Soldad's revenge, Reap your rewards
- Pender Lumkiss
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Soldad's revenge, Reap your rewards
After visiting soldad's revenge and posting your rolls, please post your legendary item here, tech, enchanted, tw... I will review it and either twek, approve, or deny it.
If you could provide a name that would be good, a short tale of the weapon would be fine too.
Enchanted items: Legendary: Four Major, Two Minor Qualities
Super tech seems to cap out at: Four Major, Two Minor
Tw: 6 major, 2 minor
If you could provide a name that would be good, a short tale of the weapon would be fine too.
Enchanted items: Legendary: Four Major, Two Minor Qualities
Super tech seems to cap out at: Four Major, Two Minor
Tw: 6 major, 2 minor
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Re: Soldad's revenge, Reap your rewards
Legendary item:
Scepter of Spellweaving - An object of ancient arcane might, the Scepter of Spellweaving was used by one of the first Archons to emerge from the rifts. The Archons have since discontinued sending objects of such power on their expeditions through the rifts, as they make the explorer a greater target for thieves and malicious magicians. The Scepter is imbued with a variety of magical abilities, even a measure of its own will, which is to protect the wielder from physical and arcane attacks of all kinds. The scepter, when wielded, will move to intercept physical, magical, and psionic attacks. The crown of the scepter is engraved with arcane runes. A glowing blue gem is placed at the pommel, and a similarly colored light rests in the crown. The light in the crown defies explanation. It has no substance, yet cannot be pierced, cut, or crushed.
Enchanted item, base: club (Str + 1d6)
4 Major:
1: Add Power: Boost/Lower Trait - the scepter can quicken the chosen skill or attribute, infusing it with magic, or can drain the appropriate attribute or skill, siphoning off its energy
2: Add Edge: Wizard - the scepter invests some of its own energy into the wielder's spell, lowering costs with a raise on the spellcasting roll
3: Add Power: Fly - the scepter can be "thrown" and drag the wielder along in flight, much like Thor's hammer
4: Add Edge: Arcane Resistance - the scepter has an innate desire to protect its wielder from both physical and magical/psionic attacks
2 Minor:
1: +1 Spellcasting - the scepter imparts some of its own innate spellcraft into the wielder's arcane pursuits
2: +1 Parry - the scepter has an innate desire to protect its wielder from both physical and magical/psionic attacks
HJ Rolls on Body Armor table from Rich F&G result:
[dice]0[/dice] -- +2 ranged attacks
[dice]1[/dice] -- taking Combat Mage armor
Scepter of Spellweaving - An object of ancient arcane might, the Scepter of Spellweaving was used by one of the first Archons to emerge from the rifts. The Archons have since discontinued sending objects of such power on their expeditions through the rifts, as they make the explorer a greater target for thieves and malicious magicians. The Scepter is imbued with a variety of magical abilities, even a measure of its own will, which is to protect the wielder from physical and arcane attacks of all kinds. The scepter, when wielded, will move to intercept physical, magical, and psionic attacks. The crown of the scepter is engraved with arcane runes. A glowing blue gem is placed at the pommel, and a similarly colored light rests in the crown. The light in the crown defies explanation. It has no substance, yet cannot be pierced, cut, or crushed.
Enchanted item, base: club (Str + 1d6)
4 Major:
1: Add Power: Boost/Lower Trait - the scepter can quicken the chosen skill or attribute, infusing it with magic, or can drain the appropriate attribute or skill, siphoning off its energy
2: Add Edge: Wizard - the scepter invests some of its own energy into the wielder's spell, lowering costs with a raise on the spellcasting roll
3: Add Power: Fly - the scepter can be "thrown" and drag the wielder along in flight, much like Thor's hammer
4: Add Edge: Arcane Resistance - the scepter has an innate desire to protect its wielder from both physical and magical/psionic attacks
2 Minor:
1: +1 Spellcasting - the scepter imparts some of its own innate spellcraft into the wielder's arcane pursuits
2: +1 Parry - the scepter has an innate desire to protect its wielder from both physical and magical/psionic attacks
HJ Rolls on Body Armor table from Rich F&G result:
[dice]0[/dice] -- +2 ranged attacks
[dice]1[/dice] -- taking Combat Mage armor
Last edited by Lucianna on Mon Feb 12, 2018 4:11 pm, edited 4 times in total.
Lucianna
Re: Soldad's revenge, Reap your rewards
Legendary item: So ... I'm thinking in the direction of a living tattoo made up of glowing, fiery runes, that represents the unearthly remains of an erelim, an angel tasked with administering earthly justice. Soldad killed/captured it and trapped what was left of its essence in a crystal vial that he swallowed ... either Penitent pulls it out of him when he's death-punching him with sunlight fists, or Karl finds it in Soldad's ashes after the battle. When Penitent cracks it open, the runes circle around his body and are absorbed by his skin like a tattoo, emerging and shining when in active use.
Mechanically, it's an Enchanted Item:
Minor x2: +2 Fighting
Major: Warrior of God (Champion Edge)
Major: Angelic Conviction (Strong Willed Edge)
Major: Wings of Fire (Fly Power). Activated with a Faith roll, fiery wings sprout from the users back, allowing flight while striking fear in the hearts of the unrighteous (modified Splendor trapping: +2 Intimidate, +1 die Spirit on a raise, +1 PPE)
Major: PPE reservoir +10 (for a total of 15 PPE)
MARS F&G roll: [dice]0[/dice] = Wealthy and Connected. Still waiting to hear from VV, I guess, as to whether it's kosher to use Shake the Table. If not, I'll probably just 2-for-1 the Rich rolls to get +2 AP or something on my chainsword, and forego the Connections, which are mechanically useless and narratively out of character for Pen.
Mechanically, it's an Enchanted Item:
Pics
Ashriel, the Burning WordMinor x2: +2 Fighting
Major: Warrior of God (Champion Edge)
Major: Angelic Conviction (Strong Willed Edge)
Major: Wings of Fire (Fly Power). Activated with a Faith roll, fiery wings sprout from the users back, allowing flight while striking fear in the hearts of the unrighteous (modified Splendor trapping: +2 Intimidate, +1 die Spirit on a raise, +1 PPE)
Major: PPE reservoir +10 (for a total of 15 PPE)
MARS F&G roll: [dice]0[/dice] = Wealthy and Connected. Still waiting to hear from VV, I guess, as to whether it's kosher to use Shake the Table. If not, I'll probably just 2-for-1 the Rich rolls to get +2 AP or something on my chainsword, and forego the Connections, which are mechanically useless and narratively out of character for Pen.
Penitent
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Re: Soldad's revenge, Reap your rewards
F&G Roll [dice]0[/dice] Fortune Favors The Bold: +1 Benny per Session and Brave.
Rob Blows on the dice, Blows on the Dice, and Pounds the Table
Turning this into a 12 allowing 2 rolls on heroes Journey.
Magic and Mysticism [dice]1[/dice]: Blew on the Dice turned into a 16. On a raise Reduce PPE cost of casting by 1.
Magic and Mysticism [dice]2[/dice]: Pounded the Table turned into a 4. Caster gains +5 PPE
Legendary Item...
Amulet of Worlds
This ancient amulet is an artifact of unknown origins, it is believed to be made from wood gifted by the World Tree. However such a myth is difficult to validate. Empowered with the ability to enhance an arcane spell casters power and effectiveness as well as sharpen his mind from distractions the Amulet gives them a slight insight into the cosmos.
Rob Blows on the dice, Blows on the Dice, and Pounds the Table
Turning this into a 12 allowing 2 rolls on heroes Journey.
Magic and Mysticism [dice]1[/dice]: Blew on the Dice turned into a 16. On a raise Reduce PPE cost of casting by 1.
Magic and Mysticism [dice]2[/dice]: Pounded the Table turned into a 4. Caster gains +5 PPE
Legendary Item...
Amulet of Worlds
This ancient amulet is an artifact of unknown origins, it is believed to be made from wood gifted by the World Tree. However such a myth is difficult to validate. Empowered with the ability to enhance an arcane spell casters power and effectiveness as well as sharpen his mind from distractions the Amulet gives them a slight insight into the cosmos.
- Knowledge Arcane: The wearer gains a knowledge of the arcane transcending what mortal minds may know gaining incites into the multidimensional nature of raw magic itself.
