Item for Sabrick

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Sabrek Vek
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Item for Sabrick

Post by Sabrek Vek »

Hello all. Ok this is what I want to make. Looking to make an item that does the following. A shield that when held can be used for adding Parry to my Character. That when thrown can either be used as a thrown weapon or thrown at an ally that can either reduce the chance to of a ranged attack hit the ally or reduce the damage of a hit. When thrown it returns back to my character once the tasks are complete. Basically I would use thrown weapons to see if I succeed in damaging a foe or protecting an ally. It can do more those attack/protect but it suffers the same penalties of multiple actions. This would be themed as it bouncing around targets then returning to my arm. Obviously when I use the shield as a thrown item for that round I don’t gain the defensive benefits. I need it to block phase weaponry if possible. Looking for either a magic or tech item, I am indifferent. Need to know the cost and procedure of creation. Tell me all what you think
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High Command
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Re: Item for Sabrick

Post by High Command »

Blocking Phase weapons is simply not a thing a normal magic or supertech item can do. That is the whole point of phase weapons. Use barrier, armor, or deflection with a force field trapping. Or just add a naruni FF to your armor.

Build Data
Base Item: Polymer Shield, Medium
Base Damage: Str+d4
Base Cost: 300 credits
Base Protection: +2 Parry or -2 Cover
Weight: 4 lbs, Min Str d4
Enchanted Damage: Str+2d4, AP 4.
  • Major: Deflection (can only be used on one attack per action) (20,000)
    Major: Special Deflection Modifier (20,000)
    Minor: 5 PPE (for use with Deflection only) (5,000 credits)
    Minor: Returns when thrown as a free action (5000 credits)
Final Stats
Enchanted Aerodynamic Throwing Shield
Image
  • • Range: 3/6/12
    Damage: Strength+2d4, AP: 4
    • Rate of Fire: 1
    • +2 to Parry (or can be used for cover, at -2)
    Deflection (5/5 PPE) Special: As an action, the wielder can declare to protect one other person with Deflection for one attack against that target, Player's choice as to which (paying the extra PPE for additional targets for each declared defense target; Deflection must already be active). The deflection is then applied by throwing the shield to help deflect a shot. It returns to the wielder as a free action after the attack. This can cause multi-action penalties, depending on the number of other actions declared. While it is protecting others, it is not protecting the wielder (either the Parry/Cover bonus or Deflection, if active).
    Weight: 4 lbs. (Min Str: d4)
    Notes: This shield is made of an unknown light material that is highly resistant to damage.
    Rarity: -2 Build Cost: 50,300 credits Final Cost: GM Call
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Technospawn
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Re: Item for Sabrick

Post by Technospawn »

@High Command since the special power is deflection, would that deflection apply to phase weapons?
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
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GM = 7/7 Jarierth = 0/2
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Ndreare
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Re: Item for Sabrick

Post by Ndreare »

Technospawn wrote: Sat Apr 30, 2022 8:36 am @High Command since the special power is deflection, would that deflection apply to phase weapons?
Only a Magic or Psionic based Deflection would affect a phase weapon. But no, a super tech (or even super power) based deflection would not affect a phase weapon.


EDIT: No wait, I better double check. Because it looks like Phase would go through a magic shield also. I have a friend I can ask for clarity if rereading does not help me.
  • 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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Ndreare
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Re: Item for Sabrick

Post by Ndreare »

@High Command Thanks for helping out a new player. Please take a conviction in The Struggle for being a team player.
Lets treat that "One attack" as enough to make it a Minor worth 10,000 as right now I just cannot think of a fair "not quite major" option.


@Sabrick_Vek Does the shield Patrick wrote up fit the bill for what you are thinking?


Build cost 50K, lets say final cost 100,000.
  • 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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Sabrek Vek
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Joined: Sat Apr 23, 2022 8:35 am

Re: Item for Sabrick

Post by Sabrek Vek »

@Ndreare it is perfect working on how to get it now. Checking my options on procurement I will give you a story on the acquisition. Involves some of Sabrick back story and his sister, who is an up and coming Research & Development weapons tech.
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