Giant TW Nymbu Staff (Signature Item)

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Freemage
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Giant TW Nymbu Staff (Signature Item)

Post by Freemage »

This unique version of the Fennodi weapon was designed specifically for use by Nomel Sagia by one of the Techno-Wizards at Castle Refuge, who was intrigued by his exceptional ability to integrate himself with his Glitterboy.

Base Item: Impact Maul
Damage: Str+1d8+1d6 MD, Raise Damage +d10; The Staff may be used to deal non-lethal damage at no penalty, Parry -1
TW Mods
Minor (x2): +2 Fighting
Major (Unique Mod, approved by GM): The Staff has been designed to accommodate Nomel's Telemechanics ability--when in the Glitterboy, he can use that to become sufficiently integrated with the suit to then charge the weapon. As always, this means he must use the telepathy Power to activate Telemechanics first.
Major: Get Their Attention (stun Power; Trapping: Aiming the staff at a point within range, at which point a thunderous boom covers the MBT, affecting all targets within)
Major: Sweep
Major: Improved Sweep

Notes: Lacking stats for a "Staff Big Enough For a Glitterboy", I defaulted to the big freakin' Maul. If anyone has a better suggestion, I'm open, but I think this made a solid build. As noted, the idea of being able to activate the Staff while in the GB via Telemechanics was approved by Justin as a Major Mod.
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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Venatus Vinco
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Re: Giant TW Nymbu Staff (Signature Item)

Post by Venatus Vinco »

Approved.

The Major mod to use the staff is expensive as it requires a lot of edges to get telemechanics and for telepathy to be active.

VV
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Didn't have a signature but wanted the 1 EP for using OOC tags!
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Ndreare
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Re: Giant TW Nymbu Staff (Signature Item)

Post by Ndreare »

Sure, i am buying this.

Approved, with the caveat, that I would consider it play testing in my game. As I do not want a bunch of GB's running around with Shadow cloaks and stuff.
  • 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
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Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Giant TW Nymbu Staff (Signature Item)

Post by Freemage »

RFT wrote:Sure, i am buying this.

Approved, with the caveat, that I would consider it play testing in my game. As I do not want a bunch of GB's running around with Shadow cloaks and stuff.
Curious side-effect of the Telemechanics requirement--this is really only truly useful for weapons. Since Telemech requires telepathy, and telepathy has a 'rounds' Duration, any item such as a Shadowcloak or Communications Band would short out as soon as the Telemechanics failed from lack of maintenance. Similarly, duration-based Powers could not be maintained if the telepathy is cut off at any point.

I think the most abusive option, given all that, would either be a device that lets the GB drop Greater Smite on their own Boom Gun, or the perennial favorite for 'broken Powers', Quickness.
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
Ndreare
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Giant TW Nymbu Staff (Signature Item)

Post by Ndreare »

Like I said, for this item I approve, but I see this as potentially Glitter Boy's with intangible, puppet, deflection, quickness, teleport or other options becoming available as suddenly they violate a rule added primarily for game balance.
  • 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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Pender Lumkiss
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Re: Giant TW Nymbu Staff (Signature Item)

Post by Pender Lumkiss »

I find the mod interesting. I would approve it as it only allows for the charging of tw devices. Stuff with shadow cloak or other tw items with powers in it would be unable to be activated because short of the battlefury blade paying the powerpoints does not activate the powers the item has.
That being said it does strike me as edge like, so I would add the +1 ppt tax.

In order to actually get the staffs stun power to work you will need to have it activate off of a shooting roll or fighting roll(+1 ppt). Remember the major mod you have only lets you charge items not cast powers they have embedded with in.

With the above changes I would approve the item.
Field Team Six Bennies
3/6
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Freemage
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Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Giant TW Nymbu Staff (Signature Item)

Post by Freemage »

Pender Lumkiss wrote:I find the mod interesting. I would approve it as it only allows for the charging of tw devices. Stuff with shadow cloak or other tw items with powers in it would be unable to be activated because short of the battlefury blade paying the powerpoints does not activate the powers the item has.
That being said it does strike me as edge like, so I would add the +1 ppt tax.

In order to actually get the staffs stun power to work you will need to have it activate off of a shooting roll or fighting roll(+1 ppt). Remember the major mod you have only lets you charge items not cast powers they have embedded with in.

With the above changes I would approve the item.
Pender: Treating it as an Edge (say, one that was based on Telemechanics) makes sense and is fine. However, normally, having a Power activate with a non-Arcane Skill check doesn't raise the PP cost of the Power, just the price of the item (and thus, the cost to repair); that said, making that a requirement (so that I'm not using the Arcane Skill itself through the suit) makes sense, too. So with that (and pricing the Unique Mod as an Edge, but one rank higher than Telemechanics, which makes sense), the amended and detailed version:

Base Item: Impact Maul
Damage: Str+1d8+1d6 MD, Raise Damage +d10; The Staff may be used to deal non-lethal damage at no penalty, Parry -1
TW Mods
Minor (x2): +2 Fighting
Major (Unique Mod, approved by GM): The Staff has been designed to accommodate Nomel's Telemechanics ability--when in the Glitterboy, he can use that to become sufficiently integrated with the suit to then charge the weapon. As always, this means he must use the telepathy Power to activate Telemechanics first. This adds one ISP to the cost of charging the Staff.
Major: Get Their Attention (stun Power; Trapping: Aiming the staff at a point within range, at which point a thunderous boom covers the MBT, affecting all targets within, activated with a Fighting roll)
Major: Sweep
Major: Improved Sweep
Total ISP Cost to charge: 1 base, +2 for Edges, +1 for Unique Mod = 4 ISP
Value (used for determining repairs): 267,600 Cr.

If that's acceptable, then we're golden, and I'll update the write-up.
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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