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TW thread for custom TW items?
Posted: Sun Feb 17, 2013 6:01 am
by SittingBull
Is there one? Now that I used the right letters. Techo wizard = TW not TK.
Thank you
Re: TW thread for custom TW items?
Posted: Sun Feb 17, 2013 6:17 am
by wyrmraker
Not that I am aware of, no.
One of my favorite large-scale TW items is a small zeppelin (approx 25' long and 10' tall and wide) TW-enchanted with Invisibility and Frequency Jamming (invisible to radar) made of light MD cloth (about 50 MDC overall). My current TW is marketing them to magic heavy towns to defend against the Coalition as barrage balloons.
Barrage balloons were used by Britain during WWII to keep low-flying aircraft away, as well as to prematurely detonate bombs dropped.
Re: TW thread for custom TW items?
Posted: Sun Feb 17, 2013 11:26 am
by Subjugator
That's not bad, but I'd use invisibility: superior instead of invisibility and frequency jamming.
/Sub
Re: TW thread for custom TW items?
Posted: Sun Feb 17, 2013 5:44 pm
by wyrmraker
I could see that. My version is slightly lower level.
But can you imagine what would have happened if Tolkeen had had those mounted above their cities?
Another one:
Mystic Portal Designator
This construct allows a Forward Observer to 'mark' a target with an enchanted rifle, allowing for a ranged Mystic Portal to appear about 20' from the target. The core unit is attached to a missile launcher, and generates the base one-way portal in front of the launcher. Range of the designator itelf is 150'. The detonator for the missiles are keyed to the IR frequency of the designator beam.
Range would be no more than 500' between launcher and target.
Re: TW thread for custom TW items?
Posted: Sun Feb 17, 2013 6:07 pm
by wyrmraker
Oh, that's pretty cool. Wouldn't be difficult to stat out, either. Let it feed off of the internal PPE of a t-man, and you've got a really good control method. There are downsides to it as well, but in general a good idea.
Re: TW thread for custom TW items?
Posted: Sun Feb 17, 2013 6:21 pm
by drewkitty ~..~
There are a few in the invented magic topic. You might try looking in the magic&psi forum.
Re: TW thread for custom TW items?
Posted: Sun Feb 17, 2013 7:24 pm
by Subjugator
wyrmraker wrote:I could see that. My version is slightly lower level.
But can you imagine what would have happened if Tolkeen had had those mounted above their cities?
Another one:
Mystic Portal Designator
This construct allows a Forward Observer to 'mark' a target with an enchanted rifle, allowing for a ranged Mystic Portal to appear about 20' from the target. The core unit is attached to a missile launcher, and generates the base one-way portal in front of the launcher. Range of the designator itelf is 150'. The detonator for the missiles are keyed to the IR frequency of the designator beam.
Range would be no more than 500' between launcher and target.
They had something similar available to them. They had greater air elementals. > 10,000 MD and TONS of PPE. The presence of greater elementals (alien frickin' intelligences!) on their side should've made a HUGE difference...particularly since they could be dismissed and re-summoned the next frickin' day.
/Sub
Re: TW thread for custom TW items?
Posted: Sun Feb 17, 2013 8:26 pm
by SittingBull
notafraid2die wrote:Subjugator wrote:They had something similar available to them. They had greater air elementals. > 10,000 MD and TONS of PPE. The presence of greater elementals (alien frickin' intelligences!) on their side should've made a HUGE difference...particularly since they could be dismissed and re-summoned the next frickin' day.
/Sub
There were quite a few things that should have given Tolkeen huge advantages over the Coalition... But, whatever.
TK-EX10 Gladius Light Exo-Skeleton Battle Armor
Model Type: TK-EX10
Class: Armored Infantry Techno-Wizard Exo-skeleton
M.D.C.: The suit offers 180 M.D.C. to the entire body (for damage purposes, treat it like a suit of non-power enviromental armor.)
