PW Out of Character

GM: Ndreare
The roughest, toughest, mercenaries in the Three Galaxies.
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Ndreare
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PW Out of Character

Post by Ndreare »

A place for out of character stuff.

Copy and paste for Initiative

Abreaz (Quick, ILH) 3d56
Death Otter 1d56
Ramson (Tac) 1d56
Power Dump (ILH) 3d56
Sa’Maku 1d56
Nimbus 1d56
Malcom 1d56
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Axel Krowe
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Re: PW Out of Character

Post by Axel Krowe »

Splugorth Slaver’s Net Gun
  • Type of Item: A bulky alien looking rifle
  • Enchantments (Two Major, Two Minor): Entangle, Power Mastery Edge, +5 PPE, +5 PPE
  • P.P.E.: 15
  • Trait: Shooting
  • Trappings: Throws a glowing blue mystical net over a subject or area. The user can flip a selector switch to choose between single or group capture as well as normal or mega power usage for each.
Cost
Base Item: L-20 Pulse Rifle 25,000
Minors: +10,000 (+5 PPE x2)
Major: +20,000 (Add a Power: entangle - Novice)
Major: +20,000 (Add an Edge: Power Mastery - Novice)
Total: 75,000
Axel Krowe, BAMF
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Ndreare
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Re: PW Out of Character

Post by Ndreare »

Sa’Maku wrote: Mon Feb 25, 2019 7:17 pm Splugorth Slaver’s Net Gun
  • Type of Item: A bulky alien looking rifle
  • Enchantments (Two Major, Two Minor): Entangle, Power Mastery Edge, +5 PPE, +5 PPE
  • P.P.E.: 15
  • Trait: Shooting
  • Trappings: Throws a glowing blue mystical net over a subject or area. The user can flip a selector switch to choose between single or group capture as well as normal or mega power usage for each.
Cost
Base Item: L-20 Pulse Rifle 25,000
Minors: +10,000 (+5 PPE x2)
Major: +20,000 (Add a Power: entangle - Novice)
Major: +20,000 (Add an Edge: Power Mastery - Novice)
Total: 75,000
Works for me. Lets say you find one in the Slug section for only 99,999 TGC
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Ndreare
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Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
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Re: PW Out of Character

Post by Ndreare »

Death Otter wants a Ultra High end 3d Printer and Jon was asking about getting it for her.


The printer and 10 pounds of various materials will cost $20,000.

Unless there is a book item to use for reference pricing.


PS: I think the cost should come out of "Group Loot".
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
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Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: PW Out of Character

Post by Ndreare »

Death Disk Weapons System
Malkovich Enterprises
This highly sophisticated weapon combines a miniaturized computer guidance system with a battery-powered contra-gravity system to produce a flying buzz-saw! The spinning. "buzz-saw" disk is released from a wrist mounting on the arm and flies to attack one target attacking repeatedly, or to strike at several targets, or even follow one specific target for several yards!

The weapon system consists of a 5 inch widc ( 1 2.7 cm) jagged disk with mono-molecular M.D.C. edges and a wrist mounting that can be built into body amboy. power amber, cyborg and robot limbs. or wom as a long metallic glove. At the center of the disk is a smaller, slightly thicker disk which contains both !he guidance system and the contra-gravity generator. A laser aiming system is built into the wrist mounting/disk launcher and can be linked to a pleads-Up-Display (HUD) built into a helmet.
The weapon user designates a target by "pinging" him with a low-power laser beam (inflicts no damage). A split-second later, the disk is flung from the wrist mounting and flies towards the target at bullet speed.
Multiple targets can be selected by "illuminating" them with the laser aiming system, one after another the disk strikes at the first victim and then immediately changes trajectory to strike whatever target is designated next by the laser. Keeping the laser trained on one target will cause the disk to strike that target repeatedly. Each laser designation requires the character using the death disk to point and aim at each desired target, making this primarily a "line of sight" system. Each act of pointing or targeting action counts as an action. The disk will fly from one target to the next and finally dart back towards the shooter and reattach itself to the wrist mounting at the end of the melee round (~6 second period).
The shooter can also send the disk on a "search and destroy" mission. in which the computer guidance system will follow one specific target whose image is temporarily stored in a memory chip on the disk and pursue that target until it strikes. In this mode the disk can move through crowds and around obstacles to strike the designated target. but only once. If the target, hides behind a barrier and the disk cannot get to him within one round. It flies back to the shooter. reattaches itself to the mechanism and waits to be fired again (at the same or a different target).
Note: In both modes, the disk is self-guided; Has a d8 for Fighting and Agility Parry of 6 (-2 to be hit with attacks because of size). If it hits an obstacle (like some body leaping in front of it or a fake field barricading its way, the disk hits the interfering target and returns to the shooter.
Weight: 7 lbs. (3.2 kg) counting both the disks and the wrist housing/metallic glove.
Mega-Damage: 2D6 M.D. AP 4 per strike
Rate of Fire: Special - The launched disk will make three attacks per turn in in normal mode and requires 1 action from the user or 1 attack in Seek and Destroy mode.
Maximum Effective Range: 18” in normal mode or 48” in Seek and Destroy mode.
Payload: One disk. The battery on the glove launcher has an 18 hour life even with frequent use, before requiring recharging (takes three hours to recharge). Two spare disks can be carried in a pouch that can be attached to a belt. A spare can only be used when the original disk is destroyed; the aiming and guidance system cannot coordinate the attacks of more than a single disk.
It takes two melee Rounds (30 seconds) for the launch and targeting system to link with and encode with the new disk. Each disk has an Toughness 10.
Cost: 80,000 credits. Each battery costs 500 credits. The old battery can be Removed and a new battery hooked-up in 1d4 minutes. New Blades cost 10,000 credits each.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: PW Out of Character

Post by Ndreare »

RFT wrote: Tue Mar 19, 2019 1:16 pm Death Otter wants a Ultra High end 3d Printer and Jon was asking about getting it for her.


The printer and 10 pounds of various materials will cost $20,000.

Unless there is a book item to use for reference pricing.


PS: I think the cost should come out of "Group Loot".
Edit, there was a book price. So...

High end 3d Printer
The printer will cost 5,000.
Materials will vary, but the black box will be a token amount not worth accounting like a few hundred credits.

PS: I think the cost should come out of "Group Loot".
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: PW Out of Character

Post by Freemage »

If it's ultimately a 'group possession'--something anyone can make personal use of if they provide the base materials--then yes, it should come out of group funds. If DO wants exclusive ownership rights, then she can buy it.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: PW Out of Character

Post by Ndreare »

Okay, look like I failed to cover the base language. So everyone please write you primary language on your sheet. I strongly suggest Trade 6 so everyone is on the same page.

Please reply here when done.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: PW Out of Character

Post by Ramson Gourdaine »

Trade 6 for Ramson. He probably hasn't spoken Simvan for more than a decade (possibly two), so he's probably a little rusty.
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





Rinoa Crescent
Posts: 49
Joined: Tue Apr 09, 2019 7:47 am

Re: PW Out of Character

Post by Rinoa Crescent »

Rinoa has Trade 6 on her sheet. can I get her moved out of recuitment?
Status Tracker
Rinoa Cresent

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP: 20 / 10
Bennies: 2 / 3
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Pace: d6 ; Parry: 8 ; Toughness: 9 (4)

Skill of Note: Shooting d12+2 (Wild Die d10)
  • Ace: Add +2 to Pilot, Drive and Boating Skills
  • Combat Ace: May use 1 extra weapon system before MAP penalties.
  • AB: Psionic (with Master and Major Psionic)
  • Elan: +2 when using a benny
    • Boost/Lower Trait (PPE: 2)
    • Clairvoyance
    • Telepathy
    • Professional, Expert, Master in Shooting.
Angelo (Kittani Transformable Robot Fighter)
Robot Armor Notes
  • (*): Numbers in () are while telemechanics is active, these are replacement, not additive.
  • (**): 6 AP from ballistic weapons except rail guns are negated.
Attributes: Strength d12+3
Pace: 20(2d6 MAP) ; Parry: 9(10*) ; Toughness: 21 (8**)
Melee Skill: Fighting d12
Soak Skill: Piloting d12+2(4*)
Weapon System skill: Shooting d12+2 (Wild Die d10)
Other Bonuses
  • Sensors: +2 on Notice Checks
    Targeting System: offset -2 shooting penalties
  • Always considered armed
  • Cannot use Combat Edges in Robot Armor
Weapon Systems
  • 2 x Pulse Cannons (Fixed Vehicle Medium Ion Weapon)
    • Range: 40/80/160
    • Damage: 4d8
    • ROF: 1
    • AP: 4
    • Shots: Unlimited
    • Note: MBT
  • 2 x Mini-Missile Launchers
    • Range: 100/200/400
    • Damage: 5d6
    • ROF: 1
    • AP: 6
    • Shots: 12
  • Dual Linked Light Laser Turret (head mounted)
    • Range: 150/300/600
    • Damage: 2d10+2
    • ROF: 1
    • AP: 5
    • Shots: unlimited
    • Notes: +1 to Hit due to Linked
  • Forearm Energy Blade (2)
    • Range: Melee
    • Damage: STR + d12+1
    • AP: 4
    • Notes: Mega Damage, Built into each forearm.
Edit Signature
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Fiona Gladbrooke
Posts: 103
Joined: Mon Mar 11, 2019 8:51 pm

Re: PW Out of Character

Post by Fiona Gladbrooke »

Fiona speaks all languages and has been using whatever the lingua franca of the crew is.
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: PW Out of Character

Post by Ndreare »

Rinoa Crescent wrote: Thu Apr 18, 2019 12:04 pm Rinoa has Trade 6 on her sheet. can I get her moved out of recuitment?
Yes, but just so you know the link in your signature is actually to the OOC chat, and not to your character.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Rinoa Crescent
Posts: 49
Joined: Tue Apr 09, 2019 7:47 am

Re: PW Out of Character

Post by Rinoa Crescent »

actually it's a link that doesn't go anywhere cause I need to update it still
Status Tracker
Rinoa Cresent

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP: 20 / 10
Bennies: 2 / 3
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Pace: d6 ; Parry: 8 ; Toughness: 9 (4)

