Dwarven Technosmith (TW) H-1 Combat Armor

Post Reply
User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Dwarven Technosmith (TW) H-1 Combat Armor

Post by Hans Greuber »

Base: Triax T-11 Body Armor (7 Armor/2 Toughness, Strength->d12+2, +2 Pace, Environmental Protection, Various Sensors)
  • Minor: +2 Armor
  • Minor: +2 Armor
  • Major: +10 PPE
  • Major: +10 PPE
  • Major: New Power - Armor (Trapping: Structural Integrity Field (Same affects as Mystical Skin approved custom trapping))
  • Major: New Power - Boost Trait (Trapping: Cyber-Neural Integration. Self Only. Hoping for same affects as Mystical Skin... i.e. as a Free Action. Which traits can be affected to be determined by GM(s))
A suit of Plate Mail Armor with full helmet, the H-1 Combat Armor is meant to protect the wearer from most threats when fully powered up. When not powered up, (5 Armor/1 Toughness), it loses its Environmental Protection, communications unit, and all sensors; forcing the wearer to use the openings in the faceplate to see. When powered up (11 Armor/2 Toughness), it seals up to full environmental protection, and its magical equivalents to communications (Which can communicate with standard mundane communications) and sensors go online. The Structural Integrity Field can be initiated quickly when danger is recognized, but it too power intensive for continual use. The Cyber-Neural Integration allows the wearer to draw upon the might and skills of the Technosmiths who made the armor and use them as his/her own.
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Dwarven Technosmith (TW) H-1 Combat Armor

Post by Daniel »

Hans Greuber wrote:Base: Triax T-11 Body Armor

When powered up (11 Armor/2 Toughness).
So you could be...with a raise...6+2=8+11=19+10= 29 (21)

That's Protection.

I will re-read this and hope others do too. Just woke up = I'm lazy...

:)
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Dwarven Technosmith (TW) H-1 Combat Armor

Post by Pender Lumkiss »

Why the two +10 ppe? Seems like you will never need the other. Armors take 1 ppe per hour to function. With the major 10 you have enough to keep it going indefinitely. Its not like the powers in the armor can use this ppe, so it seems like a waste. The ppe is only used to charge the device. Just keep in mind those self only powers are at +1 ppts cost, if you go mega which is a doubling of base cost, it is actually +2 ppts for the trapping.
Field Team Six Bennies
3/6
User avatar
Kidemonas
Diamond Patron
Diamond Patron
Posts: 590
Joined: Fri Dec 09, 2016 2:09 pm

Re: Dwarven Technosmith (TW) H-1 Combat Armor

Post by Kidemonas »

Pender Lumkiss wrote: Its not like the powers in the armor can use this ppe, so it seems like a waste.

Just keep in mind those self only powers are at +1 ppts cost, if you go mega which is a doubling of base cost, it is actually +2 ppts for the trapping.
Where are these rules from?
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Dwarven Technosmith (TW) H-1 Combat Armor

Post by Freemage »

Pender Lumkiss wrote:Why the two +10 ppe? Seems like you will never need the other. Armors take 1 ppe per hour to function. With the major 10 you have enough to keep it going indefinitely. Its not like the powers in the armor can use this ppe, so it seems like a waste. The ppe is only used to charge the device. Just keep in mind those self only powers are at +1 ppts cost, if you go mega which is a doubling of base cost, it is actually +2 ppts for the trapping.
It's worth noting that the PPE for TW ONLY recharges on a Ley Line, so having 20 hours' worth of charge time might be a failsafe.
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
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: Dwarven Technosmith (TW) H-1 Combat Armor

Post by Hans Greuber »

Lars wrote:
Hans Greuber wrote:Base: Triax T-11 Body Armor

When powered up (11 Armor/2 Toughness).
So you could be...with a raise...6+2=8+11=19+10= 29 (21)

That's Protection.

I will re-read this and hope others do too. Just woke up = I'm lazy...

:)
Don't forget possibly enhancing his vitality for even more
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Dwarven Technosmith (TW) H-1 Combat Armor

Post by Pender Lumkiss »

Kidemónas wrote:
Pender Lumkiss wrote: Its not like the powers in the armor can use this ppe, so it seems like a waste.

