Corp Jaxson's Signature Wepon

A place for feedback on created items for in game use.
Post Reply
User avatar
JAXSON, Antone
Diamond Patron
Diamond Patron
Posts: 31
Joined: Tue Mar 24, 2020 4:31 pm

Corp Jaxson's Signature Wepon

Post by JAXSON, Antone »

Lyboc looked down at his new pet. This would be no ordinary pet and this one should be far more compliant than the last. Such a shame to have to kill that one. The doctors worked furious to remove the damaged organs and human tissues. X-13 would not need those anymore. It would be hours before they were done. He would go check on the new super weapon that X-13 would wield.

CX-13Sig
Using stolen tech this close combat weapons have ben enhanced. The claws have been upgrade with a neuro-synaptic nanite system. The system can be used on 2 settings. The first setting activates a strong EM field within the nanites. As the nanites spread this forces the limbs and mobile parts of the target to become stuck together. The second setting activates the nanites to stun a target buy absorbing all electrical impulses including those of the central nervous system. The system has a limited capacity of nanites and time is required to produce more.

Silver Vibro-Vambraces
Image
  • • Damage: Str+2d4 silver, AP 8
    • Weight: 2 (Min Str d6)
    • Notes: Parry +1 (must be worn as a pair for the bonus). Count as Claws. Harmonic Blades, MD, Powered Weapons
    • Major mod 1: Entangle, limit touch, triggered by fighting 2 PP (cost 60,000 and -1 rarity)
    • Major Mod 2: Stun, limit touch, triggered by fighting 2 PP (cost 60,000 and -1 rarity)
    • Minor Mod 1: 5 PP (cost 5,000)
    • Minor mod 2: 5 PP (cost 5,000)
    • Rarity: -4 Cost: 251,000
Edited based on input below
Last edited by JAXSON, Antone on Sat Apr 04, 2020 3:29 pm, edited 2 times in total.
Uber Awesome Borg
”Experimental Cyborg, Codename X-13”
CPL JAXSON, Antone
Rank: Novice-2 Advances Left: 0
Race: Human
Iconic Framework: Combat Cyborg
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+2, Vigor d12
Pace: 10 D8; Parry: 8; Toughness: 34 (17); Strain: 6/6
”Skills”
  • Athletics d6
  • Common Knowledge d4
  • Fighting D10+2 (+2 with unarmed)
  • Notice d8
  • Piloting d6
  • Persuasion d4
  • Shooting d8 (+1 calibrated weapons)
  • Stealth d8+2
”Edges”
  • Ambidextrous (Human): No off hand penalties
  • Well Equipped “Rich” (Hinderance): armor upgrades are not cheap but someone in command likes you kid.
  • Brawler (Hinderance): +1 toughness and +1 die of unarmed damage
  • Martial Artist (HJ): +1 fighting and +1 die of unarmed damage
  • Very Well Equipped “Very Rich” (HJ): Weapon upgrades are not cheap but someone in command likes you kid.
  • Martial Warrior (HJ): +1 fighting and +1 die of unarmed damage.
  • Luck (HJ): 1 extra benny
  • Quick (HJ): Action card 5 or lower draws a new card
  • Bruiser (HJ): +1 toughness and +1 die of unarmed damage
  • Fleet Footed (IF): +2 pace and +1 die running
  • More Machine (IF): +2 recover from shaken and stunned, ignore 1 wound penalty, immune to disease, drowning, poison. +4 to resist cold, heat, and radiation.
  • Size 1 (IF): +1 toughness
  • Upgradeable (IF): +6 strain
  • Unarmed Combat (IF): Str+d4 MD in unarmed combat and always armed
  • Frenzy (Cyber): Extra fighting die on 1 attack
  • Improved Frenzy (Cyber): Extra fighting die on 2 attacks
  • Iron Jaw (1st): +2 soak and vigor rolls to avoid knockout
  • First Strike (2nd): Free fighting attack when a foe moves into range
”Hinderances”
  • PTSD (Minor): Roll spirit each session. Lose benny on failure
  • Vow: Coalition Fanatic Patriot (Major): Follow orders.
  • Driven (Minor): Antone will make any sacrifice to get citizenship for his momma.
  • Heroic (Major): You can not lead from the back.
  • Illiterate (Minor): No time for school
  • Obligation (Minor): Nothing comes for free. Your benefactor “asks” for favors.
  • All those moving Parts (IF): can not be healed, has to be repaired, no golden hour
  • Heavy (IF): -2 to all trait rolls if the vehicle is not equipped for borgs.
  • Inhuman Appearance (IF): -1 persuasion rolls when dealing with most beings
  • Lost of Dexterity (IF): -1 to agility and all linked skills not directly related to combat.
Bennies=6/4
”Spent bennies”
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Corp Jaxson's Signature Wepon

