Canonical Submissions

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Canonical Submissions

Postby Augur » Tue Jan 29, 2019 7:30 pm

Canonical items, both tech and magic, will be posted to this thread.

In accordance with this ongoing bounty, you will be rewarded with EP for your efforts.

Duplicates will not be rewarded, so check to see if something has already been done before wasting your time!

Be wise and track your own submissions!

Remember the process:
  • Use the correct template
    • Deviating from/adding your own format to a template will result in no credit
  • Fill out the template completely! (If you have questions, contact Augur)
  • Post your submission to the correct submission thread
  • One post per item submission




1 unpaid Armor, Melee Weapons, Miscellaneous Items, Ranged Weapons submission for Alan


1 unpaid Vehicles & True Robots submission for Todd


1 unpaid Armor, Melee Weapons, Miscellaneous Items, Ranged Weapons submission for Steve


3 unpaid Armor, Melee Weapons, Miscellaneous Items, Ranged Weapons submissions for Michael Miles


1 unpaid Vehicles & True Robots submissions for Nathaniel
1 unpaid Armor, Melee Weapons, Miscellaneous Items, Ranged Weapons submissions for Nathaniel


0 unpaid Powered Armor & Robot Combat Vehicles submissions for Ryan
5 unpaid Armor, Melee Weapons, Miscellaneous Items, Ranged Weapons submissions for Ryan


0 unpaid Powered Armor & Robot Combat Vehicles submissions for Jon
3 unpaid Vehicles & True Robots submissions for Jon
2 unpaid Armor, Melee Weapons, Miscellaneous Items, Ranged Weapons submissions for Jon


0 unpaid Powered Armor & Robot Combat Vehicles submissions for Lee Napier
3 unpaid Armor, Melee Weapons, Miscellaneous Items, Ranged Weapons submissions for Lee Napier
5 unpaid Vehicles & True Robots submissions for Lee Napier
0 unpaid Powered Armor & Robot Combat Vehicles submissions for Lee Napier


0 unpaid Vehicles & True Robots submissions for Mike Palermo
3 unpaid Armor, Melee Weapons, Miscellaneous Items, Ranged Weapons submissions for Mike Palermo


2 unpaid Armor, Melee Weapons, Miscellaneous Items, Ranged Weapons submissions for Ruslan
0 unpaid Powered Armor & Robot Combat Vehicles submissions for Ruslan


1 unpaid Armor, Melee Weapons, Miscellaneous Items, Ranged Weapons submissions for Kyle
1 unpaid Vehicles & True Robots submissions for Kyle


3 unpaid Armor, Melee Weapons, Miscellaneous Items, Ranged Weapons submissions for John


1 unpaid Vehicles & True Robots submissions for James Marlow


1 unpaid Armor, Melee Weapons, Miscellaneous Items, Ranged Weapons submissions for Hazel Meade
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Re: Canonical Submissions

Postby Major James Smith » Fri May 01, 2020 5:53 pm

Battlelord Automaton

M.D.C. by Location:
  • Hands (2): 120 each
  • Arms (2): 300 each
  • *Legs (2): 320 each
  • *Feet (2): 150 each
  • Mystic Sword: 200
  • Shoulder Plates (2): 150 each
  • Main Body: 1000
  • **Head: 360
  • Eyes (2): 100 each
* Destroying a foot will reduce speed by 15%. Destroying an entire leg will reduce speed by 50%.
** Destruction exposes the pilot (partial cover). The Automaton can no longer use any features built into the head & sees through its pilot, who is now visible and vulnerable to called shots/attacks.
Statistical Data:
Running: 50 mph
Leaping: 20' across and 8' high
Climbing: Possible, provided the structure can support its weight.
Swimming: Not possible, but can walk underwater on the sea floor at 10% speed
Body Type: M.D.C. metal or stone
Crew: One
Pilot Area: The head
Dimensions: 18-24' high, 9-11' wide, 7-9' long, 11-15 tons
Physical Strength: Supernatural P.S. 45
Cargo: None
Power System: Magic; lifetime is unlimited on worlds with high levels of magic energy like Rifts Earth
P.P.E. Battery: 200; regenerates 20 P.P.E. per hour
Maximum Control Range: Standard
Weapon Systems:
Two-Handed Sword
Magic weapon; inflicts full damage to creatures of magic, supernatural beings, & magic armor; 12-18' long, weighs 1000 lbs.
  • Range: Close combat
  • Damage: 1D6x10 M.D. per sword strike; 24' reach
  • Can fire Lightning bolts
    • Range: 1000 ' for ordinary pilots; +200' per level for a Controller Magus or Lord of Magic
    • Damage: 2d6 M.D. per level of the pilot
    • Payload: Effectively unlimited