Just keep in mind those self only powers are at +1 ppts cost, if you go mega which is a doubling of base cost, it is actually +2 ppts for the trapping.
Where are these rules from?
The +5 or +10 ppe tw Options are for charging the device. Right there in the description of the minor or major effect.

-no specific rule on he ppt thing. To me it seems like the trapping on boost trait for example was jazz, boost trait goes from 2 pts to 3pts. Mega powers are double the ppt cost so 6 ppts for the mega. But that is probably up to a fair degree of interpretation. I spoke to my GM about it here and it looks like for us it is not the case, which is great, some of my character powers are cheaper!
Field Team Six Bennies
3/6
User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Dwarven Technosmith (TW) H-1 Combat Armor

Post by Venatus Vinco »

Hello,

Some trappings require +1 power point to cast (e.g. Jazz and Armor Piercing)

My reading is "the power costs an additional power point to cast". Mega powers are not the same power at a double cost (in fact sometimes mega powers have more or less than double (i.e. Armor (3) and Greater Armor (5) - one is not doulbe the other). Mega powers are different/additional powers (hence the ability to have different trappings on mega vs regular powers). So, armor with a 'jazz" trapping would cost 3 power points (2 PP for the power +1 for the trapping) and Greater Armor with the same trapping would cost 6 power points (5 PP for the power +1 for the trapping).

TL:DR trappings that cost +1 power point to use cost +1 power point to use.

VV
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Dwarven Technosmith (TW) H-1 Combat Armor

Post by Freemage »

Venatus Vinco wrote:Hello,

Some trappings require +1 power point to cast (e.g. Jazz and Armor Piercing)

My reading is "the power costs an additional power point to cast". Mega powers are not the same power at a double cost (in fact sometimes mega powers have more or less than double (i.e. Armor (3) and Greater Armor (5) - one is not doulbe the other). Mega powers are different/additional powers (hence the ability to have different trappings on mega vs regular powers). So, armor with a 'jazz" trapping would cost 3 power points (2 PP for the power +1 for the trapping) and Greater Armor with the same trapping would cost 6 power points (5 PP for the power +1 for the trapping).

TL:DR trappings that cost +1 power point to use cost +1 power point to use.

VV
This is reasonable, since it's worth noting that the power of the trapping also doesn't increase at all--you still get +2 AP or whatever.
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
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Dwarven Technosmith (TW) H-1 Combat Armor

Post by Pender Lumkiss »

Freemage wrote:
Pender Lumkiss wrote:Why the two +10 ppe? Seems like you will never need the other. Armors take 1 ppe per hour to function. With the major 10 you have enough to keep it going indefinitely. Its not like the powers in the armor can use this ppe, so it seems like a waste. The ppe is only used to charge the device. Just keep in mind those self only powers are at +1 ppts cost, if you go mega which is a doubling of base cost, it is actually +2 ppts for the trapping.
It's worth noting that the PPE for TW ONLY recharges on a Ley Line, so having 20 hours' worth of charge time might be a failsafe.
Good point.
Field Team Six Bennies
3/6
User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: Dwarven Technosmith (TW) H-1 Combat Armor

Post by Hans Greuber »

Pender Lumkiss wrote:
Freemage wrote:
Pender Lumkiss wrote:Why the two +10 ppe? Seems like you will never need the other. Armors take 1 ppe per hour to function. With the major 10 you have enough to keep it going indefinitely. Its not like the powers in the armor can use this ppe, so it seems like a waste. The ppe is only used to charge the device. Just keep in mind those self only powers are at +1 ppts cost, if you go mega which is a doubling of base cost, it is actually +2 ppts for the trapping.
It's worth noting that the PPE for TW ONLY recharges on a Ley Line, so having 20 hours' worth of charge time might be a failsafe.
Good point.
Hans has a large PPE pool, but nothing to help him recharge faster. The 20 PPE for his armor will allow him to slowly regenerate PPE while keeping it activated.
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: Dwarven Technosmith (TW) H-1 Combat Armor

Post by Hans Greuber »

I am sorry about this, but there is a revision to the Dwarven Technosmith (TW) H-1 Combat Armor.


