Patron Item Requests

"Go west, young man" - Horace Greeley
GM: Tribe of One
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Tribe of One
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Patron Item Requests

Post by Tribe of One »

For the folks who are due a Patron item, check in here with ideas and requests and we'll try to crowd source a proposal I can take to the other GMs for approval.

Based on posts in recruitment, I know Severianna, Kim Black, and Jasco need items, and there are likely others I'm forgetting.
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Jasco
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Re: Patron Item Requests

Post by Jasco »

Patron item sounds nifty.

Jasco isn't much of a fighter, so I thought to lean toward his strengths (information gathering, computer stuff).

Was thinking along the lines of either some hacking computer with advanced knowledge database. Or perhaps a computer, drone control gauntlet, HUD combination.
Jasco: Human Information Broker [18th COT New West] | SR EP Ledger
Quick Stats
Human, MARS PCO: Information Broker
Bennies: 3/3
Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6 (1dX); Parry: 5; Toughness: 9 (3)
Hindrances: Code of Honor, Bad Eyes, Loyal
Notice d8, Common Knowledge d10, Persuasion d8+4
Edges and Abilities of Note: Killer Instinct (Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”), Command (+1 to troops recovering from being Shaken), Leader of Men (Roll a d10 as the Wild Die for subordinates’ group rolls), Tactician (Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle), Robot Armor Jock (No -2 penalty while piloting robot armor.)
ISP: 20/20
Powers (all Mega): Speak Language with Splendor trapping (+2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.); Telepathy with Shroud trapping ((message recipient) -1 to be hit by ranged attacks); Intangibility with Jazz trapping (+2 pace and on a raise, increase Agility one die type for duration of power.)
Adventure cards:
  • 7: Not Today - Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • 47: Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • 50: Theme Song - It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

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Tribe of One
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Re: Patron Item Requests

Post by Tribe of One »

Jasco wrote:Patron item sounds nifty.

Jasco isn't much of a fighter, so I thought to lean toward his strengths (information gathering, computer stuff).

Was thinking along the lines of either some hacking computer with advanced knowledge database. Or perhaps a computer, drone control gauntlet, HUD combination.
Ooooo. What if you had a baby AI framework hidden in the trunk of your car? Constrained by limited server power, so fairly primitive, but able to run database queries and other analyses and help out with hacking when interfacing with you through a Pip-Boy style gauntlet and/or HUD goggles? I'll take a look in the Sci-Fi Companion to see if there's anything appropriate there, but I'm thinking something like a Grade IV Field Computer that also gives bonuses similar to the Core Electronics Package and Signal Booster cybernetic upgrades, and can accept skill chips like a Subject Matter Expert Port. Could even let you drive the car remotely.
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Jasco
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Re: Patron Item Requests

Post by Jasco »

Tribe of One wrote:
Jasco wrote:Patron item sounds nifty.

Jasco isn't much of a fighter, so I thought to lean toward his strengths (information gathering, computer stuff).

Was thinking along the lines of either some hacking computer with advanced knowledge database. Or perhaps a computer, drone control gauntlet, HUD combination.
Ooooo. What if you had a baby AI framework hidden in the trunk of your car? Constrained by limited server power, so fairly primitive, but able to run database queries and other analyses and help out with hacking when interfacing with you through a Pip-Boy style gauntlet and/or HUD goggles? I'll take a look in the Sci-Fi Companion to see if there's anything appropriate there, but I'm thinking something like a Grade IV Field Computer that also gives bonuses similar to the Core Electronics Package and Signal Booster cybernetic upgrades, and can accept skill chips like a Subject Matter Expert Port. Could even let you drive the car remotely.
Sounds AMAZING!

Forget the rail-gun mounted in the cupola. That space is needed for the signal-boosting comms suite so that Jasco and his baby AI can talk!
Jasco: Human Information Broker [18th COT New West] | SR EP Ledger
Quick Stats
Human, MARS PCO: Information Broker
Bennies: 3/3
Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6 (1dX); Parry: 5; Toughness: 9 (3)
Hindrances: Code of Honor, Bad Eyes, Loyal
Notice d8, Common Knowledge d10, Persuasion d8+4
Edges and Abilities of Note: Killer Instinct (Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”), Command (+1 to troops recovering from being Shaken), Leader of Men (Roll a d10 as the Wild Die for subordinates’ group rolls), Tactician (Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle), Robot Armor Jock (No -2 penalty while piloting robot armor.)
ISP: 20/20
Powers (all Mega): Speak Language with Splendor trapping (+2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.); Telepathy with Shroud trapping ((message recipient) -1 to be hit by ranged attacks); Intangibility with Jazz trapping (+2 pace and on a raise, increase Agility one die type for duration of power.)
Adventure cards:
  • 7: Not Today - Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • 47: Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • 50: Theme Song - It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