Eye Beams
  • Range: 1000'
  • Damage: 3d6 M.D. for single blast, or 6d6 for simultaneous dual blast
  • +2 to strike
  • Payload: effectively unlimited

Hand to Hand Combat:
Damage:
Restrained Punch: 1d6 M.D.
Full Strength Punch: 1d4x10 M.D.
Power Punch: 2d4x10 M.D. (2 APM)
Body Block: 4d6 M.D.
Stomp: 4D6 M.D.
Kick: 6d6 M.D.
No leap kick

Features of Note:
  • All standard features common to Automatons (p.96-97, WB16)
  • Horror Factor: 15
  • Eyes
    • Sees everything its pilot does, and vice versa
  • Spell Casting Abilities:
    • Only a Controller Magus, High Magus, or the Lords of Magic can make the Automaton cast spells.
    • Each spell draws on the P.P.E. reserve of its internal battery or the P.P.E. of its pilot.
    • Spells available: Magic Shield (6), Magic Net (7), Deflect (10), Watchguard (10), Implosion Neutralizer (12), Barrage (15), Call Lightning (15), Lifeblast (15), Targeted Deflection (15), Magic Pigeon (20), Sheltering Force (20, Dessicate the Supernatural (50)
Modifiers: +3 initiative (+4 with sword), +4 to strike, +6 to parry, +6 to strike with sword, +8 to parry with sword, critical strike on 18+, cannot roll w/ impact or fall.
Book Reference: p. 97, WB16


Cost: Not Available; Exclusive to the Dweomer Defense Force

Special Piloting Information:
Attacks per melee round: Equal to those of the pilot.
+6 APM when controlled by a Lord of Magic
+1 APM when piloted by a High Magus
Additional APM apply to the Controller O.C.C. (+1 per every 2 levels of experience, starting with level 2)
Hand to hand combat bonuses of the pilot are not added to those of the Automaton, unless "linked" to a Controller, in which case a +1 bonus is added to each.


Submitted by Ryan
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Re: Canonical Submissions

Postby Major James Smith » Fri May 01, 2020 6:20 pm

Colossus Automaton

M.D.C. by Location:
  • Hand (1; left): 500
  • Mace Hand (1; right): 600
  • Lower Arms (2): 400 each
  • Upper Arms (2): 500 each
  • Lower Legs (2): 550 each
  • Upper Legs (2): 800 each
  • Feet (2): 400 each
  • Shoulder Plates (2): 200 each
  • Main Body: 2000
  • **Head: 1000
  • Eyes (2): 200 each
* Destroying a foot will reduce speed by 15%. Destroying an entire leg will reduce speed by 50%.
** Destruction exposes the pilot (partial cover). The Automaton can no longer use any features built into the head & sees through its pilot, who is now visible and vulnerable to called shots/attacks.
Statistical Data:
Running: 50 mph
Leaping: 30' across and 12' high
Climbing: Possible, provided the structure can support its weight.
Swimming: Not possible, but can walk underwater on the sea floor at 10% speed
Body Type: M.D.C. metal or stone
Crew: One
Pilot Area: The top of the head
Dimensions: 60-68' high, 25' wide, 15' long, 200-250 tons
Physical Strength: Supernatural P.S. 70
Cargo: None
Power System: Magic; lifetime is unlimited on worlds with high levels of magic energy like Rifts Earth
P.P.E. Battery: 1200; regenerates 2d6x10 P.P.E. per hour
Maximum Control Range: Standard
Weapon Systems:
Iron Mace
Magic weapon; inflicts double damage to creatures of magic, supernatural beings; does damage in 10' area
  • Range: Close combat; 35' reach
  • Damage: add 1D4x10 M.D. to punch damage

