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TW Item Creation Rules

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TW Item Creation Rules

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TW Item Creation Rules

Features that can be added to EBA, PA's, and Vehicles

Note: Also see the Lexicon of Techno-Wizardry.

The Steps TW Item Template
[First, select a template that corresponds to the Form being used, then add the following code block at the bottom of the Form's template.]

Code: Select all

[b]Name of TW Item[/b]
[Insert Form Template here]
[u]TW Characteristics:[/u]
[list][*]TW Functions: [insert bulleted sub-list, if needed]
[*]Activation Cost: 
[*]Device Level: 
[*]P.P.E. Construction Cost: 
[*]Spell Chains Needed:
[*]Physical Requirements: 
[*]Duration of Charge: 
[*]Construction Time: 
[*]Construction Cost: [/list]
Cost:
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Re: TW Creation Rules

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1. Determine the Form of the Device
  • The player should determine what his character's new TW item is going to be made from. (TW pistol, flight pack, vehicle, etc.)
  • The Form must match the Function you plan to use it for.
  • There must be some sort of addition to the device that symbolizes the added mystic power. (A gas mask matches up to the Breathe Without Air spell function, etc)
  • If that item is removed or destroyed, that TW power is lost.
  • The size of the TW device is dependent on the complexity of the design, the Form, and the skill of its creator/designer. The weight is reflective of its size, and is also cumulative when adding to existing technology and other TW devices. Obviously, if you're making a gun or vehicle, or building the device into armor or any existing shell, you'll have to add that weight into it. Again, this is the weight for the TW device by itself, and combining it with other devices, technology or anything else is cumulative. Simply use common sense when assigning a weight to your TW device.
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Re: TW Creation Rules

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2. Determine the Functions of the Device
  • For standard devices, determine the desired Functions.
  • Lay out the basic effects the device will employ.
  • Each specific effect will be a Spell Chain in itself.
  • Note: Players do not choose the exact final effects of a TW device; they only tell a GM what they wish the device to do. It is always the GM's call as to exactly how something turns out.
  • Player and G.M. can work together to improve the design, add additional limitations and/or advantages to get the TW device closer (or not) to the player's intended design.
  • A general limitation that should be maintained is that body armor, power armor, robots and vehicles should have NO more than four Functions.
  • TW device range, duration, area of effect, damage, etc. incorporated into the Spell Chains are to be used as a basis for assigning these values.
  • Example: The TW Flaming Sword does 4D6 M.D. because its primary spell is Fire Bolt, which does 4D6 M.D. Its duration is 10 minutes because the Secondary Spell Circle of Flame has a duration of 2 minutes per level, and the device shown is level five. The duration of the Primary Spell would have been used, but in this case Fire Bolt is an instant spell, so Circle of Flame's duration was used instead. The remaining spell in the chain, Impervious to Fire, is only used so that the wielder of the weapon is not scorched by it.

    Single Use Devices
    • Single Use Devices are handled a little differently, but use this same set of directions as above.
    • Limited to a single spell, the level of which cannot exceed the creator's level.
      • A Single Use Device requires
      • 1/2 the amount of time to create
      • 1/2 the construction cost
      • 1/4 the gems of a normal TW device
      • Requires only 1/10 the P.P.E. Construction Cost
      • No Activation Cost
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Re: TW Creation Rules

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3. Determine How Many Spell Chains Will Be Necessary
  • For each Function that the player desires in the device, the G.M. provides the necessary Primary Spell and Secondary Spells, which form the Spell Chain for each Function.
  • At this point any player or GM can voice his opinion on what they feel the effects of each spell should provide, and which spells should be needed.
  • The TW will describe the device's desired outcome, but the final call is up to the GM on what the device function actually does.
  • This information should be kept in the GM's notes on the device, the actual results will be discovered by the player upon testing the device.
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Re: TW Creation Rules

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4. Determine the Required Gems
  • Consult the Gem TW Reference List for which gems will be required, based on the spells in the Spell Chain.
  • The Primary Spell will require up to the Device Level, in half carats, of that particular type of gem, either as one large gem or several small gems used together for the single Primary Spell.
  • One can reduce or increase the carats of the Primary Spell Gem by half carat increments, but this will alter the Base P.P.E. Construction Cost (see below).
  • The Primary Gem type must still have a minimum of one carat in weight.
  • Each Secondary Spell requires a gem of one carat per spell (regardless of Device Level), although low level spells (level six or lower) can share a gem, provided they all require the same type of gem.
  • This does not include any possible P.P.E. Storage Gems. You will need additional gems if you want to store P.P.E. in your TW device.
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Re: TW Creation Rules

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5. Determine the Base P.P.E. Construction Cost
  • Add together all the P.P.E. costs of the spells involved within this Spell Chain.
  • Multiply this total by the Device Level x10
  • 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.
  • A gem with fewer carats than normally required is acceptable, but will increase the P.P.E. Construction Cost for that Spell Chain.
  • Do not add in carats of the Secondary Spell Gems when calculating this amount.
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Re: TW Creation Rules

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6. Determine the Activation Cost
  • TW devices require P.P.E. to activate.
  • Calculate the Activation Cost for each spell chain separately
  • Activation Cost is always listed in P.P.E., but I.S.P. can be used at double the listed activation cost.
  • Ley Line Devices require no Activation Cost.
  • Single Use Devices require no Activation Cost.
  • Single Use Devices require some penalty or limitation to the item to reflect its unique nature.
  • Activation Cost = P.P.E. Construction Cost/20
Ley Line Magic Devices
  • The device is designed to be powered directly from a ley line.
  • Multiply P.P.E. Construction Cost by x1.5 for each function.
  • If the device will work both on and off the ley line, then multiply its P.P.E. Construction Cost by x2 for each function that can be used on or off the ley line.
    • Such devices require an Activation Cost for when the device is not on the ley line (determine as normal).
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Re: TW Creation Rules

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7. Calculate the Construction Time
  • If the TW is adding to existing technology (vehicle, armor, weapon) the time needed to complete the work is equal to the P.P.E. Construction Cost multiplied by the Device Level.
  • If the TW has the appropriate Mechanical skill(s) himself, the time needed is cut in half.
  • Device Construction Time (in hours) = P.P.E. Construction Cost /10 x Device Level
Example: If the P.P.E. Construction Cost is 100 for a 1st level device, it would take 10 hours to complete (100/10x1 = 10).
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Re: TW Creation Rules

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8. Construction Cost of the Device
  • The TW Device's Construction Costs are physical requirements of the device, this cost isn't absolute, and is subject to availability and parts on hand.
  • Depending on design, a TW could use copper wire, fiber optics, lasers, plastic, metal or a myriad of other parts. (be logical and creative)
  • Construction Cost = P.P.E. Construction Cost x 10 x Device Level + Cost of All Required Gems
  • Black Market TW Pricing: Construction Cost of a TW device,+ cost of labor + profit/mark-up
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Re: TW Creation Rules

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9. Repeat Steps 4 to 8 for Each Spell Chain Involved in the Device
  • When finished with the various Spell Chains:
  • P.P.E. Construction Costs + Gem requirements + Construction Costs + Device Form = Total cost for TW device, as given by the G.M., in credits.
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Re: TW Creation Rules

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10. P.P.E. Storage
  • A TW device can store extra P.P.E. for future Activation Costs if it has an Activation Charge.

