Item Creation: Technowizardry Guide

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

Item Creation: Technowizardry Guide

Post by Ndreare »

In an effort to make TW items easier to create, review and compare the following summary and worksheet format should be used.

*********************************

TW Build Roll: Defined as the lowest Traits of the following list: Techno-Wizardry, Knowledge (Engineering) and Knowledge (Arcana). {TLPG pg 106}
Basic Preparation Time: The base time to perform a TW conversion. (This is in addition to any enhancement time bellow.) {TLPG pg 106}
  • 3d12 Hours for personal weapons and gear.
  • 2d6 days for vehicular weapons, gear & vehicles. (This includes robots and power armor.)
Cost: The base cost of any conversion is 10% of the market price of the converted item/vehicle. This is the cost for the TW to perform the work, market cost will be higher. {TLPG pg 106}
Initial Roll: The character must make a Build Roll for the initial conversion of the device. (If this roll is a raise the character may install a minor upgrade.) {TLPG pg 106}
Installing Upgrades: Installing upgrades always requires a build roll with a penalty.
  • Minor Upgrades: Build Roll -2 for each minor upgrade. {TLPG pg 106}
  • Major Upgrades: Build Roll -4 for each major upgrade. {TLPG pg 107}
Maximum Upgrades/Features: The maximum number of upgrades or features a TW can add to a device is determined by the Techno-Wizards rank as follows.
Novice: 2 minor upgrades {TLPG pg 106}
Seasoned through Heroic: 2 minor upgrades & 4 major upgrades. {TLPG pg 107}
Legendary: 2 minor upgrades, 6 major upgrades. {TLPG pg 107}
Design Notes: Individual Minor upgrades can only be applied twice to the same item; there is no limit on re-using Major Upgrades. {TLPG pg 106} Major upgrades can be traded down on a 1 to 1 for minor upgrades. Minor Upgrades cannot be traded for Major upgrades. {TLPG pg 107}
Spells/Edges Allowed: A Techno-Wizard can put any TW spell/edge in his device that is available to him of his current rank or less. {TLPG pg 107}

Minor Upgrades: The following are examples of minor upgrades. {TLPG pg 106}
  • +1 to a specific Trait roll appropriate to the item. ("Appropriate to the item" is subject to GM interpretation; as a general rule, the item should modify rolls that the item itself is used for. {Per FAQ, "You do not shoot someone with a scope, you shoot them with a gun, so a scope should not be enchanted to give a +1 to Shooting."}) [+5,000 credits +2d6 hours]
  • +1 damage to a weapon. [+5,000 credits +2d6 hours]
  • +2 armor to armor, shield, or clothing. [+5,000 credits +2d6 hours]
  • +1 Parry to a shield or close combat weapon. [+5,000 credits +2d6 hours]
  • +5 stored PPE only usable to charge the device. (Recovers at a rate of 1 per 30 minutes at a Ley Line.) [+5,000 credits +2d6 hours]
  • Halve the weight of the item (quarter if taken twice]. [+5,000 credits +2d6 hours]
  • Apply an arcane Trapping to the device. [+5,000 credits +2d6 hours]
  • Other Minor Upgrades as allowed by the GM. [+5,000 credits +2d6 hours]
Major Upgrades: The following are examples of major upgrades. {TLPG pg 107}
  • Add a Novice Power to device [+20,000 +3d6 days].
  • Add a Seasoned Power to device [+40,000 +5d6 days].
  • Add a Veteran Power to device [+60,000 +7d6 days].
  • Add a Heroic Power to device [+80,000 +9d6 days].
  • Add a Legendary Power to device [+100,000 +11d6 days].
  • Add a Novice Edge to device and +1 Power Point to activate cost [+20,000 +3d6 days].
  • Add a Seasoned Edge to device and +1 Power Point to activate cost [+40,000 +5d6 days].
  • Add a Veteran Edge to device and +1 Power Point to activate cost [+60,000 +7d6 days].
  • Add a Heroic Edge to device and +1 Power Point to activate cost [+80,000 +9d6 days].
  • Add a Legendary Edge to device and +1 Power Point to activate cost [+100,000 +11d6 days].
  • +1 die type to a specific Trait appropriate to the item [+10,000, +2d6 days].
  • +10 stored PPE only usable to charge the device. (Recovers at a rate of 1 per 15 minutes at a Ley Line.) [30,000, +4d6 days]
  • Ley line powered, device always charged on a ley line [20,000, +3d6 days].
  • 2 ×Top Speed and +1 Handling on ley line for vehicles [20,000, +3d6 days].
  • Other Major Upgrades as allowed by the GM [Cost: Varies, 1d6+1d6/10K].
Unified Powers: Powers/Edges can be made to activate in tandem with another Power/Edge as a single action. Cost of the power multiplied by 5, +1 Power Point added to cost to activate.

