's
(43-46) Porphyr's
(47-49) Quich's
(50-53) Raddik's
(54-56) Rumple's
(57-60) Sigmund's
(61-64) Stompy's
(65-68) Tarek's
(69-72) Thel's
(73-74) Umpter's
(75-78) Vallen's
(79-81) Vera's
(82-85) Wunderham's
(86-89) Xander's
(90-92) Yuel's
(93-96) Zed's
(97-99) Zondheim's
Generalized Descriptors
(00-02) Arcane
(03-05) Blessed
(06-08) Celestial
(09-11) Delvish
(12-14) Divine
(15-17) Elvish
(18-20) Enchanted
(21-23) Exalted
(24-26) Fantastic
(27-29) Fascinating
(30-32) Hermetic
(33-35) Holy
(36-38) Illustrious
(39-40) Magic
(41-42) Magical
(43-45) Marvelous
(46-47) Miracle
(48-50) Miraculous
(51) Mysterious
(52) Mystic
(53) Mystical
(54) Mystifying
(55-57) Mythril
(58-50) Orphic
(61-62) Otherworldly
(63-65) Powerful
(66-68) Psychedelic
(69-71) Runic
(72-74) Sacred
(75-77) Sorcerous
(78-79) Stupendous
(80-81) Supernal
(82-83) Supernatural
(84-84) Thaumaturgical
(85-86) Theurgical
(87-89) Uncanny
(90-92) Unworldly
(93-95) Wizard
(96-97) Wonderful
(98-99) Wondrous
Cursed Item Descriptors
(00-04) Bewitched
(05-09) Cabalic
(10-14) Cursed
(15-18) Demon
(19-22) Demoniac
(23-27) Demonized
(28-32) Devilish
(33-36) Diabolic
(37-40) Diabolical
(41-45) Eerie
(46-50) Evil
(51-55) Ghost
(56-60) Hated
(61-65) Haunted
(66-70) Hexed
(71-75) Jinxed
(76-80) Mischievous
(81-83) Occult
(84-87) Occultic
(88-92) Preternatural
(93-95) Spiritistic
(96-99) Spiritualistic
BareBones Fantasy RPG is not associated with Skaldcrow Games' Bare Bones Multiverse, despite similar names. Check out Glenn's products by clicking here.
What the Item Is
A Truth Detector
A Magical Servant
A Teleporter
An Everfull
An Entangler
What the item Looks Like
A Hair Brush
A Broom Stick
A Gold Broach
A Cloak
A Horseshoe
Special Features
Motes of Light
Glows
Has magic Runes
Smells like pancakes
Feels Slippery
Magical Powers
I can't tell how this is different than, what it is.
Drawbacks
Can only be used in the rain.
Must use it while grooming.
Must constantly chant while using it.
Dazed until a Will check is successful.
Cannot regain BP while using.
Magical Powers
I can't tell how this is different than, what it is.
What I was thinking with "What the item is" was just simply the physical form of the object. Ie; A knife, an amulet, a pearl, a rock, a shoe etc.
For "What the Item looks like", it will have something specific to it's appearance, glowing, spiky, squirming, shifting.
Then "Special Features" would be non-visual, ie: No weight, Smells of pancakes, bounces, etc.
And THEN you would have magical features, what it's actual power is.
Ah! Got it. Thanks. If you want you could take some of the things I posted, rearrange them as examples and the as folks add stuff here, hopefully they will, you can edit your post and build off of it.
I was interested and have a moment, so if you don't mind, I rearranged the table and expanded it just a little, and changed "What it Looks Like" on account of non-visual "Indicators" (Though you may prefer a different name):
What the Item Is
A Hair Brush
A Broom Stick
A Gold Broach
A Cloak
A Horseshoe
A Sword
Indicators
Motes of light
Glows
Has magic runes
Smells like pancakes
Feels slick
Swirling colors
Special Features
Bounces
Expandable
Retractable/Reducible
Hidden Compartment
Attached Slidable Lid
Booby Trapped
Weightless
Living/Animated
Slippery
Magical Powers
A Truth Detector
A Magical Servant
A Teleporter
An Everfull
An Entangler
Drawbacks
Can only be used in the rain.
Must use it while grooming.
Must constantly chant while using it.
Dazed until a Will check is successful.
Cannot regain BP while using.
Looking good!
I've got some ideas on tables being a bit more specific.