    P.P.E. Storage
    • -1% to the Device Construction Modifier, per point of P.P.E. the device can store, and each P.P.E. point the TW wishes to store adds 1% to the P.P.E. Construction Cost.
    • If the device is able to store its own P.P.E., the device can be made to function even for a non-psychic/non-mage, if the TW wants it to, at no additional cost.
  • If you wish to incorporate P.P.E. Storage, most likely it will be P.P.E. Storage for all the Functions of the device to draw upon. As an option, you may wish to create P.P.E. Storage usable only by one or a few of a device 's Functions. In this case, just add up the P.P.E. Construction Costs for those Functions when determining the cost. P.P.E. is stored for the purpose of powering the device, not for the practitioner of magic's personal use, although this P.P.E. can be siphoned back out at a rate of 10 P.P.E. per action (twice as fast for a TW). A TW device built specifically for the purpose of P.P.E. storage, using the Talisman or Energy Sphere spells, would be more appropriate for a practitioner of magic's P.P.E. Battery.

    Gem P.P.E. Capacity
  • Emeralds: 10 P.P.E. per carat
  • Diamonds: 20 P.P.E. per carat
    See the Gem TW Reference List for more information on the gems (diamonds and emeralds) required to store P.P.E.
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Re: TW Creation Rules

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11. Apply Any Modifications
  • Apply any modifiers for TW Assistants, Non-TW Assistants, and any Modifiers chosen by the GM.

    TW Assistants
    • An Assistant may not exceed the primary TW's level.
    • There may be one TW Assistant, who must work with the primary TW for the project's duration.
    • The bonus granted by the assistant is equal to 1/10th of his TW Construction skill success rate, rounded down (e.g., if the assistant's skill is 76%, he provides a bonus of +7%).
    Non-TW Assistants
    • Tinkerers can assist the TW in limited ways by following his schematics for the more mundane bits of construction.
    • An assistant reduces Construction Time by 5% (maximum of 35%).
    • A TW may have up to one assistant for every two experience levels. (e.g. a 6th level TW could have 3 non-TW assistants)
    • The rest of the work must be performed by a qualified TW.
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Re: TW Creation Rules

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12. Building the TW Device
  • Once the device with all of its Functions is finished, the GM should compare the Form and the Functions and determine which skill rolls are required to complete the device.
  • Additional technological features added to the vehicle will require additional skill rolls. Likewise, adding additional TW features will require additional TW Construction skill rolls.

    Example: If the TW is building a souped-up dune buggy, the first skill roll required will be for Automotive Mechanics (or Mechanical Engineer). The next would be a Basic Electronics skill roll, to make sure that the vehicle 's electrical system still works. Finally, the player must roll on his character's TW Construction skill to add in the various Functions desired in the TW dune buggy.
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Re: TW Creation Rules

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Prototypes
Just like any normal art of construction and experimentation, inventing is hardly an exact science. Often devices must undergo multiple phases of testing and debugging, many times producing unexpected results. The first few attempts made at creating a device should always provide quirks, but there are times that one is gifted or lucky enough to create an accurately working model on the first try. Depending on the Construction roll, these quirks could be beneficial, neutral or detrimental. The bigger the margin of success for the TW's Construction roll, the more the chance of having fewer negative quirks, or even an unexpected positive effect. This is the GM's territory here, and you'd better make it interesting! A player is likely to get annoyed when they succeed on their first TW device and it is still riddled with problems. One option is making the TW device unstable, producing fluctuating levels of effectiveness each time it's activated to show how unpredictable it is. Another possibility is that the composition of the Secondary Spells keeps changing, and randomly affecting the Primary Spell in different ways. If a player fails on a Prototype roll, it just won't function. (See Techno- Wizard Device Salvage in the Lexicon below for information on recovering components from TW devices.) Three successful rolls in a row are required before the schematic is no longer considered a Prototype.

Mistakes
Mistakes happen, but this shouldn't get in the way of a good time. If a player fails the roll by a few percentage points, give him the device with a twist. A failure of up to 5% should have a noticeable, but not necessarily negative effect, just a quirk. Failure by 6-1 5% should carry some unexpected quirk that makes the device functional, but not quite right. Maybe it costs more P.P.E. to power the effect, or the P.P.E. Storage is leaking energy at a rate of 1 point per hour. Failure by 16-20% should be something drastic. Maybe the device is meant to work on others, but affects the caster instead. Or, somehow one of the Secondary Spells got swapped with a Primary Spell and entirely changes the device 's function. This is all up to the GM, and a player should be lucky it works at all with a failing roll. Have fun with mistakes. Sure, they should carry a penalty, but with the trouble some of these wizards go through to gain components, it's not fair to just deny them after months of in-game work.
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Re: TW Creation Rules

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Gem TW Reference List

About precious stones
Precious gemstones tend to cost much more in the world of Rifts than in our modern Earth, because they are far less accessible. Gems are typically found only in certain places in the world and may be very difficult to acquire. Seeking out jewelry stores buried in the ruins of pre-Rifts cities is one way to try to find the gems required. Another is to find dealers and jewelers with connections to get gems. (Certainly places like Atlantis have anything one might want, and cities like Lazlo, MercTown and other trading centers should have a good if not a complete selection.) Otherwise, getting the proper gem component may be an adventure in and of itself, requiring the player group to travel or Rift to another part of the world or require them to do a favor or job for a dragon, the Federation of Magic, or some other villain or quest in exchange for the gems their TW needs.

Very Rare Availability in North America:
  • Rubies & sapphires of all kinds: ultra rare in North and South America and Europe; found primarily in Burma, Thailand and Sri Lanka
  • Emeralds: found mainly in Colombia, Egypt, and South Africa
  • Aquamarine: found in Brazil, Colombia, Siberia, and the Ural Mountains
  • Diamonds: uncommon in South Africa, Brazil, Venezuela, & rare in all of Africa and parts of Colombia, Mongolia, Siberia, & the Ural Mountains
Note: Synthetic diamonds and synthetic zircon do not work in TW.