Earth Tremors
Creates a Tremor/shockwave by deliberately stomping on the ground
  • Range:100' length with a 20' wide swath/path
  • 4d6 M.D. on everything in the area, plus knockdown chance
    • People, animals, and objects weighing <500 pounds = 88% chance for knockdown; lose init and 2 APM.
    • Weight between 500-1000 pounds = 65% chance
    • Weight between 1000-2000 pounds = 40% chance
    • Weight > 1 ton = 25% chance
    • Flying characters are completely unaffected
    • Buildings suffer double damage and those inside lose initiative and 3 APM
  • Rate of Fire: Once per melee round; counts as one attack
  • Payload: effectively unlimited, does not use P.P.E.

Mystic Eye Blasts
  • Range: 3000'
  • Damage: 6d6 M.D. for single blast, or 1d6x10+12 M.D. for simultaneous dual blast
  • +3 to strike
  • Payload: effectively unlimited

Hand to Hand Combat:
Damage:
Restrained Punch: 2d6 M.D.
Full Strength Punch: 2d4x10 M.D.
Power Punch: 2d6x10 M.D. (2 APM)
Body Block: 6d6 M.D.
Stomp or kick: 1d6x10 M.D.
No special or martial arts kicks are possible

Features of Note:
  • All standard features common to Automatons (p.96-97, WB16)
  • Horror Factor: 18
  • Eyes
    • Sees everything its pilot does, and vice versa
  • Spell Casting Abilities:
    • Only a High Magus or the Lords of Magic can pilot a Colossus or make the Automaton cast spells.
    • Each spell draws on the P.P.E. reserve of its internal battery or the P.P.E. of its Controller.
    • Spells available: Deflect (10), Distant Voice (10), Death Curse (special), Weight of Duty (10), Lifeblast (15), Wind Rush (20), Sub-Particle Acceleration (20), Wall of Wind (40), World Bizarre (40), Meteor (75), Collapse (70-400), Disharmonize (150), Firequake (160), Heavy Air (200), Annihilate (600)
Modifiers: +4 initiative (+5 with mace), +7 to strike, +7 to parry, +9 to strike with mace, +9 to parry with mace, +6 to pull punch, critical strike on 17+, cannot roll w/ impact or fall.
Book Reference: p. 99, WB16


Cost: Not Available; Exclusive to the Dweomer Defense Force

Special Piloting Information:
Attacks per melee round: Equal to those of the High Magus +2
+4 APM when controlled by a Lord of Magic
Only a High Magus or Lord of Magic may pilot a Colossus
Hand to hand combat bonuses of the pilot are not added to those of the Automaton


Submitted by Ryan
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Re: Canonical Submissions

