- Minor: +2 Armor
- Minor: +2 Armor
- Major: +10 PPE
- Major: +10 PPE
- Major: New Power - Armor (Trapping: Structural Integrity Field (Same affects as Mystical Skin approved custom trapping))
- Major: New Power - Boost Trait (Trapping: Cyber-Neural Integration. Self Only. Hoping for same affects as Mystical Skin... i.e. as a Free Action. Which traits can be affected to be determined by GM(s))
Dwarven Technosmith (TW) H-1 Combat Armor
- Hans Greuber
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Dwarven Technosmith (TW) H-1 Combat Armor
Base: Triax T-11 Body Armor (7 Armor/2 Toughness, Strength->d12+2, +2 Pace, Environmental Protection, Various Sensors)
- Daniel
- Daniel (Lars)
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Re: Dwarven Technosmith (TW) H-1 Combat Armor
So you could be...with a raise...6+2=8+11=19+10= 29 (21)Hans Greuber wrote:Base: Triax T-11 Body Armor
When powered up (11 Armor/2 Toughness).
That's Protection.
I will re-read this and hope others do too. Just woke up = I'm lazy...
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Re: Dwarven Technosmith (TW) H-1 Combat Armor
Why the two +10 ppe? Seems like you will never need the other. Armors take 1 ppe per hour to function. With the major 10 you have enough to keep it going indefinitely. Its not like the powers in the armor can use this ppe, so it seems like a waste. The ppe is only used to charge the device. Just keep in mind those self only powers are at +1 ppts cost, if you go mega which is a doubling of base cost, it is actually +2 ppts for the trapping.
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Re: Dwarven Technosmith (TW) H-1 Combat Armor
Where are these rules from?Pender Lumkiss wrote: Its not like the powers in the armor can use this ppe, so it seems like a waste.
Just keep in mind those self only powers are at +1 ppts cost, if you go mega which is a doubling of base cost, it is actually +2 ppts for the trapping.
Re: Dwarven Technosmith (TW) H-1 Combat Armor
It's worth noting that the PPE for TW ONLY recharges on a Ley Line, so having 20 hours' worth of charge time might be a failsafe.Pender Lumkiss wrote:Why the two +10 ppe? Seems like you will never need the other. Armors take 1 ppe per hour to function. With the major 10 you have enough to keep it going indefinitely. Its not like the powers in the armor can use this ppe, so it seems like a waste. The ppe is only used to charge the device. Just keep in mind those self only powers are at +1 ppts cost, if you go mega which is a doubling of base cost, it is actually +2 ppts for the trapping.
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Re: Dwarven Technosmith (TW) H-1 Combat Armor
Don't forget possibly enhancing his vitality for even moreLars wrote:So you could be...with a raise...6+2=8+11=19+10= 29 (21)Hans Greuber wrote:Base: Triax T-11 Body Armor
When powered up (11 Armor/2 Toughness).
That's Protection.
I will re-read this and hope others do too. Just woke up = I'm lazy...
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Re: Dwarven Technosmith (TW) H-1 Combat Armor
The +5 or +10 ppe tw Options are for charging the device. Right there in the description of the minor or major effect.Kidemónas wrote:Where are these rules from?Pender Lumkiss wrote: Its not like the powers in the armor can use this ppe, so it seems like a waste.
Just keep in mind those self only powers are at +1 ppts cost, if you go mega which is a doubling of base cost, it is actually +2 ppts for the trapping.
-no specific rule on he ppt thing. To me it seems like the trapping on boost trait for example was jazz, boost trait goes from 2 pts to 3pts. Mega powers are double the ppt cost so 6 ppts for the mega. But that is probably up to a fair degree of interpretation. I spoke to my GM about it here and it looks like for us it is not the case, which is great, some of my character powers are cheaper!
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- Venatus Vinco
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Re: Dwarven Technosmith (TW) H-1 Combat Armor
Hello,
Some trappings require +1 power point to cast (e.g. Jazz and Armor Piercing)
My reading is "the power costs an additional power point to cast". Mega powers are not the same power at a double cost (in fact sometimes mega powers have more or less than double (i.e. Armor (3) and Greater Armor (5) - one is not doulbe the other). Mega powers are different/additional powers (hence the ability to have different trappings on mega vs regular powers). So, armor with a 'jazz" trapping would cost 3 power points (2 PP for the power +1 for the trapping) and Greater Armor with the same trapping would cost 6 power points (5 PP for the power +1 for the trapping).