Skill of Note: Shooting d12+2 (Wild Die d10)
  • Ace: Add +2 to Pilot, Drive and Boating Skills
  • Combat Ace: May use 1 extra weapon system before MAP penalties.
  • AB: Psionic (with Master and Major Psionic)
  • Elan: +2 when using a benny
    • Boost/Lower Trait (PPE: 2)
    • Clairvoyance
    • Telepathy
    • Professional, Expert, Master in Shooting.
Angelo (Kittani Transformable Robot Fighter)
Robot Armor Notes
  • (*): Numbers in () are while telemechanics is active, these are replacement, not additive.
  • (**): 6 AP from ballistic weapons except rail guns are negated.
Attributes: Strength d12+3
Pace: 20(2d6 MAP) ; Parry: 9(10*) ; Toughness: 21 (8**)
Melee Skill: Fighting d12
Soak Skill: Piloting d12+2(4*)
Weapon System skill: Shooting d12+2 (Wild Die d10)
Other Bonuses
  • Sensors: +2 on Notice Checks
    Targeting System: offset -2 shooting penalties
  • Always considered armed
  • Cannot use Combat Edges in Robot Armor
Weapon Systems
  • 2 x Pulse Cannons (Fixed Vehicle Medium Ion Weapon)
    • Range: 40/80/160
    • Damage: 4d8
    • ROF: 1
    • AP: 4
    • Shots: Unlimited
    • Note: MBT
  • 2 x Mini-Missile Launchers
    • Range: 100/200/400
    • Damage: 5d6
    • ROF: 1
    • AP: 6
    • Shots: 12
  • Dual Linked Light Laser Turret (head mounted)
    • Range: 150/300/600
    • Damage: 2d10+2
    • ROF: 1
    • AP: 5
    • Shots: unlimited
    • Notes: +1 to Hit due to Linked
  • Forearm Energy Blade (2)
    • Range: Melee
    • Damage: STR + d12+1
    • AP: 4
    • Notes: Mega Damage, Built into each forearm.
Edit Signature
User avatar
Death Otter
Posts: 155
Joined: Fri Oct 05, 2018 9:25 pm

Re: PW Out of Character

Post by Death Otter »

Trade 6 for Otter, I expect...and now I know what to save up for. Translator!
User avatar
Pursuit
Game Master
Posts: 1211
Joined: Thu Jan 04, 2018 9:21 am

Re: PW Out of Character

Post by Pursuit »

I've got Trade 4 on my sheet b/c that's what was closest to American in the PW book. I'm happy to do Trade 6 instead. Whatever the team picks is fine by me.
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: PW Out of Character

Post by Ndreare »

Pursuit wrote: Fri Apr 26, 2019 9:35 am I've got Trade 4 on my sheet b/c that's what was closest to American in the PW book. I'm happy to do Trade 6 instead. Whatever the team picks is fine by me.
I suggest changing to Trade 6 as you would be like Céline Dion.

Unless you want to spend a skill point for a second language.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Death Otter
Posts: 155
Joined: Fri Oct 05, 2018 9:25 pm

Re: PW Out of Character

Post by Death Otter »

Blurgle, sorry for my ridiculously long silence here.

Been having trouble juggling, yadda yadda...excuses are poisonous. Climbed back on top of the posts, and I think I understand where we are now. Thanks for bearing with me.
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: PW Out of Character

Post by Ndreare »

Death Otter wrote: Sat May 25, 2019 11:10 pm Blurgle, sorry for my ridiculously long silence here.

Been having trouble juggling, yadda yadda...excuses are poisonous. Climbed back on top of the posts, and I think I understand where we are now. Thanks for bearing with me.
No problem I understand life does that to us. Welcome back
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Brokner Jacobi
Posts: 31
Joined: Fri Aug 16, 2019 6:58 pm

Re: PW Out of Character

Post by Brokner Jacobi »

U.W.W. Warlock Marine Body Armor (Arzno TWA-1600 Exterminator EBA)
Standard issue for the Warlock Marines, this armor’s TW enhancements allow the user to wield weapons normally the exclusive domain of Combat Cyborgs and power armor troops. Like all U.W.W. armor, it comes standard with silver-plated spikes for fighting vampires (+1d4 damage to unarmed attacks).
Armor: +8 Armor, +3 Toughness
Strength: Add two steps to Strength for 1 Power Point per hour.
Powers: The wearer may use her own Power Points to activate the following powers with the Range (Self) limitation: boost Trait (Strength) and deflection. All can be activated using the suit’s Spellcasting of d8.
Minimum Strength: d8 (18 lb)
Cost: 185,000 credits

swapped out for

U.W.W. Warlock Marine Mechanic corp Body Armor (Triax T-13 Field Mechanic)
Standard issue for the Warlock Marines, this armor’s TW enhancements allow the user to wield weapons normally the exclusive domain of Combat Cyborgs and power armor troops. Like all U.W.W. armor, it comes standard with silver-plated spikes for fighting vampires (+1d4 damage to unarmed attacks).
Armor: +8 Armor, +3 Toughness
Strength: Add two steps to Strength for 1 Power Point per hour.
Powers: The wearer may use her own Power Points to activate the following powers with the Range (Self) limitation: boost Trait (Strength) and deflection. All can be activated using the suit’s Spellcasting of d8.
Minimum Strength: d8 (18 lb)
Cost: 115,000 credit
It also comes equipped with a sidearm shoulder holster, additional equipment pouches attached to the holster belt or the legs, and a portable tool kit attached to the waist belt.
Larger equipment and tool kits are transported by hand, but the T-13 armor has some builtin tools to facilitate field repairs.
First is a laser torch built into the right or left arm. In a pinch, the laser torch can be used as a weapon (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage).
On the opposite arm, the T-13 features an extendable robot arm, used to access small areas and conduct repairs out of the mechanic’s normal reach. The arm is fully articulated, able to use tools, pick up objects, manipulate controls, and so forth. It gives the mechanic Reach 1 and Strength d6. The robot arm is equipped with a laser finger which inflicts Str+d4 damage if used in melee.
The Field Mechanic Cyclops helmet is equipped with a pair of directional lights, as well as additional optics enhancement with 10× magnification, a thermal vision mode, and a spectrographic scanner used to locate microfractures, metal fatigue, and other subtle signs of damage.
All of this grants the wearer +2 on Repair checks.
T-13 body armor provides Full Environmental Protection.
It also has built-in mini-computers for basic functions; a communications system with a 10 mile range; public-address loudspeakers; a laser distancer; and a nightvision mode for vision
T-13 Armor has no Strength Minimum (18 lb)
User avatar
Death Otter
Posts: 155
Joined: Fri Oct 05, 2018 9:25 pm

Re: PW Out of Character

Post by Death Otter »

Worksheet
All costs pre-markup

Omniscience Sensor Array - (Note: Paid for pre-500k payout, no markup included)
Total Cost: 75,00 credits
Multi-Optics Helmet (integrated with existing armor suit)
Prep for Minor mods - 5,000
Minor - +1 Notice - 5,000
Minor - +1 Notice - 5,000
Prep for major mods - 10,000
Major - Edge: Alertness - 20,000
Major - 10 power points - 30,000

Pricing Patron Infowarfare armor for purposes of determining cost of mods:
- Find comparable Body Armor
* - Armor is light, comparable in protection to Plastic Man armor
* - Armor is concealable, similar to light Ley Line and Cyberknight armor but no penalty to Notice checks to detect it
* - Extra Protection vs electrical effects
* * * For these features, I price the armor at 25,000 credits - The Plastic Man is 18k, while the ability to wear this armor under clothes is a minor convenience, since an unmodified Notice check will still see it, that I credited for 1000 credits. The +4 versus electricity, radiation and ion attacks is however quite valuable, adding another 6,000 to the mix; a guesstimate based loosely on the light LLW armor's resistance to disease and poison vs the suit cost of 9k.
* - Advanced optics (thermal) and communications gear similar to Triax body armors - 5k
* * * The Mechanic armor has thermal vision, the standard infantry suit does not. The armors are otherwise comparable other than the Mechanic's field repair kit, which doubles as an improvised weapon. The Mechanic suit costs 15k more than the standard infantry suit. If we apportion the extra cost evenly between improved vision, repair bonus and weapon function, that gives us 5k to value each extra function.
* - Ability to interfere with radio communications in MBT (treat as a Power) - 20k
* * * Nothing else has anything like this. I figured I could treat it as a Power being added to the device, which as a major upgrade would cost 20,000 credits, even though this doesn't actually take an upgrade 'slot.'
Final Cost for T4-2044 Flexible Armored Suit (estimate): 50,000 credits

Superteching - Experimental Infowarfare Armor, +7 armor, +3 toughness, min Str 1d4, 165,000
Base Item - T4-2044 Flexible Armored Suit, +3 Armor, +2 Tough, Min Str 1d4, 50,000 (base cost for calculation purposes only, not included in final price)
- HJ Roll Purchase: +2 Armor - 50,000
- HJ Roll Purchase: +1 Toughness - 50,000
Prep - 5,000
Minor - +1 Electronics - 5,000
Minor - +2 Armor - 5,000
Prep 10,000
Major - +1d Hacking -10,000
Major - 10 power points - 30,000

Superteching - HoverSmash Hoverboard, 77,000
Base Item - Hoverboard, 2000
Prep - 5,000
Minor - +1 Piloting - 5,000
Minor - +1 Piloting - 5,000
Prep 10,000
Major - Edge: Ace - 20,000
Major - 10 point reserve - 30,000

JA-11 laser rifle, obtained via HJ roll, 80k more for upgrades
- HJ - Superior Balance negates up to 2 points of penalties for called shots, concealment, illumination or range, 40k
- HJ - AP +2, 40k

Wilk's Laser Knife, 18k
- HJ - +1 Parry - 18k
- HJ - +2 AP - 18k

Subtotal after 30%: 488,800
Last edited by Death Otter on Sat Aug 24, 2019 12:28 am, edited 11 times in total.
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: PW Out of Character

Post by Freemage »

Ramson Shopping (prices for conversions include markup):

IRMSS, because if you've got the money, why not? (42,000)

Ravager Claws (TW Vibro-Blade Vambraces):
Vibro-Blade Vambraces Str+d8, AP 6, MinStr d6, 2 lbs, 11,000
Notes: Parry +1 (must be worn as a pair for the bonus). 3 hooked blade model.
TW Conversion: 2200 (3d12 hrs)
Trapping: Sonic--sounds like a huge, snarling predator--or maybe a really pissed off opossum.
Minor Mods:
+2 Fighting (10K, 4d6 hrs)
+2 AP (5K, 2d6 hrs)
Major Mods:
Frenzy Edge (40K, 5d6 days, +1 PPE activation)
+2 DT Fighting (20K, 4d6 days)
Total Activation Cost: 2 PPE/5 Rounds
Total Price: 88,200K + 30% Mark-up = 114, 660
Total Build Time: [dice:3rg0bfpd]57286:0[/dice:3rg0bfpd] + [dice:3rg0bfpd]57286:1[/dice:3rg0bfpd] hours, [dice:3rg0bfpd]57286:2[/dice:3rg0bfpd] days =34 days, 11 hours
Final Stats: Str+d8 MD, AP 8, MinStr d6, 2 lbs, Frenzy, +1 Parry

