Phase Technology

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Ndreare
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Phase Technology

Post by Ndreare »

This is what i am thinking is a good baseline for Phase Technology.

Based on Laser Sword from Savage Worlds Deluxe


This is what I am thinking for Phase Swords

Phase Sword: Str +d6 dms AP ∞ weight 4 lbs. Heavy, Focus. Looses AP versus Phase Tech Weaknesses.
* Based on SWD Laser Sword
Original item
Laser Sword: Str+d6+8 AP12
  • 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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Re: Phase Technology

Post by Venatus Vinco »

RFT,

Couple of thoughts. Firstly here is what I came up with for a "Phase" powers for temporal magic.

Phase Weapon (Smite)
Power Points: 4
Range: Touch
Duration: 3 (1/round)
Weapons gain phasic properties, able to cut through physical armor with ease. Damage becomes Mega Damage and damage and AP of the enchanted weapon increases by +2 (+4 with a raise).

Phase Bolt (Bolt)
Power Points: 2 per missile
Range: 12/24/48
Duration: 3 (1/round)
Damage is unchanged from standard bolt but the bolts ignores armor and are considered Mega Damage against MDC foes! Any embedded Toughness still applies. Not effective against force fields or the armor power.

Can the weapons be built as minor Super-Tech weapons?

VV
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Re: Phase Technology

Post by Ndreare »

Venatus Vinco wrote: Thu Oct 04, 2018 9:43 am Can the weapons be built as minor Super-Tech weapons?

VV
The player need a base weapon to build his Signature Weapon off of.

I think the infinite AP is countered by it being canceled by Magic and Force Fields.

But am not stuck on it. Perhaps applying your power listed above as a trapping on a vibro sword. Need to think (unless someone else solves it all).
  • 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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Re: Phase Technology

Post by Koshnek »

Mostly unrelated, but mike mentioned the similarity of Paradox to a phase sword. I had no idea what that was so it became a discussion, and now rob wants to stat it out.

This question should obviously not affect the base item build whatsoever and ignore it for the purpose of creating a phase weapon base item.

Having said that, If it was built as a minor supertech item, how would that affect using it as the base for a signature super tech item?
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Re: Phase Technology

Post by High Command »

Stay Tuned for a Phase Weapon trapping

I'll also work out a HI Laser trapping. (since that is a whole other class of weapons in PW).
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Re: Phase Technology

Post by Koshnek »

Phase Sword
Base Item: Laser Sword from SWD (Str+d6+8 Damage, AP 12, Weight: 5 lbs, Cost: 10000)
Phase swords are blades created with promethean phase tech which emit a phase field around the blade. They ignore armor completely from mundane sources, but are little more than a standard blade against magical armor or force fields.
  • Str+d6+8 Mega Damage
  • Phase Weapon: Phase weapons ignore armor, but add half the target's Spirit to its Toughness value. This effect is completely negated by magical armor and force field technology.
  • Weight: 5 lbs
  • Cost: 10000
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Re: Phase Technology

Post by Koshnek »

Phase Sword
Base Item: Long Sword from SWD (Str+d8 Damage, AP 0, Weight: 8 lbs, Cost: 3000)
Phase swords are blades created with promethean phase tech which emit a phase field around the blade. They ignore armor completely from mundane sources but are little more than a standard blade against magical armor or force fields.
  • Str+d8 Mega Damage, AP 9 (3 vs Magic/Force Fields)
  • Phase Weapon: Phase weapons are powerful armaments with integrated phase technology. The base weapon gains 3 AP, and its total AP value is trippled except against force fields and magical armor.
    Additionally, by taking no other actions (including movement), the wielder of a phase weapon may bypass and ignore the Armor of inanimate objects and vehicles (not people or the armor they wear). This ability has no effect vs Magical armor or Force Fields.
  • Weight: 5 lbs
  • Cost: 10000

Phase Weapon: Phase weapons are powerful armaments with integrated phase technology which deal Mega Damage. The base weapon gains 3 AP, and its total AP value is trippled except against force fields and magical armor.
Additionally, by taking no other actions (including movement), the wielder of a phase weapon may bypass and ignore the Armor of inanimate objects and vehicles (not people or the armor they wear). This ability has no effect vs Magical armor or Force Fields.
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Re: Phase Technology

Post by Koshnek »

Tribe's version

Phase Sword
Base Item: Long Sword from SWD (Str+d8 Damage, AP 0, Weight: 8 lbs, Cost: 3000)
Phase swords are blades created with promethean phase tech which emit a phase field around the blade. They ignore armor completely from mundane sources but are little more than a standard blade against magical armor or force fields.
  • Str+d8 Mega Damage, AP
  • Phase Weapon: Phase weapons are powerful armaments with integrated phase technology which deal Mega Damage. Phase weapons ignore Armor, unless the Armor is trapped as force (magical or technological).
  • Weight: 5 lbs
  • Cost: 30000

Phase Weapon: Phase weapons are powerful armaments with integrated phase technology which deal Mega Damage. Phase weapons ignore Armor, unless the Armor is trapped as force (magical or technological).
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Re: Phase Technology

Post by Ndreare »

Koshnek wrote: Sun Oct 14, 2018 1:23 pm Tribe's version

Phase Sword
Base Item: Long Sword from SWD (Str+d8 Damage, AP 0, Weight: 8 lbs, Cost: 3000)
Phase swords are blades created with promethean phase tech which emit a phase field around the blade. They ignore armor completely from mundane sources but are little more than a standard blade against magical armor or force fields.
  • Str+d8 Mega Damage, AP
  • Phase Weapon: Phase weapons are powerful armaments with integrated phase technology which deal Mega Damage. Phase weapons ignore Armor, unless the Armor is trapped as force (magical or technological).
  • Weight: 5 lbs
  • Cost: 10000

Phase Weapon: Phase weapons are powerful armaments with integrated phase technology which deal Mega Damage. Phase weapons ignore Armor, unless the Armor is trapped as force (magical or technological).
Work for me.
Perfect really, but all magic defences apply.
  • 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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Ndreare
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Re: Phase Technology

Post by Ndreare »

RFT wrote: Mon Oct 15, 2018 10:56 am
Koshnek wrote: Sun Oct 14, 2018 1:23 pm Tribe's version

Phase Sword
Base Item: Long Sword from SWD (Str+d8 Damage, AP 0, Weight: 8 lbs, Cost: 3000)
Phase swords are blades created with promethean phase tech which emit a phase field around the blade. They ignore armor completely from mundane sources but are little more than a standard blade against magical armor or force fields.
  • Str+d8 Mega Damage, AP
  • Phase Weapon: Phase weapons are powerful armaments with integrated phase technology which deal Mega Damage. Phase weapons ignore Armor, unless the Armor is trapped as force (magical or technological).
  • Weight: 5 lbs
  • Cost: 10000

Phase Weapon: Phase weapons are powerful armaments with integrated phase technology which deal Mega Damage. Phase weapons ignore Armor, unless the Armor is trapped as force (magical or technological).
Work for me.
Perfect really, but all magic defences apply.
Just realized cost should be 30,000 not 3
  • 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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Koshnek
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Re: Phase Technology

Post by Koshnek »

Edited from 10k to 30k, then.
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