TL:DR trappings that cost +1 power point to use cost +1 power point to use.
VV
Some trappings require +1 power point to cast (e.g. Jazz and Armor Piercing)
My reading is "the power costs an additional power point to cast". Mega powers are not the same power at a double cost (in fact sometimes mega powers have more or less than double (i.e. Armor (3) and Greater Armor (5) - one is not doulbe the other). Mega powers are different/additional powers (hence the ability to have different trappings on mega vs regular powers). So, armor with a 'jazz" trapping would cost 3 power points (2 PP for the power +1 for the trapping) and Greater Armor with the same trapping would cost 6 power points (5 PP for the power +1 for the trapping).
TL:DR trappings that cost +1 power point to use cost +1 power point to use.
VV
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Re: Dwarven Technosmith (TW) H-1 Combat Armor
This is reasonable, since it's worth noting that the power of the trapping also doesn't increase at all--you still get +2 AP or whatever.Venatus Vinco wrote:Hello,
Some trappings require +1 power point to cast (e.g. Jazz and Armor Piercing)
My reading is "the power costs an additional power point to cast". Mega powers are not the same power at a double cost (in fact sometimes mega powers have more or less than double (i.e. Armor (3) and Greater Armor (5) - one is not doulbe the other). Mega powers are different/additional powers (hence the ability to have different trappings on mega vs regular powers). So, armor with a 'jazz" trapping would cost 3 power points (2 PP for the power +1 for the trapping) and Greater Armor with the same trapping would cost 6 power points (5 PP for the power +1 for the trapping).
TL:DR trappings that cost +1 power point to use cost +1 power point to use.
VV
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Re: Dwarven Technosmith (TW) H-1 Combat Armor
Good point.Freemage wrote:It's worth noting that the PPE for TW ONLY recharges on a Ley Line, so having 20 hours' worth of charge time might be a failsafe.Pender Lumkiss wrote:Why the two +10 ppe? Seems like you will never need the other. Armors take 1 ppe per hour to function. With the major 10 you have enough to keep it going indefinitely. Its not like the powers in the armor can use this ppe, so it seems like a waste. The ppe is only used to charge the device. Just keep in mind those self only powers are at +1 ppts cost, if you go mega which is a doubling of base cost, it is actually +2 ppts for the trapping.
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- Hans Greuber
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Re: Dwarven Technosmith (TW) H-1 Combat Armor
Hans has a large PPE pool, but nothing to help him recharge faster. The 20 PPE for his armor will allow him to slowly regenerate PPE while keeping it activated.Pender Lumkiss wrote:Good point.Freemage wrote:It's worth noting that the PPE for TW ONLY recharges on a Ley Line, so having 20 hours' worth of charge time might be a failsafe.Pender Lumkiss wrote:Why the two +10 ppe? Seems like you will never need the other. Armors take 1 ppe per hour to function. With the major 10 you have enough to keep it going indefinitely. Its not like the powers in the armor can use this ppe, so it seems like a waste. The ppe is only used to charge the device. Just keep in mind those self only powers are at +1 ppts cost, if you go mega which is a doubling of base cost, it is actually +2 ppts for the trapping.
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Re: Dwarven Technosmith (TW) H-1 Combat Armor
I am sorry about this, but there is a revision to the Dwarven Technosmith (TW) H-1 Combat Armor.
Base: Triax T-11 Body Armor (7 Armor/2 Toughness, Strength->d12+2, +2 Pace, Environmental Protection, Various Sensors)
Base: Triax T-11 Body Armor (7 Armor/2 Toughness, Strength->d12+2, +2 Pace, Environmental Protection, Various Sensors)
- Minor: +2 Armor
- Minor: +2 Armor
- Major: New Power - Armor (Trapping: Structural Integrity Field (Same affects as Mystical Skin approved custom trapping - Free Action to use; Self Only; ))
- Major: Edge: Rapid Recharge
- Major: Edge: Improved Rapid Recharge
- Major: Edge: Exceptional Rapid Recharge
- Daniel
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Re: Dwarven Technosmith (TW) H-1 Combat Armor
Hans, this look right?
