The Bleak Tome - The Haul

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Snake Eyes
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The Bleak Tome - The Haul

Post by Snake Eyes »

You have come back with a rather significant haul of gantrium, focus gems, and a claw from the avatar of death. Without saying "go nuts" I'm going to encourage you to go a little nuts. What would you like from this trove? Custom item? Maxed out credstick? Post it here.
Beware the mesmerizing eyes of the snake!
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Heather Todd
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Re: The Bleak Tome - The Haul

Post by Heather Todd »

I don't even know what Heather would want. I've never been the "gear" player. Once my character has what she needs to be effective (i.e. usually not the starting weapons in a game), I just don't know. Willing to take suggestions. Maybe something the team needs? Otherwise she could just have an crapload of funds for when/if we need it. Limitless credit card LOL
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
ISP: 30/30
Armor: 10/10 PP
Bennies: 4/3
Encumbrance: 28/28 (including pack, 70.75/28, -2 Agility and Strength skills)
Major Psionic: Mind Melters have the Major Psionic Edge and can spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2 (paid before the roll is made). These effects are doubled when on a ley line.
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage, +2 opposed Psionics rolls
Rapid Recharge: 1 ISP/30m
Grenades (carried)
  • 1 High Explosive
  • 1 Fragmentation
  • 2 Plasma
Shard Pistol: 36/36 shots
Fireburst Rifle: 20/20 shots
Adventure Card
  • Let’s Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
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Freemage
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Re: The Bleak Tome - The Haul

Post by Freemage »

Gaspard's Wish-List:

Onyx Collar (Enchanted Item):
Designed to work on a Shadow Beast without interfering with its abilities. If this has to take up one of the Minor slots, that would be fine.
Minor x2: +2 Spirit rolls (or just +1, if 'works with shadow merge' takes up one Minor)
Major: Brawler
Major: Bruiser

In addition, a PPE Battery of whatever storage capacity he can get.
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)
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Snake Eyes
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Re: The Bleak Tome - The Haul

Post by Snake Eyes »

Heather Todd wrote: Sat Jan 01, 2022 2:00 am I don't even know what Heather would want. I've never been the "gear" player. Once my character has what she needs to be effective (i.e. usually not the starting weapons in a game), I just don't know. Willing to take suggestions. Maybe something the team needs? Otherwise she could just have an crapload of funds for when/if we need it. Limitless credit card LOL
Credits are boring without something to spend them on. Have a circlet crafted out of gantrium. Embed one of the gems you got. Make one of the powers an innate ability, or maybe an auto-raise.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
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Niels: 4
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Snake Eyes
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Re: The Bleak Tome - The Haul

Post by Snake Eyes »

Freemage wrote: Sat Jan 01, 2022 1:39 pm Gaspard's Wish-List:

Onyx Collar (Enchanted Item):
Designed to work on a Shadow Beast without interfering with its abilities. If this has to take up one of the Minor slots, that would be fine.
Minor x2: +2 Spirit rolls (or just +1, if 'works with shadow merge' takes up one Minor)
Major: Brawler
Major: Bruiser

In addition, a PPE Battery of whatever storage capacity he can get.
How big of a battery could a legendary artificer put together?
"Works with shadow merge" works for a minor slot.
Is the Shadow Beast replacing Perdi?
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Gaspard Gillead
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Re: The Bleak Tome - The Haul

Post by Gaspard Gillead »

Snake Eyes wrote: Sat Jan 01, 2022 2:33 pm
Freemage wrote: Sat Jan 01, 2022 1:39 pm Gaspard's Wish-List:

Onyx Collar (Enchanted Item):
Designed to work on a Shadow Beast without interfering with its abilities. If this has to take up one of the Minor slots, that would be fine.
Minor x2: +2 Spirit rolls (or just +1, if 'works with shadow merge' takes up one Minor)
Major: Brawler
Major: Bruiser

In addition, a PPE Battery of whatever storage capacity he can get.
How big of a battery could a legendary artificer put together?
"Works with shadow merge" works for a minor slot.
Is the Shadow Beast replacing Perdi?

Not exactly. Hrm, lemme work this out for a moment.

Okay, skip the battery. We still don't have real rules for them.

Instead, I'd like a pair of slightly redesigned Onyx Collars:
Minor: Works with Shadowmeld Power
Minor: 5 PPE Storage
Major: Bruiser
Major: Summon Ally Power
Total cost: 60,000 Cr. Each
The PPE storage would basically 'bank' against the cost of permanently Bound Summons, reducing the cost for the Shadowbeasts to 1 PPE each. Perdi would stick around and continue to Advance. (I just like him for storytelling purposes, honestly--he's a good narrative foil.)

(The Shifter Bind the Summoned power lets me control up to 3 perma-summons of up to Veteran Rank, each.)
Gaspard Gillead
Seasoned D'Norr Shifter
OOC Comments
Agility d6, Smarts d12, Spirit d10, Strength d4 (d8 in armor), Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 17 (8); Strain: 0; Corruption: 0
Skills:
Spellcasting d12; Fighting d4; Athletics d4
Academics d8; Research d10; Common Knowledge d6; Occult d8
Persuasion d6 (Free Re-roll, -1 outside Occult circles); Notice d6; Stealth d4
Edges: Charismatic, Horns, Bind the Summoned, Spell Mastery (Interrogation); Ley Line Magic Mastery; Ley Line Phasing; Ley Line Gate; Sense Rifts; Shift Reality; Linguist; Diabolist; Strong-Willed; Psychotically Brave; Investigator
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
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Snake Eyes
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Re: The Bleak Tome - The Haul

Post by Snake Eyes »

Freemage wrote: Sat Jan 01, 2022 1:39 pm Gaspard's Wish-List:


Not exactly. Hrm, lemme work this out for a moment.

Okay, skip the battery. We still don't have real rules for them.

Instead, I'd like a pair of slightly redesigned Onyx Collars:
Minor: Works with Shadowmeld Power
Minor: 5 PPE Storage
Major: Bruiser
Major: Summon Ally Power
Total cost: 60,000 Cr. Each
The PPE storage would basically 'bank' against the cost of permanently Bound Summons, reducing the cost for the Shadowbeasts to 1 PPE each. Perdi would stick around and continue to Advance. (I just like him for storytelling purposes, honestly--he's a good narrative foil.)

(The Shifter Bind the Summoned power lets me control up to 3 perma-summons of up to Veteran Rank, each.)
Works for me. I will throw some narration in a new RP thread soon-ish.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
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Ndreare
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Re: The Bleak Tome - The Haul

Post by Ndreare »

Freemage wrote: Sat Jan 01, 2022 4:46 pm
(The Shifter Bind the Summoned power lets me control up to 3 perma-summons of up to Veteran Rank, each.)
Veteran? I thought we were all Seasoned 3 (4 if we get an advance after failing to make 10 posts)?
  • 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."
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Ndreare
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Re: The Bleak Tome - The Haul

Post by Ndreare »

Snake Eyes wrote: Sat Jan 01, 2022 12:45 am You have come back with a rather significant haul of gantrium, focus gems, and a claw from the avatar of death. Without saying "go nuts" I'm going to encourage you to go a little nuts. What would you like from this trove? Custom item? Maxed out credstick? Post it here.
Hum,
I have no idea what Kidemonas could want or need. He is kind of self contained, so maybe if Setnaja was willing to work out a worthy trade for all the ore he ate and carried I would love suggestions from other players (like @Freemage) or even a GM designed item if you are willing?
  • 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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Snake Eyes
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Re: The Bleak Tome - The Haul

Post by Snake Eyes »

