Dr. Asterisk

GM: KahlessNestor
The heroes of Fort Hope - 5/8 Players
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Dr. Asterisk
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Joined: Sat Dec 14, 2019 11:20 pm
Location: Iowa, USA

Dr. Asterisk

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Dr. Asterisk
Seasoned Intelligent Construct
Shared Link: https://savaged.us/s/m04rnczw

Bennies: 3/3 (normal, current modified # kept on signature)


Description
Dr. Asterisk is a Transferred Intelligence. He was supposed to be transferred into an elite, humanoid, morphing, combat-ready android body. Instead, EBay didn't deliver on time and he was forced to merge with a small maintenance/construction bot. Then the cataclysm happened and he was trapped in his undermountain lab. He appears as a spider-shaped robot about 2' in diameter and 12" high.

Background
Dr. Ernst Samuelsson has been around since pre-Rifts Earth and only recently freed from his undermountain laboratory/factory/workshop. He suffers from PTSD (a combination of the transfer itself and the cataclysm imprisoning him for centuries) and delusions (sometimes he thinks he is still in Pre-Rifts Earth).

Upon awakening, he began working to reconstruct his hidden mountain laboratory but discovered it had been overrun by Orcs from a portal which emerged deep underground. They now claim most of the caverns and materials he had collected or invented. He has access only to a small, isolated lab and secret storage facility, separate from the rest of the complex.

While looking for civilization and supplies, Samuelsson made the mistake of hailing humans he saw nearby. He was captured by CS forces and forced to work maintenance for them. He attempted to introduce himself as "Doctor Samuelsson," at which point the guards laughed. The processing guard began to write "Dr." with an asterisk next to it for the purpose of mocking the outspoken little bot. However in the process, the patrol was attacked and he was not able to finish the entry. After the battle, the name "Dr.*" stuck, at least on the record.

Dr. Asterisk, as he is now called, has discovered everyone in the Coalition wants to destroy him, analyze him or otherwise disassemble him. He is...not in favor of that. Everyone in the magic-using kingdoms believe he is either Titan technology or Mechanoid, or some alien tech. In fact, he IS based upon and a progenitor of Titan works but he does not know of their existence yet.

He hopes to soon build a newer construct shell.


Dr. Asterisk

Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6 (d10), Vigor d10

Skills:
Academics d4
Athletics d8+2
Common Knowledge d4+2
Electronics d8+2
Fighting d8+2
Hacking d4+4 (+2 Field Computer)
Language ('Murican) d8, Chinese/Euro/Dragonese/Techno/Spanish at d6
Notice d8+4 (+2 MOS)
Occult d8
Persuasion d4 (+1 with Comm. band)
Repair d10+6 (+1 added with Field Repair Kit)
Research d4+2 (+2 Field Computer)
Science d4
Shooting d6 (+1 scopes)
Spellcasting d10+2 (d12+3 w/amulet)
Stealth d10+4
Survival d6
Thievery d4+2 (+2 Field Computer, +4 to lockpicking/Lockpick Release Gun)

Pace: 10; Running Die: d8; (+1 to jumping/armor, +2 Pace/armor, +2 Pace/construct mod, +1 run die/construct mod, may move at full pace on difficult terrain as per Free Runner, +2 to Athletics for climbing and foot chases/Free Runner, +4H/+2V jump, rocket boots/Athletics at -2), Grapnel/Launcher can add +2/+4 Athletics for climbing

Parry: 6 (9 w/shield) +? Fighting boost

Toughness: 23 (+2 force field) (14)

Size: -2 / Small Frame (20" Diameter, 12" tall, Mass 14Kg), -2 Toughness

Dr. Asterisk acts as if he had 1 point of Armor when hit by damage-causing arcane powers and adds +1 to his Trait rolls when resisting opposed powers. Even friendly arcane powers must subtract this modifier to affect the resistant hero. This stacks with Arcane Resistance, Arcane Protection, and other such abilities. (amulet)

Strain: 8/8

Hindrances: Curious (Yoda digging through backpack Curious), Delusional (minor, sometimes thinks he is back in Pre-Rifts Earth), Outsider (major), Pacifist (minor), Post-Traumatic Stress Disorder (minor), Vow (major, preserve knowledge, whether object or being, unless threatened/self-preservation), Wanted (major, Coalition wants him back)