Dwarven Technosmith (TW) H-1 Combat Armor
Base: Triax T-11 Body Armor (7 Armor/2 Toughness, Strength->d12+2, +2 Pace, Environmental Protection, Various Sensors)
Conversion: H-1 TW Body Armor
Dwarven Technosmith (TW) H-1 Combat Armor
Base: Triax T-11 Body Armor (7 Armor/2 Toughness, Strength->d12+2, +2 Pace, Environmental Protection, Various Sensors)
Conversion: H-1 TW Body Armor
- Minor: +2 Armor
- Minor: +2 Armor
- Major: New Power - Armor (Trapping: Structural Integrity Field (Same affects as Mystical Skin approved custom trapping - Free Action to use; Self Only; still cost normal PP to activate armor spell))
- Major: Edge: Rapid Recharge
- Major: Edge: Improved Rapid Recharge
- Major: Edge: Exceptional Rapid Recharge
- A suit of Plate Mail Armor with full helmet, the H-1 Combat Armor is meant to protect the wearer from most threats when fully powered up.
When not powered up, (5 Armor/1 Toughness), it loses its Environmental Protection, communications unit, and all sensors; forcing the wearer to use the openings in the face-plate to see.
When powered up (by the way, whats the cost to power it?) (11 Armor/2 Toughness), it seals up to full environmental protection, and its magical equivalents to communications (Which can communicate with standard mundane communications) and sensors go online.
The Structural Integrity Field can be initiated quickly when danger is recognized, but it too power intensive for continual use. Its diamond dust embedded steel allows for it to modulate the local flow of energy in order to make it easier for the wearer to absorb (Net +8 PPE per hour).
It also has strength enhancing enchantments on it to allow the wearer to move very easily: Strength->d12+2, +2 Pace.
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Re: Dwarven Technosmith (TW) H-1 Combat Armor
It takes 4 PPE per hour to charge, but since the Exceptional Rapid Recharge gives 1 PPE every 5 minutes, there is a net 8PPE recharged every hour. I was planning on rolling a 5-d12 whenever an encounter started with any positive number being how many PPE Hans was was down (exception being on a key line).
As for the Mystic Skiin/Structural Integrity Field trapping, I thought there was supposed to be an additional PPE cost, but could not find it. I would be quite happy to increase the casting cost by 1 PPE.
As for the Mystic Skiin/Structural Integrity Field trapping, I thought there was supposed to be an additional PPE cost, but could not find it. I would be quite happy to increase the casting cost by 1 PPE.
Re: Dwarven Technosmith (TW) H-1 Combat Armor
Note that the Strength-enhancements also require the suit to be charged up; otherwise, they go offline same as the sensor suite and environmental protection.
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Re: Dwarven Technosmith (TW) H-1 Combat Armor
Yes. Powering up the armor is required for everything but the 5/1 armor/toughness. All other enhancements require it powered up.Freemage wrote:Note that the Strength-enhancements also require the suit to be charged up; otherwise, they go offline same as the sensor suite and environmental protection.
- Daniel
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Re: Dwarven Technosmith (TW) H-1 Combat Armor
Final Version. Look right? If so I Approve. Powerful! Guess your GM needs to summon more demons!
Dwarven Technosmith (TW) H-1 Combat Armor
Base: Triax T-11 Body Armor (7 Armor/2 Toughness, Strength->d12+2, +2 Pace, Environmental Protection, Various Sensors)
Conversion: H-1 TW Body Armor
Dwarven Technosmith (TW) H-1 Combat Armor
Base: Triax T-11 Body Armor (7 Armor/2 Toughness, Strength->d12+2, +2 Pace, Environmental Protection, Various Sensors)
Conversion: H-1 TW Body Armor
- Minor: +2 Armor
- Minor: +2 Armor
- Major: New Power - Armor (Trapping: Structural Integrity Field (Same affects as Mystical Skin approved custom trapping - Free Action to use; Self Only; still cost normal PP to activate armor spell))
- Major: Edge: Rapid Recharge
- Major: Edge: Improved Rapid Recharge
- Major: Edge: Exceptional Rapid Recharge
- A suit of Plate Mail Armor with full helmet, the H-1 Combat Armor is meant to protect the wearer from most threats when fully powered up.