Ndreare wrote: Mon Jan 03, 2022 3:30 pm
Snake Eyes wrote: Sat Jan 01, 2022 12:45 am You have come back with a rather significant haul of gantrium, focus gems, and a claw from the avatar of death. Without saying "go nuts" I'm going to encourage you to go a little nuts. What would you like from this trove? Custom item? Maxed out credstick? Post it here.
Hum,
I have no idea what Kidemonas could want or need. He is kind of self contained, so maybe if Setnaja was willing to work out a worthy trade for all the ore he ate and carried I would love suggestions from other players (like @Freemage) or even a GM designed item if you are willing?
Setnaja is definitely willing to trade and/or craft some items from the haul in exchange for a share, essentially. I would normally be willing to help you design something, but the other players are probably better at it and have more opportunity to do so right now.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Heather Todd
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Re: The Bleak Tome - The Haul

Post by Heather Todd »

Snake Eyes wrote: Sat Jan 01, 2022 2:31 pm Credits are boring without something to spend them on. Have a circlet crafted out of gantrium. Embed one of the gems you got. Make one of the powers an innate ability, or maybe an auto-raise.
Okay. How do innate abilities work? And what does gantrium do?
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
ISP: 30/30
Armor: 10/10 PP
Bennies: 4/3
Encumbrance: 28/28 (including pack, 70.75/28, -2 Agility and Strength skills)
Major Psionic: Mind Melters have the Major Psionic Edge and can spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2 (paid before the roll is made). These effects are doubled when on a ley line.
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage, +2 opposed Psionics rolls
Rapid Recharge: 1 ISP/30m
Grenades (carried)
  • 1 High Explosive
  • 1 Fragmentation
  • 2 Plasma
Shard Pistol: 36/36 shots
Fireburst Rifle: 20/20 shots
Adventure Card
  • Let’s Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
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Snake Eyes
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Re: The Bleak Tome - The Haul

Post by Snake Eyes »

Heather Todd wrote: Tue Jan 04, 2022 4:51 am
Snake Eyes wrote: Sat Jan 01, 2022 2:31 pm Credits are boring without something to spend them on. Have a circlet crafted out of gantrium. Embed one of the gems you got. Make one of the powers an innate ability, or maybe an auto-raise.
Okay. How do innate abilities work? And what does gantrium do?
The first Innate Ability you use in a combat round activates as a free action.
My understanding about gantrium is that it's a magically sensitive metal. I'm using my lack of knowledge to apply that to something that would also conduct psionic ability. I do know it's very rare and very valuable.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
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Venatus Vinco
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Re: The Bleak Tome - The Haul

Post by Venatus Vinco »

I am thinking of adding gantrium plates or something like this to Peacekeeper armor.

Modern tactical armored vest with plates of pure gantrium that can be worn over a lightweight armor suit. The gantrium plates are mystically tough and afford additional protection in addition to making the suit a legendary amplifier for magic power. The wearer can channel the pure mystic power and discharge a massive blast of ley line energy.

Minor: Halve the weight of the item (quarter if taken twice) - reduce min str to d4/d6.
Minor: +2 Armor
Minor: +5 PPE
Minor: +5 PPE
Major: Add an Edge: Blaster
Major: Spells activate as if activate on a ley line (or add +2 PPE to activation costs to Auto Raise).
Major: Add a power: Burst
Major: Add a Modifier: Greater Burst

NG Peacekeeper
EBA
+7 Armor, +1 Toughness/+9 Armor, +2 Toughness
Min Str: d4/d8
Weight: 16/27
Rarity: −1
Price: 40,000
Notes: Attaching “tactical” plates adds weight and +2 Armor +1 Toughness, takes 4 actions.
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
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Snake Eyes
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Re: The Bleak Tome - The Haul

Post by Snake Eyes »

Venatus Vinco wrote: Tue Jan 04, 2022 11:06 am I am thinking of adding gantrium plates or something like this to Peacekeeper armor.

Modern tactical armored vest with plates of pure gantrium that can be worn over a lightweight armor suit. The gantrium plates are mystically tough and afford additional protection in addition to making the suit a legednary amplifier for magic power.

Minor: Halve the weight of the item (quarter if taken twice) - reduce min str to d4/d6.
Minor: +2 Armor
Major: +1 die type to spell casting
Major: Spells activate as if activate on a ley line (or add +2 PPE to activation costs to Auto Raise).

NG Peacekeeper
EBA
+5 Armor, +1 Toughness/+7 Armor, +2 Toughness
Min Str: d4/d8
Weight: 16/27
Rarity: −1
Price: 40,000
Notes: Attaching “tactical” plates adds weight and +2 Armor +1 Toughness, takes 4 actions.
Brilliant. I like it.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
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Shade: 3
Fletch: 3
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Heather Todd
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Re: The Bleak Tome - The Haul

Post by Heather Todd »

Okay. I worked this up.

Mind Circlet
This silver circlet is made of gantrium and contains two psionic mind gems.
Blue Mind Gem: Intangibility, 35 ISP
Red Mind Gem: Barrier, 30 ISP
Upgrades
  • 2 Minor: +2 Psionics rolls
  • 2 Minor: 10 ISP
  • Major: Innate Power: Intangibility
  • Major: Innate Power: Barrier
  • 2 Major: +2 die types to Psionics
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
ISP: 30/30
Armor: 10/10 PP
Bennies: 4/3
Encumbrance: 28/28 (including pack, 70.75/28, -2 Agility and Strength skills)
Major Psionic: Mind Melters have the Major Psionic Edge and can spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2 (paid before the roll is made). These effects are doubled when on a ley line.
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage, +2 opposed Psionics rolls
Rapid Recharge: 1 ISP/30m
Grenades (carried)
  • 1 High Explosive
  • 1 Fragmentation
  • 2 Plasma
Shard Pistol: 36/36 shots
Fireburst Rifle: 20/20 shots
Adventure Card
  • Let’s Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
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Snake Eyes
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Re: The Bleak Tome - The Haul

Post by Snake Eyes »

Heather Todd wrote: Wed Jan 05, 2022 3:56 am Okay. I worked this up.

Mind Circlet
This silver circlet is made of gantrium and contains two psionic mind gems.
Blue Mind Gem: Intangibility, 35 ISP
Red Mind Gem: Barrier, 30 ISP
Upgrades
  • 2 Minor: +2 Psionics rolls
  • 2 Minor: 10 ISP
  • Major: Innate Power: Intangibility
  • Major: Innate Power: Barrier
  • 2 Major: +2 die types to Psionics
Brutal. I like it.
Where did I put those nega-psychics...
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Custos CarcerisXXVII
Posts: 31
Joined: Wed Sep 18, 2019 8:36 pm

Re: The Bleak Tome - The Haul

Post by Custos CarcerisXXVII »

Being XXVII is coming new to the group, could he come in with a factory standard "booster"?

Something like this...

4 Minors (Any minors would work, but if the cost is tied to PPE this would be useful.)
Major: Drain PPE/Stun activates with a raise. (This was kind of a core, but roleplay, thing he had in the original build that got lost in translation.)
Major: Flight pace +2 [Pace 12? (30 MPH)]
Major: Armor +2 (+12 MDC Total)
Major: Additional Action +3
Activation: X charges per day or X PPE to activate one of the major mods or whatever is best? I'm down with whatever.

A preface, only one of the majors can be active at a time.

