Psychic Artifacts

1 view
Skip to first unread message

Maine75Man

unread,
Oct 17, 2009, 5:12:55 PM10/17/09
to Cult of ORE

The write up for Psychic Artifacts in essential addition is a little
vague. What exactly is the effect that this power tries to achieve.
Are we talking old school Green Lantern with big green fists for
attacks or what.?

Do you build the powers as temporary foci with all the extras and
flaws like a kind of instant Gadgeteer?

I would love it if some one could give me examples of how the power is
used

John McG

unread,
Nov 2, 2009, 10:44:19 AM11/2/09
to Cult of ORE
I was thinking of Psychic Artifacts as potential for a power ring
style focus. I came up with the below:

POWER RING -- [Cost: 11/22/44]
Psychic Artifacts (18)
Extras: Indestructible (+2)
Flaws: Focus (-1), Immutable (-1), Irreplaceable (-2), Accessible
(-1), Depleted (-3), If/Then (-1) [If any Power Capacity is used Then
charges are Depleted from a single charge reserve)

Effect: The wearer of the Power Ring can use the ring (via the
Variable Effect Extra of Psychic Artifacts) to create various ring
energy constructs and/or effects.


My main concern is whether I applied Depleted correctly. I applied it
as a -3 Flaw, once for each Power Capacity and added the If/Then Flaw
for every charge (whether Attack, Defend or Useful) coming out of a
single "pool" of charges. I see this working best if the ring bearer
has 8 or 9 dice in the power so that they will have 64 or 81 charges
before they have to return to the power battery to recharge.

So for 132 points you can take 8d and 1wd in Power Ring. That gives a
good size dice pool and 81 charges before needing to recharge at the
power battery. Power Ring should be the only power (I'm thinking
Power Focus for Source and One Power for Permission) so that leaves a
reasonable number of points for Stats and Skills in a 250 point
build.


Now our new ring bearer needs to learn how to use the ring. I put
together a few obvious ring energy constructs/effects that I figure
anyone first getting the ring would be able to do right away.
(This is the first Miracle using Variable Effect that I've built so
there may need to be some fine tuning with these)

Ring Punch: Attack [W in S & K]
Willpower Cost: None
Effect: the ring forms a big boxing glove to punch the opponent

Ring Max Punch: Attack +3 [W+3 in S & K], Direct Feed (-2), Full
Power Only (-1)
Willpower Cost: Width in Willpower
Effect: the ring forms a max strength boxing glove to punch the
opponent

Ring Shield: Block
Willpower Cost: None
Effect: a ring energy shield is placed between the ring bearer and the
opponent

Ring Max Shield: Block, Defends (+3), Direct Feed (-2), Full Power
Only (-1)
Willpower Cost: Width in Willpower
Effect: max strength ring energy shield placed between ring bearer and
opponent

Ring Chains: Bind, Power Capacity [Range & Mass] (+2), Direct Feed
(-2)
Willpower Cost: Width in Willpower
Effect: target is wrapped in ring energy chains in an attempt to
immobilize them

Ring Move: Power Capacity [Range & Mass] (+2), Direct feed (-2)
Willpower Cost: Width n Willpower
Effect: ring energy grabs and move something, TK like effect.


There are tons more possible constructs and effects but these at least
provide a base set of defaults that will keep the ring bearer useful
in most encounters.

Maine75Man

unread,
Nov 4, 2009, 8:12:22 PM11/4/09
to Cult of ORE
Thanks for the examples I thought the power was basically meant to
model lantern corp. type stuff. Actually I do think you apply extras
and flaws a little differently. Rather then figuring them into the
power as a whole you apply them separately to each power quality.
Generally I add all the focus based extras and flaws together to
create one shorthand flaw to write into each quality. Like this

Power Ring Focus -2, (Indestructible (+2), Focus (-1), Immutable (-1),
Irreplaceable (-2))

I dropped accessible because it makes more sense that the ring can’t
be removed with a simple disarm action, also I’ll figure depleted into
the cost of psychic artifacts it‘s self because it‘s not off the focus
list.

So with the flaws applied it looks something like this

Psychic Artifacts (6)
Qualities: A D U.
Attacks Extras and Flaws: Duration +2, Obvious –1, If/Then (Variable
Effect is only for artifacts) –1, Variable Effect +4, Power Ring focus
-2 Depleted -1, If/then (qualities all share one pool) -1. Capacities:
N/A.
Defends Extras and Flaws: Duration +2, Obvious –1, If/Then (Variable
Effect is only for artifacts) –1, Variable Effect +4, Power Ring focus
-2 Depleted -1, If/then (qualities all share one pool) -1.
Capacities: N/A.
Useful Extras and Flaws: Duration +2, Obvious –1, If/Then (Variable
Effect is only for artifacts) –1, Variable Effect +4, Power Ring focus
-2 Depleted -1, If/then (qualities all share one pool) -1. Capacities:
N/A.

Significantly less points, but to really model GL I would also try to
add flight and a spaceworthy environmental immunity to the ring. Using
the “super equipment” permission as apposed to “one power” only costs
one more point.
> > used- Hide quoted text -
>
> - Show quoted text -

John McG

unread,
Nov 7, 2009, 12:32:13 PM11/7/09
to Cult of ORE
I see how you're applying the extras and flaws and it does make more
sense the way you've set it up. And since it's cheaper it leaves more
points for flight and other GL type powers as well as leaving room to
boost the characters willpower. A good size willpower will be key to
doing some really cool Variable Effect powers with the ring.

I've been mostly playing around with more street level, Dark Knight,
Daredevil, Punisher type scenarios. This "project" has me thinking of
trying something a little more cosmic. Thanks!
Reply all
Reply to author
Forward
0 new messages