Patron Item for Hunter

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Venatus Vinco
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Patron Item for Hunter

Post by Venatus Vinco »

@Hunter

Item Creation guidelines can be found here: https://savagerifts.com/sr/viewtopic.ph ... 639#p61767

If you want a tech item but don't have the Arcana and Mysticism book try describing it here and I can help you flesh it out.

TL:DR use the TW conversion list on a tech item and add
2 Minor and 2 Major upgrades up to Heroic rank
OR
Up to 3 Hero’s Journey modifications for weapons and armor.

VV
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Re: Patron Item for Hunter

Post by Hunter »

i alas do not have the arcana and mysticism book. something to pick up at the end of the month when I get paid.

I'm slightly confused as to this upgrades up to a heroic rank thing.
Goodwill Hunting
Bennies:
Agility: d10, Smarts: d8, Spirit: d6, Strength: d12+1(d6), Vigor:
Running: d8, Pace: 8, Parry: 5, Toughness: 7(13)
Hindrances: Coalition Fanatical Patriot [Major], Death Wish (Minor), Illiterate (Minor), Loyal [Minor], Mutant, Near-Human Physiology, Overconfident (Major), Oddly Built, Weakness (Ley Line Hypersensitivity)
Edges: Assassin, Ambidextrous, Alertness, Bite, Breed Advantage (Tracking, Fast), Danger Sense, Dead Shot, Dirty Fighter, Double Tap, Free Runner, Keen Sense of Smell/Hearing, Low Light Vision, Nerves of Steel, Marksman, Psychic Sense, Quick, Quick Draw, Quick and the Dead, Sharpshooting, Soldier, Two-Gun Kid, Live, Die, Live Again, Rich, Connected.
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Venatus Vinco
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Re: Patron Item for Hunter

Post by Venatus Vinco »

Hunter wrote: Fri Feb 21, 2020 10:24 pm I'm slightly confused as to this upgrades up to a heroic rank thing.
Rank sets the number of modifications (in this case two major, two minor) and the level of Edges and powers that can be built into the item (i.e. up to Heroic rank powers or edges but not Legendary).

You don't need A&M to build this device since I told you the # of mod slots and the actual modifications available are listed under TW conversion in the Tomorrow Legion PLayer;s Guide.

VV
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Re: Patron Item for Hunter

Post by Ndreare »

Venatus Vinco wrote: Fri Feb 21, 2020 10:27 pm You don't need A&M to build this device
But you should give all your money to Pinnacle Entertainment Group and buy their books.
  • 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
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Kesslan
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Re: Patron Item for Hunter

Post by Kesslan »

Venatus Vinco wrote: Fri Feb 21, 2020 10:27 pm
Hunter wrote: Fri Feb 21, 2020 10:24 pm I'm slightly confused as to this upgrades up to a heroic rank thing.
Rank sets the number of modifications (in this case two major, two minor) and the level of Edges and powers that can be built into the item (i.e. up to Heroic rank powers or edges but not Legendary).

You don't need A&M to build this device since I told you the # of mod slots and the actual modifications available are listed under TW conversion in the Tomorrow Legion PLayer;s Guide.

VV

Ah ok so if i follow correctly it would have something like;
Minor: +2 Shooting
Major +2 Edges

?

I'm just wanting to be sure here as I'm presently kind of hazy due to some pain medication i'm on after injuring my back rather badly.
I bring the fire
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
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Venatus Vinco
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Re: Patron Item for Hunter

Post by Venatus Vinco »

Yes, essentially.

Minor includes +1 to a Trait specific to the item as well as other options like AP, Armor, Power Points, etc.

Major includes Edges, powers, Power Points, die type increases etc.

The big thing is making sure the upgrades are appropriate to the item and make some kind of narrative sense.

VV
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Kesslan
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Re: Patron Item for Hunter

Post by Kesslan »

Alright cool. I'll sink my teeth into it after I'm a little more clear headed. Still kind of hazy from the meds atm.
I bring the fire
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
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Kesslan
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Re: Patron Item for Hunter

Post by Kesslan »

Just picked up the Arcana and Mysticism book, just need to read through it now. I'll try to have something ready for tomorrow if all things keep going relatively well
I bring the fire
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
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Hunter
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Re: Patron Item for Hunter

Post by Hunter »

Ok, so base weapon; JA-11 range: 30/60/120, Damage 4d6, ROF: 1, AP: 4, shots 30*, min STR: d6, weight; 7, Cauterize, No Recoil, Heavy Beam, Integrated Multi-Optics Scope As a free action, switch to ion beam (as an NG-IP7) or fire a bullet (as a Hunting Rifle with 1 Shot, see Savage Worlds). *Special: Shots +30 when a reserve E-Clip slot is loaded; this reserve is Reload 3.

