This unique version of the Fennodi weapon was designed specifically for use by Nomel Sagia by one of the Techno-Wizards at Castle Refuge, who was intrigued by his exceptional ability to integrate himself with his Glitterboy.
Base Item: Impact Maul
Damage: Str+1d8+1d6 MD, Raise Damage +d10; The Staff may be used to deal non-lethal damage at no penalty, Parry -1
TW Mods
Minor (x2): +2 Fighting
Major (Unique Mod, approved by GM): The Staff has been designed to accommodate Nomel's Telemechanics ability--when in the Glitterboy, he can use that to become sufficiently integrated with the suit to then charge the weapon. As always, this means he must use the telepathy Power to activate Telemechanics first.
Major: Get Their Attention (stun Power; Trapping: Aiming the staff at a point within range, at which point a thunderous boom covers the MBT, affecting all targets within)
Major: Sweep
Major: Improved Sweep
Notes: Lacking stats for a "Staff Big Enough For a Glitterboy", I defaulted to the big freakin' Maul. If anyone has a better suggestion, I'm open, but I think this made a solid build. As noted, the idea of being able to activate the Staff while in the GB via Telemechanics was approved by Justin as a Major Mod.
Giant TW Nymbu Staff (Signature Item)
- Venatus Vinco
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Re: Giant TW Nymbu Staff (Signature Item)
Approved.
The Major mod to use the staff is expensive as it requires a lot of edges to get telemechanics and for telepathy to be active.
VV
The Major mod to use the staff is expensive as it requires a lot of edges to get telemechanics and for telepathy to be active.
VV
Signature
- Ndreare
- Savage Siri
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Re: Giant TW Nymbu Staff (Signature Item)
Sure, i am buying this.
Approved, with the caveat, that I would consider it play testing in my game. As I do not want a bunch of GB's running around with Shadow cloaks and stuff.
Approved, with the caveat, that I would consider it play testing in my game. As I do not want a bunch of GB's running around with Shadow cloaks and stuff.
, 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: Giant TW Nymbu Staff (Signature Item)
Curious side-effect of the Telemechanics requirement--this is really only truly useful for weapons. Since Telemech requires telepathy, and telepathy has a 'rounds' Duration, any item such as a Shadowcloak or Communications Band would short out as soon as the Telemechanics failed from lack of maintenance. Similarly, duration-based Powers could not be maintained if the telepathy is cut off at any point.RFT wrote:Sure, i am buying this.
Approved, with the caveat, that I would consider it play testing in my game. As I do not want a bunch of GB's running around with Shadow cloaks and stuff.
I think the most abusive option, given all that, would either be a device that lets the GB drop Greater Smite on their own Boom Gun, or the perennial favorite for 'broken Powers', Quickness.
- Ndreare
- Savage Siri
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- Joined: Tue Aug 08, 2017 12:55 pm
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Re: Giant TW Nymbu Staff (Signature Item)
Like I said, for this item I approve, but I see this as potentially Glitter Boy's with intangible, puppet, deflection, quickness, teleport or other options becoming available as suddenly they violate a rule added primarily for game balance.
, 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
- Pender Lumkiss
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Re: Giant TW Nymbu Staff (Signature Item)
I find the mod interesting. I would approve it as it only allows for the charging of tw devices. Stuff with shadow cloak or other tw items with powers in it would be unable to be activated because short of the battlefury blade paying the powerpoints does not activate the powers the item has.
That being said it does strike me as edge like, so I would add the +1 ppt tax.
In order to actually get the staffs stun power to work you will need to have it activate off of a shooting roll or fighting roll(+1 ppt). Remember the major mod you have only lets you charge items not cast powers they have embedded with in.
With the above changes I would approve the item.
That being said it does strike me as edge like, so I would add the +1 ppt tax.
In order to actually get the staffs stun power to work you will need to have it activate off of a shooting roll or fighting roll(+1 ppt). Remember the major mod you have only lets you charge items not cast powers they have embedded with in.
With the above changes I would approve the item.
Field Team Six Bennies
Re: Giant TW Nymbu Staff (Signature Item)
Pender: Treating it as an Edge (say, one that was based on Telemechanics) makes sense and is fine. However, normally, having a Power activate with a non-Arcane Skill check doesn't raise the PP cost of the Power, just the price of the item (and thus, the cost to repair); that said, making that a requirement (so that I'm not using the Arcane Skill itself through the suit) makes sense, too. So with that (and pricing the Unique Mod as an Edge, but one rank higher than Telemechanics, which makes sense), the amended and detailed version:Pender Lumkiss wrote:I find the mod interesting. I would approve it as it only allows for the charging of tw devices. Stuff with shadow cloak or other tw items with powers in it would be unable to be activated because short of the battlefury blade paying the powerpoints does not activate the powers the item has.
That being said it does strike me as edge like, so I would add the +1 ppt tax.
In order to actually get the staffs stun power to work you will need to have it activate off of a shooting roll or fighting roll(+1 ppt). Remember the major mod you have only lets you charge items not cast powers they have embedded with in.
With the above changes I would approve the item.
Base Item: Impact Maul
Damage: Str+1d8+1d6 MD, Raise Damage +d10; The Staff may be used to deal non-lethal damage at no penalty, Parry -1
TW Mods
Minor (x2): +2 Fighting
Major (Unique Mod, approved by GM): The Staff has been designed to accommodate Nomel's Telemechanics ability--when in the Glitterboy, he can use that to become sufficiently integrated with the suit to then charge the weapon. As always, this means he must use the telepathy Power to activate Telemechanics first. This adds one ISP to the cost of charging the Staff.
Major: Get Their Attention (stun Power; Trapping: Aiming the staff at a point within range, at which point a thunderous boom covers the MBT, affecting all targets within, activated with a Fighting roll)
Major: Sweep
Major: Improved Sweep
Total ISP Cost to charge: 1 base, +2 for Edges, +1 for Unique Mod = 4 ISP
Value (used for determining repairs): 267,600 Cr.
If that's acceptable, then we're golden, and I'll update the write-up.