Postby Blackhaunt » Tue May 12, 2020 11:07 am

Lightning Axe
Image
  • Range: Close Combat or 200' when thrown
  • Damage: 2D6 M.D. as axe or electrical surge.
  • Weight: unlisted
  • Features: none
  • Modifiers: +1 to strike in hand to hand combat or when thrown
    TW Characteristics:
    • TW Functions:
      Electrical Surge: When chopped into an object, Lightning Axe can send an electrical surge through it. Double damage if object is a machine (not applicable to body or power armor).
      01-45% chance of frying following electronic systems:
      • 01-20% Fries communications system. No radio or video recording, receiving or transmitting capabilities.
      • 21-40% Fries primary sensor systems (radar and sensor scanners are dead). Is there a secondary, backup system? If not, these sensors are good.
      • 41-50% Fries optic systems! Manned sight only. Reduce bonuses to strike and piloting skill accordingly. May require an outside observer to direct.
      • 51-60% Fries computer systems, including combat and targeting systems. Bonuses and capabilities from those systems are gone. Adjust appropriately.
      • 61-70% Locomotion function impaired (loses one or more thrusters. Leg or wheel freezes up, and so on). Reduce speed and dodge by half. Non-combat machines lose (cannot find) one part/function of itself. If a computer, it cannot find a particular drive (gone), or loses a chunk of memory, and similar.
      • 71-80% One secondary weapon (or capability if non-combat machine) is lost.
      • 81-90% One main weapon (or capability if a non-combat machine) is lost.
      • 91-00% Fire in the pilot compartment! Takes 2D4 melee rounds to put it out. During that time, attacks/actions per melee round are reduced by half, piloting skill is reduced by half, and all combat bonuses are negated; unmodified die rolls only!
    • Activation Cost: 12 P.P.E. Or 21 I.S.P.
    • Device Level: unlisted
    • P.P.E. Construction Cost: 130 P.P.E.
    • Spell Chains Needed: Call Lightning (15) and Electric Arc (8 P.P.E.) spells.
    • Physical Requirements: unlisted
    • Duration of Charge: 1 melee round per level of activator
    • Construction Time: unlisted
    • Construction Cost: unlisted
    • Book Reference: p. 319, BoM


65,000-95,000 credits
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Re: Canonical Submissions

Postby Major James Smith » Fri May 15, 2020 8:18 am

Fire Demon Automaton
Image
M.D.C. by Location:
  • Hands (2): 60 each
  • Arms (2): 140 each
  • *Legs (2): 180 each
  • *Feet (2): 120 each
  • ***Tail: 100
  • ****Smoking Horn Smoke Stacks (2): 90 each
  • Main Body: 500
  • **Head: 200
  • Eyes (2): 100 each
* Destroying a foot will reduce speed by 15%. Destroying an entire leg will reduce speed by 50%.
** Destruction exposes the pilot (partial cover). The Automaton can no longer use any features built into the head & sees through its pilot, who is now visible and vulnerable to called shots/attacks.
*** The tail can beat, lash, or entangle, and is prehensile (can grab, hold or carry). Destroying it reduces one APM.
**** Destroying the horns causes smoke to pour from the openings and reduces initiative by half.
Statistical Data:
Running: 75 mph
Leaping: 40' across and 20' high
Climbing: Possible, provided the structure can support its weight.
Swimming: Not possible, and takes 2d6 M.D. per minute while submerged underwater
Body Type: M.D.C. metal formed from clay or coal
Crew: One
Pilot Area: Back of the head
Dimensions: 16-20' high, 8-10' wide, 6-7' long, 7-10 tons
Physical Strength: Supernatural P.S. 38
Cargo: None
Power System: Magic; lifetime is unlimited on worlds with high levels of magic energy like Rifts Earth
P.P.E. Battery: 280; regenerates 30 P.P.E. per hour
Maximum Control Range: Standard
Weapon Systems:
Burning Hot Body
Entire body except for back of head (pilot area), feet, and lower legs, burns to the touch
  • Range: Grappling/touch (10')
  • Damage: 1D4 M.D. per touch; 2d6 M.D. per five seconds of contact while grappling, and adds 1d6 M.D. to all physical blows with upper body
  • Can ignite combustible fuels and materials; most people not enclosed in EBA or having a M.D. body will stay 10-15' away due to heat
  • Payload: Always active and costs no P.P.E.

Flaming Hands
  • Damage: Adds 1d6 M.D. to punches, claw strikes, etc (in addition to the 1d6 M.D. from touch above)
  • Range: Touch (10')
  • Activated by thought and does not require a melee action; is immediate
  • Payload: Effectively unlimited, does not cost P.P.E. to activate

Breathe Fire
  • Range: 100 feet'
  • Damage: 6d6 M.D. per flame blast; counts as one attack
  • Sulfur cloud affects anyone without environmetnal helmet or air filter + goggles (-3 init, -1 strike/parry, -1 APM, for 1d4 min)
  • Payload: effectively unlimited

