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 Signature Item - TK Blaster 
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A prototype TK blaster being field tested by the Cyber-Knight Tiberius in the Nameless. The default firing mode is the a basic arcane blaster converted from a NG-57. The second firing mode is the soulfire "round" is designed to be effective against creatures of Darkness and Flame while less effective against other creatures (see notes below.) The third firing mode is the nonlethal psi-blast "round" designed to incapacitate living minds without killing them.

TK Blaster

Base Item
NG-57 Heavy Ion Blaster | Range 12/24/48 | Damage 1-3d6+1 | RoF 1 | AP - | 10 shots | 5 lbs. | 18,000 credits

  • TW Conversion: (1,800 credits)
  • Minor Enhancement: +2 AP (5,000 credits)
  • Minor Enhancement: +1 Damage (5,000 credits)
  • Major Enhancement: Power (Blast / Greater Blast) (40,000 credits)
  • Major Enhancement: Power (Stun / Greater Stun) (20,000 credits)
  • Major Enhancement: +10 PPE (30,000 credits)
  • Major Enhancement: +10 PPE (30,000 credits)


Final Product
TK Blaster | Range 12/24/48 | Damage 1-3d6+2 | RoF 1 | AP 2 | 10 shots | 20 PPE | 5 lbs. | 149,800 credits

Note: Both of the following powers represent alternate firing modes of the TK blaster meaning the shooting skill is used for both powers.

Soulfire (Blast/Greater Blast)
  • Power Trapping - This power is geared towards damaging creatures of Darkness and Flame and has less effect on living mortals. The base damage is reduced by one die type (to a d4 for Blast and a d8 for Greater Blast.) When used on creatures of Darkness and Flame (undead, vampires, demons, etc.) damage is increased by one die so that Blast does 3d4 - 4d4 while Greater Blast does 3d8 - 4d8. This is a reskin of the Electricity (Conduction) trapping.

Psi-Blast (Stun/Greater Stun)
  • Power Trapping - This power fires a concentrated blast of psychic energy which detonates at the designated point of impact affecting all living minds within the blast area.

The wielder must spend 2 PP as an action to "load" the weapon. The wielder may also spend 2 PP as a free action to cause Mega Damage for 3 rounds. As usual the Blast power always does Mega Damage.

_________________
“Deeds will not be less valiant because they are unpraised.”

Tiberius
Bennies 3 of 3
ISP 28/30

Player James
Alts: Fizzwaite Zipwidget, Hawdore, Sparkmort "Sparky" Zipwidget, Brute


Stats
Agility d8 | Smarts d8 | Spirit d10 | Strength d6 | Vigor d6
Pace 8 | Parry 8 | Toughness 12(6) + 2 toughness when cyber-armor is active.

Powers
Valiant Will (Boost Trait)
This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.

Dauntless Resolve (Greater Boost Trait)
This Mega Power doubles the power’s effect; two die types for a success, four with a raise.
Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.

Argent Strike (Smite)
This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.
Trappings: As it is effective against many supernatural foes Socrates gives his weapon an aura of silver when using this power.

Courageous Strike (Greater Smite)
This Mega Power version of smite confers two effects:
  • The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
  • The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.
Trappings: Varies.

Legacy of the Fae (Deflection)
Deflection powers work in a variety of ways. Some actually deflect incoming attacks, others blur the target’s form or produce other illusionary effects. The end result is always the same however — to misdirect incoming melee and missile attacks from the user. With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.
Trappings: Using a technique long known to the fae he can bend the light around him to create ghost after images of himself, confusing those that are attempting to target him.

TK Shield (Greater Deflection)
This Mega Power version of deflection grants a −4 effect on a success, or −6 on a raise.
Trappings: Though lacking true telekinetic ability he possesses sufficient skill to project a field a short distance from his body can deflect most forms of ballistic and energy attacks.

