When not worn, this appears to be a Phantom of the Opera-style theater mask made of silver. When donned, it flows until it matches the features of the wearer, effectively becoming almost invisible (spotting it requires a deliberate search, with a Notice check at -2). The Mask helps conceal the wearer's aura.
Enchanted Signature Item
Basic Item: Language Translator, Magical Version: Familiar with the most common languages spoken in North America, this device operates with a d12+2 skill for most translation work. The wearer either hears the translation, or can choose to see it scroll past their eyes, like subtitles. Use the same process as for the cybernetic Language Translator (see page 114) to teach the system new languages (1 lb, 19,200 credits after magic-equivalent mark-up).
Minor Mod: +5 internal PPE
Minor Mod: Concealed when Worn
Major Mod: +10 Internal PPE
Major Mod: When invoking the conceal arcana Power, the wearer can choose to 'tie' the Power to the Mask. From that point on, the Mask maintains the Power from its internal supply, until either the Mask is removed or the internal storage is drained. The wearer cannot take over the maintenance--the Power simply ceases when either condition is met. If an enemy does succeed at the Notice roll to spot the Subtle Mask, they can target it with a Dispel Power and shut it down, or use Drain Power Points to siphon off the pool as normal.
This item is intended for Ophelia Monk. The idea is that she can pretty much fire up Conceal Arcana (with Modifiers) first thing in the morning, and then just let the Power run all day long without having to maintain it herself. It's effective, but I don't think it's particularly overpowered in the long run--more of a way to do one specdific that's otherwise fairly difficult, rules-wise.
Subtle Mask
- Ndreare
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Re: Subtle Mask
I think the unique mod is okay. There is another ability like this with the One With Magic edge
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Re: Subtle Mask
Good by me.
GM bennies
Characters Imperator (GM account)Action Stan, Antipas, Xiang,
Characters Imperator (GM account)Action Stan, Antipas, Xiang,
Re: Subtle Mask
Minor Mod: Concealed when Worn
Could this count as your free trapping and free up a minor slot for something else? It doesn't seem like a super-powerful thing. It fades from view when powered, maybe a notice check can see some light distortion or something if its a little too much for the free trapping. The Shroud modifier could cover this if it were a power for a grand total of 1 PPE. For a magical item which is always powered, or a TW item which would require 1 PP anyways, I would be fine with it.
Could this count as your free trapping and free up a minor slot for something else? It doesn't seem like a super-powerful thing. It fades from view when powered, maybe a notice check can see some light distortion or something if its a little too much for the free trapping. The Shroud modifier could cover this if it were a power for a grand total of 1 PPE. For a magical item which is always powered, or a TW item which would require 1 PP anyways, I would be fine with it.
IZ3 GM Bennies 5/5
Re: Subtle Mask
I decided it was a minor mod based on the fact that it parallels the 'Concealable' result on the Personal Weapons HJ tables. If it was just a Trapping, I'd say it should just be non-obvious, but can be detected with deliberate inspection. I do think I might want to have it be the 'magic equivalent' of an existing piece of headgear, though. The Multi-Optics Helmet is the obvious choice, but I'd be open to suggestions about other possibilities.Koshnek wrote: ↑Sat Aug 21, 2021 6:31 pm Minor Mod: Concealed when Worn
Could this count as your free trapping and free up a minor slot for something else? It doesn't seem like a super-powerful thing. It fades from view when powered, maybe a notice check can see some light distortion or something if its a little too much for the free trapping. The Shroud modifier could cover this if it were a power for a grand total of 1 PPE. For a magical item which is always powered, or a TW item which would require 1 PP anyways, I would be fine with it.
Re: Subtle Mask
If you use an adventuring gear as the base item for an enchanted item, do you still get to add mods to it as usual or is the coolness getting X item that does Y thing, but magic instead of tech? This is the line that concerned me "Only new non-mechanical and nonelectrical items may be created this way; ..." but this line from the Magic and Items and Equipment sidebar seems to give it the OK "...If the item is enchanted beyond its normal function (through TW or other means), that may change it to something that requires inherent PPE or ISP to power."
MoS Helmet gives a lot of cool bonuses, so it would definitely be better for you than a basic item base. A TW could mod up a standard MoS helmet, so I don't see why an enchanter couldn't create a magic equivalent item with mods?
If the above is OK, you could consider a translator or maybe even a mask version of the cybernetic implant that changes your facial features. (I'm not sure how well having a magic item based upon an implant that is not an implant would go down, but YMMV.) What I'm getting at is if you're not solely concerned with combat bonuses, there are other nifty items you could consider as a "mask" to give useful non-combat bonuses.
MoS Helmet gives a lot of cool bonuses, so it would definitely be better for you than a basic item base. A TW could mod up a standard MoS helmet, so I don't see why an enchanter couldn't create a magic equivalent item with mods?
If the above is OK, you could consider a translator or maybe even a mask version of the cybernetic implant that changes your facial features. (I'm not sure how well having a magic item based upon an implant that is not an implant would go down, but YMMV.) What I'm getting at is if you're not solely concerned with combat bonuses, there are other nifty items you could consider as a "mask" to give useful non-combat bonuses.
IZ3 GM Bennies 5/5
Re: Subtle Mask
Koshnek wrote: ↑Mon Aug 30, 2021 8:36 pm If you use an adventuring gear as the base item for an enchanted item, do you still get to add mods to it as usual or is the coolness getting X item that does Y thing, but magic instead of tech? This is the line that concerned me "Only new non-mechanical and nonelectrical items may be created this way; ..." but this line from the Magic and Items and Equipment sidebar seems to give it the OK "...If the item is enchanted beyond its normal function (through TW or other means), that may change it to something that requires inherent PPE or ISP to power."
MoS Helmet gives a lot of cool bonuses, so it would definitely be better for you than a basic item base. A TW could mod up a standard MoS helmet, so I don't see why an enchanter couldn't create a magic equivalent item with mods?
If the above is OK, you could consider a translator or maybe even a mask version of the cybernetic implant that changes your facial features. (I'm not sure how well having a magic item based upon an implant that is not an implant would go down, but YMMV.) What I'm getting at is if you're not solely concerned with combat bonuses, there are other nifty items you could consider as a "mask" to give useful non-combat bonuses.
Oooh.... I like the idea of the translator. It would work equivalent to the mundane version, of course, rather than the superior oomph of the TW Communications Band. I've edited it accordingly; will wait to hear from @Pender Lumkiss before proceeding any further.
- Pender Lumkiss
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