Gains +2d Spellcasting and +2 to all spellcasting rolls. - Touch of Life: The wearer gains the ability to call on potential life energy in all things. Gains Healing with the Jolt Trapping.
- Unending Vigor: The wearer gains the ability to remove fatigue and exhaustion from his allies.
Gains Succor with the Holy trapping.
Sir Ndreare (Rob T)
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Re: Soldad's revenge, Reap your rewards
Looks good. It seems one of the difference of enchanted items vs tw items is that enchanted items are always on. The edges like wizard can be granted while the item is readied. For a staff since the HJ can grant spellcasting bonuses, no reason yours could not.Lucianna wrote:Legendary item:
Scepter of Spellweaving - WIP backstory
Enchanted item, base: club (Str + 1d6)
4 Major:
1: Add Power: Boost/Lower Trait
2: Add Edge: Wizard
3: Add Power: Fly
4: Add Edge: Arcane Resistance
2 Minor:
1: +5 PPE
2: +5 PPE
Clarification and ideas requested: Will the Wizard edge only apply to the powers on the scepter since it's technically a weapon? If so, will have to look into a different base object like an amulet, etc.
If I swap out the PPE Minor mods and instead add +1 spellcasting twice, does that apply only to the powers on it, or would it function like the Enchanted Items Staff, giving its bonus to all spellcasting attempts?
HJ Rolls on Body Armor table from Rich F&G result:
[dice]30676:0[/dice] -- +2 ranged attacks
[dice]30676:1[/dice] -- taking Combat Mage armor
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Re: Soldad's revenge, Reap your rewards
Looks good to me. I think the option to shake the table is now on the ep menu.Penitent wrote:Legendary item: So ... I'm thinking in the direction of a living tattoo made up of glowing, fiery runes, that represents the unearthly remains of an erelim, an angel tasked with administering earthly justice. Soldad killed/captured it and trapped what was left of its essence in a crystal vial that he swallowed ... either Penitent pulls it out of him when he's death-punching him with sunlight fists, or Karl finds it in Soldad's ashes after the battle. When Penitent cracks it open, the runes circle around his body and are absorbed by his skin like a tattoo, emerging and shining when in active use.
Mechanically, it's an Enchanted Item:PicsAshriel, the Burning Word
Minor x2: +2 Fighting
Major: Warrior of God (Champion Edge)
Major: Angelic Conviction (Strong Willed Edge)
Major: Wings of Fire (Fly Power). Activated with a Faith roll, fiery wings sprout from the users back, allowing flight while striking fear in the hearts of the unrighteous (modified Splendor trapping: +2 Intimidate, +1 die Spirit on a raise, +1 PPE)
Major: PPE reservoir +10 (for a total of 15 PPE)
MARS F&G roll: [dice]30678:0[/dice] = Wealthy and Connected. Still waiting to hear from VV, I guess, as to whether it's kosher to use Shake the Table. If not, I'll probably just 2-for-1 the Rich rolls to get +2 AP or something on my chainsword, and forego the Connections, which are mechanically useless and narratively out of character for Pen.
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Re: Soldad's revenge, Reap your rewards
Looks good mechanically. Shake the table is an option on the Ep menu.Ndreare wrote:F&G Roll [dice]30704:0[/dice] Fortune Favors The Bold: +1 Benny per Session and Brave.
If we are allowed to bump the table I will use it here to make this two rolls on HJ Magic and Mysticism table
Legendary Item (Rough Draft)
Amulet of Celerity
This ancient amulet is an artifact of unknown origins. Empowered with the ability to enhance an arcane spell casters power and effectiveness as well as sharpen his mind from distractions the Amulet gives them a slight insight into the cosmos.
- Wisdom of Thoth: The wearer's mind is sharpened gaining +1d Smarts
- Stability of Heart: The wearer's mind becomes emotionally more stable gaining +1d Spirit
- Knowledge Arcane: The wearer gains a knowledge of the arcane transcending what mortal minds may know gaining +2d Spellcasting and +2 to all spellcasting rolls.
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Re: Soldad's revenge, Reap your rewards
Great I blew 14 EP to turn this into awesomeness. I was not able to get an extra power I wanted, but more PPE and more efficient with PPE is great.
http://savagerifts.com/sr/viewtopic.php ... 737#p30737
I think I can can trade that +1d Smarts and Spirit for the Healing and Succor powers I need.
Please re-review and approve or disprove the Amulet of Worlds.
http://savagerifts.com/sr/viewtopic.php ... 737#p30737
I think I can can trade that +1d Smarts and Spirit for the Healing and Succor powers I need.
Please re-review and approve or disprove the Amulet of Worlds.
, 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: Soldad's revenge, Reap your rewards
Okay. I think, then, that I'll pull the minor PPE mods out and turn them into a +1 Spellcasting and +1 Parry. d12+3 Spellcasting is more than enough, and equals what she'd have if she ended up with the staff up front. Parry will help if she's ever in a fight. I'll modify the original submission.Pender Lumkiss wrote:Looks good. It seems one of the difference of enchanted items vs tw items is that enchanted items are always on. The edges like wizard can be granted while the item is readied. For a staff since the HJ can grant spellcasting bonuses, no reason yours could not.
Lucianna
Re: Soldad's revenge, Reap your rewards
FORTUNE AND GLORY
"CLASP OF THE SUN AND MOON" (Enchanted Item)
- Dice roll: [dice]0[/dice]
- A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and add two of the modifiers listed under Body Armor in the Hero’s Journey section. They must be two different modifiers, not the same one twice.
- Good for all combat situations, this armor suit has +1 embedded Toughness to handle the sharpest blades and most piercing lasers.
- The helmet of his armor has exceptional embedded targeting enhancements, granting your hero +2 on all ranged attacks.
- +8 Armor and +2 Toughness (bumped up to +3 toughness).
- Full Environment Protection.
- Strength Minimum of d10.
- Wt: 24 lb.
- Cost: 55,000 credits.
"CLASP OF THE SUN AND MOON" (Enchanted Item)
- Stylized Silver Sun Necklace that can also be cloak clasp.
- Minor: +1 to Spirit rolls.
- Minor: +1 to Spirit rolls.
- Major: Custom (Size changes as the wearer does).
- Much like the moon changes shape, this amulet also resizes to fit the wearer, even if the wearer changes shape.
- Major: Edge (Attractive).
- A soft glow, a bit more shine, a slight glamer, something seems to make the person more alluring.
- Major: Power (Light/Obscure with Trapping of Sunlight and Shroud respectively).
- Calling on the power of the sun (or lack thereof), the wearer can light things up or make things go dark.
- Major: Power (Smite with Trapping of Moon (ie: Silver).
- Drawing on the power of the moon, the wearer can enhance their ability to harm some evil supernatural creatures.
Last edited by Grynn on Tue Feb 13, 2018 9:58 pm, edited 3 times in total.
Grynn
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Re: Soldad's revenge, Reap your rewards
Fortune & Glory roll
[dice]0[/dice] - Vigorous and Tough: +1 die Vigor and Nerves of Steel Edge.
Holy Shield of Jeanne d’Arc
[dice]0[/dice] - Vigorous and Tough: +1 die Vigor and Nerves of Steel Edge.
Holy Shield of Jeanne d’Arc
- Type of Item: Large kite shield with silver cross on red fleur-des-lis, the symbol of the Magdalenes
- Enchantments
- Major 1: Champion Edge
- Major 2: Deflection Power (unsure what trapping, and need to go)
- Major 3: Damage Field Power (celestial silver trapping)
- Major 4: +10 PPE
- Minor 1: +1 Parry
- Minor 2: +1 Parry
- PPE: 10
- Trait: None
- Trappings: Celestial Silver
Character Tracker
Re: Soldad's revenge, Reap your rewards
F&G: [dice]0[/dice]
+1d Spirit, Strong Willed
Item: Jaguar...sun...mask...thing?
Major - Adept Edge
Major - Solar Mantle: 2 PPE to gain +4 damage and Sunlight trapping to weapon or natural attack for 3 rounds
Major - Solar Flare: Exalted Damage Field (Sunlight Trapping)
Major - 10 PPE
Minor - +1 Fighting
Minor - +2 armor
+1d Spirit, Strong Willed
Item: Jaguar...sun...mask...thing?
