Silver Trident

A place for feedback on created items for in game use.
Post Reply
User avatar
Runt
Posts: 15
Joined: Tue Oct 05, 2021 2:37 pm

Silver Trident

Post by Runt »

Silver Trident
What? No! I dont give my weapons names. A weapon is a tool not a friend. This one stabs people, pup.
Silvered Vibro-Trident.png
  • • Dmg: Str+3d4 MD, AP: 12
    • Weight: 5 lbs. (Min Str: d10)
    • Notes: +1 to Disarm or Test opponents and opponents are at -2 on Strength rolls to resist your Disarm attempts; thrown Range 4/8/16; Silvered; Ignore up to 2 points of penalties to Fighting rolls. (Note: Runt is a Brute)
    • Rarity: -1 Cost: 56,000

Base Item: Vibro-Trident (Str+3d4 MD, AP 12; Min Str d10; 5 lbs, Cost: 14,000 [-1]; Notes: +1 to Disarm or Test opponents, Thrown Range 3/6/12.)
HJ 1: The superior balance of this weapon allows you to ignore up to 2 points of penalties to Fighting rolls, including those from Called Shots and Off-Hand Attacks.
Hj 2: The crafter of this weapon knows something about vampires and other monsters in the world - she incorporated silver into its making.
Hj 3: An unarmed foe is much less of a concern. Your weapon is designed with that in mind - opponents are -2 on Strength rolls to resist your Disarm attempts.

Runt, Dog Boy Mega-Juicer
Pace: 14(d8); Parry: 7; Toughness: 17(5); Burn: 7/8 (d6)
In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts- linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
,
The bio-comp system managing the drugs and chemicals within the Juicer’s body also works overtime to ensure his continued health and good repair. The Juicer gains Slow Regeneration (a natural healing roll once per day). There’s a continuously replenishing supply of nanites and chemical concoctions available for “emergency repairs.” As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge. The system holds a maximum of three charges and requires eight hours to recover one charge.
,
–2 to actions at 5″ (10 yards) or more distance.
,
The hero may discard and redraw Action Cards of 5 or lower.
,
This Edge allows Juicers to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
,
Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
,
Unstoppable targets never suffer more than one Wound from a single attack; make any Soak rolls before applying this limit.


Wounds: 0/3; Fatigue: 1/2;
Bennies: 2/3; Conviction: 0/1
Edit Signature
User avatar
Runt
Posts: 15
Joined: Tue Oct 05, 2021 2:37 pm

Re: Silver Trident

Post by Runt »

I'm concerned whether or not HJ 3 is worth taking. It has plenty of AP and damage potential, but I was looking at possibly slapping +1 Parry on it instead.

Runt, Dog Boy Mega-Juicer
Pace: 14(d8); Parry: 7; Toughness: 17(5); Burn: 7/8 (d6)
In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts- linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
,
The bio-comp system managing the drugs and chemicals within the Juicer’s body also works overtime to ensure his continued health and good repair. The Juicer gains Slow Regeneration (a natural healing roll once per day). There’s a continuously replenishing supply of nanites and chemical concoctions available for “emergency repairs.” As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge. The system holds a maximum of three charges and requires eight hours to recover one charge.
,
–2 to actions at 5″ (10 yards) or more distance.
,
The hero may discard and redraw Action Cards of 5 or lower.
,
This Edge allows Juicers to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
,
Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
,
Unstoppable targets never suffer more than one Wound from a single attack; make any Soak rolls before applying this limit.


Wounds: 0/3; Fatigue: 1/2;
Bennies: 2/3; Conviction: 0/1
Edit Signature
User avatar
Ndreare
Savage Siri
Posts: 4267
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Silver Trident

Post by Ndreare »

The item looks acceptable to me, but Runt smell like cats and cigarettes.
  • 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
Runt
Posts: 15
Joined: Tue Oct 05, 2021 2:37 pm

Re: Silver Trident

Post by Runt »

Cat maybe, but we actually have a millitary group with no smokers or dippers, somehow!

