Signature Item - TK Blaster

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Tiberius
Posts: 64
Joined: Mon Feb 12, 2018 10:40 am

Signature Item - TK Blaster

Post by Tiberius »

A prototype TK blaster being field tested by the Cyber-Knight Tiberius in the Nameless. The default firing mode is the a basic arcane blaster converted from a NG-57. The second firing mode is the soulfire "round" is designed to be effective against creatures of Darkness and Flame while less effective against other creatures (see notes below.) The third firing mode is the nonlethal psi-blast "round" designed to incapacitate living minds without killing them.

TK Blaster

Base Item
NG-57 Heavy Ion Blaster | Range 12/24/48 | Damage 1-3d6+1 | RoF 1 | AP - | 10 shots | 5 lbs. | 18,000 credits
  • TW Conversion: (1,800 credits)
  • Minor Enhancement: +2 AP (5,000 credits)
  • Minor Enhancement: +1 Damage (5,000 credits)
  • Major Enhancement: Power (Blast / Greater Blast) (40,000 credits)
  • Major Enhancement: Power (Stun / Greater Stun) (20,000 credits)
  • Major Enhancement: +10 PPE (30,000 credits)
  • Major Enhancement: +10 PPE (30,000 credits)

Final Product
TK Blaster | Range 12/24/48 | Damage 1-3d6+2 | RoF 1 | AP 2 | 10 shots | 20 PPE | 5 lbs. | 149,800 credits

Note: Both of the following powers represent alternate firing modes of the TK blaster meaning the shooting skill is used for both powers.

Soulfire (Blast/Greater Blast)
  • Power Trapping - This power is geared towards damaging creatures of Darkness and Flame and has less effect on living mortals. The base damage is reduced by one die type (to a d4 for Blast and a d8 for Greater Blast.) When used on creatures of Darkness and Flame (undead, vampires, demons, etc.) damage is increased by one die so that Blast does 3d4 - 4d4 while Greater Blast does 3d8 - 4d8. This is a reskin of the Electricity (Conduction) trapping.
Psi-Blast (Stun/Greater Stun)
  • Power Trapping - This power fires a concentrated blast of psychic energy which detonates at the designated point of impact affecting all living minds within the blast area.
The wielder must spend 2 PP as an action to "load" the weapon. The wielder may also spend 2 PP as a free action to cause Mega Damage for 3 rounds. As usual the Blast power always does Mega Damage.
Ancient wisdom from the Golden Age: Don't Panic.

Bennies: 3 of 3
1 golden bennie

Tiberius


Player: James

Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Pace: 6 Run Die: d6 Parry: 6 Toughness: 6(2)
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Freemage
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Re: Signature Item - TK Blaster

Post by Freemage »

I'd say "supernatural evil" is about as broad a category in this setting as "wears metal armor", so the Trapping seems roughly balanced. Question: is the intent that it would affect evil spellcasters? Specifically, Necromancers and those with AB: Miracles who worship malevolent dieties (and thus qualify as unholy Champions or Unholy Warriors)?
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
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Malaetheryan, Phase World/Relentless (Frozen?)
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Tiberius
Posts: 64
Joined: Mon Feb 12, 2018 10:40 am

Re: Signature Item - TK Blaster

Post by Tiberius »

The intent was that it would be an option for supernaturally evil monsters such as demons, undead and vampires. I suppose that necromancers would technically fall into the category of "creatures of Darkness and Flame" though they weren't my target for the trapping. I was using the deific trappings in the house rules as a guideline for this version. Also there was a similar trapping in the Savage Spellbook I think.
Ancient wisdom from the Golden Age: Don't Panic.

Bennies: 3 of 3
1 golden bennie

Tiberius


Player: James

Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Pace: 6 Run Die: d6 Parry: 6 Toughness: 6(2)
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Signature Item - TK Blaster

Post by Freemage »

Fair enough. I'd say work out the limitations with your GM, specifically; beyond that, I vote approved.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Tiberius
Posts: 64
Joined: Mon Feb 12, 2018 10:40 am

Re: Signature Item - TK Blaster

Post by Tiberius »

Any other feedback?
Ancient wisdom from the Golden Age: Don't Panic.

Bennies: 3 of 3
1 golden bennie

Tiberius


Player: James

Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Pace: 6 Run Die: d6 Parry: 6 Toughness: 6(2)
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Ndreare
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Re: Signature Item - TK Blaster

Post by Ndreare »

Looks good
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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hobo joe
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Re: Signature Item - TK Blaster

Post by hobo joe »

Thumbs up!
I feel like it's limited to basically the same range as the Holy Warrior edge, and that's how I'll treat it. And that filter does include necromancers or anyone using the evil version of Miracles AB. I think!
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