The Bleak Tome - The Haul
- Snake Eyes
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The Bleak Tome - The Haul
You have come back with a rather significant haul of gantrium, focus gems, and a claw from the avatar of death. Without saying "go nuts" I'm going to encourage you to go a little nuts. What would you like from this trove? Custom item? Maxed out credstick? Post it here.
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- Heather Todd
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Re: The Bleak Tome - The Haul
I don't even know what Heather would want. I've never been the "gear" player. Once my character has what she needs to be effective (i.e. usually not the starting weapons in a game), I just don't know. Willing to take suggestions. Maybe something the team needs? Otherwise she could just have an crapload of funds for when/if we need it. Limitless credit card LOL
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Re: The Bleak Tome - The Haul
Gaspard's Wish-List:
Onyx Collar (Enchanted Item):
Designed to work on a Shadow Beast without interfering with its abilities. If this has to take up one of the Minor slots, that would be fine.
Minor x2: +2 Spirit rolls (or just +1, if 'works with shadow merge' takes up one Minor)
Major: Brawler
Major: Bruiser
In addition, a PPE Battery of whatever storage capacity he can get.
Onyx Collar (Enchanted Item):
Designed to work on a Shadow Beast without interfering with its abilities. If this has to take up one of the Minor slots, that would be fine.
Minor x2: +2 Spirit rolls (or just +1, if 'works with shadow merge' takes up one Minor)
Major: Brawler
Major: Bruiser
In addition, a PPE Battery of whatever storage capacity he can get.
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Re: The Bleak Tome - The Haul
Credits are boring without something to spend them on. Have a circlet crafted out of gantrium. Embed one of the gems you got. Make one of the powers an innate ability, or maybe an auto-raise.Heather Todd wrote: ↑Sat Jan 01, 2022 2:00 am I don't even know what Heather would want. I've never been the "gear" player. Once my character has what she needs to be effective (i.e. usually not the starting weapons in a game), I just don't know. Willing to take suggestions. Maybe something the team needs? Otherwise she could just have an crapload of funds for when/if we need it. Limitless credit card LOL
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Re: The Bleak Tome - The Haul
How big of a battery could a legendary artificer put together?Freemage wrote: ↑Sat Jan 01, 2022 1:39 pm Gaspard's Wish-List:
Onyx Collar (Enchanted Item):
Designed to work on a Shadow Beast without interfering with its abilities. If this has to take up one of the Minor slots, that would be fine.
Minor x2: +2 Spirit rolls (or just +1, if 'works with shadow merge' takes up one Minor)
Major: Brawler
Major: Bruiser
In addition, a PPE Battery of whatever storage capacity he can get.
"Works with shadow merge" works for a minor slot.
Is the Shadow Beast replacing Perdi?
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Re: The Bleak Tome - The Haul
Snake Eyes wrote: ↑Sat Jan 01, 2022 2:33 pmHow big of a battery could a legendary artificer put together?Freemage wrote: ↑Sat Jan 01, 2022 1:39 pm Gaspard's Wish-List:
Onyx Collar (Enchanted Item):
Designed to work on a Shadow Beast without interfering with its abilities. If this has to take up one of the Minor slots, that would be fine.
Minor x2: +2 Spirit rolls (or just +1, if 'works with shadow merge' takes up one Minor)
Major: Brawler
Major: Bruiser
In addition, a PPE Battery of whatever storage capacity he can get.
"Works with shadow merge" works for a minor slot.
Is the Shadow Beast replacing Perdi?
Not exactly. Hrm, lemme work this out for a moment.
Okay, skip the battery. We still don't have real rules for them.
Instead, I'd like a pair of slightly redesigned Onyx Collars:
Minor: Works with Shadowmeld Power
Minor: 5 PPE Storage
Major: Bruiser
Major: Summon Ally Power
Total cost: 60,000 Cr. Each
The PPE storage would basically 'bank' against the cost of permanently Bound Summons, reducing the cost for the Shadowbeasts to 1 PPE each. Perdi would stick around and continue to Advance. (I just like him for storytelling purposes, honestly--he's a good narrative foil.)
(The Shifter Bind the Summoned power lets me control up to 3 perma-summons of up to Veteran Rank, each.)
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Re: The Bleak Tome - The Haul
Works for me. I will throw some narration in a new RP thread soon-ish.Freemage wrote: ↑Sat Jan 01, 2022 1:39 pm Gaspard's Wish-List:
Not exactly. Hrm, lemme work this out for a moment.
Okay, skip the battery. We still don't have real rules for them.
Instead, I'd like a pair of slightly redesigned Onyx Collars:
Minor: Works with Shadowmeld Power
Minor: 5 PPE Storage
Major: Bruiser
Major: Summon Ally Power
Total cost: 60,000 Cr. Each
The PPE storage would basically 'bank' against the cost of permanently Bound Summons, reducing the cost for the Shadowbeasts to 1 PPE each. Perdi would stick around and continue to Advance. (I just like him for storytelling purposes, honestly--he's a good narrative foil.)