Frequently used skills
Skills:
    Agility
    • Fighting d12
    • Shooting d10

    Smarts
    • Psionics d8
    • Knowledge(American) d8
    • Knowledge(Arcana) d4
    • Notice d6 + 2 (sight based checks only)
    • Survival d6 + 2
    • Tracking d6 + 2


Special Abilities
Ability Name: Ability Description if desired

Edges
    AB (Psionics) - Gain 10 ISP and three powers
    Champion - +2 damage / toughness vs. supernatural evil
    Level Headed / Improved Level Headed - Act on best of three cards in combat
    Major Psionic - Double base ISP and gain ability to get bonuses to Psionics roll by spending ISP
    Master Psionic - Gain access to Mega Power versions of all powers the hero knows
    Elan - +2 when spending a Benny on a Trait roll (including Soak rolls)
    Woodsman - +2 Tracking Survival, and Stealth
    Rapid Recharge - Regain 1 Power Point every 30 minutes
    Brave - +2 to Fear tests
    Ambidextrous - Ignore –2 penalty for using off-hand

Hindrances
    [Racial] Enemies - All creatures of Darkness (Undead) and Flame (Demonic) will seek to kill an eldakar given the opportunity.
    [Racial] Weakness - All eldakar are deathly vulnerable to Black Iron and Blood Steel, suffering +4 damage from those sources.
    [Iconic] Code of Honor - See below
    Major Heroic - A Cyber-Knight always helps those in need.
    Minor Loyal - A Cyber-Knight would never never betray or disappoint his comrades.
    Minor Pacifist - A Cyber-Knight only uses violence when all other options have been exhausted. Prisoners and the defenseless are to be protected above all else.


Code:
[OOC=Notice]
Notice Die [dice]1d6[/dice]
Wild Die [Dice]1d6[/Dice]
[size=85]Constant Effects: +2 to sight based Notice checks[/size]
[size=85][color=#8000FF]Temporary Effects: None[/color][/size][/OOC]


Mon Mar 12, 2018 2:54 pm
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I'd say "supernatural evil" is about as broad a category in this setting as "wears metal armor", so the Trapping seems roughly balanced. Question: is the intent that it would affect evil spellcasters? Specifically, Necromancers and those with AB: Miracles who worship malevolent dieties (and thus qualify as unholy Champions or Unholy Warriors)?

_________________
GM Bennies (7th SET, Joker's Jokers): 6/7
GMC Bennies: NONE





Mon Mar 12, 2018 7:50 pm
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Joined: Mon Feb 12, 2018 10:40 am
Posts: 33
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The intent was that it would be an option for supernaturally evil monsters such as demons, undead and vampires. I suppose that necromancers would technically fall into the category of "creatures of Darkness and Flame" though they weren't my target for the trapping. I was using the deific trappings in the house rules as a guideline for this version. Also there was a similar trapping in the Savage Spellbook I think.

_________________
“Deeds will not be less valiant because they are unpraised.”

Tiberius
Bennies 3 of 3
ISP 28/30

Player James
Alts: Fizzwaite Zipwidget, Hawdore, Sparkmort "Sparky" Zipwidget, Brute


Stats
Agility d8 | Smarts d8 | Spirit d10 | Strength d6 | Vigor d6
Pace 8 | Parry 8 | Toughness 12(6) + 2 toughness when cyber-armor is active.

Powers
Valiant Will (Boost Trait)
This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.

Dauntless Resolve (Greater Boost Trait)
This Mega Power doubles the power’s effect; two die types for a success, four with a raise.
Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.

Argent Strike (Smite)
This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.
Trappings: As it is effective against many supernatural foes Socrates gives his weapon an aura of silver when using this power.

Courageous Strike (Greater Smite)
This Mega Power version of smite confers two effects:
  • The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
  • The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.
Trappings: Varies.