Major - Adept Edge
Major - Solar Mantle: 2 PPE to gain +4 damage and Sunlight trapping to weapon or natural attack for 3 rounds
Major - Solar Flare: Exalted Damage Field (Sunlight Trapping)
Major - 10 PPE
Minor - +1 Fighting
Minor - +2 armor
Last edited by Vela on Tue Feb 13, 2018 9:50 pm, edited 3 times in total.
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- Pender Lumkiss
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Re: Soldad's revenge, Reap your rewards
Looks pretty good, Since you are putting a mystic trapping on it. I would add something like a complication...Ashlyn Alvarez wrote:Fortune & Glory roll
[dice]30779:0[/dice] - Vigorous and Tough: +1 die Vigor and Nerves of Steel Edge.
Holy Shield of Jeanne d’Arc
- Type of Item: Large kite shield with silver cross on red fleur-des-lis, the symbol of the Magdalenes
- Enchantments
- Major 1: Champion Edge
- Major 2: Deflection Power (unsure what trapping, and need to go)
- Major 3: Damage Field Power (celestial silver trapping)
- Major 4: +10 PPE
- Minor 1: +1 Parry
- Minor 2: +1 Parry
- PPE: 10
- Trait: None
- Trappings: Celestial Silver
Heretic: Should the wielder of such an awesome artifact ever betray their divine beliefs or higher calling they take the damage from the damage field every round they are near the item as they are literally burned at the stake.
Also you need to add in the stats for the kite shield itself: 20lbs, +2 parry, +2 armor vs range attacks.
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Re: Soldad's revenge, Reap your rewards
Looks cool, staff does include a +1 to parry already too. Staff of Something totally need the scrounger edge though, as if once per session the staff can create something.RFT wrote:Alternative idea w/o the big spell casting bonus in progress.
Staff of Something WIP
Thinking
- Base Item - Staff
Major - Bolt
Major - Blast
Major - Healing
Major - Succor
Major - +10 PPE
Major - +10 PPE
Minor - +1 Parry
Minor - +1 Parry
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Re: Soldad's revenge, Reap your rewards
Sounds good. I started to edit it, but deleted it.
I Will wrote up asorry for it in the morning.
I Will wrote up asorry for it in the morning.
, 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: Soldad's revenge, Reap your rewards
not sold on the two minors. Its like you are wanting smite but not saying it.Vela wrote:F&G: [dice]30808:0[/dice]
+1d Spirit, Strong Willed
Item: Jaguar...sun...mask...thing?
Major - Edge?
Major - Power?
Major - Power?
Major - PPE?
Minor - +1 damage to natural attacks
Minor - Add 'Sunlight' trapping to natural attacks
For one of your major slots:
Solar Plume: +2 ppts add +4 damage and the sunlight trapping to a weapon you wield ( I assume natural weapons are weilded) for 3 rounds.
- Uses the language of the battle fury blade.
Field Team Six Bennies
Re: Soldad's revenge, Reap your rewards
I have Smite is the thing.
But yeah, that's a cool idea. I can work with that. Thanks!
But yeah, that's a cool idea. I can work with that. Thanks!
Character Cheat Sheet
Re: Soldad's revenge, Reap your rewards
So I updated my post above with an item (previously) and the Fortune and Glory information.
There was some talk in the chat about the items that I didn't get to fully read but make me think my item or some of the choices may not work or be valid, so let me know.
There was some talk in the chat about the items that I didn't get to fully read but make me think my item or some of the choices may not work or be valid, so let me know.
Grynn
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- Pender Lumkiss
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Re: Soldad's revenge, Reap your rewards
Dragon Armor or regular shape armor?Grynn wrote:FORTUNE AND GLORYC&S Crusader Heavy Combat Armor:
- Dice roll: [dice]30754:0[/dice]
- A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and add two of the modifiers listed under Body Armor in the Hero’s Journey section. They must be two different modifiers, not the same one twice.
- Good for all combat situations, this armor suit has +1 embedded Toughness to handle the sharpest blades and most piercing lasers.
- The helmet of his armor has exceptional embedded targeting enhancements, granting your hero +2 on all ranged attacks.
- +8 Armor and +2 Toughness (bumped up to +3 toughness).
- Full Environment Protection.
- Strength Minimum of d10.
- Wt: 24 lb.
- Cost: 55,000 credits.
"CLASP OF THE SUN AND MOON" (Enchanted Item)
- Stylized Silver Sun Necklace that can also be cloak clasp.
- Minor: +1 to Spirit rolls.
- Minor: +1 to Spirit rolls.
- Major: Custom (Size changes as the wearer does).
- Much like the moon changes shape, this amulet also resizes to fit the wearer, even if the wearer changes shape.
- Major: Edge (Attractive).
- A soft glow, a bit more shine, a slight glamer, something seems to make the person more alluring.
- Major: Power (Light/Obscure with Trapping of Sunlight and Shroud respectively).
- Calling on the power of the sun (or lack thereof), the wearer can light things up or make things go dark.
- Major: Power (Smite with Trapping of Moon (ie: Silver).
- Drawing on the power of the moon, the wearer can enhance their ability to harm some evil supernatural creatures.
Item looks fine to me.
Field Team Six Bennies
Re: Soldad's revenge, Reap your rewards
It's normal armor for humanoid form. AFAIK I don't get to have it be dragon-fitted and really what would be the point of having that on top of the already-ridiculous armor a dragon has in natural form? Lol!
Grynn
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- Fizzwaite Zipwidget
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Re: Soldad's revenge, Reap your rewards
F&G Roll [dice]0[/dice]
Barney Stone (Enchanted Item)
Barney Stone (Enchanted Item)
- Minor: +1 Charisma
- Minor: +1 Charisma
- Major: Luck
- Major: Great Luck
- Major: Elan
- Major: Hard to Kill
- Pender Lumkiss
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Re: Soldad's revenge, Reap your rewards
Up to you.Grynn wrote:It's normal armor for humanoid form. AFAIK I don't get to have it be dragon-fitted and really what would be the point of having that on top of the already-ridiculous armor a dragon has in natural form? Lol!
Field Team Six Bennies
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Re: Soldad's revenge, Reap your rewards
Sweet! Just make sure the word vagabond is in its description.Fizzwaite Zipwidget wrote:F&G Roll [dice]30823:0[/dice]
Barney Stone (Enchanted Item)
- Minor: +1 Charisma
- Minor: +1 Charisma
- Major: Luck
- Major: Great Luck
- Major: Elan
- Major: Hard to Kill
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Re: Soldad's revenge, Reap your rewards
Is that one of Jude's kidney stones?Pender Lumkiss wrote:Sweet! Just make sure the word vagabond is in its description.Fizzwaite Zipwidget wrote:F&G Roll [dice]30823:0[/dice]
Barney Stone (Enchanted Item)
- Minor: +1 Charisma
- Minor: +1 Charisma
- Major: Luck
- Major: Great Luck
- Major: Elan
- Major: Hard to Kill
GM Bennies: 7/7
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Re: Soldad's revenge, Reap your rewards
Would Jude ever be unlucky enough to have a kidney stone? I think not. Besides, ewwww.Tribe of One wrote:Is that one of Jude's kidney stones?Pender Lumkiss wrote:Sweet! Just make sure the word vagabond is in its description.Fizzwaite Zipwidget wrote:F&G Roll [dice]30823:0[/dice]
Barney Stone (Enchanted Item)
- Minor: +1 Charisma
- Minor: +1 Charisma
- Major: Luck
- Major: Great Luck
- Major: Elan
- Major: Hard to Kill
- Ashlyn Alvarez
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Re: Soldad's revenge, Reap your rewards
Made some adjustments, as I forgot the free PPE that you get when you put powers on an enchanted item, and took Jon's comments into consideration:
Holy Shield of Jeanne d’Arc
Holy Shield of Jeanne d’Arc
- Type of Item: Large kite shield with silver cross on red fleur-des-lis, the symbol of the Magdalenes
- +2 parry
- +2 armor vs range attacks.