Gems are critical to the construction of Techno-Wizardry, so their use has been refined over the years. A good rule of thumb is that the Primary Spell will require up to the Device Level, in half carats, of a particular type of gem. This requirement could be fulfilled by one large gem or by several small ones, adding up to the carat total. Each type of gem has its own use, as represented by the spells that it can be used to store, and the proper gem must be used for each spell to be added to the TW device.
  • Agate (red-orange): Greater Healing (30), Heal Self (20), Heal Wounds (10), Ley Line Restoration (800), Light Healing (6), Purge Other (100), Purge Self (70), Restoration (750), Restore Life (275), Restore Limb (80), Resurrection (650), Super-Healing (70)
    Cost: 60 credits per carat
  • Agate (tire): Eyes of Thoth (8), Instill Knowledge (15), Memory Bank (12), Oracle (30), Second Sight (20), Sense Evil (2), Sense Magic (4), Tongues (12), Words of Truth (15)
    Cost: 80 credits per carat
  • Amber: Create Wood (10-20), Detect Concealment (6), Ironwood (50+), Mend the Broken (10+), Sustain (12)
    Cost: 600 credits per carat
  • Alexandrite: Eyes of the Wolf (25), Influence the Beast (12), Metamorphosis: Animal (25), Metamorphosis: Human (40), Metamorphosis: Insect (60), Metamorphosis: Mist (250), Metamorphosis: Superior (100), Tame Beast (60)
    Cost: 3,000 credits per carat
  • Amethyst: Carpet of Adhesion (10), Havoc (70), Magic Net (7), Magic Shield (6), Mute (50), Paralysis: Lesser (5)
    Cost: 400 credits per carat
  • Andradite: Curse of the World Bizarre (100), Curse : Phobia (40), Death Curse (Special), Luck Curse (40), Minor Curse (35), Repel Animals (7), Sickness (50), Sleep (10), Spoil (Food/Water) (30), Transformation (2000)
    Cost: 500 credits per carat
  • Aquamarine: Create Water (15), Swim as the Fish (6), Swim as the Fish: Superior (12), Summon & Control Sea Serpents (350), Water to Wine (40)
    Cost: 2000 credits per carat
  • Chrysophase (quartz): Ley Line Transmission (30), Summon Greater Familiar (80), Summon Lesser Being (425), Summon Ley Line Storm (500), Summon Shadow Beast (140)
    Cost: 450 credits per carat
  • Citrine: Astral Hole (120), Astral Projection (10), Commune with Spirits (25), Summon & Control Animals (125), Summon & Control Canines (50), Summon & Control Entity (250), Summon & Control Rodents (70)
    Cost: 4,000 credits per carat
  • Diamond: Armor of Ithan (10), Crushing Fist (12), Fly (15), Fly as the Eagle (25), Impenetrable Wall of Force (600), Invincible Armor (30), Invulnerability (25), Wall of Defense (55), Wards (90)
    Can also be used to store P.P.E.

    Cost: 15,000 credits per carat
  • Emerald (green): Aura of Power (4), Invisibility: Simple (6), Invisibility: Superior (20), Ley Line Fade (20), Ley Line Ghost (80), Ley Line Phantom (40), Wall of Not (70)
    Can also be used to store P.P.E.