Converting Existing Ion Pulse Rifle:
TGIP-3 Ion Pulse Rifle
24/48/96; 1 to 3d8; RoF 3; 30 Shots
Shotgun Rules: +2 Shooting
3RB: Snapfire, MD, +1 Shooting, +2 Damage
7 lbs
20K base price
Conversion Cost: 4K, 3d12 hrs
Trapping: Electrical
Minor Mods:
+4 AP (10K, 4d6 hrs)
+1 Shooting (5K, 2d6 hrs)
Major Mods:
Rock and Roll! Edge (40K, 5d6 days, +1 PPE activation)
Rapid Fire Edge (40K, 5d6 days, +1 PPE activation)
+1 DT Shooting (10K, 2d6 days)
Total Activation Cost: 4 PPE/30 rds
Total Conversion Cost: 141,700
Total Conversion Time: [dice:3rg0bfpd]57286:3[/dice:3rg0bfpd] + [dice:3rg0bfpd]57286:4[/dice:3rg0bfpd], [dice:3rg0bfpd]57286:5[/dice:3rg0bfpd] days = 36 days, 13 hours

Add an Edge to TW Hoverboard:
Major Mod: Steady Hands Edge (40K, 5d6 days, +1 PPE activation)
Mod cost: 52K
Mod Time: [dice:3rg0bfpd]57286:6[/dice:3rg0bfpd] days = 18 days

298,412 Credits so far.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Re: PW Out of Character

Post by Pursuit »

@RFT How many upgrades do you figure CK Medium Armor have? I’d guess they start with two majors (healing and relief) and one minor (environmental system). That should leave one major and two minor slots open; does that seem right to you? Note that they are no longer ridiculously lightweight, so the upgrade slots previously spent on reducing the weight are gone.
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Re: PW Out of Character

Post by Ndreare »

Brokner Jacobi wrote: Sat Aug 17, 2019 5:26 pm some stuff was here, but got deleted...

U.W.W. Warlock Marine Mechanic corp Body Armor (Triax T-13 Field Mechanic)
Standard issue for the Warlock Marines, this armor’s TW enhancements allow the user to wield weapons normally the exclusive domain of Combat Cyborgs and power armor troops. Like all U.W.W. armor, it comes standard with silver-plated spikes for fighting vampires (+1d4 damage to unarmed attacks).
Armor: +8 Armor, +3 Toughness
Strength: Add two steps to Strength for 1 Power Point per hour.
Powers: The wearer may use her own Power Points to activate the following powers with the Range (Self) limitation: boost Trait (Strength) and deflection. All can be activated using the suit’s Spellcasting of d8.
Minimum Strength: d8 (18 lb)
Cost: 115,000 credit
It also comes equipped with a sidearm shoulder holster, additional equipment pouches attached to the holster belt or the legs, and a portable tool kit attached to the waist belt.
Larger equipment and tool kits are transported by hand, but the T-13 armor has some builtin tools to facilitate field repairs.
First is a laser torch built into the right or left arm. In a pinch, the laser torch can be used as a weapon (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage).
On the opposite arm, the T-13 features an extendable robot arm, used to access small areas and conduct repairs out of the mechanic’s normal reach. The arm is fully articulated, able to use tools, pick up objects, manipulate controls, and so forth. It gives the mechanic Reach 1 and Strength d6. The robot arm is equipped with a laser finger which inflicts Str+d4 damage if used in melee.
The Field Mechanic Cyclops helmet is equipped with a pair of directional lights, as well as additional optics enhancement with 10× magnification, a thermal vision mode, and a spectrographic scanner used to locate microfractures, metal fatigue, and other subtle signs of damage.
All of this grants the wearer +2 on Repair checks.
T-13 body armor provides Full Environmental Protection.
It also has built-in mini-computers for basic functions; a communications system with a 10 mile range; public-address loudspeakers; a laser distancer; and a nightvision mode for vision
T-13 Armor has no Strength Minimum (18 lb)

This look like you are combining the old stuff with the new stuff. Most of this no longer applies to the T-13. Take a the stuff in the OOC below which is the new baseline for the T-13 and use it for building your model. I also need to see what enhancements you are adding. This one above looks to be enhanced so much it is essentially the best of two suits.
OOC Comments
armor basics.JPG
TBA.JPG
Remember to include a break down of augments.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: PW Out of Character

Post by Ndreare »

Death Otter wrote: Sat Aug 17, 2019 11:06 pm a bunch of stuff was started here but never finished...
Help me out and send me a PM when this is done. None of us will get a notification when you edit the post with your plans.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: PW Out of Character

Post by Ndreare »

Freemage wrote: Sun Aug 18, 2019 4:43 pm Ramson Shopping (prices for conversions include markup):

IRMSS, because if you've got the money, why not? (42,000)

Ravager Claws (TW Vibro-Blade Vambraces):
Vibro-Blade Vambraces Str+d8, AP 6, MinStr d6, 2 lbs, 11,000
Notes: Parry +1 (must be worn as a pair for the bonus). 3 hooked blade model.
TW Conversion: 2200 (3d12 hrs)
Trapping: Sonic--sounds like a huge, snarling predator--or maybe a really pissed off opossum.
Minor Mods:
+2 Fighting (10K, 4d6 hrs)
+2 AP (5K, 2d6 hrs)
Major Mods:
Frenzy Edge (40K, 5d6 days, +1 PPE activation)
+2 DT Fighting (20K, 4d6 days)
Total Activation Cost: 2 PPE/5 Rounds
Total Price: 88,200K + 30% Mark-up = 114, 660
Total Build Time: [dice:u6mn42cc]57286:0[/dice:u6mn42cc] + [dice:u6mn42cc]57286:1[/dice:u6mn42cc] hours, [dice:u6mn42cc]57286:2[/dice:u6mn42cc] days =34 days, 11 hours
Final Stats: Str+d8 MD, AP 8, MinStr d6, 2 lbs, Frenzy, +1 Parry

Converting Existing Ion Pulse Rifle:
TGIP-3 Ion Pulse Rifle
24/48/96; 1 to 3d8; RoF 3; 30 Shots
Shotgun Rules: +2 Shooting
3RB: Snapfire, MD, +1 Shooting, +2 Damage
7 lbs
20K base price
Conversion Cost: 4K, 3d12 hrs
Trapping: Electrical
Minor Mods:
+4 AP (10K, 4d6 hrs)
+1 Shooting (5K, 2d6 hrs)
Major Mods:
Rock and Roll! Edge (40K, 5d6 days, +1 PPE activation)
Rapid Fire Edge (40K, 5d6 days, +1 PPE activation)
+1 DT Shooting (10K, 2d6 days)
Total Activation Cost: 4 PPE/30 rds
Total Conversion Cost: 141,700
Total Conversion Time: [dice:u6mn42cc]57286:3[/dice:u6mn42cc] + [dice:u6mn42cc]57286:4[/dice:u6mn42cc], [dice:u6mn42cc]57286:5[/dice:u6mn42cc] days = 36 days, 13 hours
This looks good. I think we will need to clarify if the intent is to knock bonuses down to a total of +2/+2dt combo or if the +4 total is still acceptable. For now I am good.
Freemage wrote: Sun Aug 18, 2019 4:43 pm
Add an Edge to TW Hoverboard:
Major Mod: Steady Hands Edge (40K, 5d6 days, +1 PPE activation)
Mod cost: 52K
Mod Time: [dice:u6mn42cc]57286:6[/dice:u6mn42cc] days = 18 days

298,412 Credits so far.
I am pretty sure by intent the Steady Hands would need to be applied to the fire arm you are shooting with (or perhaps a stabilizer harness) But not to the vehicle you are piloting.

However an Enchanted pair of shooting cloves of some such could do the same thing and does not have the same restriction.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: PW Out of Character

Post by Ndreare »

Pursuit wrote: Sun Aug 18, 2019 5:12 pm @RFT How many upgrades do you figure CK Medium Armor have? I’d guess they start with two majors (healing and relief) and one minor (environmental system). That should leave one major and two minor slots open; does that seem right to you? Note that they are no longer ridiculously lightweight, so the upgrade slots previously spent on reducing the weight are gone.
Playtest 4 page 91 wrote:Techno-Wizardry Gear: Characters with an appropriate Arcane Background—or special ability—may use and power Techno-Wizardry (TW) gear with their personal pool of Power Points (PP), whether PPE or ISP. Activate TW gear embedded powers using the wielder’s PP and Arcane Skill or Spirit; Critical Failures cause Technical Difficulties, see Techno-Wizardry Gear on page 83.
Techno-Wizardry Armor Activation: TW armor requires 1 Power Point per hour to function or it loses all special abilities (including EBA) and Armor/Toughness bonuses are halved (round down).
I think based on the abilities disappearing when not charged that all those extra slots are also wasted on the basic traits of the armor (Armor and Toughness). I think this is an example of mass production making it so there are more slots available or more can be done.
However mass production also means stabilized technology and common customization.

So while I am fully admitting it is not following RAW, lets go with you have room for 1 Major and 2 minors while still being in the Heroic range.

If we want to talk about Legendary stuff then that will require a one off negotiation with a Legendary TW. But would not be impossible (or even unlikely) on Center for the right price.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Re: PW Out of Character

Post by Pursuit »

RFT wrote: Mon Aug 19, 2019 10:07 am
So while I am fully admitting it is not following RAW, lets go with you have room for 1 Major and 2 minors while still being in the Heroic range.

If we want to talk about Legendary stuff then that will require a one off negotiation with a Legendary TW. But would not be impossible (or even unlikely) on Center for the right price.
Alright, let's do this. Kharis will seek out a legendary TW to add some extras to his armor. That will give him 2 Majors and 3 Minors to play with. He already used up a Minor and a Major on his character generation shopping spree. If he can find a legendary TW, that will mean he has one Major and 2 Minors left to play with.

Helka Ohtar Battle Armor (CK Medium):
  • Minor Upgrades: +2 Armor (already purchased), +5 PPE (5,000 credits + commission), +5 PPE (5,000 credits + commission)
  • Major Upgrades: +1 die type to Strength (already purchased), teleport power (40,000 credits + commission)
Other Shopping:
  • TX-30 Ion Pulse Rifle: 25,000 credits base, +25,000 credits to add +2 AP from Ranged Weapons HJ Table
  • Vibro-Short Sword: 9,000 credits base, + 9,000 credits to add +2 AP from Close Combat Weapons HJ Table
  • NG-30 Speedster Hover Cycle: 110,000 credits @RFT, would this be "street legal," given that it has a built-in weapon? If not, I will go for the Streetrunner model instead.
Total Spend So Far: 228,000, plus legendary TW commissions
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Re: PW Out of Character

Post by Ndreare »

Pursuit wrote: Tue Aug 20, 2019 8:04 am
RFT wrote: Mon Aug 19, 2019 10:07 am
So while I am fully admitting it is not following RAW, lets go with you have room for 1 Major and 2 minors while still being in the Heroic range.

