Soldad's revenge, Reap your rewards

Now stop nagging me.
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Pender Lumkiss
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Soldad's revenge, Reap your rewards

Post by Pender Lumkiss »

After visiting soldad's revenge and posting your rolls, please post your legendary item here, tech, enchanted, tw... I will review it and either twek, approve, or deny it.
If you could provide a name that would be good, a short tale of the weapon would be fine too.

Enchanted items: Legendary: Four Major, Two Minor Qualities

Super tech seems to cap out at: Four Major, Two Minor

Tw: 6 major, 2 minor
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Lucianna
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Re: Soldad's revenge, Reap your rewards

Post by Lucianna »

Legendary item:
Scepter of Spellweaving - An object of ancient arcane might, the Scepter of Spellweaving was used by one of the first Archons to emerge from the rifts. The Archons have since discontinued sending objects of such power on their expeditions through the rifts, as they make the explorer a greater target for thieves and malicious magicians. The Scepter is imbued with a variety of magical abilities, even a measure of its own will, which is to protect the wielder from physical and arcane attacks of all kinds. The scepter, when wielded, will move to intercept physical, magical, and psionic attacks. The crown of the scepter is engraved with arcane runes. A glowing blue gem is placed at the pommel, and a similarly colored light rests in the crown. The light in the crown defies explanation. It has no substance, yet cannot be pierced, cut, or crushed.

Enchanted item, base: club (Str + 1d6)
4 Major:
1: Add Power: Boost/Lower Trait - the scepter can quicken the chosen skill or attribute, infusing it with magic, or can drain the appropriate attribute or skill, siphoning off its energy
2: Add Edge: Wizard - the scepter invests some of its own energy into the wielder's spell, lowering costs with a raise on the spellcasting roll
3: Add Power: Fly - the scepter can be "thrown" and drag the wielder along in flight, much like Thor's hammer
4: Add Edge: Arcane Resistance - the scepter has an innate desire to protect its wielder from both physical and magical/psionic attacks

2 Minor:
1: +1 Spellcasting - the scepter imparts some of its own innate spellcraft into the wielder's arcane pursuits
2: +1 Parry - the scepter has an innate desire to protect its wielder from both physical and magical/psionic attacks
Lucianna scepter.jpg

HJ Rolls on Body Armor table from Rich F&G result:
[dice]0[/dice] -- +2 ranged attacks

[dice]1[/dice] -- taking Combat Mage armor
Last edited by Lucianna on Mon Feb 12, 2018 4:11 pm, edited 4 times in total.
Lucianna
Lucianna character sheet
Bennies: 2 (+1 quarter bonus, +1 joker, +1 Pender's oops, -4 for rerolling resist slumber. Really. -1 Reroll Spellcasting, -1 reroll spellcasting Kreeghor dramatic task, +1 massive success on task 2, +1 Big Damn Hero, +1 RP and completing the task/saving the world, -1 EE Agility, -1 EE dispel, -1 reroll damage, +2 Jokers)
Wounds / Fatigue: 0 / 0
Active Effects: Greater Boost Trait - Spellcasting (+2 die types, d12+5); Greater Deflection (-6 to hit, additional -1 to hit ranged)
Parry: 5
Toughness: 13 (7) (Combat Mage Armor, Full Environmental Protection)
PPE: 43 / 30
Pace: 6
Edges: Improved Rapid Recharge, Expanded Awareness, Elan, Marksman (spellcasting), Slow Regeneration, Expert (spellcasting); all damage dealing spells are MD, all mega-versions are +5 AP
Adventure Cards: Cutting In Line - Draw 3 initiative cards and keep the highest.
Weapon in hand: Scepter of Spellweaving
Weapon in holster: Shard Pistol, TW Flaming Sword
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Penitent
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Re: Soldad's revenge, Reap your rewards

Post by Penitent »

Legendary item: So ... I'm thinking in the direction of a living tattoo made up of glowing, fiery runes, that represents the unearthly remains of an erelim, an angel tasked with administering earthly justice. Soldad killed/captured it and trapped what was left of its essence in a crystal vial that he swallowed ... either Penitent pulls it out of him when he's death-punching him with sunlight fists, or Karl finds it in Soldad's ashes after the battle. When Penitent cracks it open, the runes circle around his body and are absorbed by his skin like a tattoo, emerging and shining when in active use.

Mechanically, it's an Enchanted Item:
Pics
John Constantine Tattoos.jpg
fire wings.jpg
Ashriel, the Burning Word
Minor x2: +2 Fighting
Major: Warrior of God (Champion Edge)
Major: Angelic Conviction (Strong Willed Edge)
Major: Wings of Fire (Fly Power). Activated with a Faith roll, fiery wings sprout from the users back, allowing flight while striking fear in the hearts of the unrighteous (modified Splendor trapping: +2 Intimidate, +1 die Spirit on a raise, +1 PPE)
Major: PPE reservoir +10 (for a total of 15 PPE)


MARS F&G roll: [dice]0[/dice] = Wealthy and Connected. Still waiting to hear from VV, I guess, as to whether it's kosher to use Shake the Table. If not, I'll probably just 2-for-1 the Rich rolls to get +2 AP or something on my chainsword, and forego the Connections, which are mechanically useless and narratively out of character for Pen.
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)
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Sir Ndreare
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Re: Soldad's revenge, Reap your rewards

Post by Sir Ndreare »

F&G Roll [dice]0[/dice] Fortune Favors The Bold: +1 Benny per Session and Brave.
Rob Blows on the dice, Blows on the Dice, and Pounds the Table
Turning this into a 12 allowing 2 rolls on heroes Journey.
Magic and Mysticism [dice]1[/dice]: Blew on the Dice turned into a 16. On a raise Reduce PPE cost of casting by 1.
Magic and Mysticism [dice]2[/dice]: Pounded the Table turned into a 4. Caster gains +5 PPE



Legendary Item...

Amulet of Worlds
This ancient amulet is an artifact of unknown origins, it is believed to be made from wood gifted by the World Tree. However such a myth is difficult to validate. Empowered with the ability to enhance an arcane spell casters power and effectiveness as well as sharpen his mind from distractions the Amulet gives them a slight insight into the cosmos.
  • Knowledge Arcane: The wearer gains a knowledge of the arcane transcending what mortal minds may know gaining incites into the multidimensional nature of raw magic itself.
    Gains +2d Spellcasting and +2 to all spellcasting rolls.
  • Touch of Life: The wearer gains the ability to call on potential life energy in all things. Gains Healing with the Jolt Trapping.
  • Unending Vigor: The wearer gains the ability to remove fatigue and exhaustion from his allies.
    Gains Succor with the Holy trapping.
Sir Ndreare (Rob T)
Ndreare
Current Status
Parry: 9
Toughness: 22 (8)
Wounds: 0/3
Fatigue: 0/2
PPE: 27 of 35 base 20 without gear

Gear Charges:
  • Amulet of the Archmage: 0/5
  • Abrandis’ Honorblade PPE: 10/10
  • Night's Kiss PPE: 0/10
  • T.W.-B.A.G.: 5/5
  • Wilk's 237: 16/16 x2
  • Wilks 447: 20/20 x2



Current effects:
  • Armor Features Activated




Bennies: 4 +1 Red Benny (Roll d10 extra effort, or reroll with a d10 wild die)
  • +5 Quarterly Reset + Great Luck.
    +1 Benny for some outstanding RP!
    +1 From GM for Art of Maker.
    -1 For Vigor Roll to Soak critical failure wound.
    +1 Benny for choosing not to use second action after critical failure per Pender in Hangouts.
    -1 Benny, Agility to interrupt Hammers after everyone went on hold for chit chat.
    -2 Interfere with Rifts rerolled twice.




Adventure Cards
Special GM removed, need interlude to obtain
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Pender Lumkiss
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Re: Soldad's revenge, Reap your rewards

Post by Pender Lumkiss »

Lucianna wrote:Legendary item:
Scepter of Spellweaving - WIP backstory
Enchanted item, base: club (Str + 1d6)
4 Major:
1: Add Power: Boost/Lower Trait
2: Add Edge: Wizard
3: Add Power: Fly
4: Add Edge: Arcane Resistance

2 Minor:
1: +5 PPE
2: +5 PPE

Clarification and ideas requested: Will the Wizard edge only apply to the powers on the scepter since it's technically a weapon? If so, will have to look into a different base object like an amulet, etc.
If I swap out the PPE Minor mods and instead add +1 spellcasting twice, does that apply only to the powers on it, or would it function like the Enchanted Items Staff, giving its bonus to all spellcasting attempts?

HJ Rolls on Body Armor table from Rich F&G result:
[dice]30676:0[/dice] -- +2 ranged attacks

[dice]30676:1[/dice] -- taking Combat Mage armor
Looks good. It seems one of the difference of enchanted items vs tw items is that enchanted items are always on. The edges like wizard can be granted while the item is readied. For a staff since the HJ can grant spellcasting bonuses, no reason yours could not.
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Pender Lumkiss
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Re: Soldad's revenge, Reap your rewards

Post by Pender Lumkiss »

Penitent wrote:Legendary item: So ... I'm thinking in the direction of a living tattoo made up of glowing, fiery runes, that represents the unearthly remains of an erelim, an angel tasked with administering earthly justice. Soldad killed/captured it and trapped what was left of its essence in a crystal vial that he swallowed ... either Penitent pulls it out of him when he's death-punching him with sunlight fists, or Karl finds it in Soldad's ashes after the battle. When Penitent cracks it open, the runes circle around his body and are absorbed by his skin like a tattoo, emerging and shining when in active use.