(The Shifter Bind the Summoned power lets me control up to 3 perma-summons of up to Veteran Rank, each.)
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Re: The Bleak Tome - The Haul
Veteran? I thought we were all Seasoned 3 (4 if we get an advance after failing to make 10 posts)?
, and of course update your signatures!
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Re: The Bleak Tome - The Haul
Hum,Snake Eyes wrote: ↑Sat Jan 01, 2022 12:45 am You have come back with a rather significant haul of gantrium, focus gems, and a claw from the avatar of death. Without saying "go nuts" I'm going to encourage you to go a little nuts. What would you like from this trove? Custom item? Maxed out credstick? Post it here.
I have no idea what Kidemonas could want or need. He is kind of self contained, so maybe if Setnaja was willing to work out a worthy trade for all the ore he ate and carried I would love suggestions from other players (like @Freemage) or even a GM designed item if you are willing?
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: The Bleak Tome - The Haul
Setnaja is definitely willing to trade and/or craft some items from the haul in exchange for a share, essentially. I would normally be willing to help you design something, but the other players are probably better at it and have more opportunity to do so right now.Ndreare wrote: ↑Mon Jan 03, 2022 3:30 pmHum,Snake Eyes wrote: ↑Sat Jan 01, 2022 12:45 am You have come back with a rather significant haul of gantrium, focus gems, and a claw from the avatar of death. Without saying "go nuts" I'm going to encourage you to go a little nuts. What would you like from this trove? Custom item? Maxed out credstick? Post it here.
I have no idea what Kidemonas could want or need. He is kind of self contained, so maybe if Setnaja was willing to work out a worthy trade for all the ore he ate and carried I would love suggestions from other players (like @Freemage) or even a GM designed item if you are willing?
Beware the mesmerizing eyes of the snake!
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Re: The Bleak Tome - The Haul
Okay. How do innate abilities work? And what does gantrium do?Snake Eyes wrote: ↑Sat Jan 01, 2022 2:31 pm Credits are boring without something to spend them on. Have a circlet crafted out of gantrium. Embed one of the gems you got. Make one of the powers an innate ability, or maybe an auto-raise.
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Re: The Bleak Tome - The Haul
The first Innate Ability you use in a combat round activates as a free action.Heather Todd wrote: ↑Tue Jan 04, 2022 4:51 amOkay. How do innate abilities work? And what does gantrium do?Snake Eyes wrote: ↑Sat Jan 01, 2022 2:31 pm Credits are boring without something to spend them on. Have a circlet crafted out of gantrium. Embed one of the gems you got. Make one of the powers an innate ability, or maybe an auto-raise.
My understanding about gantrium is that it's a magically sensitive metal. I'm using my lack of knowledge to apply that to something that would also conduct psionic ability. I do know it's very rare and very valuable.
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Re: The Bleak Tome - The Haul
I am thinking of adding gantrium plates or something like this to Peacekeeper armor.
Modern tactical armored vest with plates of pure gantrium that can be worn over a lightweight armor suit. The gantrium plates are mystically tough and afford additional protection in addition to making the suit a legendary amplifier for magic power. The wearer can channel the pure mystic power and discharge a massive blast of ley line energy.
Minor: Halve the weight of the item (quarter if taken twice) - reduce min str to d4/d6.
Minor: +2 Armor
Minor: +5 PPE
Minor: +5 PPE
Major: Add an Edge: Blaster
Major: Spells activate as if activate on a ley line (or add +2 PPE to activation costs to Auto Raise).
Major: Add a power: Burst
Major: Add a Modifier: Greater Burst
NG Peacekeeper
EBA
+7 Armor, +1 Toughness/+9 Armor, +2 Toughness
Min Str: d4/d8
Weight: 16/27
Rarity: −1
Price: 40,000
Notes: Attaching “tactical” plates adds weight and +2 Armor +1 Toughness, takes 4 actions.
Modern tactical armored vest with plates of pure gantrium that can be worn over a lightweight armor suit. The gantrium plates are mystically tough and afford additional protection in addition to making the suit a legendary amplifier for magic power. The wearer can channel the pure mystic power and discharge a massive blast of ley line energy.
Minor: Halve the weight of the item (quarter if taken twice) - reduce min str to d4/d6.
Minor: +2 Armor
Minor: +5 PPE
Minor: +5 PPE
Major: Add an Edge: Blaster
Major: Spells activate as if activate on a ley line (or add +2 PPE to activation costs to Auto Raise).
Major: Add a power: Burst
Major: Add a Modifier: Greater Burst
NG Peacekeeper
EBA
+7 Armor, +1 Toughness/+9 Armor, +2 Toughness
Min Str: d4/d8
Weight: 16/27
Rarity: −1
Price: 40,000
Notes: Attaching “tactical” plates adds weight and +2 Armor +1 Toughness, takes 4 actions.
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Re: The Bleak Tome - The Haul
Brilliant. I like it.Venatus Vinco wrote: ↑Tue Jan 04, 2022 11:06 am I am thinking of adding gantrium plates or something like this to Peacekeeper armor.
