Subtle Mask

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Freemage
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Subtle Mask

Post by Freemage »

When not worn, this appears to be a Phantom of the Opera-style theater mask made of silver. When donned, it flows until it matches the features of the wearer, effectively becoming almost invisible (spotting it requires a deliberate search, with a Notice check at -2). The Mask helps conceal the wearer's aura.
Enchanted Signature Item
Basic Item: Language Translator, Magical Version: Familiar with the most common languages spoken in North America, this device operates with a d12+2 skill for most translation work. The wearer either hears the translation, or can choose to see it scroll past their eyes, like subtitles. Use the same process as for the cybernetic Language Translator (see page 114) to teach the system new languages (1 lb, 19,200 credits after magic-equivalent mark-up).
Minor Mod: +5 internal PPE
Minor Mod: Concealed when Worn
Major Mod: +10 Internal PPE
Major Mod: When invoking the conceal arcana Power, the wearer can choose to 'tie' the Power to the Mask. From that point on, the Mask maintains the Power from its internal supply, until either the Mask is removed or the internal storage is drained. The wearer cannot take over the maintenance--the Power simply ceases when either condition is met. If an enemy does succeed at the Notice roll to spot the Subtle Mask, they can target it with a Dispel Power and shut it down, or use Drain Power Points to siphon off the pool as normal.

This item is intended for Ophelia Monk. The idea is that she can pretty much fire up Conceal Arcana (with Modifiers) first thing in the morning, and then just let the Power run all day long without having to maintain it herself. It's effective, but I don't think it's particularly overpowered in the long run--more of a way to do one specdific that's otherwise fairly difficult, rules-wise.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
PCs
Gaspard Gillead, 12th AAT/Dirty Dozen
Ryder, 101st COT/Trailblazers
Serival Drumm, 24th COT
Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs

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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Ndreare
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Re: Subtle Mask

Post by Ndreare »

I think the unique mod is okay. There is another ability like this with the One With Magic edge
  • 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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Lars
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Re: Subtle Mask

Post by Lars »

For what it is worth I think it’s pretty cool and see no issues with it.
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Re: Subtle Mask

Post by Imperator »

Good by me.
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Koshnek
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Re: Subtle Mask

Post by Koshnek »

Minor Mod: Concealed when Worn

Could this count as your free trapping and free up a minor slot for something else? It doesn't seem like a super-powerful thing. It fades from view when powered, maybe a notice check can see some light distortion or something if its a little too much for the free trapping. The Shroud modifier could cover this if it were a power for a grand total of 1 PPE. For a magical item which is always powered, or a TW item which would require 1 PP anyways, I would be fine with it.
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Freemage
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Re: Subtle Mask

Post by Freemage »

Koshnek wrote: Sat Aug 21, 2021 6:31 pm Minor Mod: Concealed when Worn

Could this count as your free trapping and free up a minor slot for something else? It doesn't seem like a super-powerful thing. It fades from view when powered, maybe a notice check can see some light distortion or something if its a little too much for the free trapping. The Shroud modifier could cover this if it were a power for a grand total of 1 PPE. For a magical item which is always powered, or a TW item which would require 1 PP anyways, I would be fine with it.
I decided it was a minor mod based on the fact that it parallels the 'Concealable' result on the Personal Weapons HJ tables. If it was just a Trapping, I'd say it should just be non-obvious, but can be detected with deliberate inspection. I do think I might want to have it be the 'magic equivalent' of an existing piece of headgear, though. The Multi-Optics Helmet is the obvious choice, but I'd be open to suggestions about other possibilities.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
PCs
Gaspard Gillead, 12th AAT/Dirty Dozen
Ryder, 101st COT/Trailblazers
Serival Drumm, 24th COT
Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs

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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Koshnek
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Re: Subtle Mask

Post by Koshnek »

If you use an adventuring gear as the base item for an enchanted item, do you still get to add mods to it as usual or is the coolness getting X item that does Y thing, but magic instead of tech? This is the line that concerned me "Only new non-mechanical and nonelectrical items may be created this way; ..." but this line from the Magic and Items and Equipment sidebar seems to give it the OK "...If the item is enchanted beyond its normal function (through TW or other means), that may change it to something that requires inherent PPE or ISP to power."

MoS Helmet gives a lot of cool bonuses, so it would definitely be better for you than a basic item base. A TW could mod up a standard MoS helmet, so I don't see why an enchanter couldn't create a magic equivalent item with mods?

If the above is OK, you could consider a translator or maybe even a mask version of the cybernetic implant that changes your facial features. (I'm not sure how well having a magic item based upon an implant that is not an implant would go down, but YMMV.) What I'm getting at is if you're not solely concerned with combat bonuses, there are other nifty items you could consider as a "mask" to give useful non-combat bonuses.
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Freemage
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Re: Subtle Mask

Post by Freemage »

Koshnek wrote: Mon Aug 30, 2021 8:36 pm If you use an adventuring gear as the base item for an enchanted item, do you still get to add mods to it as usual or is the coolness getting X item that does Y thing, but magic instead of tech? This is the line that concerned me "Only new non-mechanical and nonelectrical items may be created this way; ..." but this line from the Magic and Items and Equipment sidebar seems to give it the OK "...If the item is enchanted beyond its normal function (through TW or other means), that may change it to something that requires inherent PPE or ISP to power."

MoS Helmet gives a lot of cool bonuses, so it would definitely be better for you than a basic item base. A TW could mod up a standard MoS helmet, so I don't see why an enchanter couldn't create a magic equivalent item with mods?

If the above is OK, you could consider a translator or maybe even a mask version of the cybernetic implant that changes your facial features. (I'm not sure how well having a magic item based upon an implant that is not an implant would go down, but YMMV.) What I'm getting at is if you're not solely concerned with combat bonuses, there are other nifty items you could consider as a "mask" to give useful non-combat bonuses.

Oooh.... I like the idea of the translator. It would work equivalent to the mundane version, of course, rather than the superior oomph of the TW Communications Band. I've edited it accordingly; will wait to hear from @Pender Lumkiss before proceeding any further.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
PCs
Gaspard Gillead, 12th AAT/Dirty Dozen
Ryder, 101st COT/Trailblazers
Serival Drumm, 24th COT
Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs

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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Pender Lumkiss
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Re: Subtle Mask

Post by Pender Lumkiss »

Approved.
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