Invisible Ghost Cloak (TW amd Sig for Woolsy)

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Pender Lumkiss
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Invisible Ghost Cloak (TW amd Sig for Woolsy)

Post by Pender Lumkiss »

A relic from the vaults of Tolkien, this item allows the wearer to be all but undetectable.
Base item: Temperature Cloak. This advanced variant of all-weather gear is a waterproof cloak, poncho, or duster with a series of layers designed to dissipate or retain heat depending on the environment. The wearer adds a +4 bonus to rolls versus Cold or Heat (2 lb., 2,000 credits).

Major: Invisibility(40k)
Major: Mega Mod for Invisibility(True Invisibility)(+5 PPE)(20k)
Major: Intangibility(80k)
Minorx3: 15 PPE(15,000 creds)

Total cost: 157k

-If anyone wants to double check the cost that would be awesome.
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Ndreare
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Re: Invisible Ghost Cloak (TW amd Sig for Woolsy)

Post by Ndreare »

Pender Lumkiss wrote:
Sun Jul 12, 2020 4:55 am
A relic from the vaults of Tolkien, this item allows the wearer to be all but undetectable.
Base item: Temperature Cloak. This advanced variant of all-weather gear is a waterproof cloak, poncho, or duster with a series of layers designed to dissipate or retain heat depending on the environment. The wearer adds a +4 bonus to rolls versus Cold or Heat (2 lb., 2,000 credits).
Conversion: 200
Major: Invisibility(20k 40K)
Major: Mega Mod for Invisibility(True Invisibility)(+5 PPE)(20K)
Major: Intangibility(20k 80K)
Minorx3: 15 PPE(15,000 creds)

Total cost: 77,000 157,00 creds manufacturing cost

-If anyone wants to double check the cost that would be awesome.
It is 20K per rank of the power so 40K for Invisibility and 80K for Intangibility

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
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Nightbane Game Master Bennies 0,
July 20, 2020 update
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  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
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Code: Select all

[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!
[/inline] "Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Pender Lumkiss
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Re: Invisible Ghost Cloak (TW amd Sig for Woolsy)

Post by Pender Lumkiss »

Ndreare wrote:
Fri Jul 17, 2020 10:51 am
Pender Lumkiss wrote:
Sun Jul 12, 2020 4:55 am
A relic from the vaults of Tolkien, this item allows the wearer to be all but undetectable.
Base item: Temperature Cloak. This advanced variant of all-weather gear is a waterproof cloak, poncho, or duster with a series of layers designed to dissipate or retain heat depending on the environment. The wearer adds a +4 bonus to rolls versus Cold or Heat (2 lb., 2,000 credits).
Conversion: 200
Major: Invisibility(20k 40K)
Major: Mega Mod for Invisibility(True Invisibility)(+5 PPE)(20K)
Major: Intangibility(20k 80K)
Minorx3: 15 PPE(15,000 creds)

Total cost: 77,000 157,00 creds manufacturing cost

-If anyone wants to double check the cost that would be awesome.
It is 20K per rank of the power so 40K for Invisibility and 80K for Intangibility
Thank you sir! Updated
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Venatus Vinco
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Re: Invisible Ghost Cloak (TW amd Sig for Woolsy)

Post by Venatus Vinco »

Any other GMs able to comment this?

VV
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Freemage
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Re: Invisible Ghost Cloak (TW amd Sig for Woolsy)

Post by Freemage »

Looks good. Approved.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
PCs
Sir Blurre, 18th COT/New West
Gaspard Gillead, 12th AAT/Dirty Dozen
Ryder, 101st COT/Trailblazers
Serival Drumm, 24th COT
Ophelia Monk, Field Team 6
Hexx, Rising Stars SPC
Malaetheryan, Phase World/Relentless
Jaenelle, Beyond the Wall
Yeitso & Alicia Forsythe, Prestige Unlimited

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)
.

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