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Tribe of One
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Re: Patron Item Requests

Post by Tribe of One »

Haha. May not want to let the baby AI near the rail-gun anyway ...
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Jasco
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Re: Patron Item Requests

Post by Jasco »

"How many times have I told you... It is impolite to point with a rail gun!"
<Hilarious high jinks ensues>
Jasco: Human Information Broker [18th COT New West] | SR EP Ledger
Quick Stats
Human, MARS PCO: Information Broker
Bennies: 3/3
Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6 (1dX); Parry: 5; Toughness: 9 (3)
Hindrances: Code of Honor, Bad Eyes, Loyal
Notice d8, Common Knowledge d10, Persuasion d8+4
Edges and Abilities of Note: Killer Instinct (Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”), Command (+1 to troops recovering from being Shaken), Leader of Men (Roll a d10 as the Wild Die for subordinates’ group rolls), Tactician (Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle), Robot Armor Jock (No -2 penalty while piloting robot armor.)
ISP: 20/20
Powers (all Mega): Speak Language with Splendor trapping (+2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.); Telepathy with Shroud trapping ((message recipient) -1 to be hit by ranged attacks); Intangibility with Jazz trapping (+2 pace and on a raise, increase Agility one die type for duration of power.)
Adventure cards:
  • 7: Not Today - Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • 47: Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • 50: Theme Song - It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

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Severianna
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Re: Patron Item Requests

Post by Severianna »

So the only thing I can think about regarding a combat item would be to compliment Severianna's Vambrance Trademark weapon item.

I was thinking some sort of prototype bracelet/vambraces but also something sword related that can extend so that she can use the Longsword/Sabre like weapon and damage type.

I keep thinking something like Illidan from World of Warcraft, or the Illidari from the most recent version of WoW.

Image

Image

I'm drawing a blank for a non combat item.

Although now that you mentioned the idea of a Cybernetic tech item, I like that idea. I don't want to go full combat borg or anything. But I figure that getting 5-6 strain in cybernetics can work well for this character.
Severianna
Quick Stats
Night Crawler, MARS PC, DESCRIPTION, ETC
Bennies: 4/4
Agility d12+1, Smarts d6, Spirit d10, Strength d10, Vigor d12
Charisma: 0,-4 CS; Pace: 6; Parry: 13; Toughness: Light Armor 12 (4), Tactical Armor 14 (6) Light Armor + shield 16 (4),
2 shields 20 (4), Tactical + shield 20 (6), 2 shields 24 (6)

Hindrances: Clueless; Vow to help other slaves/captured creatures; Loyal to friends; InHuman; Curiosity, Wanted; Coalition, Quirk - touchy tail
Notice d6 (+2 that relates to traps and similar devices, +2 sight based rolls (cybernetic eyes), Common Knowledge d4-4, Intimidation d4-2, Persuasion d4-2
Edges and Abilities of Note: Acrobat +2 Agility rolls, Dirty Fighter +4 w/Acrobat on trick moves, Tricky Fighter no multi-action penalty for tricks, Ambidextrous, Two-Fisted, Nerves of Steel & Improved Nerves of Steel ignore 2 pts of wound penalties, Combat Reflexes +2 to Spirit rolls to recover from Shaken, Prehensile Tail that gives an additional non-movement action each round.
Adventure cards:
  • Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
  • We Have The Talent - you gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

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Kim Black
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Re: Patron Item Requests

Post by Kim Black »

Ooo. I love Illidan! Maybe my favorite character from WoW.
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): 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.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
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Tribe of One
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Re: Patron Item Requests

Post by Tribe of One »

For a cybernetic item for Severianna, I was thinking of something like an experimental nanite-augmentation system

Base item = Nano-Repair System
Additional function being that it can temporarily boost any of your five Traits by 2 die types, as the nanites stimulate reflexes/muscles/cognitive function, etc. It effectively works like the boost trait power. Rather than costing PPE, boosting a trait causes the repair system to shut down for an hour as the nanites are replenished. Boosting multiple traits or extending a boost past 3 rounds would extend the shut-down time (by an hour each additional trait) and force a Vigor check to avoid gaining a level of fatigue when the boost is done. Might also allow another type of boost that functions as quickness, but that might be pushing it too far, as most Patron items seem to fall in the 150-250k credit range.

