Stormheart Signature Item (Seswarick)

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Seswarick
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Stormheart Signature Item (Seswarick)

Post by Seswarick » Thu Sep 13, 2018 2:40 am

Crafted from the unique electro-reactive crystals of the Tesla Valley, the Stormheart was designed to help a zapper intensify their aura to make it more effectively resist damage or even prevent attacks from hitting altogether.


Base Item: A Body harness with bracers and shin pieces made of copper wiring and Tesla crystals. TW Item

Minor Upgrades
  • +2 armor to Electric Aura when it is activated. [+5,000 credits +2d6 hours]
  • +2 armor to Electric Aura when it is activated. [+5,000 credits +2d6 hours]
Major Upgrades
  • +1 die-type to Vigor when Electric Aura is activated. [+10,000, +2d6 days] (based on +1d to a trait)
  • +1 die-type to Vigor when Electric Aura is activated. [+10,000, +2d6 days] (based on +1d to a trait)
  • Add Deflection Power [20,000, +3d6 days]
  • Add Dodge to device and +1 Power Point to activate cost [+40,000 +5d6 days].
Activation Cost: 2 PPE/hr
Total Value (for repair purposes): 91,100 Credits
Last edited by Seswarick on Thu Sep 13, 2018 12:17 pm, edited 4 times in total.
Seswarick
Seswarick, Lyn-Srial Zapper
Parry:5 Toughness:5
ISP: 7/30
Powers on:
Combat Edges:
Bennies: 5/3
Adventure Cards:

Characters Seswarick, Barinthasheer

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Freemage
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Re: Stormheart Signature Item (Seswarick)

Post by Freemage » Thu Sep 13, 2018 7:40 am

Seswarick wrote:Crafted from the unique electro-reactive crystals of the Tesla Valley, the Stormheart was designed to help a zapper intensify their aura to make it more effectively resist damage or even prevent attacks from hitting altogether.


Base Item: A crystal and copper amulet
TW Item

Minor Upgrades
  • +2 armor to Electric Aura when it is activated. [+5,000 credits +2d6 hours]
  • +2 armor to Electric Aura when it is activated. [+5,000 credits +2d6 hours]
Major Upgrades
  • +1 toughness to Electric Aura when it is activated. [+10,000, +2d6 days] (based on +1d to a trait)
  • +1 toughness to Electric Aura when it is activated. [+10,000, +2d6 days] (based on +1d to a trait)
  • Add Deflection Power, activates with Electric Aura +1 PPE cost [100,000, +3d6 days]
  • Add Dodge to device and +1 Power Point to activate cost [+40,000 +5d6 days].
Armor Power Points: 2 Range: Touch Duration: 3 (1/round) Success grants the recipient 2 points of Armor. A raise grants 4 points of Armor.
First off, I'd like to suggest something a bit more than a simple amulet--for this, I'm seeing a kind of harness, almost; copper belt, anklets, bracelets and choker, connected by copper wires and adorned with crystals. When he activates the aura, it arcs through all the wiring, enhancing the aura.

Having it work off the Electric Aura (rather than a suit of armor, which would be redundant to the point of worthlessness to Bursters and their ilk) is clever, and a reasonable extension of the rules, in my mind.

Adding Toughness to the Aura is a bit weird--note that there's no option for that for Body Armor. But! There is an option--just use the standard Major Mod of +1 Die-type to Vigor. Unless you're at Vigor d12, that'll get you the Toughness Boost, anyway. There's no need to reinvent the wheel, here.

Dodge is no issue.

Having Deflection activate as a free action with the use of Electric Aura, however, IS an issue. For one thing, you're not actually rolling to activate your Aura, so you aren't rolling to activate the Power. That's all kinds of wonky (as it also means no ability to either Fail or Raise). I'd say just give it the Deflection Power, same as any other TW item, and it's simply something he can activate with a Psionics roll, at the usual ISP cost.

Also, the bit I highlighted in red--is that meant to be part of the item?

Here's what you end up with if you take all my suggestions:
Base Item: A crystal and copper body harness (1,000 credits base price).
TW Item

Minor Upgrades
  • +2 armor to Electric Aura when it is activated. [+5,000 credits +2d6 hours]
  • +2 armor to Electric Aura when it is activated. [+5,000 credits +2d6 hours]
Major Upgrades
  • +1 die-type to Vigor when Electric Aura is activated. [+10,000, +2d6 days]
  • +1 die-type to Vigor when Electric Aura is activated. [+10,000, +2d6 days]
  • Add Deflection Power (Electric/Jazz Trapping) [+20,000, +3d6 days]
  • Add Dodge to device and +1 Power Point to activate cost [+40,000 +5d6 days]
Activation Cost: 2 PPE/hr
Total Value (for repair purposes): 91,100 Credits
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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Seswarick
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Re: Stormheart Signature Item (Seswarick)

Post by Seswarick » Thu Sep 13, 2018 12:13 pm

I went with toughness over full blown vigor because I saw Vigor as more enhancing him than the aura, so erring on the side of theme. I'll take it tho :)

Gotcha on the auto activate. Didn't consider that popping Aura is A a free action and B has no trait roll.


The transcript of the armor power is a mistake born of a late night and mild intoxication. I'd been considering adding it as well as deflection and transcribe the wrong one.
Seswarick
Seswarick, Lyn-Srial Zapper
Parry:5 Toughness:5
ISP: 7/30
Powers on:
Combat Edges:
Bennies: 5/3
Adventure Cards:

Characters Seswarick, Barinthasheer

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Freemage
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Re: Stormheart Signature Item (Seswarick)

Post by Freemage » Thu Sep 13, 2018 3:09 pm

Think of it as the harness channeling the energy of the aura directly into his body, giving him an almost Juicer-like surge of adrenaline and enhancing his body's ability to handle stress and injury.
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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Tribe of One
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Re: Stormheart Signature Item (Seswarick)

Post by Tribe of One » Fri Sep 14, 2018 7:46 am

Good advice from Freemage, and the final version looks good to me.
GM Bennies: 6/7

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Freemage
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Re: Stormheart Signature Item (Seswarick)

Post by Freemage » Fri Sep 14, 2018 2:23 pm

Approved.
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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Snake Eyes
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Re: Stormheart Signature Item (Seswarick)

Post by Snake Eyes » Fri Sep 14, 2018 7:09 pm

Approved.
Beware the mesmerizing eyes of the snake!
GM Bennies: 8/9 (-1 reroll PRL attack, -1 EE Gaspard, +1 Joker)
Wild Card Bennies:
Xanna: 1/2
CM: 0/2
NM: 0/2

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