Mechanically, it's an Enchanted Item:
Pics
John Constantine Tattoos.jpg
fire wings.jpg
Ashriel, the Burning Word
Minor x2: +2 Fighting
Major: Warrior of God (Champion Edge)
Major: Angelic Conviction (Strong Willed Edge)
Major: Wings of Fire (Fly Power). Activated with a Faith roll, fiery wings sprout from the users back, allowing flight while striking fear in the hearts of the unrighteous (modified Splendor trapping: +2 Intimidate, +1 die Spirit on a raise, +1 PPE)
Major: PPE reservoir +10 (for a total of 15 PPE)


MARS F&G roll: [dice]30678:0[/dice] = Wealthy and Connected. Still waiting to hear from VV, I guess, as to whether it's kosher to use Shake the Table. If not, I'll probably just 2-for-1 the Rich rolls to get +2 AP or something on my chainsword, and forego the Connections, which are mechanically useless and narratively out of character for Pen.
Looks good to me. I think the option to shake the table is now on the ep menu.
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Pender Lumkiss
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Re: Soldad's revenge, Reap your rewards

Post by Pender Lumkiss »

Ndreare wrote:F&G Roll [dice]30704:0[/dice] Fortune Favors The Bold: +1 Benny per Session and Brave.
If we are allowed to bump the table I will use it here to make this two rolls on HJ Magic and Mysticism table



Legendary Item (Rough Draft)

Amulet of Celerity
This ancient amulet is an artifact of unknown origins. Empowered with the ability to enhance an arcane spell casters power and effectiveness as well as sharpen his mind from distractions the Amulet gives them a slight insight into the cosmos.
  • Wisdom of Thoth: The wearer's mind is sharpened gaining +1d Smarts
  • Stability of Heart: The wearer's mind becomes emotionally more stable gaining +1d Spirit
  • Knowledge Arcane: The wearer gains a knowledge of the arcane transcending what mortal minds may know gaining +2d Spellcasting and +2 to all spellcasting rolls.
Looks good mechanically. Shake the table is an option on the Ep menu.
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Re: Soldad's revenge, Reap your rewards

Post by Ndreare »

Great I blew 14 EP to turn this into awesomeness. I was not able to get an extra power I wanted, but more PPE and more efficient with PPE is great.
http://savagerifts.com/sr/viewtopic.php ... 737#p30737


I think I can can trade that +1d Smarts and Spirit for the Healing and Succor powers I need.

Please re-review and approve or disprove the Amulet of Worlds.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Lucianna
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Re: Soldad's revenge, Reap your rewards

Post by Lucianna »

Pender Lumkiss wrote:Looks good. It seems one of the difference of enchanted items vs tw items is that enchanted items are always on. The edges like wizard can be granted while the item is readied. For a staff since the HJ can grant spellcasting bonuses, no reason yours could not.
Okay. I think, then, that I'll pull the minor PPE mods out and turn them into a +1 Spellcasting and +1 Parry. d12+3 Spellcasting is more than enough, and equals what she'd have if she ended up with the staff up front. Parry will help if she's ever in a fight. I'll modify the original submission.
Lucianna
Lucianna character sheet
Bennies: 2 (+1 quarter bonus, +1 joker, +1 Pender's oops, -4 for rerolling resist slumber. Really. -1 Reroll Spellcasting, -1 reroll spellcasting Kreeghor dramatic task, +1 massive success on task 2, +1 Big Damn Hero, +1 RP and completing the task/saving the world, -1 EE Agility, -1 EE dispel, -1 reroll damage, +2 Jokers)
Wounds / Fatigue: 0 / 0
Active Effects: Greater Boost Trait - Spellcasting (+2 die types, d12+5); Greater Deflection (-6 to hit, additional -1 to hit ranged)
Parry: 5
Toughness: 13 (7) (Combat Mage Armor, Full Environmental Protection)
PPE: 43 / 30
Pace: 6
Edges: Improved Rapid Recharge, Expanded Awareness, Elan, Marksman (spellcasting), Slow Regeneration, Expert (spellcasting); all damage dealing spells are MD, all mega-versions are +5 AP
Adventure Cards: Cutting In Line - Draw 3 initiative cards and keep the highest.
Weapon in hand: Scepter of Spellweaving
Weapon in holster: Shard Pistol, TW Flaming Sword
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Grynn
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Re: Soldad's revenge, Reap your rewards

Post by Grynn »

FORTUNE AND GLORY
  • Dice roll: [dice]0[/dice]
  • A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and add two of the modifiers listed under Body Armor in the Hero’s Journey section. They must be two different modifiers, not the same one twice.
    • Good for all combat situations, this armor suit has +1 embedded Toughness to handle the sharpest blades and most piercing lasers.
    • The helmet of his armor has exceptional embedded targeting enhancements, granting your hero +2 on all ranged attacks.
C&S Crusader Heavy Combat Armor:
  • +8 Armor and +2 Toughness (bumped up to +3 toughness).
  • Full Environment Protection.
  • Strength Minimum of d10.
  • Wt: 24 lb.
  • Cost: 55,000 credits.

"CLASP OF THE SUN AND MOON" (Enchanted Item)
  • Stylized Silver Sun Necklace that can also be cloak clasp.
    • Minor: +1 to Spirit rolls.
    • Minor: +1 to Spirit rolls.
    • Major: Custom (Size changes as the wearer does).
      • Much like the moon changes shape, this amulet also resizes to fit the wearer, even if the wearer changes shape.
    • Major: Edge (Attractive).
      • A soft glow, a bit more shine, a slight glamer, something seems to make the person more alluring.
    • Major: Power (Light/Obscure with Trapping of Sunlight and Shroud respectively).
      • Calling on the power of the sun (or lack thereof), the wearer can light things up or make things go dark.
    • Major: Power (Smite with Trapping of Moon (ie: Silver).
      • Drawing on the power of the moon, the wearer can enhance their ability to harm some evil supernatural creatures.
Last edited by Grynn on Tue Feb 13, 2018 9:58 pm, edited 3 times in total.
Grynn
Character Summary
Flame Wind Dragon Hatchling
Special: Cursed with Awesome (You can reroll a 1 on the wild die - unless it is a crit fail. Once per session you can declare an awesome moment and before rolling decide to add your wild die to your trait roll); Fear (in dragon form); Flight 12 (in dragon form); Impervious to Fire; Infravision; Size +6 (in dragon form); Slow Regeneration; Spirit rolls (+2)
Active effects:
Parry: 5 ; Toughness (Dragon form): 34(16); Toughness (Human form): 17(8)
Weapons: Claws/Bite, Fire Breath, Powers, Tail Lash
Edges: AB Magic, AB Psionic, Attractive, Metamorphosis, Power Surge

Charisma: 0 (+2 with Dragons)
Bennies: 3 from Blaze of Glory

ISP: 15/15
PPE: 20/30
Powers: Bolt, Boost/Lower Trait, Deflection, Detect/Conceal Arcana, Invisibility, Light/Obscure, Slumber, Smite

Wounds:
Fatigue::

Currently playing in: Vampire Kingdoms
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Ashlyn Alvarez
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Re: Soldad's revenge, Reap your rewards

Post by Ashlyn Alvarez »

Fortune & Glory roll
[dice]0[/dice] - Vigorous and Tough: +1 die Vigor and Nerves of Steel Edge.

Holy Shield of Jeanne d’Arc
  • Type of Item: Large kite shield with silver cross on red fleur-des-lis, the symbol of the Magdalenes
  • Enchantments
    • Major 1: Champion Edge
    • Major 2: Deflection Power (unsure what trapping, and need to go)
    • Major 3: Damage Field Power (celestial silver trapping)
    • Major 4: +10 PPE
    • Minor 1: +1 Parry
    • Minor 2: +1 Parry
  • PPE: 10
  • Trait: None
  • Trappings: Celestial Silver
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Vela
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Re: Soldad's revenge, Reap your rewards

Post by Vela »

F&G: [dice]0[/dice]
+1d Spirit, Strong Willed

Item: Jaguar...sun...mask...thing?
Major - Adept Edge
Major - Solar Mantle: 2 PPE to gain +4 damage and Sunlight trapping to weapon or natural attack for 3 rounds
Major - Solar Flare: Exalted Damage Field (Sunlight Trapping)
Major - 10 PPE
Minor - +1 Fighting
Minor - +2 armor
Last edited by Vela on Tue Feb 13, 2018 9:50 pm, edited 3 times in total.
Character Cheat Sheet
Vela
Human
Parry:8, Toughness: 15(4)

Jaguar
Parry: 8, Toughness 13

Hybrid
Parry: 8,Toughness 18 (4)
Edges: Frenzy, Improved Frenzy

ISP: 10/10
Detect/Conceal Arcana: +2 Pace on Detect, +1d Stealth on Conceal; 3ISP
Smite: +2 Damage, can give ally opportunity to Unshake
Deflection: -2 to hit ranged and Melee, vampires are at additional -1

Combat Edges:
Danger Sense: Reflexive Notice-2 to detect ambushes or surprise attacks
Fast Healer: +2 Vigor for natural healing checks
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Pender Lumkiss
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Re: Soldad's revenge, Reap your rewards

Post by Pender Lumkiss »

Ashlyn Alvarez wrote:Fortune & Glory roll
[dice]30779:0[/dice] - Vigorous and Tough: +1 die Vigor and Nerves of Steel Edge.

