Under GM direction a player at the start of the campaign and until the group moves on from Castle Refuge may have a Super Tech item built or modified with points up to their rank (Novice, Seasoned, Veteran, Heroic, and Legendary).
Requests will be placed here as will bookkeeping for cost and build notes.
Thanks for Building with Luke.
Luke's Super Tech Workshop
Luke's Super Tech Workshop
Antipas - Super Tech
Player Rank: Novice (2 PP)
Proposed Super Tech: Dock'ers Boots
Player Rank: Novice (2 PP)
Proposed Super Tech: Dock'ers Boots
- Speed 2 - 2 x Pace (2 PP)
Cost: 10,000 (paid)
Time: [dice:a6pb4lkm]43634:0[/dice:a6pb4lkm] [29 hours]
Build:- K/Engineering 1d10+3
Novice Device -1 - K/Engineering [dice:a6pb4lkm]43634:1[/dice:a6pb4lkm] [9 success, raise]
- Wild [dice:a6pb4lkm]43634:2[/dice:a6pb4lkm]
Code: Select all
[b]Dock'ers Boots[/b] "These boots were made for running and that is just what you'll do." [u]Power[/u]: Speed 2 [u]Effect[/u]: Double wearers natural base pace. A rather normal looking pair of jack boots. Scuffed and worn but very flexible and durable. Build by Luke
- K/Engineering 1d10+3
Luke _
Azumi - Super Tech
Azumi - Super Tech
Player Rank: Novice (2 PP)
Proposed Super Tech: All Seeing Mask
Player Rank: Novice (2 PP)
Proposed Super Tech: All Seeing Mask
- Awareness (3 PP)
- Requires Activation (Must be Worn) (-1)
Cost: 15,000 (paid)
Time: [dice:pluyiqfn]43637:0[/dice:pluyiqfn] [12 hours]
Build:- K/Engineering 1d10+3
Novice Device -1 - K/Engineering [dice:pluyiqfn]43637:1[/dice:pluyiqfn]
- Wild [dice:pluyiqfn]43637:2[/dice:pluyiqfn] [5 success]
Code: Select all
[b]All Seeing Mask[/b] "Stylish protection for the face while keeping an eye on the surroundings." [u]Power[/u]: Awareness (SPC) [u]Effect[/u]: Azumi ignores any and all obscurement penalties (darkness, fog, invisibility, etc). Cover penalties for solid objects still apply normally. Made of a flexible material, not commonly found on Rifts Earth, the mask at this point just looks good. Azumi wears the mask to get the Power. Build by Luke
- K/Engineering 1d10+3
Last edited by Luke on Tue Oct 09, 2018 9:01 am, edited 6 times in total.
Luke _
Remington - Super Tech
Remington - Super Tech
Player Rank: Novice (2 PP)
Proposed Super Tech: Burrowing Beetle
Player Rank: Novice (2 PP)
Proposed Super Tech: Burrowing Beetle
- Burrowing (2 PP)
Cost: 10,000 (paid)
Time: [dice:2vdthmf3]43638:0[/dice:2vdthmf3] [5 hours]
Build:- K/Engineering 1d10+3
Novice Device -1 - K/Engineering [dice:2vdthmf3]43638:1[/dice:2vdthmf3] [11 success, raise]
- Wild [dice:2vdthmf3]43638:2[/dice:2vdthmf3]
Code: Select all
[b]Burrowing Beetle[/b] "<In Sanskrit> Hands and Feet. Dig Deep." [u]Power[/u]: Burrowing [u]Effect[/u]: Burrowing characters can tunnel through earth at half Pace (and may "run" as well). A dark grey stone carved in the shape of a a scarab beetle on a well oiled leather strap. Build by Luke
- K/Engineering 1d10+3
Last edited by Luke on Mon Oct 08, 2018 7:01 pm, edited 4 times in total.
Luke _
Alenys - Super Tech
Alenys - Super Tech
Player Rank: Novice (2 PP)
Proposed Super Tech: Flame Heart Charm
Player Rank: Novice (2 PP)
Proposed Super Tech: Flame Heart Charm
- Regeneration 1 (2 PP)
Cost: 10,000 (paid)
Time: [dice:3jzw3wx4]43639:0[/dice:3jzw3wx4] [23 hours]
Build:- K/Engineering 1d10+3
Novice Device -1 - K/Engineering [dice:3jzw3wx4]43639:1[/dice:3jzw3wx4] [8 success, raise]
- Wild [dice:3jzw3wx4]43639:2[/dice:3jzw3wx4]
Gold ChainCode: Select all
[b]Flame Heart Charm[/b] "All your mother's warmth and love in a nifty necklace keepsake." [u]Power[/u]: Regeneration 1 [u]Effect[/u]: Increase the wearer's regeneration. (Slow becomes Fast). Recovery rolled once an hour. The charm sits entwined in braided gold chains. It emits a faint red glow that grows brighter when the power is being used. Build by Luke
- K/Engineering 1d10+3
Last edited by Luke on Mon Oct 08, 2018 6:25 pm, edited 7 times in total.
Luke _
Tsume - Super Tech
Tsume - Super Tech
Player Rank: Novice (2 PP)
Proposed Super Tech: Retractable Cat Claws
Power
Time: [dice:1gbw485f]44851:0[/dice:1gbw485f] [16 hours]
Build:
Player Rank: Novice (2 PP)
Proposed Super Tech: Retractable Cat Claws
Power
- Super Skill: Climbing 1 (1 PP)
- Super Skill: Fighting 1 (12 PP)
Time: [dice:1gbw485f]44851:0[/dice:1gbw485f] [16 hours]
Build:
- K/Engineering 1d10+3
Novice Device -1 - K/Engineering [dice:1gbw485f]44851:1[/dice:1gbw485f] [6 success]
- Wild [dice:1gbw485f]44851:2[/dice:1gbw485f]
Code: Select all
[b]Retractable Cat Claws[/b]
"Here to complete the entire cat ensemble."
[u]Power(s)[/u]: [list][*] Super Skill: Climbing 1 (d4)
[*] Super Skill: Fighting 1 (d12+2)[/list]
[u]Effect[/u]: Increase the wielder's Climbing and Fighting skills. This Tech set is a pair of gloves and a set of strap on boot claws.
Shiney Black Claws.
Build by Luke
Luke _
Re: Future Super Tech Builds
While not super tech there are some Tinker mods I'd like put into Antipas' trench coat.
Antipas' Longcoat
Enhanced by Luke using nanomaterials from the Three Galaxies to enhance durability, the dispersal of heat from energy weapons, and to distribute the impact of ballistics. It also features a semi ridged smart frame that includes connection points for a backpack and magnetic weapon stowage to further increase the weight distribution abilities of the coat.
Base Item:Smith and Robards Armored Overcoat
Cost: none given
Minor Mods
Antipas' Longcoat
Enhanced by Luke using nanomaterials from the Three Galaxies to enhance durability, the dispersal of heat from energy weapons, and to distribute the impact of ballistics. It also features a semi ridged smart frame that includes connection points for a backpack and magnetic weapon stowage to further increase the weight distribution abilities of the coat.
Base Item:Smith and Robards Armored Overcoat
Cost: none given
Minor Mods
- +1 to toughness 5000 credits 4d6 hours
- +1 to toughness 5000 credits 4d6 hours
- +1 to Vigor rolls 5000 Credits 4d6 hours
- +1 to Vigor rolls 5000 Credits 4d6 hours
- Brawny edge 20,000 credits 4d6 days
Antipas