Greed Strike: Heroic loot grab

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Pender Lumkiss
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Greed Strike: Heroic loot grab

Post by Pender Lumkiss »

Hi folks,

Post your items or modifications to exisiting item here! Gm Pender will review and either say yes or no! He may if his blood sugar is not low, offer some counsel to items so that he will say yes!
Field Team Six Bennies
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Jackal
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Re: Greed Strike: Heroic loot grab

Post by Jackal »

Dark mahogany box, adorned with silver skull and lightning, a obvious CS logo on the lid of the box.
Image

Located within the box is:


Image

Medallion: long ago the CS employed Magic Users. This but if knowledge is well hidden now. Flint is old enough to have heard the original rumors. He sees the medallion and knows it is: The Karl Prosek the First Award of Valor to a Vanguard member.

Techno-Wizard Modifications:
  • Minor
    • +1 Something
    • +1 Something
    Major
    • ...
    • ...
    • 10 PPE
    • Power - ???
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
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Icosa
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Location: 1st SET

Re: Greed Strike: Heroic loot grab

Post by Icosa »

A jetpack of unusual design, the same color and style as her armor, that fits directly onto hardpoints on its back.

Supertech
Base Item: Triax T-100 Eagle Jetpack
- Pace 30, Climb 1
- 35lbs
- 3 hour use time to avoid overheat

Modifications:
Major: 2x Speed, +1 Handling
Major: +1d Piloting
Minor: +1 Piloting
Minor:
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Jude Maverick
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Location: Chicago suburbs

Re: Greed Strike: Heroic loot grab

Post by Jude Maverick »

This is already an approved Signature Item. Just taking the opportunity to grab it now for free rather than wait for enough EP, and because I don't know what else to get him LOL Should be a Heroic Enchanted Item.

Silver Tongue Choker
This silver necklace with a purple heart-shaped gem can enhance the quality of your voice and give it the magical ability to influence the minds of others. It always looks entrancing and always "enhances" the looks of the person wearing it, in subtle ways.
Enchantments:
  • Internal PPE Reserves: 15. The magic item recharges its internal PPE at a rate of 1 PPE per hour.
  • Snake Charmer (Puppet)
    • PPE: 3
    • Duration: 3 (1/round)
    • Trapping: As a free action before activation, the wearer can roll a cooperative Persuasion check that will add to the Activation roll for the item. A critical failure on this check means the item cannot be activated this round. It otherwise follows the rules for cooperative rolls (SWD p.71)
    • Effect: Using the Snake Charmer enchantment is an opposed roll of the character’s Smarts trait versus the target’s Spirit. The user must score a success and beat the target’s roll to gain complete control. The victim will attack friends and even commit suicide, though such acts allow the victim another opposed Spirit roll to break the spell.
  • Silver-Tongued Devil (Mind Control)
    • PPE: 6
    • Duration: Based on Activation Roll
      • Success: One minute (1/per minute)
      • Raise: 5 minutes (1/5 minutes)
      • Two Raises: 10 minutes (1/10 minutes)
    • Trapping: As a free action before activation, the wearer can roll a cooperative Persuasion check that will add to the Activation roll for the item. A critical failure on this check means the item cannot be activated this round. It otherwise follows the rules for cooperative rolls (SWD p.71)
    • Effect: This greatly enhanced version of the above power allows the user a longer period of control. Issuing a command is a free action but maintaining control requires concentration, inflicting a −1 penalty on all other actions while the power is active. Any time a target is forced to do something completely against his nature, he gains a new roll to break control. A success enables him to resist the action, doing nothing instead. A raise means he’s completely free of the power. If the caster has and uses telepathy on the target, she may extend her control of him to any distance, even out of her sight.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Hans Greuber
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Location: The Black Company

Re: Greed Strike: Heroic loot grab

Post by Hans Greuber »

Techno-Wizard Jet Propulsion Backpack

Base Item - T-100 Eagle Jetpack
  • Pace 30
  • Climb 1
  • 35 lbs
  • 3 Hour Flight Time Maximum
Techno-Wizard Modifications
  • Minor
    • +1 Piloting
    • +1 Piloting
    Major
    • +1 Die Piloting
    • +1 Die Piloting
    • 10 PPE
    • Power - Flight
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Samson Malach
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Re: Greed Strike: Heroic loot grab

Post by Samson Malach »

Adding three Major Mods to Ringil, the enchanted sword, for total of 4 major, 2 minor
Ringil
Enchanted Ice Sword (Giant-sized vibro-sword as base)
Major: +1 Fighting die-type
Minor: +1 Fighting
Minor: Add Trapping - Ice; The sword is permanently coated in mystic Ice, forcing a Vigor roll (at -2 on a Raise above parry) to avoid cold-based fatigue