If we want to talk about Legendary stuff then that will require a one off negotiation with a Legendary TW. But would not be impossible (or even unlikely) on Center for the right price.
Alright, let's do this. Kharis will seek out a legendary TW to add some extras to his armor. That will give him 2 Majors and 3 Minors to play with. He already used up a Minor and a Major on his character generation shopping spree. If he can find a legendary TW, that will mean he has one Major and 2 Minors left to play with.

Helka Ohtar Battle Armor (CK Medium):
  • Minor Upgrades: +2 Armor (already purchased), +5 PPE (5,000 credits + commission), +5 PPE (5,000 credits + commission)
  • Major Upgrades: +1 die type to Strength (already purchased), teleport power (40,000 credits + commission)
Hook me up with a Persuasion roll to find and interact with a Legendary TW. (He will be an Asgardian Dwarf named Throrgard)
His time is worth more than regular TWs and by default he will charge 200% mark up, reduced to 150% with a raise or 100% with 2 or more raises.

Pursuit wrote: Tue Aug 20, 2019 8:04 am Other Shopping:
  • TX-30 Ion Pulse Rifle: 25,000 credits base, +25,000 credits to add +2 AP from Ranged Weapons HJ Table
  • Vibro-Short Sword: 9,000 credits base, + 9,000 credits to add +2 AP from Close Combat Weapons HJ Table
  • NG-30 Speedster Hover Cycle: 110,000 credits @RFT , would this be "street legal," given that it has a built-in weapon? If not, I will go for the Streetrunner model instead.
Total Spend So Far: 228,000, plus legendary TW commissions
All this is acceptable and easy as pie.

As to street legal, the 3 galaxies are complex and what i legal in some societies is not in others. For example some places have no law, while in the middle of the CCW safety and security are so high no one will have weapons. But in boarder worlds you will find places it would be a death sentence to travel unarmed.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Re: PW Out of Character

Post by Pursuit »

RFT wrote: Tue Aug 20, 2019 9:02 am Hook me up with a Persuasion roll to find and interact with a Legendary TW. (He will be an Asgardian Dwarf named Throrgard)
His time is worth more than regular TWs and by default he will charge 200% mark up, reduced to 150% with a raise or 100% with 2 or more raises.
It had to be a dwarf, didn't it? :)

Persuasion [dice:3oo1kqsy]57372:0[/dice:3oo1kqsy] (+1 from racial bonus overcome by -2 racial negative for dealing with a dwarf)
Wild [dice:3oo1kqsy]57372:1[/dice:3oo1kqsy]

Benny to reroll
Persuasion [dice:3oo1kqsy]57372:2[/dice:3oo1kqsy]
Wild [dice:3oo1kqsy]57372:3[/dice:3oo1kqsy]

Okay, got him. I will take my success and be happy with it. Now, would said Body Armor still be eligible for purchased HJ roll upgrades for the price of the base item (which is 120,000)?
RFT wrote: Tue Aug 20, 2019 9:02 am
As to street legal, the 3 galaxies are complex and what i legal in some societies is not in others. For example some places have no law, while in the middle of the CCW safety and security are so high no one will have weapons. But in boarder worlds you will find places it would be a death sentence to travel unarmed.
Okay, follow up question: if Kharis pays to have a Techno-Wizard convert the hovercycle into a TW vehicle, what happens to the embedded weapon? Presumably, it would also need to be converted?
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Re: PW Out of Character

Post by Ndreare »

I think HJ rolls would take up upgrade slots. So no you cannot further enhance a legendary suit with even more awesome. Sorry.


The embedded weapon would likewise be converted. But to make it worse this would mean that a TW is needed to remove or add the weapons. I do not advise this, perhaps keeping the money is better or buying something else?
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Re: PW Out of Character

Post by Pursuit »

@RFT Seeing as how no answer on modifiers for powers in TW items seems forthcoming on the forums, how do you propose I go about the modifiers for Kharis' various items? I'm guessing they need to be chosen at the time they are created and the powers would always activate with said modifiers (similar to how trappings used to work in SWD), but please let me know.

I'm also unclear on how Mega Modifiers play with powers embedded in TW devices.
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Re: PW Out of Character

Post by Ndreare »

Pursuit wrote: Tue Aug 20, 2019 11:04 am @RFT Seeing as how no answer on modifiers for powers in TW items seems forthcoming on the forums, how do you propose I go about the modifiers for Kharis' various items? I'm guessing they need to be chosen at the time they are created and the powers would always activate with said modifiers (similar to how trappings used to work in SWD), but please let me know.

I'm also unclear on how Mega Modifiers play with powers embedded in TW devices.
Until we get a better answer I am ruling in Phase World a TW item is designed with the expected modifiers accounted for. Those modifiers then always apply when used.

Example a TW could make a Gun with Bolt in it, and he could make a Gun with Bolt+Onslaught. But if he wanted a selector with both options it would count as two separate powers.

I think this is a reasonable compromise, but and willing to listen to other proposals.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Re: PW Out of Character

Post by Venatus Vinco »

I think your proposal is fine for our game.

I suspect TW will land where power modifiers will need to be built in to the device (except TW personal gadgets). Design wise I kind of like that makes weapons etc. a l little different from each other rather than just a free power.

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Re: PW Out of Character

Post by Freemage »

RFT wrote: Tue Aug 20, 2019 1:25 pm
Pursuit wrote: Tue Aug 20, 2019 11:04 am @RFT Seeing as how no answer on modifiers for powers in TW items seems forthcoming on the forums, how do you propose I go about the modifiers for Kharis' various items? I'm guessing they need to be chosen at the time they are created and the powers would always activate with said modifiers (similar to how trappings used to work in SWD), but please let me know.

I'm also unclear on how Mega Modifiers play with powers embedded in TW devices.
Until we get a better answer I am ruling in Phase World a TW item is designed with the expected modifiers accounted for. Those modifiers then always apply when used.

Example a TW could make a Gun with Bolt in it, and he could make a Gun with Bolt+Onslaught. But if he wanted a selector with both options it would count as two separate powers.

I think this is a reasonable compromise, but and willing to listen to other proposals.
Another, slightly less expensive version, might be to make a specific Mod that allowed an item's Powers to be given Modifiers. Call it "Selector Switch" or "Variable Controls" or somesuch. Major Mod, 10-20K, seems about right, I think. So at Heroic, a TW could make an item with 2 Powers, both of which would be Variable.

Mind you, personally I think it should be on a case by case basis--Modifiers that are just 'amped up' versions of the base Power don't seem particularly offensive to me as something that can be done easily by the device; 'funky effects' (like Hinder/Hurry or Shroud/Glow) might need to be fixed in place as above, and some (Additional Targets on a worn item) might be right off the table. But I get that that involves a lot of GM finesse/involvement.
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Re: PW Out of Character

Post by Pursuit »

RFT wrote: Tue Aug 20, 2019 1:25 pm
Pursuit wrote: Tue Aug 20, 2019 11:04 am @RFT Seeing as how no answer on modifiers for powers in TW items seems forthcoming on the forums, how do you propose I go about the modifiers for Kharis' various items? I'm guessing they need to be chosen at the time they are created and the powers would always activate with said modifiers (similar to how trappings used to work in SWD), but please let me know.

I'm also unclear on how Mega Modifiers play with powers embedded in TW devices.
Until we get a better answer I am ruling in Phase World a TW item is designed with the expected modifiers accounted for. Those modifiers then always apply when used.

Example a TW could make a Gun with Bolt in it, and he could make a Gun with Bolt+Onslaught. But if he wanted a selector with both options it would count as two separate powers.

I think this is a reasonable compromise, but and willing to listen to other proposals.
Would this give folks who don't have Master of Magic the ability to use mega powers, then?
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Re: PW Out of Character

Post by Ndreare »

Pursuit wrote: Tue Aug 20, 2019 1:50 pm
RFT wrote: Tue Aug 20, 2019 1:25 pm blah, blah, blah, blah, blah, blah, blah, blah, blah, blah, blah, blah, blah, blah, blah, blah, blah, blah...
Would this give folks who don't have Master of Magic the ability to use mega powers, then?
Yes, anyone who used the device would be using it with the Mega Modifier. Even a novice psionic wild talent with only 3 powers and d4 skill would be able to rock that Mega Bolt.


I am also partial to the mod suggested by @Freemage and think it would be something to consider. Perhaps we raise the price a little though to about 40K, because it makes the device so much more useful.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Re: PW Out of Character

Post by Pursuit »

@RFT Okay, how about this:

NG-150 Streetrunner: Base cost 153,000
  • Mod: PPE Battery (TLPG playtest p. 108, 10,000 credits, fills up the cycle's only Mod slot but does not appear to fill up a TW upgrade slot)
  • Major Upgrade: deflection power- projects a protective force bubble around the vehicle and its occupant: 20,000 credits, plus commission, plus any extra for making it work on a vehicle (Size 1)
  • Major Upgrade: Ace Edge - +1 PPE cost to activate, 20,000 credits, plus commission
  • Major Upgrade: +1 die type to Piloting, 10,000 credits, plus commission
  • Major Uprade: +10 PPE, 30,000 credits, plus commission
  • Minor Upgrade: +2 armor, 5,000 credits, plus commission
  • Minor Upgrade: +1 Piloting, 5,000 credits, plus commission
  • Minor Upgrade: Speed boost of some kind (+15%, maybe?), 5,000 credits, plus commission
Total cost for hover cycle: 258,000 + commission
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Re: PW Out of Character

Post by Pursuit »

Pursuit wrote: Tue Aug 20, 2019 4:43 pm @RFT Okay, how about this:

NG-150 Streetrunner: Base cost 153,000
  • Mod: PPE Battery (TLPG playtest p. 108, 10,000 credits, fills up the cycle's only Mod slot but does not appear to fill up a TW upgrade slot)
  • Major Upgrade: deflection power- projects a protective force bubble around the vehicle and its occupant: 20,000 credits, plus commission, plus any extra for making it work on a vehicle (Size 1)
  • Major Upgrade: Ace Edge - +1 PPE cost to activate, 20,000 credits, plus commission
  • Major Upgrade: +1 die type to Piloting, 10,000 credits, plus commission
  • Major Uprade: +10 PPE, 30,000 credits, plus commission
  • Minor Upgrade: +2 armor, 5,000 credits, plus commission
  • Minor Upgrade: +1 Piloting, 5,000 credits, plus commission
  • Minor Upgrade: Speed boost of some kind (+15%, maybe?), 5,000 credits, plus commission
Total cost for hover cycle: 258,000 + commission
Or, would it be possible to put in a mod to have it run silently? That might be cool, too.
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Re: PW Out of Character