For an IC, 1 Edge (two Hindrance Points/a whole advance) = 1 IC point.
Each level of Flight = 2 IC points, Each level of Armor = 1 IC point (Capping at 3 points for Size 1 - doesn't break my inherit limit), Additional Actions = 3 IC points.
I treated Auto Raise as one edge's worth of ability, so boosting dispel + drain = 2 IC points


So, at first glance this item looks like it has twice the "power" it should. ("9 edges" worth of power), but only one can ever be active at a time, with some kind of limiter based on the acivation cost. So really, it only ever has 2-3 "edges" worth of power active at any given time, with the remaining 1-2 edges worth of "power" assumed to come from the versatility of being able to swap which bonus is active.
Custos Carceris XXVII
"XXVII"
Pace: 6(d6); Flight: 6(d6) Parry: 7(2); Toughness: 23(10)/25(12) MDC
  • +4 Damage from Psionics and -4 to resist Psionics
  • -2 Protection vs heat-based Attacks
Combat-Relevant Edges & Abilities:
  • Construct: +2 to recover from being Shaken, ignore 1 point of Wound penalties, don’t breathe, and are immune to Disease and Poison. Repair (Occult) instead of Healing with no Golden Hour.
  • Improved Senses: +2 to Sight-based Notice; Ignore Dim/Dark Illumination Penalties.
  • Malfunctions: Constructs are subject to the same types of problems plaguing all advanced items (i.e. Technical Difficulties).
  • No Vital Systems: Called Shots deal no extra damage versus them.
  • Obscure Construction: −4 penalty on skill checks related to XXVII's construction (such as repairing, modifying, or examining them).
  • One with Magic: Gain detect/conceal arcana as an Innate Ability; can sense supernatural beings within line of sight with a Notice check. Conceal arcana even works while sleeping, it only stops working if forcibly Incapacitated.
  • Weapon System (Integral; 2): Staff of the Archmage and Enchanted Greatsword may be concealed when not in use. Looking for them when concealed imposes a -4 penalty to Notice.
Wounds: 0/3; Fatigue: 0/2;
PPE: 22/25; Staff PPE: 10/10 Overdrive PPE: 20/20
Bennies: 2/3; Golden Bennies: 0/1
Custos' Color(#BF40FF)
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: The Bleak Tome - The Haul

Post by Ndreare »

I realized Kidemonas never finalized a signature item after his was rejected. So I need to make that was well.

For the legendary item I am thinking an item of maximum arcane defenses
  • Arcane Protection
  • Arcane Protection (Improved)
  • Strong Will
  • Iron Will
  • +2 to Spirit rolls

For signature item, I am still drawing a blank. I think it would be cool to have something that allows teleporting as a free action (modified adept) or something like that?
  • 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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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: The Bleak Tome - The Haul

Post by Freemage »

Ndreare wrote: Mon Jan 17, 2022 6:10 am I realized Kidemonas never finalized a signature item after his was rejected. So I need to make that was well.

For the legendary item I am thinking an item of maximum arcane defenses
  • Arcane Protection
  • Arcane Protection (Improved)
  • Strong Will
  • Iron Will
  • +2 to Spirit rolls

For signature item, I am still drawing a blank. I think it would be cool to have something that allows teleporting as a free action (modified adept) or something like that?
I suggest also adding +2 to Smarts rolls (you've got room for two more Minors, there)--protects against the odd Powers that work on Smarts instead of Spirit. (He's a dragon, he should be able to make the Vigor/Strength resistance rolls.)
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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Adriana
Gold Patron
Gold Patron
Posts: 81
Joined: Fri Jan 03, 2020 2:50 pm

Re: The Bleak Tome - The Haul

Post by Adriana »

Talisman of the Feral Warrior. Enchanted Item, gives her +2 Fighting, +2 Parry, , Trademark Weapon and Imp. Trademark Weapon (x2 both, once for each claw).
Adriana Da Silva
Cheatsheet
Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Athletics d8 (+2 Climb), Common Knowledge d4, Notice d4 (+2 If Cat/Man Monster Form), Persuasion d4, Stealth d6, Spellcasting d8, Psionics d6, Fighting d10 (+2), Intimidation d4, Survival d4, Shooting d4, Occult d4, Language d4 American (Native: Spanguese)

PPE 20/20- (10 from Werecat 5 from gem, 5 from advance)
ISP 20/20 - (10 from Werecat 10 from gem)
Bennie's 3/3

Wounds 0/3

Claws STR+2d12 AP 8, Bite STR+2d4 AP 8, attack x2 each claw one Wild Die to go to either.

Silver Plated Sword STR+d6 ,

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Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: The Bleak Tome - The Haul

Post by Jackal »


Thank you for allowing me to join your group. You mentioned that my character would start at same level as the others. Additionally you said to take/make a Legendary Item in order to be on par with the others.

Here is my attempt at making an item for Blackfish [Combat Mage].


Erebos Cloak
Erebos Cloak
D194F79A-30C3-4AE2-8C21-D7FAE5C6A138.jpeg (35.46 KiB) Viewed 8291 times

Legendary Item (GM: Snake Eyes)
  • Erebos Legendary Shadow Armored Cloak
    Base: +2A, +1T, +2 Stealth (Does not stack with other armor)
    Minor
    • +5 PPE
    • +5 PPE
    • +5 PPE
    • +5 PPE
    Major
    • Fear (cost 5 PP per hour)
    • Invisibility (cost 5 PP per hour)
    • Summon Ally (Shadow Beast, only one Shadow Beast at a time, cost 10 PP per hour)
      SHADOW BEAST
      Otherworldly supernatural predators of the most vicious kind, Shadow Beasts are tall with dark fur, long arms, a skeletal noseless face, dark pits for eyes, and lipless mouths full of sharp white teeth. Drawing their energy from night and darkness, their most frightening ability allows them to completely merge with shadows, becoming undetectable. Combined with their innate love of hunting and killing, these characteristics make them the favorite assassins of Shifters and other wielders of dark magics throughout the Megaverse®.

      Attributes: Agility d12, Smarts d6, Spirit d6, Strength d12+4, Vigor d10

      Skills: Athletics d8, Common Knowledge d6, Fighting d10, Intimidation d10, Notice d10, Persuasion d6, Stealth d12, Survival d12

      Pace: 10; Parry: 7; Toughness: 26 (12)

      Hindrances: Bloodthirsty, Overconfident, Ruthless (Major)

      Edges: Assassin, First Strike, Fleet-Footed, Free Runner, Frenzy (Imp.), Quick, Woodsman

      Gear: Usually none.

      Special Abilities:
      „Bite/Claws: The Shadow Beast's natural weapons inflict Str+3d4 Mega Damage, AP 12.

      „Demonic Hide: +12 Armor and +4 Toughness.
      „
      Fast Regeneration: Except for wounds caused by a Weakness, make a natural healing roll every round.
      „
      Fear (−2): Cause Fear checks at −2, when encountered emerging from shadows −4.
      „
      Fearless: Immune to most Fear effects and Intimidation.
      „
      Infernal Form: Immune to Cold, Disease, Heat, and Poison.
      „
      Leaper: Can jump twice as far as normal and adds +4 to damage when making a Wild Attack while pouncing instead of the usual +2 (unless in a closed or confined space where he cannot leap).
      „
      Perfect Night Vision: Ignore all Illumination penalties.
      „
      Shadow Meld: As an action Shadow Beasts can completely merge into even the smallest shadows (as invisibility with the True Invisibility Modifier). Any attempt to detect or attack the Shadow Beast is made at −8. Using most means of scrying or other detection to find the Shadow Beast is impossible (this includes divination). Even those using detect arcana suffer a −4 penalty to see the beast (but exalted detect arcana works at no penalty). Shadow Beasts use their shadow melding abilities to ambush or avoid foes, maintaining their invisibility as much as possible even once combat is underway. While immersed in shadow or dancing in and out of darkness, the Beast gains +2 to Fighting, Intimidation, Stealth, and Survival (tracking) checks, but the penalty to attack or detect it is reduced to −4.
      „
      Size 3 (Normal): 12 feet tall and weighs 500 pounds.
      „
      Weakness (Holy Weapons): Suffer +4 damage from attacks from opponents with the Champion or Holy Warrior Edge (including Cyber-Knights and true Mystics). Wounds from such attacks cannot be regenerated.
      „
      Weakness (Light): Weapons with light-based trappings have the same effect as Holy Weapons.
    • Beast Bond (Shadeling Only, only one Shadeling at a time, cost 5 PP per hour)
      SHADELING
      Native to the Magic Zone and somehow tied to that region (though some few have been seen near the Calgary Rift, as well), Shadelings may be the restless souls of evil wizards or possibly dark magic itself given a strange form of life all its own. While rare, Shadelings have been known to guide travelers away from dangers— giving rise to the idea the lost spirit of a spellcaster is somehow trying to atone for his past deeds—most of these featureless dark humanoid forms (shimmering with a kind of “black light” energy) act in a purely malevolent fashion to all they encounter. Though capable of speech, most Shadelings make guttural noises or speak in purely monosyllabic form at best.