    Cost: 16,000 credits per carat
  • Garnet (black): Create Golem (700 or 1,000), Create Magic Scroll (1000), Create Steel (68), Enchant Weapon (400 to 1,000+), Magic Pigeon (20), Winged Flight (35)
    Cost: 2,500 credits per carat
  • Garnet (all other colors): Distant Voice (10), Frostblade (15), Globe of Silence (20), Ice (15), Orb of Cold (6), Shockwave (45), Sonic Blast (25), Thunderclap (4), Wave of Frost (6)
    Cost: 1,000 credits per carat
  • Jade: Climb (3), Escape (8), Familiar Link (55), Life Blast (15), Lifeward (40), Life Source (2+Special), Wall of the Weird (180)
    Cost: 1,000 credits per carat
  • Ivory: Animate/Control Dead (20), Aura of Death (12), Aura of Doom (40), Create Mummy (160), Create Zombie (250), Exorcism (30), Life Drain (25), Tum Dead (6)
    Cost: 20 credits per carat
  • Lapis Lazuli: Annihilate (600), Anti-Magic Cloud (140), Dispel Magic Barriers (20), Negate Magic (30), Sanctum (390), Teleport: Lesser (15), Teleport: Superior (600), Void (700)
    Cost: 5,000 credits per carat
  • Malachite: Amulet (290+), Collapse (70-400), Featherlight (10), Mystic Alarm (5), Mystic Fulcrum (5), Reflection (7), Seal (7), Talisman (500)
    Cost: 2,500 credits per carat
  • Opal (black): Disharmonize (150), Enemy Mind (100), Id Alter Ego (130), Id Barrier (600), Trance (10), Transferal (50)
    Cost: 600 credits per carat
  • Opal (fire): Banishment (65), Desiccate the Supernatural (50), Expel Demons (35), Forcebonds (25), Reality Flux (75), Watchguard (10)
    Cost: 700 credits per carat
  • Opal (all other colors): Armorbane (100), Barrage (15), Deflect (10), Manipulate Objects (2+), Negate Mechanics (20), Ricochet Strike (12), Spinning Blades (20), Targeted Deflection (15), Telekinesis (8), Throwing Stones (5)
    Cost: 500 credits per carat
  • Onyx: Circle of Travel (600), Close Rift (200+), Dimensional Portal (1,000), Dimensional Teleport (800), Ley Line Time Capsule (15), Ley Line Time Flux (80), Meteor (75), Mystic Portal (60), Plane Skip (65), Re-Open Gateway (180), Rift to Limbo (160), Rift Teleportation (200), Rift Triangular Defense System (840), Swallowing Rift (300), Swap Places (300), Time Hole (210), Time Slip (20), Warped Space (90)
    Cost: 1,000 credits per carat
  • Pearls (black): Giant (80), Levitation (5), Magical-Adrenal Rush (45), Reduce Self (20), Superhuman Endurance (12), Superhuman Strength (10), Superhuman Speed (10)
    Cost: 6,000 credits per carat
  • Pearls (white): Cleanse (6), Fist of Fury (10 or 50), Locate (30), Magic Warrior (60), Phantom Mount (45), Realm of Chaos (70), Swords to Snakes (50)
    Cost: 5,000 credits per carat
  • Quartz (clear): Blinding Flash (1), Globe of Daylight (2), Chromatic Protection (10), Lantern Light (1), Light Target (6), Lightblade (20)
    Cost: 60 credits per carat
  • Quartz (rose): Cure Illness (15), Cure Minor Disorders (10), Fortify Against Disease (15), Remove Curse ( 1 40), Stone to Flesh (30)
    Cost: 150 credits per carat
  • Quartz (ruby): Energy Disruption (12), Energy Field (10), Energy Sphere (120), Ignite Fire (6), Shatter (5), Sheltering Force (20)
    Cost: 300 credits per carat
  • Quartz (smoky): Cloud of Smoke (2), Impervious to Fire (5), Firequake ( 1 60), Fire Blossom (20), Fire Globe (40), Fuel Flame (5), Resist Fire (6)
    Cost: 150 credits per carat
  • Ruby (deep red): Ballistic Fire (25), Circle of Flame (10), Dragon Fire (40), Fireblast (8), Fire Ball (10), Fire Bolt (7), Fire Gout (20)
    Cost: 19,000 credits per carat
  • Ruby (blue): Befuddle (6), Charm (12), Compulsion (20), Domination (10), Fear (5), Wisps of Confusion (40)
    Cost: 18,000 credits per carat
  • Sapphire (black): Cloak of Darkness (6), Null Sphere (220), Shadow Meld (10), Shadow Wall (400)
    Cost: 20,000 credits per carat
  • Star Sapphire: Agony (20), Constrain Being (20), Control/Enslave Entity (80), Deathword (70), Ensorcel (400), Soultwist (170), Speed of the Snail (50)
    Cost: 20,000 credits per carat
  • Sapphire (all other colors): Beat Insurmountable Odds (70), Calling (8), Charismatic Aura (10), Hallucination (30), Horror (10), Protection Circle: Simple (45), Protection Circle: Superior (300), Summon Ally (600), Weight of Duty (10)
    Cost: 16,000 credits per carat
  • Tiger Eye: Blind (6), Mental Blast (15), Mental Shock (30), Mindshatter (130), See Aura (6), See in Magic Darkness (125), See the Invisible (4), See Wards (20)
    Cost: 3,000 credits per carat
  • Topaz (yellow or brown): House of Glass (12), Impervious to Poison (5), Negate Poison/Toxin (5), Purification (Food/Water) (20)
    Cost: 200 credits per carat
  • Tourmaline (black): Bottomless Pit (100), D-Step (50), Frequency Jamming (15), Implosion Neutralizer (12), Ley Line Shutdown (3000), Ley Line Storm Defense (180)
    Cost: 120 credits per carat
  • Turquoise: Chameleon (6), Concealment (6), Death Trance (1), Power Bolt (20), Power Weapon (35), Speed Weapon (100)
    Cost: 240 credits per carat
  • Zircon (clear): Breathe without Air (5), Fingers of the Wind (5), Float in Air (5), Heavy Air (200), Wall of Wind (40), Wind Rush (20)
    Cost: 3,500 credits per carat
  • Zircon (blue): Calm Storms (200), Summon & Control Rain (200), Summon & Control Storm (300), Summon Fog (140)
    Cost: 1,500 credits per carat
  • Zircon (red): Call Lightning (15), Electric Arc (8), Energize Spell (12+), Energy Bolt (5), Impervious to Energy (20), Lightning Arc (30), Sorcerous Fury (70), Sub-Particle Acceleration (20)
    Cost: 2,000 credits per carat
  • Zircon (yellow, brown or gold): Apparition (20), Armor Bizarre (15), Fool 's Gold (10), Horrific Illusion (10), Illusion Booster (15), Illusion Manipulation (2S-60), Illusory Forest (45-90), Illusory Terrain (55-120), Illusory Wall (15 or 30), Mask of Deceit (15), Multiple Image (7), World Bizarre (40)
    Cost: 300 credits per carat
Gems Required for Non-Invocation Spell Magic:
From time to time, the TW will have to work with some other type of practitioner of magic in order to produce a special purpose TW device. Each of these types of magic has its own relation with gem stones, and as such, they have their own unique gem requirements when one of their spells is placed into a TW device.
  • Biomancy spells: Amber or Opal
  • Cloud Magic spells: Diamond or Sapphire
  • Elemental Air spells: Diamond or Sapphire
  • Elemental Earth spells: Garnet or Onyx
  • Elemental Fire spells: Ruby or Topaz
  • Elemental Water spells: Emerald or Pearl
  • Living Fire Magic spells: Ruby or Topaz
  • Nature Magic spells: Garnet or Onyx
  • Necromancy spells: Jade or Ivory
  • Ocean Magic spells: Emerald or Pearl
  • Spoiling Magic spells: Jade or Ivory
  • Temporal Magic spells: Quartz or Tourmaline
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Re: TW Creation Rules

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Lexicon of Techno-Wizardry

Gems: All TW devices require gems to contain and focus the mystic energy. See the Gem TW Reference List following the Lexicon.

I.S.P.: Alternative to P.P.E. This is not a design feature but a simple truth: I.S.P. (a psychic 's Inner Strength Points) can power TW devices, but at double the P.P.E. number in I.S.P. So if a device costs 10 P.P.E. to fire or activate, a psychic can do so but at a cost of 20 I.S.P. Consider psychic energy to be a less efficient energy source for TW devices. That's why it costs twice as much I.S.P. as it would P.P.E. It's expensive for the psychic, but he can still use the TW item. Actually, anybody with sufficient P.P.E. or I.S.P. can use a TW device. This is an inherent aspect of all TW machines, and is always the case unless a Trigger Lock is used (requiring the proper spell to be cast).

Ley Line Magic Devices: Ley line devices are mechanisms that can be used by men of magic and psychics, but only on a ley line, often because they need that extra energy. These creations will take into consideration basic scientific principles and designs, like aerodynamics, but otherwise they can be little more than a plank of wood, a few wires, and a power crystal. Away from a ley line, the device is worthless, it cannot be used at all, but on a ley line, the mechanism may have a multitude of impressive applications. Ley line devices that can be used on and off a ley line (but function at reduced or no P.P.E. cost and/or higher performance while they draw power from the ley line) require double the P.P.E. Construction Cost, while devices that are limited to the ley line increase the cost by x 1.5 times.

Primary Spell: Each Spell Chain is going to have a single Primary Spell, which is the primary effect of the Spell Chain and is augmented by any possible Secondary Spells.

Secondary Spells: Secondary Spells are those that augment, supplement or otherwise affect the Primary Spell of a Spell Chain. Secondary Spells are optional, and any number may be included.

Spell Chain: The Spell Chain is a grouping of spells which provide a single effect. Each Spell Chain is made up of at least one Primary Spell and any possible combinations of Secondary Spells. Exactly which spells are required is a judgment call for the Game Master, and the G .M. may increase or decrease the requirements as he sees fit. A device with 5 effects would have 5 Spell Chains, each of which must be worked out separately.

TW Device Level: This is the level at which the device functions, which by default is the level of the TW creator. This may be lowered to make the device faster and easier to build, but may not be increased beyond the level of the TW.

TW Device Limitations: This part has little to do with the actual mechanics involved, but more with game balance and the uniqueness of TWry. Generally speaking, the more spells added to the device to provide a specific effect, the more limited the device should be. Either limited in scope, or having one or multiple quirks/side effects. For example, if you add a few Necromantic spells to a Fire Bolt launcher, maybe the undead may be immune or attracted to the device while it's active, or it just gives off the stench of decay and attracts scavengers. As a rule of thumb, any side effects or limitations shouldn't overshadow the use of the device. It's probably out of line for a simple low level/power device to attract the attention of every Psi-Stalker within a mile radius, but that may be a fitting "quirk" for a huge, vehicle mounted device that spits out augmented Annihilate spheres that randomly cause dimensional disturbances.
Note: A general limitation that should be maintained is that body armor, power armor, robots and vehicles should have no more than four Functions.

