I've got ideas written up for how the powers look and function fictionally, but I'm not sure what special effects (if any) I might add to them to reflect these details. Here's what I've got so far...
Cyber-Knight Powers
So, here's my suggestions. Note that if I say, "for +1 ISP", this means you take the Trapping, and the cost increase is fixed, not an optional add-on:Sephia wrote:Hi everyone, I'm pretty new to Savage Worlds, so I'm not used to coming up with trappings for powers yet and was hoping some folks on here might be able to offer some suggestions or advice about adding some trappings to my Cyber-Knight character.
I've got ideas written up for how the powers look and function fictionally, but I'm not sure what special effects (if any) I might add to them to reflect these details. Here's what I've got so far...
Option 1: This is the standard Light Trapping--for the duration of the effect, you are surrounded by an SBT of normal illumination. It draws attention to you, but also means you have no illumination penalty in close-quarters combat.Boost Trait*: An aura of light surrounds the Cyber-Knight as they channel their inner strength to augment their physical capabilities.
Rank: Novice
Range: Self Duration: 3 (1/round) ISP: 2
Details
- Increase any trait by one die type on a standard success, increase by two with a raise.
Option 1: No mechanical effect (it's pretty much the standard Deflection effect)Deflection*: The Cyber-Knight enters a state of heightened awareness and reflexes allow them to dodge attacks almost faster than the eye can see, creating a motion blur effect to external observers.
Rank: Novice
Range: Self Duration: 3 (1/round) ISP: 2
Details
- Attackers subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. On a raise, the penalty increases to -4.
- Also acts as Armor against area effect weapons.
The spirit of the Cyber-knight calms the target, reducing their shock. On a Raise, if the target is currently Shaken, they may make an immediate (and free) roll to unshake. (This is a reskin of Electric/Jazz.)Healing (built into armor): The gauntlets of the armor have emitters built into their palms which release a charge of regenerative energy to accelerate healing of wounds.
Rank: Novice
Range: Touch Duration: Instant ISP: 3
Details
- Must be used within the "Golden Hour".
- For Wild Cards: Removes a wound with a success, two with a raise. Roll suffers a penalty equal to the victim's wounds (in addition to any the caster might be suffering herself).
- For Extras: If ally is dead, no healing may be attempted. If not, a successful Psionics roll returns the ally to the game Shaken.
- Can also cure poison and disease if used within 10 minutes of the event.
This is the one that really lets you go wild. First off, note that I removed the "Additional Targets" option--this is because Smite is self-only/free action for you.Smite*: The Cyber-Knight infuses a weapon with psychic energy, which manifests by causing the affected weapon to crackle with blue-white energy.
Rank: Novice
Range: Self Duration: 3 (1/round) ISP: 2
Details
- Cast on a melee weapon or a full ‘load’ of ammunition. While the spell is in effect, the Weapon’s damage is increase by +2 or +4 with a raise.
You can also add the Darkness: Shroud effect as you are moving so fast even light has trouble keeping up. The effect grants an additional -1 to be hit by ranged attacks.Sephia wrote:Deflection*: The Cyber-Knight enters a state of heightened awareness and reflexes allow them to dodge attacks almost faster than the eye can see, creating a motion blur effect to external observers.
Rank: Novice
Range: Self Duration: 3 (1/round) ISP: 2
Details
- Attackers subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. On a raise, the penalty increases to -4.
- Also acts as Armor against area effect weapons.
Like Freemage said you are sort of mixing powers there. Smite adds damage to your weapon/ammo while Confusion allows you to select up to five targets at cost for each.Sephia wrote:Smite*: The Cyber-Knight infuses a weapon with psychic energy, which manifests by causing the affected weapon to crackle with blue-white energy.
Rank: Novice
Range: Self Duration: 3 (1/round) ISP: 2
Details* Only affects Cyber-Knight, but can be activated as free action.[/ooc]
- Cast on a melee weapon or a full ‘load’ of ammunition. While the spell is in effect, the Weapon’s damage is increase by +2 or +4 with a raise.
- Additional Targets: Character may affect up to 5 targets by spending a like amount of additional ISP.
Actually, the normal smite description has the 'additional targets' rule, just like Confusion and a few others. However, the C-K version is explicitly Self-Only.Kuikku wrote:You can also add the Darkness: Shroud effect as you are moving so fast even light has trouble keeping up. The effect grants an additional -1 to be hit by ranged attacks.Sephia wrote:Deflection*: The Cyber-Knight enters a state of heightened awareness and reflexes allow them to dodge attacks almost faster than the eye can see, creating a motion blur effect to external observers.
Rank: Novice
Range: Self Duration: 3 (1/round) ISP: 2
Details
- Attackers subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. On a raise, the penalty increases to -4.
- Also acts as Armor against area effect weapons.
Like Freemage said you are sort of mixing powers there. Smite adds damage to your weapon/ammo while Confusion allows you to select up to five targets at cost for each.Sephia wrote:Smite*: The Cyber-Knight infuses a weapon with psychic energy, which manifests by causing the affected weapon to crackle with blue-white energy.
Rank: Novice
Range: Self Duration: 3 (1/round) ISP: 2
Details* Only affects Cyber-Knight, but can be activated as free action.[/ooc]
- Cast on a melee weapon or a full ‘load’ of ammunition. While the spell is in effect, the Weapon’s damage is increase by +2 or +4 with a raise.
- Additional Targets: Character may affect up to 5 targets by spending a like amount of additional ISP.
Beyond that you might like the Electric: Spasms effect. If cast with a raise the target must make a Vigor roll or be at -2 parry until their next action.
Or maybe the blue-white energy is cold based dealing an Ice: Slow effect. When hit the target is "frosted" and all movement is considered as if across Difficult Ground. (Cost 2 pace for each 1" moved.)
Huh, I missed that somehow. Thanks for pointing that out.Freemage wrote:Actually, the normal smite description has the 'additional targets' rule, just like Confusion and a few others. However, the C-K version is explicitly Self-Only.