Holy Shield of Jeanne d’Arc
  • Type of Item: Large kite shield with silver cross on red fleur-des-lis, the symbol of the Magdalenes
  • Enchantments
    • Major 1: Champion Edge
    • Major 2: Deflection Power (unsure what trapping, and need to go)
    • Major 3: Damage Field Power (celestial silver trapping)
    • Major 4: +10 PPE
    • Minor 1: +1 Parry
    • Minor 2: +1 Parry
  • PPE: 10
  • Trait: None
  • Trappings: Celestial Silver
Looks pretty good, Since you are putting a mystic trapping on it. I would add something like a complication...
Heretic: Should the wielder of such an awesome artifact ever betray their divine beliefs or higher calling they take the damage from the damage field every round they are near the item as they are literally burned at the stake.

Also you need to add in the stats for the kite shield itself: 20lbs, +2 parry, +2 armor vs range attacks.
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Pender Lumkiss
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Re: Soldad's revenge, Reap your rewards

Post by Pender Lumkiss »

RFT wrote:Alternative idea w/o the big spell casting bonus in progress.

Staff of Something
clockwork staff.png
WIP

Thinking
  • Base Item - Staff
    Major - Bolt
    Major - Blast
    Major - Healing
    Major - Succor
    Major - +10 PPE
    Major - +10 PPE
    Minor - +1 Parry
    Minor - +1 Parry
Looks cool, staff does include a +1 to parry already too. Staff of Something totally need the scrounger edge though, as if once per session the staff can create something.
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Re: Soldad's revenge, Reap your rewards

Post by Ndreare »

Sounds good. I started to edit it, but deleted it.
I Will wrote up asorry for it in the morning.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Re: Soldad's revenge, Reap your rewards

Post by Pender Lumkiss »

Vela wrote:F&G: [dice]30808:0[/dice]
+1d Spirit, Strong Willed

Item: Jaguar...sun...mask...thing?
Major - Edge?
Major - Power?
Major - Power?
Major - PPE?
Minor - +1 damage to natural attacks
Minor - Add 'Sunlight' trapping to natural attacks
not sold on the two minors. Its like you are wanting smite but not saying it.

For one of your major slots:
Solar Plume: +2 ppts add +4 damage and the sunlight trapping to a weapon you wield ( I assume natural weapons are weilded) for 3 rounds.
  • Uses the language of the battle fury blade.
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Re: Soldad's revenge, Reap your rewards

Post by Vela »

I have Smite is the thing. :)

But yeah, that's a cool idea. I can work with that. Thanks!
Character Cheat Sheet
Vela
Human
Parry:8, Toughness: 15(4)

Jaguar
Parry: 8, Toughness 13

Hybrid
Parry: 8,Toughness 18 (4)
Edges: Frenzy, Improved Frenzy

ISP: 10/10
Detect/Conceal Arcana: +2 Pace on Detect, +1d Stealth on Conceal; 3ISP
Smite: +2 Damage, can give ally opportunity to Unshake
Deflection: -2 to hit ranged and Melee, vampires are at additional -1

Combat Edges:
Danger Sense: Reflexive Notice-2 to detect ambushes or surprise attacks
Fast Healer: +2 Vigor for natural healing checks
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Re: Soldad's revenge, Reap your rewards

Post by Grynn »

So I updated my post above with an item (previously) and the Fortune and Glory information.

There was some talk in the chat about the items that I didn't get to fully read but make me think my item or some of the choices may not work or be valid, so let me know.
Grynn
Character Summary
Flame Wind Dragon Hatchling
Special: Cursed with Awesome (You can reroll a 1 on the wild die - unless it is a crit fail. Once per session you can declare an awesome moment and before rolling decide to add your wild die to your trait roll); Fear (in dragon form); Flight 12 (in dragon form); Impervious to Fire; Infravision; Size +6 (in dragon form); Slow Regeneration; Spirit rolls (+2)
Active effects:
Parry: 5 ; Toughness (Dragon form): 34(16); Toughness (Human form): 17(8)
Weapons: Claws/Bite, Fire Breath, Powers, Tail Lash
Edges: AB Magic, AB Psionic, Attractive, Metamorphosis, Power Surge

Charisma: 0 (+2 with Dragons)
Bennies: 3 from Blaze of Glory

ISP: 15/15
PPE: 20/30
Powers: Bolt, Boost/Lower Trait, Deflection, Detect/Conceal Arcana, Invisibility, Light/Obscure, Slumber, Smite

Wounds:
Fatigue::

Currently playing in: Vampire Kingdoms
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Re: Soldad's revenge, Reap your rewards

Post by Pender Lumkiss »

Grynn wrote:FORTUNE AND GLORY
  • Dice roll: [dice]30754:0[/dice]
  • A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and add two of the modifiers listed under Body Armor in the Hero’s Journey section. They must be two different modifiers, not the same one twice.
    • Good for all combat situations, this armor suit has +1 embedded Toughness to handle the sharpest blades and most piercing lasers.
    • The helmet of his armor has exceptional embedded targeting enhancements, granting your hero +2 on all ranged attacks.
C&S Crusader Heavy Combat Armor:
  • +8 Armor and +2 Toughness (bumped up to +3 toughness).
  • Full Environment Protection.
  • Strength Minimum of d10.
  • Wt: 24 lb.
  • Cost: 55,000 credits.

"CLASP OF THE SUN AND MOON" (Enchanted Item)
  • Stylized Silver Sun Necklace that can also be cloak clasp.
    • Minor: +1 to Spirit rolls.
    • Minor: +1 to Spirit rolls.
    • Major: Custom (Size changes as the wearer does).
      • Much like the moon changes shape, this amulet also resizes to fit the wearer, even if the wearer changes shape.
    • Major: Edge (Attractive).
      • A soft glow, a bit more shine, a slight glamer, something seems to make the person more alluring.
    • Major: Power (Light/Obscure with Trapping of Sunlight and Shroud respectively).
      • Calling on the power of the sun (or lack thereof), the wearer can light things up or make things go dark.
    • Major: Power (Smite with Trapping of Moon (ie: Silver).
      • Drawing on the power of the moon, the wearer can enhance their ability to harm some evil supernatural creatures.
Dragon Armor or regular shape armor?

Item looks fine to me.
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Re: Soldad's revenge, Reap your rewards

Post by Grynn »

It's normal armor for humanoid form. AFAIK I don't get to have it be dragon-fitted and really what would be the point of having that on top of the already-ridiculous armor a dragon has in natural form? Lol!
Grynn
Character Summary
Flame Wind Dragon Hatchling
Special: Cursed with Awesome (You can reroll a 1 on the wild die - unless it is a crit fail. Once per session you can declare an awesome moment and before rolling decide to add your wild die to your trait roll); Fear (in dragon form); Flight 12 (in dragon form); Impervious to Fire; Infravision; Size +6 (in dragon form); Slow Regeneration; Spirit rolls (+2)
Active effects:
Parry: 5 ; Toughness (Dragon form): 34(16); Toughness (Human form): 17(8)
Weapons: Claws/Bite, Fire Breath, Powers, Tail Lash
Edges: AB Magic, AB Psionic, Attractive, Metamorphosis, Power Surge

Charisma: 0 (+2 with Dragons)
Bennies: 3 from Blaze of Glory

ISP: 15/15
PPE: 20/30
Powers: Bolt, Boost/Lower Trait, Deflection, Detect/Conceal Arcana, Invisibility, Light/Obscure, Slumber, Smite

Wounds:
Fatigue::

Currently playing in: Vampire Kingdoms
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Re: Soldad's revenge, Reap your rewards

Post by Fizzwaite Zipwidget »

F&G Roll [dice]0[/dice]

Barney Stone (Enchanted Item)
  • Minor: +1 Charisma
  • Minor: +1 Charisma
  • Major: Luck
  • Major: Great Luck
  • Major: Elan
  • Major: Hard to Kill
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Re: Soldad's revenge, Reap your rewards

Post by Pender Lumkiss »

Grynn wrote:It's normal armor for humanoid form. AFAIK I don't get to have it be dragon-fitted and really what would be the point of having that on top of the already-ridiculous armor a dragon has in natural form? Lol!
Up to you.
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Re: Soldad's revenge, Reap your rewards

Post by Pender Lumkiss »

Fizzwaite Zipwidget wrote:F&G Roll [dice]30823:0[/dice]

Barney Stone (Enchanted Item)
  • Minor: +1 Charisma
  • Minor: +1 Charisma
  • Major: Luck
  • Major: Great Luck
  • Major: Elan
  • Major: Hard to Kill
Sweet! Just make sure the word vagabond is in its description.
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Re: Soldad's revenge, Reap your rewards

Post by Tribe of One »

Pender Lumkiss wrote:
Fizzwaite Zipwidget wrote:F&G Roll [dice]30823:0[/dice]

Barney Stone (Enchanted Item)
  • Minor: +1 Charisma
  • Minor: +1 Charisma
  • Major: Luck
  • Major: Great Luck
  • Major: Elan
  • Major: Hard to Kill
Sweet! Just make sure the word vagabond is in its description.
Is that one of Jude's kidney stones?
GM Bennies: 7/7
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Re: Soldad's revenge, Reap your rewards

Post by Fizzwaite Zipwidget »

Tribe of One wrote:
Pender Lumkiss wrote:
Fizzwaite Zipwidget wrote:F&G Roll [dice]30823:0[/dice]

Barney Stone (Enchanted Item)
  • Minor: +1 Charisma
  • Minor: +1 Charisma
  • Major: Luck
  • Major: Great Luck
  • Major: Elan
  • Major: Hard to Kill
Sweet! Just make sure the word vagabond is in its description.
Is that one of Jude's kidney stones?
Would Jude ever be unlucky enough to have a kidney stone? I think not. Besides, ewwww.
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Re: Soldad's revenge, Reap your rewards

