Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account
This post has been closed. You can still view previous posts, but you can't post any new replies.

Awesome, but Impractical Ideas

Roll20-ites (especially fellow GMs): soon, my players will have the opportunity to receive a boon from a trickster-type NPC. I have 3 player-characters, and I'd like them each to be offered a single power, weapon, or magical item. Because his trustworthiness is debatable, I'd like that power or weapon to be  Awesome, but Impractical . [Fair warning: that is a link to a TVTropes page. Your whole day of productivity may be lost if you click it.] We're playing a World of Darkness game, so there's a pretty grim, noir-ish theme, but just about anything goes: magic of nearly any sort, modern technology, ancient technology, medieval technology, mixings and matchings of everything in this list, etc. You can suggest just a mechanic, and I'll dress it up to fit our game. Any ideas you don't mind sharing? Players: what's the coolest Awesome, but Impractical item/power/artifact your GM has ever let you blow yourself up with? Thanks!
1373954161
Alex L.
Pro
Sheet Author
All you could ever need is the Deck of Many Things, it has many things ... most of them kill you :P but some dont.
1373956371
Gauss
Forum Champion
Moved to Off-Topic.  - Gauss
Gauss: Thanks for the move. Sorry to be out of place. Alex: Ha! That's tempting, but  Penny Arcade  has taught me to never, ever , let your players get their hands on the Deck of Many Things. Thanks. I'm thinking about an exploding-touch power. They can blow up an enemy with a light tap, but only if they don't mind scorching the whole room (and themselves). That kind of thing. Any players have a favorite cool-but-stupid power or weapon?
Sentient weapons with a high Ego score. Those damn things pipe up at the most innoportune times. LOL
One of the mechanics that I've used for a few of my games is creating bound entities that the players have control of/access to that they can draw power from but must, first, perform some act of obeisance to or act antagonistic to the very nature of the bound entity in the first place to gain the resources to use/access said nifty abilities. For example, one of the players has a Balor bound to a dragonshard embedded in their chest. In order to gain control over the bound Balor, the player must take actions that are antagonistic towards a creature of chaos and destruction, specifically, when rolling initiative, losing the ability to score critical hits until the end of the encounter and/or gaining the pacifist attribute (if you hit and deal damage to a bloodied target, you are stunned until EoNT) until the end of the encounter. Said acts are antagonistic to the bound creature and provide a resource in the form of "control", which the player can then expend to gain various effects, like gaining the Balor's fiery aura for a turn, gaining access to magical empowerment of the Balor's Vorpal Sword (i.e. massively expanded crit range) for a short while, or being able to create a magical whip of fire to pull an enemy (or ally) close. The way I designed it, the antagonistic acts or acts of obeisance are *very* debilitating for that encounter (the character with the Balor is a dwarven Slayer Fighter who loves getting crits and wrecks enemy's faces) and the abilities themselves are *strong* but weak compared to the cost of what you had to give up to gain said control (just consider the whole "expanded crit range for one turn", which I have cost 3 control, to the "you cannot score crits" which provides only 1). On top of that, if the character ever dies, the bound entity is released and decides to get revenge upon the party right then and there, which can *really* suck for the survivors (which has happened; in a fight that was supposed to be reasonably easy, the players chose to let lose with a large number of said acts of obeisance and, combined with some bad rolls, ended up having the dwarf die and turning a +1 fight into a +4 fight thanks to the addition of the Balor; the party survived and managed to resurrect the dwarf and rebind the Balor, but it took all of their dailies and encounters, along with one player completely bottoming out his substantial pool of control, to survive it). It creates an interesting resource to play around with and definitely has aspects of "awesome but impractical", though I definitely tried to make it relatively practical. You could play up the impracticality of it by making the obeisance/antagonistic acts more severe. Of course, the *simple* way to do awesome but impractical is to provide an *awesome* weapon (like, say, a Vorpal Sword) that also happens to be cursed (with the curse of, say, Backbiting): the sword will wreck face but do you *really* want to risk having the sword decapitate you while you're hewing through hordes of orcs?
