Prototype N-F50B SUperheavy Force Field

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Prototype N-F50B SUperheavy Force Field

Post by Klanker »

Base:N-F50A Superheavy Force Field
  • +5 Toughness, 6 Hrs per E-Clip, Base Cost 250k (Plus 50k Installation Cost)
Super Science
  • Minor Upgrades
    • +1 Toughness (5k)
    • +1 Toughness (5k)
    Major Upgrades
    • Brawler (10k)
    • Bruiser (20k)
An oversized and overpowered prototype version of the Naruni N-50A Superheavy Force Field, the N-50B is just being put out for field testing. The increased protective power also has some bleed over and can be used to augment the force of unarmed blows given while the field is up.

Note: All Upgrades are only active while the Force Field itself is up, and does not decrease the 6 hour per E-Clip endurance.
Main: Tiny Tim
Active: Growler, Klanker
Retired: Merlaggon, Hans Greuber
Pace: 8 (d6), +1 Jumping Distances.
Toughness: 25(9)
Parry: 8
  • Railgun 1: 11/20
    Railgun 2: 12/20
Combat Feats and Other Notes:
  • Danger Sense Edge
  • 360 degree radar, sonar, and motion detectors grant +2 Notice
  • Ignore Illumination Penalties, +2 to all sight based Notice checks and versus blinding flashes and effects.
  • +2 to hearing-based Notice checks or to resist audio-based attacks. Hear the hyper-sonic and subsonic ranges.
  • Ignore two points of penalties to all Shooting checks
  • Grants + 2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round)
  • +2 to recover from Shaken or Stunned
  • Rock and Roll, Ambidextrous, Two Gun, Elan
  • Immune to disease, drowning, and poison, +4 to resist the Hazards of Cold, Heat, and Radiation
  • +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar
Bennies (3+1 due Luck): 1/4
Base Amount
+1 due Joker
-3 due Rerolling 3 Damage Rolls
+1 due Joker against Xinn Spiders
-2 due Rerolling Attack Roles on Xinn Spiders

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Savage Siri
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Re: Prototype N-F50B SUperheavy Force Field

Post by Ndreare »

Previous attempts to use the naruni force fields as a base item for TW signatures have met with resistance by some GMs. May want to see if your GM buys into using such as expensive piece of super tech as a base item.

They are simply not allowed for super tech and enchanted.

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Re: Prototype N-F50B SUperheavy Force Field

Post by Imperator »

While technically legal, yeah, there's the forcefield issue. I think most GMs would look at a 9 point toughness shift with concern. I say that as a guy who loves him some toughness.
GM of 21st SET
GM bennies

Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand

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