Baoding Balls of Deflection (Signature TW Item -Tim Gates)

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Tim Gates
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Baoding Balls of Deflection (Signature TW Item -Tim Gates)

Post by Tim Gates » Thu Jul 12, 2018 8:37 pm

Signature Item:
Enchanted Arcane Inscribed Baoding Balls

Image

When Tim was younger he met the renowned wizard Tobin, author of the famous Tobin's Guide to the Arcane and Tobin's Arcane Enyclopedia. He allowed Tim to study with him for several weeks, but as is Tobin's way, he soon had to leave town to continue his research abroad. He told Tim that he could see great potential in him and before he left he gave Tim a copy of the complete full volume set of his Arcane Encyclopedia. He also gave him something almost as special, a pair of finely inscribed metallic meditation balls. He told Tim that one day, when he is older, these balls will come in handy and when he is ready to handle them and when he needs them they will drop and he will know their true power.

These Boading Balls are made out of meteoric iron which consists overwhelmingly of an iron–nickel alloy and unlike the traditional ones, these are covered in arcane inscriptions and runes. When active the balls spin and rotate around the users body, creating a soothing ringing sound which only he can hear. This helps the user concentrate on spellcasting. The balls can also dart around to deflect incoming attack when its deflection power is activated.

Base Item: Baoding Meditation Balls
Minor Upgrades
  • +1 to Spellcasting
  • +1 to Spellcasting
Major Upgrades
  • Power: Deflection
  • HJ Magic & Mysticism (14): Auto-raise (Deflection)
NOTE: Submitted for approval.
Last edited by Tim Gates on Fri Jul 20, 2018 6:29 pm, edited 6 times in total.
Tim Gates, Ley Line Walker
Tim Gates, Human, Ley Line Walker
Pace: 6; Parry: 5; Toughness: 13 (7)
Combat-Relevant Edges & Abilities:
  • HJ Magic and Mysticism (18): Your hero gains +2 damage when using direct damage spells and TW weapons.
  • HJ Magic and Mysticism (17): All damage-dealing spells do Mega Damage, and ones which normally do Mega Damage gain +5 AP
  • DS-2 TW Exploratory Armor (Patron Item)
    OOC Comments
    This suit of light armor is based off of a rare pre-rifts design of space exploration armor. A reclusive Techno-Wizard found a small cache of the suits on a trip to Dinosaur Swamp and modified them to make a hardy, land-based survival suit for exploration. Only a few dozen of these suits are known to exist, and somehow have come into the hands of adventurers.
    • +7 Armor
    • Strength increase of one die type.
    • Full Environment Protection
    • Integrated Multi-Optics suite with night and thermal vision mode for vision. It also can act as a pair of binoculars with a two-mile range. This digitally enhanced optic system provides infrared overlays, crosshair targeting, and real-time digital output of distance and estimated travel times to targeted locations. It also provides +2 on all ranged attacks.
    • HUD with all around cameras. Allows wearer to view 6 info or camera screens while still being able to see what is going on in front of them. This grants the Danger Sense Edge. If the character already has the Danger sense Edge, then it removes the -2 penalty to the Notice roll when using Danger Sense.
    • Built-In Radio Transceiver (20 mile range)
    • Multi-purpose Flight/Swim Mobility Pack: The flight pack has a two mobility modes. Each must be activated separately. In essence, they both use the Flight Power, but one is only usable underwater.
    • Outside of a ley line, DS-2 TW Exploratory Armor requires 1 Power Point per hour to function; without this, the weight quadruples, the Armor value drops to +3, and no other functions work. (15 lb)
Wounds: 0/3; Fatigue: 0/2; PPE: 20/20
Bennies: 4/3
Adventure Cards
  • Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
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Tribe of One
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Re: Baoding Balls of Deflection (Signature TW Item -Tim Gate

Post by Tribe of One » Fri Jul 13, 2018 12:40 pm

If it’s going to be a TW item, the base item needs to be mechanical or electronic in nature — you’re literally melding technology and magic. There’s nothing technological about balls.