Speed: Running: 40 mph (64 km) maximum. Note that the act of running does tire the user, but at 30% the usual fatigue rate, thanks to the exo-skeleton.
Statistical Data:
Height: +4 inches (0.10m) taller than the wearer (adjustable to fit anybody between 5 feet, 6 inches/1.68m and 6 feet, 10 inches/2.08 m.
Width: Variable
Length: Variable
Weight: 80 lbs (36 kg)
Physical Strength: Equal to a P.S. 20
Cargo: None
Power System: Electrical Battery (96 hours of continual use).
Black Market Cost: 750,000 credits
Items needed to construct: 1 20 carat Amber, 1 20 carat diamond, and 1 20 carat sapphire (any color).
Spells needed to make: Armor of Ithan, Mend the Broken, and Energy Bolt (all spells at lvl 10 strength by default).
PPE Construction Cost: 375 P.P.E.
Ppe costs: Armor of ithen (8 P.P.E. or 16 I.S.P.), mend the broken (8 P.P.E. or 16 I.S.P.), and energy bolt (4 P.P.E. or 8 I.S.P.).
Build time: 1,125 hours or 141 '8 hour' days.
Weapon Systems: None. The wearer must use hand weapons, including most rifles and light rail
funs suitable for use by cyborgs or power armor, as long as it has an independant power supply.
Hand to Hand Combat: Rather than use a weapon, the pilot can engage in mega-damage hand
to hand combat.
Normal Punch: 1D4 M.D.
Power Punch: 2D4 M.D., but counts as two melee actions.
Kick: 1D6 M.D.
Leap Kick: 2D6 M.D., but counts as two melee actions.
Bonuses: +1 on initiative and +1 attack per melee.
Re: TW thread for custom TW items?
Posted: Sun Feb 17, 2013 8:27 pm
by SittingBull
TK Juicer Harness
Effects: PS and PE are raised to supernatural status, PS 30 and PE 24. The character gets 2 additional melee actions/attacks per round. Speed is increased by 50%. Fatigue has no effect, and the wearer is impervious to drugs, mind control, possession, illusions, pain, and horror factor; as well as able to endure triple the normal damage to his body. Temporarily gains the bonuses of +3 initiative, +1 to strike, +1 to dodge, +1 on all saves, and +90 SDC (already tripled).
Black Market Cost: 750,000 credits
Items needed to construct: Juicer harness and 90 carats worth of black pearls (450,000 credits).
Spells needed to make: Magical-adrenal rush (45) and superhuman strength (10) Default spell strength is 12th level.
PPE Construction Cost: 293 P.P.E.
PPE costs: 15 P.P.E. or 30 I.S.P. to activate both spells.
Charge duration: 3 minutes.
Build time: 660 hours or 83 '8 hour workdays'.
Re: TW thread for custom TW items?
Posted: Sun Feb 17, 2013 10:42 pm
by SittingBull
TW Armor Repair System
Using a TK modified Cyber-Nano-Robot Repair System, a character is able to repair armor in the field without supplies or near as much time; with no need for more supplies. After the proper carats installed it costs 1 P.P.E. (2 I.S.P.) to repair 1 M.D.C. or 60 S.D.C.
Device Level: One.
P.P.E. Construction Cost: 27.
Spell Chain Needed: Primary Spell: Mend The Broken (30), Secondary Spells: Energy Field (10).
Physical Requirements: 9,000 credits worth of Amber, 4,500 credits of quartz (ruby), and 1 Cyber-Nano-Robot Repair System.
Duration of Charge: Instant. Repairs the armor it is attached to as much as it is powered to repair. Effective Range: Touch.
Construction Time: 3 Hours.
Black Market Cost: 275,000 credits.
Re: TW thread for custom TW items?
Posted: Sun Feb 17, 2013 11:04 pm
by SittingBull
Techo-wizard Vibro weapon.