Edges: Adept (Boost Trait, Deflection, Warrior's Gift), Arcane Background (Magic), Channeling, Filthy Rich, Mr. Fix It, Rich, Synthetic Immortality, McGyver, Free Runner, Power Points (N, S, V), New Powers x3 (Boost Trait, Drain Power Points, Smite, Deflection, Warrior's Gift, Protection), One With Magic (N), Master of Magic, Wizard (through amulet)

Armor: Arzno TWA-1600 Exterminator EBA (Armor 8, +3 Toughness) Environmental Protection, Invisibility (self only) 18#, Large SteelTree Shield (+3 Parry/-4 cover) 12#, Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item) +2 Armor/+1 Toughness 5#, Naruni N-F10A Lt. Force Field (12 hour e-clip, +2 toughness) 8#

Weapons: Melee (-2 to all melee attacks except with laser torch or electrical weapons because of spec. construction)
Wilk’s Laser Torch (Integrated, Range Melee, Damage 4d4+4, AP 16, M.D.C.) 1#
Unarmed (Range Melee, Damage STR or STR+d4, Knuckledusters and spikes)

Weapons:Ranged (-2 to all ranged attacks except for energizers/electrical weapons because of spec. construction)

CM-80 Empress Heavy Ion Pistol (Patron Item) Electrical Trapping (8/16/32) 1-3d10 dmg or EMP mode, see below, +1 shooting (Multi-optics scope) 5#

TW Lightning Rifle (Range 20/40/80, Damage 4d6+1, RoF 1, AP 4, Shots 7, Volcanic Carbine, can use standard Spencer Carbine Ammo SWADE), +1 shooting (Multi-optics scope) 9#

TW Snare Gun (Electrical Net Trapping, Range 8/16/32, Damage -, RoF 1, Shots 2, double-barreled) Entangle with Strong modifier if hit, can still fire standard flares, +1 shooting (Multi-optics scope) 3#

Portable energizer (Stun Gun) (Range 5/10/20, Damage 2d4, ROF 1) (Vigor at -2 or Stun until end of next turn), +1 shooting (Multi-optics scope) 2# Stun = fall prone or to their knees, can't move or take any actions, don't count toward Gang Up, are subject to the Drop. After next round, if makes a Vigor roll= no longer stunned but remains distracted and is now vulnerable until the end of next turn. On a raise=remove all effects.

3x Smoke Grenades (Range 5/10/20, Damage=Obscure, ROF 1, LBT), obscure 1.5#
6x Stun Grenades (Range 5/10/20, Damage=Stun, ROF 1, LBT), stun 3#

Gear:
Lock Pick Release Gun (+4 Thievery/lockpicking) 2#
Repair Kit, Field (+1 Repair) 10#
Field Computer II (+2 Hacking, Thievery, Research rolls) 2#
Multi-Optics Scope x3 (+1 shooting or +2 to notice or penalties if using aim) 3#
Temperature Cloak (+4 to heat or cold) 2#
Rocket Boots (Athletics check at -2 grants Jump at +4" H and/or 2" V, Vigor check if failure p.14 TLFG) installed in armor 8#
Grapnel+Launcher 110', 2000#, hardness 12, 18" target grants +2 Athletics/+4 raise) 5#
Communications Band (Speak Language, +1 Persuasion and Performance, 1PP/hour) 0.5#
Holo-Display Communicator (300-mile range) 2#
Magic Optics System (+2 Sight-based Notice, Darksight, Farsight, Detect Arcana, 1PP/hour) 1#
Dosimeter (Detect Radiation 5/10/20) 1#
Holo-Display Communicator (300 miles) 2#
Dweomer Shard Amulet (see below) 0.5#

Total weight carried/encumbrance: 98.5#/100# (120#)

Current Wealth: 18,980 Universal Credits

Arcane Background: Magic (Rifts® TLPG, p120)
PPE: 20 (+5 in amulet)

Powers:
Arcane Protection, 1PP
Boost Trait, 2PP (also innate)
Confusion, 1PP
Detect/Conceal Arcana, 2PP innate power plus MOS (SWADE pp158)
Deflection, 2PP
Drain Power Points, 2PP
Environmental Protection, in armor, Self only, 2PP
Invisibility, in armor, Self only, 4PP
Protection, 1PP
Smite, 2PP
Speed, 1PP
Darksight, Part of MOS*, Self only,
Farsight, Part of MOS*, Self only,
Speak Language, Communications band, Self only


Rich HJ Rolls: Replace Armor (Arzno), Free CC Weapon of Choice (Wilk's Laser Torch)
Filthy Rich HJ Rolls: Exoskeleton Enhancement (Armor), Stealthy (Armor)

Advances:
Novice 1: Edge: Free Runner
Novice 2: Edge: Power Points (Magic)
Novice 3: Increase Occult (d8), Spellcasting (d10)
Seasoned 4: Edge: New Powers: Warrior's Gift, Protection
Seasoned 5: Edge: Power Points
Seasoned 6: Edge: Adept (Boost Trait, Deflection, Warrior's Gift)
Seasoned 7: Edge: One With Magic (Novice)
Veteran 8: Edge: Power Points
----------------------------------------------------------------------
Build Your Construct: Go to Custom Races and build your Construct, using 24 points and the Empires of Humanity Racial Mods.

