TW Smugglers Overcoat (Signature Item)
Smugglers have to be everything - thief, con man, deal maker, and deal breaker. This durable overcoat helps protect the smuggler from the struggles of his trade - including stray bullets!
LIghtweight Durable Material: Enjoy a little added protection while avoiding pesky metal detectors with magically empowered ceramic inserts. Adds +2 Armor and +1 Toughness on top of worn armor and provides +2 to resist heat and cold related environmental Hazards. Infusing the coat with PPE activates the protection power.
Identity Protection: Throw off the authorities or, better yet, pin the caper on your rival by flipping up the collar to disguise your appearance. Wearer can flip the collar up to activate disguise power.
Stylish Design: Dress for success with this coat that never goes out of style. Wearer gains the Charismatic Edge and +1 to Persuasion rolls when Networking.
Base Item: Branaghan Armored Duster
Minor: +2 to resist heat/cold environmental Hazards
Minor: Halve the weight
Minor: +1 Persuasion while Networking
Major: Add a power disguise (limitation: self only)
Major: Add an edge Charismatic
Major: Add a power: protection (imitation: self only)
Didn't have a signature but wanted the 1 EP for using OOC tags!
Not sure how a bonus to persuasion applies to the base item as appropriate. The base item here is a tough and rumble cloak.
Could we do +2 to heat and cold? Instead of all environmental hazards? There is an all temp cloak, so I would be fine if it was +2 to cold and heat hazards. Seems like cloaks work against that.
A flat bonus to persuasion though I do not see as appropriate to the brigand cloak. I could be talked into if it was circumstantial. Like if the cloak makes him look good. +1 persuasion with the opposite sex, or if it is flashy, maybe +1 persuasion on tests.
One question--are Patron Items in general eligible for further upgrades? I remember conversations on this point, but don't remember the final outcome.
I think HC planned on showing their build so we could see how many slots are available.
Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
+1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
-2 Benny for Special Ritual & Extra Effect
+2 Jokers in turn 1 of Big Battle
+1 Joker again
-1 reroll not to fly away
-1 Reroll to hit Sa'Maku in vengeance
-1 Reroll to damage Sa'Maku in vengeance
-1 New Card for Debrek to go before Thissok
Nightbane Game Master Bennies 4, Murder a man at his place of business]
[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]
2D6 EFFECT 2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”
3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).
4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.
6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).
9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.
11 Fatigue: The character suffers Fatigue.
12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."