Post by Freemage »

I think the count of Upgrade Slots is off, there, unless we've got a Legendary TW around. Veteran only gets you 3 and 3, now.
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Re: PW Out of Character

Post by Pursuit »

Freemage wrote: Tue Aug 20, 2019 5:54 pm I think the count of Upgrade Slots is off, there, unless we've got a Legendary TW around. Veteran only gets you 3 and 3, now.
D’oh. You are correct. I had one major too many. I’ll drop the extra die type or something.
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Re: PW Out of Character

Post by Ndreare »

Pursuit wrote: Tue Aug 20, 2019 5:42 pm
Pursuit wrote: Tue Aug 20, 2019 4:43 pm @RFT Okay, how about this:

NG-150 Streetrunner: Base cost 153,000
  • Mod: PPE Battery (TLPG playtest p. 108, 10,000 credits, fills up the cycle's only Mod slot but does not appear to fill up a TW upgrade slot)
  • Major Upgrade: deflection power- projects a protective force bubble around the vehicle and its occupant: 20,000 credits, plus commission, plus any extra for making it work on a vehicle (Size 1)
  • Major Upgrade: Ace Edge - +1 PPE cost to activate, 20,000 credits, plus commission
  • Major Upgrade: +1 die type to Piloting, 10,000 credits, plus commission
  • Major Uprade: +10 PPE, 30,000 credits, plus commission
  • Minor Upgrade: +2 armor, 5,000 credits, plus commission
  • Minor Upgrade: +1 Piloting, 5,000 credits, plus commission
  • Minor Upgrade: Speed boost of some kind (+15%, maybe?), 5,000 credits, plus commission
Total cost for hover cycle: 258,000 + commission
Or, would it be possible to put in a mod to have it run silently? That might be cool, too.
I can see silence being a major mod.

Maybe -2 to sound related notice rolls. Which also means that those notice rolls would need to happen instead of automatic like with a normal vehicle.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: PW Out of Character

Post by Death Otter »

This rule works for me.
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Re: PW Out of Character

Post by Pursuit »

@RFT Here is Kharis' final shopping list. Please note, it's undergone some changes since the spitballing we did above. I went with speed on the hover cycle instead of deflection because it sounded more fun. :) Please let me know what you think overall.

NG- 300 Speedster (110,000 credits) Note: Kharis will ask that they remove the embedded laser. Perhaps he could sell it back to the shop? There’s some wonkiness with price, because just the laser has a list price of 100,000 credits in the playtest.
  • TW conversion: 22,000 credits
  • PPE Batteries (x2): 40,000 credits (20,000 credits each), uses one Mod each
  • Major: Silent (-2 to Notice) (20,000 credits)
  • Major: Ace (20,000 credits)
  • Major: speed power, activated on vehicle, Aspect limitation (20,000 credits)
  • Minor: +2 armor (5,000 credits)
  • Minor: +2 armor (5,000 credits)
  • Minor: +1 Piloting (5,000 credits)
  • Subtotal of modifications/upgrades: 137,000
  • Commission (30% of modifications/upgrades): 41,100
  • Total: 288,100 credits (pending whether he can sell back the laser or get some discount for buying the cycle without it)

Helka Ohtar Battle Armor (CK Medium) (0 credits; base item already owned)
  • Major: Vigor +1 die type (10,000 credits)
  • Minor: +5 PPE (5,000 credits)
  • Minor: +2 armor (5,000 credits)
  • Subtotal: 20,000 credits
  • Legendary TW commission (200%): 40,000 credits
  • Total: 60,000 credits

TW Shield (0 credits; base item already owned)
  • Major: blind power (modifiers TBD) (20,000 credits)
  • Commission (30%): 6,000
  • Total: 26,000 credits

Magic Optic System (30,000 credits) Note: I'd like to be able to use mega modifiers with these. Please let me know if there is any additional cost for that.
  • Minor: +5 PPE (5,000 credits)
  • Commission (30%): 1,500 credits
  • Total: 36,500 credits, pending feedback on any additional cost for modifiers

TX-30 Ion Pulse Rifle (25,000 credits)
  • HJ upgrade: +2 AP (25,000 credits)
  • HJ upgrade: This weapon is especially sturdy and well-made. You may spend a Benny to avoid making a Technical Difficulty roll any time one is called for. In addition it has +2 Hardness if attacked. (25,000 credits)
  • Extra e-clips (x2): 16,000 credits
  • Total: 91,000 credits

Vibro Short Sword (9,000 credits)
  • HJ upgrade: +2 AP (9,000 credits)
  • HJ upgrade: With this weapon, add +2 damage with The Drop, against Vulnerable targets, or when Breaking Things. (9,000 credits)
  • Total: 27,000 credits

Plasma Grenades (x5) (9,000 credits)

Cannonball Ride Armor (22,500 credits)

Grand Total: 560,100 credits
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Re: PW Out of Character

Post by Death Otter »

Otter's purchases are now available for review:

viewtopic.php?f=179&t=3530&p=57261#p57261
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Re: PW Out of Character

Post by Ndreare »

Death Otter wrote: Sat Aug 17, 2019 11:06 pm Worksheet
All costs pre-markup

Omniscience Sensor Array - (Note: Paid for pre-500k payout, no markup included)
Total Cost: 75,00 credits
Multi-Optics Helmet (integrated with existing armor suit)
Prep for Minor mods - 5,000
Minor - +1 Notice - 5,000
Minor - +1 Notice - 5,000
Prep for major mods - 10,000
Major - Edge: Alertness - 20,000
Major - 10 power points - 30,000

Pricing Patron Infowarfare armor for purposes of determining cost of mods:
- Find comparable Body Armor
* - Armor is light, comparable in protection to Plastic Man armor
* - Armor is concealable, similar to light Ley Line and Cyberknight armor but no penalty to Notice checks to detect it
* - Extra Protection vs electrical effects
* * * For these features, I price the armor at 25,000 credits - The Plastic Man is 18k, while the ability to wear this armor under clothes is a minor convenience, since an unmodified Notice check will still see it, that I credited for 1000 credits. The +4 versus electricity, radiation and ion attacks is however quite valuable, adding another 6,000 to the mix; a guesstimate based loosely on the light LLW armor's resistance to disease and poison vs the suit cost of 9k.
* - Advanced optics (thermal) and communications gear similar to Triax body armors - 5k
* * * The Mechanic armor has thermal vision, the standard infantry suit does not. The armors are otherwise comparable other than the Mechanic's field repair kit, which doubles as an improvised weapon. The Mechanic suit costs 15k more than the standard infantry suit. If we apportion the extra cost evenly between improved vision, repair bonus and weapon function, that gives us 5k to value each extra function.
* - Ability to interfere with radio communications in MBT (treat as a Power) - 20k
* * * Nothing else has anything like this. I figured I could treat it as a Power being added to the device, which as a major upgrade would cost 20,000 credits, even though this doesn't actually take an upgrade 'slot.'
Final Cost for T4-2044 Flexible Armored Suit (estimate): 50,000 credits

Superteching - Experimental Infowarfare Armor, +7 armor, +3 toughness, min Str 1d4, 165,000
Base Item - T4-2044 Flexible Armored Suit, +3 Armor, +2 Tough, Min Str 1d4, 50,000 (base cost for calculation purposes only, not included in final price)
- HJ Roll Purchase: +2 Armor - 50,000
- HJ Roll Purchase: +1 Toughness - 50,000
Prep - 5,000
Minor - +1 Electronics - 5,000
Minor - +2 Armor - 5,000
Prep 10,000
Major - +1d Hacking -10,000
Major - 10 power points - 30,000

Superteching - HoverSmash Hoverboard, 77,000
Base Item - Hoverboard, 2000
Prep - 5,000
Minor - +1 Piloting - 5,000
Minor - +1 Piloting - 5,000
Prep 10,000
Major - Edge: Ace - 20,000
Major - 10 point reserve - 30,000

JA-11 laser rifle, obtained via HJ roll, 80k more for upgrades
- HJ - Superior Balance negates up to 2 points of penalties for called shots, concealment, illumination or range, 40k
- HJ - AP +2, 40k

Wilk's Laser Knife, 18k
- HJ - +1 Parry - 18k
- HJ - +2 AP - 18k

Subtotal after 30%: 488,800
Sure, I feel okay with threader items.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
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Re: PW Out of Character

Post by Ndreare »

Pursuit wrote: Wed Aug 21, 2019 6:34 pm @RFT Here is Kharis' final shopping list. Please note, it's undergone some changes since the spitballing we did above. I went with speed on the hover cycle instead of deflection because it sounded more fun. :) Please let me know what you think overall.

NG- 300 Speedster (110,000 credits) Note: Kharis will ask that they remove the embedded laser. Perhaps he could sell it back to the shop? There’s some wonkiness with price, because just the laser has a list price of 100,000 credits in the playtest.
  • TW conversion: 22,000 credits
  • PPE Batteries (x2): 40,000 credits (20,000 credits each), uses one Mod each
  • Major: Silent (-2 to Notice) (20,000 credits)
  • Major: Ace (20,000 credits)
  • Major: speed power, activated on vehicle, Aspect limitation (20,000 credits)
  • Minor: +2 armor (5,000 credits)
  • Minor: +2 armor (5,000 credits)
  • Minor: +1 Piloting (5,000 credits)
  • Subtotal of modifications/upgrades: 137,000
  • Commission (30% of modifications/upgrades): 41,100
  • Total: 288,100 credits (pending whether he can sell back the laser or get some discount for buying the cycle without it)

Helka Ohtar Battle Armor (CK Medium) (0 credits; base item already owned)
  • Major: Vigor +1 die type (10,000 credits)
  • Minor: +5 PPE (5,000 credits)
  • Minor: +2 armor (5,000 credits)
  • Subtotal: 20,000 credits
  • Legendary TW commission (200%): 40,000 credits
  • Total: 60,000 credits

TW Shield (0 credits; base item already owned)
  • Major: blind power (modifiers TBD) (20,000 credits)
  • Commission (30%): 6,000
  • Total: 26,000 credits

Magic Optic System (30,000 credits) Note: I'd like to be able to use mega modifiers with these. Please let me know if there is any additional cost for that.
  • Minor: +5 PPE (5,000 credits)
  • Commission (30%): 1,500 credits
  • Total: 36,500 credits, pending feedback on any additional cost for modifiers

TX-30 Ion Pulse Rifle (25,000 credits)
  • HJ upgrade: +2 AP (25,000 credits)
  • HJ upgrade: This weapon is especially sturdy and well-made. You may spend a Benny to avoid making a Technical Difficulty roll any time one is called for. In addition it has +2 Hardness if attacked. (25,000 credits)
  • Extra e-clips (x2): 16,000 credits
  • Total: 91,000 credits

