Armband of Worlds

A place for feedback on created items for in game use.
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Ndreare
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Armband of Worlds

Post by Ndreare »

Armband of Worlds
These items are crafted for apprentice shifters and temporal wizards by techno-wizards. Useful for when their apprentice does not yet have the skill to use these basic spells themselves. Par was given his by his father as a gift after missing his 18th birthday. Telling him he is now ready to leave, and wishing him well, before he left for his next assignment.
When in a unwanted location all an owner has to do is activate the devices basic functions. The primary function will analyze the environment and provide protection for the wearer, the secondary function allows the user to use translocation, a sort of short range teleport.

Base Item: Wrist Field Computer II - 20,000
Conversion: 2,000
Major: Environmental Protection (self only)
Major: Teleport (self only)
Major: +10 PPE
Minor: +5 PPE
Minor x2: +2 To Activate Teleport
Construction Cost: 127,000
  • 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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Venatus Vinco
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Re: Armband of Worlds

Post by Venatus Vinco »

Approved.
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
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Freemage
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Re: Armband of Worlds

Post by Freemage »

Approved.
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?)
.
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Ndreare
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Re: Armband of Worlds

Post by Ndreare »

Thanks guys
  • 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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JAXSON, Antone
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Re: Armband of Worlds

Post by JAXSON, Antone »

I though it was 2 major and 2 minor per sig item. That item has 3 major and 3 minor. Am I missing something?
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”
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Ndreare
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Re: Armband of Worlds

Post by Ndreare »

JAXSON, Antone wrote: Mon Apr 06, 2020 3:46 pm I though it was 2 major and 2 minor per sig item. That item has 3 major and 3 minor. Am I missing something?
Yes
  • 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
Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Armband of Worlds

Post by Tiny Tim »

JAXSON, Antone wrote: Mon Apr 06, 2020 3:46 pm I though it was 2 major and 2 minor per sig item. That item has 3 major and 3 minor. Am I missing something?
Only TW items get 3 and 3. All others get 2 and 2. TW items need ISP or PPE and an appropriate Arcane Background to use, however.
Last edited by Tiny Tim on Mon Apr 06, 2020 3:54 pm, edited 1 time in total.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
User avatar
Ndreare
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Joined: Tue Aug 08, 2017 12:55 pm
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Re: Armband of Worlds

Post by Ndreare »

Tiny Tim wrote: Mon Apr 06, 2020 3:53 pm
JAXSON, Antone wrote: Mon Apr 06, 2020 3:46 pm I though it was 2 major and 2 minor per sig item. That item has 3 major and 3 minor. Am I missing something?
Only TW items ger 3 and 3. All others get 2 and 2.
Dang it. I wanted to leave him in the lurch.
  • 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: Armband of Worlds

Post by JAXSON, Antone »

OK then because Rob wants to be snarky, I disapprove. :lol:

Thanks for the clarification Tim.
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
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Armband of Worlds

Post by Ndreare »

JAXSON, Antone wrote: Mon Apr 06, 2020 3:55 pm OK then because Rob wants to be snarky, I disapprove. :lol:
Only GM votes count here. You will need to read the item rules stickied on this forum.

:twisted:
  • 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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JAXSON, Antone
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Re: Armband of Worlds

Post by JAXSON, Antone »

Ndreare wrote: Mon Apr 06, 2020 3:56 pm
JAXSON, Antone wrote: Mon Apr 06, 2020 3:55 pm OK then because Rob wants to be snarky, I disapprove. :lol:
Only GM votes count here. You will need to read the item rules stickied on this forum.

:twisted:
Yeah but at least my vote is known.
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”
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