St. Perpetua's Girl School
Enchanted or Super Science Item Creation
The following information may be of use to characters interested in creating their enchanted or super science items or players wanted to start with an enchanted or super science item or items.
Excerpts from The Magic Box
ENCHANTED OR SUPER SCIENCE ITEM
2-POINTS PER LEVEL QUALITY
Your character is the proud possessor of a powerful magic item or a wondrous super science device (see pp. 90-97). She may have stolen it, inherited it, or simply found it in a dumpster—in any case she now owns it. Your character knows how to use it and while it may have one or two secrets, it’s basically hers and under her control. Like spells, both enchanted and super science items have Power Levels, and your character must pay two points for each such level. No character can start the game with an item more powerful than level six. While this Quality allows characters to start with an extremely powerful item, if it is destroyed or stolen, the points paid for it are gone. Directors should never maliciously take away such items, but if your character strikes a huge demon with a magic sword and the demon grabs it and teleports back to its home dimension, she is simply out of luck. Again, that whole life-not-fair thing . . .
Finally, the character must spend a number of experience points equal to twice the Power Level of the item being created. Essentially, the deviser is putting a bit of herself into the item. Found or stolen mystical items need not be purchased with experience points because you (not the player) get to decide the exact features of the object.
Page 93 & 94
The paragraphs here give some suggestions for how to assign Power Levels to mystical items.
LEVEL 1: None—Cast Members with only one level in Enchanter or Super Scientist can only create assemblages to duplicate spells effects.
LEVEL 2: Improved versions of a standard item, like a blessed sword that does extra damage to demons or a pistol that has a rifle’s range and damage. Items that do a number of points of damage equal to Willpower per Success Level of the creation roll, or do additional points of damage equal to Strength per Success Level (for swords, guns, or other implements that already do damage); that make minor to moderate changes in some one’s appearance (change a Cast Member’s face to make them look completely unrecognizable); that affect a target’s emotions (make someone angry or sad).
LEVEL 3: Items that raise a mindless zombie; that are robotic and closely mimic intelligence (but aren’t really a full person); that do twice Willpower per Success Level in damage, or add twice Strength per Success Level points of additional damage; that add or subtract one point to any single Attribute; that sense specific magical energies, including items that can detect residues of magic, dimensional weak points, the magical energy given off by the casting of powerful rituals (Power Level 5 or higher), or the supernatural energies found in enchanted items.
LEVEL 4: Items that significantly affect some one’s behavior in a directed fashion (cause the target to love or feel loyalty toward someone); that do three times Willpower per Success Level damage, or add three times Strength per Success Level points of additional damage; that make someone look exactly like a specific other person; that add or subtract two to any single Attribute, or one to two Attributes; that activate latent sites of power, including opening a dimensional or teleportational gate at a single specific dimensional weak point.
LEVEL 5: Items that reanimate a person as a zombie that retains the original person’s memories and personality; that cause someone to fall deeply in love, become completely obsessed with someone, or deeply hate someone; that are robotic and as intelligent as a person; that turn someone or something invisible; that do four times Willpower per Success Level damage, or add four times Strength per Success Level points of additional damage; that make someone look, act, and sound exactly like a specific other person.
LEVEL 6: This is the minimum Power Level for items that can strengthen or weaken hellgods or other vastly powerful beings. Items that that cause five times Willpower per Success Level damage, or add five times Strength per Success Level points of additional damage; that add or subtract four to any single Attribute or two to two Attributes; that create powerful and obvious physical effects like opening dimensional gates to anywhere or splitting someone into two people.
LEVEL 7: The ultimate—powerful items that can affect hundreds (or more) people at once, or could potentially end the world. Regardless of how many levels of Enchanter or Super Scientist they possess, Cast Members cannot create Level Seven items. Also, these items cannot be reduced in power through Power Level modifiers.
Page 94 & 95
Power Level Modifiers
Every item created by an Enchanter or a Super Scientist is unique and special. To help reflect this fact, characters can tailor items for specific uses, increase their utility, or limit them so that creation is easier. The following modifications can increase or decrease the Power Level of an item.
SIZE: Standard items are assumed to be about the size of a briefcase or a rifle, or some other item that can be easily carried, but which cannot be hidden in a pocket or purse. Items that range in size from heavy steamer trunks to those that can only be moved with a fork lift subtract one from their Power Level. Items that range in size from a paperback book to a ring, or any other items that can be easily concealed in a coat pocket add one to their Power Level.
RANGE: Ordinary enchanted or super science items only affect the person who wears or carries it. An item with a range of no more than ten yards or less adds one Power Level. An item that has a range of between ten yards and one mile adds two to its Power Level. Any item that has a range of more than one mile is automatically Power Level 7.
AREA OF EFFECT: Ordinary enchanted or super science items can affect, create, or control a single target at once. Any item that can affect between two and ten targets at once adds one to its Power Level. Any item that affects, creates, or controls between up to 100 targets at once adds two to its Power Level. Those affecting more than 100 targets at once are automatically Power Level 7.
USES: Enchanted and super science items can be used as often as desired. Limits on how frequently the item can be used (once an hour, once a day, etc.) only reduce the time necessary to create it. On the other hand, items that can only be used a limited number of times cost less. Having an item that can be used less than ten times reduces the Power Level by one. If the item can only be used once, it is an assemblage (or a spell) and not an enchanted or super science item. As with the other modifiers, this modifier cannot be used to reduce Power Level 7 items.
DURATION: Damage effects are instantaneous and last until healed regardless of the level of the item. Otherwise, item effects generally last for one minute per Success Level in the creation roll. Those that last one hour per Success Level increase the Power Level by one; one day per Success Level raises it by two. Items that have longer or permanent durations are automatically Power Level 7.