Legacy of the Fae (Deflection)
Deflection powers work in a variety of ways. Some actually deflect incoming attacks, others blur the target’s form or produce other illusionary effects. The end result is always the same however — to misdirect incoming melee and missile attacks from the user. With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.
Trappings: Using a technique long known to the fae he can bend the light around him to create ghost after images of himself, confusing those that are attempting to target him.

TK Shield (Greater Deflection)
This Mega Power version of deflection grants a −4 effect on a success, or −6 on a raise.
Trappings: Though lacking true telekinetic ability he possesses sufficient skill to project a field a short distance from his body can deflect most forms of ballistic and energy attacks.

Frequently used skills
Skills:
    Agility
    • Fighting d12
    • Shooting d10

    Smarts
    • Psionics d8
    • Knowledge(American) d8
    • Knowledge(Arcana) d4
    • Notice d6 + 2 (sight based checks only)
    • Survival d6 + 2
    • Tracking d6 + 2


Special Abilities
Ability Name: Ability Description if desired

Edges
    AB (Psionics) - Gain 10 ISP and three powers
    Champion - +2 damage / toughness vs. supernatural evil
    Level Headed / Improved Level Headed - Act on best of three cards in combat
    Major Psionic - Double base ISP and gain ability to get bonuses to Psionics roll by spending ISP
    Master Psionic - Gain access to Mega Power versions of all powers the hero knows
    Elan - +2 when spending a Benny on a Trait roll (including Soak rolls)
    Woodsman - +2 Tracking Survival, and Stealth
    Rapid Recharge - Regain 1 Power Point every 30 minutes
    Brave - +2 to Fear tests
    Ambidextrous - Ignore –2 penalty for using off-hand

Hindrances
    [Racial] Enemies - All creatures of Darkness (Undead) and Flame (Demonic) will seek to kill an eldakar given the opportunity.
    [Racial] Weakness - All eldakar are deathly vulnerable to Black Iron and Blood Steel, suffering +4 damage from those sources.
    [Iconic] Code of Honor - See below
    Major Heroic - A Cyber-Knight always helps those in need.
    Minor Loyal - A Cyber-Knight would never never betray or disappoint his comrades.
    Minor Pacifist - A Cyber-Knight only uses violence when all other options have been exhausted. Prisoners and the defenseless are to be protected above all else.


Code:
[OOC=Notice]
Notice Die [dice]1d6[/dice]
Wild Die [Dice]1d6[/Dice]
[size=85]Constant Effects: +2 to sight based Notice checks[/size]
[size=85][color=#8000FF]Temporary Effects: None[/color][/size][/OOC]


Mon Mar 12, 2018 10:49 pm
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Joined: Thu May 11, 2017 7:09 am
Posts: 1148
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Fair enough. I'd say work out the limitations with your GM, specifically; beyond that, I vote approved.

_________________
GM Bennies (7th SET, Joker's Jokers): 6/7
GMC Bennies: NONE





Tue Mar 13, 2018 7:37 pm
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Joined: Mon Feb 12, 2018 10:40 am
Posts: 33
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Any other feedback?

_________________
“Deeds will not be less valiant because they are unpraised.”

Tiberius
Bennies 3 of 3
ISP 28/30

Player James
Alts: Fizzwaite Zipwidget, Hawdore, Sparkmort "Sparky" Zipwidget, Brute


Stats
Agility d8 | Smarts d8 | Spirit d10 | Strength d6 | Vigor d6
Pace 8 | Parry 8 | Toughness 12(6) + 2 toughness when cyber-armor is active.

Powers
Valiant Will (Boost Trait)
This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.

Dauntless Resolve (Greater Boost Trait)
This Mega Power doubles the power’s effect; two die types for a success, four with a raise.
Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.

Argent Strike (Smite)
This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.
Trappings: As it is effective against many supernatural foes Socrates gives his weapon an aura of silver when using this power.

Courageous Strike (Greater Smite)
This Mega Power version of smite confers two effects:
  • The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
  • The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.
Trappings: Varies.