[SIZE=16px]Special Abilities[/SIZE]
  • Extra Appendages: Spider legs (6) plus two smaller, fine detail appendages for delicate work
  • Merged Consciousness: Is alive, can take Arcane Backgrounds
  • Ehrmagerd Erm a Sperdr: May walk on vertical surfaces at normal Pace, or inverted surfaces at half Pace.
  • Skill Bonus - Repair: +2 bonus when using a specific skill. This represents everything from targeting sensors and algorithms (+2 Shooting), to integral tool kits and schematics databases (+2 Repair), to stealth systems and protocols (+2 Stealth), etc. May only be taken once per skill and cannot be taken for Notice. The Construct is always considered to have the necessary equipment to use the chosen skill without penalty.
  • Skill Bonus - Electronics: +2 bonus when using a specific skill. This represents everything from targeting sensors and algorithms (+2 Shooting), to integral tool kits and schematics databases (+2 Repair), to stealth systems and protocols (+2 Stealth), etc. May only be taken once per skill and cannot be taken for Notice. The Construct is always considered to have the necessary equipment to use the chosen skill without penalty.
  • Skill Bonus - Stealth: This bot is designed to physically dock or merge with constructs or systems it is accessing or repairing while being as unobtrusive as possible and not getting shot while making battlefield repairs
  • Sensor Range Upgrade: The Construct ignores up to 4 points of Range penalties.
  • Solar Collector: Compatible with the standard tech base only, an embedded nanoscale solar collection lattice powers the Construct by converting sunlight into energy. Instead of drawing on another source of power, the Construct may passively recharge while exposed to sunlight for two hours to meet its regular power needs.
  • Spider legs pace bonus: Running die is upgraded by a die type (to a maximum of d12) and gains +2 Pace each time this upgrade is taken.
  • No Vital Systems: The Construct has hidden, armored, or redundant vital systems. Called Shots deal not extra damage versus them.
  • Expanded Power Storage: Only needs to recharge once every three days. Compatible with any technology base.
  • Electronics Package: Gain a 20-mile range communications system, a sub-computer for data storage, and a Rifts Earth-compatible interface jack which can plug into electronic systems.
  • Attribute: Increase an Attribute by one die type.
  • Attribute: Increase an Attribute by one die type.
  • Attribute: Increase an Attribute by one die type.
  • Attribute: Increase an Attribute by one die type.
  • Attribute: Increase an Attribute by one die type.
  • Attribute: Increase an Attribute by one die type.
  • Automated Repair Unit: Make a Vigor roll as a free action once per day to attempt to heal a Wound, gains +4 on rolls to resist “Bleeding Out”.
  • Armor: The outer layer of the Construct is hardened, gaining +4 natural Armor. At +12 the Armor becomes MDC and does not stack with non-MDC worn armor. At the GM's discretion, those of a compatible Rifts Earth tech base and designed for war may wear the equivalent of Cyborg Body Armor, though they start with none (double costs, multiplied by modifiers for its Frame). Small Frames can take one level.
  • Radiation: The Construct is susceptible to certain Trappings, taking +4 damage from attacks and rolling at −4 to resist related effects. This often takes the form of susceptibility to electricity but may vary wildly depending on the its origins and method of construction.
  • Corrosion: The Construct is susceptible to certain Trappings, taking +4 damage from attacks and rolling at −4 to resist related effects. This often takes the form of susceptibility to electricity but may vary wildly depending on the its origins and method of construction.
  • Titan Robotics prototype: -4 to repair, modify or EXAMINE this bot
  • Advanced Vocal Unit: The Construct can fully communicate through the sounds made by most other races and can even speak at sound levels audible only to bats, Dog Boys, Combat Cyborgs, and other beings capable of hearing frequencies above or below the normal human range. It can imitate a wide variety of races and sounds. Even suspicious opponents are −4 on Notice checks to discover the artificial nature of the audio. This system also grants +2 on rolls to imitate specific voices (must have heard target’s vocalizations).
  • Obvious Construct: The being is obviously inorganic, which can be a dangerous prospect. Dark lighting, loose clothing, and other tricks are required to hide the fact. Opponents gain +2 on Notice rolls to discern its true nature.
  • Technological System: Must spend one hour recharging each day. Fixed with Repair skill.
  • Small Frame: About 2' in height or length.
  • Legs: Construct has Pace 6 and d6 running die
  • Advanced Senses: In addition to the improved sensory capabilities, the Construct has advanced senses such as thermal, infrared, radiation, motion, radar, sonar, and so on, giving it 360-degree awareness ignoring Illumination penalties and conferring a +4 bonus to Notice rolls.
  • Reinforced Chasses: Gain +2 Toughness with each upgrade.
