TW Smugglers Overcoat (Signature Item)

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Venatus Vinco
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TW Smugglers Overcoat (Signature Item)

Post by Venatus Vinco » Sat Jan 04, 2020 7:28 pm

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.
Mechanics
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)
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

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Pender Lumkiss
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Re: TW Smugglers Overcoat (Signature Item)

Post by Pender Lumkiss » Sat Jan 04, 2020 7:57 pm

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.

Edited:change some thoughts.
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Venatus Vinco
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Re: TW Smugglers Overcoat (Signature Item)

Post by Venatus Vinco » Sat Jan 04, 2020 8:00 pm

Edited OP.
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

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Pender Lumkiss
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Re: TW Smugglers Overcoat (Signature Item)

Post by Pender Lumkiss » Sat Jan 04, 2020 8:10 pm

Approved
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Snake Eyes
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Re: TW Smugglers Overcoat (Signature Item)

Post by Snake Eyes » Thu Jan 09, 2020 10:08 pm

Approved.
Beware the mesmerizing eyes of the snake!
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Freemage
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Re: TW Smugglers Overcoat (Signature Item)

Post by Freemage » Sun Jan 12, 2020 9:51 pm

One question--are Patron Items in general eligible for further upgrades? I remember conversations on this point, but don't remember the final outcome.

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Re: TW Smugglers Overcoat (Signature Item)

Post by Ndreare » Sun Jan 12, 2020 10:08 pm

Freemage wrote:
Sun Jan 12, 2020 9:51 pm
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.
Benny Counter
Phase World - The Remorseless Game Master Bennies 6; Mission: Get Revenge on Durrack
  • +5 Players
    +1 Sidekicks
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
Captain Durrack 4
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
Angelus 0, Wounds -3
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -1 Resist Fear
    -3 Soak Sa'Maku's volley of blows. Took 3 wounds
Debrek 4 (Ex Protection +6 toughness, Ex Deflection -4)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
Essense 3 (Ex Detect Arcana + Presence Sense, WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    -1 To Resist Hacking
    +2 Jokers in turn 1 of Big Battle
Power 2 (WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Reroll Self Healing in turn 1
Peacemaker Crew 41
  • 41 Baseline
    kills

Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

The 99's Game Master Bennies 0, Mission: Investigate Corruption at Refuge
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Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
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Initiative Copy and Paste

Code: Select all

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

Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
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Venatus Vinco
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Re: TW Smugglers Overcoat (Signature Item)

Post by Venatus Vinco » Mon Jan 13, 2020 4:33 am

Freemage wrote:
Sun Jan 12, 2020 9:51 pm
One question--are Patron Items in general eligible for further upgrades? I remember conversations on this point, but don't remember the final outcome.
This item uses the Branaghan Armored Overcoat from Empires of Humanity.

Patron items should show available mods or be considered un-modable IMO.

VV
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

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Freemage
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Re: TW Smugglers Overcoat (Signature Item)

Post by Freemage » Mon Jan 13, 2020 12:20 pm

Venatus Vinco wrote:
Mon Jan 13, 2020 4:33 am
Freemage wrote:
Sun Jan 12, 2020 9:51 pm
One question--are Patron Items in general eligible for further upgrades? I remember conversations on this point, but don't remember the final outcome.
This item uses the Branaghan Armored Overcoat from Empires of Humanity.

Patron items should show available mods or be considered un-modable IMO.

VV
Ah, my error. Gotcha.

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