Post by Ashlyn Alvarez »

Made some adjustments, as I forgot the free PPE that you get when you put powers on an enchanted item, and took Jon's comments into consideration:

Holy Shield of Jeanne d’Arc
  • Type of Item: Large kite shield with silver cross on red fleur-des-lis, the symbol of the Magdalenes
    • +2 parry
    • +2 armor vs range attacks.
    • 20 lb
  • Enchantments
    • Major 1: Champion Edge
    • Major 2: Deflection Power (sunlight trapping), +5 PPE
    • Major 3: Damage Field Power (celestial silver trapping), +5 PPE
    • Major 4: Dodge Edge
    • Minor 1: +1 Parry
    • Minor 2: +1 Parry
  • PPE: 10
  • Trait: None
  • Trappings: Mystic only. All other wielders are damaged by the damage field, including mystics who betray their divine beliefs and calling.
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Re: Soldad's revenge, Reap your rewards

Post by Pender Lumkiss »

Ashlyn Alvarez wrote:Made some adjustments, as I forgot the free PPE that you get when you put powers on an enchanted item, and took Jon's comments into consideration:

Holy Shield of Jeanne d’Arc
  • Type of Item: Large kite shield with silver cross on red fleur-des-lis, the symbol of the Magdalenes
    • +2 parry
    • +2 armor vs range attacks.
    • 20 lb
  • Enchantments
    • Major 1: Champion Edge
    • Major 2: Deflection Power (sunlight trapping), +5 PPE
    • Major 3: Damage Field Power (celestial silver trapping), +5 PPE
    • Major 4: Dodge Edge
    • Minor 1: +1 Parry
    • Minor 2: +1 Parry
  • PPE: 10
  • Trait: None
  • Trappings: Mystic only. All other wielders are damaged by the damage field, including mystics who betray their divine beliefs and calling.
I am checking to see if each power receives +5 ppe.
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Re: Soldad's revenge, Reap your rewards

Post by Ndreare »

Okay, I finally got inspired for something. Take a look


This powerful sword was a commission from Abranidus second son of Ndreare as a gift from Marshall Krengdir for his valor in the Battle of Second Ternance on Jaralaixus 3. Crafted by the Legendary Technowizard Brogdali it has the power to make any wielder a deadly battle mage with the ability to recover in battle without the need for a separate medical division.
Believed lost when Abrandis was killed by Soldad the Vampire Lord in the Battle of Fifth Ternance as the combined forces of UWW and Empire forces were forced to withdrawal and bombard the whole planet of Jaralaixus 3 into the sun to prevent the spread of Vampires that had broken out there.
When found again it was in the hands of the very vampire lord Abrandis had died trying to stop. After killing the thing again Ndreare took his sons blade from the burning corpse. If the bastard comes back again, at least he will not have Abrandis’ honorblade with him.
These Honorblades are rare in the Empire as only 117 where crafted for the officers that survived The Battle of Second Ternance. It was during this same battle that Ndreare was originally awarded Night’s Kiss as the Officer in Charge of the action.

The Honorblades of Second Ternance (4 PPE to activate per hour)
Damage: Str+d6+8 Notes: AP 12 and +2 Parry
Turns the wielder into a skilled warrior allowing them to attack at an accelerated rate unbelievable to their foes. In addition it grants wielder access to the Healing and Succor powers, both with the darkness trapping (no mechanical benefit).
Mechanics
Legendary TW item
Base Item Laser Sword SWD pg 60 10,000 credits (1,000 x10 per TLPG)
Conversion 1,000
Minor Enhancement x2 +2 to Parry (+10,000)
Major Enhancement Two Fisted (+20,000)
Major Enhancement Frenzy (+20,000)
Major Enhancement Improved Frenzy (+60,000)
Major Enhancement Healing (+20,000)
Major Enhancement Succor (+20,000)
Major Enhancement +10 PPE (+30,000)
Total = 191,000 base cost, Labor value x2 = ~382,000 credits
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: Soldad's revenge, Reap your rewards

Post by Ndreare »

Pender Lumkiss wrote:I am checking to see if each power receives +5 ppe.
Looks like when Patrick rewrote the enchantment rules it was omitted. I do not know if that was intentional or not. But the point of enchanted items was they can be used by people without PPE, so it would not make sense for it to have been removed.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: Soldad's revenge, Reap your rewards

Post by Pender Lumkiss »

RFT wrote:
Pender Lumkiss wrote:I am checking to see if each power receives +5 ppe.
Looks like when Patrick rewrote the enchantment rules it was omitted. I do not know if that was intentional or not. But the point of enchanted items was they can be used by people without PPE, so it would not make sense for it to have been removed.
You can cast all core powers with 5 ppe.
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Re: Soldad's revenge, Reap your rewards

Post by Pender Lumkiss »

RFT wrote:Okay, I finally got inspired for something. Take a look


This powerful sword was a commission from Abranidus second son of Ndreare as a gift from Marshall Krengdir for his valor in the Battle of Second Ternance on Jaralaixus 3. Crafted by the Legendary Technowizard Brogdali it has the power to make any wielder a deadly battle mage with the ability to recover in battle without the need for a separate medical division.
Believed lost when Abrandis was killed by Soldad the Vampire Lord in the Battle of Fifth Ternance as the combined forces of UWW and Empire forces were forced to withdrawal and bombard the whole planet of Jaralaixus 3 into the sun to prevent the spread of Vampires that had broken out there.
When found again it was in the hands of the very vampire lord Abrandis had died trying to stop. After killing the thing again Ndreare took his sons blade from the burning corpse. If the bastard comes back again, at least he will not have Abrandis’ honorblade with him.
These Honorblades are rare in the Empire as only 117 where crafted for the officers that survived The Battle of Second Ternance. It was during this same battle that Ndreare was originally awarded Night’s Kiss as the Officer in Charge of the action.

The Honorblades of Second Ternance
Damage: Str+d6+8 Notes: AP 12 and +2 Parry
Turns the wielder into a skilled warrior allowing them to attack at an accelerated rate unbelievable to their foes. In addition it grants wielder access to the Healing and Succor powers, both with the darkness trapping (no mechanical benefit).
Mechanics
Legendary TW item
Base Item Laser Sword SWD pg 60 10,000 credits (1,000 x10 per TLPG)
Conversion 1,000
Minor Enhancement x2 +2 to Parry (+10,000)o
Major Enhancement Two Fisted (+20,000)
Major Enhancement Frenzy (+20,000)
Major Enhancement Improved Frenzy (+60,000)
Major Enhancement Healing (+20,000)
Major Enhancement Succor (+20,000)
Major Enhancement +10 PPE (+30,000)
Total = 191,000 base cost, Labor value x2 = ~382,000 credits
Looks super fun! I look,forward to learning why it was in the lava cave. Please include a total ppt cost.
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Re: Soldad's revenge, Reap your rewards

Post by Ndreare »

Updated. By my math it looks like 4 PPE per hour to activate. Definitely not a cheap toy.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Re: Soldad's revenge, Reap your rewards

Post by Pender Lumkiss »

RFT wrote:Updated. By my math it looks like 4 PPE per hour to activate. Definitely not a cheap toy.
Oh an two fisted is really the only thing that strikes me as odd and a potential question on how does it work.

Lets do a custom Major that essentially works just like two fisted. For +1 ppt to activate this item when used in the off hand does not incur a multi action penalty.
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Re: Soldad's revenge, Reap your rewards

Post by Ashlyn Alvarez »

Pender Lumkiss wrote:
RFT wrote:
Pender Lumkiss wrote:I am checking to see if each power receives +5 ppe.
Looks like when Patrick rewrote the enchantment rules it was omitted. I do not know if that was intentional or not. But the point of enchanted items was they can be used by people without PPE, so it would not make sense for it to have been removed.
You can cast all core powers with 5 ppe.
But you have to take Mega versions into consideration. Ashlyn has Mega. Pretty sure when I've made other items it was 5 PPE/power. In any case, I'm removing Damage Field anyway, since it would prevent healing.
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Re: Soldad's revenge, Reap your rewards

Post by Ashlyn Alvarez »

Holy Shield of Jeanne d’Arc
  • Type of Item: Large kite shield with silver cross on red fleur-des-lis, the symbol of the Magdalenes
    • +2 parry
    • +2 armor vs range attacks.
    • 20 lb
  • Enchantments
    • Major 1: Champion Edge
    • Major 2: Deflection Power (celestial silver trapping), +5 PPE
    • Major 3: Dodge Edge
    • Major 4: Improved Dodge Edge
    • Minor 1: +1 Parry
    • Minor 2: +1 Parry
  • PPE: 5
  • Trait: None
  • Trappings: Mystic only. For all others, it is a normal shield.
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Re: Soldad's revenge, Reap your rewards

Post by Pender Lumkiss »

Ashlyn Alvarez wrote:Holy Shield of Jeanne d’Arc
  • Type of Item: Large kite shield with silver cross on red fleur-des-lis, the symbol of the Magdalenes
    • +2 parry
    • +2 armor vs range attacks.
    • 20 lb
  • Enchantments
    • Major 1: Champion Edge
    • Major 2: Deflection Power (celestial silver trapping), +5 PPE
    • Major 3: Dodge Edge
    • Major 4: Improved Dodge Edge
    • Minor 1: +1 Parry
    • Minor 2: +1 Parry
  • PPE: 5
  • Trait: None
  • Trappings: Mystic only. For all others, it is a normal shield.
Looks good. Don't forget you can spend your own ppe and use your own master of magic edge to gain mega powers. Keep in mind the weight. 20lbs would be the limit Ash could carry before taking encombrance penalties.
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Re: Soldad's revenge, Reap your rewards

Post by Ndreare »

Pender Lumkiss wrote:
RFT wrote:Updated. By my math it looks like 4 PPE per hour to activate. Definitely not a cheap toy.
Oh an two fisted is really the only thing that strikes me as odd and a potential question on how does it work.

