Fells Blade

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Capt. Murdok
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Fells Blade

Post by Capt. Murdok »

Fells Blade. A chain great sword that signifies the leadership of the 1st SET. The item will gain powers based on how the item is passed from one leader to another.
Major: The weapon will digitally change the logo upon the users command, the first upgrade will be the command edge.
Major: Command Presence: The swords connects to the comms, enhancing them to allow for the users orders to be heard clearly farther away.
Major: Inspire: The sword has a sensor that manages the team adrenaline level. When needed, the sword will flash to bring the team back to reality quickly.
Minor: Internal Power Supply. This unit powers the logo, comms, and sensor system
Minor: Open
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Venatus Vinco
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Re: Fells Blade

Post by Venatus Vinco »

The Fell Blade
Commander’s Sword
This sword is a fearsome and awe inspiring blade. However, the truly remarkable part of this weapon is built into the pommel. A miniaturized battlefield AI that wirelessly connects to the owner’s communications system, becoming a voice in their ear helping them to lead and inspire others. The sword grants +2 to Knowledge (Battle) rolls while relaying valuable information that helps keep order and morale in the ranks.

Base Item: Great Chain Sword

Minor: +1 Knowledge Battle
Minor: +1 Knowledge Battle
Major: Command
Major: Command Presence
Major: Inspire

Quirk: Having had many owners over the years the AI has a bit of a personality. Rolling a 1 on the Wild Die causes it to say something snarky to its owner. Make an opposed Smarts roll (d8) or suffer the effects of a Test of Wills.

Repair: The weapon is very advanced and suffers a -2 to repair rolls. Also if no comms are available then the unit cannot communicate and the advantages are lost.

E-Clip: The clip continually charges using a combination of kinetic motion, ambient radiation, and even body heat, but can burn out. On a 1 on the Fighting die, the power pack burns out and the weapon has no power until it is replaced, requiring an action. When unpowered the AI ceases to function and the blade stops spinning and is useless.
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Capt. Murdok
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Re: Fells Blade

Post by Capt. Murdok »

Okay, VV idea is better then mine.
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Venatus Vinco
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Re: Fells Blade

Post by Venatus Vinco »

I think you can only take a Mod twice, so we may need to drop an edge.

VV
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Freemage
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Re: Fells Blade

Post by Freemage »

That restriction only applies to Minor Mods.
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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Ndreare
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Re: Fells Blade

Post by Ndreare »

Looks good to me
  • 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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Pursuit
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Re: Fells Blade

Post by Pursuit »

Looks good to me, too.
Curse of the Crimson Throne GM Bennies: 6/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Venatus Vinco
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Re: Fells Blade

Post by Venatus Vinco »

Can we out this item into play?

VV
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