Fire Tremor
    Created by stomping foot; forms 3' wide, 2' tall, and up to 100' long line of fire streaking across ground for 10 seconds
  • Range: 100 feet
  • Damage: 4d6 M.D. to whatever it touches
  • Combustibles have 55% chance to catch on fire
  • Can be done once per round; counts as one attack
  • Payload: effectively unlimited

Hand to Hand Combat:
Damage does not include heat/fire damage above
Restrained Punch: 1d4 M.D.
Full Strength Punch: 5d6 M.D.
Power Punch: 1d6x10 M.D. (2 APM)
Claw: 1d4x10 M.D.
Tail Strike: 5d6 M.D. (no fire touch damage)
Body Block: 2d6 M.D.
Stomp: 1D6 M.D. (no fire touch damage)
Kick: 5d6 M.D. (no fire touch damage)
Leap Kick: 6d6 M.D. (no fire touch damage; 2 APM)

Features of Note:
  • All standard features common to Automatons (p.96-97, WB16)
  • Horror Factor: 15
  • Eyes
    • Sees everything its pilot does, and vice versa
  • Spell Casting Abilities:
    • Only a Controller Magus, High Magus, or the Lords of Magic can make the Automaton cast spells.
    • Each spell draws on the P.P.E. reserve of its internal battery or the P.P.E. of its pilot.
    • Spells available: Lantern Light (1), Fuel Flame (5), Ignite Flame (6), Fireblast (8), Fire Ball (10), Circle of Flame (10), Fire Blossom (20), Fire Gout (20), Fire Globe (40), Dragon Fire (40)
Modifiers: +4 init (+5 with tail), +6 strike, +5 parry/dodge, +5 pull punch, +4 roll w/impact, Crit on 19+, impervious to heat/fire including plasma and dragon breath, sees through smoke without difficulty
Book Reference: p. 97, WB16


Cost: Not Available; Exclusive to the Dweomer Defense Force

Special Piloting Information:
Attacks per melee round: Equal to those of the pilot +1 for the tail
+2 APM when piloted by a High Magus
+5 APM when controlled by a Lord of Magic
Additional APM apply to the Controller O.C.C. (+1 per every 2 levels of experience, starting with level 2)
Hand to hand combat bonuses of the pilot are not added to those of the Automaton, unless "linked" to a Controller, in which case a +1 bonus is added to each.


Submitted by Ryan
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Re: Canonical Submissions

Postby Major James Smith » Fri May 15, 2020 9:15 am

Ice Drake Automaton
Image
M.D.C. by Location:
  • *Front Legs (2): 100 each
  • *Hind Legs (2): 180 each
  • Tail: 60
  • ***Wing Armatures (2): 90 each
  • Neck: 160
  • Main Body: 300
  • **Head: 100
  • Eyes (2): 100 each
* Destroying one leg will reduce speed by 15%. Destroying two legs will reduce speed by 50%.
** Destruction exposes the pilot (partial cover). The Automaton can no longer use any features built into the head & sees through its pilot, who is now visible and vulnerable to called shots/attacks.
*** Destroying one wing armature eliminates all combat bonuses and reduces flying speed by 70%; requires called shot at -3 to strike; attacks directed at the wings themselves pass through harmlessly
Statistical Data:
Flying: 400 mph
Running: 120 mph and can walk, run, and stand on walls and ceilings
Leaping: 50' across and 20' high; double with running (50+mph) start
Climbing: Can climb/run up any surface, provided the structure can support its weight.
Swimming: Not possible, but can walk underwater on sea floor up to 1000 feet deep
Body Type: M.D.C. sculpted from ice or glass
Crew: One
Pilot Area: on the back of the Automaton (pilot is exposed, -1 to strike and requires called shot to hit)
Dimensions: 6' high at shoulders & 12-15' high at top of head, 5-6' wide, 9-10' long plus tail adds another 6' and neck another 10', 5-6 tons
Physical Strength: Supernatural P.S. 30
Cargo: None
Power System: Magic; lifetime is unlimited on worlds with high levels of magic energy like Rifts Earth
P.P.E. Battery: 180; regenerates 20 P.P.E. per hour
Maximum Control Range: Standard
Weapon Systems:
Burning Cold Body
Entire body except for pilot seat is ice cold
  • Range: Grappling/touch (10')
  • Damage: 1D6 S.D.C. per five seconds of touch
  • Payload: Always active and costs no P.P.E.

