Cartoony fun Teleporting Anvil gun- the enemy troops shoot over the hero's heads and an Anvil falls out of the small temporal displacement that is caused and hits them at terminal velocity.
As for world ending trouble. TW-Earthquake bombs TW and a warlock team up called Steam and Clank.
Oldie but goodie: Annalition sphere of doom
Pide Piper bomb- Call and control rodent and cannines
Re: TW Dooms day devices
Posted: Sat Aug 21, 2010 11:44 pm
by dragonfett
A friend of mine used the TW Construction rules from the RUE to make an Annihilate Cannon that fired that the spell of the same name 1000' (same range as Ballistic Fire), and it only needed 1 PPE to activate. Oh, and it needed an insane number of gems to make.
Re: TW Dooms day devices
Posted: Sun Aug 22, 2010 12:23 pm
by dragonfett
I just worked out the numbers using the rules for TW item creation from the RUE and this is what I got for the Doom Cannon
Anihilate 600 PPE Lapis Lazuli 25 karats Price: 12,500 Power Bolt 20 PPE (for the range) Turquoise 1 karat Price: 240 Ballistic Fire 25 PPE (for the accuracy) Ruby (deep red) 1 karat Price: 19,000
Device Level: 4
PPE Cost: 6450 / 25 = 258 PPE
Activation Cost: 258 / 20 = 13 PPE
Construction Time: 258 / 10 x 4 = 103.2 hours
Cost of Device: 258 x 10 x 4 + 69,240 = 42060 Credits
Re: TW Dooms day devices
Posted: Wed Aug 25, 2010 5:27 pm
by kmspade
dragonfett wrote:I just worked out the numbers using the rules for TW item creation from the RUE and this is what I got for the Doom Cannon
Anihilate 600 PPE Lapis Lazuli 25 karats Price: 12,500 Power Bolt 20 PPE (for the range) Turquoise 1 karat Price: 240 Ballistic Fire 25 PPE (for the accuracy) Ruby (deep red) 1 karat Price: 19,000
Device Level: 4
PPE Cost: 6450 / 25 = 258 PPE
Activation Cost: 258 / 20 = 13 PPE
Construction Time: 258 / 10 x 4 = 103.2 hours
Cost of Device: 258 x 10 x 4 + 69,240 = 42060 Credits
Thanks for the idea! And always remember...be careful what you post...your GM might be watching.
Re: TW Dooms day devices
Posted: Wed Aug 25, 2010 10:23 pm
by drewkitty ~..~
level 5 edit
Re: TW Dooms day devices
Posted: Sun Aug 29, 2010 5:18 am
by psam_rage
OK so this is the culmination of my last hour of boredom.
Please note: the first two were Prototypes that show where the ideas can be taken, and are intended for small world domineering level 1s and 2s.
My key idea around the FrostBurn (hope I'm not stealing someones idea)line of inventions is well Ice, sure the market is loaded with Fire other 'energy' based weapons, so why not throw in something no one expects to appear in their midst.
I use a Mortar or Grenade Launcher to hurl the explosive orbs. (OoC as the primary) Alternatively you can base off a flamethrower to fling a sheet of icy death into nearby foes. (WoF as the primary)
For a weak but spam happy ‘Grenade Launcher’
Spoiler:
Orb of Cold – 6 P.P.E. (For Damage) – Garnet 6 Karats Wave of Frost – 6 P.P.E. (For Area of Effect) – Garnet 1 Karats
Device Level: 1
PPE Cost: 120 / 6 = 20 PPE
Activation Cost: 20 / 20 = 1 PPE
Construction Time: 20/10 x 1 = 2 hours
Cost of Device: 20 x 10 x 1 + 7,000 = 7,200 Credits
For an effective Cryogenic ‘flamethrower’ optimal for dealing with 10’x10’ rooms
Spoiler:
Wave of Frost – 6 P.P.E. (For Area of Effect) – Garnet 6 Karats Orb of Cold – 6 P.P.E. (For Damage) – Garnet 1 Karats
Device Level: 2
PPE Cost: 240 / 6 = 40 PPE
Activation Cost: 40 / 20 = 2 PPE
Construction Time: 20/10 x 2 = 4 hours
Cost of Device: 20 x 10 x 2 + 7,000 = 7,400 Credits
and for an ungodly mortar of destruction
Spoiler:
Orb of Cold – 6 P.P.E. – Garnet 18 Karats Barrage – 15 P.P.E. (For number of Blasts and range) – Opal 6 Karats Wave of Frost – 6 P.P.E. (For Area of Effect) – Garnet 6 Karats
Device Level: 12
PPE Cost: 3240 / 18 = 180 PPE
Activation Cost: 180 / 20 = 9 PPE
Construction Time: 180/10 x 12 = 216 hours
Cost of Device: 180 x 10 x 12 + 27,000 = 48,600 Credits
This compact horde killer can attack up to 460 feet away doing 3d6 M.D. Ice over a 72 foot area 15 times, for 9 P.P.E., oh and lets not forget the debilitating side effects should you fail any of your 15 saves verses magic.