Runt, Dog Boy Mega-Juicer
Pace: 14(d8); Parry: 7; Toughness: 17(5); Burn: 7/8 (d6)
In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts- linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
,
The bio-comp system managing the drugs and chemicals within the Juicer’s body also works overtime to ensure his continued health and good repair. The Juicer gains Slow Regeneration (a natural healing roll once per day). There’s a continuously replenishing supply of nanites and chemical concoctions available for “emergency repairs.” As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge. The system holds a maximum of three charges and requires eight hours to recover one charge.
,
–2 to actions at 5″ (10 yards) or more distance.
,
The hero may discard and redraw Action Cards of 5 or lower.
,
This Edge allows Juicers to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
,
Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
,
Unstoppable targets never suffer more than one Wound from a single attack; make any Soak rolls before applying this limit.


Wounds: 0/3; Fatigue: 1/2;
Bennies: 2/3; Conviction: 0/1
Edit Signature
Lars
Diamond Patron
Diamond Patron
Posts: 1632
Joined: Thu Jan 19, 2017 9:13 am
Location: GAMEMASTER
Contact:

Re: Silver Trident

Post by Lars »

Approved
GM of The Black Company and Assistant GM for Lost Jungles CS: Lars
Discord: Daniel (Lars)

Savage Rifts Player Characters
User avatar
Runt
Posts: 15
Joined: Tue Oct 05, 2021 2:37 pm

Re: Silver Trident

Post by Runt »

I’m wondering what would be more useful?
The -2 to oppose disarming (weapon has ignore -2 penalties to called shots and a +1 to disarm)
+1 parry
+2 damage vs drop/vulnerable (Juicer with split the seconds, so if I ever *really* need the damage, I can make it so).

Runt, Dog Boy Mega-Juicer
Pace: 14(d8); Parry: 7; Toughness: 17(5); Burn: 7/8 (d6)
In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts- linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
,
The bio-comp system managing the drugs and chemicals within the Juicer’s body also works overtime to ensure his continued health and good repair. The Juicer gains Slow Regeneration (a natural healing roll once per day). There’s a continuously replenishing supply of nanites and chemical concoctions available for “emergency repairs.” As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge. The system holds a maximum of three charges and requires eight hours to recover one charge.
,
–2 to actions at 5″ (10 yards) or more distance.
,
The hero may discard and redraw Action Cards of 5 or lower.
,
This Edge allows Juicers to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
,
Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
,
Unstoppable targets never suffer more than one Wound from a single attack; make any Soak rolls before applying this limit.


Wounds: 0/3; Fatigue: 1/2;
Bennies: 2/3; Conviction: 0/1
Edit Signature
User avatar
Ndreare
Savage Siri
Posts: 4267
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Silver Trident

Post by Ndreare »

The disarm tactic would be cool and one rarely used. The damage is meh at best. You already smash for serious damage and will be relying on the dice acing so a +2 will rarely if ever matter. The disarm you can use often and especially when needing to capture one of the member of the other teams for some Q&A.
  • 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
Runt
Posts: 15
Joined: Tue Oct 05, 2021 2:37 pm

Re: Silver Trident

Post by Runt »

That’s why I went with it at first. I’m at 2-2 disarm/parry so I think I’ll keep the disarm and go with my first choice. Thank you all, no change needed to OP or previous approvals.

Runt, Dog Boy Mega-Juicer
Pace: 14(d8); Parry: 7; Toughness: 17(5); Burn: 7/8 (d6)
In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts- linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
,
The bio-comp system managing the drugs and chemicals within the Juicer’s body also works overtime to ensure his continued health and good repair. The Juicer gains Slow Regeneration (a natural healing roll once per day). There’s a continuously replenishing supply of nanites and chemical concoctions available for “emergency repairs.” As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge. The system holds a maximum of three charges and requires eight hours to recover one charge.
,
–2 to actions at 5″ (10 yards) or more distance.
,
The hero may discard and redraw Action Cards of 5 or lower.
,
This Edge allows Juicers to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
,
Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
,
Unstoppable targets never suffer more than one Wound from a single attack; make any Soak rolls before applying this limit.


Wounds: 0/3; Fatigue: 1/2;
Bennies: 2/3; Conviction: 0/1
Edit Signature
Technospawn
Diamond Patron
Diamond Patron
Posts: 331
Joined: Thu Mar 12, 2020 9:28 pm

Re: Silver Trident

Post by Technospawn »

Approved you cat lover
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
Post Reply

Return to “Item Creation”