Minor: +1 AP
Minor: +1 AP
Major: +1 Die Type (d6 to d8)
Major: Trademark Weapon
Goodwill Hunting
Bennies:
Agility: d10, Smarts: d8, Spirit: d6, Strength: d12+1(d6), Vigor:
Running: d8, Pace: 8, Parry: 5, Toughness: 7(13)
Hindrances: Coalition Fanatical Patriot [Major], Death Wish (Minor), Illiterate (Minor), Loyal [Minor], Mutant, Near-Human Physiology, Overconfident (Major), Oddly Built, Weakness (Ley Line Hypersensitivity)
Edges: Assassin, Ambidextrous, Alertness, Bite, Breed Advantage (Tracking, Fast), Danger Sense, Dead Shot, Dirty Fighter, Double Tap, Free Runner, Keen Sense of Smell/Hearing, Low Light Vision, Nerves of Steel, Marksman, Psychic Sense, Quick, Quick Draw, Quick and the Dead, Sharpshooting, Soldier, Two-Gun Kid, Live, Die, Live Again, Rich, Connected.
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Venatus Vinco
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Re: Patron Item for Hunter

Post by Venatus Vinco »

Looks like a good start mechanically.
Major: +1 Die Type (d6 to d8)
Damage is not considered a Trait and therefore this mod doesn't apply to damage dice. You could perhaps argue +1 die type to shooting.

Once you get the details worked out we always like to have a little narrative on the item as well.

VV
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Re: Patron Item for Hunter

Post by Hunter »

Ah I was going off of what you said earlier here:
Venatus Vinco wrote: Sun Feb 23, 2020 6:31 pm Major includes Edges, powers, Power Points, die type increases etc.
Goodwill Hunting
Bennies:
Agility: d10, Smarts: d8, Spirit: d6, Strength: d12+1(d6), Vigor:
Running: d8, Pace: 8, Parry: 5, Toughness: 7(13)
Hindrances: Coalition Fanatical Patriot [Major], Death Wish (Minor), Illiterate (Minor), Loyal [Minor], Mutant, Near-Human Physiology, Overconfident (Major), Oddly Built, Weakness (Ley Line Hypersensitivity)
Edges: Assassin, Ambidextrous, Alertness, Bite, Breed Advantage (Tracking, Fast), Danger Sense, Dead Shot, Dirty Fighter, Double Tap, Free Runner, Keen Sense of Smell/Hearing, Low Light Vision, Nerves of Steel, Marksman, Psychic Sense, Quick, Quick Draw, Quick and the Dead, Sharpshooting, Soldier, Two-Gun Kid, Live, Die, Live Again, Rich, Connected.
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Hunter
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Re: Patron Item for Hunter

Post by Hunter »

Ok so I think I finally understand what's going on here so:

Minor: +2 AP
Minor: +2 AP
Major: Trademark Weapon
Major: Improved Trademark Weapon
Goodwill Hunting
Bennies:
Agility: d10, Smarts: d8, Spirit: d6, Strength: d12+1(d6), Vigor:
Running: d8, Pace: 8, Parry: 5, Toughness: 7(13)
Hindrances: Coalition Fanatical Patriot [Major], Death Wish (Minor), Illiterate (Minor), Loyal [Minor], Mutant, Near-Human Physiology, Overconfident (Major), Oddly Built, Weakness (Ley Line Hypersensitivity)
Edges: Assassin, Ambidextrous, Alertness, Bite, Breed Advantage (Tracking, Fast), Danger Sense, Dead Shot, Dirty Fighter, Double Tap, Free Runner, Keen Sense of Smell/Hearing, Low Light Vision, Nerves of Steel, Marksman, Psychic Sense, Quick, Quick Draw, Quick and the Dead, Sharpshooting, Soldier, Two-Gun Kid, Live, Die, Live Again, Rich, Connected.
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Venatus Vinco
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Re: Patron Item for Hunter

Post by Venatus Vinco »

That works.

Another option for a technology based signature weapon is to add 3 Hero's Journey rolls instead.

What about: Ranged Weapon Table
7-8: The superior balance of this weapon allows you to ignore up to 2 points of penalties to Shooting rolls, including those from Called Shots, Cover, Illumination, Range, and Relative Speed.
15: +2 AP
17: This weapon is a favorite of your character. Gain the Trademark Weapon Edge for it. In addition, when you spend a Benny to reroll any Trait roll made using this weapon, add +2 to the total (stacks with Elan and similar bonuses).

Be less of an AP boost but deadly accurate and gives a boost when you spend a benny for a shot you really want to make.