When not powered up, (5 Armor/1 Toughness), it loses its Environmental Protection, communications unit, and all sensors; forcing the wearer to use the openings in the face-plate to see.
When powered up: Cost is 5 PP Per Hour. (11 Armor/2 Toughness), it seals up to full environmental protection, and its magical equivalents to communications (Which can communicate with standard mundane communications) and sensors go online.
The Structural Integrity Field can be initiated quickly when danger is recognized, but it too power intensive for continual use. Its diamond dust embedded steel allows for it to modulate the local flow of energy in order to make it easier for the wearer to absorb (Net +8 PPE per hour).
It also has strength enhancing enchantments on it to allow the wearer to move very easily: Strength->d12+2, +2 Pace.
Note that the Strength-enhancements also require the suit to be charged up; otherwise, they go offline same as the sensor suite and environmental protection.
- Hans Greuber
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Re: Dwarven Technosmith (TW) H-1 Combat Armor
Cost to power up is 4 per hour. 1 (Base for TW armor)+(1 per edge (3))=1+3=4. The Exceptional Rapid Recharge gives 1 per 5 minutes, so 12 per hour. 12-4=8.Lars wrote:Final Version. Look right? If so I Approve. Powerful! Guess your GM needs to summon more demons!
Dwarven Technosmith (TW) H-1 Combat Armor
Base: Triax T-11 Body Armor (7 Armor/2 Toughness, Strength->d12+2, +2 Pace, Environmental Protection, Various Sensors)
Conversion: H-1 TW Body Armor
- Minor: +2 Armor
- Minor: +2 Armor
- Major: New Power - Armor (Trapping: Structural Integrity Field (Same affects as Mystical Skin approved custom trapping - Free Action to use; Self Only; still cost normal PP to activate armor spell))
- Major: Edge: Rapid Recharge
- Major: Edge: Improved Rapid Recharge
- Major: Edge: Exceptional Rapid Recharge
- A suit of Plate Mail Armor with full helmet, the H-1 Combat Armor is meant to protect the wearer from most threats when fully powered up.
When not powered up, (5 Armor/1 Toughness), it loses its Environmental Protection, communications unit, and all sensors; forcing the wearer to use the openings in the face-plate to see.
When powered up: Cost is 5 PP Per Hour. (11 Armor/2 Toughness), it seals up to full environmental protection, and its magical equivalents to communications (Which can communicate with standard mundane communications) and sensors go online.
The Structural Integrity Field can be initiated quickly when danger is recognized, but it too power intensive for continual use. Its diamond dust embedded steel allows for it to modulate the local flow of energy in order to make it easier for the wearer to absorb (Net +8 PPE per hour).
It also has strength enhancing enchantments on it to allow the wearer to move very easily: Strength->d12+2, +2 Pace.
Note that the Strength-enhancements also require the suit to be charged up; otherwise, they go offline same as the sensor suite and environmental protection.
- Daniel
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Re: Dwarven Technosmith (TW) H-1 Combat Armor
I have zero experience with Mystic Skin. Can someone weigh in? Otherwise looks good.As for the Mystic Skiin/Structural Integrity Field trapping, I thought there was supposed to be an additional PPE cost, but could not find it. I would be quite happy to increase the casting cost by 1 PPE.
Re: Dwarven Technosmith (TW) H-1 Combat Armor
Here is the text from the approved edges.
Psychic Vampire Trappings
Races and monsters who drain power points (ISP/PPE) can add psychic vampire trappings to their powers.
Mystical Skin (Armor): PPE/ISP Glutton. Your player is brimming with residual PPE or ISP from its latest feeding, or maybe you had one epic chow down and are still riding the high. This overflow has made your skin pulsate with energy making it incredibly easy at a moment's thought to go from sensitive to rock solid. This power is self only but a free action.
Psychic Vampire Trappings
Races and monsters who drain power points (ISP/PPE) can add psychic vampire trappings to their powers.
Mystical Skin (Armor): PPE/ISP Glutton. Your player is brimming with residual PPE or ISP from its latest feeding, or maybe you had one epic chow down and are still riding the high. This overflow has made your skin pulsate with energy making it incredibly easy at a moment's thought to go from sensitive to rock solid. This power is self only but a free action.