TW Device Salvage: At some point, a TW is going to fail when making a device. Or, maybe they want to improve an existing device or salvage parts from other TW devices. One might think this would be as simple as pulling the parts back out, but it's not. The amount of components a TW can usually salvage from any working TW device is equal to his experience level x5%, plus 1D6x10%, up to a maximum of 100%. If the device isn't in working order, only half as much can be salvaged. For gems it's even trickier. A TW has a 10%+4% per level of experience chance of salvaging a gem in working order. The reason for this difficulty is that the gem is already fused into a TW device. This means that the gem has already been imprinted with a particular spell, which may make things unpredictable if the TW wishes to use these gems in a future project. Some mages know how to purify gems and stones by way of ritual, spell or ability, but this is a rarity.

TW Device Schematics: TW Device Schematics cover a lot of character downtime. Usually this is measured by the player devoting so many hours a night while on watch, before bed, or using other free time contemplating devices of grandeur, doodling with notes, etc. It's the Game Master's determination as to how much downtime in this fashion is required to draw up device schematics. A good rule of thumb is 3 hours per spell will be spent scheming and drawing up blueprints.

Unknown Spells (getting another mage to help): TW's may include spells unknown to themselves into a device, with the aid of another spell caster who knows the spell, though this is far from easy. Working with an unknown Primary Spell is very difficult, and unknown Secondary Spells can add to the TW device's difficulty as well. The TW will require the help of assisting mages during the design period for the schematics, as well as throughout the entire length of the TW device 's creation. Spells which are unknown to the TW, but which fall within the range of common Invocations, count as one and a half times (x1.5) as much P.P.E. for figuring the P.P.E. Construction Cost. Other spells, including but not restricted to Elemental Magic, Temporal Magic, Necromancy, Biomancy, and any other closed grouping of magic, count as twice as much (x2) P.P.E. for the purposes of figuring the P.P.E. Construction Cost.
Note: Also see modifiers for further difficulties.
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Re: TW Creation Rules

Post by Augur »

Modifiers to TW Construction skill rolls

Penalties:
  • -1% Per Point of P.P.E. that the TW device is capable of storing
  • -20% Prototype Schematics (Rough plans and notes for a work in progress. Untested and unproven new version or concept. Once a working device with the bugs worked out is successfully created from the schematics, this penalty is voided.)
  • -10% Working from Another TW's Schematics (This penalty may be avoided if great care is taken to study and examine the schematics.)
  • -50% Bad Schematics (Something isn't adding up. You've probably made a mistake somewhere in the design, though not necessarily a fatal error.)
  • -30% Sketchy, Unclear Schematics (Handwritten notes without clear step-by-step instructions, or some minor aspects of creation missing.)
  • -10% Total Recall in Place of Schematics (This applies to schematics the character has created or studied, and can remember using psychic Total Recall, but is working without the hard copy.)
  • -80% No Schematics (Planning? Who needs planning...why do I have these gems left over? Or a new, uncertain design concept.)
  • -20% Miniaturization (This is cumulative for each 10% reduction from the base size, so a 30% reduction means a -60% penalty.)
  • -20% Adding TWry to Technology Without the Appropriate Skills (This penalty is cumulative for each skill required, but not known.)
  • -25% Rush Job (Work is completed in two thirds the normal amount of time.)
  • -50% Extremely Rushed (Work is completed in one third of the usual amount of time. At best it will be functional, but it's not pretty. Cannot be taken with any other Construction Time modifying penalty or bonus.)
  • -15% Low Magic Environment (Working on the device in a low magic environment for the majority (two thirds) of the Construction Time. Cannot be taken with any other Construction Time modifying penalty or bonus.)
  • -40% Working on Alien TW Devices (Repairing, rebuilding or modifying alien technology as a TW device.)
  • -20% Unknown Common Primary Spell (This applies when the Primary Spell is Common (Invocation) Magic and unknown to the TW.)
  • -30% Unknown Specialist Primary Spell (In this case, the Primary Spell is Specialty Magic (Necromancy, Temporal Magic, etc.) and unknown to the TW.)
  • -15% Unknown Common Secondary Spell (This applies for every Common Secondary Spell unknown to the TW.)
  • -20% Unknown Specialist Secondary Spell (This applies for every Specialist Secondary Spell unknown to the TW.)
Bonuses:
  • +15% Schematic of a Proven, Working TW Device (His own or another's; the TW's design is a copy of a proven, working model.)
  • +10% Disassembling a Working TW Device. (The TW disassembles and studies a working device to copy.)
  • +5% Disassembling a Similar TW Device. (The character disassembles and examines a similar TW device on which to base his own ideas and new creation.)
  • +5% Working Prototype Model. (The TW has already built a working prototype or similar device and this new item is an upgrade and improvement, or based on similar principles.)
  • +20% Working Under an TW Master, Proven Design. (The character is working under the direct supervision, instruction or tutelage of a master TW (or design team) to build a proven device.)
  • +10% Working Under an TW Master, Unproven Design. (The character is working under the direct supervision, instruction or tutelage of a master TW (or design team) who is helping to create a new type of TW device.)
  • +15% Taking Time. (Add an extra one third to the Construction Time. This cannot be taken with any other Construction Time modifying penalty or bonus.)
  • +30% At Your Leisure. (Double the Construction Time for lots of extra care, double checks and craftsmanship. Cannot be taken with any other Construction Time modifying penalty or bonus.)
  • +1% for Every 10% of Assisting TW's TW Construction Skill. (Round fractions down.)
  • +5% for Each Device Level Reduced. (The Device Level cannot be reduced below level one.)
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Re: TW Item Creation Rules

Post by Augur »