Your normal vibro weapon converted to run off of magic energies. An energized TW blade will have an energy field of 60 M.D. while active.
Device Level: Five.
P.P.E. Construction Cost: 25.
Spell Chain Needed: Primary Spells: Energy Field (10).
Physical Requirements: 6,000 credits of quartz (ruby) and 1 Vibro-Weapon.
Duration of Charge: 5 Minutes.
To Recharge or Activate: 1 P.P.E. or 2 I.S.P.
Effective Range: Hand to Hand Combat.
Construction Time: 13 Hours.
Black Market Cost: 7,250 credits plus cost of the Vibro-Weapon.
This one I feel I got spot one for once in putting it together.
Re: TW thread for custom TW items?
Posted: Sun Feb 17, 2013 11:59 pm
by Dr Megaverse
A favorite idea I had once involved an automatic rift closer. Take a radar unit and have it run Sense Dimensional Anomaly and Invis:Superior all the time. Upon sensing a rift it triggers the spell Close Rift (Temporal Wizard vesion requires no PPE sacrifice). Drop it in a ley-line nexus and it's self powering and free of casual detection!
Re: TW thread for custom TW items?
Posted: Mon Feb 18, 2013 12:36 am
by SittingBull
Dr Megaverse wrote:A favorite idea I had once involved an automatic rift closer. Take a radar unit and have it run Sense Dimensional Anomaly and Invis:Superior all the time. Upon sensing a rift it triggers the spell Close Rift (Temporal Wizard vesion requires no PPE sacrifice). Drop it in a ley-line nexus and it's self powering and free of casual detection!
Would be handy for trying to secure certain 'non' super magic locations.
Re: TW thread for custom TW items?
Posted: Mon Feb 18, 2013 12:45 am
by Dr Megaverse
SittingBull wrote:Dr Megaverse wrote:A favorite idea I had once involved an automatic rift closer. Take a radar unit and have it run Sense Dimensional Anomaly and Invis:Superior all the time. Upon sensing a rift it triggers the spell Close Rift (Temporal Wizard vesion requires no PPE sacrifice). Drop it in a ley-line nexus and it's self powering and free of casual detection!
Would be handy for trying to secure certain 'non' super magic locations.
Kinda the idea. Tbh it was a Geofront add-on I thought would make sense. Close rifts and keep em closed in order to secure the land once again! Retake Earth! Lol.
Re: TW thread for custom TW items?
Posted: Mon Feb 18, 2013 12:50 am
by SittingBull
Hey! If anyone wants an item made let me know. I'm not working in real life and apparently was a Techno-Wizard in my last gaming life.
Re: TW thread for custom TW items?
Posted: Mon Feb 18, 2013 5:04 am
by SittingBull
Techno-Wizard Lighter
A simple butane lighter TWed to run without fuel. 500 uses per charge.
Device Level: One.
P.P.E. Construction Cost: 100.
Spell Chain Needed: Primary Spells: Energy bolt (5).
Physical Requirements: 1,000 credits (.5 carat) of Zircon (red) and a lighter.
Duration of Charge: 50 lights.
To Recharge or Activate: 5 P.P.E. or 10 I.S.P.
Effective Range: Touch.
Construction Time: 10 Hours.
Black Market Cost: 1,000 credits, 1,000 for the Zircon (red), and a butane lighter.
Re: TW thread for custom TW items?
Posted: Sun Feb 24, 2013 9:12 pm
by abe
not sure how to make these,but how about some tw remote controled toys?
Re: TW thread for custom TW items?
Posted: Sun Feb 24, 2013 9:20 pm
by SittingBull
Hmmmmm Interesting idea. ^^
Re: TW thread for custom TW items?
Posted: Sun Feb 24, 2013 9:42 pm
by Mack
abe wrote:not sure how to make these,but how about some tw remote controled toys?
Just put Telekinesis into the Vehicle and the operator wouldn't need a remote control.