Re: Dwarven Technosmith (TW) H-1 Combat Armor
Not really sure if it fits for a TW device.
Normally a TW device Armor is already self only, so the character effectively loses nothing, but gains something.
Normally a TW device Armor is already self only, so the character effectively loses nothing, but gains something.
- Hans Greuber
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Re: Dwarven Technosmith (TW) H-1 Combat Armor
TW items normally allow casting on any appropriate target. Cyberknight armor being an example with Healing and Succor. As I said, though, I am quite willing to add the +1 PPE to activate.Kidemónas wrote:Not really sure if it fits for a TW device.
Normally a TW device Armor is already self only, so the character effectively loses nothing, but gains something.
Re: Dwarven Technosmith (TW) H-1 Combat Armor
Good point.Hans Greuber wrote:TW items normally allow casting on any appropriate target. Cyberknight armor being an example with Healing and Succor. As I said, though, I am quite willing to add the +1 PPE to activate.Kidemónas wrote:Not really sure if it fits for a TW device.
Normally a TW device Armor is already self only, so the character effectively loses nothing, but gains something.
I stand corrected.
- Hans Greuber
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Re: Dwarven Technosmith (TW) H-1 Combat Armor
Total Value: 430,000 CreditsHans Greuber wrote:Cost to power up is 4 per hour. 1 (Base for TW armor)+(1 per edge (3))=1+3=4. The Exceptional Rapid Recharge gives 1 per 5 minutes, so 12 per hour. 12-4=8.Lars wrote:Final Version. Look right? If so I Approve. Powerful! Guess your GM needs to summon more demons!
Dwarven Technosmith (TW) H-1 Combat Armor
Base: Triax T-11 Body Armor (7 Armor/2 Toughness, Strength->d12+2, +2 Pace, Environmental Protection, Various Sensors)
Conversion: H-1 TW Body Armor
- Minor: +2 Armor
- Minor: +2 Armor
- Major: New Power - Armor (Trapping: Structural Integrity Field (Same affects as Mystical Skin approved custom trapping - Free Action to use; Self Only; still cost normal PP to activate armor spell))
- Major: Edge: Rapid Recharge
- Major: Edge: Improved Rapid Recharge
- Major: Edge: Exceptional Rapid Recharge
- A suit of Plate Mail Armor with full helmet, the H-1 Combat Armor is meant to protect the wearer from most threats when fully powered up.
When not powered up, (5 Armor/1 Toughness), it loses its Environmental Protection, communications unit, and all sensors; forcing the wearer to use the openings in the face-plate to see.
When powered up: Cost is 5 PP Per Hour. (11 Armor/2 Toughness), it seals up to full environmental protection, and its magical equivalents to communications (Which can communicate with standard mundane communications) and sensors go online.
The Structural Integrity Field can be initiated quickly when danger is recognized, but it too power intensive for continual use. Its diamond dust embedded steel allows for it to modulate the local flow of energy in order to make it easier for the wearer to absorb (Net +8 PPE per hour).
It also has strength enhancing enchantments on it to allow the wearer to move very easily: Strength->d12+2, +2 Pace.
Note that the Strength-enhancements also require the suit to be charged up; otherwise, they go offline same as the sensor suite and environmental protection.
- Pender Lumkiss
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Re: Dwarven Technosmith (TW) H-1 Combat Armor
The mystic skin is the power, ppe/isp glutton is the trapping. I think you would need to provide a bit of narative on the new trapping, or reskin or ppe/isp glutton trapping. And yes it is a +1 ppt increase to use the trapping.
Off the top of my head maybe a trapping called
Techno-wizard surge, in making the device the energy capacitors have been set to overload, causing any magical energy flowing through the device to be dialed up to 11. This causes the power to only work on the user but in a blink of eye. +1 ppt the power is now self only but a free action.
Off the top of my head maybe a trapping called
Techno-wizard surge, in making the device the energy capacitors have been set to overload, causing any magical energy flowing through the device to be dialed up to 11. This causes the power to only work on the user but in a blink of eye. +1 ppt the power is now self only but a free action.
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