  • Hardwired Skill: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • Hardwired Skill: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • Hardwired Skill: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • Hardwired Skill: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • Hardwired Skill: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • It's Pegged: I canna change the laws of Fezzik
  • Hardwired Skill: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • Hardwired Skill: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • Edge - Mr. Fix It: Gain one Edge, ignoring all Rank requirements.
  • Edge - Synthetic Immortality: Gain one Edge, ignoring all Rank requirements.
  • Edge - Arcane Background: Gain one Edge, ignoring all Rank requirements.
  • Skill Bonus - Spellcasting: +2 bonus when using a specific skill. This represents everything from targeting sensors and algorithms (+2 Shooting), to integral tool kits and schematics databases (+2 Repair), to stealth systems and protocols (+2 Stealth), etc. May only be taken once per skill and cannot be taken for Notice. The Construct is always considered to have the necessary equipment to use the chosen skill without penalty.
  • Hardwired Skill: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • Edge - Channeling: Gain one Edge, ignoring all Rank requirements.
  • Skill Bonus - Fighting: +2 bonus when using a specific skill. This represents everything from targeting sensors and algorithms (+2 Shooting), to integral tool kits and schematics databases (+2 Repair), to stealth systems and protocols (+2 Stealth), etc. May only be taken once per skill and cannot be taken for Notice. The Construct is always considered to have the necessary equipment to use the chosen skill without penalty.
  • Edge - New Powers: Gain one Edge, ignoring all Rank requirements.
  • Locked in: -1 to any trait roll that is considered outside this bot's functions, which are research, repair, construction, exploration. Can only use electrical weapons or tools like the Wilk's Laser Torch. Spellcasting limited to defensive and support to avoid penalty.
  • Embedded Wilk's Laser Torch: The Construct has a weapons system integrated into its frame. For +1 point a melee or ranged personal weapon weighing up to 50 pounds, or a pair of weapons weighing up to 25 pounds each, is integrated into the Construct's frame.
  • Edge - New Powers: Gain one Edge, ignoring all Rank requirements.
  • Attribute: Increase an Attribute by one die type.
  • Bad Reputation (-2): The society or species is known for its terrible deeds, brutality, thievery, or other reprehensible behavior. If a nonplayer character knows the reputation or is scared by it, and doesn't know the hero's better nature, his Reaction starts at Unfriendly (see Reactions in Savage Worlds). For –2 points, such Reactions start at Hostile. Concerned locals might alert the authorities, taunt to provoke the hero, or even attack out of fear and ignorance. If the character's initial Reaction is already penalized (as with D-Bees or Mutants, below) it starts one or two steps lower, respectively. If already Hostile, an immediate social skill check is required to avoid violence.
  • Magic: Power Points: 25; Powers: Arcane Protection (Savage Worlds: Adventure Edition p148), Boost Gift (Savage Worlds: Adventure Edition p169-170; Limitations: One Aspect, Touch (limited)), Boost Trait (Savage Worlds: Adventure Edition p156; Limitations: One Aspect), Confusion (Savage Worlds: Adventure Edition p157), Deflection (Savage Worlds: Adventure Edition p157-158; Limitations: Touch (limited)), Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158), Drain Power Points (Savage Worlds: Adventure Edition p159-160), Environmental Protection (Savage Worlds: Adventure Edition p161), Invisibility (Savage Worlds: Adventure Edition p164), Protection (Savage Worlds: Adventure Edition p165-166), Smite (Savage Worlds: Adventure Edition p168), Speed (Savage Worlds: Adventure Edition p167; Limitations: One Aspect)
  • Power Activators: Magic users must be able to gesture and speak to cast spells.
  • Build Your Construct: Go to Custom Races and build your Construct, using 24 points and the Empires of Humanity Racial Mods.
  • Construct: Intelligent Constructs are beings made of inorganic material. They add +2 to recover from being Shaken, ignore 1 point of Wound penalties, don’t breathe, and are immune to Disease and Poison, and Wounds are fixed with Repair instead of Healing with no “Golden Hour”.
  • Inorganic: Normal cyberware does not work on Constructs. They may not take cybernetics or roll on the Cybernetics Hero's Journey Table.
  • Outsider (Major): People of Rifts Earth view Intelligent Constructs as property rather than sentient beings. They have no protections under the law and suffer a −2 to Persuasion when dealing with those who know of their advanced construction.
  • Core Directive (Major): All Constructs are engineered with a primary function, which instills them with purpose. This often functions as the Vow (Major) or Pacifist (Major) Hindrance but may take on other forms (a Major psychology-based Hindrance) per GM's approval.
  • Wanted: Once its true natureis discovered, many powerful factions
    will hunt down the Construct for disassembly and study, slated for immediate destruction, or sold to the highest bidder.
  • Malfunctions: Constructs are subject to breakdowns when put under extreme stress (i.e. Technical Difficulties).