      Attributes: Agility d6, Smarts d4, Spirit d8, Strength d6, Vigor d8

      Skills: Athletics d6, Common Knowledge d4, Fighting d8, Notice d6, Persuasion d6, Spellcasting d10, Stealth d8

      Pace: 8; Parry: 6; Toughness: 6

      Edges: Arcane Background (Magic),
      Master of Magic

      Powers: Bolt, burst, confusion, detect/conceal arcana, fear, havoc, light/darkness, protection, telekinesis. PPE: 30

      Special Abilities:
      „Deadly Touch: Though a Shadeling cannot pick up or manipulate things, its touch is still deadly to most beings. Using the Touch Attack option (+2 Fighting), a Shadeling delivers 5d6 Mega Damage. A touched target must also make a Vigor check at −2 or be Stunned.
      „
      Energy Form: Existing purely as a floating being of energy, a Shadeling is immune to most physical attacks. At the same time, it cannot interact with the physical world in a normal fashion, either. It takes half damage from fire, heat, and energy attacks (including ion, lasers, particle beams, and plasma), and is immune to cold, poison, disease, and radiation. All magical attacks and effects impact a Shadeling normally.
      „
      Fast Regeneration: Shadelings make a natural healing roll every round and can heal Injuries.

      „Fly: The Shadeling can fly at its Pace, with a Run die of d8.

      „Nightvision: Shadelings ignore Dim and Dark Illumination penalties.
Thoughts?

Dan (Lars)
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: The Bleak Tome - The Haul

Post by Freemage »

Blackfish wrote: Mon Jan 17, 2022 12:37 pm

Legendary Item (GM: Snake Eyes)
  • Erebos Legendary Shadow Armored Cloak
    Base: +2A, +1T, +2 Stealth (Does not stack with other armor)
    Minor
    • +5 PPE
    • +5 PPE
    • +5 PPE
    • +5 PPE
    Major
    • Fear (cost 5 PP per hour)
    • Invisibility (cost 5 PP per hour)
    • Summon Ally (Shadow Beast, only one Shadow Beast at a time, cost 10 PP per hour)
      SHADOW BEAST
      Otherworldly supernatural predators of the most vicious kind, Shadow Beasts are tall with dark fur, long arms, a skeletal noseless face, dark pits for eyes, and lipless mouths full of sharp white teeth. Drawing their energy from night and darkness, their most frightening ability allows them to completely merge with shadows, becoming undetectable. Combined with their innate love of hunting and killing, these characteristics make them the favorite assassins of Shifters and other wielders of dark magics throughout the Megaverse®.

      Attributes: Agility d12, Smarts d6, Spirit d6, Strength d12+4, Vigor d10

      Skills: Athletics d8, Common Knowledge d6, Fighting d10, Intimidation d10, Notice d10, Persuasion d6, Stealth d12, Survival d12

      Pace: 10; Parry: 7; Toughness: 26 (12)

      Hindrances: Bloodthirsty, Overconfident, Ruthless (Major)

      Edges: Assassin, First Strike, Fleet-Footed, Free Runner, Frenzy (Imp.), Quick, Woodsman

      Gear: Usually none.

      Special Abilities:
      „Bite/Claws: The Shadow Beast's natural weapons inflict Str+3d4 Mega Damage, AP 12.

      „Demonic Hide: +12 Armor and +4 Toughness.
      „
      Fast Regeneration: Except for wounds caused by a Weakness, make a natural healing roll every round.
      „
      Fear (−2): Cause Fear checks at −2, when encountered emerging from shadows −4.
      „
      Fearless: Immune to most Fear effects and Intimidation.
      „
      Infernal Form: Immune to Cold, Disease, Heat, and Poison.
      „
      Leaper: Can jump twice as far as normal and adds +4 to damage when making a Wild Attack while pouncing instead of the usual +2 (unless in a closed or confined space where he cannot leap).
      „
      Perfect Night Vision: Ignore all Illumination penalties.
      „
      Shadow Meld: As an action Shadow Beasts can completely merge into even the smallest shadows (as invisibility with the True Invisibility Modifier). Any attempt to detect or attack the Shadow Beast is made at −8. Using most means of scrying or other detection to find the Shadow Beast is impossible (this includes divination). Even those using detect arcana suffer a −4 penalty to see the beast (but exalted detect arcana works at no penalty). Shadow Beasts use their shadow melding abilities to ambush or avoid foes, maintaining their invisibility as much as possible even once combat is underway. While immersed in shadow or dancing in and out of darkness, the Beast gains +2 to Fighting, Intimidation, Stealth, and Survival (tracking) checks, but the penalty to attack or detect it is reduced to −4.
      „
      Size 3 (Normal): 12 feet tall and weighs 500 pounds.
      „
      Weakness (Holy Weapons): Suffer +4 damage from attacks from opponents with the Champion or Holy Warrior Edge (including Cyber-Knights and true Mystics). Wounds from such attacks cannot be regenerated.
      „
      Weakness (Light): Weapons with light-based trappings have the same effect as Holy Weapons.
    • Beast Bond (Shadeling Only, only one Shadeling at a time, cost 5 PP per hour)
      SHADELING
      Native to the Magic Zone and somehow tied to that region (though some few have been seen near the Calgary Rift, as well), Shadelings may be the restless souls of evil wizards or possibly dark magic itself given a strange form of life all its own. While rare, Shadelings have been known to guide travelers away from dangers— giving rise to the idea the lost spirit of a spellcaster is somehow trying to atone for his past deeds—most of these featureless dark humanoid forms (shimmering with a kind of “black light” energy) act in a purely malevolent fashion to all they encounter. Though capable of speech, most Shadelings make guttural noises or speak in purely monosyllabic form at best.

      Attributes: Agility d6, Smarts d4, Spirit d8, Strength d6, Vigor d8

      Skills: Athletics d6, Common Knowledge d4, Fighting d8, Notice d6, Persuasion d6, Spellcasting d10, Stealth d8

      Pace: 8; Parry: 6; Toughness: 6

      Edges: Arcane Background (Magic),
      Master of Magic

      Powers: Bolt, burst, confusion, detect/conceal arcana, fear, havoc, light/darkness, protection, telekinesis. PPE: 30

      Special Abilities:
      „Deadly Touch: Though a Shadeling cannot pick up or manipulate things, its touch is still deadly to most beings. Using the Touch Attack option (+2 Fighting), a Shadeling delivers 5d6 Mega Damage. A touched target must also make a Vigor check at −2 or be Stunned.
      „
      Energy Form: Existing purely as a floating being of energy, a Shadeling is immune to most physical attacks. At the same time, it cannot interact with the physical world in a normal fashion, either. It takes half damage from fire, heat, and energy attacks (including ion, lasers, particle beams, and plasma), and is immune to cold, poison, disease, and radiation. All magical attacks and effects impact a Shadeling normally.
      „
      Fast Regeneration: Shadelings make a natural healing roll every round and can heal Injuries.

      „Fly: The Shadeling can fly at its Pace, with a Run die of d8.

      „Nightvision: Shadelings ignore Dim and Dark Illumination penalties.
Thoughts?