Using a Techno Wizard Device: TW Devices come at a cost, fortunately any character with ISP or PPE can pay it. Techno Wizard Items can be fueled by PPE or ISP on a 1 to 1 basis. {TLPG pg 76}
For Activating or Charging Techno-Wizard Devices Use The Following Cost: {TLPG pg 106}
  • Melee Weapons: 1 PPE/ISP Charges the weapon for 3 rounds
  • Ranged Weapons: 2 PPE/ISP Re-energizes the Ammo clip/shots capacity of the weapon
  • Armor & Other Personal Gear {Per FAQ}: 1 PPE/ISP per hour, without being charge the armor loses all special properties, Armor is reduced by half, and Toughness is reduced by Half (round down).
  • Vehicles, & Other Non-Personal Gear (Including Power Armor) {TLPG pg 97}: Size/2 PPE/ISP per hour, without being charged the equipment does not operate.
Special Considerations {TLPG pg 106}
  • Backlash: Techno-Wizard Devices do not suffer backlash from rolling a 1.
  • Critical Failures: Is a Techno-Wizard devices suffers Technical Difficulties (from a critical failure) only a Techno-Wizard can repair it.
  • Using a Power: Any character with PPE/ISP can use a Techno-Wizard power in a device by making a roll with wither Spirit or their Arcane Skill (they chose) and spending the appropriate amount of PPE/ISP.
  • Master of Magic: A character with Master of Magic or Master Psionics using a Techno-Wizard Device may choose to invoke the Mega-Power version. {Per FAQ}
  • Concentration: Characters do not suffer a concentration penalty for powers used through a TW device. {TLPG pg 76}
  • Special Exception: A Character with the traditional form of Weird Science cannot use TW devices. {Per FAQ}






*********************************


In order to make approval and review of magic items easier on your game master the following format is suggested.
Character Desiring Device: Example Man
Base Items: Example Armor
Base Conversion Cost: X,XXX credits
Base Time: Example 2d6 days

1 Minor Upgrade: Upgrade | + 5,000 | + 2d6 hours
2 Minor Upgrade: Upgrade | + 5,000 | + 2d6 hours
1 Major Upgrade (Seasoned): Upgrade | + Cost | + Days
2 Major Upgrade (Seasoned): Upgrade | + Cost | + Days
3 Major Upgrade (Seasoned): Upgrade | + Cost | + Days
4 Major Upgrade (Seasoned): Upgrade | + Cost | + Days
5 Major Upgrade (Legendary): Upgrade | + Cost | + Days
6 Major Upgrade (Legendary): Upgrade | + Cost | + Days

Total Construction Cost: Per Clint Black this is the cost for raw materials and consumed supplies.
Total Construction Time: Sum the time from the above rolls here and roll dice here. When done, edit so the GM can see the total without having to do the work every time.
Techno-Wizard’s Mark Profits (should be enough to compensate for days/hours of labor):
Final Cost to Purchaser: This is the price you will be paying.