Lets do a custom Major that essentially works just like two fisted. For +1 ppt to activate this item when used in the off hand does not incur a multi action penalty.
Sounds good.

So it looks like this then...


This powerful sword was a commission from Abranidus second son of Ndreare as a gift from Marshall Krengdir for his valor in the Battle of Second Ternance on Jaralaixus 3. Crafted by the Legendary Techno Wizard Brogdali it has the power to make any wielder a deadly battle mage with the ability to recover in battle without the need for a separate medical division.
Believed lost when Abrandis was killed by Soldad the Vampire Lord in the Battle of Fifth Ternance as the combined forces of UWW and Empire forces were forced to withdrawal and bombard the whole planet of Jaralaixus 3 into the sun to prevent the spread of Vampires that had broken out there.
When found again it was in the hands of the very vampire lord Abrandis had died trying to stop. After killing the thing again Ndreare took his sons blade from the burning corpse. If the bastard comes back again, at least he will not have Abrandis’ honorblade with him.
These Honorblades are rare in the Empire as only 117 where crafted for the officers that survived The Battle of Second Ternance. It was during this same battle that Ndreare was originally awarded Night’s Kiss as the Officer in Charge of the action.

The Honorblades of Second Ternance (4 PPE to activate per hour)
Damage: Str+d6+8 Notes: AP 12 and +2 Parry
Turns the wielder into a skilled warrior allowing them to attack at an accelerated rate unbelievable to their foes. In addition it grants wielder access to the Healing and Succor powers, both with the darkness trapping (no mechanical benefit).
Mechanics
Legendary TW item
Base Item Laser Sword SWD pg 60 10,000 credits (1,000 x10 per TLPG)
Conversion 1,000
Minor Enhancement x2 +2 to Parry (+10,000)
Major Enhancement When wielded the sword allow the character to ignore the penalty for using two weapons (mechanically functions as Two-Fisted, but requires the sword be one of the weapons to function). (+20,000)
Major Enhancement Frenzy (+20,000)
Major Enhancement Improved Frenzy (+60,000)
Major Enhancement Healing (+20,000)
Major Enhancement Succor (+20,000)
Major Enhancement +10 PPE (+30,000)
Total = 191,000 base cost, Labor value x2 = ~382,000 credits
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Re: Soldad's revenge, Reap your rewards

Post by Krysesia »

F&G Roll [dice]0[/dice]: Vigorous and Tough: You hero adds one die type to Vigor and begins with the Nerves of Steel Edge.

Legendary Item: The commander's coat
Major: Boost/Lower Trait
Major: Hold the Line
Major: Command Presence
Major: Command
Minor: Trapping (Comfortable): Keeps the wearer comfortable - cool when it's hot, warm when it's cold, and dry when it's wet.
Minor: +1 to Charisma
Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Pace: 6; Parry: 5; Toughness: 21(10) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Neptune’s Draining Blade
Bennies, Wounds, and Power Points: Tracked Here
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Re: Soldad's revenge, Reap your rewards

Post by Ndreare »

Krysesia wrote: Minor: Subtract 1 from any Fighting, Shooting, or other attack rolls directed at the wearer
+1 Parry would be a minor. This is more like a major, it is like a trapping of deflection that reduced gain by half, but removes PPE cost.

Otherwise I like what you have.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Re: Soldad's revenge, Reap your rewards

Post by High Command »

It's an enchanted item, PPE cost is removed by default, but noted
Tales of the 17th SOG
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Re: Soldad's revenge, Reap your rewards

Post by Ndreare »

High Command wrote:It's an enchanted item, PPE cost is removed by default, but noted
High Command wrote:It's an enchanted item, PPE cost is removed by default, but noted
Removed PPE cost from edges, but not from powers. So the Parry Edge or the Dodge Edge, but this is the mechanical effect of both those edges taken as a minor.

The example minor enhancement is +1 Parry.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: Soldad's revenge, Reap your rewards

Post by Grynn »

Updated, now with brand-new fluff action at the bottom!


FORTUNE AND GLORY
  • Dice roll: [dice]30754:0[/dice]
  • A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and add two of the modifiers listed under Body Armor in the Hero’s Journey section. They must be two different modifiers, not the same one twice.
    • Good for all combat situations, this armor suit has +1 embedded Toughness to handle the sharpest blades and most piercing lasers.
    • The helmet of his armor has exceptional embedded targeting enhancements, granting your hero +2 on all ranged attacks.
C&S Crusader Heavy Combat Armor:
  • +8 Armor and +2 Toughness (bumped up to +3 toughness).
  • Full Environment Protection.
  • Strength Minimum of d10.
  • Wt: 24 lb.
  • Cost: 55,000 credits.



"CLASP OF THE SUN AND MOON" (Enchanted Item)
  • Minor: +1 to Spirit rolls.
  • Minor: +1 to Spirit rolls.
  • Major: Custom (Size changes as the wearer does).
    • Much like the moon changes shape, this amulet also resizes to fit the wearer, even if the wearer changes shape.
  • Major: Edge (Attractive).
    • A soft glow, a bit more shine, a slight glamer, something seems to make the person more alluring.
  • Major: Power (Light/Obscure with Trapping of Sunlight and Shroud respectively).
    • Calling on the power of the sun (or lack thereof), the wearer can light things up or make things go dark.
  • Major: Power (Smite with Trapping of Moon (ie: Silver).
    • Drawing on the power of the moon, the wearer can enhance their ability to harm some evil supernatural creatures.
Backstory:
  • The Clasp of the Sun and Moon is a cloak clasp that appears to be a stylized silver sun symbol with a crescent sign inside of it and engraved with a few arcane etchings in a ancient language, though it can be worn as just a necklace as well. It was created by the Cult of the Stars (no connection to the one that worshiped pre-Cataclysm celebrities). It is an item of reverence as well as power, and it was created to be worn by whoever was the current leader of the group, like a badge of office. It was to draw upon, and to an extent mimic some of the mythological aspects of, the sun and moon in general.
  • Unfortunately, during the last ceremony where it was being presented to the then-leader of the Cult, a powerful Ley Line Walker named Jor'has Nicktu, the Cult was attacked by rivals. The fighting was bloody and brutal, and the rival group made off or destroyed as much of the knowledge and artifacts of the Cult as they could. They then tried to as widely spread the things they stole as they could: selling on the black market, giving as gifts to far-away people, etc. The Cult of the Stars is desperately trying to track down and recover as much as they can of that which was stolen from them.
Grynn
Character Summary
Flame Wind Dragon Hatchling
Special: Cursed with Awesome (You can reroll a 1 on the wild die - unless it is a crit fail. Once per session you can declare an awesome moment and before rolling decide to add your wild die to your trait roll); Fear (in dragon form); Flight 12 (in dragon form); Impervious to Fire; Infravision; Size +6 (in dragon form); Slow Regeneration; Spirit rolls (+2)
Active effects:
Parry: 5 ; Toughness (Dragon form): 34(16); Toughness (Human form): 17(8)
Weapons: Claws/Bite, Fire Breath, Powers, Tail Lash
Edges: AB Magic, AB Psionic, Attractive, Metamorphosis, Power Surge

Charisma: 0 (+2 with Dragons)
Bennies: 3 from Blaze of Glory

ISP: 15/15
PPE: 20/30
Powers: Bolt, Boost/Lower Trait, Deflection, Detect/Conceal Arcana, Invisibility, Light/Obscure, Slumber, Smite

Wounds:
Fatigue::

Currently playing in: Vampire Kingdoms
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Re: Soldad's revenge, Reap your rewards

Post by Pender Lumkiss »

Grynn wrote:Updated, now with brand-new fluff action at the bottom!


FORTUNE AND GLORY
  • Dice roll: [dice]30754:0[/dice]
  • A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and add two of the modifiers listed under Body Armor in the Hero’s Journey section. They must be two different modifiers, not the same one twice.
    • Good for all combat situations, this armor suit has +1 embedded Toughness to handle the sharpest blades and most piercing lasers.
    • The helmet of his armor has exceptional embedded targeting enhancements, granting your hero +2 on all ranged attacks.
C&S Crusader Heavy Combat Armor:
  • +8 Armor and +2 Toughness (bumped up to +3 toughness).
  • Full Environment Protection.
  • Strength Minimum of d10.
  • Wt: 24 lb.
  • Cost: 55,000 credits.