TW Features that can be added to EBA & Powered Armor

Not applicable to robots or cyborgs. As many as four powers can be built into one armor.
  • Armor of Ithan: This spell is activated by thought and 10 P.P.E or 20 I.S.P.; works same as the spell. Duration is subject to the level of its creator.
    Initial Creation Cost in P.P.E.: 200.
    Cost: 50,000 credits per each 10 magic M.D.C. added.
  • Breathe without Air: The magic is activated by thought and 5 P.P.E or 10 I.S.P.; works same as the spell. Duration is subject to the level of its creator.
    Initial Creation Cost in P.P.E.: 100.
    Cost: 100,000 credits.
  • Chameleon: The magic is activated by thought and 6 P.P.E or 12 I.S.P.; works same as the spell. Duration is subject to the level of its creator.
    Initial Creation Cost in P.P.E.: 100.
    Cost: 120,000 credits.
  • Escape: The magic is activated by thought and 8 P.P.E or 16 I.S.P.; works same as the spell. Duration is subject to the level of its creator.
    Initial Creation Cost in P.P.E.: 150.
    Cost: 170,000 credits.
  • Impervious to fire: Activated by thought and 5 P.P.E or 10 I.S.P.; works same as the spell. Duration is subject to the level of its creator.
    Initial Creation Cost in P.P.E.: 200.
    Cost: 70,000 credits.
  • Impervious to Energy: Activated by thought and 20 P.P.E or 40 I.S.P.; works same as the spell. Duration is subject to the level of its creator; typically 4-6 level (8 to 12 minute duration).
    Initial Creation Cost in P.P.E.: 400.
    Cost: 500,000 credits.
  • Invisibility Superior (self): The magic is activated by thought and 20 P.P.E or 40 I.S.P.; works same as the spell. Duration is subject to the level of its creator; typically 4-6th level (12 to 18 minutes).
    Initial Creation Cost in P.P.E.: 400.
    Cost: One million credits.
  • Invulnerability: Activated by thought and 25 P.P.E or 50 I.S.P.; works same as the spell. Duration is subject to the level of its creator.
    Initial Creation Cost in P.P.E.: 500.
    Cost: 200,000 credits.
  • Levitation: The magic is activated by thought and 5 P.P.E or 10 I.S.P.; works same as the spell. Duration is subject to the level of its creator.
    Initial Creation Cost in P.P.E.: 100.
    Cost: 70,000 credits.
  • Mystic Portal: Activated by thought and 60 P.P.E or 120 I.S.P.; works same as the spell. Duration is subject to the level of its creator.
    Initial Creation Cost in P.P.E.: 1200.
    Cost: 500,000 credits.
  • Shadow Meld: The magic is activated by thought and 10 P.P.E or 20 I.S.P.; works same as the spell. Duration is subject to the level of its creator.
    Initial Creation Cost in P.P.E.: 800.
    Cost: 200,000 credits.
  • Superhuman Speed: Activated by thought and 10 P.P.E or 20 I.S.P.; works same as the spell. Duration is subject to the level of its creator.
    Initial Creation Cost in P.P.E.: 200.
    Cost: 40,000 credits.
  • Superhuman Strength: The magic is activated by thought and 10 P.P.E or 20 I.S.P.; works same as the spell. Duration is subject to the level of its creator.
    Initial Creation Cost in P.P.E.: 250.
    Cost: 50,000 credits.
[hr][/hr]
Features that can be added to Vehicles
Applicable to all conventional and military passenger vehicles, and giant robot vehicles. A man of magic or psionic must be the pilot in order to activate the magic. As many as four powers can be built into one vehicle.

Rules Regarding TW Vehicles
  • P.P.E. Power System conversion is required in order for a vehicle to have TW features.
  • Practitioners of magic/psychics cannot draw P.P.E./I.S.P. from a vehicle to cast spells.
  • Small converted vehicles can have up to 4 TW features
  • Large converted vehicles can have up to 6 TW features.
  • Each TW weapon built into a vehicle counts as a feature.
  • TW features can be activated with a word or thought from the pilot.
  • The P.P.E. or I.S.P. necessary to activate the TW feature can come from the pilot or a passenger.
  • Breathe without Air: The magic spell affects all passenger of the vehicle and is activated by the thoughts of the psionic or wizard
    pilot and 5 P.P.E or 10 I.S.P.; works same as the spell. Duration is subject to the level of its creator.
    Initial Creation Cost in P.P.E.: 300.
    Cost: 200,000 credits.
  • Chameleon: The magic is activated by thought and 6 P.P.E or 12 I.S.P.; works same as the spell, except it applies to the entire vehicle and passengers, as long as the vehicle and passengers stay motionless inside the vehicle. Duration is subject to the level of its creator.
    Initial Creation Cost in P.P.E.: 300.
    Cost: 220,000 credits.
  • Impervious to fire: Activated by thought and 5 P.P.E or 10 I.S.P.; works same as the spell, except that the entire vehicle is temporarily impervious to fire (no damage). However, the passengers inside will suffer from the heat and smoke unless the vehicle is airtight, has its own air supply, or breathe without air spell. Duration is subject to the level of its creator.
    Initial Creation Cost in P.P.E.: 500.
    Cost: 170,000 credits.
  • Impervious to Energy: Activated by thought and 20 P.P.E or 40 I.S.P.; works same as the spell, except that it applies to the vehicle, not the passengers. Duration is subject to the level of its creator.
    Initial Creation Cost in P.P.E.: 750.
    Cost: 800,000 credits.
  • Invisibility Superior (self): The magic is activated by thought and 20 P.P.E or 40 I.S.P.; works same as the spell, except it is the vehicle that turns invisible. If a passenger opens the door both the interior of the vehicle and the person will be plainly visible. Duration is subject to the level of its creator.
    Initial Creation Cost in P.P.E.: 450.
    Cost: Three million credits.
  • Shadow Meld: The magic is activated by thought and 10 P.P.E or 20 I.S.P.; works same as the spell, except the magic applies to the vehicle, not the passengers inside. If a passenger opens a door or any form of communication or sensory equipment is used (including passive sensors), the spell is broken and the vehicle will become
    visible. Duration is subject to the level of its creator.
    Initial Creation Cost in P.P.E.: 800.
    Cost: 750,000 credits.
Chameleon Cloaking System. The ultimate in concealment! When the magic is activated and the vehicle is parked with the engine running, or stopped and standing still, it is completely undetectable from a distance, blending in completely with the background. Can not be seen by the human eye nor with special optics, including thermo-imaging, infrared or ultraviolet. Note: There is a 15% chance of seeing the magically cloaked vehicle if one is within 20' of it, +10% for every 3' closer and +10% if one is actively looking for it. The magic is instantly broken the moment the vehicle begins to move.
Duration of Magical Effect: One hour per 5 P.P.E. spent to activate it (120 P.P.E. for 24 hours).
P.P.E. Cost: 300 P.P.E. to install, and 5 P.P.E. (or 10 I.S.P.) to activate.
Cost: 220,000 credits for small vehicles up to a mid-sized car, double for large ones.

Cleansing System. This self-cleaning feature will instantly transform a dirt and grime covered vehicle into a sparkling clean one. This magic only cleans, it does not repair paint chips, scratches or dents.
Duration of Magical Effect: Instantly cleans; vehicle remains clean until dirtied through normal use.
P.P.E. Cost: 270 P.P.E. to install and 10 P.P.E. (or 20 I.S.P.) to activate.
Cost: 160,000 credits for small vehicles, double for large ones.