- 20 lb
- Enchantments
- Major 1: Champion Edge
- Major 2: Deflection Power (sunlight trapping), +5 PPE
- Major 3: Damage Field Power (celestial silver trapping), +5 PPE
- Major 4: Dodge Edge
- Minor 1: +1 Parry
- Minor 2: +1 Parry
- PPE: 10
- Trait: None
- Trappings: Mystic only. All other wielders are damaged by the damage field, including mystics who betray their divine beliefs and calling.
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- Pender Lumkiss
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Re: Soldad's revenge, Reap your rewards
I am checking to see if each power receives +5 ppe.Ashlyn Alvarez wrote:Made some adjustments, as I forgot the free PPE that you get when you put powers on an enchanted item, and took Jon's comments into consideration:
Holy Shield of Jeanne d’Arc
- Type of Item: Large kite shield with silver cross on red fleur-des-lis, the symbol of the Magdalenes
- +2 parry
- +2 armor vs range attacks.
- 20 lb
- Enchantments
- Major 1: Champion Edge
- Major 2: Deflection Power (sunlight trapping), +5 PPE
- Major 3: Damage Field Power (celestial silver trapping), +5 PPE
- Major 4: Dodge Edge
- Minor 1: +1 Parry
- Minor 2: +1 Parry
- PPE: 10
- Trait: None
- Trappings: Mystic only. All other wielders are damaged by the damage field, including mystics who betray their divine beliefs and calling.
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Re: Soldad's revenge, Reap your rewards
Okay, I finally got inspired for something. Take a look
This powerful sword was a commission from Abranidus second son of Ndreare as a gift from Marshall Krengdir for his valor in the Battle of Second Ternance on Jaralaixus 3. Crafted by the Legendary Technowizard Brogdali it has the power to make any wielder a deadly battle mage with the ability to recover in battle without the need for a separate medical division.
Believed lost when Abrandis was killed by Soldad the Vampire Lord in the Battle of Fifth Ternance as the combined forces of UWW and Empire forces were forced to withdrawal and bombard the whole planet of Jaralaixus 3 into the sun to prevent the spread of Vampires that had broken out there.
When found again it was in the hands of the very vampire lord Abrandis had died trying to stop. After killing the thing again Ndreare took his sons blade from the burning corpse. If the bastard comes back again, at least he will not have Abrandis’ honorblade with him.
These Honorblades are rare in the Empire as only 117 where crafted for the officers that survived The Battle of Second Ternance. It was during this same battle that Ndreare was originally awarded Night’s Kiss as the Officer in Charge of the action.
The Honorblades of Second Ternance (4 PPE to activate per hour)
Damage: Str+d6+8 Notes: AP 12 and +2 Parry
Turns the wielder into a skilled warrior allowing them to attack at an accelerated rate unbelievable to their foes. In addition it grants wielder access to the Healing and Succor powers, both with the darkness trapping (no mechanical benefit).
This powerful sword was a commission from Abranidus second son of Ndreare as a gift from Marshall Krengdir for his valor in the Battle of Second Ternance on Jaralaixus 3. Crafted by the Legendary Technowizard Brogdali it has the power to make any wielder a deadly battle mage with the ability to recover in battle without the need for a separate medical division.
Believed lost when Abrandis was killed by Soldad the Vampire Lord in the Battle of Fifth Ternance as the combined forces of UWW and Empire forces were forced to withdrawal and bombard the whole planet of Jaralaixus 3 into the sun to prevent the spread of Vampires that had broken out there.
When found again it was in the hands of the very vampire lord Abrandis had died trying to stop. After killing the thing again Ndreare took his sons blade from the burning corpse. If the bastard comes back again, at least he will not have Abrandis’ honorblade with him.
These Honorblades are rare in the Empire as only 117 where crafted for the officers that survived The Battle of Second Ternance. It was during this same battle that Ndreare was originally awarded Night’s Kiss as the Officer in Charge of the action.
The Honorblades of Second Ternance (4 PPE to activate per hour)
Damage: Str+d6+8 Notes: AP 12 and +2 Parry
Turns the wielder into a skilled warrior allowing them to attack at an accelerated rate unbelievable to their foes. In addition it grants wielder access to the Healing and Succor powers, both with the darkness trapping (no mechanical benefit).
Mechanics
, 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
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Re: Soldad's revenge, Reap your rewards
Looks like when Patrick rewrote the enchantment rules it was omitted. I do not know if that was intentional or not. But the point of enchanted items was they can be used by people without PPE, so it would not make sense for it to have been removed.Pender Lumkiss wrote:I am checking to see if each power receives +5 ppe.
, 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: Soldad's revenge, Reap your rewards
You can cast all core powers with 5 ppe.RFT wrote:Looks like when Patrick rewrote the enchantment rules it was omitted. I do not know if that was intentional or not. But the point of enchanted items was they can be used by people without PPE, so it would not make sense for it to have been removed.Pender Lumkiss wrote:I am checking to see if each power receives +5 ppe.
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Re: Soldad's revenge, Reap your rewards
Looks super fun! I look,forward to learning why it was in the lava cave. Please include a total ppt cost.RFT wrote:Okay, I finally got inspired for something. Take a look
This powerful sword was a commission from Abranidus second son of Ndreare as a gift from Marshall Krengdir for his valor in the Battle of Second Ternance on Jaralaixus 3. Crafted by the Legendary Technowizard Brogdali it has the power to make any wielder a deadly battle mage with the ability to recover in battle without the need for a separate medical division.
Believed lost when Abrandis was killed by Soldad the Vampire Lord in the Battle of Fifth Ternance as the combined forces of UWW and Empire forces were forced to withdrawal and bombard the whole planet of Jaralaixus 3 into the sun to prevent the spread of Vampires that had broken out there.
When found again it was in the hands of the very vampire lord Abrandis had died trying to stop. After killing the thing again Ndreare took his sons blade from the burning corpse. If the bastard comes back again, at least he will not have Abrandis’ honorblade with him.
These Honorblades are rare in the Empire as only 117 where crafted for the officers that survived The Battle of Second Ternance. It was during this same battle that Ndreare was originally awarded Night’s Kiss as the Officer in Charge of the action.
The Honorblades of Second Ternance
Damage: Str+d6+8 Notes: AP 12 and +2 Parry
Turns the wielder into a skilled warrior allowing them to attack at an accelerated rate unbelievable to their foes. In addition it grants wielder access to the Healing and Succor powers, both with the darkness trapping (no mechanical benefit).
Mechanics
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Re: Soldad's revenge, Reap your rewards
Updated. By my math it looks like 4 PPE per hour to activate. Definitely not a cheap toy.
, 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: Soldad's revenge, Reap your rewards
Oh an two fisted is really the only thing that strikes me as odd and a potential question on how does it work.RFT wrote:Updated. By my math it looks like 4 PPE per hour to activate. Definitely not a cheap toy.
Lets do a custom Major that essentially works just like two fisted. For +1 ppt to activate this item when used in the off hand does not incur a multi action penalty.
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Re: Soldad's revenge, Reap your rewards
But you have to take Mega versions into consideration. Ashlyn has Mega. Pretty sure when I've made other items it was 5 PPE/power. In any case, I'm removing Damage Field anyway, since it would prevent healing.Pender Lumkiss wrote:You can cast all core powers with 5 ppe.RFT wrote:Looks like when Patrick rewrote the enchantment rules it was omitted. I do not know if that was intentional or not. But the point of enchanted items was they can be used by people without PPE, so it would not make sense for it to have been removed.Pender Lumkiss wrote:I am checking to see if each power receives +5 ppe.
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Re: Soldad's revenge, Reap your rewards
Holy Shield of Jeanne d’Arc
- Type of Item: Large kite shield with silver cross on red fleur-des-lis, the symbol of the Magdalenes
- +2 parry
- +2 armor vs range attacks.
- 20 lb
- Enchantments
- Major 1: Champion Edge
- Major 2: Deflection Power (celestial silver trapping), +5 PPE
- Major 3: Dodge Edge
- Major 4: Improved Dodge Edge
- Minor 1: +1 Parry
- Minor 2: +1 Parry
- PPE: 5
- Trait: None
- Trappings: Mystic only. For all others, it is a normal shield.
