Sig Item Phaseworld UWW Tool kit

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Vi
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Joined: Tue Mar 31, 2020 11:45 pm

Sig Item Phaseworld UWW Tool kit

Post by Vi »


Signature Item @Ndreare

UWW Ultra Marine Wizards Military Repair Kit, Field

• Original item: Designed for military and frontier use, this advanced tool kit holds supplies to help get machines running again. It carries quick-weld patches, a backup laser torch, scanner, extra wires, circuits, and other items. It requires a Repair skill of at least d4 to use. The Field Repair Kit grants a +1 to all Repair rolls. Frequent use necessitates replenishing the supplies, per the GM (10 lb, 4000 credits).

• UWW item: Designed by techno wizards in the UWW the bag/carry kit attaché is much like other military gear to armor or can be simply carried with a sling. There are different options available in construction. This one assists Electrition skills. The additional powers (edges actually) of McGuver and Conjuring helps a combat mechanic stay ahead of his enemies. —

Minor: +1 to electronics rolls
Minor: +1 to electronics rolls
Major: McGyver Edge
Major: Conjurer Edge — related to having the right part for the job.
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Ndreare
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Re: Sig Item Phaseworld UWW Tool kit

Post by Ndreare »

Looks good to me. I approve.

Technical note
I think by RAW Conjuration would only work for a character who has magic and master of magic. However I am using GM fiat to say this works for three reasons:
1) Because it is both very thematic to the Psi-Operator character
2) It is balanced by you already having Major/Master psionic.
3) I do not really worry about RAW so much and this fits within GM fiat/rule of cool.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Freemage
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Re: Sig Item Phaseworld UWW Tool kit

Post by Freemage »

I like it, though I'd probably increase the cost of the Conjurer Edge since it is bypassing the pre-reqs, but that'd come up rarely (ie, when it actually needs to be fixed for some reason), anyway.
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Daniel
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Re: Sig Item Phaseworld UWW Tool kit

Post by Daniel »

Freemage wrote: Sat Feb 12, 2022 6:32 pm I like it, though I'd probably increase the cost of the Conjurer Edge since it is bypassing the pre-reqs, but that'd come up rarely (ie, when it actually needs to be fixed for some reason), anyway.
Honestly, I suck at figuring out costs. I only mentioned the base item cost. I’ll try getting the cost figured out at some point :)

Additionally I feel like anything Conjured will be within the theme of the bag. I’m not going to be pulling a bicycle out of the bag or a otter. Just tools, materials and such dealing with mechanical stuff.
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