Transforming Robot Mule
Super Science Items
Use the Minor and Major Item Creation rules found in Arcana & Mysticism with the following adjustments.
Minor Item Creation (Requirements: Seasoned, Artificer, Arcane Background Weird Science, Repair d8+)
Major Item Creation (Requirements: Veteran, Minor Item Creation, Gadgeteer, Science d10+)
The Super Scientist rolls the lower of her Science, Repair, or Arcane Skill
GM may add +1 to +4 for advanced tools, workshops, labs, schematics, or other benefits.
Items require a power source such as e-clips or batteries and lose all special abilities if unpowered.
Creation Edges not currently available to Player Characters until tested.
or Signature Items select a piece of Adventuring Gear, Weapon, or Armor and choose one of the following options:
2 Minor and 2 Major upgrades up to Heroic rank
Robotic Horse/ Mule
Chose a Mule version vs horse. Slower on the ground but more sure footed, and larger than a normal mustang. Also stronger and greater stamina, usually more intelegent
RH100 Series Robot Horse: Bandito Arms offers a suite of robotic horses tailored to resemble different breeds. While most customers prefer their robot horses equipped with synthetic skin to resemble Arabians, appaloosas, paints, and other breeds, some prefer skinless metallic variants . Robot horses operate only for riders programmed into the system and can follow vocal commands, warn their riders of danger, and be programmed to recognize enemies and allies. For an extra 100,000 credits, they can be installed with an AI capable of speech. (5.2 million credits, −2 Rarity).
RH100 Robot Horse: Size 2 (Normal), Change to 3
Handling +2, change to +3
Top Speed 75 MPH, change to 60
Toughness 24 (12), Increase
Crew 1+1,
Remaining Mods 3 .
Notes: ATV, Exposed Crew, NuclearPowered, STS.
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12 Skills: Athletics d8, Fighting d6, Notice d6, Survival d6 Weapons:
Kick (Str+d6, Mega Damage)
To transform into a hovercycle limit the time use to 3 hours to cool down speed increases to 220 mph
Weird Science Disguise,
this allows the robot to transform into Hovercycle for the quick getaway and no tracks.
the neck shutters open for the air intakes, legs fold flat against the body, four air exaust open around the upper legs. (New West had a horse scooter)
if it needs Fly that would be the second Major l
SIGNAL BOOSTER Requiring a Sensor Targeting Suite, this advanced radio equipment improves reception and broadcasting abilities. Communications range is extended up to 125 miles (maximum assuming optimal conditions, often less than 50 miles). Add +2 on Survival rolls to navigate by pinpointing location, Electronics rolls to jam transmissions, radio direction find, intercept comms, etc. (Mods 1; 15,000 credits)
Idea fo extra mionr if needed weapon system
I would like weapon grenade luancher built in
Transforming Robot Horse / Hover cycle
A place for feedback on created items for in game use.
- William Rufus
- Posts: 164
- Joined: Sat Jan 04, 2020 6:17 pm
Transforming Robot Horse / Hover cycle
Post by William Rufus »
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus
Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.
Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment
Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage
Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage
Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips
Celestial Staff
+2 shooting
Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny
Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.
Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment
Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage
Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage
Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips
Celestial Staff
+2 shooting
Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny
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