Shockwave (Enchanted Signature Item)

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Sparky
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Shockwave (Enchanted Signature Item)

Post by Sparky »

Long ago before the Zipwidget clan came to Rifts Earth their greatest Tinkers created a great clockwork Knight to protect the Clan from outside dangers. To arm the Guardian the Clans most able enchanters and smiths created a great sword and bestowed on it the name Shockwave. Not long after the Clan found itself transported to this world the Guardian was destroyed holding off a horde of demons while the exhausted gnomes made good their escape and soon they stumbled across the city of Stormhaven where they were able to establish themselves and flourish but the great sword was thought to be lost forever.

Shockwave
  • Base Item: Giant Sized Vibro-Sword
  • Damaged: Str+d12+1 | 20 lbs. | 18,000 credits
  • Notes: AP 4, MD
Upgrades
  • [Minor] +2 AP
  • [Minor] +1 Damage
  • [Major] Power: Havoc/Greater Havoc
    • Trapping: The user makes a fighting roll and drives the tip of the sword into the ground to activate the power. The power does not affect the wielder but must be centered on him
  • [Major] Edge: Power Mastery
Final Stats
  • Damaged: Str+d12+2 | 20 lbs. | 18,000 credits
  • Notes: AP 6, MD
  • Power: Havoc/Greater Havoc (+5 PPE)
    • Trapping: The user makes a fighting roll and drives the tip of the sword into the ground to activate the power. The power does not affect the wielder but must be centered on him
Ok, a new idea for a Signature/Patron Item. Since Power Armor is kind of weak in the melee department I figured perhaps a sword is in order. Let me know if I messed anything up.

Question: Would cybernetics effect the use of this item and/or this power?

Guardian and Shockwave
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Last edited by Sparky on Wed Feb 14, 2018 4:24 pm, edited 4 times in total.
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Freemage
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Re: Shockwave (Enchanted Signature Item)

Post by Freemage »

Not only would cybernetics not inflict an effect, but it also wouldn't be hindered by the Power Armor the way a TW item would.
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Re: Shockwave (Enchanted Signature Item)

Post by Pursuit »

I'm assuming you would activate havoc with a Spirit roll, similar to how you would activate a TW item if you didn't want to roll arcane skill?
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Re: Shockwave (Enchanted Signature Item)

Post by Freemage »

Pursuit wrote:I'm assuming you would activate havoc with a Spirit roll, similar to how you would activate a TW item if you didn't want to roll arcane skill?
Actually, TW gear allows for another option--it's expensive, but a lot of folks use it for Signature Items. Lets you use the Skill appropriate to the item as your casting roll, as well. I suspect that this is the intent, here.
GM Bennies (7th SET, Joker's Jokers): 8/8
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GMC Bennies:
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PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
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Re: Shockwave (Enchanted Signature Item)

Post by Sparky »

Yes, he only has the PPE to cast it once regardless so the +1 PPE to use fighting seems a no brainer. Should I modify the wording of the trapping?
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Re: Shockwave (Enchanted Signature Item)

Post by Pursuit »

Sparky wrote:Yes, he only has the PPE to cast it once regardless so the +1 PPE to use fighting seems a no brainer. Should I modify the wording of the trapping?
Yes, please. That makes sense to me.

Also, it would just be +1 PP to charge the device, not to cast the spell. You don't have to charge an enchanted item, so no +1 cost. (Someone feel free to correct me if I'm wrong on that.)
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Re: Shockwave (Enchanted Signature Item)

Post by Pursuit »

Freemage wrote:Not only would cybernetics not inflict an effect, but it also wouldn't be hindered by the Power Armor the way a TW item would.
I didn't realize enchanted items could get around the PA/RA restriction on using powers. It makes a degree of sense that they would, but I just didn't know it. Makes them even more powerful (and I don't say that as a bad thing).
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Re: Shockwave (Enchanted Signature Item)

Post by Sparky »

Pursuit wrote:
Sparky wrote:Yes, he only has the PPE to cast it once regardless so the +1 PPE to use fighting seems a no brainer. Should I modify the wording of the trapping?
Yes, please. That makes sense to me.

Also, it would just be +1 PP to charge the device, not to cast the spell. You don't have to charge an enchanted item, so no +1 cost. (Someone feel free to correct me if I'm wrong on that.)
That's a good point. It doesn't matter much in the grand scheme except to affect how long it will take to recharge. It will have 5 PPE so one use per fight more or less. Any suggestions on fixing the wording?
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Re: Shockwave (Enchanted Signature Item)

Post by Pursuit »

Sparky wrote:That's a good point. It doesn't matter much in the grand scheme except to affect how long it will take to recharge. It will have 5 PPE so one use per fight more or less. Any suggestions on fixing the wording?
Just something like "The user must make a Fighting roll and drive the tip of the sword into the ground to activate."

How will you recharge it? TW items charge at ley lines or if the user pumps in power points, and I would guess enchanted items work the same.
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Re: Shockwave (Enchanted Signature Item)

Post by Venatus Vinco »

Pursuit
† An enchanted item which stores PPE recharges automatically over time. If solely from Powers or Minor Upgrades, the enchanted item gains 1 PPE per hour. If any PPE is gained from a Major Upgrade, the item recharges 1 PPE per 30 minutes.
Per: http://savagerifts.com/sr/viewtopic.php?f=19&t=416

VV
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Re: Shockwave (Enchanted Signature Item)

Post by Pursuit »

Venatus Vinco wrote:Pursuit
† An enchanted item which stores PPE recharges automatically over time. If solely from Powers or Minor Upgrades, the enchanted item gains 1 PPE per hour. If any PPE is gained from a Major Upgrade, the item recharges 1 PPE per 30 minutes.
Per: http://savagerifts.com/sr/viewtopic.php?f=19&t=416

VV
You see? This is the downside of posting on no sleep. Thanks VV. In any event, I like the sword and would approve it mechanically. Give it some good fluff and I'll vote yay.
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Re: Shockwave (Enchanted Signature Item)

Post by Sparky »

Added fluff to original post.
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Re: Shockwave (Enchanted Signature Item)

Post by Pursuit »

Nice. I like it. Approved.
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Re: Shockwave (Enchanted Signature Item)

Post by Venatus Vinco »

Approved.
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Re: Shockwave (Enchanted Signature Item)

Post by Freemage »

Approved
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GMC Bennies:
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PCs, 8 Active Slots, 3 Signature Items
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*Ophelia Monk, Mercy Team 6
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*Charon, Black Company
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Nomel Sagia, Nameless (Frozen)
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Re: Shockwave (Enchanted Signature Item)

Post by Ndreare »

I approve
  • 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: Shockwave (Enchanted Signature Item)

Post by Tribe of One »

I dig it, even if your version doesn't transform into a gun. Approved.

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