Patron AB Gun (Old Rev) Magic Gun

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Patron AB Gun (Old Rev) Magic Gun

Post by Lars »


Old Rev

Lightbringers Strike (White Hat), the Deevils Handgun (Black Hat), sometimes called: Old Rev (Grey Hat).

Forged in the pits of Hell this gun has been around, both in man and Deevil hands, for centuries. The magic (relic) gun looks like a .42 caliber LeMat Grapeshot Revolver from 1865, the Old Revolver is a 9 shot magic gun with an under, one shot, grenade launcher (must load non AB Grenades). Magically excepts different grenade types (as per standard rifts hand guns) for the era it is in but cannot be used to conjure up those grenades.

Old Damage: 2d8 AP 2 + grenade launcher
New Damage: 3d8 AP 2, or damage of type of grenade loaded.

Cost to charge edges and rounds: 5 PP for 9 shots; then reload w/5 PP.

Major: (Edge) Quick Draw (Free Action to draw gun)
Major: (Edge) Right Hand of the Devil (add one extra damage die of the same type)
Major: (Edge) Deadshot (on a Joker, double Damage)
Major: +10 PP (available to wielder and to power gun)
Minor: +1 Shooting (to Skill)
Minor: Add Trapping: Hell-Forged.

Hell Forged Trapping Info
Hell-Forged Trapping:
  • Hell-Forged weapons do regular damage to normal creatures, but when used against a supernaturally good creature, they do an extra
    +4 damage. (Not very handy to a good character, but the gun has traded hands from good and bad characters over the centuries).
  • Additionally, they glow red hot. (Pulling the old revolver from its holster you see it's metal components glowing a red hot as the air wavers from the heat coming off the weapon).
  • Each time the weapon hits, roll to light the target on MD fire (use the standard Fire rules from Savage Worlds).
  • Armor with the Hell-Forged trapping is fireproof and the wearer only suffers half damage from fire. (Not applicable to the gun).
Right Hand of the Devil Info
Right Hand of the Devil
Requirements: Legendary, Shooting, Fighting, or Throwing d10+
Your hero is fast on the trigger and renowned far and wide as one mean hombre in a fight. Folks have taken to calling him the right hand of the devil (or left hand of the devil if your cowpoke is of the sinister rather than dexter persuasion). Whichever weapon you hero uses in his favored hand has been infused with some of the mythic status he is accorded, turning that weapon into a powerful relic. A relic weapon does an extra damage die of the same type as that weapon’s highest damage die. So a relic Colt revolving rifle would do a fearsome 3d8 damage. Of course, the Edge remains with the weapon, so if you lose your gun, you lose the Edge and whoever takes the weapon gains the benefit of the relic.
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Re: Patron AB Gun (Old Rev)

Post by Kuikku »

Lars wrote: • Major: (Edge) Right Hand of the Devil (add one die type to damage)
Am I reading this wrong? I see this changing the damage from 2d8 to 2d10.
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Re: Patron AB Gun (Old Rev)

Post by Monza »

Kuikku wrote:
Lars wrote: • Major: (Edge) Right Hand of the Devil (add one die type to damage)

Am I reading this wrong? I see this changing the damage from 2d8 to 2d10.


Sorry I lazy typed.... extra damage die of the same type.
Edge Details
Right Hand of the Devil
Requirements: Legendary, Shooting, Fighting, or Throwing d10+
Your hero is fast on the trigger and renowned far and wide as one mean hombre in a fight. Folks have taken to calling him the right hand of the devil (or left hand of the devil if your cowpoke is of the sinister rather than dexter persuasion). Whichever weapon you hero uses in his favored hand has been infused with some of the mythic status he is accorded, turning that weapon into a powerful relic. A relic weapon does an extra damage die of the same type as that weapon’s highest damage die. So a relic Colt revolving rifle would do a fearsome 3d8 damage. Of course, the Edge remains with the weapon, so if you lose your gun, you lose the Edge and whoever takes the weapon gains the benefit of the relic.
  • Funny thing is I don't think I'll use the gun much (maybe when out of Power Points). Atticus carries three gun: a TK Revolver, a TK Shard Gun, and Old Rev. Two guns on chest, one on right hip.