"CLASP OF THE SUN AND MOON" (Enchanted Item)
  • Minor: +1 to Spirit rolls.
  • Minor: +1 to Spirit rolls.
  • Major: Custom (Size changes as the wearer does).
    • Much like the moon changes shape, this amulet also resizes to fit the wearer, even if the wearer changes shape.
  • Major: Edge (Attractive).
    • A soft glow, a bit more shine, a slight glamer, something seems to make the person more alluring.
  • Major: Power (Light/Obscure with Trapping of Sunlight and Shroud respectively).
    • Calling on the power of the sun (or lack thereof), the wearer can light things up or make things go dark.
  • Major: Power (Smite with Trapping of Moon (ie: Silver).
    • Drawing on the power of the moon, the wearer can enhance their ability to harm some evil supernatural creatures.
Backstory:
  • The Clasp of the Sun and Moon is a cloak clasp that appears to be a stylized silver sun symbol with a crescent sign inside of it and engraved with a few arcane etchings in a ancient language, though it can be worn as just a necklace as well. It was created by the Cult of the Stars (no connection to the one that worshiped pre-Cataclysm celebrities). It is an item of reverence as well as power, and it was created to be worn by whoever was the current leader of the group, like a badge of office. It was to draw upon, and to an extent mimic some of the mythological aspects of, the sun and moon in general.
  • Unfortunately, during the last ceremony where it was being presented to the then-leader of the Cult, a powerful Ley Line Walker named Jor'has Nicktu, the Cult was attacked by rivals. The fighting was bloody and brutal, and the rival group made off or destroyed as much of the knowledge and artifacts of the Cult as they could. They then tried to as widely spread the things they stole as they could: selling on the black market, giving as gifts to far-away people, etc. The Cult of the Stars is desperately trying to track down and recover as much as they can of that which was stolen from them.
Looks good man. So somwone might come knocking to reclaim it, nice! Have you read the 1st SET, their mystic is a follower of the sun and Moon.
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Re: Soldad's revenge, Reap your rewards

Post by Ndreare »

I think you meant follower of the Sun and Moon and violence and more violence and some more violence then a little violence and hitting people in the back of the head
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: Soldad's revenge, Reap your rewards

Post by Pender Lumkiss »

Pender Lumkiss wrote:
Ashlyn Alvarez wrote:Made some adjustments, as I forgot the free PPE that you get when you put powers on an enchanted item, and took Jon's comments into consideration:

Holy Shield of Jeanne d’Arc
  • Type of Item: Large kite shield with silver cross on red fleur-des-lis, the symbol of the Magdalenes
    • +2 parry
    • +2 armor vs range attacks.
    • 20 lb
  • Enchantments
    • Major 1: Champion Edge
    • Major 2: Deflection Power (sunlight trapping), +5 PPE
    • Major 3: Damage Field Power (celestial silver trapping), +5 PPE
    • Major 4: Dodge Edge
    • Minor 1: +1 Parry
    • Minor 2: +1 Parry
  • PPE: 10
  • Trait: None
  • Trappings: Mystic only. All other wielders are damaged by the damage field, including mystics who betray their divine beliefs and calling.
I am checking to see if each power receives +5 ppe.
Looks like VV ruled that only the first power gives you a pool that allows powers, but in an effort to not make it nessesary to dump mods into increasing the pool, enchanted items will have a base of 10 ppe for which powers in the item can activate. Of course you can use your own ppe or isp to fuel the powers, but the 10 ppe with in the item cannot be used to fuel your own powers.

Really nothing about the item will change as you selected 2 powers.
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Re: Soldad's revenge, Reap your rewards

Post by Ashlyn Alvarez »

Pender Lumkiss wrote:
Ashlyn Alvarez wrote:Holy Shield of Jeanne d’Arc
  • Type of Item: Large kite shield with silver cross on red fleur-des-lis, the symbol of the Magdalenes
    • +2 parry
    • +2 armor vs range attacks.
    • 20 lb
  • Enchantments
    • Major 1: Champion Edge
    • Major 2: Deflection Power (celestial silver trapping), +5 PPE
    • Major 3: Dodge Edge
    • Major 4: Improved Dodge Edge
    • Minor 1: +1 Parry
    • Minor 2: +1 Parry
  • PPE: 5
  • Trait: None
  • Trappings: Mystic only. For all others, it is a normal shield.
Looks good. Don't forget you can spend your own ppe and use your own master of magic edge to gain mega powers. Keep in mind the weight. 20lbs would be the limit Ash could carry before taking encombrance penalties.
Crap. So that makes this thing useless.
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Re: Soldad's revenge, Reap your rewards

Post by Ndreare »

Encumbrance will not reduce Parry, so it will still be very useful I think.

But a Minor of reduced weight is not uncommon for lighter characters. Would make it only 10 lbs
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Pender Lumkiss
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Re: Soldad's revenge, Reap your rewards

Post by Pender Lumkiss »

Or don't chose a heavy ass kite sheild. There are other sheilds that are lighter.
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Re: Soldad's revenge, Reap your rewards

Post by Ashlyn Alvarez »

Okay, take another shot at this. Trade in a Major for two minors to get the weight down.

Holy Shield of Jeanne d’Arc
  • Type of Item: Large kite shield with silver cross on red fleur-des-lis, the symbol of the Magdalenes
    • +2 parry
    • +2 armor vs range attacks.
    • 20 lb
  • Enchantments
    • Major 1: Champion Edge
    • Major 2: Deflection Power (celestial silver trapping), +10 PPE
    • Major 3: Dodge Edge
    • Minor 1: +1 Parry
    • Minor 2: +1 Parry
    • Minor 3: +2 Armor
    • Minor 4: Halve Weight (10 lb)
  • PPE: 10
  • Trait: None
  • Trappings: Mystic only. For all others, it is a normal shield.
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Re: Soldad's revenge, Reap your rewards

Post by Pender Lumkiss »

Oh Ash, what is the celestial silver trapping look like or do on the deflection power?
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Re: Soldad's revenge, Reap your rewards

Post by Ashlyn Alvarez »

Hm. I think it kind of extends the shield sort of around her with glowing streamers of silver light or something like that.
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Re: Soldad's revenge, Reap your rewards

Post by Tribe of One »

Pender Lumkiss wrote:Oh Ash, what is the celestial silver trapping look like or do on the deflection power?
Counts as silver + holy for shield bashes?
GM Bennies: 7/7
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Re: Soldad's revenge, Reap your rewards

Post by Ashlyn Alvarez »

That makes sense, too, yes.
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Re: Soldad's revenge, Reap your rewards

Post by Lucianna »

Lucianna wrote:Legendary item:
Scepter of Spellweaving - An object of ancient arcane might, the Scepter of Spellweaving was used by one of the first Archons to emerge from the rifts. The Archons have since discontinued sending objects of such power on their expeditions through the rifts, as they make the explorer a greater target for thieves and malicious magicians. The Scepter is imbued with a variety of magical abilities, even a measure of its own will, which is to protect the wielder from physical and arcane attacks of all kinds. The scepter, when wielded, will move to intercept physical, magical, and psionic attacks. The crown of the scepter is engraved with arcane runes. A glowing blue gem is placed at the pommel, and a similarly colored light rests in the crown. The light in the crown defies explanation. It has no substance, yet cannot be pierced, cut, or crushed.

Enchanted item, base: club (Str + 1d6)
4 Major:
1: Add Power: Boost/Lower Trait - the scepter can quicken the chosen skill or attribute, infusing it with magic, or can drain the appropriate attribute or skill, siphoning off its energy
2: Add Edge: Wizard - the scepter invests some of its own energy into the wielder's spell, lowering costs with a raise on the spellcasting roll
3: Add Power: Fly - the scepter can be "thrown" and drag the wielder along in flight, much like Thor's hammer
4: Add Edge: Arcane Resistance - the scepter has an innate desire to protect its wielder from both physical and magical/psionic attacks

2 Minor:
1: +1 Spellcasting - the scepter imparts some of its own innate spellcraft into the wielder's arcane pursuits
2: +1 Parry - the scepter has an innate desire to protect its wielder from both physical and magical/psionic attacks
Lucianna scepter.jpg

HJ Rolls on Body Armor table from Rich F&G result:
[dice]30676:0[/dice] -- +2 ranged attacks

[dice]30676:1[/dice] -- taking Combat Mage armor
Pender, does this revision look reasonable?
Lucianna
Lucianna character sheet
Bennies: 2 (+1 quarter bonus, +1 joker, +1 Pender's oops, -4 for rerolling resist slumber. Really. -1 Reroll Spellcasting, -1 reroll spellcasting Kreeghor dramatic task, +1 massive success on task 2, +1 Big Damn Hero, +1 RP and completing the task/saving the world, -1 EE Agility, -1 EE dispel, -1 reroll damage, +2 Jokers)
Wounds / Fatigue: 0 / 0
Active Effects: Greater Boost Trait - Spellcasting (+2 die types, d12+5); Greater Deflection (-6 to hit, additional -1 to hit ranged)
Parry: 5
Toughness: 13 (7) (Combat Mage Armor, Full Environmental Protection)
PPE: 43 / 30
Pace: 6
Edges: Improved Rapid Recharge, Expanded Awareness, Elan, Marksman (spellcasting), Slow Regeneration, Expert (spellcasting); all damage dealing spells are MD, all mega-versions are +5 AP
Adventure Cards: Cutting In Line - Draw 3 initiative cards and keep the highest.
Weapon in hand: Scepter of Spellweaving
Weapon in holster: Shard Pistol, TW Flaming Sword
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Re: Soldad's revenge, Reap your rewards

Post by Pender Lumkiss »

Lucianna wrote:
Lucianna wrote:Legendary item:
Scepter of Spellweaving - An object of ancient arcane might, the Scepter of Spellweaving was used by one of the first Archons to emerge from the rifts. The Archons have since discontinued sending objects of such power on their expeditions through the rifts, as they make the explorer a greater target for thieves and malicious magicians. The Scepter is imbued with a variety of magical abilities, even a measure of its own will, which is to protect the wielder from physical and arcane attacks of all kinds. The scepter, when wielded, will move to intercept physical, magical, and psionic attacks. The crown of the scepter is engraved with arcane runes. A glowing blue gem is placed at the pommel, and a similarly colored light rests in the crown. The light in the crown defies explanation. It has no substance, yet cannot be pierced, cut, or crushed.