If you wanted to do it as an Enchanted item, you could, but that’s only 2 Majors (but no activation/upkeep cost).

I’m also leery of an item that adds a potential +5 to Spellcasting; I’m pretty sure we’ve rejected such items before.
GM Bennies: 6/7

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Pursuit
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Re: Baoding Balls of Deflection (Signature TW Item -Tim Gate

Post by Pursuit » Fri Jul 13, 2018 12:45 pm

Tribe of One wrote:If it’s going to be a TW item, the base item needs to be mechanical or electronic in nature — you’re literally melding technology and magic. There’s nothing technological about balls.

If you wanted to do it as an Enchanted item, you could, but that’s only 2 Majors (but no activation/upkeep cost).

I’m also leery of an item that adds a potential +5 to Spellcasting; I’m pretty sure we’ve rejected such items before.
While I disagree with Tribe about needing a mechanical or electronic item as a base (the Shadow Cloak comes to mind as a counterexample), I definitely agree with him that an item that simply boosts your character's primary skill through the roof is not likely to garner many "approved" votes, even if it technically follows the build rules.

A signature item is intended to be part of your character's story, not just part of his mechanics. Some kind of boost to Spellcasting is certainly appropriate, but I would try to branch out a little with what it can do.

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Tribe of One
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Re: Baoding Balls of Deflection (Signature TW Item -Tim Gate

Post by Tribe of One » Fri Jul 13, 2018 1:39 pm

As alternate idea, how about doing it as an Enchanted item, which lets you avoid an activation cost and also maybe a bit of extra flexibility in terms of modifiers.

Description: Enchanted balls that must be held and manipulated in one hand, helping to focus the mind; also can summon an arcane globe of description.

Minor: +1 Spellcasting
Minor: +1 Spellcasting
Major: Power - Deflection
Major: Custom - Automatically gains the raise effect when successfully casting Deflection. (This is not a standard Major mod, but it's something we've valued as roughly equal to an Edge in the past).

Functionally, that seems to do what you want to do and is in line with the power level that's been approved in the past.
GM Bennies: 6/7

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Pursuit
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Re: Baoding Balls of Deflection (Signature TW Item -Tim Gate

Post by Pursuit » Fri Jul 13, 2018 1:39 pm

If (per your comments on the Hangout) what I'm understanding is true and you just want to be able to cast deflection extremely well with this item, I would encourage you instead to make it as an enchanted item with deflection and Magic & Mysticism HJ table result 14 built in as Majors and whatever you want as Minors (+2 to all Spellcasting rolls would certainly be appropriate). You get more bang for your buck, you sidestep the whole "is it a tech device?" debate (insofar as that matters), you automatically get a raise every time you successfully cast deflection, and you get a nice boost to your other Spellcasting.

At the end of the day, though, you need to come up with some kind of a narrative that goes with this item. Where did he get it? Why does it work? That sort of thing.

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Pursuit
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Re: Baoding Balls of Deflection (Signature TW Item -Tim Gate

Post by Pursuit » Fri Jul 13, 2018 1:40 pm

Tribe of One wrote:As alternate idea, how about doing it as an Enchanted item, which lets you avoid an activation cost and also maybe a bit of extra flexibility in terms of modifiers.

Description: Enchanted balls that must be held and manipulated in one hand, helping to focus the mind; also can summon an arcane globe of description.

Minor: +1 Spellcasting
Minor: +1 Spellcasting
Major: Power - Deflection
Major: Custom - Automatically gains the raise effect when successfully casting Deflection. (This is not a standard Major mod, but it's something we've valued as roughly equal to an Edge in the past).

Functionally, that seems to do what you want to do and is in line with the power level that's been approved in the past.
Holy crap, it's the Apocalypse. Tribe and I just suggested the same thing.