    However mostly I see him pointing his finger like a gun and using Bolt!
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Re: Patron AB Gun (Old Rev) Magic Gun

Post by Lars »


Updated:

Old Rev

Lightbringers Strike (White Hat), the Deevils Handgun (Black Hat), sometimes called: Old Rev (Grey Hat).

Forged in the pits of Hell this gun has been around, both in man and Deevil hands, for centuries. The magic (relic) gun looks like a .42 caliber LeMat Grapeshot Revolver from 1865, the Old Revolver is a 9 shot magic gun with an under, one shot, grenade launcher (must load non AB Grenades). Magically excepts different grenade types (as per standard rifts hand guns) for the era it is in but cannot be used to conjure up those grenades.

Old Damage: 2d8 AP 2 + grenade launcher
New Damage: 3d8 AP 2, or damage of type of grenade loaded.

Cost to charge edges and rounds: 5 PP for 9 shots; then reload w/5 PP.

Major: (Edge) Quick Draw (Free Action to draw gun)
Major: (Edge) Right Hand of the Devil (add one extra damage die of the same type)
Major: (Edge) Deadshot (on a Joker, double Damage)
Major: +10 PP (available to wielder and to power gun)
Minor: +1 Shooting (to Skill)
Minor: Add Trapping: Hell-Forged.

Hell Forged Trapping Info
Hell-Forged Trapping:
  • Hell-Forged weapons do regular damage to normal creatures, but when used against a supernaturally good creature, they do an extra
    +4 damage. (Not very handy to a good character, but the gun has traded hands from good and bad characters over the centuries).
  • Additionally, they glow red hot. (Pulling the old revolver from its holster you see it's metal components glowing a red hot as the air wavers from the heat coming off the weapon).
  • Each time the weapon hits, roll to light the target on MD fire (use the standard Fire rules from Savage Worlds).
  • Armor with the Hell-Forged trapping is fireproof and the wearer only suffers half damage from fire. (Not applicable to the gun).
Right Hand of the Devil Info
Right Hand of the Devil
Requirements: Legendary, Shooting, Fighting, or Throwing d10+
Your hero is fast on the trigger and renowned far and wide as one mean hombre in a fight. Folks have taken to calling him the right hand of the devil (or left hand of the devil if your cowpoke is of the sinister rather than dexter persuasion). Whichever weapon you hero uses in his favored hand has been infused with some of the mythic status he is accorded, turning that weapon into a powerful relic. A relic weapon does an extra damage die of the same type as that weapon’s highest damage die. So a relic Colt revolving rifle would do a fearsome 3d8 damage. Of course, the Edge remains with the weapon, so if you lose your gun, you lose the Edge and whoever takes the weapon gains the benefit of the relic.
Note: I plan on removing the Patron item Roath has. Will make his sword a normal TW sword instead of Patron. Would like to put this gun on Atticus.
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Re: Patron AB Gun (Old Rev) Magic Gun

Post by Venatus Vinco »

Somebody has been watching too much Wynonna Earp.
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Re: Patron AB Gun (Old Rev) Magic Gun

Post by Lars »

Venatus Vinco wrote:Somebody has been watching too much Wynonna Earp.
too much of that and too much GMing Deadlands lol
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Re: Patron AB Gun (Old Rev) Magic Gun

Post by Freemage »

On a technicality, Right Hand of the Devil isn't an eligible option--it's a Legendary Edge, and these have usually been referred to as Heroic-level items. TW items, specifically, can't have an Edge higher than that of the TW who made them.
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Re: Patron AB Gun (Old Rev) Magic Gun

Post by Ndreare »

Indeed they are only Heroic

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[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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: Patron AB Gun (Old Rev) Magic Gun

Post by Monza »


Old Rev

Forged in the pits of Hell this gun has been around, both in man and Deevil hands, for centuries. The magic (relic) gun looks like a .42 caliber LeMat Grapeshot Revolver from 1865, the Old Revolver is a 9 shot magic gun with an under, one shot, grenade launcher (must load non AB Grenades). Magically excepts different grenade types (as per standard rifts hand guns) for the era it is in but cannot be used to conjure up those grenades. When held the metal of this pistol glows a red hot.

Damage (unchanged, is MD): 2d8 AP 2, or damage of type of grenade loaded (one at a time, reload after one).

