Mage Breaker ( Techno Wizardry item) ready for review

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Pender Lumkiss
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Mage Breaker ( Techno Wizardry item) ready for review

Post by Pender Lumkiss »

Breaker of Magi(TW)
How would a techno wizard blade come to be that was dedicated to the destruction of those who built it, and their brethern of the arcane arts? You would have to find a ruler so bat shit crazy and despicable... Oh what about Dunscon? This blade given to Morgoth the divine hunter to help him fulfill his quest to rid rifts earth of anything divine. It is a converted vibro blade made from blood steel.
picture
IMG_0155.JPG
Damge: str+1d10, ap 4 MD
Weight: 9lbs
PPE cost: 3 PPE for 3 rounds
  • Type of Item: a sword of black steel about the size of a vibrowsword. It has a handel that contains 5 dark gems. The blade is clearly of tw craft with technowizards converting a vibro sword of normal quality into this fine work of irony.
  • Modifications ( 2 Major, Two Minor):
    • Psychic energy drain Drain Power Points ( Major): The steel upon striking seems to sap the psychic energy the target has. This is part of the fighting attack and so increases the cost by x5, and ppt usage by +1.
    • Mage Bane ( Major): This weapon actively seeks out to deal harm to those with magic and psychic energies. When striking a foe with an arcane background this weapon does an additional 1d6 pts of damage. This also increases the ppt cost of the weapon by +1 ppts.
      • Designer note: a play on giant killer
    • Disruptor Minor, trapping: Striking an enemy with this weapon has a chance to disrupt any connection with their arcane or psychic abilities. Upon a shaken or better, roll a d6, on a 6 the target of this weapon must make a smarts check ( TN 4) as if his or her spells were being maintained.
      • Designer note: Play on the acid trapping that can destroy items.
    • Well Balanced Blood steel Minor: This blade was well forged, and despite in some way looking unweildy, it is well balanced and made for striking foes: +1 Fighting
  • P.P.E.: 0
  • Trait: Fighting
  • COST: 522k.

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[b]Breaker of Magi[/b]
How would a techno wizard blade come to be that was dedicated to the destruction of those who built it, and their brethern of the arcane arts?  You would have to find a ruler so bat shit crazy and despicable...  Oh what about Dunscon?  This blade given to Morgoth the divine hunter to help him fulfill his quest to rid rifts earth of anything divine.  It is a converted vibro blade made from blood steel.
[ooc=picture][attachment=0]IMG_0155.JPG[/attachment][/ooc]
Damge: str+1d10, ap 4 MD
Weight: 9lbs
PPE cost: 3 PPE for 3 rounds
[list]
[*][b]Type of Item[/b]: a sword of black steel about the size of a vibrowsword.  It has a handel that contains 5 dark gems.  The blade is clearly of tw craft with technowizards converting a vibro sword of normal quality into this fine work of irony.
[*][b]Modifications [/b][i]( 2 Major, Two Minor)[/i]: 
[list][*]Psychic energy drain [i]Drain Power Points[/i] ( Major):  The steel upon striking seems to sap the psychic energy the target has.  This is part of the fighting attack and so increases the cost by x5, and ppt usage by +1.
[*]Mage Bane ( Major):  This weapon actively seeks out to deal harm to those with magic and psychic energies.  When striking a foe with an arcane background this weapon does an additional 1d6 pts of damage.  This also increases the ppt cost of the weapon by +1 ppts.
[list][size=85][*]Designer note: a play on giant killer[/size][/list] 
[*]Disruptor [i]Minor, trapping[/i]: Striking an enemy with this weapon has a chance to disrupt any connection with their arcane or psychic abilities. Upon a shaken or better, roll a d6, on a 6 the target of this weapon must make a smarts check ( TN 4) as if his or her spells were being maintained.
[list][*][size=85]Designer note: Play on the acid trapping that can destroy items.[/size][/list]
[*]Well Balanced Blood steel [i]Minor[/i]:  This blade was well forged, and despite in some way looking unweildy, it is well balanced and made for striking foes: +1 Fighting[/list]

