Signature Item (Sig): Titan Belt

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Sig
Posts: 41
Joined: Mon May 28, 2018 5:41 am

Signature Item (Sig): Titan Belt

Post by Sig » Sun Aug 12, 2018 2:34 am

Titan Belt (82,000 credits)
  • This belt injection system merges juicer bio-comp and IRMSS technology with an exotic particle generator developed on an alternate Earth filled with superheros that draws mass from an alternate dimension to increase the size of the wearer.
  • Base item: IRMSS (42,000 credits)
  • Trapping: Belt that produces and injects exotic particles into the body, causing it to grow larger, stronger, and tougher. As supertech, it has a -2 modifier on Repair.
  • Activation: K. Electronics
  • Upgrades (40,000 credits)
    • Growth (Final Value: 7 points): 2 levels (6 points): +2 Size, +2 Toughness, +2 die types Strength
      • Fast Growth (+2)
      • Contingent (Toughness) (-1): Can only Grow after activating Toughness Power
    • Toughness (Final Value: 1 point): 2 levels (2 points): +2 Toughness
      • Requires Activation (-1): Activating Toughness Power is a Free Action
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Hammer: 8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
Ion Pistol: 20/20 x 2 reloads (20)
IRMS: 4/4
First Aid Kit: 3/3
Rations: 14
Bennies: 5/4
Adventure Card:
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
  • Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Sidearm (hip): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Shopping list
Hand scanner
Stun grenades
Smoke grenades
EMP grenades

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Pender Lumkiss
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Joined: Thu Mar 09, 2017 9:00 pm

Re: Signature Item (Sig): Titan Belt

Post by Pender Lumkiss » Sun Aug 12, 2018 4:26 am

Looks good.
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
8/8
Legends of the Black Bennies
2/2

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Venatus Vinco
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Re: Signature Item (Sig): Titan Belt

Post by Venatus Vinco » Sun Aug 12, 2018 4:36 am

So fun.

Looks good mechanically. Add in some flavour text and don't forget to note the -2 repair modifier, but I like it.

VV
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

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Sig
Posts: 41
Joined: Mon May 28, 2018 5:41 am

Re: Signature Item (Sig): Titan Belt

Post by Sig » Sun Aug 12, 2018 5:40 am

Okay, added that in.
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Hammer: 8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
Ion Pistol: 20/20 x 2 reloads (20)
IRMS: 4/4
First Aid Kit: 3/3
Rations: 14
Bennies: 5/4
Adventure Card:
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
  • Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Sidearm (hip): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Shopping list
Hand scanner
Stun grenades
Smoke grenades
EMP grenades

User avatar
Snake Eyes
Game Master
Posts: 194
Joined: Wed Feb 07, 2018 2:16 pm

Re: Signature Item (Sig): Titan Belt

Post by Snake Eyes » Sun Aug 12, 2018 8:55 am

Approved.
Beware the mesmerizing eyes of the snake!
GM Bennies: 6/9 (-1 EE puppet, -1 EE slumber, -1 EE puppet)
Wild Card Bennies:
CM left: 2/2
CM right: 2/2
NM left: 0/2 (soak, soak, dead)
NM right: 0/2 (soak, soak)
Summoner: 0/2 (unshake, EE FM)
Statheros: 1/2 (reroll resist slumber)

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Venatus Vinco
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Re: Signature Item (Sig): Titan Belt

Post by Venatus Vinco » Sun Aug 12, 2018 9:47 am

I think someone point out in chat that the device modifier is already assumed and can't be taken for extra points.

Sorry I missed that earlier.

VV
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

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Sig
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Joined: Mon May 28, 2018 5:41 am

Re: Signature Item (Sig): Titan Belt

Post by Sig » Tue Aug 14, 2018 4:50 am

Okay, I removed a level of Toughness then since you don't get the Device modifier point. Should be good to go. How many approvals does it need?
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Hammer: 8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
Ion Pistol: 20/20 x 2 reloads (20)
IRMS: 4/4
First Aid Kit: 3/3
Rations: 14
Bennies: 5/4
Adventure Card:
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
  • Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Sidearm (hip): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Shopping list
Hand scanner
Stun grenades
Smoke grenades
EMP grenades

User avatar
Freemage
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Posts: 1375
Joined: Thu May 11, 2017 7:09 am

Re: Signature Item (Sig): Titan Belt

Post by Freemage » Tue Aug 14, 2018 9:37 am

Sig wrote:Titan Belt (82,000 credits)
  • This belt injection system merges juicer bio-comp and IRMSS technology with an exotic particle generator developed on an alternate Earth filled with superheros that draws mass from an alternate dimension to increase the size of the wearer.
  • Base item: IRMSS (42,000 credits)
  • Trapping: Belt that produces and injects exotic particles into the body, causing it to grow larger, stronger, and tougher. As supertech, it has a -2 modifier on Repair.
  • Activation: K. Electronics
  • Upgrades (30,000 credits)
    • Growth: 2 levels (6 points): +2 Size, +2 Toughness, +2 die types Strength
      • Fast Growth (+2)
    • Toughness: 1 level (1 point): +1 Toughness
  • Modifiers
    • Requires activation (free action)(-1)
Okay, the overall effect is right, but the description needs tweaking, because of how SPC works.