Cost to charge (2+1/Edge): 5 PP for 9 shots; then reload w/5 PP.

Major: (Edge) Quick Draw (Free Action to Draw Gun)
Major: (Edge) Hip Shooting
Major: (Edge) Improved Hip Shooting = no penalty for Fan the Hammer
Major: ...? Thinking...Smite? Hell Fire?
Minor: +1 Shooting Skill or another 5 PP?
Minor: +5 PP

Note on what Fan the Hammer is
“Fanning the Hammer”

Most folks have trouble enough drawing a bead and hitting a target with a single shot. A few supremely skilled shootists (or someone wielding Old Rev) can hit their targets while slapping their gun around like a red-headed stepchild, and in a fraction of the time, to boot.

A gunslinger who wants to “fan the hammer” holds the trigger of a single action pistol down while repeatedly slapping the hammer with his other hand. Assuming his six-gun (or 9 shot LeMat) is fully loaded, he may fire up to six (or 9) shots in a single action as if taking the Automatic Fire maneuver. Each shot suffers a –4 Shooting modifier normally, but what you lose in accuracy you more than make up for in getting lead in the air!

Just watch who’s about when you’re fanning the hammer, partner. If your Shooting die comes up 1 or 2, there’s a chance you hit an Innocent Bystander (see the Savage Worlds rules).

Old Rev having Imp. Hip Shooting negates the -4 penalty.

Old Rev, if Fanning the Hammer:
Roll your Shooting Roll 9 Times!
Wild Die once.
Resolve 9 shots & 9 damages.
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Lars
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  • Game Master: Rifts Speed Tribes! 68 P.A. (2354 A.D. - the past dude!)

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Re: Patron AB Gun (Old Rev) Magic Gun

Post by Kuikku »

Not that I think you need it but remember you can 'fan the hammer' up to 9 times, you can shoot less if you want.

For the last upgrade you may want to think about Smite with a fire trapping. If your shootist has rapid reload that is a whole lot of +2/+4 lead flying down range each round.

Or not considering it takes all 5PP to reload.
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Re: Patron AB Gun (Old Rev) Magic Gun

Post by Hans Greuber »

Atticus wrote:Major: (Edge) Quick Draw (Free Action to Draw Gun)
Major: (Edge) Hip Shooting
Major: (Edge) Improved Hip Shooting = no penalty for Fan the Hammer
Major: ...? Thinking...
Minor: +2 Shooting Skill
Minor: +5 PP
Old Rev having Imp. Hip Shooting negates the -4 penalty. [/ooc]
Each +1 to Shooting takes 1 Minor Upgrade slot.
Hans Greuber
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PPE: 20 / 50
  • Band of Healing: 2 / 10
    Band of Power: 2 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 0 / 5
Active Powers:
None
Combat Edges:
Level Headed
OOC Comments
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 1 / 3 + 1 Red (d8) Bennie
Base Amount
+2 for Hindrances (Loyal and Doesn't Swim)
+1 for RP
-1 to Soak Rocket
-1 for Extra Effort vs. Maelstorm Maker Dramatic Task
-1 for Extra Effort in Quick Combat vs. the Hammers
-1 for Extra Effort in First Round of Mystery in Lord of Hammer
-1 for Re-Roll on Lord of Hammer Closing the Rift


Toughness: 21 (11); Parry: 4; Pace: 7 / (5)

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Re: Patron AB Gun (Old Rev) Magic Gun

Post by Ndreare »

Wow, this would be a seriously scary pistol. 2d8 AP2 damage 9 times, while only missing on a critical failure and only 5 PPE te refil and do it again every turn!

While it is rules legal, I would be hesitant to let this thing loose in my game.

Other than raising a flag of caution I will abstain from voting as I am neither a player nor a GM in the game this is planned for.

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
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Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
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July 20, 2020 update
Mission: Up in The Air
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Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
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,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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: Patron AB Gun (Old Rev) Magic Gun

Post by Lars »

Kuikku wrote:Not that I think you need it but remember you can 'fan the hammer' up to 9 times, you can shoot less if you want.

For the last upgrade you may want to think about Smite with a fire trapping. If your shootist has rapid reload that is a whole lot of +2/+4 lead flying down range each round.

