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Signature Item - TK Blaster

Posted: Mon Mar 12, 2018 2:54 pm
by Tiberius
A prototype TK blaster being field tested by the Cyber-Knight Tiberius in the Nameless. The default firing mode is the a basic arcane blaster converted from a NG-57. The second firing mode is the soulfire "round" is designed to be effective against creatures of Darkness and Flame while less effective against other creatures (see notes below.) The third firing mode is the nonlethal psi-blast "round" designed to incapacitate living minds without killing them.

TK Blaster

Base Item
NG-57 Heavy Ion Blaster | Range 12/24/48 | Damage 1-3d6+1 | RoF 1 | AP - | 10 shots | 5 lbs. | 18,000 credits
  • TW Conversion: (1,800 credits)
  • Minor Enhancement: +2 AP (5,000 credits)
  • Minor Enhancement: +1 Damage (5,000 credits)
  • Major Enhancement: Power (Blast / Greater Blast) (40,000 credits)
  • Major Enhancement: Power (Stun / Greater Stun) (20,000 credits)
  • Major Enhancement: +10 PPE (30,000 credits)
  • Major Enhancement: +10 PPE (30,000 credits)

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

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

Soulfire (Blast/Greater Blast)
  • Power Trapping - This power is geared towards damaging creatures of Darkness and Flame and has less effect on living mortals. The base damage is reduced by one die type (to a d4 for Blast and a d8 for Greater Blast.) When used on creatures of Darkness and Flame (undead, vampires, demons, etc.) damage is increased by one die so that Blast does 3d4 - 4d4 while Greater Blast does 3d8 - 4d8. This is a reskin of the Electricity (Conduction) trapping.
Psi-Blast (Stun/Greater Stun)
  • Power Trapping - This power fires a concentrated blast of psychic energy which detonates at the designated point of impact affecting all living minds within the blast area.
The wielder must spend 2 PP as an action to "load" the weapon. The wielder may also spend 2 PP as a free action to cause Mega Damage for 3 rounds. As usual the Blast power always does Mega Damage.

Re: Signature Item - TK Blaster

Posted: Mon Mar 12, 2018 7:50 pm
by Freemage
I'd say "supernatural evil" is about as broad a category in this setting as "wears metal armor", so the Trapping seems roughly balanced. Question: is the intent that it would affect evil spellcasters? Specifically, Necromancers and those with AB: Miracles who worship malevolent dieties (and thus qualify as unholy Champions or Unholy Warriors)?

Re: Signature Item - TK Blaster

Posted: Mon Mar 12, 2018 10:49 pm
by Tiberius
The intent was that it would be an option for supernaturally evil monsters such as demons, undead and vampires. I suppose that necromancers would technically fall into the category of "creatures of Darkness and Flame" though they weren't my target for the trapping. I was using the deific trappings in the house rules as a guideline for this version. Also there was a similar trapping in the Savage Spellbook I think.

Re: Signature Item - TK Blaster

Posted: Tue Mar 13, 2018 7:37 pm
by Freemage
Fair enough. I'd say work out the limitations with your GM, specifically; beyond that, I vote approved.

Re: Signature Item - TK Blaster

Posted: Fri Mar 16, 2018 5:52 pm
by Tiberius
Any other feedback?

Re: Signature Item - TK Blaster

Posted: Fri Mar 16, 2018 7:56 pm
by Ndreare
Looks good

Re: Signature Item - TK Blaster

Posted: Sun Apr 01, 2018 5:13 pm
by hobo joe
Thumbs up!
I feel like it's limited to basically the same range as the Holy Warrior edge, and that's how I'll treat it. And that filter does include necromancers or anyone using the evil version of Miracles AB. I think!