Nanosilver Adaptive Combat System (Super-Tech Vibro-Blade Vambraces):

A place for feedback on created items for in game use.
Post Reply
User avatar
Tribe of One
Posts: 1154
Joined: Wed Aug 30, 2017 9:28 am

Nanosilver Adaptive Combat System (Super-Tech Vibro-Blade Vambraces):

Post by Tribe of One »

Pretty straightforward Sig Item here, just a set of SuperTech vibro-blade vambraces (they're implanted as cyber-weapons, but the cyber is paid for separately, with Strain, etc.).

Major: Trademark Weapon
Major: Imp. Trademark Weapon
Minor: +2 AP
Minor: Silver trapping

End result:

Signature Item Nanosilver Adaptive Combat System (Implanted Super-Tech Vibro-Blade Vambraces): Damage Str+2d4 MD; AP 10; Min Str -; Weight n/a; silvered, harmonic blades, powered weapon, +1 Parry (must be worn as a pair for the bonus); count as claws; grant Trademark Weapon and Imp. Trademark Weapon for +2 to hit and additional +2 Parry.
GM Bennies: 8/8
User avatar
Ndreare
Savage Siri
Posts: 4103
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Nanosilver Adaptive Combat System (Super-Tech Vibro-Blade Vambraces):

Post by Ndreare »

Looks solid and simple to me.

I approve, but am curious what character/game it is for.

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



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

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]see Cards in Rob's games bellow for exact card.[/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!

,
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
Tribe of One
Posts: 1154
Joined: Wed Aug 30, 2017 9:28 am

Re: Nanosilver Adaptive Combat System (Super-Tech Vibro-Blade Vambraces):

Post by Tribe of One »

It's for Clara Volker, my ex-NGR commando in the new Northern Gun mercs game. Figure it would have been handy for killing ze gargoyles.
GM Bennies: 8/8
User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2675
Joined: Sat Jun 11, 2016 3:30 pm

Re: Nanosilver Adaptive Combat System (Super-Tech Vibro-Blade Vambraces):

Post by Venatus Vinco »

Good stuff.

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

Return to “Item Creation”