Dan (Lars)
Few items and questions:

1: The Cloak actually should stack with Body Armor, unless said Body Armor is MDC (in which case, the Toughness does still stack with any provided by the Body Armor).
2: Where did the stealth bonus on the Armored Cloak come from?
3: Beast Bond doesn't actually give you an animal; it simply gives you a stronger connection to any animals you have. Beast Master would give you an animal companion, but even then, it would be a mundane creature, not a Shadeling or other supernatural 'beast'. The closest I can see to something like this would be the Familiar Link Edge, which lets you build an 'enhanced' animal of some sort--but it probably wouldn't come out doing 5d6 claw damage.
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?)
.
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: The Bleak Tome - The Haul

Post by Daniel »

Freemage wrote: Mon Jan 17, 2022 1:13 pm
Blackfish wrote: Mon Jan 17, 2022 12:37 pm

Legendary Item (GM: Snake Eyes)
  • Erebos Legendary Shadow Armored Cloak
    Base: +2A, +1T, +2 Stealth (Does not stack with other armor)
    Minor
    • +5 PPE
    • +5 PPE
    • +5 PPE
    • +5 PPE
    Major
    • Fear (cost 5 PP per hour)
    • Invisibility (cost 5 PP per hour)
    • Summon Ally (Shadow Beast, only one Shadow Beast at a time, cost 10 PP per hour)
      SHADOW BEAST
      Otherworldly supernatural predators of the most vicious kind, Shadow Beasts are tall with dark fur, long arms, a skeletal noseless face, dark pits for eyes, and lipless mouths full of sharp white teeth. Drawing their energy from night and darkness, their most frightening ability allows them to completely merge with shadows, becoming undetectable. Combined with their innate love of hunting and killing, these characteristics make them the favorite assassins of Shifters and other wielders of dark magics throughout the Megaverse®.

      Attributes: Agility d12, Smarts d6, Spirit d6, Strength d12+4, Vigor d10

      Skills: Athletics d8, Common Knowledge d6, Fighting d10, Intimidation d10, Notice d10, Persuasion d6, Stealth d12, Survival d12

      Pace: 10; Parry: 7; Toughness: 26 (12)

      Hindrances: Bloodthirsty, Overconfident, Ruthless (Major)

      Edges: Assassin, First Strike, Fleet-Footed, Free Runner, Frenzy (Imp.), Quick, Woodsman

      Gear: Usually none.

      Special Abilities:
      „Bite/Claws: The Shadow Beast's natural weapons inflict Str+3d4 Mega Damage, AP 12.

      „Demonic Hide: +12 Armor and +4 Toughness.
      „
      Fast Regeneration: Except for wounds caused by a Weakness, make a natural healing roll every round.
      „
      Fear (−2): Cause Fear checks at −2, when encountered emerging from shadows −4.
      „
      Fearless: Immune to most Fear effects and Intimidation.
      „
      Infernal Form: Immune to Cold, Disease, Heat, and Poison.
      „
      Leaper: Can jump twice as far as normal and adds +4 to damage when making a Wild Attack while pouncing instead of the usual +2 (unless in a closed or confined space where he cannot leap).
      „
      Perfect Night Vision: Ignore all Illumination penalties.
      „
      Shadow Meld: As an action Shadow Beasts can completely merge into even the smallest shadows (as invisibility with the True Invisibility Modifier). Any attempt to detect or attack the Shadow Beast is made at −8. Using most means of scrying or other detection to find the Shadow Beast is impossible (this includes divination). Even those using detect arcana suffer a −4 penalty to see the beast (but exalted detect arcana works at no penalty). Shadow Beasts use their shadow melding abilities to ambush or avoid foes, maintaining their invisibility as much as possible even once combat is underway. While immersed in shadow or dancing in and out of darkness, the Beast gains +2 to Fighting, Intimidation, Stealth, and Survival (tracking) checks, but the penalty to attack or detect it is reduced to −4.
      „
      Size 3 (Normal): 12 feet tall and weighs 500 pounds.
      „
      Weakness (Holy Weapons): Suffer +4 damage from attacks from opponents with the Champion or Holy Warrior Edge (including Cyber-Knights and true Mystics). Wounds from such attacks cannot be regenerated.
      „
      Weakness (Light): Weapons with light-based trappings have the same effect as Holy Weapons.
    • Beast Bond (Shadeling Only, only one Shadeling at a time, cost 5 PP per hour)
      SHADELING
      Native to the Magic Zone and somehow tied to that region (though some few have been seen near the Calgary Rift, as well), Shadelings may be the restless souls of evil wizards or possibly dark magic itself given a strange form of life all its own. While rare, Shadelings have been known to guide travelers away from dangers— giving rise to the idea the lost spirit of a spellcaster is somehow trying to atone for his past deeds—most of these featureless dark humanoid forms (shimmering with a kind of “black light” energy) act in a purely malevolent fashion to all they encounter. Though capable of speech, most Shadelings make guttural noises or speak in purely monosyllabic form at best.

      Attributes: Agility d6, Smarts d4, Spirit d8, Strength d6, Vigor d8

      Skills: Athletics d6, Common Knowledge d4, Fighting d8, Notice d6, Persuasion d6, Spellcasting d10, Stealth d8

      Pace: 8; Parry: 6; Toughness: 6

      Edges: Arcane Background (Magic),
      Master of Magic

      Powers: Bolt, burst, confusion, detect/conceal arcana, fear, havoc, light/darkness, protection, telekinesis. PPE: 30

      Special Abilities:
      „Deadly Touch: Though a Shadeling cannot pick up or manipulate things, its touch is still deadly to most beings. Using the Touch Attack option (+2 Fighting), a Shadeling delivers 5d6 Mega Damage. A touched target must also make a Vigor check at −2 or be Stunned.
      „
      Energy Form: Existing purely as a floating being of energy, a Shadeling is immune to most physical attacks. At the same time, it cannot interact with the physical world in a normal fashion, either. It takes half damage from fire, heat, and energy attacks (including ion, lasers, particle beams, and plasma), and is immune to cold, poison, disease, and radiation. All magical attacks and effects impact a Shadeling normally.
      „
      Fast Regeneration: Shadelings make a natural healing roll every round and can heal Injuries.

      „Fly: The Shadeling can fly at its Pace, with a Run die of d8.

      „Nightvision: Shadelings ignore Dim and Dark Illumination penalties.
Thoughts?

Dan (Lars)
Few items and questions:

1: The Cloak actually should stack with Body Armor, unless said Body Armor is MDC (in which case, the Toughness does still stack with any provided by the Body Armor).

Okay thank you. I’ll get that fixed. - Lars

2: Where did the stealth bonus on the Armored Cloak come from?

Honestly from rewriting this thing so many times before posting it. Need to remove it, gotcha. - Lars

3: Beast Bond doesn't actually give you an animal; it simply gives you a stronger connection to any animals you have. Beast Master would give you an animal companion, but even then, it would be a mundane creature, not a Shadeling or other supernatural 'beast'. The closest I can see to something like this would be the Familiar Link Edge, which lets you build an 'enhanced' animal of some sort--but it probably wouldn't come out doing 5d6 claw damage.

So, Shaddow Beast is ok? It’s just Beast Bind that’s wrong? Copy. Maybe I’ll just have it so only shadow beast is possible. I don’t want to get too OP. Pick something else for this Mod.

Thank you!

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Re: The Bleak Tome - The Haul

Post by Daniel »


Legendary Item — Blackfish [Combat Mage].

UPDATE


Legendary Item (GM: Snake Eyes)
  • Erebos Legendary Shadow Armored Cloak
    Base: +2A, +1T (MDC, base Armor does not stack).

    Minor
    • +5 PPE
    • +5 PPE
    • +5 PPE
    • +5 PPE
    Major
    • Greater Fear (cost 5 PP per hour)
    • Greater Invisibility (self only, cost 5 PP per hour)
    • Summon Ally (Shadow Beast, each Shadow Beast cost 10 PP per hour)
      SHADOW BEAST
      Otherworldly supernatural predators of the most vicious kind, Shadow Beasts are tall with dark fur, long arms, a skeletal noseless face, dark pits for eyes, and lipless mouths full of sharp white teeth. Drawing their energy from night and darkness, their most frightening ability allows them to completely merge with shadows, becoming undetectable. Combined with their innate love of hunting and killing, these characteristics make them the favorite assassins of Shifters and other wielders of dark magics throughout the Megaverse®.