Modern tactical armored vest with plates of pure gantrium that can be worn over a lightweight armor suit. The gantrium plates are mystically tough and afford additional protection in addition to making the suit a legednary amplifier for magic power.
Minor: Halve the weight of the item (quarter if taken twice) - reduce min str to d4/d6.
Minor: +2 Armor
Major: +1 die type to spell casting
Major: Spells activate as if activate on a ley line (or add +2 PPE to activation costs to Auto Raise).
NG Peacekeeper
EBA
+5 Armor, +1 Toughness/+7 Armor, +2 Toughness
Min Str: d4/d8
Weight: 16/27
Rarity: −1
Price: 40,000
Notes: Attaching “tactical” plates adds weight and +2 Armor +1 Toughness, takes 4 actions.
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Re: The Bleak Tome - The Haul
Okay. I worked this up.
Mind Circlet
This silver circlet is made of gantrium and contains two psionic mind gems.
Blue Mind Gem: Intangibility, 35 ISP
Red Mind Gem: Barrier, 30 ISP
Upgrades
Mind Circlet
This silver circlet is made of gantrium and contains two psionic mind gems.
Blue Mind Gem: Intangibility, 35 ISP
Red Mind Gem: Barrier, 30 ISP
Upgrades
- 2 Minor: +2 Psionics rolls
- 2 Minor: 10 ISP
- Major: Innate Power: Intangibility
- Major: Innate Power: Barrier
- 2 Major: +2 die types to Psionics
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Re: The Bleak Tome - The Haul
Brutal. I like it.Heather Todd wrote: ↑Wed Jan 05, 2022 3:56 am Okay. I worked this up.
Mind Circlet
This silver circlet is made of gantrium and contains two psionic mind gems.
Blue Mind Gem: Intangibility, 35 ISP
Red Mind Gem: Barrier, 30 ISP
Upgrades
- 2 Minor: +2 Psionics rolls
- 2 Minor: 10 ISP
- Major: Innate Power: Intangibility
- Major: Innate Power: Barrier
- 2 Major: +2 die types to Psionics
Where did I put those nega-psychics...
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Re: The Bleak Tome - The Haul
Being XXVII is coming new to the group, could he come in with a factory standard "booster"?
Something like this...
4 Minors (Any minors would work, but if the cost is tied to PPE this would be useful.)
Major: Drain PPE/Stun activates with a raise. (This was kind of a core, but roleplay, thing he had in the original build that got lost in translation.)
Major: Flight pace +2 [Pace 12? (30 MPH)]
Major: Armor +2 (+12 MDC Total)
Major: Additional Action +3
Activation: X charges per day or X PPE to activate one of the major mods or whatever is best? I'm down with whatever.
A preface, only one of the majors can be active at a time.
For an IC, 1 Edge (two Hindrance Points/a whole advance) = 1 IC point.
Each level of Flight = 2 IC points, Each level of Armor = 1 IC point (Capping at 3 points for Size 1 - doesn't break my inherit limit), Additional Actions = 3 IC points.
I treated Auto Raise as one edge's worth of ability, so boosting dispel + drain = 2 IC points
So, at first glance this item looks like it has twice the "power" it should. ("9 edges" worth of power), but only one can ever be active at a time, with some kind of limiter based on the acivation cost. So really, it only ever has 2-3 "edges" worth of power active at any given time, with the remaining 1-2 edges worth of "power" assumed to come from the versatility of being able to swap which bonus is active.
Something like this...
4 Minors (Any minors would work, but if the cost is tied to PPE this would be useful.)
Major: Drain PPE/Stun activates with a raise. (This was kind of a core, but roleplay, thing he had in the original build that got lost in translation.)
Major: Flight pace +2 [Pace 12? (30 MPH)]
Major: Armor +2 (+12 MDC Total)
Major: Additional Action +3
Activation: X charges per day or X PPE to activate one of the major mods or whatever is best? I'm down with whatever.
A preface, only one of the majors can be active at a time.
For an IC, 1 Edge (two Hindrance Points/a whole advance) = 1 IC point.
Each level of Flight = 2 IC points, Each level of Armor = 1 IC point (Capping at 3 points for Size 1 - doesn't break my inherit limit), Additional Actions = 3 IC points.
I treated Auto Raise as one edge's worth of ability, so boosting dispel + drain = 2 IC points
So, at first glance this item looks like it has twice the "power" it should. ("9 edges" worth of power), but only one can ever be active at a time, with some kind of limiter based on the acivation cost. So really, it only ever has 2-3 "edges" worth of power active at any given time, with the remaining 1-2 edges worth of "power" assumed to come from the versatility of being able to swap which bonus is active.
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Re: The Bleak Tome - The Haul
I realized Kidemonas never finalized a signature item after his was rejected. So I need to make that was well.
For the legendary item I am thinking an item of maximum arcane defenses
For signature item, I am still drawing a blank. I think it would be cool to have something that allows teleporting as a free action (modified adept) or something like that?