Rocket Shark Bazooka (Give it a serious sounding name like "RSB-78 Experimental Controlled Biological Anti-Personal Agent Device"): Your players shoot it, and it launches a great white shark which flies around attacking everything that moves (including the party). 
Jake E. said:  Players: what's the coolest Awesome, but Impractical item/power/artifact your GM has ever let you blow yourself up with? Thanks! When the item is held, it turns you invisible for as long as you hold it. The downside is it blares a loud, mad laughter heard in a 300ft. radius and creates glowing spheres that follow you within 5 feet.
1374121037
Pat S.
Forum Champion
Sheet Author
a ring of regeneration that makes you completely hairless (works on halflings only) (Sorry that was a gag magic item I used in a game) Actually an orb of surrender. This orb can make any monster surrender immediately upon looking at it but it is invisible.
Bag of Borrowing: it is a magical item that whatever you put into it becomes part a number that ramps up (based loosely on gold value) when you go to get something from the bag you get something equal to the total value at random. It is nice to just spring a surprise from time to time. And with the ramp up it means putting too much into it can be a huge benefit or a catastrophe. The bag weights 3lbs always, and has no limit to carry capacity since nothing put in ever stays there. Anything pulled form the bag stays in that players possession for 1 day divided by value. Hence if you value a sword of slaying at 20,000gp and the bags value is 80, 000 as the dm you can have him pull forth that sword, and it will reamin with him for 4 days. or it can be a single gold coin retrieved and it stays in existence for 80.000 days. I no longer have to rolled up charts, and value indicator table, but you can make your own.
Wow. You guys rock. I think I'll be using a mask with a modified version of your conspicuous-invisibility effect, Sandman. Kitru and Robert: I love both of those mechanics. My PCs (and their players) are still new to gaming, so both of those ideas might be a little too heavy/complicated to spring on them now. If I don't use them now, I'm definitely keeping Borrowing and Sacrifice/Control in the bank for the next campaign!
Intelligent magical items with high Ego scores dedicated to something similar to the PC's in game reasons.  Refuses to let the PC deviate from that reason and breaks the fourth wall to yell at the player himself when he goes against the dedicated purpose.
1374180822
Pat S.
Forum Champion
Sheet Author
Modify the bag of borrowing. Instead of ramping it it, make it interconnected with a few dozen other bags of borrowing and each time you pull something out it is actual an item that another person put into it. Each time you put something in someone else where could pull it out and use it.  Example : an unknown npc tosses in a canteen of water and a weeks worth of rations,  a few days later the pc that is in the middle of a desert reaches into the bag and discovers a canteen of water. Now a few more days and he throws a magical sword into the bag but a when he is going to retrieve it, he discovers it is gone. Once back in town a week later, he spots an npc wearing the sword that was put into the bag. See where something like that could lead to interesting plot development. You could have a guild supply those bags to their operatives and they could pass mission objectives and supplies to their agents. I would recommend restricting it to not allow living people be placed in the bag but that would be a quick way to get new players into a game. Picture this, a hand reaches out of the bag and taps the person carrying the bag. The first time would scare the crap out of them but then they could realize that reenforcements are just a note and bag away.
If its for world of Darkness I would say an antique weapon that known of the Players want to use, like a cross-bow, but has some really cool activated power that they want to use. Also because it is a trickster character the crossbow/weapon should have been used in a previous murder so if they get found with it the players are in trouble with the law. 
An item that has a very good bonus in term of game-mechanics, but every time the player uses it, during his next period of rest, sleep or whatever he will loose control of his character and wake up thinking everything is normal, but he will have been away doing something. First time this happens it will be a mystery, and an adventure to find out what has happened. Later it will become a price he will fear whenever using the item.