Psycho Juicer Harness- super tech sig item

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Pender Lumkiss
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Psycho Juicer Harness- super tech sig item

Post by Pender Lumkiss »

Psycho Juicer Harness
Everyone in the know, has heard about the fantastic exploits and escape of Joe Dow. What most folk don't know was about the second escapee, Mr. Marvin. This little extra oomph to the regular juicer rig will turn your normal psi-stalker into something that will just shrug off all but the most devistating of heavy weaponry. It also unlocks his sensitive psionic side. Best thing about it is that there is a second hole in the concrete wall were Mr. Marvin punched his way out through Lyboc's office.

Chosen base item from sci-fi companion, exoskeleton: +2 die types in str. 5lbs, 100,000 creds
Benefits:
  • Major: Bio-Feedback Power "Berserk Edge"
  • Major: Psychic Sensitive "Danger Sense"
  • Minor: +2 Melee Damage
  • Minor:+2 Melee Damage
How is it powered?: It runs off his own bio energy. When using the berserk edge it drains him to point after recovering from being berserk will leave him with a most powerful need to feed.

Complications:
  • Complication: Wanted by the CS, yeah only the clueless grunt will let you live or not try to capture you. You better bone up on your stealth.
  • Complication: The need for feed. Once the bio-feed back ability ends (when beserk ends) the character must feed upon 12ppe, per the normal rules for psi-stalkers. Until he does so he is at a -1 to all trait rolls from the insatiable distraction. If he activates the bio-feedback ability again, before feeding add another 12ppe and increases the minus to a -2. Do this a third time without feeding, just turn your sheet over to the gm as your character is a raving lunatic consummed by need for ppe.
Code for the item

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[b]Psycho Juicer Harness[/b]
Everyone in the know, has heard about the fantastic exploits and escape of Joe Dow.  What most folk don't know was about the second escapee, Mr. Marvin.  This little extra oomph to the regular juicer rig will turn your normal psi-stalker into something that will just shrug off all but the most devistating of heavy weaponry.  It also unlocks his sensitive psionic side.  Best thing about it is that there is a second hole in the concrete wall were Mr. Marvin punched his way out through Lyboc's office.

Chosen base item from sci-fi companion, exoskeleton: +2 die types in str. 5lbs, 100,000 creds
[size=150][color=#FFBF00]Benefits:[/color][/size]
[list][*][b]Major:[/b] Bio-Feedback Power "Berserk Edge"
[*][b]Major:[/b] Psychic Sensitive "Danger Sense"
[*][b]Minor:[/b] +2 Melee Damage
[*][b]Minor:[/b]+2 Melee Damage[/list]

How is it powered?: It runs off his own bio energy.  When using the berserk edge it drains him to point after recovering from being berserk will leave him with a most powerful need to feed.  
[color=#FF8000][size=150]
Complications:[/size][/color]
[list][*]Complication: Wanted by the CS, yeah only the clueless grunt will let you live or not try to capture you.  You better bone up on your stealth.
[*]Complication: The need for feed.  Once the bio-feed back ability ends (when beserk ends) the character must feed upon 12ppe, per the normal rules for psi-stalkers.  Until he does so he is at a -1 to all trait rolls from the insatiable distraction.  If he activates the bio-feedback ability again, before feeding add another 12ppe and increases the minus to a -2.  Do this a third time without feeding, just turn your sheet over to the gm as your character is a raving lunatic  consummed by need for ppe.[/list]
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Re: Psycho Juicer Harness- super tech sig item

Post by KahlessNestor »

I don't see much of a problem with this. One wrinkle, though, is you list it as super tech, but it runs off of PPE. That's more TW. It kind of straddles the line. I don't have a problem with that, but we would need to determine how it acts on a ley line, like ST or like TW? I'm honestly fine with allowing a Spirit roll on a line like when drawing power points for casters.

More experienced GMs might want to weigh in?
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Re: Psycho Juicer Harness- super tech sig item

Post by Freemage »

I believe the item itself is not powered by PPE, but rather, using the Berserker function causes the wearer to deplete their innate "all living things have it" supply of PPE, forcing them to feed (which makes it sound like we're talking about Psi-Stalker feeding--my question is, could a non-Psi-Stalker even use this thing?).