Base: Triax T-11 Body Armor (7 Armor/2 Toughness, Strength->d12+2, +2 Pace, Environmental Protection, Various Sensors)
  • Minor: +2 Armor
  • Minor: +2 Armor
  • Major: New Power - Armor (Trapping: Structural Integrity Field (Same affects as Mystical Skin approved custom trapping - Free Action to use; Self Only; ))
  • Major: Edge: Rapid Recharge
  • Major: Edge: Improved Rapid Recharge
  • Major: Edge: Exceptional Rapid Recharge
A suit of Plate Mail Armor with full helmet, the H-1 Combat Armor is meant to protect the wearer from most threats when fully powered up. When not powered up, (5 Armor/1 Toughness), it loses its Environmental Protection, communications unit, and all sensors; forcing the wearer to use the openings in the faceplate to see. When powered up (11 Armor/2 Toughness), it seals up to full environmental protection, and its magical equivalents to communications (Which can communicate with standard mundane communications) and sensors go online. The Structural Integrity Field can be initiated quickly when danger is recognized, but it too power intensive for continual use. Its diamond dust imbedded steel allows for it to modulate the local flow of energy in order to make it easier for the wearer to absorb (Net +8 PPE per hour). It also has strength enhancing enchantments on it to allow the wearer to move very easily.
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Dwarven Technosmith (TW) H-1 Combat Armor

Post by Daniel »

Hans, this look right?


Dwarven Technosmith (TW) H-1 Combat Armor


Base: Triax T-11 Body Armor (7 Armor/2 Toughness, Strength->d12+2, +2 Pace, Environmental Protection, Various Sensors)


Conversion: H-1 TW Body Armor
  • Minor: +2 Armor
  • Minor: +2 Armor
  • Major: New Power - Armor (Trapping: Structural Integrity Field (Same affects as Mystical Skin approved custom trapping - Free Action to use; Self Only; still cost normal PP to activate armor spell))
  • Major: Edge: Rapid Recharge
  • Major: Edge: Improved Rapid Recharge
  • Major: Edge: Exceptional Rapid Recharge
  • A suit of Plate Mail Armor with full helmet, the H-1 Combat Armor is meant to protect the wearer from most threats when fully powered up.

    When not powered up, (5 Armor/1 Toughness), it loses its Environmental Protection, communications unit, and all sensors; forcing the wearer to use the openings in the face-plate to see.

    When powered up (by the way, whats the cost to power it?) (11 Armor/2 Toughness), it seals up to full environmental protection, and its magical equivalents to communications (Which can communicate with standard mundane communications) and sensors go online.

    The Structural Integrity Field can be initiated quickly when danger is recognized, but it too power intensive for continual use. Its diamond dust embedded steel allows for it to modulate the local flow of energy in order to make it easier for the wearer to absorb (Net +8 PPE per hour).

    It also has strength enhancing enchantments on it to allow the wearer to move very easily: Strength->d12+2, +2 Pace.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: Dwarven Technosmith (TW) H-1 Combat Armor

Post by Hans Greuber »

It takes 4 PPE per hour to charge, but since the Exceptional Rapid Recharge gives 1 PPE every 5 minutes, there is a net 8PPE recharged every hour. I was planning on rolling a 5-d12 whenever an encounter started with any positive number being how many PPE Hans was was down (exception being on a key line).

As for the Mystic Skiin/Structural Integrity Field trapping, I thought there was supposed to be an additional PPE cost, but could not find it. I would be quite happy to increase the casting cost by 1 PPE.
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Dwarven Technosmith (TW) H-1 Combat Armor

Post by Freemage »

Note that the Strength-enhancements also require the suit to be charged up; otherwise, they go offline same as the sensor suite and environmental protection.
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
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: Dwarven Technosmith (TW) H-1 Combat Armor

Post by Hans Greuber »

Freemage wrote:Note that the Strength-enhancements also require the suit to be charged up; otherwise, they go offline same as the sensor suite and environmental protection.
Yes. Powering up the armor is required for everything but the 5/1 armor/toughness. All other enhancements require it powered up.
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Dwarven Technosmith (TW) H-1 Combat Armor

Post by Daniel »

Final Version. Look right? If so I Approve. Powerful! Guess your GM needs to summon more demons!


