Dress to Hex: The Allure of Killstar Witch Hat Accessories

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The Witch Hat accessory by Killstar is a must-have accessory for anyone looking to add some magic to their outfit. Made from high-quality materials, this witch hat is not your ordinary accessory. It features a wide brim and a pointed top, giving it the classic witch hat look. The hat is also adorned with various details such as a band around the base and a decorative buckle. The black color of the hat adds to its mystery and makes it versatile enough to be paired with any outfit. Whether you're dressing up for a Halloween party or simply want to add some witchy vibes to your everyday look, this Witch Hat accessory will definitely do the trick.

Mabic pwoer tattoo

Whether you're dressing up for a Halloween party or simply want to add some witchy vibes to your everyday look, this Witch Hat accessory will definitely do the trick. It's the perfect accessory for witchy fashion enthusiasts or anyone looking to make a statement. So, grab your broomstick and complete your witchy ensemble with this stunning Witch Hat accessory by Killstar.

SavageRifts.com

Our first take on Tattoo Magic was to treat tattoos like mystical cybernetics, or implanted Technowizard devices, complete with strain and other factors. That “mystical cybernetic” version is a very faithful translation of the original material. Unfortunately, three different players tested it and found it very confining and somewhat unfun. So, a couple of us went back to the drawing board and took a different approach. In this case Tattoo Magic is an edge, akin to Master of Magic, that grants access to Mega powers and other special abilities. It also poses some limitations. In this way it borrows from Master of Magic (allowing mega powers), Arcane Background Miracles (restrictions that can cause penalties). This was largely built on looking at how Sunaj Assassins are put together in Savage Foes of North America.

Tattoo Magic: A special form of magic, based out of Atlantis, using arcane tattoos to activate various powers and abilities. Any power activated by a tattoo automatically has Mega Powers available. Some Magic Tattoos imbue specific abilities and protections, rather than powers. Savage Foes of North America, 55

The biggest problem was finding a way to deal with the “specific abilities and protections” part. We looked at super powers, racial abilities, etc. and finally landed on a combination of both. In order to work them in we borrowed the Power Modifiers innovation from Savage Worlds Flash Gordon, and turned the dial up to 11.

Tattoo Magic [Iconic]
Requirements: Arcane Background Magic, Vigor d8, Tattoo Magic d6
A special brand of magic granted by True Atlantean tattoos master, Chaing-Ku dragons, and the Splugorth that uses arcane tattoos to activate various powers and abilities instead of spellcasting. Any power activated as a tattoo automatically has Mega Powers available. Some Magic Tattoos imbue additional abilities and protections rather than powers. In those cases, when the New Tattoo edge is taken the hero can select a power and choose a trapping as normal or add one or more of the Tattoo Magic Power Modifiers from the list below. Modifiers added to powers use the listed duration for that power.

If the hero wishes, she can choose any modifier as an ability instead of a power (e.g. protection from vampires) and activate it, as an action, with the given PPE cost for 3 rounds (1/PPE per round to maintain) for weapons and offensive powers and 1 hour (1 PPE/hour for other modifiers).

Because this magic is bestowed (or imposed in the case of Splugorth slaves) Tattooed heros cannot draw power from ley lines or nexus points but are limited to their own internal reserves.

New Tattoo [Iconic]
Requirements: Tattoo Magic
Finding someone to add tattoos is next to impossible and is a painful and to some extent an exhausting process. After character creation taking the New Tattoo edge can only be selected once per rank and the tattooed hero must make a Vigor check at a penalty equal to the rank of the power. On a failure the hero is fatigued for that session, which cannot be undone by succor or other mystical means. In the case of a Critical Failure the hero is fatigued and must roll on the Psyche Degradation Table.

Tramp Stamp [Power]
Requirements: Vigor d8, Spirit d8
A Master of Magic or Major Psionic who selects this edge gains one new power of their rank as a tattoo using the modifiers below. The ISP or PPE cost is doubled for this type of caster and uses their arcane skill to to cast. As above tattoos gain no benefit from ley lines, and this edge can be taken once per rank bestowing a new tattoo. The non T-Warrior can take up to the lower of their Spirit or Vigor die type in tattoos. Each tattoo over that imposes a -1 to the casting roll.

Tattoo Power Modifiers & Abilities
Additional mechanical effects can be added to tattoos using power modifiers. This is represented by adding other art to a basic tattoo, for example making a sword allows a tattooed hero to summon a simple weapon, adding flames to that sword allows that weapon to become Mega Damage. Multiple Power Modifiers can be taken and “stacked” on a power but are permanent (i.e. they cannot be selectively activated each time the power is used) and can drastically increase the cost of activating a power. Additionally, each Power Modifier added to a power increases the maintenance cost by 1 PPE. Unless otherwise stated, each specific power modifier can only be taken once per power.