For the legendary item I am thinking an item of maximum arcane defenses
- Arcane Protection
- Arcane Protection (Improved)
- Strong Will
- Iron Will
- +2 to Spirit rolls
For signature item, I am still drawing a blank. I think it would be cool to have something that allows teleporting as a free action (modified adept) or something like that?
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Re: The Bleak Tome - The Haul
I suggest also adding +2 to Smarts rolls (you've got room for two more Minors, there)--protects against the odd Powers that work on Smarts instead of Spirit. (He's a dragon, he should be able to make the Vigor/Strength resistance rolls.)Ndreare wrote: ↑Mon Jan 17, 2022 6:10 am I realized Kidemonas never finalized a signature item after his was rejected. So I need to make that was well.
For the legendary item I am thinking an item of maximum arcane defenses
- Arcane Protection
- Arcane Protection (Improved)
- Strong Will
- Iron Will
- +2 to Spirit rolls
For signature item, I am still drawing a blank. I think it would be cool to have something that allows teleporting as a free action (modified adept) or something like that?
Re: The Bleak Tome - The Haul
Talisman of the Feral Warrior. Enchanted Item, gives her +2 Fighting, +2 Parry, , Trademark Weapon and Imp. Trademark Weapon (x2 both, once for each claw).
Adriana Da Silva
Cheatsheet
Re: The Bleak Tome - The Haul
Thank you for allowing me to join your group. You mentioned that my character would start at same level as the others. Additionally you said to take/make a Legendary Item in order to be on par with the others.
Here is my attempt at making an item for Blackfish [Combat Mage].
Legendary Item (GM: Snake Eyes)
- Erebos Legendary Shadow Armored Cloak
Base: +2A, +1T, +2 Stealth (Does not stack with other armor)
Minor- +5 PPE
- +5 PPE
- +5 PPE
- +5 PPE
- Fear (cost 5 PP per hour)
- Invisibility (cost 5 PP per hour)
- Summon Ally (Shadow Beast, only one Shadow Beast at a time, cost 10 PP per hour)
- Beast Bond (Shadeling Only, only one Shadeling at a time, cost 5 PP per hour)
Dan (Lars)
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Re: The Bleak Tome - The Haul
Few items and questions:Blackfish wrote: ↑Mon Jan 17, 2022 12:37 pm
Legendary Item (GM: Snake Eyes)Thoughts?
- Erebos Legendary Shadow Armored Cloak
Base: +2A, +1T, +2 Stealth (Does not stack with other armor)
MinorMajor
- +5 PPE
- +5 PPE
- +5 PPE
- +5 PPE
- Fear (cost 5 PP per hour)
- Invisibility (cost 5 PP per hour)
- Summon Ally (Shadow Beast, only one Shadow Beast at a time, cost 10 PP per hour)
- Beast Bond (Shadeling Only, only one Shadeling at a time, cost 5 PP per hour)
Dan (Lars)
1: The Cloak actually should stack with Body Armor, unless said Body Armor is MDC (in which case, the Toughness does still stack with any provided by the Body Armor).
2: Where did the stealth bonus on the Armored Cloak come from?
3: Beast Bond doesn't actually give you an animal; it simply gives you a stronger connection to any animals you have. Beast Master would give you an animal companion, but even then, it would be a mundane creature, not a Shadeling or other supernatural 'beast'. The closest I can see to something like this would be the Familiar Link Edge, which lets you build an 'enhanced' animal of some sort--but it probably wouldn't come out doing 5d6 claw damage.
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Re: The Bleak Tome - The Haul
Freemage wrote: ↑Mon Jan 17, 2022 1:13 pmFew items and questions:Blackfish wrote: ↑Mon Jan 17, 2022 12:37 pm
Legendary Item (GM: Snake Eyes)Thoughts?
- Erebos Legendary Shadow Armored Cloak
Base: +2A, +1T, +2 Stealth (Does not stack with other armor)
MinorMajor
- +5 PPE
- +5 PPE
- +5 PPE
- +5 PPE
- Fear (cost 5 PP per hour)
- Invisibility (cost 5 PP per hour)
- Summon Ally (Shadow Beast, only one Shadow Beast at a time, cost 10 PP per hour)
- Beast Bond (Shadeling Only, only one Shadeling at a time, cost 5 PP per hour)
Dan (Lars)
1: The Cloak actually should stack with Body Armor, unless said Body Armor is MDC (in which case, the Toughness does still stack with any provided by the Body Armor).
Okay thank you. I’ll get that fixed. - Lars
2: Where did the stealth bonus on the Armored Cloak come from?
Honestly from rewriting this thing so many times before posting it. Need to remove it, gotcha. - Lars
3: Beast Bond doesn't actually give you an animal; it simply gives you a stronger connection to any animals you have. Beast Master would give you an animal companion, but even then, it would be a mundane creature, not a Shadeling or other supernatural 'beast'. The closest I can see to something like this would be the Familiar Link Edge, which lets you build an 'enhanced' animal of some sort--but it probably wouldn't come out doing 5d6 claw damage.