Or not considering it takes all 5PP to reload.
True. It’s got a big boom then long reload time if you don’t want to spend your own PP too. The Character I want to put it on is more likely to rely on his own Bolts and keep the gun as back up. Or dueling. Smite might be a good way to go. Thank you.

Each +1 to Shooting takes 1 Minor Upgrade slot.
thanks Hans. Typing on phone. Missed that.
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Re: Patron AB Gun (Old Rev) Magic Gun

Post by Lars »

RFT wrote:Wow, this would be a seriously scary pistol. 2d8 AP2 damage 9 times, while only missing on a critical failure and only 5 PPE te refil and do it again every turn!

While it is rules legal, I would be hesitant to let this thing loose in my game.

Other than raising a flag of caution I will abstain from voting as I am neither a player nor a GM in the game this is planned for.
I do wonder how it would look...

Atticus has Shooting at 1d10
He is fighting a Warrior (Juicer, Commando, gunslinger?) with Toughness 16 (6) - ranged. Close Combat bad guys Parry if say, 8. Shooting Close Combat TN would be 8 not 4. But lets see how ranged TN 4 goes.... by the way 16 (6) is not that powerful IMO. 2d8 AP 2 is not powerful IMO either, not considering how much Bolt does or my Juicer with his Sword = 3d10 or his NGE4 = 3d10.

Per FtH a roll of 1 or 2 rolls on Innocent Bystander Table:


Shooting Fan the Hammer
[dice]0[/dice] - Damage [dice]1[/dice]
[dice]2[/dice] - Damage [dice]3[/dice]
[dice]4[/dice] - Damage [dice]5[/dice]
[dice]6[/dice] - Damage [dice]7[/dice] Ace Damage added [dice]19[/dice]
[dice]8[/dice] - Damage [dice]9[/dice] Ace Damage added [dice]23[/dice] See Wild Die below!
[dice]10[/dice] - Damage [dice]11[/dice] Ace Damage added [dice]20[/dice]
[dice]12[/dice] - Damage [dice]13[/dice] Ace Damage added [dice]21[/dice]
[dice]14[/dice] - Damage [dice]15[/dice]
[dice]16[/dice] - Damage [dice]17[/dice]

One Wild Die: [dice]18[/dice] Ace roll and to replace the 1 above [dice]22[/dice]

Only one does damage to the Juicer 18 AP 2 = Shaken/Wound.
Also two shots roll on Innocent By Stander Table!!!!
Another set of rolls
[dice]24[/dice] - Damage [dice]25[/dice]
[dice]26[/dice] - Damage [dice]27[/dice]
[dice]28[/dice] - Damage [dice]29[/dice] Ace damage: [dice]42[/dice]
[dice]30[/dice] - Damage [dice]31[/dice]
[dice]32[/dice] - Damage [dice]33[/dice]
[dice]34[/dice] - Damage [dice]35[/dice]
[dice]36[/dice] - Damage [dice]37[/dice] Ace damage: [dice]43[/dice]
[dice]38[/dice] - Damage [dice]39[/dice] Ace damage: [dice]44[/dice]
[dice]40[/dice] - Damage [dice]41[/dice]
Wild Die [dice]1d6[/dice]

This time every shot hits but none do enough damage = no shaken/wounds...
Another set of rolls
[dice]45[/dice] - Damage [dice]46[/dice]
[dice]47[/dice] - Damage [dice]48[/dice]
[dice]49[/dice] - Damage [dice]2d8[/dice]
[dice]1d10[/dice] - Damage [dice]2d8[/dice]
[dice]1d10[/dice] - Damage [dice]2d8[/dice]
[dice]1d10[/dice] - Damage [dice]2d8[/dice]
[dice]1d10[/dice] - Damage [dice]2d8[/dice]
[dice]1d10[/dice] - Damage [dice]2d8[/dice]
[dice]1d10[/dice] - Damage [dice]2d8[/dice]
Not that great....in Rifts. I think I broke the dice...but you see, 27 shots, 15 PP = one Wound and Shaken done AND I SHOT two innocent people....might have talked myself out of it....;l
In Deadlands this would rock, in Rifts...no.
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Re: Patron AB Gun (Old Rev) Magic Gun