Dwarven Technosmith (TW) H-1 Combat Armor


Base: Triax T-11 Body Armor (7 Armor/2 Toughness, Strength->d12+2, +2 Pace, Environmental Protection, Various Sensors)


Conversion: H-1 TW Body Armor
  • Minor: +2 Armor
  • Minor: +2 Armor
  • Major: New Power - Armor (Trapping: Structural Integrity Field (Same affects as Mystical Skin approved custom trapping - Free Action to use; Self Only; still cost normal PP to activate armor spell))
  • Major: Edge: Rapid Recharge
  • Major: Edge: Improved Rapid Recharge
  • Major: Edge: Exceptional Rapid Recharge
  • A suit of Plate Mail Armor with full helmet, the H-1 Combat Armor is meant to protect the wearer from most threats when fully powered up.

    When not powered up, (5 Armor/1 Toughness), it loses its Environmental Protection, communications unit, and all sensors; forcing the wearer to use the openings in the face-plate to see.

    When powered up: Cost is 5 PP Per Hour. (11 Armor/2 Toughness), it seals up to full environmental protection, and its magical equivalents to communications (Which can communicate with standard mundane communications) and sensors go online.

    The Structural Integrity Field can be initiated quickly when danger is recognized, but it too power intensive for continual use. Its diamond dust embedded steel allows for it to modulate the local flow of energy in order to make it easier for the wearer to absorb (Net +8 PPE per hour).

    It also has strength enhancing enchantments on it to allow the wearer to move very easily: Strength->d12+2, +2 Pace.

    Note that the Strength-enhancements also require the suit to be charged up; otherwise, they go offline same as the sensor suite and environmental protection.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: Dwarven Technosmith (TW) H-1 Combat Armor

Post by Hans Greuber »

Lars wrote:Final Version. Look right? If so I Approve. Powerful! Guess your GM needs to summon more demons!


Dwarven Technosmith (TW) H-1 Combat Armor


Base: Triax T-11 Body Armor (7 Armor/2 Toughness, Strength->d12+2, +2 Pace, Environmental Protection, Various Sensors)


Conversion: H-1 TW Body Armor
  • Minor: +2 Armor
  • Minor: +2 Armor
  • Major: New Power - Armor (Trapping: Structural Integrity Field (Same affects as Mystical Skin approved custom trapping - Free Action to use; Self Only; still cost normal PP to activate armor spell))
  • Major: Edge: Rapid Recharge
  • Major: Edge: Improved Rapid Recharge
  • Major: Edge: Exceptional Rapid Recharge
  • A suit of Plate Mail Armor with full helmet, the H-1 Combat Armor is meant to protect the wearer from most threats when fully powered up.

    When not powered up, (5 Armor/1 Toughness), it loses its Environmental Protection, communications unit, and all sensors; forcing the wearer to use the openings in the face-plate to see.

    When powered up: Cost is 5 PP Per Hour. (11 Armor/2 Toughness), it seals up to full environmental protection, and its magical equivalents to communications (Which can communicate with standard mundane communications) and sensors go online.

    The Structural Integrity Field can be initiated quickly when danger is recognized, but it too power intensive for continual use. Its diamond dust embedded steel allows for it to modulate the local flow of energy in order to make it easier for the wearer to absorb (Net +8 PPE per hour).

    It also has strength enhancing enchantments on it to allow the wearer to move very easily: Strength->d12+2, +2 Pace.

    Note that the Strength-enhancements also require the suit to be charged up; otherwise, they go offline same as the sensor suite and environmental protection.
Cost to power up is 4 per hour. 1 (Base for TW armor)+(1 per edge (3))=1+3=4. The Exceptional Rapid Recharge gives 1 per 5 minutes, so 12 per hour. 12-4=8.
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Dwarven Technosmith (TW) H-1 Combat Armor

Post by Daniel »

As for the Mystic Skiin/Structural Integrity Field trapping, I thought there was supposed to be an additional PPE cost, but could not find it. I would be quite happy to increase the casting cost by 1 PPE.
I have zero experience with Mystic Skin. Can someone weigh in? Otherwise looks good.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Kidemonas
Diamond Patron
Diamond Patron
Posts: 590
Joined: Fri Dec 09, 2016 2:09 pm

Re: Dwarven Technosmith (TW) H-1 Combat Armor

Post by Kidemonas »

Here is the text from the approved edges.

Psychic Vampire Trappings
Races and monsters who drain power points (ISP/PPE) can add psychic vampire trappings to their powers.