Yes, 460 feet is a pitiful range, but by level 12 the only thing baring mass production would be the 9 day build time, but get 5 of them on your enemy's flank and provided you get the first volley, they're toast. I see judicious use of Amulets of Superior Invisibility and Super-speed. Get into position, fire, recloak and run! Look forward to this and away to cheat rolls without cheating, coming soon to a drawing board near you. Yep, Tolkeen needed these.
Though they all have nothing on anything using annihilate. My challenge was to use semi-common fairly low level spells, and to keep it fairly cheap.
Also
dragonfett wrote:I just worked out the numbers using the rules for TW item creation from the RUE and this is what I got for the Doom Cannon
Anihilate 600 PPE Lapis Lazuli 25 karats Price: 12,500 Power Bolt 20 PPE (for the range) Turquoise 1 karat Price: 240 Ballistic Fire 25 PPE (for the accuracy) Ruby (deep red) 1 karat Price: 19,000
Device Level: 4
PPE Cost: 6450 / 25 = 258 PPE
Activation Cost: 258 / 20 = 13 PPE
Construction Time: 258 / 10 x 4 = 103.2 hours
Cost of Device: 258 x 10 x 4 + 69,240 = 42060 Credits
Your PPE cost is 1/4 the correct amount. It should be 25,800 / 25 = 1032. Thus Activation cost becomes 52 (round up from 51.6) and the total cost becomes 110,520.
Re: TW Dooms day devices
Posted: Sun Aug 29, 2010 11:36 am
by dragonfett
From the RUE. page 131
5. Determine the Base P.P.E. Construction Cost. To do this, add together all the P.P.E. Costs of the spells involved within the Spell Chain, and multiply the total by by the Device Level x 10, and finally divide that total by the number of carats in the Primary Spell's required gem. By using a better gem than required for the Primary Spell, the P.P.E. Construction Cost can be decreased. Likewise, a gem with fewer carats than normally required is acceptable, but will increase the P.P.E. Construction Cost for that Spell Chain. Note:Do not add in carats of the Secondary Spell Gems when calculating this amount.
Hey, thanks. I had missed that. Just increase the number of carats used from 25 to 100 and the overall cost to 79560.
Re: TW Dooms day devices
Posted: Sun Aug 29, 2010 12:49 pm
by psam_rage
dragonfett wrote:From the RUE. page 131
5. Determine the Base P.P.E. Construction Cost. To do this, add together all the P.P.E. Costs of the spells involved within the Spell Chain, and multiply the total by by the Device Level x 10, and finally divide that total by the number of carats in the Primary Spell's required gem. By using a better gem than required for the Primary Spell, the P.P.E. Construction Cost can be decreased. Likewise, a gem with fewer carats than normally required is acceptable, but will increase the P.P.E. Construction Cost for that Spell Chain. Note:Do not add in carats of the Secondary Spell Gems when calculating this amount.
Hey, thanks. I had missed that. Just increase the number of carats used from 25 to 100 and the overall cost to 79560.
No problem. Now to finish "The Hand of God" a.k.a. 'Beat Insurmountable Odds' with a 30 min. time frame. Cheese!
Re: TW Dooms day devices
Posted: Sun Aug 29, 2010 1:42 pm
by psam_rage
Breaking the mold from weapons we have the FB-SS Watch, a way to get close enough to use the short range of the rest of the series and then escape with no one the wiser.
Spoiler:
Invisibility: Superior – 20 P.P.E. – Emerald 25 Karats Emerald 1 Karat – For 10 P.P.E. Storage
Device Level: 5
PPE Cost: 1000 / 25 = 40 PPE
Activation Cost: 40 / 20 = 2 PPE
Construction Time: 40/10 x 5 = 20 hours
Cost of Device: 40 x 10 x 1 + 400,000 +16,000 = 416,400 Credits
Plain and simple, 15 minutes to get into position. Once you attack Re-activate and get away with in 15 minutes.
What follows was my attempt at recreating some measure of a friends luck (His dice roll 20's 37% of the time, 62% when he throws them, mine tend to roll 9's at that rate.)
A Helping Hand, simply a way to Beat Insurmountable Odds for non-mages to use.
Cost of Device: 89 x 10 x 1 + 144,000 = 144,890 Credits
Re: TW Dooms day devices
Posted: Mon Sep 13, 2010 5:34 pm
by Lord Z
Well, if the bad guys are occupying the H.A.A.R.P., then they have the ideal distribution medium for any spell or psychic effect they want. The HAARP is basically a huge radio transmitter. It is built to study the aurora (northern lights), officially. Depending on which conspiracy theory you use, it can also broadcast a signal bounced off the aurora or the full ionosphere, the signal gathering strength with each energy field through which it travels. Mind control, weather control, fire storms, mass elemental summonings, whateva...