Enchanted item, base: club (Str + 1d6)
4 Major:
1: Add Power: Boost/Lower Trait - the scepter can quicken the chosen skill or attribute, infusing it with magic, or can drain the appropriate attribute or skill, siphoning off its energy
2: Add Edge: Wizard - the scepter invests some of its own energy into the wielder's spell, lowering costs with a raise on the spellcasting roll
3: Add Power: Fly - the scepter can be "thrown" and drag the wielder along in flight, much like Thor's hammer
4: Add Edge: Arcane Resistance - the scepter has an innate desire to protect its wielder from both physical and magical/psionic attacks

2 Minor:
1: +1 Spellcasting - the scepter imparts some of its own innate spellcraft into the wielder's arcane pursuits
2: +1 Parry - the scepter has an innate desire to protect its wielder from both physical and magical/psionic attacks
Lucianna scepter.jpg

HJ Rolls on Body Armor table from Rich F&G result:
[dice]30676:0[/dice] -- +2 ranged attacks

[dice]30676:1[/dice] -- taking Combat Mage armor
Pender, does this revision look reasonable?
Looks good. You do realize arcane reaistance makes it more difficult for you to cast spells on yourself?
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Re: Soldad's revenge, Reap your rewards

Post by Lucianna »

Legendary item:
Scepter of Spellweaving - An object of ancient arcane might, the Scepter of Spellweaving was used by one of the first Archons to emerge from the rifts. The Archons have since discontinued sending objects of such power on their expeditions through the rifts, as they make the explorer a greater target for thieves and malicious magicians. The Scepter is imbued with a variety of magical abilities, even a measure of its own will, which is to protect the wielder from physical and arcane attacks of all kinds. The scepter, when wielded, will move to intercept physical, magical, and psionic attacks. The crown of the scepter is engraved with arcane runes. A glowing blue gem is placed at the pommel, and a similarly colored light rests in the crown. The light in the crown defies explanation. It has no substance, yet cannot be pierced, cut, or crushed.

Enchanted item, base: club (Str + 1d6)
4 Major:
1: Add Power: Boost/Lower Trait - the scepter can quicken the chosen skill or attribute, infusing it with magic, or can drain the appropriate attribute or skill, siphoning off its energy
2: Add Edge: Wizard - the scepter invests some of its own energy into the wielder's spell, lowering costs with a raise on the spellcasting roll
3: Add Power: Fly - the scepter can be "thrown" and drag the wielder along in flight, much like Thor's hammer
4: Add Power: Arcane Deflection - the scepter has an innate desire to protect its wielder from both physical and magical/psionic attacks. When activated, the glowing light in the crown of the scepter expands and encompasses the wielder. Spend 2 PPE/ISP as a free action to activate Arcane Deflection for 3 rounds, adding -2 to be hit by magical / psionic attacks, +2 armor vs. magical / psionic attacks, and +2 to trait rolls to resist opposed powers. Note: this does not grant access to the Greater Deflection power for mega magic users, as this is an action by the scepter, not a spell cast by the wielder.

2 Minor:
1: +1 Spellcasting - the scepter imparts some of its own innate spellcraft into the wielder's arcane pursuits
2: +1 Parry - the scepter has an innate desire to protect its wielder from both physical and magical/psionic attacks

HJ Rolls on Body Armor table from Rich F&G result:
[dice]30676:0[/dice] -- +2 ranged attacks

[dice]30676:1[/dice] -- taking Combat Mage armor
Lucianna
Lucianna character sheet
Bennies: 2 (+1 quarter bonus, +1 joker, +1 Pender's oops, -4 for rerolling resist slumber. Really. -1 Reroll Spellcasting, -1 reroll spellcasting Kreeghor dramatic task, +1 massive success on task 2, +1 Big Damn Hero, +1 RP and completing the task/saving the world, -1 EE Agility, -1 EE dispel, -1 reroll damage, +2 Jokers)
Wounds / Fatigue: 0 / 0
Active Effects: Greater Boost Trait - Spellcasting (+2 die types, d12+5); Greater Deflection (-6 to hit, additional -1 to hit ranged)
Parry: 5
Toughness: 13 (7) (Combat Mage Armor, Full Environmental Protection)
PPE: 43 / 30
Pace: 6
Edges: Improved Rapid Recharge, Expanded Awareness, Elan, Marksman (spellcasting), Slow Regeneration, Expert (spellcasting); all damage dealing spells are MD, all mega-versions are +5 AP
Adventure Cards: Cutting In Line - Draw 3 initiative cards and keep the highest.
Weapon in hand: Scepter of Spellweaving
Weapon in holster: Shard Pistol, TW Flaming Sword
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Re: Soldad's revenge, Reap your rewards

Post by Pender Lumkiss »

Looks fun.
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Re: Soldad's revenge, Reap your rewards

Post by Pender Lumkiss »

Penitent wrote:Legendary item: So ... I'm thinking in the direction of a living tattoo made up of glowing, fiery runes, that represents the unearthly remains of an erelim, an angel tasked with administering earthly justice. Soldad killed/captured it and trapped what was left of its essence in a crystal vial that he swallowed ... either Penitent pulls it out of him when he's death-punching him with sunlight fists, or Karl finds it in Soldad's ashes after the battle. When Penitent cracks it open, the runes circle around his body and are absorbed by his skin like a tattoo, emerging and shining when in active use.

Mechanically, it's an Enchanted Item:
Pics
John Constantine Tattoos.jpg
fire wings.jpg
Ashriel, the Burning Word
Minor x2: +2 Fighting
Major: Warrior of God (Champion Edge)
Major: Angelic Conviction (Strong Willed Edge)
Major: Wings of Fire (Fly Power). Activated with a Faith roll, fiery wings sprout from the users back, allowing flight while striking fear in the hearts of the unrighteous (modified Splendor trapping: +2 Intimidate, +1 die Spirit on a raise, +1 PPE)
Major: PPE reservoir +10 (for a total of 15 PPE)


MARS F&G roll: [dice]30678:0[/dice] = Wealthy and Connected. Still waiting to hear from VV, I guess, as to whether it's kosher to use Shake the Table. If not, I'll probably just 2-for-1 the Rich rolls to get +2 AP or something on my chainsword, and forego the Connections, which are mechanically useless and narratively out of character for Pen.
Item looks fine. Normally with an item it takes an action to ready it and it can be taken from you. Come up with some comp limitations for a tattoo trapping.
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Re: Soldad's revenge, Reap your rewards

Post by Tribe of One »

Hmm. I guess I was thinking of it in the same vein as an amulet or piece of clothing - it has no inherent function like a weapon would that require it to be readied or wielded. But good point about it being harder to steal/take away.

Hmm. Maybe it makes him easier to detect with magic?Ooo, or what if when active they have the same drawback as the Glow trapping, and negate any darkness penalties to hit him?

It could also just carry an appropriate Hindrance, like Vengeful or Vow: Punish Oathbreakers or something.
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Re: Soldad's revenge, Reap your rewards

Post by Pender Lumkiss »

Tribe of One wrote:Hmm. I guess I was thinking of it in the same vein as an amulet or piece of clothing - it has no inherent function like a weapon would that require it to be readied or wielded. But good point about it being harder to steal/take away.

Hmm. Maybe it makes him easier to detect with magic?Ooo, or what if when active they have the same drawback as the Glow trapping, and negate any darkness penalties to hit him?

It could also just carry an appropriate Hindrance, like Vengeful or Vow: Punish Oathbreakers or something.
Amulates or clothing still have to be readied, depending on how complicated they are at least an action. Once done they are good to go. The tattoo is a different beast.

I like touch to activate and your glow trapping, that would be awesome!
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Re: Soldad's revenge, Reap your rewards

Post by Tribe of One »

Okay. So that's for fly? The Edges and Fighting bonus are always on, as I understand it. Though the Glow could take affect any time I'm getting the bonus or tapping the PPE.
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Re: Soldad's revenge, Reap your rewards

Post by Pender Lumkiss »

Tribe of One wrote:Okay. So that's for fly? The Edges and Fighting bonus are always on, as I understand it. Though the Glow could take affect any time I'm getting the bonus or tapping the PPE.
Oh I assumed pen is glowing anytime the tattoo is active.
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Re: Soldad's revenge, Reap your rewards

Post by Tribe of One »

Pender Lumkiss wrote:
Tribe of One wrote:Okay. So that's for fly? The Edges and Fighting bonus are always on, as I understand it. Though the Glow could take affect any time I'm getting the bonus or tapping the PPE.
Oh I assumed pen is glowing anytime the tattoo is active.
That would be fine. But are you saying I'd have to use an action any time I wanted to get the benefit of the static bonuses or Edges? Cause I don't think that's how it's supposed to work.

Edit: And are you suggesting that Pen would glow all the time? That seems extreme. But I could see glowing in any round that he's taking advantage of one of the bonuses - so any round he's making a Fighting roll, or being attacked by evil, or using Intimidate. Maybe lay out how you see this working.
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Re: Soldad's revenge, Reap your rewards

Post by Pender Lumkiss »

Tribe of One wrote:
Pender Lumkiss wrote:
Tribe of One wrote:Okay. So that's for fly? The Edges and Fighting bonus are always on, as I understand it. Though the Glow could take affect any time I'm getting the bonus or tapping the PPE.
Oh I assumed pen is glowing anytime the tattoo is active.
That would be fine. But are you saying I'd have to use an action any time I wanted to get the benefit of the static bonuses or Edges? Cause I don't think that's how it's supposed to work.