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- Pender Lumkiss
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Re: Soldad's revenge, Reap your rewards
Looks good. Don't forget you can spend your own ppe and use your own master of magic edge to gain mega powers. Keep in mind the weight. 20lbs would be the limit Ash could carry before taking encombrance penalties.Ashlyn Alvarez wrote:Holy Shield of Jeanne d’Arc
- Type of Item: Large kite shield with silver cross on red fleur-des-lis, the symbol of the Magdalenes
- +2 parry
- +2 armor vs range attacks.
- 20 lb
- Enchantments
- Major 1: Champion Edge
- Major 2: Deflection Power (celestial silver trapping), +5 PPE
- Major 3: Dodge Edge
- Major 4: Improved Dodge Edge
- Minor 1: +1 Parry
- Minor 2: +1 Parry
- PPE: 5
- Trait: None
- Trappings: Mystic only. For all others, it is a normal shield.
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Re: Soldad's revenge, Reap your rewards
Sounds good.Pender Lumkiss wrote:Oh an two fisted is really the only thing that strikes me as odd and a potential question on how does it work.RFT wrote:Updated. By my math it looks like 4 PPE per hour to activate. Definitely not a cheap toy.
Lets do a custom Major that essentially works just like two fisted. For +1 ppt to activate this item when used in the off hand does not incur a multi action penalty.
So it looks like this then...
This powerful sword was a commission from Abranidus second son of Ndreare as a gift from Marshall Krengdir for his valor in the Battle of Second Ternance on Jaralaixus 3. Crafted by the Legendary Techno Wizard Brogdali it has the power to make any wielder a deadly battle mage with the ability to recover in battle without the need for a separate medical division.
Believed lost when Abrandis was killed by Soldad the Vampire Lord in the Battle of Fifth Ternance as the combined forces of UWW and Empire forces were forced to withdrawal and bombard the whole planet of Jaralaixus 3 into the sun to prevent the spread of Vampires that had broken out there.
When found again it was in the hands of the very vampire lord Abrandis had died trying to stop. After killing the thing again Ndreare took his sons blade from the burning corpse. If the bastard comes back again, at least he will not have Abrandis’ honorblade with him.
These Honorblades are rare in the Empire as only 117 where crafted for the officers that survived The Battle of Second Ternance. It was during this same battle that Ndreare was originally awarded Night’s Kiss as the Officer in Charge of the action.
The Honorblades of Second Ternance (4 PPE to activate per hour)
Damage: Str+d6+8 Notes: AP 12 and +2 Parry
Turns the wielder into a skilled warrior allowing them to attack at an accelerated rate unbelievable to their foes. In addition it grants wielder access to the Healing and Succor powers, both with the darkness trapping (no mechanical benefit).
Mechanics
, 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: Soldad's revenge, Reap your rewards
F&G Roll [dice]0[/dice]: Vigorous and Tough: You hero adds one die type to Vigor and begins with the Nerves of Steel Edge.
Legendary Item: The commander's coat
Major: Boost/Lower Trait
Major: Hold the Line
Major: Command Presence
Major: Command
Minor: Trapping (Comfortable): Keeps the wearer comfortable - cool when it's hot, warm when it's cold, and dry when it's wet.
Minor: +1 to Charisma
Legendary Item: The commander's coat
Major: Boost/Lower Trait
Major: Hold the Line
Major: Command Presence
Major: Command
Minor: Trapping (Comfortable): Keeps the wearer comfortable - cool when it's hot, warm when it's cold, and dry when it's wet.
Minor: +1 to Charisma
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Re: Soldad's revenge, Reap your rewards
+1 Parry would be a minor. This is more like a major, it is like a trapping of deflection that reduced gain by half, but removes PPE cost.Krysesia wrote: Minor: Subtract 1 from any Fighting, Shooting, or other attack rolls directed at the wearer
Otherwise I like what you have.
, 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
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Re: Soldad's revenge, Reap your rewards
It's an enchanted item, PPE cost is removed by default, but noted
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Re: Soldad's revenge, Reap your rewards
High Command wrote:It's an enchanted item, PPE cost is removed by default, but noted
Removed PPE cost from edges, but not from powers. So the Parry Edge or the Dodge Edge, but this is the mechanical effect of both those edges taken as a minor.High Command wrote:It's an enchanted item, PPE cost is removed by default, but noted
The example minor enhancement is +1 Parry.
, 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: Soldad's revenge, Reap your rewards
Updated, now with brand-new fluff action at the bottom!
FORTUNE AND GLORY
"CLASP OF THE SUN AND MOON" (Enchanted Item)
FORTUNE AND GLORY
- Dice roll: [dice]30754:0[/dice]
- A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and add two of the modifiers listed under Body Armor in the Hero’s Journey section. They must be two different modifiers, not the same one twice.
- Good for all combat situations, this armor suit has +1 embedded Toughness to handle the sharpest blades and most piercing lasers.
- The helmet of his armor has exceptional embedded targeting enhancements, granting your hero +2 on all ranged attacks.
- +8 Armor and +2 Toughness (bumped up to +3 toughness).
- Full Environment Protection.
- Strength Minimum of d10.
- Wt: 24 lb.
- Cost: 55,000 credits.
"CLASP OF THE SUN AND MOON" (Enchanted Item)
- Minor: +1 to Spirit rolls.
- Minor: +1 to Spirit rolls.
- Major: Custom (Size changes as the wearer does).
- Much like the moon changes shape, this amulet also resizes to fit the wearer, even if the wearer changes shape.
- Major: Edge (Attractive).
- A soft glow, a bit more shine, a slight glamer, something seems to make the person more alluring.
- Major: Power (Light/Obscure with Trapping of Sunlight and Shroud respectively).
- Calling on the power of the sun (or lack thereof), the wearer can light things up or make things go dark.
- Major: Power (Smite with Trapping of Moon (ie: Silver).
- Drawing on the power of the moon, the wearer can enhance their ability to harm some evil supernatural creatures.
- The Clasp of the Sun and Moon is a cloak clasp that appears to be a stylized silver sun symbol with a crescent sign inside of it and engraved with a few arcane etchings in a ancient language, though it can be worn as just a necklace as well. It was created by the Cult of the Stars (no connection to the one that worshiped pre-Cataclysm celebrities). It is an item of reverence as well as power, and it was created to be worn by whoever was the current leader of the group, like a badge of office. It was to draw upon, and to an extent mimic some of the mythological aspects of, the sun and moon in general.
- Unfortunately, during the last ceremony where it was being presented to the then-leader of the Cult, a powerful Ley Line Walker named Jor'has Nicktu, the Cult was attacked by rivals. The fighting was bloody and brutal, and the rival group made off or destroyed as much of the knowledge and artifacts of the Cult as they could. They then tried to as widely spread the things they stole as they could: selling on the black market, giving as gifts to far-away people, etc. The Cult of the Stars is desperately trying to track down and recover as much as they can of that which was stolen from them.
Grynn
Character Summary
- Pender Lumkiss
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Re: Soldad's revenge, Reap your rewards
Looks good man. So somwone might come knocking to reclaim it, nice! Have you read the 1st SET, their mystic is a follower of the sun and Moon.Grynn wrote:Updated, now with brand-new fluff action at the bottom!
FORTUNE AND GLORYC&S Crusader Heavy Combat Armor:
- Dice roll: [dice]30754:0[/dice]
- A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and add two of the modifiers listed under Body Armor in the Hero’s Journey section. They must be two different modifiers, not the same one twice.
- Good for all combat situations, this armor suit has +1 embedded Toughness to handle the sharpest blades and most piercing lasers.
- The helmet of his armor has exceptional embedded targeting enhancements, granting your hero +2 on all ranged attacks.
- +8 Armor and +2 Toughness (bumped up to +3 toughness).
- Full Environment Protection.
- Strength Minimum of d10.
- Wt: 24 lb.
- Cost: 55,000 credits.
"CLASP OF THE SUN AND MOON" (Enchanted Item)Backstory:
- Minor: +1 to Spirit rolls.
- Minor: +1 to Spirit rolls.
- Major: Custom (Size changes as the wearer does).
- Much like the moon changes shape, this amulet also resizes to fit the wearer, even if the wearer changes shape.
- Major: Edge (Attractive).
- A soft glow, a bit more shine, a slight glamer, something seems to make the person more alluring.
- Major: Power (Light/Obscure with Trapping of Sunlight and Shroud respectively).