EDIT: But some sort of modified set of vambraces that emit energy blades would be easy to do, as well. Perhaps some sort of alien tech Lone Star acquired and has been working to weaponize. I'll have to read back through that book to look for specific ideas. But modified weapons are generally pretty easy to design and get approval for.
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Re: Patron Item Requests

Post by Tribe of One »

Jasco: Do you have a name you like for your baby AI?
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Jasco
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Re: Patron Item Requests

Post by Jasco »

How about something simple...
Prim (Pattern Recognition Intelligence Matrix)
Suggests espionage-inspired machine learning (AI) along with a knowledge depository.
Jasco: Human Information Broker [18th COT New West] | SR EP Ledger
Quick Stats
Human, MARS PCO: Information Broker
Bennies: 3/3
Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6 (1dX); Parry: 5; Toughness: 9 (3)
Hindrances: Code of Honor, Bad Eyes, Loyal
Notice d8, Common Knowledge d10, Persuasion d8+4
Edges and Abilities of Note: Killer Instinct (Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”), Command (+1 to troops recovering from being Shaken), Leader of Men (Roll a d10 as the Wild Die for subordinates’ group rolls), Tactician (Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle), Robot Armor Jock (No -2 penalty while piloting robot armor.)
ISP: 20/20
Powers (all Mega): Speak Language with Splendor trapping (+2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.); Telepathy with Shroud trapping ((message recipient) -1 to be hit by ranged attacks); Intangibility with Jazz trapping (+2 pace and on a raise, increase Agility one die type for duration of power.)
Adventure cards:
  • 7: Not Today - Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • 47: Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • 50: Theme Song - It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

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Severianna
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Re: Patron Item Requests

Post by Severianna »

Tribe of One wrote:For a cybernetic item for Severianna, I was thinking of something like an experimental nanite-augmentation system

Base item = Nano-Repair System
Additional function being that it can temporarily boost any of your five Traits by 2 die types, as the nanites stimulate reflexes/muscles/cognitive function, etc. It effectively works like the boost trait power. Rather than costing PPE, boosting a trait causes the repair system to shut down for an hour as the nanites are replenished. Boosting multiple traits or extending a boost past 3 rounds would extend the shut-down time (by an hour each additional trait) and force a Vigor check to avoid gaining a level of fatigue when the boost is done. Might also allow another type of boost that functions as quickness, but that might be pushing it too far, as most Patron items seem to fall in the 150-250k credit range.

EDIT: But some sort of modified set of vambraces that emit energy blades would be easy to do, as well. Perhaps some sort of alien tech Lone Star acquired and has been working to weaponize. I'll have to read back through that book to look for specific ideas. But modified weapons are generally pretty easy to design and get approval for.
I have been trying to get some time to read through the Lone Star book a bit myself. Maybe get some good info, background, etc.

No arguments on either idea. I'll think them over.

Yes, Illidan is the best.
Severianna
Quick Stats
Night Crawler, MARS PC, DESCRIPTION, ETC
Bennies: 4/4
Agility d12+1, Smarts d6, Spirit d10, Strength d10, Vigor d12
Charisma: 0,-4 CS; Pace: 6; Parry: 13; Toughness: Light Armor 12 (4), Tactical Armor 14 (6) Light Armor + shield 16 (4),
2 shields 20 (4), Tactical + shield 20 (6), 2 shields 24 (6)

Hindrances: Clueless; Vow to help other slaves/captured creatures; Loyal to friends; InHuman; Curiosity, Wanted; Coalition, Quirk - touchy tail
Notice d6 (+2 that relates to traps and similar devices, +2 sight based rolls (cybernetic eyes), Common Knowledge d4-4, Intimidation d4-2, Persuasion d4-2
Edges and Abilities of Note: Acrobat +2 Agility rolls, Dirty Fighter +4 w/Acrobat on trick moves, Tricky Fighter no multi-action penalty for tricks, Ambidextrous, Two-Fisted, Nerves of Steel & Improved Nerves of Steel ignore 2 pts of wound penalties, Combat Reflexes +2 to Spirit rolls to recover from Shaken, Prehensile Tail that gives an additional non-movement action each round.
Adventure cards:
  • Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
  • We Have The Talent - you gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

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Rill
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Re: Patron Item Requests

Post by Rill »

Tribe: I posted an item for approval in the Item Validation forum at Rill’s Bible.

Thanks!
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