Appearance: A good description will make it easier to visualize your devise.
Game Mechanic Summary: Just give a description of the total effect from using the device built. This helps the GM look at the big picture.
Story/Considerations: This is a good place to tell the game master what you are thinking, the history of the item, or why your character would like this item. This could also be a good place to tell your Game Master of any inspiration from fiction, source books, or movies you are drawing from. He may be able to improve it.
Last edited by Kidemonas on Sun Aug 06, 2017 8:20 am, edited 7 times in total.
  • 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
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Technowizardry Guide - List of Available Powers

Post by Ndreare »

The following is a List of Available Powers for a TW They can choose any Trappings for their powers except Necromantic.
  • Armor
  • Barrier
  • Blast
  • Blind
  • Bolt
  • Boost/Lower Trait
  • Burrow
  • Burst
  • Clairvoyance
  • Confusion
  • Damage Field
  • Darksight
  • Deflection
  • Detect/Conceal Arcana
  • Dispel
  • Drain Power Points
  • Entangle
  • Environmental Protection
  • Farsight
  • Fly
  • Havoc
  • Healing
  • Intangibility
  • Invisibility
  • Light/Obscure
  • Pummel
  • Quickness
  • Slumber
  • Smite
  • Speak Language
  • Speed
  • Stun
  • Succor
  • Telekinesis
  • Teleport
  • Wall Walker
  • Warrior’s Gift

List created by Freya.
  • 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
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Technowizardry Guide - References & FAQ

Post by Ndreare »

Reference:


This section will be populated once the forums return with links to Techno-Wizard related FAQ.

Per official answers this is not allowed, but per Clint Black in an unofficial capacity as a Major Upgrade a TW Item can be set to allow non Arcane Background characters to use them as a Major Upgrade. This will be valued at 30,000 credits per Fiat.
Clint Black on Non AB use of TW.jpg
  • 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
High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: Technowizardry Guide

Post by High Command »

From this thread on PEG's forums

Battle Fury Blade (Legendary; 0 slots remaining)
Base: Vibro Sword
Minor: Trapping: Silver; 2x +1 to Fighting. (3)
Major: Other Major Upgrade: additional damage die (cost up to GM); 3x Add Edge (N,S,V for +120K); Other Major Upgrade: +4 Armor (cost up to GM). (5)

Draining Blade (Impossible to build; would have 2 Major slots remaining)
Base: Longsword
Minor: 2x +1 Damage. (2)
Major: 2x Power (boost/lower Trait, slow). (2)

Earth Shaker (1 Minor, 1 Major remaining)
Base: Club
Minor: +1 Damage (Str + d6). (1)
Major: Other Major Upgrade: Mega damage (cost up to GM); 2x Power (havoc and pummel; both Seasoned). (3)

Flaming Sword (4 Major remaining)
Base: Vibro Sword
Minor: 2x reduced Weight (blade is pure fire) (2)
Major: none. (0)
Freemage's Note: I think that this should still have the Fire Trapping as a 3rd Minor, which would leave 3 Major left.

Light Blade (2 Major remaining)
Base: Katana
Minor: 2x reduced Weight (blade is pure light); AP +1; Trapping: Light - Sunlight in SBT of the blade. (4)
Major: none. (0)

Fireburst Rifle (1 Minor, 3 Major remaining)
Base: M-16 assault rifle
Minor: Other Minor Upgrade: small range increase for +1 weight. (1)
Major: Other Major Upgrade: bullet into fireballs, trade AP for SBT, turn 2d8 into 3d6. (1)

Iceblast Shotgun (1 Minor, 4 Major remaining)
Base: Double-Barrel Shotgun
Minor: Trapping: Cold/Ice - Slow. (1)
Major: none. (0)

Lightning Rod (2 Major Remaining)
Base: SFC Submachine Gun
Minor: reduced Weight; 2x +1 Damage (2d8); remove Semi-Auto and 3RB, reduced ammo. (3) with major drawbacks.
Major: Other Major Upgrade: RoF +1. (1)