Edit: And are you suggesting that Pen would glow all the time? That seems extreme. But I could see glowing in any round that he's taking advantage of one of the bonuses - so any round he's making a Fighting roll, or being attacked by evil, or using Intimidate. Maybe lay out how you see this working.
Its not an action to touch it, it would be a free action. Probably only if you were entangled or grappled would it be an issue. I like your when you use it you glow.
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Re: Soldad's revenge, Reap your rewards

Post by Tribe of One »

Okay, cool. Guess I won't be adding any more into Stealth :twisted:
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Re: Soldad's revenge, Reap your rewards

Post by Pender Lumkiss »

Tribe of One wrote:Okay, cool. Guess I won't be adding any more into Stealth :twisted:
Lol, yeah you would just not have it active in those stealthy moments.
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Re: Soldad's revenge, Reap your rewards

Post by High Command »

The Commandant's Coat
This coat once belonged to a commander, named Krilling, on some forgotten world in the Three galaxies. He was not a great field commander. In fact his skills lended themselves to the strategic, not the tactical. But he often needed to command troops directly. He had this coat created for his use. As a world with extreme seasonal variance, he incorporated an easy cleaning and high comfort request as well. As an added bonus, the coat can make the most mild mannered man look dashing. Simply rinsing the coat off can clear a battle's worth of gore and grime. And better, it dries in minutes and still looks amazing. He also wanted it to grant its wearer the ability to improve the abilities of himself or his troops. His enchanters succeeded wonderfully.

The coat grants the following abilities:
I make this look good: The wearer gains +1 Charisma
Command Abilities: All allies within 10" of you are inspired by your presence and add the following to their own abilities.
  • Allies add +1 to their Spirit rolls to recover from being Shaken.
  • Allies add +1 to their Toughness while in your vicinity.
Battlecry [Boost/Lower Trait]
All Boosted abilities gain one of the following trappings, based on the linked attribute and the aspect of the power use.
  • Agility:
    • [Boost Trait] The battle cry encourages the target. They cost +1 Power Point to cast, but on a success add +2 to Pace and on a raise increase Agility one die type for the duration of the power.
    • [Lower Trait] The battle cry demoralizes the enemy so much, they must make a Vigor roll (at –2 on a raise) to avoid morale-based Fatigue, but the power’s range is reduced to half its normal range.
  • Smarts:
    • [Boost Trait] Trivia Master: The target gains +2 to common Knowledge checks for the duration of the power.
    • [Lower Trait] Dazed and Confused: A raise with Lower Trait results in the target’s movement counting as Difficult Ground while the power is active due to a thick mental fog.
  • Spirit:
    • [Boost Trait] The target gains +2 to Fear checks for the duration of the power.
    • [Lower Trait] The target takes a -2 to Fear checks for the duration of the power.
  • Strength:
    • [Boost Trait] The battle cry encourages the target. They cost +1 PPE to cast, but on a success add +1 to toughness and on a raise increase Strength one die type for the duration of the power.
      [Lower Trait] Fatigue momentarily drains the target's strength. Targets of negative powers suffer a –1 penalty to all strength-based trait (including damage) rolls while the power is active.
  • Vigor:
    • [Boost Trait] The target gains +2 to soak checks for the duration of the power.
    • [Lower Trait] The target takes a -2 to soak checks for the duration of the power.
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"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Re: Soldad's revenge, Reap your rewards

Post by Pender Lumkiss »

High Command wrote:
The Commandant's Coat
This coat once belonged to a commander, named Krilling, on some forgotten world in the Three galaxies. He was not a great field commander. In fact his skills lended themselves to the strategic, not the tactical. But he often needed to command troops directly. He had this coat created for his use. As a world with extreme seasonal variance, he incorporated an easy cleaning and high comfort request as well. As an added bonus, the coat can make the most mild mannered man look dashing. Simply rinsing the coat off can clear a battle's worth of gore and grime. And better, it dries in minutes and still looks amazing. He also wanted it to grant its wearer the ability to improve the abilities of himself or his troops. His enchanters succeeded wonderfully.

The coat grants the following abilities:
I make this look good: The wearer gains +1 Charisma
Command Abilities: All allies within 10" of you are inspired by your presence and add the following to their own abilities.
  • Allies add +1 to their Spirit rolls to recover from being Shaken.
  • Allies add +1 to their Toughness while in your vicinity.
Battlecry [Boost/Lower Trait]
All Boosted abilities gain one of the following trappings, based on the linked attribute and the aspect of the power use.
  • Agility:
    • [Boost Trait] The battle cry encourages the target. They cost +1 Power Point to cast, but on a success add +2 to Pace and on a raise increase Agility one die type for the duration of the power.
    • [Lower Trait] The battle cry demoralizes the enemy so much, they must make a Vigor roll (at –2 on a raise) to avoid morale-based Fatigue, but the power’s range is reduced to half its normal range.
  • Smarts:
    • [Boost Trait] Trivia Master: The target gains +2 to common Knowledge checks for the duration of the power.
    • [Lower Trait] Dazed and Confused: A raise with Lower Trait results in the target’s movement counting as Difficult Ground while the power is active due to a thick mental fog.
  • Spirit:
    • [Boost Trait] The target gains +2 to Fear checks for the duration of the power.
    • [Lower Trait] The target takes a -2 to Fear checks for the duration of the power.
  • Strength:
    • [Boost Trait] The battle cry encourages the target. They cost +1 PPE to cast, but on a success add +1 to toughness and on a raise increase Strength one die type for the duration of the power.
      [Lower Trait] Fatigue momentarily drains the target's strength. Targets of negative powers suffer a –1 penalty to all strength-based trait (including damage) rolls while the power is active.
  • Vigor:
    • [Boost Trait] The target gains +2 to soak checks for the duration of the power.
    • [Lower Trait] The target takes a -2 to soak checks for the duration of the power.
Please provide a breakdown of majors and minors...

Boost Lower:
Agility is fine
Smarts is fine
Spirit: replace the raise effect with those.
Strength Lower: No, just a -1 to str rolls sure.
Vigor: replace the raise effect with those.
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Re: Soldad's revenge, Reap your rewards

Post by High Command »

Pender Lumkiss wrote:Please provide a breakdown of majors and minors...
I did already, multiple times, but here it is again.

Legendary Item: The commander's coat
Major: Boost/Lower Trait
Major: Hold the Line
Major: Command Presence
Major: Command
Minor: Trapping (Comfortable): Keeps the wearer comfortable - cool when it's hot, warm when it's cold, and dry when it's wet.
Minor: +1 to Charisma (and it cleans very easily, just rinse it off and it self dries)
Boost Lower:
Agility is fine
Smarts is fine
Spirit: replace the raise effect with those.
This okay then? I specifically did not want to replace the raise effect.
[Boost Trait] The target gains +1 to Fear checks for the duration of the power.
[Lower Trait] The target takes a -1 to Fear checks for the duration of the power.
Strength Lower: No, just a -1 to str rolls sure.
So like this?
[Lower Trait] Fatigue momentarily drains the target's strength. Targets of negative powers suffer a –1 penalty to all strength (including damage) rolls while the power is active.
Vigor: replace the raise effect with those.
This okay then? I specifically did not want to replace the raise effect. Very few enemies even GET soak rolls.
[Boost Trait] The target gains +1 to soak checks for the duration of the power.
[Lower Trait] The target takes a -1 to soak checks for the duration of the power.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Re: Soldad's revenge, Reap your rewards

Post by Pender Lumkiss »

Looks good.
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Re: Soldad's revenge, Reap your rewards

Post by Fizzwaite Zipwidget »

A prototype of a new gnome battle armor that had been stolen from Zipwidget Industries and thought lost.

Base Item
NG-EX10 “Gladius” Light Exoskeleton Battle Armor
+7 Armor (MDC), +2 Toughness, +2 Pace, Strength d12+2
  1. Minor
  2. +2 Armor
  3. +2 Armor
  1. Major
  2. Edge: Rapid Recharge
  3. Edge: Improved Rapid Recharge
  4. Edge: Exceptional Rapid Recharge
  5. Edge: Quick Draw
  6. Power: Detect/Conceal Arcana
  7. Power: Invisibility

This suit of armor was designed to keep a Techno Wizard alive and effective on the battlefield. Arcane circuitry line the interior of the helmet and upper torso redirect and focus the wizard's natural energies allowing him to regenerate his personal P.P.E. at a phenomenal rate, even when the heavy drain the armor makes on the mage is taken into consideration. In addition the torso of the armor is festooned with hard points allowing the wizard to mount various gizmos, gadgets and devices for rapid access. The helmet is also equipped with an arcane detection system which when activated can even reveal those cloaked in invisibility. If that were not enough the suit's stealth systems are capable of rendering it completely invisible and even cloak the user's arcane signature from all but the most intense scrutiny. All of this is in addition to the increased strength and mobility provided by the armor's mystically powered servos.

Final Statistics
Base Stats: +11 Armor (MDC), +2 Toughness, +2 Pace, Strength d12+2
Power Cost: 5 PPE/hr
Recharge Rate: 7 PPE/hr (Power Cost factored in)
Quickdraw: This allows the techno wizard to draw a gizmo, gadget or device mounted on the armor as a free action. In cases where an agility roll is required the roll receives a +2 bonus. Note: If this is going to be game breaking let me know as I do have an alternate idea but I figure that TW gear fits in terms of size and should count as a TW's weapons.
The powers detect/conceal arcana are systems of the TW armor and don't have trappings with mechanical effects beyond their base descriptions.
The invisibility power is also a system of the TW armor and uses the Absorption sound trapping dampening sound to improve stealth but rendering verbal communication more difficult.
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