Vibro Short Sword (9,000 credits)
  • HJ upgrade: +2 AP (9,000 credits)
  • HJ upgrade: With this weapon, add +2 damage with The Drop, against Vulnerable targets, or when Breaking Things. (9,000 credits)
  • Total: 27,000 credits

Plasma Grenades (x5) (9,000 credits)

Cannonball Ride Armor (22,500 credits)

Grand Total: 560,100 credits
Looks good, you ate 60k over. I assume that I'd because you had some already?
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: PW Out of Character

Post by Pursuit »

RFT wrote: Sat Aug 24, 2019 6:23 pm Looks good, you ate 60k over. I assume that I'd because you had some already?
It’s from his winnings in the arena. 100k, if I recall the GM post correctly.
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Re: PW Out of Character

Post by Ndreare »

Oh yeah.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: PW Out of Character

Post by Imperator »

I'm having some trouble figuring out what the Equalizer was based on but with damages for ranged mostly staying the same I see little reason to change it. Plasma weapons actually do more damage now but I think a 3d10 pistol is a bit much.
NG Equalizer (Patron Item)
Image
• Range: 10/20/40
• Damage: 3d6
[list]☞ Special: If hit, whether damaged or not, the target of the attack rolls Strength versus the shooting roll of the attacker. If the target fails, they are knocked prone, or pushed 1" and knocked prone if the shooter gets a raise on the roll. This does not affect targets size 3 or greater. If they hit an obstacle while being pushed, they can be Shaken, as per the Push Maneuver on SWD p. 85. The same page also has information on the effects of Prone.
[/list]• RoF: 1
• AP: 0
• Shots: 6
• Features:
[list]☞ Min Str d6
☞ Adaptive Engineering: Can also use NE-002PC "Medium" Plasma Cartridges
[list]Damage: 3d8
AP: 0
Notes: Mega Damage, Plasma
[/list]☞ Fast Draw Holster: Due to the custom fitted grip and custom holster, the weapon nearly springs into the wielder's hand. It is a free action to draw.
☞ Steady Shot Aim Assist: Microsensors in the weapon eliminate excessive gun motion, centering the gun in relation to the grip, allowing for greater accuracy while on the move. The wielder gains the benefits of the Steady Hands Edge as it applies to this gun only, including shooting while running and shooting from moving vehicles.
☞ Laser Targeting: When activated, this integrated laser targeting module provides +1 to Shooting rolls. '
☞ Shiny: This custom beast of a weapon always draws attention and admiration. People are always asking about it, even when you'd rather they just ignore you.
☞ Unique Ammo: Ammunition is only available at official Northern Gun outlets: 200 credits per round[/list]



I don't know if the Long Coat patron item is gonna be changed or not so I've left that as it was in SWD


Her armor still works with the new enchantment rules so the only change to it is the +1 toughness most light armor received.
SFD Huntsman Lightweight Personal Armor
  • +5 (+9) Armor
  • +2 Toughness
  • Strength Minimum: d6
  • Environmental Protection: No
  • Weight: 16 lbs
  • Enchantments:
    • Preparation 2,400
    • Minor: +2 Armor (Cost 5000)
    • Minor: +2 Armor (Cost 5000)
    • Major: Morphic-alters form to match users desire. (Cost 20,000)
I'll get a shopping post up soon, wanted to at least get any questionable old stuff addressed.
GM bennies


Characters Imperator (GM account)Action Stan, Antipas, Xiang,
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Re: PW Out of Character

Post by Ndreare »

I am going to say instead of "Official Northern Gun sites, we need to say Naruni vendors.

Rename and retrap both as naruni models for giggles and we can call it good.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Imperator
Posts: 226
Joined: Tue May 28, 2019 6:42 pm

Re: PW Out of Character

Post by Imperator »

RFT wrote: Sun Aug 25, 2019 7:04 pm I am going to say instead of "Official Northern Gun sites, we need to say Naruni vendors.

Rename and retrap both as naruni models for giggles and we can call it good.
Groovy
GM bennies


Characters Imperator (GM account)Action Stan, Antipas, Xiang,
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: PW Out of Character

Post by Freemage »

Does the "You may add 1 Major and 2 Minor" apply to all off-the-shelf armors, then? Considering getting an upgrade set for the UWW armor, too.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: PW Out of Character

Post by Ndreare »

RFT wrote: Mon Aug 19, 2019 10:07 am I think based on the abilities disappearing when not charged that all those extra slots are also wasted on the basic traits of the armor (Armor and Toughness). I think this is an example of mass production making it so there are more slots available or more can be done.
However mass production also means stabilized technology and common customization.

So while I am fully admitting it is not following RAW, lets go with you have room for 1 Major and 2 minors while still being in the Heroic range.

If we want to talk about Legendary stuff then that will require a one off negotiation with a Legendary TW. But would not be impossible (or even unlikely) on Center for the right price.
Freemage wrote: Tue Aug 27, 2019 11:07 pm Does the "You may add 1 Major and 2 Minor" apply to all off-the-shelf armors, then? Considering getting an upgrade set for the UWW armor, too.
I do not know what you have so lets used the following as a guideline. I am not set in stone on this simple assessment and would appreciate feedback.
  1. Adventure Survival Light Armor (TW) = Room for 3 Major and 2 Minor upgrades available
    Notes: +2 vs all Hazards. (Counted as 1 minor)
  2. Ley Line Walker Light Armor (TW) = Room for 3 Major and 1 Minor upgrades available
    Notes: +4 vs disease and poison, –2 to Notice rolls made to detect the armor. (Counted as 2 minor)
  3. Ley Line Walker Medium Armor (TW) = Room for 3 Major and 2 Minor upgrades available
    Notes: +4 vs disease and poison. (Counted as 1 minor)
  4. Combat Mage Heavy EBA (TW) = Room for 2 Minor upgrades available.
    Notes: while powered increase Strength two dice and ignore Min Str, farsight and darksight. (Counted as 5 major)
  5. Cyber-Knight Light EBA (TW) = Room for 2 Major and 1 Minor upgrades available
    Notes: +2 Pace and +1” leaping, wall walker, –1 to Notice rolls made to detect the armor. (Counted as 1 Major and 2 minor)
  6. Cyber-Knight Medium EBA (TW) = Room for 1 Major and 2 Minor upgrades available
    Notes: healing and relief. Requires an interface with Cyber-Armor (see page 27) to function. (Counted as 2 Major and 1 minor (for +2 armor over 4), special limitation[was waved one off because of change in versions])
  7. Cyber-Knight Heavy EBA (TW) = Room for 2 Major and 2 Minor upgrades available
    Notes: barrier. Requires an interface with Cyber-Armor (see page 27) to function. (Counted as 1 Major and 1 minor (for +2 armor over 6), special limitation)
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: PW Out of Character

Post by Freemage »

Rob: You probably answered in the other thread and I missed it, but how are you with a Communications Band with Menacing and Rabble Rouser, and a +1 to Intimidate as a Minor?

Final Item:
Savage Band (base item: Communications Band)
Communications Band (TW): With radio
transistors, embedded copper wiring, and
various other metal and plastic elements,
this gold headband grants the speak language
power and +1 to Persuasion and Performance
rolls. This modified version of the common
Communications Band is designed for those
who prefer a more aggressive approach
to negotiations, adding a threatening overtone
and conveying the speaker's threats to entire
groups of people at once.
(.5 lb, 34,000 credits)
Minor Upgrade:
+1 Intimidation rolls (5K)
Major Upgrades:
Menacing Edge (20K)
Rabble Rouser Edge (40K)
Final Cost w/Markup: 125000 Cr.
Activation Cost: 3 PPE/hr
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
Ndreare
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Joined: Tue Aug 08, 2017 12:55 pm
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Re: PW Out of Character

Post by Ndreare »

@Freemage, all that would make it much larger, likely triple, but let's go with double for 1lb and call it reasonable.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Fiona Gladbrooke
Posts: 103
Joined: Mon Mar 11, 2019 8:51 pm

Re: PW Out of Character

Post by Fiona Gladbrooke »

Soul of Grace and Charm

Enchanted jewelry that shift form to match the wearers desires/outfit and enhances their social skills.
Adds a +2 to persuasion rolls and +1 to perform as well as being morphic.
costs
Fine piece of jewelry as base 5000
Prep to enchant 5k
+2 to persuasion 10k
+1 die type to perform 10k
Morphic, changes shape to match wearers desire 20,000
Value 45,000
Mark-up of 22,500, total cost: 67,500
cost: 67,500


Skin of the Chameleon
Enchanting up a suit of her armored clothing with:
+4 to Armor
+1d Vigor
Morphic
costs
Fine piece of jewelry as base 5000
Prep to enchant 5k
+4 armor 10k
+1 die type to vigor rolls 10k
Morphic, changes shape to match wearers desire 20,000
Value 42,000
Mark up 21,000, total cost 61,000
Cost, 61,000

Integrate multioptics into her armors helmet 25,500

Laser Pulse Rifle 40,000
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Ndreare
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Location: Skagit County, Washington
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Re: PW Out of Character

Post by Ndreare »

Both those devices need power point reserves
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: PW Out of Character

Post by Freemage »

Rob, add shark teeth to the band, and add a connected a throat band with a voice modulator on it, sound about right for double weight?
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: PW Out of Character

Post by Ndreare »

@Freemage sounds about right. And has the benifit of looking really cool.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: PW Out of Character

Post by Ramson Gourdaine »

Savage Band (base item: Communications Band)
This modified Communications Band has had the
usal radio transistors, embedded copper wiring, and
various other metal and plastic elements further
modified with a ring of teeth (shark-like, at least)
around the gold headband, and has been fitted with
an additional iron collar with an onyx voice modulator
that goes over the voicebox of the user. As usual, it
grants the speak language power but also adds
+1 to Persuasion, Performance and Intimidation rolls.
In addition, it also grants the Menacing and Rabble
Rouser Edges to the wearer, empowering aggressive
approaches to negotiations.
(1 lb, base item 34,000 credits)
Minor Upgrade:
+1 Intimidation rolls (5K)
Major Upgrades:
Menacing Edge (20K)
Rabble Rouser Edge (40K)
Final Cost w/Markup: 125000 Cr.
Activation Cost: 3 PPE/hr

IRMSS, because if you've got the money, why not? (42,000)