- Calling on the power of the sun (or lack thereof), the wearer can light things up or make things go dark.
- Major: Power (Smite with Trapping of Moon (ie: Silver).
- Drawing on the power of the moon, the wearer can enhance their ability to harm some evil supernatural creatures.
- The Clasp of the Sun and Moon is a cloak clasp that appears to be a stylized silver sun symbol with a crescent sign inside of it and engraved with a few arcane etchings in a ancient language, though it can be worn as just a necklace as well. It was created by the Cult of the Stars (no connection to the one that worshiped pre-Cataclysm celebrities). It is an item of reverence as well as power, and it was created to be worn by whoever was the current leader of the group, like a badge of office. It was to draw upon, and to an extent mimic some of the mythological aspects of, the sun and moon in general.
- Unfortunately, during the last ceremony where it was being presented to the then-leader of the Cult, a powerful Ley Line Walker named Jor'has Nicktu, the Cult was attacked by rivals. The fighting was bloody and brutal, and the rival group made off or destroyed as much of the knowledge and artifacts of the Cult as they could. They then tried to as widely spread the things they stole as they could: selling on the black market, giving as gifts to far-away people, etc. The Cult of the Stars is desperately trying to track down and recover as much as they can of that which was stolen from them.
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Re: Soldad's revenge, Reap your rewards
I think you meant follower of the Sun and Moon and violence and more violence and some more violence then a little violence and hitting people in the back of the head
, 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: Soldad's revenge, Reap your rewards
Looks like VV ruled that only the first power gives you a pool that allows powers, but in an effort to not make it nessesary to dump mods into increasing the pool, enchanted items will have a base of 10 ppe for which powers in the item can activate. Of course you can use your own ppe or isp to fuel the powers, but the 10 ppe with in the item cannot be used to fuel your own powers.Pender Lumkiss wrote:I am checking to see if each power receives +5 ppe.Ashlyn Alvarez wrote:Made some adjustments, as I forgot the free PPE that you get when you put powers on an enchanted item, and took Jon's comments into consideration:
Holy Shield of Jeanne d’Arc
- Type of Item: Large kite shield with silver cross on red fleur-des-lis, the symbol of the Magdalenes
- +2 parry
- +2 armor vs range attacks.
- 20 lb
- Enchantments
- Major 1: Champion Edge
- Major 2: Deflection Power (sunlight trapping), +5 PPE
- Major 3: Damage Field Power (celestial silver trapping), +5 PPE
- Major 4: Dodge Edge
- Minor 1: +1 Parry
- Minor 2: +1 Parry
- PPE: 10
- Trait: None
- Trappings: Mystic only. All other wielders are damaged by the damage field, including mystics who betray their divine beliefs and calling.
Really nothing about the item will change as you selected 2 powers.
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- Ashlyn Alvarez
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Re: Soldad's revenge, Reap your rewards
Crap. So that makes this thing useless.Pender Lumkiss wrote:Looks good. Don't forget you can spend your own ppe and use your own master of magic edge to gain mega powers. Keep in mind the weight. 20lbs would be the limit Ash could carry before taking encombrance penalties.Ashlyn Alvarez wrote:Holy Shield of Jeanne d’Arc
- Type of Item: Large kite shield with silver cross on red fleur-des-lis, the symbol of the Magdalenes
- +2 parry
- +2 armor vs range attacks.
- 20 lb
- Enchantments
- Major 1: Champion Edge
- Major 2: Deflection Power (celestial silver trapping), +5 PPE
- Major 3: Dodge Edge
- Major 4: Improved Dodge Edge
- Minor 1: +1 Parry
- Minor 2: +1 Parry
- PPE: 5
- Trait: None
- Trappings: Mystic only. For all others, it is a normal shield.
Character Tracker
- Ndreare
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Re: Soldad's revenge, Reap your rewards
Encumbrance will not reduce Parry, so it will still be very useful I think.
But a Minor of reduced weight is not uncommon for lighter characters. Would make it only 10 lbs
But a Minor of reduced weight is not uncommon for lighter characters. Would make it only 10 lbs
, 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: Soldad's revenge, Reap your rewards
Or don't chose a heavy ass kite sheild. There are other sheilds that are lighter.
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- Ashlyn Alvarez
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Re: Soldad's revenge, Reap your rewards
Okay, take another shot at this. Trade in a Major for two minors to get the weight down.
Holy Shield of Jeanne d’Arc
Holy Shield of Jeanne d’Arc
- Type of Item: Large kite shield with silver cross on red fleur-des-lis, the symbol of the Magdalenes
- +2 parry
- +2 armor vs range attacks.
- 20 lb
- Enchantments
- Major 1: Champion Edge
- Major 2: Deflection Power (celestial silver trapping), +10 PPE
- Major 3: Dodge Edge
- Minor 1: +1 Parry
- Minor 2: +1 Parry
- Minor 3: +2 Armor
- Minor 4: Halve Weight (10 lb)
- PPE: 10
- Trait: None
- Trappings: Mystic only. For all others, it is a normal shield.
Character Tracker
- Pender Lumkiss
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Re: Soldad's revenge, Reap your rewards
Oh Ash, what is the celestial silver trapping look like or do on the deflection power?
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Re: Soldad's revenge, Reap your rewards
Hm. I think it kind of extends the shield sort of around her with glowing streamers of silver light or something like that.
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- Tribe of One
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Re: Soldad's revenge, Reap your rewards
Counts as silver + holy for shield bashes?Pender Lumkiss wrote:Oh Ash, what is the celestial silver trapping look like or do on the deflection power?
GM Bennies: 7/7
- Ashlyn Alvarez
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Re: Soldad's revenge, Reap your rewards
Pender, does this revision look reasonable?Lucianna wrote:Legendary item:
Scepter of Spellweaving - An object of ancient arcane might, the Scepter of Spellweaving was used by one of the first Archons to emerge from the rifts. The Archons have since discontinued sending objects of such power on their expeditions through the rifts, as they make the explorer a greater target for thieves and malicious magicians. The Scepter is imbued with a variety of magical abilities, even a measure of its own will, which is to protect the wielder from physical and arcane attacks of all kinds. The scepter, when wielded, will move to intercept physical, magical, and psionic attacks. The crown of the scepter is engraved with arcane runes. A glowing blue gem is placed at the pommel, and a similarly colored light rests in the crown. The light in the crown defies explanation. It has no substance, yet cannot be pierced, cut, or crushed.
Enchanted item, base: club (Str + 1d6)
4 Major:
1: Add Power: Boost/Lower Trait - the scepter can quicken the chosen skill or attribute, infusing it with magic, or can drain the appropriate attribute or skill, siphoning off its energy
2: Add Edge: Wizard - the scepter invests some of its own energy into the wielder's spell, lowering costs with a raise on the spellcasting roll
3: Add Power: Fly - the scepter can be "thrown" and drag the wielder along in flight, much like Thor's hammer
4: Add Edge: Arcane Resistance - the scepter has an innate desire to protect its wielder from both physical and magical/psionic attacks
2 Minor:
1: +1 Spellcasting - the scepter imparts some of its own innate spellcraft into the wielder's arcane pursuits
2: +1 Parry - the scepter has an innate desire to protect its wielder from both physical and magical/psionic attacks
HJ Rolls on Body Armor table from Rich F&G result:
[dice]30676:0[/dice] -- +2 ranged attacks
[dice]30676:1[/dice] -- taking Combat Mage armor
Lucianna
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Re: Soldad's revenge, Reap your rewards
Looks good. You do realize arcane reaistance makes it more difficult for you to cast spells on yourself?Lucianna wrote:Pender, does this revision look reasonable?Lucianna wrote:Legendary item:
Scepter of Spellweaving - An object of ancient arcane might, the Scepter of Spellweaving was used by one of the first Archons to emerge from the rifts. The Archons have since discontinued sending objects of such power on their expeditions through the rifts, as they make the explorer a greater target for thieves and malicious magicians. The Scepter is imbued with a variety of magical abilities, even a measure of its own will, which is to protect the wielder from physical and arcane attacks of all kinds. The scepter, when wielded, will move to intercept physical, magical, and psionic attacks. The crown of the scepter is engraved with arcane runes. A glowing blue gem is placed at the pommel, and a similarly colored light rests in the crown. The light in the crown defies explanation. It has no substance, yet cannot be pierced, cut, or crushed.