Shard Pistol (0 Slots Remaining)
Base: Generic laser pulse pistol
Minor: 3x +1 Damage (2d8+1); Other Minor Upgrade: +50% ammo (36). (4)
Major: Other Major Upgrade: RoF +1; Power (lower Trait, cold trapping). (2)

TK Machine Gun (2 Major Remaining)
Base: SFC Light MG
Minor: 4x +1 Damage; half ammo. (4) with drawback
Major: none. (0)

TK Revolver (1 Major remaining)
Base: Colt Dragoon
Minor: +1 Damage; 4x AP +1. (5)
Major: none. (0)

TK Submachine Gun (4 Major remaining)
Base: SFC Submachine Gun
Minor: 2x +1 Damage; minor weight and ammo reductions. (2)
Major: none. (0)

Water Weapons (2 Major remaining)
Base: Conventional toy water gun
Minor: Trapping: magical water; Other Minor Upgrade: SA or 3RB; Other Minor Upgrade: improved range. (3)
Major: none. (0) pistol. Other Major Upgrade: additional damage die. (1) rifle.
Freemage's Note: I actually do not think this needs a Trapping Mod on it, which would free up an additional Major Trapping slot. It doesn't have to be 'magical' water to damage Vampires, and the weapon doesn't shoot holy water as a base function.
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Technowizardry Guide

Post by Freemage »

As one of the contributors to that post, I'm going to restate my caveat about the Shard Pistol, as presented, being a rule-breaker. Here was my own solution:


Shard Pistol (1 Minor, 1 Major Slots Remaining)
Base: Uzi
Minor: +1 Damage (1)
Major: Power (lower Trait, cold trapping), Other Major Trapping: Increase Damage Die-type, Other Major: Increase Range (3)[/QUOTE]

A quick note on base weapon selection--as there's no general way to account for a reduced stat, the usual rule of thumb has been to get a base weapon that is as close to the TW version without going over (Price is Right rules), and then Mod it upwards, rather than try to account for why the weapon suddenly has half the range, or is using a lower die-type for damage.

Terminology note: "Other [X] Mod" means that it's not a by-the-book mod, and was assumed to have been used under the "Other Mod as approved by the GM" option, simply to make the numbers work. It's one of the sources for the proposed TW Workshop mods I've posted elsewhere in the forums.


In the Hangout discussion around this, I've also noted that this list is only one of the possible options:

1: We could rule that all TW items are created, rather than conversions, in facilities that use techniques not available to garage-shop lone-wolf TWs. As a result, they are already 'modded' out to their max. This, however, flies in the face of RAW, which states that the TW IF gets a TW weapon with an additional Minor Mod to start.

2: We could go the other direction, ruling that TW gear is created tabula rasa, with no Mod slots occupied, and therefore can be readily customized to the full degree imaginable by a Techno-Wizard (two Minors, four Majors at Seasoned, two more Majors at Legendary).

3: We can try to reverse-engineer the existing items, assuming that their stats are based on a process similar enough to conversion that even though they break some rules (the Draining Blade's slow Power being the biggest offender), they still can be assumed to have some-but-not-all mod slots available for further customization. This, of course, is the assumption made for the list above.

Given that #1 is literally violated by the rules in at least one case, it's probably not quite on. 2 usually strikes folks as even more imbalancing an advantage for TW gear, though as the player of Libertas, I could certainly make due with it. 3 is the most common assumption made.

James added a 4th option to my list: Assume that the 'base' weapon uses the stats (damage, range, RoF, Shots) listed in the book, and only Powers, Edges and Trappings occupy 'Mod slots'. This is a #3 variant, though it is far closer to 2 than to 1.
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
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Technowizardry Guide

Post by Freemage »

BTW, Clint has officially declared that there is no official answer to the question of how many Mods a book-listed TW item has. Given that, I'm gonna be tossing a thread up over in Community Projects this weekend, with a poll.
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?)
.
Locked

Return to “SWD Archive”