Gauntlets of the Padre: Enchanted Sig Item

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Pender Lumkiss
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Gauntlets of the Padre: Enchanted Sig Item

Post by Pender Lumkiss »

Gauntlets of the Padre
Named for nameless St. who wore gloves. Legends say he was able to appear igninificant when needed or tower above church goers if the need arises. What is certain the gauntlets carry immense power and can if warranted imbue a weapon with ancient godly power, or even attempt to catch bullets. Dr. Danlack however would simply describe the greaves as the fine work of a fellow scientist combining exotic partcles to either grow or shrink while at the same time making a held weapon vibrate at the counter frequency of the undeath radioactive particle.
Base item is the exoskeleton out of sci-fi companion: +2 die type str
-Growth/ Shrink(major)
  • Super Mode: Along with hair growth in unimaginable places the Dr can grow to tremendous heights.
  • Fantastic Voyage: getting smaller is enough to get anyone jazzed and ready for a trek into uncharted territory.
-Smite(Major), Holy Hand Grenade: “ I wouldn’t let a zombie touch that weapon while you are near, you both are liable to get fucked.”
-Catching Bullets(2 minors): these greaves allow the character if aware of the range attack to try and intercept them deflecting some of the damage harmlessly to the side.: +4 Armor vs range attacks as if a sheild.
PPE: 10 recharges 1 per hour.
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Re: Gauntlets of the Padre: Enchanted Sig Item

Post by Ndreare »

Looks good.

Approved.
  • 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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Re: Gauntlets of the Padre: Enchanted Sig Item

Post by Tribe of One »

Looks good to me.

EDIT: Although I don't know, and kind of don't want to know, how the trapping on Smite works.
GM Bennies: 7/7
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Re: Gauntlets of the Padre: Enchanted Sig Item

Post by Freemage »

Approved.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
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    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
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Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
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*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
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Other Mother, Ravenloft (Frozen)
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Pender Lumkiss
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Re: Gauntlets of the Padre: Enchanted Sig Item

Post by Pender Lumkiss »

If this is approved, cool... Lets just add it to the item list. It is no longer going to be taken as a sig item.
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3/6
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