De-Icer. Not only does this feature keep windows from fogging or moisture from freezing on them, but when activated, any ice or fogging instantly vanishes. In addition, locks, hinges, doors, hatches, and mountings never freeze, no matter how cold, nor will the engine. Seconds after the De-icer spell is activated the engine and other machine parts are thawed out and ready to go. Ideal for use in the tundra and arctic conditions!
Duration of Magic : Two hours per 5 P.P.E. spent to activate it (60 P.P.E. for 24 hours).
P.P.E. Cost: 1 90 P.P.E. to install and 5 P.P.E. (or 10 I.S.P.) to activate.
Cost: 120,000 credits for small vehicles, double for large ones.

Energy Disrupter Mechanism. The vehicle momentarily disrupts energy to punch through man-made and magically created energy barriers, meaning it can drive through force fields and magical energy barriers created by magic without damage to the vehicle or its passengers (i.e. circle or wall of fire, wall of force, etc., to a magically created wall of stone, ice, thorns, etc., provided they are not permanent solid structures - i.e. the "wall" will disappear at the end of the spell's duration). This is a momentary disruption that lasts only a moment or two, just long enough for the vehicle to pass through it. If the vehicle is stopped in the middle of the energy field, it will become lodged/stuck in the field, unable to move (the Energy Disrupter System is unable to be of any help in dislodging it), making the foolish driver and his vehicle a sitting duck. If damage is normally inflicted by the energy field, those stuck in it will suffer normal damage. Note: This vehicular disruption system only works on large energy fields, so it has no effect on most "personal" defense systems; i.e. man-sized force fields. However, it will disrupt any energy field around a giant or robot larger than 12' tall. Of course, the only way to disrupt that field is to slam into it, causing a crash and subsequent damage to both the victim/target and the TW vehicle and its occupants. This disruption does not work in places magically protected by the Sanctuary spell or barriers created by Spells of Legend, nor does it disrupt or hamper a ley line, nexus, Rift or other type of dimensional portal. (Nor does it work against the Palladium Fantasy RPG spell: Immobilize.) Furthermore, it can only be used on small vehicles, nothing larger than a mid-sized automobile.
Duration of Magic: 1 minute per 20 P.P.E. pumped into the vehicle.
P.P.E. Cost: 495 P.P.E. to install and 20 P.P.E. (or 40 I.S.P.) to activate.
Cost: 1.2 to 1.5 million credits for small vehicles, not available for large ones.

Environmental Hazard Defense System (Breathe Without Air). The pilot of a hovercycle, the wearer of power armor, or the driver and passengers inside the vehicle can "breathe without air" as long as they remain on or in the vehicle and this feature has been activated. This protects them against foul smells, man-made gases and lack of oxygen (even enables them to breathe underwater or in a vacuum). However, it does not protect against magic gases and airborne toxins; they have full effect.
Duration of Magical Effect: 20 minutes per 5 P.P.E. pumped into the vehicle.
P.P.E. Cost: 300 P.P.E. to install and 5 P.P.E. (or 10 I.S.P.) to activate.
Cost: 200,000 credits for a small vehicle, double for large ones.

Float System (Aerial). Conventional vehicles with the TW Float System become lighter than air whenever this feature is activated. This will allow them to float up into the air, stopping 1D6x100+400' high depending on the strength of the wind and circumstance. If unguided, the floating vehicle is left to the mercy of the wind and carried in whatever direction it blows like a helium-filled balloon adrift. To land, the spell must elapse or be canceled by the pilot. In either case the vehicle suddenly begins to drop vertically at a swift but safe pace and lands with a gentle thud. However, the lightweight, floating vehicle can be easily pushed, pulled and directed by another flying vehicle, flying individual or flying animal. Under the guidance of another being or aircraft, maximum flying speed is 20% less than usual for the lead flyer (mainly due to drag and encumbrance) if the vehicle is reasonably aerodynamic and 30% less if not. Maximum altitude is 10,000'. The floating vessel can be hauled along a specific course and brought down to an easy landing (once down it must be tethered or the spell canceled to prevent it from floating away). The Aerial Float System itself usually has the appearance of small to medium-sized hover jets, exhaust tubes, or disk-like protrusions (at least four). Characters who possess magical or psionic levitation and/or telekinesis can also manipulate a "floater" by using those powers to move the vehicle. In this case, maximum speed is 15 mph and maximum altitude is 200', because the character must keep the vehicle anchored to the ground via his telekinetic abilities. To let go means to be cast to the wind. Note: Also see TW Floaters under vehicles. Speed when carried by the wind: Varies with the wind. No wind, it simply bobs around up in the air, moving only a few feet one way or the other every ten minutes. A light wind is 1-10 mph. A moderate wind is 1 1-20 mph. A strong wind is 21-35 mph; reaches maximum altitude of 1,000' in a strong wind whether one wants to or not. Anything stronger is a storm wind, 36-75 mph; rarely higher than that). If caught in a storm wind, the vehicle exceeds its maximum altitude by twofold (2,000') and visibility will be poor (1D6x100') to terrible (can't see beyond 30' in front of their faces) due to cloud cover or mist, airborne particles and debris, and probably rain. Those caught in a storm wind are likely to have no idea how far they have traveled (at least 3D6 miles per 20 minutes; probably double), or what direction. Weight Capacity: Can carry up to 200 lbs of weight per square foot of passenger/cargo space (does not include the weight of the vessel itself as it is magically light as a feather). For every 200 lbs above and beyond that, reduce the altitude by 100'. These Floaters can be weighed down so heavy that they hug the ground or can't move at all. Note: Requires the key spells of Levitation, Float in Air, and Featherlight in addition to others.
Duration of Magical Effect: One hour per 5 P.P.E. pumped into the vehicle.
P.P.E. Cost: 312 P.P.E. to install and 5 P.P.E. (or 10 l.S.P.) to activate.
Cost: 200,000 credits for a small vehicle, double for large ones the size of a truck or van, 600,000-800,000 credits for really big ones up to 50' long.

Flight System. The power of flight is conveyed to an ordinary ground vehicle, be it a motorcycle/hovercycle or a mid-sized passenger vehicle. The magical speed of flight is slow compared to most high-tech wonders, however, the "flyer" can maneuver low to the ground or weave through trees with little difficulty, and it makes minimal noise (the normal sound of the engine and rush of air). Flying Speed: Limited to 50 mph (80 km) for man-sized power armor under 10' tall, 40 mph for small, 1-2 man motorcycle/hovercycle type vehicles, and 30 mph for larger vehicles (nothing larger than a pickup truck or van). Speed can be increased by 30% if the vehicle also has been designed to "float," however it is a bit less stable and negates the bonuses noted below. Maximum altitude: 10,000'.
Duration of Magical Effect: 30 minutes per 15 P.P.E. put into the vehicle.
Modifiers: +1 to parry and +2 to dodge; applicable only to hovercycle-sized & smaller vehicles.
P.P.E. Cost: 344 P.P.E. to install and 15 P.P.E. (or 30 l.S.P.) to activate.
Cost: 500,000-600,000 credits for small vehicles, 700,000 to 900,000 for large.