Frost Blasts
  • Damage: 2d6 M.D.
  • Frost covers windows and visors, making it impossible to see until defrosted (1d4+1 minutes) or scraped clean (2d4 melee actions)
  • Numbing cold makes joints of body armor, power armor, 'borgs and man-sized robots stiff: reduce speed by 20% for 1d4+1 melee rounds.
  • Used against aircraft, power armor, and giant robots or vehicles, wing flaps, landing gear, and thrusters are stiff and slow to respond, as well as coating the surface in frost: reduce speed 10% and -15 to pilot for 1d4+1 melees
  • Range: 400'
  • Used against living creatures unprotected by EBA or magic armor: chilled to the bone, save vs numbing cold (16+) or suffer 3d6 S.D.C. damage, lose init, and 1 APM. M.D. beings roll 11+; fail to save = 1d4 M.D. and lose 1 APM
  • Rate of Fire: each blast counts as one attack, but the ability can only be used 2x per round maximum
  • +3 to strike bonus; line of sight
  • Payload: Effectively unlimited, does not cost P.P.E. to activate

Hand to Hand Combat:
Damage does not include cold touch above; head & neck have 10' reach in all directions
Restrained Punch/Head Jab: 5d6+15 S.D.C.
Full Strength Punch/Head Jab: 3d6 M.D.
Power Punch/Head Jab: 6d6 M.D. (2 APM)
Kick: 4d6 M.D.
Leap Kick: 6d6 M.D. (no fire touch damage; 2 APM)
Flying Body Slam/Ram: 3d6 M.D. for every 100 mph; human-sized to 12' tall targets knocked 1d6x10 yards, lose init & 1d4 APM (costs 3 APM)
Bite: 3d6 M.D.
Stomp: 1d4 M.D.
Features of Note:
  • All standard features common to Automatons (p.96-97, WB16)
  • Horror Factor: 9
  • Eyes
    • Magically see in any (including magical) darkness, see through smoke, see the invisible, see astral beings & spirits
    • Enables the linked Controller with extraordinary vision (see small objects such as a pigeon 2 miles away)
  • Spell Casting Abilities:
    • Only a Controller Magus, High Magus, or the Lords of Magic can make the Automaton cast spells.
    • Each spell draws on the P.P.E. reserve of its internal battery or the P.P.E. of its pilot.
    • Spells available: Energy Bolt (5), Float in Air (5), Chameleon (6; conceals Automaton + Rider), Orb of Cold (6), Wave of Frost (6), Frost Blade (15; appears as horn-like blade on nose or forehead), Ice (15), Sub-Particle Acceleration (30, but double range), Wind Rush (20), Dispel Magic Barrier( (20)
Modifiers: +3 init, +5 strike, +4 parry, +4 dodge on ground/+6 in air, crit on 19+, +2 pull, cannot roll with impact
Book Reference: p. 107, WB16


Cost: Not Available; Exclusive to the Dweomer Defense Force

Special Piloting Information:
Attacks per melee round: Equal to those of the pilot.
+1 APM when piloted by a Lord or High Magus
+5 APM when controlled by a Lord of Magic
Additional APM apply to the Controller O.C.C. (+1 per every 2 levels of experience, starting with level 2)
Hand to hand combat bonuses of the pilot are not added to those of the Automaton, unless "linked" to a Controller, in which case a +2 bonus is added to each.