So, Shaddow Beast is ok? It’s just Beast Bind that’s wrong? Copy. Maybe I’ll just have it so only shadow beast is possible. I don’t want to get too OP. Pick something else for this Mod.
Thank you!
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Re: The Bleak Tome - The Haul
Legendary Item — Blackfish [Combat Mage].
UPDATE
Legendary Item (GM: Snake Eyes)
- Erebos Legendary Shadow Armored Cloak
Base: +2A, +1T (MDC, base Armor does not stack).
Minor- +5 PPE
- +5 PPE
- +5 PPE
- +5 PPE
- Greater Fear (cost 5 PP per hour)
- Greater Invisibility (self only, cost 5 PP per hour)
- Summon Ally (Shadow Beast, each Shadow Beast cost 10 PP per hour)
- Grow/Shrink (Varies per Spell, Self Only)
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Re: The Bleak Tome - The Haul
Excellent thinking.Freemage wrote: ↑Mon Jan 17, 2022 11:16 amI suggest also adding +2 to Smarts rolls (you've got room for two more Minors, there)--protects against the odd Powers that work on Smarts instead of Spirit. (He's a dragon, he should be able to make the Vigor/Strength resistance rolls.)Ndreare wrote: ↑Mon Jan 17, 2022 6:10 am I realized Kidemonas never finalized a signature item after his was rejected. So I need to make that was well.
For the legendary item I am thinking an item of maximum arcane defenses
- Arcane Protection
- Arcane Protection (Improved)
- Strong Will
- Iron Will
- +2 to Spirit rolls
For signature item, I am still drawing a blank. I think it would be cool to have something that allows teleporting as a free action (modified adept) or something like that?
@Snake Eyes for his signature item now that we have the golem heart and are back home I am going to write up the "idea" for it.
Basically it lets Kidemonas draw on the residual power in it and imitate the golems enchantments on himself. Snake Eyes's helpers can help him turn it into a Dragon sized necklace.
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: The Bleak Tome - The Haul
I'm good with it.Ndreare wrote: ↑Tue Jan 18, 2022 1:16 pmExcellent thinking.Freemage wrote: ↑Mon Jan 17, 2022 11:16 amI suggest also adding +2 to Smarts rolls (you've got room for two more Minors, there)--protects against the odd Powers that work on Smarts instead of Spirit. (He's a dragon, he should be able to make the Vigor/Strength resistance rolls.)Ndreare wrote: ↑Mon Jan 17, 2022 6:10 am I realized Kidemonas never finalized a signature item after his was rejected. So I need to make that was well.
For the legendary item I am thinking an item of maximum arcane defenses
- Arcane Protection
- Arcane Protection (Improved)
- Strong Will
- Iron Will
- +2 to Spirit rolls
For signature item, I am still drawing a blank. I think it would be cool to have something that allows teleporting as a free action (modified adept) or something like that?
@Snake Eyes for his signature item now that we have the golem heart and are back home I am going to write up the "idea" for it.
Basically it lets Kidemonas draw on the residual power in it and imitate the golems enchantments on himself. Snake Eyes's helpers can help him turn it into a Dragon sized necklace.
Beware the mesmerizing eyes of the snake!
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Re: The Bleak Tome - The Haul
Hi - uh, new guy here.
OK if the artificer really can make legendary items then after seeing what y'all have come up with, I propose the following:
Zissou's Cyber-Sharktopus Tentacles
Base Item: Extra Arms cybermystic enhancement in the form of 2 prehensile tentacles with grasping digits/claws at the terminus (estimate: 250,000 credits, normally 2 strain), gain Nonstandard Build (minor) and x3 cost (non-standard build) = 750,000 credits with a conversion cost of 150,000 credits plus 3d12 hours
The tentacles function as natural weapons similar to vambraces, 2d4 base damage, AP10 MDC. Powers below are activated with Electronics skill.
Cyber-Arms addition allows for -2 MAP each turn and Reach of +0 to +2. The arms are prehensile and can use/manipulate objects of tiny to large sizes (huge depending on weight limit and strength).
The arms are lightweight and fold into a pack worn on/around the user's torso and have been integrated into Vito's armor. Deploying and folding them are free actions (only one fold or deploy can be done in a round) While deployed, the arms cost 1 PPE per hour to operate.