VV
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Re: Patron Item for Hunter

Post by Hunter »

Well I considered that but I already have 4 points of penalty reductions from one of the sharpshooting skills. I"m not sure another 2 would make that much of a difference, but maybe? On the flip side the +1 shooting counters at least 1 point of penalties basically so. The stacking bonus with Elan is nice though.
Goodwill Hunting
Bennies:
Agility: d10, Smarts: d8, Spirit: d6, Strength: d12+1(d6), Vigor:
Running: d8, Pace: 8, Parry: 5, Toughness: 7(13)
Hindrances: Coalition Fanatical Patriot [Major], Death Wish (Minor), Illiterate (Minor), Loyal [Minor], Mutant, Near-Human Physiology, Overconfident (Major), Oddly Built, Weakness (Ley Line Hypersensitivity)
Edges: Assassin, Ambidextrous, Alertness, Bite, Breed Advantage (Tracking, Fast), Danger Sense, Dead Shot, Dirty Fighter, Double Tap, Free Runner, Keen Sense of Smell/Hearing, Low Light Vision, Nerves of Steel, Marksman, Psychic Sense, Quick, Quick Draw, Quick and the Dead, Sharpshooting, Soldier, Two-Gun Kid, Live, Die, Live Again, Rich, Connected.
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Venatus Vinco
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Re: Patron Item for Hunter

Post by Venatus Vinco »

I guess it depends on what you're shooting at...head shots are -4. Head shots in the dark are -6. Headshots in the dark at long range are what -8.

Maybe you want to Multi-Action and make it -10.

You could offset 6 points of that! Plus maybe using marksman.

VV
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Re: Patron Item for Hunter

Post by Hunter »

Hmm...

Well if the penalties can stack that high, then ya, it's well worth it for the odd trick shot etc. But if I go that route maybe I should switch to the particle beam rifle and use:

5– 6 Exceptional crafting and fine-tuning grants your hero a +1 to Shooting with this
weapon.

7– 8
The superior balance of this weapon allows you to ignore up to 2 points of penalties
to Shooting rolls, including those from Called Shots, Cover, Illumination, Range,
and Relative Speed.

17
This weapon is a favorite of your character. Gain the Trademark Weapon Edge for
it. In addition, when you spend a Benny to reroll any Trait roll made using this
weapon, add +2 to the total (stacks with Elan and similar bonuses).

Then all I need to do is try and get a multi-optics scope for it.
Goodwill Hunting
Bennies:
Agility: d10, Smarts: d8, Spirit: d6, Strength: d12+1(d6), Vigor:
Running: d8, Pace: 8, Parry: 5, Toughness: 7(13)
Hindrances: Coalition Fanatical Patriot [Major], Death Wish (Minor), Illiterate (Minor), Loyal [Minor], Mutant, Near-Human Physiology, Overconfident (Major), Oddly Built, Weakness (Ley Line Hypersensitivity)
Edges: Assassin, Ambidextrous, Alertness, Bite, Breed Advantage (Tracking, Fast), Danger Sense, Dead Shot, Dirty Fighter, Double Tap, Free Runner, Keen Sense of Smell/Hearing, Low Light Vision, Nerves of Steel, Marksman, Psychic Sense, Quick, Quick Draw, Quick and the Dead, Sharpshooting, Soldier, Two-Gun Kid, Live, Die, Live Again, Rich, Connected.
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Venatus Vinco
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Re: Patron Item for Hunter

Post by Venatus Vinco »

Cool man,

Totally up to you, I'm just playing with ideas.

VV
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Re: Patron Item for Hunter

Post by Hunter »

Nah I like it. Has the AP range i'm looking for, loose a bit of range and more the ability to have a weapon with ROF greater than 1 but I suppose that won't matter a ton. IT's a fair bit heaiver but fortunately the soldier trait lets me carry and use it.

So NG-P7 Particle Beam Rifle 18/36/72, Damage 4d8, ROF 1, AP: 8, Shots 8, Min STR d8, Weight 17, Snapfire, Disintegration, Atomic Annihilation, No Recoil, Exceptional Crafting: +1 Shooting, Superior Balance: Ignore 2 points of Shooting Penalty Rolls, Trademark Weapon, when you spend a Benny to reroll any Trait roll made using this weapon, add +2 to the total (stacks with Elan and similar bonuses)
Goodwill Hunting
Bennies:
Agility: d10, Smarts: d8, Spirit: d6, Strength: d12+1(d6), Vigor:
Running: d8, Pace: 8, Parry: 5, Toughness: 7(13)
Hindrances: Coalition Fanatical Patriot [Major], Death Wish (Minor), Illiterate (Minor), Loyal [Minor], Mutant, Near-Human Physiology, Overconfident (Major), Oddly Built, Weakness (Ley Line Hypersensitivity)
Edges: Assassin, Ambidextrous, Alertness, Bite, Breed Advantage (Tracking, Fast), Danger Sense, Dead Shot, Dirty Fighter, Double Tap, Free Runner, Keen Sense of Smell/Hearing, Low Light Vision, Nerves of Steel, Marksman, Psychic Sense, Quick, Quick Draw, Quick and the Dead, Sharpshooting, Soldier, Two-Gun Kid, Live, Die, Live Again, Rich, Connected.
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