[SIZE=16px]Advances[/SIZE]
Novice Advances
  • Edge: Free Runner
  • Edge: Power Points
  • Raise Skills: Occult/Spellcasting
Seasoned Advances
  • Edge: New Powers (Warrior's Gift, Protection)
  • Edge: Power Points
  • Edge: Adept (Boost Trait, Deflection, Warrior's Gift (Protection))
  • Edge: One With Magic (Novice)
Veteran Advances
  • Edge: Power Points
Current Load: 48.5 (81)
Books In Use: Savage Worlds: Adventure Edition, Science Fiction Companion, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Multiple Languages, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears valid and optimal

Created with Savaged.us
Changelog:
Switched Arcane Background from Weird Sci to Magic (this was done before play began)
Adjusted costs for Feature Lock and Specialized Construction, above (done before any rolls would have been affected)
1.2.21: Adjusted "Reinforced Chassis" down so it was legal and switched points to Fighting (PC was made early in the learning process and savaged.us still hasn't flagged this as not OK so I get to claim ignorance), Changed credits total to reflect "Rich" "Filthy Rich" edges properly
8.2021: Added all salvage items, Patron Items, Signature Item
9.25.21: End of 101st game, edited and remade for recruitment forum
Last edited by Dr. Asterisk on Sun Sep 26, 2021 4:12 pm, edited 40 times in total.
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Dr. Asterisk
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Re: Dr. Asterisk

Post by Dr. Asterisk »

It took a brilliant tailor to make this work for a roomba.

Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)
Image
• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)
Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket: Empress Ion Pistol
• Pocket: Snare Gun
• Pocket: Stun Gun
• Pocket: Field Computer
• Pocket: Lock Pick Release Gun
• Pocket: Grapnel Gun
• Pocket: Holo-Communicator
• Pocket: Dosimeter
Last edited by Dr. Asterisk on Sun Aug 15, 2021 2:04 pm, edited 1 time in total.

Dr. Asterisk

Bennies: 3/3

Current Wealth: 19,480 Universal Credits
User avatar
Dr. Asterisk
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Posts: 88
Joined: Sat Dec 14, 2019 11:20 pm
Location: Iowa, USA

Re: Dr. Asterisk

Post by Dr. Asterisk »

CM-80 Empress Heavy Ion Pistol (Patron Item)
Image
Designed specifically for the honor guards of the Imperial family, these magnificant weapons are slowly making their way into the rank and file, starting with special forces groups. The first guards to get this weapon were those guarding Emperor Prosek's wife, hence it's nickname. The weapon packs the power of an Ion Rifle into a pistol, at the expense of weight, range, and payload, but it's ability to threaten most anyone makes it highly respected, especially in the close quarters of asset protection.
• Range: 8/16/32
• Damage: 1– 3d10, AP 0 (see also EMP Attack)
• Rate of Fire: 1
• Payload: 12 shots per E-clip
• Features:
• • Wide Spread (TLPG p. 100), and Heavy Pulse
• • Laser Targeting: The shooter gains an additional +1 to all shooting rolls with this weapon, in addition to the bonus for Wide Spread.
• • EMP Attack: The wielder uses his Shooting skill to target a technological device (−4 Called Shot penalty for any hand-held or small items targeted). On a successful hit, the device won’t work for one round; it fails to operate for two rounds on a raise. Shoot a vehicle's weapon and it will not work. Shoot a light and it goes out. Shoot a vehicle or robot combat vehicle and it cannot move or maneuver (though subsystems might still work, like a single weapon system; GM's discretion). This requires 3 shots from the weapon's E-Clip.
For technological characters such as Juicers, Combat Cyborgs, and Intelligent Constructs, as well as those in Power Armor, they instead suffer one Fatigue (two on a raise). They may roll Smarts to resist. This cannot incapacitate.
• d6 Min Str (5 lbs)
Notes: Technology Base is one of Coalition. Cost for Repair Purposes: 80,000 credits.

