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Iron Mage

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

Re: Iron Mage

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

Re: Iron Mage

Posted: Tue Aug 21, 2018 12:39 pm
by Sgt 86Delta
I like where you are going with this.

Great start. I will review the details againto see if I have anything to add.

Re: Iron Mage

Posted: Wed Aug 22, 2018 7:18 am
by Pender Lumkiss
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.

Re: Iron Mage

Posted: Sun Apr 14, 2019 8:25 pm
by Sgt 86Delta
Did you find a legendary TW?

Re: Iron Mage

Posted: Sun Apr 14, 2019 8:49 pm
by Ndreare
From cross adventure fun there is one established in The 99's Wheaton named Mac.
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