The first roll will be a percentile roll determining the item's power;
1-55) Minor Power
56-76) Minor Power and roll again
77-87) Moderate Power
88-93) Moderate Power and roll again
93-98) Major Power
99) Cursed item
000) Major Power and Roll again
The second will be the powers the item has specific to character skills and magic (this is just a rough table with examples, the real one would be much more expansive):
Draw inspiration from Aid Spell (relative to rolled power)
Draw inspiration from Charm spell (relative to rolled power)
Draw inspiration from Warrior skills (relative to rolled power)
Draw inspiration from Enchanter skills (relative to rolled power)
Affects STR (relative to rolled power)
The inspiration part means that the GM will have to think of interesting and logical ways for the powers to interact, also the powers won't need to be stat specifc, ie;
Drawing inspiration from warrior skills (relative to a rolled minor power) could be either;
Ring of Marksman (+5% to ranged skills)
or
Ring of Marksman (Wearer is able to tell the direction from which a projectile was shot).
What you guys think, too specific?
I was also thinking of adding a very vague table to help with "draw inspiration from" part; ie:
1-10) Increase
2-22) Decrease
23-33) Speed
34-44) Vision
etc.
Actually, I think the "vague" table could just be replaced with the "indicators" to influence what the item does in relation to it's rolled inspiration. Also, I think the "inspiration" table should replace the "magical powers" table, call it "inspirations for magical powers".
For example, Using the "indicators" table to roll "feels slippery" and then using the "inspirations for magical powers" table to roll "Draw inspiration from Enchanter skills" could result in;
Ring of Enchanter copyright protection; All potions created by the enchanter wearing this ring will be coated in a magical lubricant for any one handling it that isn't the enchanter. Beings handling the potion must make a Dex-30 rolls to avoid dropping the potion.
I think it would be important to note that the philosophy of the random table is that, although in reality the items are being created at random, in the game world they have been made with a specific and logical purpose of the creator and the GM needs to ensure that shines through.
I like that idea.
Though I think "feels slippery" should actually be "feels slick", and "slippery" should go on the Special Features table or else the Drawbacks table. Anything that has a use or effect should be on the Special Features table. Anything innocuous that can be detected through the senses should go on the indicators table. (For instance, a glow or hum indicates the presence of magic, but has no other effect beyond that, so belongs on the indicators table.)
Though you could also separate the Special Features further into Special Features and Special Effects. With Special Features being structural specialties, like a hidden compartment, physical trap or sliding lid, while Special Effects would cover bouncing, slipperiness and animation.
So I've been progressing on the Random Table and will probably have it done tonight.
I got to thinking about a random magical components table for PC's who want to build their own items and I came up with the following.
The first roll will be to determine what the component it (either plant matter, animal matter, monster matter, mineral matter, or human matterEdit:I think I will change this to humanOID matter, and let it include objects clearly made/or influenced by humanoids, say a book or a brick from a temple, etc.) and then you would do two or one rolls as required to get some inspirations as to what that component would be;
D%
000-9) Good/holy/light
10-19) Air/ethereal/wind
20-29) Tiny/invisible/intangible
30/39) Value/thought/internal organs and reflection
40-49) Water/equalization/cleansing
50-59) Wild/bestial/nature
60-69) Fire/destruction/limbs and external action
70-79) Monstrous/gargantuan/enormous
80-89) Deep/earth/solid
90-99) Evil/profane/darkness
I was also thinking of using this table to randomly determine the "aspect" of the magical item.
What do you guys think of it?
I like this one - seems more functional and user friendly
So here's my Random Magical Item Inspiration Table;
What the item is physically (D%):
000-05) Trinket
06-16) Melee Weapon
17-27) Ranged Weapon
28-35) Helm or Headwear
36-41) Amulet
42-50) Cloak or Clothing
51-61) Armour
62-67) Shield
68-71) Gauntlets or Gloves