Post by Lars »

So 1 Wound/Shaken out of 27 shots/15 PP across 3 Turns/Rounds
If Smite (with a Raise) were on gun = 27 shots across 3 turns might have done 4/5 worthy hits...
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Re: Patron AB Gun (Old Rev) Magic Gun

Post by Hans Greuber »

Suggestions: Add a Fatigue-Based Trapping (Heat seems appropriate) as the Minor Upgrade to be decided... and Include Lower Trait (Vigor) as part of its shooting action.
Hans Greuber
Main Character: Merlaggon
PPE: 20 / 50
  • Band of Healing: 2 / 10
    Band of Power: 2 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 0 / 5
Active Powers:
None
Combat Edges:
Level Headed
OOC Comments
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 1 / 3 + 1 Red (d8) Bennie
Base Amount
+2 for Hindrances (Loyal and Doesn't Swim)
+1 for RP
-1 to Soak Rocket
-1 for Extra Effort vs. Maelstorm Maker Dramatic Task
-1 for Extra Effort in Quick Combat vs. the Hammers
-1 for Extra Effort in First Round of Mystery in Lord of Hammer
-1 for Re-Roll on Lord of Hammer Closing the Rift


Toughness: 21 (11); Parry: 4; Pace: 7 / (5)

http://savagerifts.com/sr/ucp.php?i=pro ... =signature
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Re: Patron AB Gun (Old Rev) Magic Gun

Post by Lars »

Suggestions: Add a Fatigue-Based Trapping (Heat seems appropriate) as the Minor Upgrade to be decided... and Include Lower Trait (Vigor) as part of its shooting action.
So...


Old Rev
...so tired, the devil wears me out...
Range: Gotta look up
Damage: 2d8
RoF: 1
AP: 2
Shots: 9
Weight: 4 lbs
Cost: Look up
Notes: Revolver, can “fan the hammer” (Rapid Attack). Lower Trait (Vigor) as part of Shooting Action (Uses Shooting roll).  Trapping - Heat (Fatigue). Cost 6 PP to load 9 rounds and powers/edges.

Major: (Edge) Quick Draw (Free Action to Draw Gun)
Major: Power Greater Smite
Major: (Edge) Improved Hip Shooting = no penalty for Fan the Hammer (Born a Hero ~ Patron Weapon)
Major: Lower Trait (Vigor) as part of Shooting Action (Uses Shooting roll).  Trapping - Heat (Fatigue)
Minor: +5 PP
Minor: +5 PP


Old Rev having Imp. Hip Shooting negates the -4 penalty.



Ran out of time, will get back to this later today :)

As much as I love a hellish hand gun... I’m contemplating a new take.
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Re: Patron AB Gun (Old Rev) Magic Gun

Post by Ndreare »

I think your dice need replaced. It appears you broke them.

PS: Also note that damage dice can Ace as well. But I cannot tell what the individual dice rolled because they broke, so not way to know if any of them aced.

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Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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: Patron AB Gun (Old Rev) Magic Gun

Post by Lars »

I wish I could figure out a nice gun but I am moving on. Time to make a Pocket Watch.

TY - abandoned
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Re: Patron AB Gun (Old Rev) Magic Gun

Post by Ndreare »

Lars wrote:I wish I could figure out a nice gun but I am moving on. Time to make a Pocket Watch.

TY - abandoned
But didn't you just prove the gun was not mechanically broken?

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Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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: Patron AB Gun (Old Rev) Magic Gun

Post by Lars »

Heh - call me crazier than a rattlesnake's armpit, I have a hard time sitting still long enough to work out the details...
In this case I came up with a regular TW hand gun I'm happy with, no need for Patron. The extras from Patron don't make it worth it to me...Thanks.
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Monza Lena - Altara (Phase World: Remorseless)

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Dred - Mega Juicer (Rifts Legends)

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Re: Patron AB Gun (Old Rev) Magic Gun

Post by Ndreare »

Lars wrote:Heh - call me crazier than a rattlesnake's armpit, I have a hard time sitting still long enough to work out the details...
In this case I came up with a regular TW hand gun I'm happy with, no need for Patron. The extras from Patron don't make it worth it to me...Thanks.
Sounds good. I will move this to abandoned.

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July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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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