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Pender Lumkiss
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Re: Baoding Balls of Deflection (Signature TW Item -Tim Gate

Post by Pender Lumkiss » Fri Jul 13, 2018 2:41 pm

Nice ideas.
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Re: Baoding Balls of Deflection (Signature TW Item -Tim Gate

Post by Tribe of One » Fri Jul 13, 2018 4:00 pm

The forging of the great balls.
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Re: Baoding Balls of Deflection (Signature TW Item -Tim Gate

Post by Pursuit » Fri Jul 13, 2018 4:01 pm

Tribe of One wrote:The forging of the great balls.
Goodness gracious.

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Tim Gates
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Re: Baoding Balls of Deflection (Signature TW Item -Tim Gate

Post by Tim Gates » Fri Jul 13, 2018 4:35 pm

Tribe of One wrote:If it’s going to be a TW item, the base item needs to be mechanical or electronic in nature — you’re literally melding technology and magic. There’s nothing technological about balls.
It was said in hangouts that Clint confirmed that TW items can be created from non technological machines.

https://www.pegforum.com/forum/savage-r ... h-to-start
Tim Gates, Ley Line Walker
Tim Gates, Human, Ley Line Walker
Pace: 6; Parry: 5; Toughness: 13 (7)
Combat-Relevant Edges & Abilities:
  • HJ Magic and Mysticism (18): Your hero gains +2 damage when using direct damage spells and TW weapons.
  • HJ Magic and Mysticism (17): All damage-dealing spells do Mega Damage, and ones which normally do Mega Damage gain +5 AP
  • DS-2 TW Exploratory Armor (Patron Item)
    OOC Comments
    This suit of light armor is based off of a rare pre-rifts design of space exploration armor. A reclusive Techno-Wizard found a small cache of the suits on a trip to Dinosaur Swamp and modified them to make a hardy, land-based survival suit for exploration. Only a few dozen of these suits are known to exist, and somehow have come into the hands of adventurers.
    • +7 Armor
    • Strength increase of one die type.
    • Full Environment Protection
    • Integrated Multi-Optics suite with night and thermal vision mode for vision. It also can act as a pair of binoculars with a two-mile range. This digitally enhanced optic system provides infrared overlays, crosshair targeting, and real-time digital output of distance and estimated travel times to targeted locations. It also provides +2 on all ranged attacks.
    • HUD with all around cameras. Allows wearer to view 6 info or camera screens while still being able to see what is going on in front of them. This grants the Danger Sense Edge. If the character already has the Danger sense Edge, then it removes the -2 penalty to the Notice roll when using Danger Sense.
    • Built-In Radio Transceiver (20 mile range)
    • Multi-purpose Flight/Swim Mobility Pack: The flight pack has a two mobility modes. Each must be activated separately. In essence, they both use the Flight Power, but one is only usable underwater.
    • Outside of a ley line, DS-2 TW Exploratory Armor requires 1 Power Point per hour to function; without this, the weight quadruples, the Armor value drops to +3, and no other functions work. (15 lb)
Wounds: 0/3; Fatigue: 0/2; PPE: 20/20
Bennies: 4/3
Adventure Cards
  • Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
Edit Signature

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Pursuit
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Re: Baoding Balls of Deflection (Signature TW Item -Tim Gate

Post by Pursuit » Fri Jul 13, 2018 4:50 pm

Tim Gates wrote:
Tribe of One wrote:If it’s going to be a TW item, the base item needs to be mechanical or electronic in nature — you’re literally melding technology and magic. There’s nothing technological about balls.
It was said in hangouts that Clint confirmed that TW items can be created from non technological machines.

https://www.pegforum.com/forum/savage-r ... h-to-start
Sure. I still recommend an enchanted item for this. No chance of technical difficulties and no PP maintenance cost.

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Tim Gates
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Re: Baoding Balls of Deflection (Signature TW Item -Tim Gate

Post by Tim Gates » Fri Jul 13, 2018 5:30 pm

Pursuit wrote: Sure. I still recommend an enchanted item for this. No chance of technical difficulties and no PP maintenance cost.
True, I didn't think about that. I'll probably just go with the one you guys made. I'm still working on the details of the description too, so its not ready.