Ravager Claws (TW Vibro-Blade Vambraces):
Vibro-Blade Vambraces Str+d8, AP 6, MinStr d6, 2 lbs, 11,000
Notes: Parry +1 (must be worn as a pair for the bonus). 3 hooked blade model.
TW Conversion: 2200 (3d12 hrs)
Trapping: Sonic--sounds like a huge, snarling predator--or maybe a really pissed off opossum.
Minor Mods:
+2 Fighting (10K, 4d6 hrs)
+2 AP (5K, 2d6 hrs)
Major Mods:
Frenzy Edge (40K, 5d6 days, +1 PPE activation)
+2 DT Fighting (20K, 4d6 days)
Total Activation Cost: 2 PPE/5 Rounds
Total Price: 88,200K + 30% Mark-up = 114, 660
Total Build Time: 3d12 = 12: 1, 2, 9[Make removable] + 6d6 = 23: 4, 5, 3, 5, 2, 4[Make removable] hours, 9d6 = 33: 6, 4, 4, 5, 6, 1, 3, 1, 3[Make removable] days =34 days, 11 hours
Final Stats: Str+d8 MD, AP 8, MinStr d6, 2 lbs, Frenzy, +1 Parry

Converting Existing Ion Pulse Rifle:
TGIP-3 Ion Pulse Rifle
24/48/96; 1 to 3d8; RoF 3; 30 Shots
Shotgun Rules: +2 Shooting
3RB: Snapfire, MD, +1 Shooting, +2 Damage
7 lbs
20K base price
Conversion Cost: 4K, 3d12 hrs
Trapping: Electrical
Minor Mods:
+4 AP (10K, 4d6 hrs)
+1 Shooting (5K, 2d6 hrs)
Major Mods:
Rock and Roll! Edge (40K, 5d6 days, +1 PPE activation)
Rapid Fire Edge (40K, 5d6 days, +1 PPE activation)
+1 DT Shooting (10K, 2d6 days)
Total Activation Cost: 4 PPE/30 rds
Total Conversion Cost: 141,700
Total Conversion Time: 3d12 = 10: 1, 8, 1[Make removable] + 6d6 = 27: 6, 4, 4, 1, 6, 6[Make removable], 12d6 = 35: 5, 2, 6, 2, 1, 6, 2, 3, 3, 3, 1, 1[Make removable] days = 36 days, 13 hours

Voided the Upgrade to the Hoverboard, per Rob's ruling.

373,000 Credits so far, out of 938,000


*************************

New Stuff:

Personal Force Field, Sci-Fi Companion:
Force Field, Personal: Ultra Tech. A
personal force field typically worn as a belt.
Provides +4 Armor against all types of attack
(except arcane). It’s powered by enough
energy for 24 hours of continuous use, then
must be recharged for one hour. Force fields
stack with all other types of armor except
other personal force fields, and are not
affected by AP. (4 lb, $2000)
So, using the usual x10 rule of thumb, 20K Cr.


Replacing this with one of the Naruni Force Fields from EoH (this will be updated as needed, of course):
N-F40A Heavy Force Field:
Runs off an E-Clip for 8 hours, and
provides +4 Toughness while activated
(15 lb., 150,000 credits). Costs an additional
50,000 to embed into his armor.

Man, I'm seriously running out of ideas, here..... Guess the rest of the money goes into the rainy-day fund, unless folks want to chip in on this bad boy:

REMORSELESS (ship defensive bot):
Base model 500K (Wild Card)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+1, Vigor d12
Skills: —
Pace: 4; Parry: 7; Toughness: 10 (2)
Skills:
Fighting d10, Shooting d10, Athletics d10, Notice d8
Special Abilities
•Construct: +2 to recover from being
Shaken; does not breathe; immune to
poison and disease; ignores one level of
wound penalties.
•Environmental Weakness (Electricity):
Robots suffer +4 damage from electrical
attacks.
Mods:
Size Increase x2, 100K (+2 Mod Slots, +2 Toughness, +2 DT Strength)
Targeting System 200K (Negates up to two points in Shooting penalties) 1
Weapon Mount: TBD (No MAP to use this in addition to hand-held weapons) 1
Combat Programming: 200K (+2 to Shooting and Fighting rolls) 2
Heavy Armor: 100K (+2 MDC Armor) 2
Attribute Increases: 250K (3 Vigor, 1 Strength, 1 Smarts) 1
Total Cost before price of weapons: 1,350,000 Cr.
Ramson could throw in 500K, which would leave us 850K shy before arming it.
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





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Axel Krowe
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Re: PW Out of Character

Post by Axel Krowe »

50,000
Axel Krowe, BAMF
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Re: PW Out of Character

Post by Pursuit »

Kharis has 40k left after his spending spree. It ain’t much, but he can kick in all but some cash for emergencies and such. Say, 30k from Kharis.
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Re: PW Out of Character

Post by Ndreare »

Hum, officially only personal gear is x10 cost and available (not weapons, armor, vehicles and robots). But I absolutely think the rest of that stuff is on Phase World and have said as much before to another player (must have been a pm, because I cannot find it).
I need to look at Rifts Sourcebook 1 for pricing of robots.
They are definitely available, But I think 1.3 million is way to much.

On the other hand, while I don't mind you having a score of extras. I am not a big fan of a wild card combat NPC laying around for purchase. Let me have a little time to think of the ramifications (if any).

@Freemage @Venatus Vinco , @Pursuit
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Ndreare
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Re: PW Out of Character

Post by Ndreare »

Skelebot = 3 Million
Dynabot = 4 million
Mobile gun = 40 million
Multibot = 22 million
Light labor boot = 2 million
Heavy labor bot = 4 million

Honestly these all feel to high as well. The robots would need be cheap enough companies could use them to eliminate workers.

Lets go with Listed Science Fiction Companion value x10.
Weapons should be bought from the Rifts Tomorrow Leagion Players Guide selection, personal force field is an option but for the robot instead of getting to run off eclip it ties into the robots power and costs 50k.

Wild Card is off the table for now without the sidekick edge, we already have 11 in this group.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Ndreare
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Re: PW Out of Character

Post by Ndreare »

Instead of a mega bot, consider a dozen sentries.
These would cost 193k each and be useful for other stuff. They can even pilot for you.
Buy 6 or more and get a Persuasion Roll% discount of 10% per success up to 30% off.


Sentry Bots
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Driving d4, Fighting d6, Intimidation d6, Notice d6, Piloting d4, Shooting d6, Stealth d6
Pace: 6; Parry: 5; Toughness: 14(4)
Special Abilities
• Construct: +2 to recover from being Shaken; does not breathe; immune to poison and disease; ignores one level of wound penalties.
• Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
Gear: Plastic Man (18k), Personal FF (50K),
L-20 Pulse Laser Rifle: 24/48/96, 3d6, RoF 3, AP 4, Shots 40 d6 7 (25K)
Notes: Three-Round Burst (applies Snapfire, Mega Damage, +1 Shooting +3 Damage).
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Pursuit
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Re: PW Out of Character

Post by Pursuit »

So, with the change to the TW construction rules, @RFT asked me to post here to get the team’s take on how to handle TW items we’ve already purchased/upgraded.

I’m of the opinion that we should keep any items we already have, but that we should follow the new rules going forward.

Thoughts?
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Re: PW Out of Character

Post by Imperator »

If something can't be reworked to the new rules I'm good with grandfathering them in.
GM bennies


Characters Imperator (GM account)Action Stan, Antipas, Xiang,
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Venatus Vinco
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Re: PW Out of Character

Post by Venatus Vinco »

Given we're a "big damn heroes" type group leaving them grandfathered is probably fine. Although, Sa'Maku is kind of anti-magic so I don't really have a stake in the game.

VV
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Re: PW Out of Character

Post by Pursuit »

For clarity, I’m referring to the rule that off-the-shelf TW items cannot be upgraded, if that affects anyone’s opinions.
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Re: PW Out of Character

Post by Venatus Vinco »

Pursuit wrote: Sat Sep 28, 2019 4:32 pm For clarity, I’m referring to the rule that off-the-shelf TW items cannot be upgraded, if that affects anyone’s opinions.
Again, grandfather but use new rules going forward.

VV
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Re: PW Out of Character

Post by Pursuit »

Venatus Vinco wrote: Sat Sep 28, 2019 4:38 pm
Pursuit wrote: Sat Sep 28, 2019 4:32 pm For clarity, I’m referring to the rule that off-the-shelf TW items cannot be upgraded, if that affects anyone’s opinions.
Again, grandfather but use new rules going forward.

VV
My view as well.
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Re: PW Out of Character

Post by Freemage »

Yeah, grandfather existing stuff made in good faith. This is just the downside of making new characters before the rules finalized.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
Rinoa Crescent
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Re: PW Out of Character

Post by Rinoa Crescent »

Rinoa has some gear coming from her recreation, 40,000 credits worth. I put it into reserve so I could get her done. Also the 500,000 credit reward.

Looking at adding the Laser Dot Sight and a scope to her pistol. was originally looking at the core SWADE book but there is a scope in the equipment list. These bonuses would only apply if I use them. the laser dot sight adds a +1 to short and medium range. the scope would require that I take an aimed shot with the pistol to get the benefits.

Part of my redesign of Rinoa was realizing I needed to increase her strength. She currently only has a d6 str so it puts a lot of bigger rifles out of her range.

TW conversion Wilk's 457 Pulse Rifle
Base cost: 40000
Conversion Cost: 8000
subtotal: 48000
subtotal 30% markup: 62400
Note: she already has the Pulse Rifle so not sure how to handle cost.


TW Upgrades
Minor: +1 damage; 5000
Minor: +1 damage; 5000
Minor: 5 Stored PPE; 5000
Major: Power(Smite, limited to weapon); 20000
Major: Power Mod(Greater Smite); 20000
Major: +10 Stored PPE; 30000
Sub-total: 85,000
sub-total 30% Markup Price: 110,500

Total cost is 172,900 but she already owns the rifle. That could reduce the conversion cost to 10400 from the 62,400 making the price tag only 120,900

the cost on this a variable as to which base laser Rifle I use. the upgrade costs is static, it is the base and conversion cost that would change.