      Attributes: Agility d12, Smarts d6, Spirit d6, Strength d12+4, Vigor d10

      Skills: Athletics d8, Common Knowledge d6, Fighting d10, Intimidation d10, Notice d10, Persuasion d6, Stealth d12, Survival d12

      Pace: 10; Parry: 7; Toughness: 26 (12)

      Hindrances: Bloodthirsty, Overconfident, Ruthless (Major)

      Edges: Assassin, First Strike, Fleet-Footed, Free Runner, Frenzy (Imp.), Quick, Woodsman

      Gear: Usually none.

      Special Abilities:
      „Bite/Claws: The Shadow Beast's natural weapons inflict Str+3d4 Mega Damage, AP 12.

      „Demonic Hide: +12 Armor and +4 Toughness.
      „
      Fast Regeneration: Except for wounds caused by a Weakness, make a natural healing roll every round.
      „
      Fear (−2): Cause Fear checks at −2, when encountered emerging from shadows −4.
      „
      Fearless: Immune to most Fear effects and Intimidation.
      „
      Infernal Form: Immune to Cold, Disease, Heat, and Poison.
      „
      Leaper: Can jump twice as far as normal and adds +4 to damage when making a Wild Attack while pouncing instead of the usual +2 (unless in a closed or confined space where he cannot leap).
      „
      Perfect Night Vision: Ignore all Illumination penalties.
      „
      Shadow Meld: As an action Shadow Beasts can completely merge into even the smallest shadows (as invisibility with the True Invisibility Modifier). Any attempt to detect or attack the Shadow Beast is made at −8. Using most means of scrying or other detection to find the Shadow Beast is impossible (this includes divination). Even those using detect arcana suffer a −4 penalty to see the beast (but exalted detect arcana works at no penalty). Shadow Beasts use their shadow melding abilities to ambush or avoid foes, maintaining their invisibility as much as possible even once combat is underway. While immersed in shadow or dancing in and out of darkness, the Beast gains +2 to Fighting, Intimidation, Stealth, and Survival (tracking) checks, but the penalty to attack or detect it is reduced to −4.
      „
      Size 3 (Normal): 12 feet tall and weighs 500 pounds.
      „
      Weakness (Holy Weapons): Suffer +4 damage from attacks from opponents with the Champion or Holy Warrior Edge (including Cyber-Knights and true Mystics). Wounds from such attacks cannot be regenerated.
      „
      Weakness (Light): Weapons with light-based trappings have the same effect as Holy Weapons.
    • Grow/Shrink (Varies per Spell, Self Only)


Dan (Lars)
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• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
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Re: The Bleak Tome - The Haul

Post by Ndreare »

Freemage wrote: Mon Jan 17, 2022 11:16 am
Ndreare wrote: Mon Jan 17, 2022 6:10 am I realized Kidemonas never finalized a signature item after his was rejected. So I need to make that was well.

For the legendary item I am thinking an item of maximum arcane defenses
  • Arcane Protection
  • Arcane Protection (Improved)
  • Strong Will
  • Iron Will
  • +2 to Spirit rolls

For signature item, I am still drawing a blank. I think it would be cool to have something that allows teleporting as a free action (modified adept) or something like that?
I suggest also adding +2 to Smarts rolls (you've got room for two more Minors, there)--protects against the odd Powers that work on Smarts instead of Spirit. (He's a dragon, he should be able to make the Vigor/Strength resistance rolls.)
Excellent thinking.



@Snake Eyes for his signature item now that we have the golem heart and are back home I am going to write up the "idea" for it.

Basically it lets Kidemonas draw on the residual power in it and imitate the golems enchantments on himself. Snake Eyes's helpers can help him turn it into a Dragon sized necklace.
  • 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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Re: The Bleak Tome - The Haul

Post by Snake Eyes »

Ndreare wrote: Tue Jan 18, 2022 1:16 pm
Freemage wrote: Mon Jan 17, 2022 11:16 am
Ndreare wrote: Mon Jan 17, 2022 6:10 am I realized Kidemonas never finalized a signature item after his was rejected. So I need to make that was well.

For the legendary item I am thinking an item of maximum arcane defenses
  • Arcane Protection
  • Arcane Protection (Improved)
  • Strong Will
  • Iron Will
  • +2 to Spirit rolls

For signature item, I am still drawing a blank. I think it would be cool to have something that allows teleporting as a free action (modified adept) or something like that?
I suggest also adding +2 to Smarts rolls (you've got room for two more Minors, there)--protects against the odd Powers that work on Smarts instead of Spirit. (He's a dragon, he should be able to make the Vigor/Strength resistance rolls.)
Excellent thinking.



@Snake Eyes for his signature item now that we have the golem heart and are back home I am going to write up the "idea" for it.

Basically it lets Kidemonas draw on the residual power in it and imitate the golems enchantments on himself. Snake Eyes's helpers can help him turn it into a Dragon sized necklace.
I'm good with it.
Beware the mesmerizing eyes of the snake!
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Re: The Bleak Tome - The Haul

Post by Vito »

Hi - uh, new guy here.

OK if the artificer really can make legendary items then after seeing what y'all have come up with, I propose the following: 😆

Zissou's Cyber-Sharktopus Tentacles

Base Item: Extra Arms cybermystic enhancement in the form of 2 prehensile tentacles with grasping digits/claws at the terminus (estimate: 250,000 credits, normally 2 strain), gain Nonstandard Build (minor) and x3 cost (non-standard build) = 750,000 credits with a conversion cost of 150,000 credits plus 3d12 hours

The tentacles function as natural weapons similar to vambraces, 2d4 base damage, AP10 MDC. Powers below are activated with Electronics skill.

Cyber-Arms addition allows for -2 MAP each turn and Reach of +0 to +2. The arms are prehensile and can use/manipulate objects of tiny to large sizes (huge depending on weight limit and strength).

The arms are lightweight and fold into a pack worn on/around the user's torso and have been integrated into Vito's armor. Deploying and folding them are free actions (only one fold or deploy can be done in a round) While deployed, the arms cost 1 PPE per hour to operate.


Major upgrades (4):

The arms' special abilities are self-powered (10 PPE) and recharge at a rate of 5 PPE/hour. 30,000 credits

The tentacles can also rotate and stretch around the body, generating heightened defenses in moving the user's body (dodging) or deflecting attacks (Effective Power: Deflection, must be activated) 20,000 credits

The control module for the arms is programmed and constantly updated with the latest tactical techniques of most known and newly encountered races and therefore can adapt the user's abilities to deal with threats. This benefit is not limited to the arms themselves but also any integrated weapon to the control module OR any natural weapons of the wearer, melee or ranged. Integrating a weapon is usually done at time of installation. Replacing or integrating a new weapon after installation requires an additional 2d6 hours of work and costs 25,000 credits. The control module and its effects are mystical in nature and powered by PPE but cannot power other weapons or armor. (Effective Power: Warrior's Gift, always available to be activated, even when arms stowed) 20,000 credits

The arms operate instinctively with very little conscious thought by the wearer (Edge: Trademark Weapon, must be deployed) 25,000 credits

Total Major: 90,000 credits plus 4d6 days plus 9d6 hours


Minor upgrades (4):

Cyber Arms are made of a silver/alien alloy (what's this gantrium stuff?) which is magically linked to the neuromuscular system of the host creature and is incredibly light, so it is only superficially physically intrusive. As the connections are mystical/mental and not neurally invasive, there is no strain for the base item (-1 strain taken twice) 10,000 credits

When deployed, the arms offer considerable balance, versatility and speed, equaling a bonus of +1 to Athletics trait rolls, taken twice for +2 total 10,000 credits

Total Minor: 20,000 credits and 8d6 hours

Restrictions:
Some abilities only work when deployed (Deflection, Athletics bonus, TMW). Free Action to deploy but not always available for passive or surprise situations. Warrior's Gift is a function of the control module and is available even when the arms are stowed.