Enchanted item, base: club (Str + 1d6)
4 Major:
1: Add Power: Boost/Lower Trait - the scepter can quicken the chosen skill or attribute, infusing it with magic, or can drain the appropriate attribute or skill, siphoning off its energy
2: Add Edge: Wizard - the scepter invests some of its own energy into the wielder's spell, lowering costs with a raise on the spellcasting roll
3: Add Power: Fly - the scepter can be "thrown" and drag the wielder along in flight, much like Thor's hammer
4: Add Edge: Arcane Resistance - the scepter has an innate desire to protect its wielder from both physical and magical/psionic attacks
2 Minor:
1: +1 Spellcasting - the scepter imparts some of its own innate spellcraft into the wielder's arcane pursuits
2: +1 Parry - the scepter has an innate desire to protect its wielder from both physical and magical/psionic attacks
HJ Rolls on Body Armor table from Rich F&G result:
[dice]30676:0[/dice] -- +2 ranged attacks
[dice]30676:1[/dice] -- taking Combat Mage armor
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Re: Soldad's revenge, Reap your rewards
Legendary item:
Scepter of Spellweaving - An object of ancient arcane might, the Scepter of Spellweaving was used by one of the first Archons to emerge from the rifts. The Archons have since discontinued sending objects of such power on their expeditions through the rifts, as they make the explorer a greater target for thieves and malicious magicians. The Scepter is imbued with a variety of magical abilities, even a measure of its own will, which is to protect the wielder from physical and arcane attacks of all kinds. The scepter, when wielded, will move to intercept physical, magical, and psionic attacks. The crown of the scepter is engraved with arcane runes. A glowing blue gem is placed at the pommel, and a similarly colored light rests in the crown. The light in the crown defies explanation. It has no substance, yet cannot be pierced, cut, or crushed.
Enchanted item, base: club (Str + 1d6)
4 Major:
1: Add Power: Boost/Lower Trait - the scepter can quicken the chosen skill or attribute, infusing it with magic, or can drain the appropriate attribute or skill, siphoning off its energy
2: Add Edge: Wizard - the scepter invests some of its own energy into the wielder's spell, lowering costs with a raise on the spellcasting roll
3: Add Power: Fly - the scepter can be "thrown" and drag the wielder along in flight, much like Thor's hammer
4: Add Power: Arcane Deflection - the scepter has an innate desire to protect its wielder from both physical and magical/psionic attacks. When activated, the glowing light in the crown of the scepter expands and encompasses the wielder. Spend 2 PPE/ISP as a free action to activate Arcane Deflection for 3 rounds, adding -2 to be hit by magical / psionic attacks, +2 armor vs. magical / psionic attacks, and +2 to trait rolls to resist opposed powers. Note: this does not grant access to the Greater Deflection power for mega magic users, as this is an action by the scepter, not a spell cast by the wielder.
2 Minor:
1: +1 Spellcasting - the scepter imparts some of its own innate spellcraft into the wielder's arcane pursuits
2: +1 Parry - the scepter has an innate desire to protect its wielder from both physical and magical/psionic attacks
HJ Rolls on Body Armor table from Rich F&G result:
[dice]30676:0[/dice] -- +2 ranged attacks
[dice]30676:1[/dice] -- taking Combat Mage armor
Scepter of Spellweaving - An object of ancient arcane might, the Scepter of Spellweaving was used by one of the first Archons to emerge from the rifts. The Archons have since discontinued sending objects of such power on their expeditions through the rifts, as they make the explorer a greater target for thieves and malicious magicians. The Scepter is imbued with a variety of magical abilities, even a measure of its own will, which is to protect the wielder from physical and arcane attacks of all kinds. The scepter, when wielded, will move to intercept physical, magical, and psionic attacks. The crown of the scepter is engraved with arcane runes. A glowing blue gem is placed at the pommel, and a similarly colored light rests in the crown. The light in the crown defies explanation. It has no substance, yet cannot be pierced, cut, or crushed.
Enchanted item, base: club (Str + 1d6)
4 Major:
1: Add Power: Boost/Lower Trait - the scepter can quicken the chosen skill or attribute, infusing it with magic, or can drain the appropriate attribute or skill, siphoning off its energy
2: Add Edge: Wizard - the scepter invests some of its own energy into the wielder's spell, lowering costs with a raise on the spellcasting roll
3: Add Power: Fly - the scepter can be "thrown" and drag the wielder along in flight, much like Thor's hammer
4: Add Power: Arcane Deflection - the scepter has an innate desire to protect its wielder from both physical and magical/psionic attacks. When activated, the glowing light in the crown of the scepter expands and encompasses the wielder. Spend 2 PPE/ISP as a free action to activate Arcane Deflection for 3 rounds, adding -2 to be hit by magical / psionic attacks, +2 armor vs. magical / psionic attacks, and +2 to trait rolls to resist opposed powers. Note: this does not grant access to the Greater Deflection power for mega magic users, as this is an action by the scepter, not a spell cast by the wielder.
2 Minor:
1: +1 Spellcasting - the scepter imparts some of its own innate spellcraft into the wielder's arcane pursuits
2: +1 Parry - the scepter has an innate desire to protect its wielder from both physical and magical/psionic attacks
HJ Rolls on Body Armor table from Rich F&G result:
[dice]30676:0[/dice] -- +2 ranged attacks
[dice]30676:1[/dice] -- taking Combat Mage armor
Lucianna
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Re: Soldad's revenge, Reap your rewards
Item looks fine. Normally with an item it takes an action to ready it and it can be taken from you. Come up with some comp limitations for a tattoo trapping.Penitent wrote:Legendary item: So ... I'm thinking in the direction of a living tattoo made up of glowing, fiery runes, that represents the unearthly remains of an erelim, an angel tasked with administering earthly justice. Soldad killed/captured it and trapped what was left of its essence in a crystal vial that he swallowed ... either Penitent pulls it out of him when he's death-punching him with sunlight fists, or Karl finds it in Soldad's ashes after the battle. When Penitent cracks it open, the runes circle around his body and are absorbed by his skin like a tattoo, emerging and shining when in active use.
Mechanically, it's an Enchanted Item:PicsAshriel, the Burning Word
Minor x2: +2 Fighting
Major: Warrior of God (Champion Edge)
Major: Angelic Conviction (Strong Willed Edge)
Major: Wings of Fire (Fly Power). Activated with a Faith roll, fiery wings sprout from the users back, allowing flight while striking fear in the hearts of the unrighteous (modified Splendor trapping: +2 Intimidate, +1 die Spirit on a raise, +1 PPE)
Major: PPE reservoir +10 (for a total of 15 PPE)
MARS F&G roll: [dice]30678:0[/dice] = Wealthy and Connected. Still waiting to hear from VV, I guess, as to whether it's kosher to use Shake the Table. If not, I'll probably just 2-for-1 the Rich rolls to get +2 AP or something on my chainsword, and forego the Connections, which are mechanically useless and narratively out of character for Pen.
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Re: Soldad's revenge, Reap your rewards
Hmm. I guess I was thinking of it in the same vein as an amulet or piece of clothing - it has no inherent function like a weapon would that require it to be readied or wielded. But good point about it being harder to steal/take away.
Hmm. Maybe it makes him easier to detect with magic?Ooo, or what if when active they have the same drawback as the Glow trapping, and negate any darkness penalties to hit him?
It could also just carry an appropriate Hindrance, like Vengeful or Vow: Punish Oathbreakers or something.
Hmm. Maybe it makes him easier to detect with magic?Ooo, or what if when active they have the same drawback as the Glow trapping, and negate any darkness penalties to hit him?
It could also just carry an appropriate Hindrance, like Vengeful or Vow: Punish Oathbreakers or something.
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Re: Soldad's revenge, Reap your rewards
Amulates or clothing still have to be readied, depending on how complicated they are at least an action. Once done they are good to go. The tattoo is a different beast.Tribe of One wrote:Hmm. I guess I was thinking of it in the same vein as an amulet or piece of clothing - it has no inherent function like a weapon would that require it to be readied or wielded. But good point about it being harder to steal/take away.