Modifiers are added to individual powers. So "Requires Activation" should be set to one of the two powers. But Growth already requires activation, so you would need to put it on the +1 Toughness. But you can't lower a Power's value below 1 with Modifiers.

I think we can get there, but the wording has to be re-jiggered a bit:


Titan Belt (82,000 credits)
  • This belt injection system merges juicer bio-comp and IRMSS technology with an exotic particle generator developed on an alternate Earth filled with superheros that draws mass from an alternate dimension to increase the size of the wearer.
  • Base item: IRMSS (42,000 credits)
  • Trapping: Belt that produces and injects exotic particles into the body, causing it to grow larger, stronger, and tougher. As supertech, it has a -2 modifier on Repair.
  • Activation: K. Electronics
  • Upgrades (30,000 credits)
    • Growth (Final Value: 7 points): 2 levels (6 points): +2 Size, +2 Toughness, +2 die types Strength
      • Fast Growth (+2)
      • Contingent (Toughness) (-1): Can only Grow after activating Toughness Power
    • Toughness (Final Value: 1 point): 2 levels (2 points): +2 Toughness
      • Requires Activation (-1): Activating Toughness Power is a Free Action
The effect of the negative Modifiers is basically that when first putting on the belt (or waking up in the morning, if you slept in it), you need to first activate the Toughness Power, then you can Grow--both as Free Actions, so you can use them both in the same round. Think of it as needing to flood your body with support nanites in order to handle the strain of expansion (a call-back to Ant-Man, there, since in the comics getting too large with Pym Particles eventually strained his heart).

Nice thing is, this gives you back the +2 Toughness, at the cost of a fringe penalty.

As an alternative to +2 Toughness, you could use the same build to take +1 Die-type Vigor--only +1 Toughness, but you'd also get the boost to Soak and resistance rolls. Up to you which is better, just thought I'd point it out. If you're already at a d12 Vigor, btw, this probably is NOT good for you--after that, you only increase Toughness every other bump.

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Sig
Posts: 41
Joined: Mon May 28, 2018 5:41 am

Re: Signature Item (Sig): Titan Belt

Post by Sig » Tue Aug 14, 2018 11:21 pm

Yeah, Sig is already at d12 Toughness. Thanks. I increased the cost since we put that second level of Toughness back on. I didn't realize Growth already required activation. I mostly added the Toughness since I had a couple extra points. But this looks good to me now.
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Hammer: 8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
Ion Pistol: 20/20 x 2 reloads (20)
IRMS: 4/4
First Aid Kit: 3/3
Rations: 14
Bennies: 5/4
Adventure Card:
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
  • Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Sidearm (hip): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Shopping list
Hand scanner
Stun grenades
Smoke grenades
EMP grenades

User avatar
Stoic
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Joined: Fri May 25, 2018 8:58 am

Re: Signature Item (Sig): Titan Belt

Post by Stoic » Wed Aug 15, 2018 5:56 am

Looks good to me
GM Bennies 9/9
Wild Card Bennies ?

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Freemage
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Re: Signature Item (Sig): Titan Belt

Post by Freemage » Wed Aug 15, 2018 10:18 am

Sig wrote:Yeah, Sig is already at d12 Toughness. Thanks. I increased the cost since we put that second level of Toughness back on. I didn't realize Growth already required activation. I mostly added the Toughness since I had a couple extra points. But this looks good to me now.
Yeah, that's why it has the "Fast Growth" modifier in the first place--normally, it's a full action to Grow, but Fast Growth makes it a free action instead.

And, since I wrote it up, I suppose I should formally declare, "Approved".

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High Command
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Re: Signature Item (Sig): Titan Belt

Post by High Command » Wed Aug 15, 2018 5:17 pm

I like it as Soren suggested and you have at this reading as the stats - approved.

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Snake Eyes
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Posts: 194
Joined: Wed Feb 07, 2018 2:16 pm

Re: Signature Item (Sig): Titan Belt

Post by Snake Eyes » Thu Aug 16, 2018 5:30 pm

Approved as revised.
Beware the mesmerizing eyes of the snake!
GM Bennies: 6/9 (-1 EE puppet, -1 EE slumber, -1 EE puppet)
Wild Card Bennies:
CM left: 2/2
CM right: 2/2
NM left: 0/2 (soak, soak, dead)
NM right: 0/2 (soak, soak)
Summoner: 0/2 (unshake, EE FM)
Statheros: 1/2 (reroll resist slumber)

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