Major upgrades (4):
The arms' special abilities are self-powered (10 PPE) and recharge at a rate of 5 PPE/hour. 30,000 credits
The tentacles can also rotate and stretch around the body, generating heightened defenses in moving the user's body (dodging) or deflecting attacks (Effective Power: Deflection, must be activated) 20,000 credits
The control module for the arms is programmed and constantly updated with the latest tactical techniques of most known and newly encountered races and therefore can adapt the user's abilities to deal with threats. This benefit is not limited to the arms themselves but also any integrated weapon to the control module OR any natural weapons of the wearer, melee or ranged. Integrating a weapon is usually done at time of installation. Replacing or integrating a new weapon after installation requires an additional 2d6 hours of work and costs 25,000 credits. The control module and its effects are mystical in nature and powered by PPE but cannot power other weapons or armor. (Effective Power: Warrior's Gift, always available to be activated, even when arms stowed) 20,000 credits
The arms operate instinctively with very little conscious thought by the wearer (Edge: Trademark Weapon, must be deployed) 25,000 credits
Total Major: 90,000 credits plus 4d6 days plus 9d6 hours
Minor upgrades (4):
Cyber Arms are made of a silver/alien alloy (what's this gantrium stuff?) which is magically linked to the neuromuscular system of the host creature and is incredibly light, so it is only superficially physically intrusive. As the connections are mystical/mental and not neurally invasive, there is no strain for the base item (-1 strain taken twice) 10,000 credits
When deployed, the arms offer considerable balance, versatility and speed, equaling a bonus of +1 to Athletics trait rolls, taken twice for +2 total 10,000 credits
Total Minor: 20,000 credits and 8d6 hours
Restrictions:
Some abilities only work when deployed (Deflection, Athletics bonus, TMW). Free Action to deploy but not always available for passive or surprise situations. Warrior's Gift is a function of the control module and is available even when the arms are stowed.
Total costs:
Base item: 900,000 credits
Major mods: 95,000 credits
Minor mods: 20,000 credits
Integration into existing armor: 30,000 credits
= 1.045 million credits
Total time: 4d6 days +3d12 hours +17d6 hours
Total net strain cost: 0
OK if the artificer really can make legendary items then after seeing what y'all have come up with, I propose the following:
Zissou's Cyber-Sharktopus Tentacles
Base Item: Extra Arms cybermystic enhancement in the form of 2 prehensile tentacles with grasping digits/claws at the terminus (estimate: 250,000 credits, normally 2 strain), gain Nonstandard Build (minor) and x3 cost (non-standard build) = 750,000 credits with a conversion cost of 150,000 credits plus 3d12 hours
The tentacles function as natural weapons similar to vambraces, 2d4 base damage, AP10 MDC. Powers below are activated with Electronics skill.
Cyber-Arms addition allows for -2 MAP each turn and Reach of +0 to +2. The arms are prehensile and can use/manipulate objects of tiny to large sizes (huge depending on weight limit and strength).
The arms are lightweight and fold into a pack worn on/around the user's torso and have been integrated into Vito's armor. Deploying and folding them are free actions (only one fold or deploy can be done in a round) While deployed, the arms cost 1 PPE per hour to operate.
Major upgrades (4):
The arms' special abilities are self-powered (10 PPE) and recharge at a rate of 5 PPE/hour. 30,000 credits
The tentacles can also rotate and stretch around the body, generating heightened defenses in moving the user's body (dodging) or deflecting attacks (Effective Power: Deflection, must be activated) 20,000 credits
The control module for the arms is programmed and constantly updated with the latest tactical techniques of most known and newly encountered races and therefore can adapt the user's abilities to deal with threats. This benefit is not limited to the arms themselves but also any integrated weapon to the control module OR any natural weapons of the wearer, melee or ranged. Integrating a weapon is usually done at time of installation. Replacing or integrating a new weapon after installation requires an additional 2d6 hours of work and costs 25,000 credits. The control module and its effects are mystical in nature and powered by PPE but cannot power other weapons or armor. (Effective Power: Warrior's Gift, always available to be activated, even when arms stowed) 20,000 credits
The arms operate instinctively with very little conscious thought by the wearer (Edge: Trademark Weapon, must be deployed) 25,000 credits
Total Major: 90,000 credits plus 4d6 days plus 9d6 hours
Minor upgrades (4):
Cyber Arms are made of a silver/alien alloy (what's this gantrium stuff?) which is magically linked to the neuromuscular system of the host creature and is incredibly light, so it is only superficially physically intrusive. As the connections are mystical/mental and not neurally invasive, there is no strain for the base item (-1 strain taken twice) 10,000 credits
When deployed, the arms offer considerable balance, versatility and speed, equaling a bonus of +1 to Athletics trait rolls, taken twice for +2 total 10,000 credits
Total Minor: 20,000 credits and 8d6 hours
Restrictions:
Some abilities only work when deployed (Deflection, Athletics bonus, TMW). Free Action to deploy but not always available for passive or surprise situations. Warrior's Gift is a function of the control module and is available even when the arms are stowed.
Total costs:
Base item: 900,000 credits
Major mods: 95,000 credits
Minor mods: 20,000 credits
Integration into existing armor: 30,000 credits
= 1.045 million credits
Total time: 4d6 days +3d12 hours +17d6 hours
Total net strain cost: 0
Last edited by Vito on Sat Jan 29, 2022 3:52 pm, edited 5 times in total.
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Re: The Bleak Tome - The Haul
All looks fine to me. <doubles enemies in each encounter>Vito wrote: ↑Mon Jan 24, 2022 8:53 pm Hi - uh, new guy here.
OK if the artificer really can make legendary items then after seeing what y'all have come up with, I propose the following:
Zissou's Cyber-Sharktopus Tentacles
...