Re: TW thread for custom TW items?
Posted: Mon Feb 25, 2013 3:15 pm
by abe
Mack wrote:abe wrote:not sure how to make these,but how about some tw remote controled toys?
Just put Telekinesis into the Vehicle and the operator wouldn't need a remote control.
what if you wanted to use a remote control to confuse the coalition?
Re: TW thread for custom TW items?
Posted: Mon Feb 25, 2013 8:55 pm
by Mack
abe wrote:Mack wrote:abe wrote:not sure how to make these,but how about some tw remote controled toys?
Just put Telekinesis into the Vehicle and the operator wouldn't need a remote control.
what if you wanted to use a remote control to confuse the coalition?
Just pick up a stick and fake it.
Re: TW thread for custom TW items?
Posted: Tue Feb 26, 2013 5:07 pm
by abe
huh??????????????
Re: TW thread for custom TW items?
Posted: Tue Feb 26, 2013 8:31 pm
by Blue_Lion
abe wrote:Mack wrote:abe wrote:not sure how to make these,but how about some tw remote controled toys?
Just put Telekinesis into the Vehicle and the operator wouldn't need a remote control.
what if you wanted to use a remote control to confuse the coalition?
Then put the TK in the remote control and limit it to operatting the Toy.
Or you could make a unversal toy remote with TK and energy field that can opearte and power any remote controled toy, 1 at a time.
Re: TW thread for custom TW items?
Posted: Tue Feb 26, 2013 9:15 pm
by Blue_Lion
This is something I some time use in campains where the parties want to use and make TW vehicles. I have it as a subpart of my TW vehicle creation rules.
TW-PPE Reactor.
Note these devices should like nuclear reactors not be made by player charters instead they are products of Major TW manufactures like Storm Spire, Lazlo, Mage fire and UWW.
This device is cylindrical device housing several small TW devices and a colony of high PPE (for their size) micro organisms. The device uses sustain to feed and maintain them and then drains life force (PPE from them to maintain its own power and PPE reserve. The device is available in several sizes and are intend to be the power plants of TW PA and vehicles.
Micro- intended for PA and small vehicles such as hover cycles.
Small-intended for most ground vehicles.
Medium-intended for large ground vehicles and air craft.
Large-intended for massive vehicles.
Capital-only intended for phase world capital ships.
PPE of devices.
Micro-PPE reserve of 150 recovers 15 PPE per hour
Small-PPE reserve of 300 recovers 15 PPE per hour
Medium-PPE reserve of 600 recovers 20 per hour.
Large-PPE reserve of 900 recovers 20 per hour.
Capital-PPE reserve 100 times the intended crew recovers 5 PPE per hour for every 10 crew members.
Cost-
Micro 1.5 million
Small 3 million
Medium 6 million
Large 10 million.
PPE reserve reduction for permanently running a vehicle.
PA-90 for robot str 18 +10 for every 2 points of robotic str, convert str to supernatural for 20 PPE.
75 for motorcycles and close to ground hover cycles.
180 for small buggies/ground hover craft.
250 for medium to large craft
300 most APCs and sky cycles
500 for main battle tanks.
550 Small air craft (typicaly 1-2 person)
700+ for large air craft (bombers, cargo plains transports.)
750 for super sonic fighters.
Capital ships 75-85 per crew member.
powering weapons requires 15PPE per d6 MD for unlimited pay load.
These devices need a service ritural every 5 years or they will fail. Cost and time needed is as fallows.
Micro 100,000 cr takes 3 days.
Small 150,000 cr takes a week.
Medium 250,000 takes 2 weeks.
Large 350,000 takes 3 weeks.
(note there may are some that are made to last for 10 years before needing the ritual cost for those is the 3X but the ritual cost is the same.)
These devices are intended for high TW vehicle style campaigns. Where and where intended to be ways for TWs to power their vehicle creations.