Special: A hero may also chose to spend their New Tattoo edge on a stand lone ability which activates for the listed cost and lasts for 3 rounds for combat abilities and 1 hour for others.

  • Simple Weapon: For +1 PPE, activating smite summons an ancient melee from SWD rather than empowering a held weapon. This makes the power self-only. Once summoned, this is a physical weapon which may be disarmed or stolen. The simple weapon can be further modified, for additional PPE cost, as follows.
    • Dripping Blood: For +2 PPE, the hero can increase the AP of a summoned weapon by 2.
    • Flames: For +1 PPE, the summoned weapon can do Mega Damage (even if only basic smite is used)
    • Demon Skull - For +2 PPE the weapon can ignore infernal armor (Greater & Lesser Demons) but they add 1/2 spirit to toughness
    • Serpent: For +2 PPE, the weapon can ignore serpent armor (dragons, dinosaurs, etc.) but they add 1/2 spirit to toughness.
    • Wings: For +2 PPE, the hero can double the throwing range of weapon
    • Flaming Shield: For +4 PPE, the hero can use the weapon to redirect ranged attacks. When the hero is hit with a ranged attack, she can sacrifice her next action (or come off Hold) to deflect the attack. This requires an Agility roll for thrown weapons (-2 versus firearms, energy weapons, or powers and -4 versus bursts, double-taps, or three-round bursts). Area effect attacks may not be deflected. If the roll is successful, the attack is harmlessly redirected and misses. With a raise, it hits any available target of the character’s choosing within 12”. Roll the attack’s base damage, ignoring any raises on the original roll.
    • Heart: The T-Warrior can make a Vigor roll at -2 to absorb matter or energy based attacks. Each success and raise lets the hero negate a wound. Magic and psionics cannot be absorbed. This increases activation cost by +5 PPE per type or by +10 PPE for both.
    • Shark or Dolphin: For +2 PPE, the hero can breathe in water, doesn’t have to make Swimming rolls to avoid drowning when in water, and adds +2 to all Swimming rolls. While in the water, Pace is equal to Swimming skill.
    • Three Eyes: For +2 PPE, the hero can ignore any and all obscurement penalties (darkness, fog, invisibility, etc). Cover penalties for solid objects still apply normally.
    • Elemental Aura: For +3 PPE a 2d6 damage field of the selected element or energy surrounds the hero.
      • For an additional, +1 PPE. the damage is Mega Damage
      • For an additional +3 PPE the field extends over Medium Burst Template
      • Skull with Glowing Eye Sockets: For +3 PPE, Fear affects all foes (or neutral bystanders) within 12” of the hero each time this power is activated. For an additional +2 PPE, the Fear check is made at -2 PPE.
      • Skull Coiled with Thorns: For +1 PPE victims of this power victims must make a Vigor roll or suffer a wound. Each point of armor provides +1 to the Vigor roll. For an additional +1 PPE, the Vigor roll is made at -2.
      • Phantom Animals: For 4 PPE, animals and Monsters can be summoned (including replacements) and dispelled as an action. The creatures appear within 12” of the hero.
      6. New York (1 year)
      Witch hat accessory by killstar

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      Reviews for "Embrace Your Witchy Side with a Hat from Killstar's Bewitching Collection"

      - Emma - 2/5 - I was really excited to receive this witch hat accessory by Killstar, but unfortunately, it didn't live up to my expectations. The quality of the hat was quite disappointing, as it felt cheap and flimsy. Additionally, the size was much smaller than I had anticipated, giving it a very awkward fit. Overall, I was quite disappointed with this product and would not recommend it to others.
      - Michael - 1/5 - This Witch hat accessory by Killstar was a huge letdown for me. The material was uncomfortable and itchy, making it impossible to wear for an extended period of time. Furthermore, the design was not as advertised - the hat looked much duller and less vibrant in person. I would advise against purchasing this accessory and suggest looking for better alternatives elsewhere.
      - Sarah - 2/5 - I was really looking forward to adding this witch hat accessory by Killstar to my Halloween costume, but I was quite underwhelmed with the overall product. The hat didn't hold its shape well, constantly flopping to one side or the other. The quality of the fabric was also subpar, with loose threads and fraying edges. It definitely didn't meet the standard I expected from Killstar.

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