Legacy of the Fae (Deflection)
Deflection powers work in a variety of ways. Some actually deflect incoming attacks, others blur the target’s form or produce other illusionary effects. The end result is always the same however — to misdirect incoming melee and missile attacks from the user. With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.
Trappings: Using a technique long known to the fae he can bend the light around him to create ghost after images of himself, confusing those that are attempting to target him.

TK Shield (Greater Deflection)
This Mega Power version of deflection grants a −4 effect on a success, or −6 on a raise.
Trappings: Though lacking true telekinetic ability he possesses sufficient skill to project a field a short distance from his body can deflect most forms of ballistic and energy attacks.

Frequently used skills
Skills:
    Agility
    • Fighting d12
    • Shooting d10

    Smarts
    • Psionics d8
    • Knowledge(American) d8
    • Knowledge(Arcana) d4
    • Notice d6 + 2 (sight based checks only)
    • Survival d6 + 2
    • Tracking d6 + 2


Special Abilities
Ability Name: Ability Description if desired

Edges
    AB (Psionics) - Gain 10 ISP and three powers
    Champion - +2 damage / toughness vs. supernatural evil
    Level Headed / Improved Level Headed - Act on best of three cards in combat
    Major Psionic - Double base ISP and gain ability to get bonuses to Psionics roll by spending ISP
    Master Psionic - Gain access to Mega Power versions of all powers the hero knows
    Elan - +2 when spending a Benny on a Trait roll (including Soak rolls)
    Woodsman - +2 Tracking Survival, and Stealth
    Rapid Recharge - Regain 1 Power Point every 30 minutes
    Brave - +2 to Fear tests
    Ambidextrous - Ignore –2 penalty for using off-hand

Hindrances
    [Racial] Enemies - All creatures of Darkness (Undead) and Flame (Demonic) will seek to kill an eldakar given the opportunity.
    [Racial] Weakness - All eldakar are deathly vulnerable to Black Iron and Blood Steel, suffering +4 damage from those sources.
    [Iconic] Code of Honor - See below
    Major Heroic - A Cyber-Knight always helps those in need.
    Minor Loyal - A Cyber-Knight would never never betray or disappoint his comrades.
    Minor Pacifist - A Cyber-Knight only uses violence when all other options have been exhausted. Prisoners and the defenseless are to be protected above all else.


Code:
[OOC=Notice]
Notice Die [dice]1d6[/dice]
Wild Die [Dice]1d6[/Dice]
[size=85]Constant Effects: +2 to sight based Notice checks[/size]
[size=85][color=#8000FF]Temporary Effects: None[/color][/size][/OOC]


Fri Mar 16, 2018 5:52 pm
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Joined: Tue Aug 08, 2017 12:55 pm
Posts: 1930
Location: Black Company
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Looks good

_________________
Shaping Worlds Together
The 99's Game Master Bennies 3
    +8 Players
    +2 Sidekicks
    -1 Extra Effort for Mind Control
    -1 Shabbat Soak roll (failed)
    -4 Mind Melter tickling the players with no real effect.
    -1 Soak Collision damage for clone

Nash 2/3
    -1 Extra Effort Chase

12 0/2
    -1 Reroll on secret Stealth
    -1 reroll notice

13 0/2
    -1 Reroll on secret Stealth
    -1 reroll notice

Mechanized Company Cpt
    None spent


Shaintar Game Master Bennies 2/7


Fri Mar 16, 2018 7:56 pm
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Posts: 339
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Thumbs up!
I feel like it's limited to basically the same range as the Holy Warrior edge, and that's how I'll treat it. And that filter does include necromancers or anyone using the evil version of Miracles AB. I think!

_________________
Why does everybody forget about Hobo Joe? - Hobo Joe














Nameless:
    Adventure Deck (WIP)
    GM Bennies: 6/6

Murder Hobos:


Sun Apr 01, 2018 5:13 pm
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