Phase Rifle

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Venatus Vinco
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Phase Rifle

Post by Venatus Vinco »

Phase Rifle
A powerful weapon sold in the Three Galaxies, particular on Centre, this rifle ignores all physical armor (including power and robot armor), but targets add half their Spirit to Toughness when determining the damage effect.
  • Range: 40/80/160
  • Damage: 3d6+2, AP 2
  • ROF: 2
  • Shots: 36
  • Weight: 6
  • Notes: 3RB, Semi-Auto
  • Activation: 2 power points to d-phase the e-clip (10 power points internal storage for phasing)
Breakdown
Base Item
Wilk's 457 Pulse Rifle
Range: 40/80/160
Damage: 3d6+2, AP 2
ROF: 2
Shots: 36
Weight: 6
Notes: 3RB, Semi-Auto

Super Tech
Minor: Add a Trapping Phasing (+2 activation)
Minor: +1 shooting
Major: +10 Power Points
Activation Cost: 2 power points to d-phase the e-clip
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Freemage
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Re: Phase Rifle

Post by Freemage »

Hrm... "Phasing" as a Trapping is equal to the Soul Burst Trapping--which means this weapon really, really steps on the toes of the Mystic in a way we've generally disallowed (though I understand that Phase Weapons are part of the setting and will have to be factored in eventually). Also, I don't see why 'phase' weapons defer to Spirit the way Soul Blast does.

May I suggest a slightly different (and somewhat inferior) mechanic:

Phase weapons ignore all physical armor (including from Power Armor or vehicular/Robot Armor), but the target adds an additional 1/2 Vigor + 2 to their Toughness.

So for someone with no Edges or intrinsic Toughness in their Armor, it's basically double-Toughness, but no armor. This makes the weapons very useful against vehicles and other super-hard targets, but not so much against ordinary guys in Huntsman SFD.
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: Phase Rifle

Post by Venatus Vinco »

Freemage wrote:Phase weapons ignore all physical armor (including from Power Armor or vehicular/Robot Armor), but the target adds an additional 1/2 Vigor + 2 to their Toughness.
Can we compromise? Use Vigor instead of Spirit (makes sense) but keep the lingo of add 1/2 Vigor to Toughness (as opposed to essentially doubling toughness).

Also, we can move this to be a "temporal" trapping, only available to temporal magic users so that it becomes somewhat iconic to the concept.

VV
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Freemage
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Re: Phase Rifle

Post by Freemage »

I thought Phase Weapons were generally available for use (assuming you can find a seller), not limited to Temporal characters. If that's not the case, then that would help, yes.

And yes, I think I can be talked into essentially "Vigor die-type +2" as the base toughness against these weapons.
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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Pender Lumkiss
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Re: Phase Rifle

Post by Pender Lumkiss »

I likey.
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Ndreare
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Re: Phase Rifle

Post by Ndreare »

Phase Weapons are on open market in Atlantis and much of the three galaxies.


Excellent observations Freemage, good comprise VV.

+Vigor/2
  • 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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Rob Towell
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