[*][b]P.P.E.[/b]: 0
[*][b]Trait[/b]: Fighting
[*][b]COST:[/b]  522k.[/list]
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Re: Mage Breaker ( Techno Wizardry item) WIP

Post by Tribe of One »

Looks good. What's the Disruptor trapping do?
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Re: Mage Breaker ( Techno Wizardry item) WIP

Post by Pender Lumkiss »

Tribe of One wrote:Looks good. What's the Disruptor trapping do?
Not quiet finished, but taking a page from one of the necromacer trappings, shard. +1 damage if striking a caster with a maintained spell. Normally I would throw in a -1 counter, but a maintained spell is fairly rare given most combats I have run have yet to see the 3rd round. Basically just helps a tiny bit in distrupting maintained spells.
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Re: Mage Breaker ( Techno Wizardry item) ready for review

Post by Pender Lumkiss »

Ok this is ready for review so it can be put into the hands of the vampire kingdoms group.
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Re: Mage Breaker ( Techno Wizardry item) ready for review

Post by Freemage »

Two different spots in the text you reference chainswords instead of the Vibro-sword that was clearly used as the base for the stats. Is there a reason for that?

Second, would Mage Band and Giant Killer stack when used against, say, a Size +3 Demon with Spellcasting, therby adding +2d6 damage?

Mage Bane Edge is... rather potent. Just a single AB being targeted, IMNSHO, would be worth a Rank bump (so Heroic to Giant Killer's Veteran)--it's both more common to face spellcasters or psychics than huge critters, and furthermore, the extra damage is far more likely to increase the wound total against a mage (because they tend to be squishier than gigantic beasts). Making it apply to ALL ABs makes it a Legendary Edge--which would be too strong for a Signature Item, but could be done on a loot-drop item.

A flat +2 damage (rather than a potentially exploding d6) would undo those bumps, treating it as a Veteran Edge again. A flat +4 would make it Heroic.

Cost Breakdown: 12,100 for base item/conversion
Two Minors: 10K
Heroic Power, cast with Fighting Action: 400K
Mage Bane Edge: Based on my above comments, the Edge as-writ should be treated as Legendary, and thus a 100K value
Total Value: 522,100 Cr
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
PCs
Sir Blurre, 18th COT/New West
Gaspard Gillead, 12th AAT/Dirty Dozen
Ryder, 101st COT/Trailblazers
Serival Drumm, 24th COT
Ophelia Monk, Field Team 6
Hexx, Rising Stars SPC
Malaetheryan, Phase World/Relentless
Jaenelle, Beyond the Wall
Yeitso & Alicia Forsythe, Prestige Unlimited

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)
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Re: Mage Breaker ( Techno Wizardry item) ready for review

Post by Pender Lumkiss »

Originally it was a chainsword, but the npc was very stealth so A chain sword would not do. I'll go back through and make sure vibro sword is in the wording. If the demon had an ab sure it would stack.

Thanks for costing it out for me and thanks for determining dunscons TW momma is legendary.
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Re: Mage Breaker ( Techno Wizardry item) ready for review

Post by Ndreare »

Can I move this to approved?

PS: I think this is a terrible weapon as I have a character vulnerable to it.

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,

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[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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."
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Re: Mage Breaker ( Techno Wizardry item) ready for review

Post by Pender Lumkiss »

RFT wrote:Can I move this to approved?

PS: I think this is a terrible weapon as I have a character vulnerable to it.
I think it is good. I added some code and reviewed the ppt cost. Yeah the weapon is meant to end magic users.
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Re: Mage Breaker ( Techno Wizardry item) ready for review

Post by Pender Lumkiss »

added Two major mod:
Dispel: Per the power
Counterspell: Drop a benny and you can act as if on hold to interupt and dispel a power that effects you. Note: this uses your action if you have not gone yet or your next action if you have gone.
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