Impervious to Energy. An invisible magic aura surrounds the vehicle to protect it from most forms of energy, including most forms of S.D.C. and M.D.C. energy blasts, weapons, plasma, fire, heat and electricity/lightning (does no damage). Note: Provides no protection against projectile weapons, and particle beam weapons inflict 1D6 M.D. damage (roughly 15% of normal).
Duration of Magical Effect: 5 minutes per 20 P.P.E. pumped into the vehicle.
P.P.E. Cost: 750 P.P.E. to install and 20 P.P.E. (or 40 l.S.P.) to activate.
Cost: 800,000 credits.

Impervious to Fire. An invisible magic aura surrounds the vehicle to protect it from fire and heat, including M.D.C. fire from magic and energy weapons (does no damage). Not only does this magic protect the vehicle itself, but the passengers also stay cool and comfortable.
Duration of Magic: 10 minutes per 5 P.P.E. pumped into the vehicle for maximum M.D.C. protection, or 2 hours per 5 P.P.E. to function as a mystical "air-conditioning system." The latter provides no physical protection other than keeping the driver and passengers (including the rider on a cycle-type vehicle) cool.
P.P.E. Cost: 500 P.P.E. to install and 5 P.P.E. (or 10 LS.P.) to activate.
Cost: 170,000 credits for small vehicles, double for large.

Ley Line Booster. A relatively small, simple-looking conversion unit that attaches to the engine to enable the vehicle to draw upon ambient P.P.E. whenever riding on a ley line or within 100' of one. This additional magic energy enables the vehicle to attain speeds 50% greater than normal. Furthermore, the "duration" of any magical effects from TW vehicular features is also increased by 50% (e.g. if the normal duration is three minutes, it goes up to 4.5 minutes along a ley line), likewise the maximum altitude of fliers is also increased 50%, and the pilot is +1 to strike and dodge. Penalties: -10% on piloting skill, particularly when trying stunts and evasive maneuvers. Duration of Magic: For as long as one is driving along a ley line; all bonuses and "boosts" instantly vanish the moment the vehicle is out of range of the energy line. Automatically engages whenever the vehicle is at or along a ley line, but the pilot has complete control as to whether or not he takes advantage of the boost.
P.P.E. Cost: 389 P.P.E. to install.
Cost: 600,000-800,000 credits.

Mystic Alarm. The owner of the vehicle is mystically connected to his vehicle and, through this magic, knows when somebody has opened a door, gone inside or is tampering with it as the event is happening. Moreover, the character will have a strong idea of what part of the vehicle has been tampered with, modified or vandalized (this will help him to find tracer bugs and explosive devices, but only if he inspects the vehicle and gives that area a close look). Unlike the spell version, this "alarm" is a permanent, mechanical "feature" of the vehicle just like a real car alarm. However, if the physical TW alarm mechanism is removed or destroyed, while the owner will know it, this feature is destroyed. The alarm sounds off only inside the head of its owner and lasts for 30 seconds. Duration of Magic: Automatic and permanent as long as the mechanical alarm is in place and working. Range is thousands of miles, but the owner can not receive the alarm if he and the vehicle are in different dimensions.
P.P.E. Cost: 800 P.P.E. to install and 5 P.P.E. (or 10 I.S.P.) to activate (like a mental command that turns on a car alarm). The alarm is turned off when the owner of the vehicle enters it or he mentally turns it off.
Cost: 110,000 credits for small vehicles, double for large.

Protective Energy Field. An energy field surrounds the vehicle to provide 50 M.D.C. per 10 P.P.E. (or 20 I.S.P.) pumped into the vehicle.
Duration of Magic: 10 minutes per 10 P.P.E., or until M.D.C. is depleted.
P.P.E. Cost: 200 P.P.E. to install and 10 P.P.E. (or 20 I.S.P.) to activate. Cost: 250,000 credits for small vehicles, double for large.

Shadow Cloaking System. The vehicle is very difficult to see in the dark and at night, resembling nothing more than a shadow or fleeting movement in the darkness itself Even the light emitted by its own headlights (sometimes necessary for the pilot or the passengers) seems diffused. Normally the magic enables the driver (and only the driver) to see in darkness up to 1,000' for good visibility even in the darkest of nights. Bonuses: Attackers are -6 to strike and -4 to dodge this cloaked vehicle at night or in darkness. When parked or idling still in darkness (including shadows large enough to cover 90"10 or more of the vehicle), it is effectively invisible, concealed the same as the Chameleon Cloaking System described earlier. Penalties: The Shadow Cloaking applies only to the vehicle and conceals those inside as long as they are quiet. Opening the car door, talking or playing the radio will break the concealing magic and tum the vehicle visible (can be attacked without penalty). In the light of day, the vehicle has no special properties other than being able to seemingly disappear when entering deep shadows and darkness.
Duration of Magic: 30 minutes per 10 P.P.E. spent to activate it (240 P.P.E. for 12 hours).
P.P.E. Cost: 800 P.P.E. to instal1 and 10 P.P.E. (or 20 I.S.P.) to activate.
Cost: 750,000 credits.

Sound Cloaking System. Requires a special muffler system that completely masks all noise made by the vehicle. And we mean all noise, including the opening and closing of doors (no sound even when slammed), tire squealing, as well as engine noise and the use of any integrated systems. Penalty: Cannot have a radio of any kind built in to the vehicle. Likewise, the use of portable radios and talking between the passengers will be heard and defeat the sound cloaking system.
Duration of Magic: 5 minutes per 10 P.P.E. pumped into the cloaking system.
P.P.E. Cost: 390 P.P.E. to install and 10 P.P.E. (or 20 I.S.P.) to activate.
Cost: 200,000 credits.

Super-Stealth Mode (Invisibility Superior). The vehicle becomes invisible to all means of detection including radar and most other sensors even when moving. The vehicle doesn't even leave tire marks or an impression in the grass! Bonuses: +20% to surveillance or tailing skill when following somebody in this invisible vehicle. Penalties and Limitations: -30% on piloting skill when trying to negotiate through anything other than light to little traffic. Since nobody else can see the invisible vehicle the driver must be ever vigilant of other vehicles to avoid a collision. If more than 90 M.D.C. is inflicted in a collision, the TW vehicle becomes visible (must reactivate to tum invisible again). Of course, one can touch the invisible vehicle at any time. The instant the vehicle is used in an aggressive way or a window or door is opened, the vehicle instantly becomes visible. This is a stealth vehicle only, in fact, most don't even have weapons built into them.
Duration of Magic: Three minutes per 20 P.P.E. pumped into the vehicle.
P.P.E. Cost: 450 P.P.E. to install and 20 P.P.E. (or 40 I.S.P.) to activate.
Cost: 1.5 million credits to install in small 1-2 man vehicles, 3 million in larger ones.
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