Iron Mage

Legends of the Black
GM: Pender Lumkiss
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Pender Lumkiss
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Iron Mage

Post by Pender Lumkiss » Fri Mar 30, 2018 6:50 pm

Choose a PA take of their weapons and add the following
Shrek Cannon:
  • TW P-beam Cannon: 3d10+6 (+1d10) 150/300/600 ROF 1 AP 4+4=8---150k
  • 1 major: Thunderclap Stun: Stun with a thunderclap bonus to intimidation.
  • Use GB complications( instead of pylons use TK in the narrative). but can activate TK on a LL to move up and down(not really sold on this being necessary)
    • Major from extra complications +1d10 damage.
  • 2-minors: +4 damage
  • 2-minors:+4 AP
    1Major, 4 minors, 1 extra set of complications
Starfire Machine gun
  • TK Mini Gun: 3d6 125/250/500 rof 4 ap 2, 160 shots--100k
  • Minor Sun-fire trapping
Goblin Bomb Launcher
  • WL-G4 revolving: 24/48/96, damage by grenade, ROF1, shots 24----50k
  • Major Smite(choose, fire, lightening, adhesive trapping)
    • Activates with grenade attack
  • Master of magic or Master Psionic
  • Fire Bolt: Bolt with fire trapping
    3 majors
PA must be TW'd... By a legendary TW
-Major: Detect Arcana
-Major: Invisibility
-Major: +10 ppts
-Major:+10 ppts
-Minor: +1 Intimidation
-Minor: can go 10" up or down using Levitation
-Major: +10 ppts
-Major:+10 ppts
PPE Pool 40pts, characters can add in ppts from their own pool as an action, the total rolled is the ppts added. Players use their spirit or Arcane background skills to activate the powers contained in the suite. They cannot access their own powers.
WIP
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Pender Lumkiss
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Re: Iron Mage

Post by Pender Lumkiss » Mon Aug 20, 2018 10:11 pm

Glitter Boy:
Glitter Boy Armor: Size 3, +18 M.D.C. Armor, +6 Toughness, Pace 10 (Run d10), Swim Pace 6 Notes: Enhanced Strength (d12+4), half-damage from lasers, Life Support (self-contained breathing, immune to heat, cold, radiation, environmental toxins, and disease), Full Electronics Suite. Weapons:
Boom Gun (Range 250/500/1000, Damage 4d12+6, RoF 1, Shots 1,000, AP 25, MBT, Mega Damage)
Melee (Str+d6 Mega Damage, not considered Unarmed)
GLITTER BOY ARMO

Iron Mage (TW): Size 3, +18 M.D.C. Armor, +6 Toughness, Pace 10 (Run d10), Swim Pace 6 Notes: Enhanced Strength (d12+4), Chameleon Stealth System, Life Support (self-contained breathing, immune to heat, cold, radiation, environmental toxins, and disease), Full Electronics Suite.
Minor: TK Flight, On a leyline the suite can move 6” up or down horizontally and still be “dug in”, max height is 30”.
Minor: Goblin Bomb launcher hand mount (50k)
Major: Ley line powered, device always charged on a ley line (Cost: 20,000 credits).
Major:Detect Magic
Major: 10 ppts
Major: 10 ppts
Major: 10 ppts
Major: champion edge
Complications: see GB
Notes:
  • Chameleon Stealth System: magical runes and wards cover this armor giving it a way to vanish under a Chameleon effect. Those trying to attack or detect the suit subtract 4 from their rolls against it. The effect is triggered as a free action, but is negated any round in which the user fires a weapon or emits some other non-cloakable signal such as radio broadcasts or active sensor searches. (Cost: 100k)
  • The magical engine requires 2 Power Points per hour of operation, and it can store up to 30 Power Points at a time. To refill the tank, a character with an Arcane Background make an arcane skill roll; the result is the maximum number of Power Points they can put into the engine for that action. Parking the uit on a ley line allows it to recharge 1 PPE per 15 minutes.
  • While in the PA the only powers accessable are in the suit or its weapons.
Weapons: Shrek Cannon(TW): (Range 250/500/1000, Damage 4d12+6, RoF 1, 2 ppe per shot, AP 25, MBT, Mega Damage)
Minor: Thunder clap trapping
Minorx2: +2 intimidate
Major:Bolt with the sunfire trapping, uses shooting.
Major: 10 ppts
Major: 10 ppts
Major: 10 ppts
Major: Ley line powered, device always charged on a ley line (Cost: 20,000 credits).
Notes:

Weapon: grenade launcher, Goblin Launcher(TW)
Minorx2: 10 ppts
Major: Entangle”Carpet of adhesion” activated with shooting roll
Major: Fire blast activated with shooting roll
Major: Lighting blast activated with shootimg roll
Major: Fear bomb activated with shooting roll
Major: Smite Bomb: activated with shooting roll
Major: 10 ppts
Notes:
13th GM bennies GM Bennies
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Sgt 86Delta
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Re: Iron Mage

Post by Sgt 86Delta » Tue Aug 21, 2018 12:39 pm

I like where you are going with this.

Great start. I will review the details againto see if I have anything to add.
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
[*]

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Pender Lumkiss
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Re: Iron Mage

Post by Pender Lumkiss » Wed Aug 22, 2018 7:18 am

Sgt 86Delta wrote:I like where you are going with this.

Great start. I will review the details againto see if I have anything to add.
Please do, I am almost done with the notes section.
13th GM bennies GM Bennies
1/3
Vampire Kingdoms GM Bennies
6/7
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Sgt 86Delta
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Re: Iron Mage

Post by Sgt 86Delta » Sun Apr 14, 2019 8:25 pm

Did you find a legendary TW?
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
[*]

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Ndreare
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Re: Iron Mage

Post by Ndreare » Sun Apr 14, 2019 8:49 pm

From cross adventure fun there is one established in The 99's Wheaton named Mac.
viewtopic.php?t=1569
Benny Counter
The 99's Game Master Bennies 3, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


Phase World - The Remorseless Game Master Bennies 9; Mission: Get Revenge on Durrack
  • +8 Players
    +1 Sidekicks
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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