Dr. Asterisk

Bennies: 3/3

Current Wealth: 19,480 Universal Credits
User avatar
Dr. Asterisk
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Posts: 88
Joined: Sat Dec 14, 2019 11:20 pm
Location: Iowa, USA

Re: Dr. Asterisk

Post by Dr. Asterisk »

Item Salvage 8.2021

Field Computer II 20,000
Multi-Optics Scope x 3 9,000
Temperature Cloak 2000
Rocket Boots 32,000 total/install
Grapnel+Launcher 2500
Comm. Band 34,000
Magic Optics System 30,000
Mini-missiles (4) for Robert 4000
AP Grenades (6) for Tirgal 4200
Dosimiter 200
Large SteelTree Shield 2000
Holo-Display Communicator 10,000

Total: 149,900


Snare Gun 45,000 (-3)
Naruni Lt. Force Field 100,000 total/install (-4)


Total: 145,000

Grand total: 294,900 (but no way will I ever get all the rolls to work out so will see)
Total credits remaining if everything goes through: 12,480

But by the miracle of the awesome d6 bot acing several times I made the rolls, so...maybe?

Install Rocket Boots Repair 1d10!!+7: [9]+7 = 16
Wild 1d6!!+7: [4]+7 = 11

Install Force Field Repair 1d10!!+7: [3]+7 = 10
Wild 1d6!!+7: [2]+7 = 9



Spent 284,900 8.14.21
Remaining, 12,480 (sell Wilk's laser pistol half/6500) = 18,980
Last edited by Dr. Asterisk on Sun Sep 26, 2021 3:43 pm, edited 2 times in total.

Dr. Asterisk

Bennies: 3/3

Current Wealth: 19,480 Universal Credits
User avatar
Dr. Asterisk
Diamond Patron
Diamond Patron
Posts: 88
Joined: Sat Dec 14, 2019 11:20 pm
Location: Iowa, USA

Re: Dr. Asterisk

Post by Dr. Asterisk »

TW Dweomer Shard Amulet, Lesser (signature item)

Dweomer Shard Amulet.png
The Dweomer Shards, of which only a few are known to exist, are pieces of a larger gemstone of unknown origin. Artificers and Magi in Dweomer are credited with discovery and all relevant information surrounding them, hence the name, but the shards’ actual origin eludes even the sages. Each shard possesses a slightly different hue in the blue/green/purple range of colors and correspondingly empowers the wielder with different abilities.

The size of the shard is inversely proportional to its perceived level of power. This shard is rather large and therefore considered to be one of the lesser shards, Dr. A has learned through his research. Other shards have been crafted into rings, lenses and tips for magical wands and staves.

The shard has been fashioned/housed into an amulet of silver/metal alloys so the shard does not have to be handled directly. Doctor Asterisk obtained this amulet from a pre-Apocalyptic archaeological dig and he has only recently unlocked its power and learned to use it. The Dweomer sages do not know of the existence of this shard and would be interested to know that the shards may have origin on Earth Pre-A. D.A.’s possession of this item might also be considered an anathema.

This shard amulet grants the wearer or wielder the following abilities:

Major:
Edge: Master of Magic,
Edge: Wizard,
+1D to Spellcasting

Minor:
+1 to Spellcasting trait rolls,
5 PPE in the device itself
Also, the wearer/wielder acts as if he had 1 point of Armor when hit by damage-causing arcane powers, and adds +1 to his Trait rolls when resisting opposed powers. Even friendly arcane powers must subtract this modifier to affect the resistant hero. This stacks with Arcane Resistance, Arcane Protection, and other such abilities.

This item costs 1PPE/hour to power it.

Dr. Asterisk

Bennies: 3/3

Current Wealth: 19,480 Universal Credits
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