Mystical Skin (Armor): PPE/ISP Glutton. Your player is brimming with residual PPE or ISP from its latest feeding, or maybe you had one epic chow down and are still riding the high. This overflow has made your skin pulsate with energy making it incredibly easy at a moment's thought to go from sensitive to rock solid. This power is self only but a free action.
User avatar
Kidemonas
Diamond Patron
Diamond Patron
Posts: 590
Joined: Fri Dec 09, 2016 2:09 pm

Re: Dwarven Technosmith (TW) H-1 Combat Armor

Post by Kidemonas »

Not really sure if it fits for a TW device.
Normally a TW device Armor is already self only, so the character effectively loses nothing, but gains something.
User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: Dwarven Technosmith (TW) H-1 Combat Armor

Post by Hans Greuber »

Kidemónas wrote:Not really sure if it fits for a TW device.
Normally a TW device Armor is already self only, so the character effectively loses nothing, but gains something.
TW items normally allow casting on any appropriate target. Cyberknight armor being an example with Healing and Succor. As I said, though, I am quite willing to add the +1 PPE to activate.
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
User avatar
Kidemonas
Diamond Patron
Diamond Patron
Posts: 590
Joined: Fri Dec 09, 2016 2:09 pm

Re: Dwarven Technosmith (TW) H-1 Combat Armor

Post by Kidemonas »

Hans Greuber wrote:
Kidemónas wrote:Not really sure if it fits for a TW device.
Normally a TW device Armor is already self only, so the character effectively loses nothing, but gains something.
TW items normally allow casting on any appropriate target. Cyberknight armor being an example with Healing and Succor. As I said, though, I am quite willing to add the +1 PPE to activate.
Good point.
I stand corrected.
User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: Dwarven Technosmith (TW) H-1 Combat Armor

Post by Hans Greuber »

Hans Greuber wrote:
Lars wrote:Final Version. Look right? If so I Approve. Powerful! Guess your GM needs to summon more demons!


Dwarven Technosmith (TW) H-1 Combat Armor


Base: Triax T-11 Body Armor (7 Armor/2 Toughness, Strength->d12+2, +2 Pace, Environmental Protection, Various Sensors)


Conversion: H-1 TW Body Armor
  • Minor: +2 Armor
  • Minor: +2 Armor
  • Major: New Power - Armor (Trapping: Structural Integrity Field (Same affects as Mystical Skin approved custom trapping - Free Action to use; Self Only; still cost normal PP to activate armor spell))
  • Major: Edge: Rapid Recharge
  • Major: Edge: Improved Rapid Recharge
  • Major: Edge: Exceptional Rapid Recharge
  • A suit of Plate Mail Armor with full helmet, the H-1 Combat Armor is meant to protect the wearer from most threats when fully powered up.

    When not powered up, (5 Armor/1 Toughness), it loses its Environmental Protection, communications unit, and all sensors; forcing the wearer to use the openings in the face-plate to see.

    When powered up: Cost is 5 PP Per Hour. (11 Armor/2 Toughness), it seals up to full environmental protection, and its magical equivalents to communications (Which can communicate with standard mundane communications) and sensors go online.

    The Structural Integrity Field can be initiated quickly when danger is recognized, but it too power intensive for continual use. Its diamond dust embedded steel allows for it to modulate the local flow of energy in order to make it easier for the wearer to absorb (Net +8 PPE per hour).

    It also has strength enhancing enchantments on it to allow the wearer to move very easily: Strength->d12+2, +2 Pace.

    Note that the Strength-enhancements also require the suit to be charged up; otherwise, they go offline same as the sensor suite and environmental protection.
Cost to power up is 4 per hour. 1 (Base for TW armor)+(1 per edge (3))=1+3=4. The Exceptional Rapid Recharge gives 1 per 5 minutes, so 12 per hour. 12-4=8.
Total Value: 430,000 Credits
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Dwarven Technosmith (TW) H-1 Combat Armor

Post by Pender Lumkiss »

The mystic skin is the power, ppe/isp glutton is the trapping. I think you would need to provide a bit of narative on the new trapping, or reskin or ppe/isp glutton trapping. And yes it is a +1 ppt increase to use the trapping.

Off the top of my head maybe a trapping called

Techno-wizard surge, in making the device the energy capacitors have been set to overload, causing any magical energy flowing through the device to be dialed up to 11. This causes the power to only work on the user but in a blink of eye. +1 ppt the power is now self only but a free action.
Field Team Six Bennies
3/6
Post Reply

Return to “Archived or Abandoned Items”