Also, if unable to feed, and you Berserk again, does the Fatigue increase to Exhausted? Can it get to Incapacitation? Death?
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Re: Psycho Juicer Harness- super tech sig item

Post by Pender Lumkiss »

KahlessNestor wrote:I don't see much of a problem with this. One wrinkle, though, is you list it as super tech, but it runs off of PPE. That's more TW. It kind of straddles the line. I don't have a problem with that, but we would need to determine how it acts on a ley line, like ST or like TW? I'm honestly fine with allowing a Spirit roll on a line like when drawing power points for casters.

More experienced GMs might want to weigh in?
it functions just like it would not on a leyline. Freemage is right, basically it is powered by his own energy when activated via the beserk edge. Once he comes out of it per the normal rules of beserk, he must feed on 12 ppe per the normal rules of a psi-stalker which I do not think a leyline is good enough. I'll make it more clear. Also if you note that particular complication is directly related to beserk.

Freemage, yeah you got it on the head. It is not fatigue per say, so no he could not incap himself. It is just a straight -1 to all trait rolls, which I suppose if he keeps doing it without feeding, the penalties keep compoundimg. I was just using the crazy getting it together language( I did not want succor to cheapen the moment).
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Re: Psycho Juicer Harness- super tech sig item

Post by Freemage »

So, that leaves the question of what happens if a non-Psy-Stalker uses it... Can they? Or if they go Berserk while wearing it, do they just take the penalty forever, and ever, and ever? :twisted:

(My personal ruling would be that, barring anything else, the penalty fades at the rate of 1 point a week.)
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Re: Psycho Juicer Harness- super tech sig item

Post by Ndreare »

Clint has ruled that using an item that provides edges you do not qualify for simply does not let you access those items.

For example a Mind Melter trying to use a Ley Line Walker items with Ley Line Phasing would not be able to Ley Line Phase.

So...
  • 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: Psycho Juicer Harness- super tech sig item

Post by Freemage »

RFT wrote:Clint has ruled that using an item that provides edges you do not qualify for simply does not let you access those items.

For example a Mind Melter trying to use a Ley Line Walker items with Ley Line Phasing would not be able to Ley Line Phase.

So...
The point here is that the harness isn't providing the ability to consume PPE. It's just that that's the fastest way to recover from having used it. However, 'personal' PPE would, in theory, regenerate over time naturally. Maybe 1 point per 2 weeks--essentially, 1 point's worth per day.
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Re: Psycho Juicer Harness- super tech sig item

Post by Pender Lumkiss »

Freemage wrote:
RFT wrote:Clint has ruled that using an item that provides edges you do not qualify for simply does not let you access those items.

For example a Mind Melter trying to use a Ley Line Walker items with Ley Line Phasing would not be able to Ley Line Phase.

So...
The point here is that the harness isn't providing the ability to consume PPE. It's just that that's the fastest way to recover from having used it. However, 'personal' PPE would, in theory, regenerate over time naturally. Maybe 1 point per 2 weeks--essentially, 1 point's worth per day.
Actually, from what I understand only Psi-stalkers can be psycho juicers. So I do not think it would be much of an issue. But really you would need to have some ability to connsume PPE to use the device properly as when recovering from berserk you would need 12 ppe to function properly. I could also see an unwritten complication that you would need a juicer harness as well.
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Re: Psycho Juicer Harness- super tech sig item

Post by High Command »

Ah the Psycho-stalker- yes only Psi-Stalkers can be Psycho-stalkers; the human version of this the Delphi Stalker
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Re: Psycho Juicer Harness- super tech sig item

Post by Freemage »

Welll, there you go, moot point, and approved.
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Re: Psycho Juicer Harness- super tech sig item

Post by Pender Lumkiss »

I assume this item is good to go. Thank you all for the feedback. I just need 4ep and it will be a done deal for Mr. Marvin.
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Re: Psycho Juicer Harness- super tech sig item

Post by Ndreare »

Looks like multiple approvals. I say good to go.
  • 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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