New Mods: Add Edge: Frenzy
Add Edge: Improved Frenzy
Add Edge: Champion
Last edited by Samson Malach on Thu Mar 08, 2018 9:54 pm, edited 1 time in total.
Samson Malach
Samson Malach character sheet
Bennies: 3 (+2 interlude & dream, +1 post rate, -1 Spirit for Persuasion, -1 EE Persuasion, -1 Spirit for Persuasion, -1 EE Persuasion, +2 assist Vello, -1 EE Scara's Tower, -1 soak Scara's Tower, +1 saving the complications, -1 Spirit for Stealth, -2 Stealth rerolls, +1 murder wraith music, +1 portal / Scara's tower scene, -1 Scara's tower EE notice for loot, +1 for joker, -1 EE Fighting murder wrait, -1 reroll damage, +1 EP spent, -1 EE Mind Control, +1 stairway, -1 EE crossing bridge, +1 Fate's End post, +1 Black Burger, +1 final battle scene, +1 megaversal legion pic, -1 EE smarts, -1 EE shooting, +1 final round)
Wounds / Fatigue: 0 / 0
ISP: 40 / 40
Parry: 6
Toughness: 29 (18) (Iron Mage Glitter Boy armor)
Pace: 6
Pertinent Edges: Improved Rapid Recharge, Quick, Brave, Elan, Telemechanics, Ambidextrous
Weapon in hand: Ringil
Weapon in holster: Iceblast Shotgun
Adventure Cards:
  • Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene".
    Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
    Arcane Inspiration: ***PLAYED***When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action, or use a power he doesn't have.
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Pender Lumkiss
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Re: Greed Strike: Heroic loot grab

Post by Pender Lumkiss »

Samson Malach wrote:Adding three Major Mods to Ringil, the enchanted sword, for total of 4 major, 2 minor
Ringil
Enchanted Ice Sword (Giant-sized vibro-sword as base)
Major: +1 Fighting die-type
Minor: +1 Fighting
Minor: Add Trapping - Ice; The sword is permanently coated in mystic Ice, forcing a Vigor roll (at -2 on a Raise above parry) to avoid cold-based fatigue

New Mods: Add Edge: Frenzy
Add Edge: Improved Frenzy
Add Trapping: Holy - strikes true against demons, devils, and other evils
Instead of the second trapping, Maybe add smite as in holy smite. Or maybe the champion edge.
Field Team Six Bennies
3/6
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Samson Malach
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Re: Greed Strike: Heroic loot grab

Post by Samson Malach »

Pender Lumkiss wrote:Instead of the second trapping, Maybe add smite as in holy smite. Or maybe the champion edge.
Done. Changed to Champion edge. Since the weapon is modeled after Ringil, the blade of Fingolfin from the Silmarillion, I figured it's more likely to be always-on against evil, rather than having to be activated.
Samson Malach
Samson Malach character sheet
Bennies: 3 (+2 interlude & dream, +1 post rate, -1 Spirit for Persuasion, -1 EE Persuasion, -1 Spirit for Persuasion, -1 EE Persuasion, +2 assist Vello, -1 EE Scara's Tower, -1 soak Scara's Tower, +1 saving the complications, -1 Spirit for Stealth, -2 Stealth rerolls, +1 murder wraith music, +1 portal / Scara's tower scene, -1 Scara's tower EE notice for loot, +1 for joker, -1 EE Fighting murder wrait, -1 reroll damage, +1 EP spent, -1 EE Mind Control, +1 stairway, -1 EE crossing bridge, +1 Fate's End post, +1 Black Burger, +1 final battle scene, +1 megaversal legion pic, -1 EE smarts, -1 EE shooting, +1 final round)
Wounds / Fatigue: 0 / 0
ISP: 40 / 40
Parry: 6
Toughness: 29 (18) (Iron Mage Glitter Boy armor)
Pace: 6
Pertinent Edges: Improved Rapid Recharge, Quick, Brave, Elan, Telemechanics, Ambidextrous
Weapon in hand: Ringil
Weapon in holster: Iceblast Shotgun
Adventure Cards:
  • Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene".
    Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
    Arcane Inspiration: ***PLAYED***When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action, or use a power he doesn't have.
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Pender Lumkiss
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Re: Greed Strike: Heroic loot grab

Post by Pender Lumkiss »

Samson Malach wrote:
Pender Lumkiss wrote:Instead of the second trapping, Maybe add smite as in holy smite. Or maybe the champion edge.
Done. Changed to Champion edge. Since the weapon is modeled after Ringil, the blade of Fingolfin from the Silmarillion, I figured it's more likely to be always-on against evil, rather than having to be activated.
Love it!
Field Team Six Bennies
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