72-75)Orb
76-81) Boots or Sandals
82-86) Ring
87-97) Staff or Wand
99) Furniture
Power level (D%):
000) Major Power and Roll again
1-55) Minor Power
56-76) Minor Power and roll again
77-87) Moderate Power
88-93) Moderate Power and roll again
93-98) Major Power
99) Cursed item (Only rolls on Drawback table, if put on/picked up takes a Enchanter roll -20 to remove)
Aspect (D%) (Feel free to roll on it a few times and combine the elements):
000-9) Good/holy/light
10-19) Air/ethereal/wind
20-29) Tiny/invisible/intangible
30/39) Value/thought/internal organs and reflection
40-49) Water/equalization/cleansing
50-59) Wild/bestial/nature
60-69) Fire/destruction/limbs and external action
70-79) Monstrous/gargantuan/enormous
80-89) Deep/earth/solid
90-99) Evil/profane/darkness
Magical Power (D%) (Draw inspiration from rolled power and aspect relative to rolled power level):
000-01) Body Points
02-04) Supplies
05-07) Companion (Animal or otherwise)
08-10) Aid Spell
11-13) Charm Spell
14-16) Cleanse Spell
17-19) Control Weather Spell
20-22) Dispel Spell
23-25) Divination Spell
26-28) Entangle Spell
29-31) Heal Spell
32-34) Hinder Spell
35-37) Illusion Spell
38-40) Offensive Strike Spell
41-44) Protection Spell
45-47) Repel Spell
48-50) Summon Spell
51-53) Telekinesis Spell
54-56) Transform Spell
57-59) Transport Spell
60-62) Cleric Skill Group
63-65) Scholar Skill Group
66-68) Thief Skill Group
69-71) Enchanter Skill Group
72-74) Scout Skill Group
75-78)Warrior Skill Group
79-81)Leader Skill Group
82-84)Spellcaster Skill Group
85-87)Strength Attribute
88-91)Dexterity Attribute
92-94)Logic Attribute
95-97) Willpower Attribute
98-99) Languages
Drawbacks (D%) (Relative to power level, use rolled aspect for inspiration, or roll another aspect roll):
000-07) Negatively effects Attributes/lessen bodypoints
08-16) Gives bad luck/makes user more clumsy or inept (relative to a skillgroup or overall)
17-22) Negatively effects mood/sanity/relationships
23-28) Creates loud noises/causes foul smells
29-34) Negatively effects appearance/ability to communicate
35-40) Gives benefits to enemies/attracts enemies
41-46) Negatively effects supplies/internal bodily functions
47-52) Sickness/Inebriation
53-58) Negative transformation
59-64) Negative effect on speed/mobility
65-70) Negative Randomness
71-76) Negatively effects concentration/constant distraction
77-82) Pacification/aggression
83-88) Item is haunted by negative spirit/deity
89-94) Item is jealous, limitation on ability to use other magic items
95-99) Item is coveted, powerful groups desire it
A great idea generator!
Thanks!
I might do a little more work to the "drawbacks" table, because I'm not sure if it's as all encompassing as the "aspect" table.
And for those who like names attached :) :
Magic Item Creator:
(00) Anterpemuckle's
(01-04) Argum's
(05-08) Ashur's
(09-12) Ballam's
(13-16) Dain's
(17-20) Fargul's
(21-24) Hadrick's
(25-28) Holland's
(29-30) Leamund's
(31-34) Morrigan's
(35-38) Nurgal's
(39-42) Oster's
(43-46) Porphyr's
(47-49) Quich's
(50-53) Raddik's
(54-56) Rumple's
(57-60) Sigmund's
(61-64) Stompy's
(65-68) Tarek's
(69-72) Thel's
(73-74) Umpter's
(75-78) Vallen's
(79-81) Vera's
(82-85) Wunderham's
(86-89) Xander's
(90-92) Yuel's
(93-96) Zed's
(97-99) Zondheim's
Generalized Descriptors
(00-02) Arcane
(03-05) Blessed
(06-08) Celestial
(09-11) Delvish
(12-14) Divine
(15-17) Elvish
(18-20) Enchanted
(21-23) Exalted
(24-26) Fantastic
(27-29) Fascinating
(30-32) Hermetic
(33-35) Holy
(36-38) Illustrious
(39-40) Magic
(41-42) Magical
(43-45) Marvelous
(46-47) Miracle
(48-50) Miraculous
(51) Mysterious
(52) Mystic
(53) Mystical
(54) Mystifying
(55-57) Mythril
(58-50) Orphic
(61-62) Otherworldly
(63-65) Powerful
(66-68) Psychedelic
(69-71) Runic
(72-74) Sacred
(75-77) Sorcerous
(78-79) Stupendous
(80-81) Supernal
(82-83) Supernatural
(84-84) Thaumaturgical
(85-86) Theurgical
(87-89) Uncanny
(90-92) Unworldly
(93-95) Wizard
(96-97) Wonderful
(98-99) Wondrous
Cursed Item Descriptors
(00-04) Bewitched
(05-09) Cabalic
(10-14) Cursed
(15-18) Demon
(19-22) Demoniac
(23-27) Demonized
(28-32) Devilish
(33-36) Diabolic
(37-40) Diabolical
(41-45) Eerie
(46-50) Evil
(51-55) Ghost
(56-60) Hated
(61-65) Haunted
(66-70) Hexed
(71-75) Jinxed
(76-80) Mischievous
(81-83) Occult
(84-87) Occultic
(88-92) Preternatural
(93-95) Spiritistic
(96-99) Spiritualistic
Thanks mate!
I included the naming generator in the updated original post.
Even more useful!
Very cool stuff!