TW Conversion Vibro-Bayonet
Base cost: 8000
Conversion cost: 1600

TW Upgrades
Minor: 2 AP; 5000
Minor: 2 AP; 5000
Minor: +1 to Parry; 5000
Major: +1 to Parry; 5000
Major: 10 Stored PPE; 30000
Major: +1 to die type to STR Trait; 10000

Sub-Total: 69,600
30% Markup: 90,480

Additional items looking at:

2 Multi optic Scopes
Base cost: 3000
2 Laser/Red Dot Sights
Base cost: 150
Note the Laser/Red Dot Sight is an SWADE core item that gives +1 to shooting at short and medium range. Not sure if that is a legal item or if it stacks with a scope.
Status Tracker
Rinoa Cresent

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP: 20 / 10
Bennies: 2 / 3
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Pace: d6 ; Parry: 8 ; Toughness: 9 (4)

Skill of Note: Shooting d12+2 (Wild Die d10)
  • Ace: Add +2 to Pilot, Drive and Boating Skills
  • Combat Ace: May use 1 extra weapon system before MAP penalties.
  • AB: Psionic (with Master and Major Psionic)
  • Elan: +2 when using a benny
    • Boost/Lower Trait (PPE: 2)
    • Clairvoyance
    • Telepathy
    • Professional, Expert, Master in Shooting.
Angelo (Kittani Transformable Robot Fighter)
Robot Armor Notes
  • (*): Numbers in () are while telemechanics is active, these are replacement, not additive.
  • (**): 6 AP from ballistic weapons except rail guns are negated.
Attributes: Strength d12+3
Pace: 20(2d6 MAP) ; Parry: 9(10*) ; Toughness: 21 (8**)
Melee Skill: Fighting d12
Soak Skill: Piloting d12+2(4*)
Weapon System skill: Shooting d12+2 (Wild Die d10)
Other Bonuses
  • Sensors: +2 on Notice Checks
    Targeting System: offset -2 shooting penalties
  • Always considered armed
  • Cannot use Combat Edges in Robot Armor
Weapon Systems
  • 2 x Pulse Cannons (Fixed Vehicle Medium Ion Weapon)
    • Range: 40/80/160
    • Damage: 4d8
    • ROF: 1
    • AP: 4
    • Shots: Unlimited
    • Note: MBT
  • 2 x Mini-Missile Launchers
    • Range: 100/200/400
    • Damage: 5d6
    • ROF: 1
    • AP: 6
    • Shots: 12
  • Dual Linked Light Laser Turret (head mounted)
    • Range: 150/300/600
    • Damage: 2d10+2
    • ROF: 1
    • AP: 5
    • Shots: unlimited
    • Notes: +1 to Hit due to Linked
  • Forearm Energy Blade (2)
    • Range: Melee
    • Damage: STR + d12+1
    • AP: 4
    • Notes: Mega Damage, Built into each forearm.
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Ndreare
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Re: PW Out of Character

Post by Ndreare »

Mostly looks good.


For SWADE gear you need to use the Rifts or Science Fiction Companion equivalency if their is one. You can look, or I can later. If there is not I would apply the x10 cost to SciFi items and SWADE items maybe cost double for inflation as basic items.

Rinoa Crescent wrote: Tue Oct 15, 2019 12:40 pm 2 Multi optic Scopes
Base cost: 3000
2 Laser/Red Dot Sights
Base cost: 150
Note the Laser/Red Dot Sight is an SWADE core item that gives +1 to shooting at short and medium range. Not sure if that is a legal item or if it stacks with a scope.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Re: PW Out of Character

Post by Ndreare »

Hey Everyone, want to earn a Golden Benny, if you have a Golden Benny already, then 2 bennies that will follow through into next quarter?

Well, here is your chance. Help audit the Aetheryan triplets and provide feedback.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Re: Expectations & Tables Rules

Post by Pursuit »

I’m fine with all of this.

I assume charting a course “by hand,” so to speak, or reading star charts would be Survival?
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Re: Expectations & Tables Rules

Post by Snake Eyes »

I think it's 6 of one, half dozen of the other as far as lightspeed travel as applies to the celestial dragons. My selfish hope would say to make it one skill or the other so I can focus skill points, but I'm probably splitting a hair that may never be combed in the first place. Still, it's nice to have all that hammered out before it ever does arise. So...I'm fine with whatever you decide.
Regarding travel by craft / FTL, that seems like Electronics would be primary (astrogation systems, etc.) but leaving it as the choice of higher between CK and Electronics is a nice bit of flexibility.
All that is to say, I'm fine with whatever.
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Re: PW Out of Character

Post by Ndreare »

That is my intent, but I reworded it a little to make it easier to understand. (I hope, we have seen how this goes in the past)

https://savagerifts.com/sr/viewtopic.ph ... 479#p64479
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Re: PW Out of Character

Post by Venatus Vinco »

Navigation rules look okay to me.

VV
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Re: PW Out of Character

Post by Freemage »

Works for me, looks solid.
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Re: PW Out of Character

Post by Slrrxvinslrr »

I have some final things to check with @Ndreare about Slrrxvinslrr, and I think I'm done.

I have a Magic Optic System I would like to be integrated with my TW Armor's helmet.

Speaking of the armor, I've used the Arzno TWA-1600 Exterminator EBA (TW) (Rifts A&M pp39) as a variant for the 3 Galaxies Knight of the White Rose by using a HJ roll to switch out body armor.
- I've added 2 seasoned powers for a total cost of 40,000
- Can I have the Speed power with the Quickness Modifier on this armor, since I'm picking the add-on?

Gardner of the White Rose Edge allows me to make a healing brew/poultice from the rose cuttings once a day.
- Is it possible to have a personal plant allows me to produce these brews (more rarely, full cuttings)? I've no problems with a limit to the number of brews I can have at any given time. -- Gardner of the White Rose is B&B pp29, and the White Rose Cuttings are on pp39.

Player Name:
Discord Nickname: ElkieNoOni

Accounts
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  • Player Account(s):
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Name: Slrrxvinslrr
Discord: ElkieNoOni#8753
Edges: Concentration, Gardner of the White Rose, Gateway Knight, Major Psionic, Martial Artist, Master Psionic, Power Points (ISP), Rapid Recharge, AB: Psionics, AB: Miracles

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Re: PW Out of Character

Post by Ndreare »

Slrrxvinslrr wrote: Fri Jul 17, 2020 8:50 am I have a Magic Optic System I would like to be integrated with my TW Armor's helmet.
Yes, It would only be 500 credits to add to a normal suit of armor, so even a TW 10% mark up would only be 550.


Slrrxvinslrr wrote: Fri Jul 17, 2020 8:50 am Speaking of the armor, I've used the Arzno TWA-1600 Exterminator EBA (TW) (Rifts A&M pp39) as a variant for the 3 Galaxies Knight of the White Rose by using a HJ roll to switch out body armor.
- I've added 2 seasoned powers for a total cost of 40,000
- Can I have the Speed power with the Quickness Modifier on this armor, since I'm picking the add-on?
Hum,
By RAW this is not allowed. But I am inclined to allow it because there are so many other ways to access it. So go ahead and add it.

But as a note Speed is seasoned so it would be 40K for Speed and 20K for the modifier for a total mark up of 60K

Slrrxvinslrr wrote: Fri Jul 17, 2020 8:50 am Gardner of the White Rose Edge allows me to make a healing brew/poultice from the rose cuttings once a day.
- Is it possible to have a personal plant allows me to produce these brews (more rarely, full cuttings)? I've no problems with a limit to the number of brews I can have at any given time. -- Gardner of the White Rose is B&B pp29, and the White Rose Cuttings are on pp39.
No,
Part of the idea behind this is the idea of having to return to the source. So we will say you may have either
1d3 clippings: [3] = 3
with you.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Re: PW Out of Character

Post by Slrrxvinslrr »

Ndreare wrote: Fri Jul 17, 2020 12:13 pm But as a note Speed is seasoned so it would be 40K for Speed and 20K for the modifier for a total mark up of 60K
Just making sure I understand the math:
- Adding the powers is Rank x 10,000 cr (A&M pp40)
- 20k for Barrier (Seasoned)
- 20k for Speed (Seasoned)
- 20k for Quickness Modifier (is it 10k per +1 PPE of the modifier?)

OR, are you saying it's 40k each for Barrier and Speed, plus 20k for the Quickness Modifier for a total of 100k?

Edit: Including link to character post here for reference

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  • Slrrvinxslrr: - Vernulian Knight of the White Rose (Three Galaxies Variant, Phase World: The Remorseless)

Name: Slrrxvinslrr
Discord: ElkieNoOni#8753
Edges: Concentration, Gardner of the White Rose, Gateway Knight, Major Psionic, Martial Artist, Master Psionic, Power Points (ISP), Rapid Recharge, AB: Psionics, AB: Miracles

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Re: PW Out of Character

Post by Ndreare »

Slrrxvinslrr wrote: Fri Jul 17, 2020 12:23 pm Just making sure I understand the math:
- Adding the powers is Rank x 10,000 cr (A&M pp40)
This was my mistake, normally adding powers is Rank x 20K and I did not realize there was a discount for Arzno stuff. Si I went ahead and read the armor in full.

So, reading it in full I see it is only 20K for the speed.

Also reading it, I see there are only two slots. But adding a Modifier would cost one of those two slots. So you would not be able to all three; Barrier, Speed, and the Quickness modifier. You would have to pick two.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: PW Out of Character

Post by Slrrxvinslrr »

Ndreare wrote: Fri Jul 17, 2020 12:13 pm Yes, It would only be 500 credits to add to a normal suit of armor, so even a TW 10% mark up would only be 550.
Awesome, I'll include that in my costs.
Ndreare wrote: Fri Jul 17, 2020 12:13 pm No,
Part of the idea behind this is the idea of having to return to the source. So we will say you may have either
1d3 clippings: [3] = 3
with you.
No complaints; I'll add the total cost here and tally the results for my cost. I'll have these already made as healing brews.
3d6/2: [2, 2, 5]/2 = 4.5 x 1000 = 4500

3d6/2: [3, 6, 5]/2 = 7 x 1000 = 7000

3d6/2: [2, 6, 6]/2 = 7 x 1000 = 7000

Total: 18,500 cr
Ndreare wrote: Fri Jul 17, 2020 12:13 pm Also reading it, I see there are only two slots. But adding a Modifier would cost one of those two slots. So you would not be able to all three; Barrier, Speed, and the Quickness modifier. You would have to pick two.
Alright; I'll stick with Speed + Quickness and I'm going to assume that's 40k; 20k for Speed and 20k for Quickness.

Leaves me with 50,950 cr to finish spending. Thanks!

3d6: [2, 4, 6] = 12

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  • GM/AGM/Mod Account(s):
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  • Slrrvinxslrr: - Vernulian Knight of the White Rose (Three Galaxies Variant, Phase World: The Remorseless)

Name: Slrrxvinslrr
Discord: ElkieNoOni#8753
Edges: Concentration, Gardner of the White Rose, Gateway Knight, Major Psionic, Martial Artist, Master Psionic, Power Points (ISP), Rapid Recharge, AB: Psionics, AB: Miracles

Golden Bennies: 1
Bennies: 3
ISP: 30 of 30
PPE: 10 of 10
Wounds: 0 of 3
Fatigue: 0 of 2
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: PW Out of Character

Post by Ndreare »

@Sabrick_Vek please reply in this out of character thread to confirm posting permissions.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Sabrek Vek
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Re: PW Out of Character

Post by Sabrek Vek »

Done
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