Post by Freemage »

Fairly straightforward--approved. I do have a question--is the idea that the Stun and Entangle Powers are activated as part of the standard attack, based off the Fighting roll? If so, you need to state that, and adjust the cost of the powers (and hence, the cost of repairs), per the rules in the TW section of the TLPG.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

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?)
.
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Corp Jaxson's Signature Wepon

Post by Ndreare »

TLPG ph 53 wrote:For triple the credits and +1 to Power Point activation costs, the power activates as part of another action (an attack roll for a weapon, roll to activate another power, etc.) using the Trait result of the primary action. Power Points are spent before rolling, and with a failure on the primary action the power fails as well.
Raise the price and power point cost appropriately and Approved
  • 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
JAXSON, Antone
Diamond Patron
Diamond Patron
Posts: 31
Joined: Tue Mar 24, 2020 4:31 pm

Re: Corp Jaxson's Signature Wepon

Post by JAXSON, Antone »

Edited based on input
Uber Awesome Borg
”Experimental Cyborg, Codename X-13”
CPL JAXSON, Antone
Rank: Novice-2 Advances Left: 0
Race: Human
Iconic Framework: Combat Cyborg
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+2, Vigor d12
Pace: 10 D8; Parry: 8; Toughness: 34 (17); Strain: 6/6
”Skills”
  • Athletics d6
  • Common Knowledge d4
  • Fighting D10+2 (+2 with unarmed)
  • Notice d8
  • Piloting d6
  • Persuasion d4
  • Shooting d8 (+1 calibrated weapons)
  • Stealth d8+2
”Edges”
  • Ambidextrous (Human): No off hand penalties
  • Well Equipped “Rich” (Hinderance): armor upgrades are not cheap but someone in command likes you kid.
  • Brawler (Hinderance): +1 toughness and +1 die of unarmed damage
  • Martial Artist (HJ): +1 fighting and +1 die of unarmed damage
  • Very Well Equipped “Very Rich” (HJ): Weapon upgrades are not cheap but someone in command likes you kid.
  • Martial Warrior (HJ): +1 fighting and +1 die of unarmed damage.
  • Luck (HJ): 1 extra benny
  • Quick (HJ): Action card 5 or lower draws a new card
  • Bruiser (HJ): +1 toughness and +1 die of unarmed damage
  • Fleet Footed (IF): +2 pace and +1 die running
  • More Machine (IF): +2 recover from shaken and stunned, ignore 1 wound penalty, immune to disease, drowning, poison. +4 to resist cold, heat, and radiation.
  • Size 1 (IF): +1 toughness
  • Upgradeable (IF): +6 strain
  • Unarmed Combat (IF): Str+d4 MD in unarmed combat and always armed
  • Frenzy (Cyber): Extra fighting die on 1 attack
  • Improved Frenzy (Cyber): Extra fighting die on 2 attacks
  • Iron Jaw (1st): +2 soak and vigor rolls to avoid knockout
  • First Strike (2nd): Free fighting attack when a foe moves into range
”Hinderances”
  • PTSD (Minor): Roll spirit each session. Lose benny on failure
  • Vow: Coalition Fanatic Patriot (Major): Follow orders.
  • Driven (Minor): Antone will make any sacrifice to get citizenship for his momma.
  • Heroic (Major): You can not lead from the back.
  • Illiterate (Minor): No time for school
  • Obligation (Minor): Nothing comes for free. Your benefactor “asks” for favors.
  • All those moving Parts (IF): can not be healed, has to be repaired, no golden hour
  • Heavy (IF): -2 to all trait rolls if the vehicle is not equipped for borgs.
  • Inhuman Appearance (IF): -1 persuasion rolls when dealing with most beings
  • Lost of Dexterity (IF): -1 to agility and all linked skills not directly related to combat.
Bennies=6/4
”Spent bennies”
User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Corp Jaxson's Signature Wepon

Post by Venatus Vinco »

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

Return to “Item Creation”