Total costs:
Base item: 900,000 credits
Major mods: 95,000 credits
Minor mods: 20,000 credits
Integration into existing armor: 30,000 credits
= 1.045 million credits
Total time: 4d6 days +3d12 hours +17d6 hours
Total net strain cost: 0
Beware the mesmerizing eyes of the snake!
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Re: The Bleak Tome - The Haul
This @Snake Eyes guy have any opininion on the one I posted?
Custos CarcerisXXVII wrote: ↑Fri Jan 07, 2022 7:58 pm Being XXVII is coming new to the group, could he come in with a factory standard "booster"?
Something like this...
4 Minors (Any minors would work, but if the cost is tied to PPE this would be useful.)
Major: Drain PPE/Stun activates with a raise. (This was kind of a core, but roleplay, thing he had in the original build that got lost in translation.)
Major: Flight pace +2 [Pace 12? (30 MPH)]
Major: Armor +2 (+12 MDC Total)
Major: Additional Action +3
Activation: X charges per day or X PPE to activate one of the major mods or whatever is best? I'm down with whatever.
A preface, only one of the majors can be active at a time.
For an IC, 1 Edge (two Hindrance Points/a whole advance) = 1 IC point.
Each level of Flight = 2 IC points, Each level of Armor = 1 IC point (Capping at 3 points for Size 1 - doesn't break my inherit limit), Additional Actions = 3 IC points.
I treated Auto Raise as one edge's worth of ability, so boosting dispel + drain = 2 IC points
So, at first glance this item looks like it has twice the "power" it should. ("9 edges" worth of power), but only one can ever be active at a time, with some kind of limiter based on the acivation cost. So really, it only ever has 2-3 "edges" worth of power active at any given time, with the remaining 1-2 edges worth of "power" assumed to come from the versatility of being able to swap which bonus is active.
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Re: The Bleak Tome - The Haul
I had hoped some of the other GMs might weigh in since I'm terrible at this and was not able to focus much on it. I like the idea. I hope I'm not letting you loot the candy store. In the interest of keeping some consistency in item activation, make it activated by PPE rather than charges. Let's assume that the spell / power / edge being activated is the Mega version for PPE cost, plus whatever mods make it what it is. (So, Armor would be equivalent to the Protection power with the appropriate mods to make it MDC (Base power +1, Greater Protection +3, More Armor +1, total cost = 5). Is that fair?Custos CarcerisXXVII wrote: ↑Tue Jan 25, 2022 7:28 pm This Snake Eyes guy have any opininion on the one I posted?
Custos CarcerisXXVII wrote: ↑Fri Jan 07, 2022 7:58 pm Being XXVII is coming new to the group, could he come in with a factory standard "booster"?
Something like this...
4 Minors (Any minors would work, but if the cost is tied to PPE this would be useful.)
Major: Drain PPE/Stun activates with a raise. (This was kind of a core, but roleplay, thing he had in the original build that got lost in translation.)
Major: Flight pace +2 [Pace 12? (30 MPH)]
Major: Armor +2 (+12 MDC Total)
Major: Additional Action +3
Activation: X charges per day or X PPE to activate one of the major mods or whatever is best? I'm down with whatever.
A preface, only one of the majors can be active at a time.
For an IC, 1 Edge (two Hindrance Points/a whole advance) = 1 IC point.
Each level of Flight = 2 IC points, Each level of Armor = 1 IC point (Capping at 3 points for Size 1 - doesn't break my inherit limit), Additional Actions = 3 IC points.
I treated Auto Raise as one edge's worth of ability, so boosting dispel + drain = 2 IC points
So, at first glance this item looks like it has twice the "power" it should. ("9 edges" worth of power), but only one can ever be active at a time, with some kind of limiter based on the acivation cost. So really, it only ever has 2-3 "edges" worth of power active at any given time, with the remaining 1-2 edges worth of "power" assumed to come from the versatility of being able to swap which bonus is active.
Beware the mesmerizing eyes of the snake!
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Re: The Bleak Tome - The Haul
Major: Edge: Expert Blaster
Major: Master Blaster
Minor: +5 p.p.e.
Minor: +5 p.p.e.
What appears to be an ordinary cowboy hat has a magical band sewn into the inside. This band consists of circuitry that allows Fernando to unleash his psychic fury. It was given to him as a gift from a technomancer friend that he helped move. Do you know how heavy that stuff is? Yikes.
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Re: The Bleak Tome - The Haul
These are Legendary items, so for enchanted you should be able to get 4 minors and 4 majors, @Stoic.
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Re: The Bleak Tome - The Haul
Overdrive Systems Booster
The high probability of Carceris unit XXVII arriving on Rifts Earth could grant access to highly valuable intelligence. The volatility of that locale is the deciding factor in our decision to include the Overdrive systems booster. Used appropriately, an overdrive poses little threat to the unit and can dramatically enhance the units physical or magical defenses, mobility or combat effctiveness. The unit's Custos will insure the overdrive is used properly.