Hmm. Maybe it makes him easier to detect with magic?Ooo, or what if when active they have the same drawback as the Glow trapping, and negate any darkness penalties to hit him?
It could also just carry an appropriate Hindrance, like Vengeful or Vow: Punish Oathbreakers or something.
I like touch to activate and your glow trapping, that would be awesome!
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Re: Soldad's revenge, Reap your rewards
Okay. So that's for fly? The Edges and Fighting bonus are always on, as I understand it. Though the Glow could take affect any time I'm getting the bonus or tapping the PPE.
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Re: Soldad's revenge, Reap your rewards
Oh I assumed pen is glowing anytime the tattoo is active.Tribe of One wrote:Okay. So that's for fly? The Edges and Fighting bonus are always on, as I understand it. Though the Glow could take affect any time I'm getting the bonus or tapping the PPE.
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Re: Soldad's revenge, Reap your rewards
That would be fine. But are you saying I'd have to use an action any time I wanted to get the benefit of the static bonuses or Edges? Cause I don't think that's how it's supposed to work.Pender Lumkiss wrote:Oh I assumed pen is glowing anytime the tattoo is active.Tribe of One wrote:Okay. So that's for fly? The Edges and Fighting bonus are always on, as I understand it. Though the Glow could take affect any time I'm getting the bonus or tapping the PPE.
Edit: And are you suggesting that Pen would glow all the time? That seems extreme. But I could see glowing in any round that he's taking advantage of one of the bonuses - so any round he's making a Fighting roll, or being attacked by evil, or using Intimidate. Maybe lay out how you see this working.
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Re: Soldad's revenge, Reap your rewards
Its not an action to touch it, it would be a free action. Probably only if you were entangled or grappled would it be an issue. I like your when you use it you glow.Tribe of One wrote:That would be fine. But are you saying I'd have to use an action any time I wanted to get the benefit of the static bonuses or Edges? Cause I don't think that's how it's supposed to work.Pender Lumkiss wrote:Oh I assumed pen is glowing anytime the tattoo is active.Tribe of One wrote:Okay. So that's for fly? The Edges and Fighting bonus are always on, as I understand it. Though the Glow could take affect any time I'm getting the bonus or tapping the PPE.
Edit: And are you suggesting that Pen would glow all the time? That seems extreme. But I could see glowing in any round that he's taking advantage of one of the bonuses - so any round he's making a Fighting roll, or being attacked by evil, or using Intimidate. Maybe lay out how you see this working.
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Re: Soldad's revenge, Reap your rewards
Okay, cool. Guess I won't be adding any more into Stealth
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Re: Soldad's revenge, Reap your rewards
Lol, yeah you would just not have it active in those stealthy moments.Tribe of One wrote:Okay, cool. Guess I won't be adding any more into Stealth
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Re: Soldad's revenge, Reap your rewards
The Commandant's Coat
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Re: Soldad's revenge, Reap your rewards
Please provide a breakdown of majors and minors...High Command wrote:The Commandant's Coat
Boost Lower:
Agility is fine
Smarts is fine
Spirit: replace the raise effect with those.
Strength Lower: No, just a -1 to str rolls sure.
Vigor: replace the raise effect with those.
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Re: Soldad's revenge, Reap your rewards
I did already, multiple times, but here it is again.Pender Lumkiss wrote:Please provide a breakdown of majors and minors...
Legendary Item: The commander's coat
Major: Boost/Lower Trait
Major: Hold the Line
Major: Command Presence
Major: Command
Minor: Trapping (Comfortable): Keeps the wearer comfortable - cool when it's hot, warm when it's cold, and dry when it's wet.
Minor: +1 to Charisma (and it cleans very easily, just rinse it off and it self dries)
This okay then? I specifically did not want to replace the raise effect.Boost Lower:
Agility is fine
Smarts is fine
Spirit: replace the raise effect with those.
[Boost Trait] The target gains +1 to Fear checks for the duration of the power.
[Lower Trait] The target takes a -1 to Fear checks for the duration of the power.
So like this?Strength Lower: No, just a -1 to str rolls sure.
[Lower Trait] Fatigue momentarily drains the target's strength. Targets of negative powers suffer a –1 penalty to all strength (including damage) rolls while the power is active.
This okay then? I specifically did not want to replace the raise effect. Very few enemies even GET soak rolls.Vigor: replace the raise effect with those.
[Boost Trait] The target gains +1 to soak checks for the duration of the power.
[Lower Trait] The target takes a -1 to soak checks for the duration of the power.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Re: Soldad's revenge, Reap your rewards
A prototype of a new gnome battle armor that had been stolen from Zipwidget Industries and thought lost.
Base Item
NG-EX10 “Gladius” Light Exoskeleton Battle Armor
+7 Armor (MDC), +2 Toughness, +2 Pace, Strength d12+2
This suit of armor was designed to keep a Techno Wizard alive and effective on the battlefield. Arcane circuitry line the interior of the helmet and upper torso redirect and focus the wizard's natural energies allowing him to regenerate his personal P.P.E. at a phenomenal rate, even when the heavy drain the armor makes on the mage is taken into consideration. In addition the torso of the armor is festooned with hard points allowing the wizard to mount various gizmos, gadgets and devices for rapid access. The helmet is also equipped with an arcane detection system which when activated can even reveal those cloaked in invisibility. If that were not enough the suit's stealth systems are capable of rendering it completely invisible and even cloak the user's arcane signature from all but the most intense scrutiny. All of this is in addition to the increased strength and mobility provided by the armor's mystically powered servos.
Final Statistics
Base Stats: +11 Armor (MDC), +2 Toughness, +2 Pace, Strength d12+2
Power Cost: 5 PPE/hr
Recharge Rate: 7 PPE/hr (Power Cost factored in)
Quickdraw: This allows the techno wizard to draw a gizmo, gadget or device mounted on the armor as a free action. In cases where an agility roll is required the roll receives a +2 bonus. Note: If this is going to be game breaking let me know as I do have an alternate idea but I figure that TW gear fits in terms of size and should count as a TW's weapons.
The powers detect/conceal arcana are systems of the TW armor and don't have trappings with mechanical effects beyond their base descriptions.
The invisibility power is also a system of the TW armor and uses the Absorption sound trapping dampening sound to improve stealth but rendering verbal communication more difficult.
Base Item
NG-EX10 “Gladius” Light Exoskeleton Battle Armor
+7 Armor (MDC), +2 Toughness, +2 Pace, Strength d12+2
- Minor
- +2 Armor
- +2 Armor
- Major
- Edge: Rapid Recharge
- Edge: Improved Rapid Recharge
- Edge: Exceptional Rapid Recharge
- Edge: Quick Draw
- Power: Detect/Conceal Arcana
- Power: Invisibility
This suit of armor was designed to keep a Techno Wizard alive and effective on the battlefield. Arcane circuitry line the interior of the helmet and upper torso redirect and focus the wizard's natural energies allowing him to regenerate his personal P.P.E. at a phenomenal rate, even when the heavy drain the armor makes on the mage is taken into consideration. In addition the torso of the armor is festooned with hard points allowing the wizard to mount various gizmos, gadgets and devices for rapid access. The helmet is also equipped with an arcane detection system which when activated can even reveal those cloaked in invisibility. If that were not enough the suit's stealth systems are capable of rendering it completely invisible and even cloak the user's arcane signature from all but the most intense scrutiny. All of this is in addition to the increased strength and mobility provided by the armor's mystically powered servos.
Final Statistics
Base Stats: +11 Armor (MDC), +2 Toughness, +2 Pace, Strength d12+2
Power Cost: 5 PPE/hr
Recharge Rate: 7 PPE/hr (Power Cost factored in)
Quickdraw: This allows the techno wizard to draw a gizmo, gadget or device mounted on the armor as a free action. In cases where an agility roll is required the roll receives a +2 bonus. Note: If this is going to be game breaking let me know as I do have an alternate idea but I figure that TW gear fits in terms of size and should count as a TW's weapons.
The powers detect/conceal arcana are systems of the TW armor and don't have trappings with mechanical effects beyond their base descriptions.
The invisibility power is also a system of the TW armor and uses the Absorption sound trapping dampening sound to improve stealth but rendering verbal communication more difficult.