Submitted by Ryan
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Re: Canonical Submissions

Postby Blackhaunt » Mon May 25, 2020 7:45 pm

Ice Blade
Ice Blade.png
Ice Blade.png (32.97 KiB) Viewed 101 times

  • Range: Close Combat
  • Damage: 3D6 M.D. (double damage to beings vulnerable to magic, cold or ice) + Chilling Cold (see below)
  • Weight: 2 lbs
  • Features: None
  • Modifiers: None
TW Characteristics:
  • TW Functions:
    • Chilling Cold: The area struck is covered by frost that causes a bone chilling cold that can be felt through M.D.C. body and power armor.
    • Cold Penalties: Victim feels cold and stiff; - 1 on initiative, - 1 to parry and dodge, and -10% on speed. Penalties are not accumulative, although the duration is (1D4 melee rounds per each successful strike).
    • Successfully parrying an Ice Blade does NOT cause cold penalties or damage.
  • Activation Cost: 10 P.P.E. Or 20 I.S.P.
  • Device Level: Unlisted
  • P.P.E. Construction Cost: 133
  • Spell Chains Needed: Frostblade (15) and Ice (15)
  • Physical Requirements: 2-4 blue sapphire and 1-2 diamonds.
  • Duration of Charge: 2 minutes per level of experience of the individual who activates it.
  • Construction Time: Unlisted
  • Construction Cost: Unlisted
  • Book Reference: p. 319, BoM


Cost: 100,000-250,000 credits
Uncommon, poor availability.
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Re: Canonical Submissions

Postby Major James Smith » Wed Jun 03, 2020 11:28 am

Infiltrator Automaton

M.D.C. by Location:
  • Hands (2): 20 each
  • Arms (2): 60 each
  • Legs (2): 110 each
  • Main Body: 230
  • **Head: 60
* Destroying one leg will reduce speed by 50%.
Statistical Data:
Running: 50 mph; does not fatigue from running but will stop if Controller is asleep/unconscious
Leaping: 15' across and 10' high; double with running start
Climbing: Equal to Climb skill of 95%/85%
Swimming: Equal to Swim skill of 80%; can walk on sea floor up to 1000' depth.
Body Type: M.D.C. sculpted from glass
Crew: None! Can only be used by a Controller Magus or Lord of Magic, and is controlled remotely up to 500' away
Dimensions: 6-8' high, 3' wide, 2' length, 1 ton
Physical Strength: Supernatural P.S. 38
Cargo: None
Power System: Magic; lifetime is unlimited on worlds with high levels of magic energy like Rifts Earth
P.P.E. Battery: 120; regenerates 10 P.P.E. per hour
Maximum Control Range: Standard
Weapon Systems:
The Infiltrator can use any type of weapon familiar to the Controller; melee or ranged
Momentary Intangibility (Special)
  • Can become intangible for 2-3 seconds (one melee action) to pass through walls or floors like a ghost
  • P.P.E. Cost: 10

Hand to Hand Combat:
Damage does not include cold touch above; head & neck have 10' reach in all directions
Restrained Punch: 5d6+13 S.D.C.
Full Strength Punch: 3d6 M.D.
Power Punch: 6d6 M.D. (2 APM)
Kick: 4d6 M.D.
Body Flip/Throw: 2d6 M.D. (opponent loses init and 1 APM)
Features of Note:
  • All standard features common to Automatons (p.96-97, WB16)
  • Horror Factor: 10
  • Spell Casting Abilities:
    • Only a Controller Magus or the Lords of Magic can make the Automaton cast spells.
    • Each spell draws on the P.P.E. reserve of its internal battery or the P.P.E. of its pilot.
    • Spells available: Chameleon (6), Concealment (6), Detect Concealment (6), Reflection (7), Electric Arc (8), Shadow Meld (10), Deflect (10), Ricochet Strike (12), House of Glass (12), Frequency Jamming (15), Mask of Deceit (15), Negate Mechanics (20), Phantom Mount (45), Mystic Portal (60)
Modifiers: +2 init, +3 strike/parry, +5 dodge, Crit on Natural 19+, +6 to pull, +2 to roll, Prowl 60%
Book Reference: p. 108, WB16


Cost: Completely unavailable; Exclusive to the Dweomer Defense Force

Special Piloting Information:
Attacks per melee round: Four
+2 APM when piloted by a Controller Magus
+4 APM when controlled by a Lord of Magic
Hand to hand combat bonuses of the pilot are not added to those of the Automaton, unless "linked" to a Controller, in which case a +2 bonus is added to each.


Submitted by Ryan
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Major James Smith
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