Total costs:
Base item: 900,000 credits
Major mods: 95,000 credits
Minor mods: 20,000 credits
Integration into existing armor: 30,000 credits
= 1.045 million credits

Total time: 4d6 days +3d12 hours +17d6 hours

Total net strain cost: 0
Last edited by Vito on Sat Jan 29, 2022 3:52 pm, edited 5 times in total.
Current Bennies 4/3

Vito Updated Character Sheet
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Re: The Bleak Tome - The Haul

Post by Snake Eyes »

Vito wrote: Mon Jan 24, 2022 8:53 pm Hi - uh, new guy here.

OK if the artificer really can make legendary items then after seeing what y'all have come up with, I propose the following: 😆

Zissou's Cyber-Sharktopus Tentacles

...

Total costs:
Base item: 900,000 credits
Major mods: 95,000 credits
Minor mods: 20,000 credits
Integration into existing armor: 30,000 credits
= 1.045 million credits

Total time: 4d6 days +3d12 hours +17d6 hours

Total net strain cost: 0
All looks fine to me. <doubles enemies in each encounter>
Beware the mesmerizing eyes of the snake!
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Re: The Bleak Tome - The Haul

Post by Custos CarcerisXXVII »

This @Snake Eyes guy have any opininion on the one I posted?
Custos CarcerisXXVII wrote: Fri Jan 07, 2022 7:58 pm Being XXVII is coming new to the group, could he come in with a factory standard "booster"?

Something like this...

4 Minors (Any minors would work, but if the cost is tied to PPE this would be useful.)
Major: Drain PPE/Stun activates with a raise. (This was kind of a core, but roleplay, thing he had in the original build that got lost in translation.)
Major: Flight pace +2 [Pace 12? (30 MPH)]
Major: Armor +2 (+12 MDC Total)
Major: Additional Action +3
Activation: X charges per day or X PPE to activate one of the major mods or whatever is best? I'm down with whatever.

A preface, only one of the majors can be active at a time.

For an IC, 1 Edge (two Hindrance Points/a whole advance) = 1 IC point.
Each level of Flight = 2 IC points, Each level of Armor = 1 IC point (Capping at 3 points for Size 1 - doesn't break my inherit limit), Additional Actions = 3 IC points.
I treated Auto Raise as one edge's worth of ability, so boosting dispel + drain = 2 IC points


So, at first glance this item looks like it has twice the "power" it should. ("9 edges" worth of power), but only one can ever be active at a time, with some kind of limiter based on the acivation cost. So really, it only ever has 2-3 "edges" worth of power active at any given time, with the remaining 1-2 edges worth of "power" assumed to come from the versatility of being able to swap which bonus is active.
Custos Carceris XXVII
"XXVII"
Pace: 6(d6); Flight: 6(d6) Parry: 7(2); Toughness: 23(10)/25(12) MDC
  • +4 Damage from Psionics and -4 to resist Psionics
  • -2 Protection vs heat-based Attacks
Combat-Relevant Edges & Abilities:
  • Construct: +2 to recover from being Shaken, ignore 1 point of Wound penalties, don’t breathe, and are immune to Disease and Poison. Repair (Occult) instead of Healing with no Golden Hour.
  • Improved Senses: +2 to Sight-based Notice; Ignore Dim/Dark Illumination Penalties.
  • Malfunctions: Constructs are subject to the same types of problems plaguing all advanced items (i.e. Technical Difficulties).
  • No Vital Systems: Called Shots deal no extra damage versus them.
  • Obscure Construction: −4 penalty on skill checks related to XXVII's construction (such as repairing, modifying, or examining them).
  • One with Magic: Gain detect/conceal arcana as an Innate Ability; can sense supernatural beings within line of sight with a Notice check. Conceal arcana even works while sleeping, it only stops working if forcibly Incapacitated.
  • Weapon System (Integral; 2): Staff of the Archmage and Enchanted Greatsword may be concealed when not in use. Looking for them when concealed imposes a -4 penalty to Notice.
Wounds: 0/3; Fatigue: 0/2;
PPE: 22/25; Staff PPE: 10/10 Overdrive PPE: 20/20
Bennies: 2/3; Golden Bennies: 0/1
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Re: The Bleak Tome - The Haul

Post by Snake Eyes »

Custos CarcerisXXVII wrote: Tue Jan 25, 2022 7:28 pm This Snake Eyes guy have any opininion on the one I posted?
Custos CarcerisXXVII wrote: Fri Jan 07, 2022 7:58 pm Being XXVII is coming new to the group, could he come in with a factory standard "booster"?

Something like this...

4 Minors (Any minors would work, but if the cost is tied to PPE this would be useful.)
Major: Drain PPE/Stun activates with a raise. (This was kind of a core, but roleplay, thing he had in the original build that got lost in translation.)
Major: Flight pace +2 [Pace 12? (30 MPH)]
Major: Armor +2 (+12 MDC Total)
Major: Additional Action +3
Activation: X charges per day or X PPE to activate one of the major mods or whatever is best? I'm down with whatever.

A preface, only one of the majors can be active at a time.

For an IC, 1 Edge (two Hindrance Points/a whole advance) = 1 IC point.
Each level of Flight = 2 IC points, Each level of Armor = 1 IC point (Capping at 3 points for Size 1 - doesn't break my inherit limit), Additional Actions = 3 IC points.
I treated Auto Raise as one edge's worth of ability, so boosting dispel + drain = 2 IC points


So, at first glance this item looks like it has twice the "power" it should. ("9 edges" worth of power), but only one can ever be active at a time, with some kind of limiter based on the acivation cost. So really, it only ever has 2-3 "edges" worth of power active at any given time, with the remaining 1-2 edges worth of "power" assumed to come from the versatility of being able to swap which bonus is active.
I had hoped some of the other GMs might weigh in since I'm terrible at this and was not able to focus much on it. I like the idea. I hope I'm not letting you loot the candy store. In the interest of keeping some consistency in item activation, make it activated by PPE rather than charges. Let's assume that the spell / power / edge being activated is the Mega version for PPE cost, plus whatever mods make it what it is. (So, Armor would be equivalent to the Protection power with the appropriate mods to make it MDC (Base power +1, Greater Protection +3, More Armor +1, total cost = 5). Is that fair?
Beware the mesmerizing eyes of the snake!
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Re: The Bleak Tome - The Haul

Post by Stoic »

36a8ab8882a733fa64f897dffea8c0e6.jpg
36a8ab8882a733fa64f897dffea8c0e6.jpg (5.4 KiB) Viewed 8169 times
Fernando's Cool Hat

Major: Edge: Expert Blaster
Major: Master Blaster
Minor: +5 p.p.e.
Minor: +5 p.p.e.