Carceris units with an overdrive have a socket installed in their chest that are sized to accept a large gem. A gem etched with arcane formula is enchanted to enhance various core and subsystems of the unit. When the gem is slotted into the socket, it glows faintly. In XVVII's case, this gem is a diamond.
Overclocked Arcane Circuitry: Drain PPE and Arcane Protection always activate with a raise when cast.
Amplified Propulsion Focus: Flight pace increases to Pace 12 (30 MPH)
Alchemical Hardening: Armor increases to +12 MDC and gains the effects of the Iron Jaw Edge.
Thaumatemporal Synaptic Enhancement: XXVII may take one additional action per turn at no MAP penalty.
Arcane Battery: The overdive system contains 20 PPE which the caster can access. It recharges as usual for enchanted items.
The high probability of Carceris unit XXVII arriving on Rifts Earth could grant access to highly valuable intelligence. The volatility of that locale is the deciding factor in our decision to include the Overdrive systems booster. Used appropriately, an overdrive poses little threat to the unit and can dramatically enhance the units physical or magical defenses, mobility or combat effctiveness. The unit's Custos will insure the overdrive is used properly.
Carceris units with an overdrive have a socket installed in their chest that are sized to accept a large gem. A gem etched with arcane formula is enchanted to enhance various core and subsystems of the unit. When the gem is slotted into the socket, it glows faintly. In XVVII's case, this gem is a diamond.
Overclocked Arcane Circuitry: Drain PPE and Arcane Protection always activate with a raise when cast.
Amplified Propulsion Focus: Flight pace increases to Pace 12 (30 MPH)
Alchemical Hardening: Armor increases to +12 MDC and gains the effects of the Iron Jaw Edge.
Thaumatemporal Synaptic Enhancement: XXVII may take one additional action per turn at no MAP penalty.
Arcane Battery: The overdive system contains 20 PPE which the caster can access. It recharges as usual for enchanted items.
- Activation: Only one of the four modes can be active at any time. Once per turn as a free action, the active mode can be changed by spending 5 PPE.
Last edited by Custos CarcerisXXVII on Wed Jan 26, 2022 10:09 pm, edited 1 time in total.
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Re: The Bleak Tome - The Haul
Looks good to me. Approved unless someone objects.Custos CarcerisXXVII wrote: ↑Wed Jan 26, 2022 9:35 pm Overdrive Systems Booster
The high probability of Carceris unit XXVII arriving on Rifts Earth could grant access to highly valuable intelligence. The volatility of that locale is the deciding factor in our decision to include the Overdrive systems booster. Used appropriately, an overdrive poses little threat to the unit and can dramatically enhance the units physical or magical defenses, mobility or combat effctiveness. The unit's Custos will insure the overdrive is used properly.
Carceris units with an overdrive have a socket installed in their chest that are sized to accept a large gem. A gem etched with arcane formula is enchanted to enhance various core and subsystems of the unit. When the gem is slotted into the socket, it glows faintly. In XVVII's case, this gem is a diamond.
Overclocked Arcane Circuitry: Drain PPE and Arcane Protection always activate with a raise when cast.
Amplified Propulsion Focus: Flight pace increases to Pace 12 (30 MPH)
Alchemical Hardening: Armor increases to +12 MDC and Toughness increases by +2 (5 PPE).
Thaumatemporal Synaptic Enhancement: XXVII may take one additional action per turn at no MAP penalty.
Arcane Battery: The overdive system contains 20 PPE which the caster can access. It recharges as usual for enchanted items.
- Activation: Only one of the four modes can be active at any time. Once per turn as a free action, the active mode can be changed by spending 5 PPE.
Beware the mesmerizing eyes of the snake!
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Re: The Bleak Tome - The Haul
Talisman of Fates
One of many artifacts in the possession of the serpent mage Setnaja's reliquaries this talisman was given to Kidemonas in appreciation for his work and somewhat exchange for the Gantrium delivered. Having long outgrown the talisman and himself Setnaja no longer needed the talisman. When worn the being who possesses the talisman finds its fusion with the arcane enhanced gaining an presentient awareness and slight ability to twist the fate to come.
One of many artifacts in the possession of the serpent mage Setnaja's reliquaries this talisman was given to Kidemonas in appreciation for his work and somewhat exchange for the Gantrium delivered. Having long outgrown the talisman and himself Setnaja no longer needed the talisman. When worn the being who possesses the talisman finds its fusion with the arcane enhanced gaining an presentient awareness and slight ability to twist the fate to come.
Legendary Magic Item
, and of course update your signatures!
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Re: The Bleak Tome - The Haul
@Ndreare Looks good to me.Ndreare wrote: ↑Sat Jan 29, 2022 8:13 am Talisman of Fates
One of many artifacts in the possession of the serpent mage Setnaja's reliquaries this talisman was given to Kidemonas in appreciation for his work and somewhat exchange for the Gantrium delivered. Having long outgrown the talisman and himself Setnaja no longer needed the talisman. When worn the being who possesses the talisman finds its fusion with the arcane enhanced gaining an presentient awareness and slight ability to twist the fate to come.
Legendary Magic Item
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