Thanks for all you guys helping me figure this out too, I was a bit lost, lol.
Tim Gates, Ley Line Walker
Tim Gates, Human, Ley Line Walker
Pace: 6; Parry: 5; Toughness: 13 (7)
Combat-Relevant Edges & Abilities:
  • HJ Magic and Mysticism (18): Your hero gains +2 damage when using direct damage spells and TW weapons.
  • HJ Magic and Mysticism (17): All damage-dealing spells do Mega Damage, and ones which normally do Mega Damage gain +5 AP
  • DS-2 TW Exploratory Armor (Patron Item)
    OOC Comments
    This suit of light armor is based off of a rare pre-rifts design of space exploration armor. A reclusive Techno-Wizard found a small cache of the suits on a trip to Dinosaur Swamp and modified them to make a hardy, land-based survival suit for exploration. Only a few dozen of these suits are known to exist, and somehow have come into the hands of adventurers.
    • +7 Armor
    • Strength increase of one die type.
    • Full Environment Protection
    • Integrated Multi-Optics suite with night and thermal vision mode for vision. It also can act as a pair of binoculars with a two-mile range. This digitally enhanced optic system provides infrared overlays, crosshair targeting, and real-time digital output of distance and estimated travel times to targeted locations. It also provides +2 on all ranged attacks.
    • HUD with all around cameras. Allows wearer to view 6 info or camera screens while still being able to see what is going on in front of them. This grants the Danger Sense Edge. If the character already has the Danger sense Edge, then it removes the -2 penalty to the Notice roll when using Danger Sense.
    • Built-In Radio Transceiver (20 mile range)
    • Multi-purpose Flight/Swim Mobility Pack: The flight pack has a two mobility modes. Each must be activated separately. In essence, they both use the Flight Power, but one is only usable underwater.
    • Outside of a ley line, DS-2 TW Exploratory Armor requires 1 Power Point per hour to function; without this, the weight quadruples, the Armor value drops to +3, and no other functions work. (15 lb)
Wounds: 0/3; Fatigue: 0/2; PPE: 20/20
Bennies: 4/3
Adventure Cards
  • Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
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Tsuchiya Rika
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Re: Baoding Balls of Deflection (Signature TW Item -Tim Gate

Post by Tsuchiya Rika » Sat Jul 14, 2018 7:22 pm

You lose 2 majors, but you also get 10 ppe for free to activate the power. So its not a big loss, and as previously mentioned you wouldn't be required to maintain it.

Minor: +1 Spellcasting
Minor: +1 Spellcasting
Major: Power - Deflection
Major: Custom - Automatically raise when casting Deflection.
PPE: 10 (This is free for embedding a power into the item, and can be used to activate said power)

Alternately, you could keep it as TW and take dodge and block or improved dodge or improved block if you didnt mind paying 3? PPE an hour. We've also learned that activating TW items is a free action unless otherwise specified by the book.

Minor: +1 Spellcasting
Minor: +1 Spellcasting
Major: Power - Deflection
Major: Custom - Automatically raise when casting Deflection.
Major: Dodge/Parry
Major: Dodge/Parry or Improved Dodge/Parry

Which would also demonstrate it passively protecting you.
Tsuchiya Rika, M.A.R.S Rogue "Enchantress"
Rika, Human Exorcist
Pace: 6; Parry: 5(0) Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Arcane Resistance: +2 Armor vs damaging Magic/Psionics and +2 to Trait rolls to resist opposing powers (Friendly powers are at -2) (+3/-3 total from Patron Item)
    Battle Hardened: +2 to Soak rolls
    FEP: Fully sealed systems; Self-contained breathing; immunity to temperature extremes, radiation, vacuum, poisons, and disease; and other self-regulating life support systems)
    Master Exorcist: First raise on Spellcasting reduces PPE cost by 2, and by 1 per additional raise
Wounds: 0/3; Fatigue: 0/2; PPE: 13/15
Bennies: 0/3
Adventure Cards
  • 15: Sudden Death - Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
  • 17: Tale Teller - Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.
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