What appears to be an ordinary cowboy hat has a magical band sewn into the inside. This band consists of circuitry that allows Fernando to unleash his psychic fury. It was given to him as a gift from a technomancer friend that he helped move. Do you know how heavy that stuff is? Yikes.
GM Bennies 9/9
Wild Card Bennies ?
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Re: The Bleak Tome - The Haul

Post by Custos CarcerisXXVII »

These are Legendary items, so for enchanted you should be able to get 4 minors and 4 majors, @Stoic.
Custos Carceris XXVII
"XXVII"
Pace: 6(d6); Flight: 6(d6) Parry: 7(2); Toughness: 23(10)/25(12) MDC
  • +4 Damage from Psionics and -4 to resist Psionics
  • -2 Protection vs heat-based Attacks
Combat-Relevant Edges & Abilities:
  • Construct: +2 to recover from being Shaken, ignore 1 point of Wound penalties, don’t breathe, and are immune to Disease and Poison. Repair (Occult) instead of Healing with no Golden Hour.
  • Improved Senses: +2 to Sight-based Notice; Ignore Dim/Dark Illumination Penalties.
  • Malfunctions: Constructs are subject to the same types of problems plaguing all advanced items (i.e. Technical Difficulties).
  • No Vital Systems: Called Shots deal no extra damage versus them.
  • Obscure Construction: −4 penalty on skill checks related to XXVII's construction (such as repairing, modifying, or examining them).
  • One with Magic: Gain detect/conceal arcana as an Innate Ability; can sense supernatural beings within line of sight with a Notice check. Conceal arcana even works while sleeping, it only stops working if forcibly Incapacitated.
  • Weapon System (Integral; 2): Staff of the Archmage and Enchanted Greatsword may be concealed when not in use. Looking for them when concealed imposes a -4 penalty to Notice.
Wounds: 0/3; Fatigue: 0/2;
PPE: 22/25; Staff PPE: 10/10 Overdrive PPE: 20/20
Bennies: 2/3; Golden Bennies: 0/1
Custos' Color(#BF40FF)
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Custos CarcerisXXVII
Posts: 31
Joined: Wed Sep 18, 2019 8:36 pm

Re: The Bleak Tome - The Haul

Post by Custos CarcerisXXVII »

Overdrive Systems Booster
The high probability of Carceris unit XXVII arriving on Rifts Earth could grant access to highly valuable intelligence. The volatility of that locale is the deciding factor in our decision to include the Overdrive systems booster. Used appropriately, an overdrive poses little threat to the unit and can dramatically enhance the units physical or magical defenses, mobility or combat effctiveness. The unit's Custos will insure the overdrive is used properly.

Carceris units with an overdrive have a socket installed in their chest that are sized to accept a large gem. A gem etched with arcane formula is enchanted to enhance various core and subsystems of the unit. When the gem is slotted into the socket, it glows faintly. In XVVII's case, this gem is a diamond.

Overclocked Arcane Circuitry: Drain PPE and Arcane Protection always activate with a raise when cast.
Amplified Propulsion Focus: Flight pace increases to Pace 12 (30 MPH)
Alchemical Hardening: Armor increases to +12 MDC and gains the effects of the Iron Jaw Edge.
Thaumatemporal Synaptic Enhancement: XXVII may take one additional action per turn at no MAP penalty.
Arcane Battery: The overdive system contains 20 PPE which the caster can access. It recharges as usual for enchanted items.
  • Activation: Only one of the four modes can be active at any time. Once per turn as a free action, the active mode can be changed by spending 5 PPE.
Last edited by Custos CarcerisXXVII on Wed Jan 26, 2022 10:09 pm, edited 1 time in total.
Custos Carceris XXVII
"XXVII"
Pace: 6(d6); Flight: 6(d6) Parry: 7(2); Toughness: 23(10)/25(12) MDC
  • +4 Damage from Psionics and -4 to resist Psionics
  • -2 Protection vs heat-based Attacks
Combat-Relevant Edges & Abilities:
  • Construct: +2 to recover from being Shaken, ignore 1 point of Wound penalties, don’t breathe, and are immune to Disease and Poison. Repair (Occult) instead of Healing with no Golden Hour.
  • Improved Senses: +2 to Sight-based Notice; Ignore Dim/Dark Illumination Penalties.
  • Malfunctions: Constructs are subject to the same types of problems plaguing all advanced items (i.e. Technical Difficulties).
  • No Vital Systems: Called Shots deal no extra damage versus them.
  • Obscure Construction: −4 penalty on skill checks related to XXVII's construction (such as repairing, modifying, or examining them).
  • One with Magic: Gain detect/conceal arcana as an Innate Ability; can sense supernatural beings within line of sight with a Notice check. Conceal arcana even works while sleeping, it only stops working if forcibly Incapacitated.
  • Weapon System (Integral; 2): Staff of the Archmage and Enchanted Greatsword may be concealed when not in use. Looking for them when concealed imposes a -4 penalty to Notice.
Wounds: 0/3; Fatigue: 0/2;
PPE: 22/25; Staff PPE: 10/10 Overdrive PPE: 20/20
Bennies: 2/3; Golden Bennies: 0/1
Custos' Color(#BF40FF)
Edit Signature
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: The Bleak Tome - The Haul

Post by Snake Eyes »

Custos CarcerisXXVII wrote: Wed Jan 26, 2022 9:35 pm Overdrive Systems Booster
The high probability of Carceris unit XXVII arriving on Rifts Earth could grant access to highly valuable intelligence. The volatility of that locale is the deciding factor in our decision to include the Overdrive systems booster. Used appropriately, an overdrive poses little threat to the unit and can dramatically enhance the units physical or magical defenses, mobility or combat effctiveness. The unit's Custos will insure the overdrive is used properly.

Carceris units with an overdrive have a socket installed in their chest that are sized to accept a large gem. A gem etched with arcane formula is enchanted to enhance various core and subsystems of the unit. When the gem is slotted into the socket, it glows faintly. In XVVII's case, this gem is a diamond.

Overclocked Arcane Circuitry: Drain PPE and Arcane Protection always activate with a raise when cast.
Amplified Propulsion Focus: Flight pace increases to Pace 12 (30 MPH)
Alchemical Hardening: Armor increases to +12 MDC and Toughness increases by +2 (5 PPE).
Thaumatemporal Synaptic Enhancement: XXVII may take one additional action per turn at no MAP penalty.
Arcane Battery: The overdive system contains 20 PPE which the caster can access. It recharges as usual for enchanted items.
  • Activation: Only one of the four modes can be active at any time. Once per turn as a free action, the active mode can be changed by spending 5 PPE.
Looks good to me. Approved unless someone objects.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: The Bleak Tome - The Haul

Post by Ndreare »

Talisman of Fates
One of many artifacts in the possession of the serpent mage Setnaja's reliquaries this talisman was given to Kidemonas in appreciation for his work and somewhat exchange for the Gantrium delivered. Having long outgrown the talisman and himself Setnaja no longer needed the talisman. When worn the being who possesses the talisman finds its fusion with the arcane enhanced gaining an presentient awareness and slight ability to twist the fate to come.
Legendary Magic Item
Base Item: Chain neckless and attached Amulet 10,000
Major: Danger Sense 40,000
Major: Elan 40,000
Major: Level Headed 80,000
Major: Level Headed (Improved) 80,000
Minor: +1 Notice rolls 10,000
Minor: +1 Notice rolls 10,000
Minor: +1 Smarts rolls 10,000
Minor: +1 Smarts roll 10,000
Total: 370,000
  • 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
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: The Bleak Tome - The Haul

Post by Snake Eyes »

Ndreare wrote: Sat Jan 29, 2022 8:13 am Talisman of Fates
One of many artifacts in the possession of the serpent mage Setnaja's reliquaries this talisman was given to Kidemonas in appreciation for his work and somewhat exchange for the Gantrium delivered. Having long outgrown the talisman and himself Setnaja no longer needed the talisman. When worn the being who possesses the talisman finds its fusion with the arcane enhanced gaining an presentient awareness and slight ability to twist the fate to come.
Legendary Magic Item
Base Item: Chain neckless and attached Amulet 10,000
Major: Danger Sense 40,000
Major: Elan 40,000
Major: Level Headed 80,000
Major: Level Headed (Improved) 80,000
Minor: +1 Notice rolls 10,000
Minor: +1 Notice rolls 10,000
Minor: +1 Smarts rolls 10,000
Minor: +1 Smarts roll 10,000
Total: 370,000
@Ndreare Looks good to me.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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