Psionics and Magic (Players Guide)

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Jackal
Daniel (Lars)
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Psionics and Magic (Players Guide)

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WORKING ON TYPOS and SPACING ISSUES. (Voice to text only kinda works. I'm working on cleaning up the text).


Psionics and Magic (Players Guide)

Note: Casting more than one spell or psionic power per round. Characters with an Arcane Background consider each power a separate action for activation, even if it uses the same skill. A character can a empt to activate more than one power in the same round with normal multiple-action penalties, but not the same power more than once per round.

Example: Renard could roll Spellcasting twice at −2 to try to activate boost/lower Trait for Fighting and smite on his sword. He could not try to activate boost/lower Trait twice in one round for Fighting and Strength, as it is the same power regardless of the affected Traits.

  • CLAIRVOYANCE
    Rank: Seasoned
    Power Points: 3+
    Range: Varies Duration: 3 (1/round)
    Clairvoyance allows the caster to sense people, places, and things outside of normal perception. The Range varies depending on the Arcane skill roll. A success gives the caster a Range equal to her Spirit × 10 in miles, and a raise increases that to Spirit × 100 miles. Walls, doors, and other barriers do not hamper clairvoyance in any way, though magical barriers may block it at the GM’s discretion. While it’s active, the user of this power can shift the point of observation to anywhere within her Range as a free action.

    When using clairvoyance, the caster chooses a single sense (usually sight) to project. For each additional 1 PP she spends at casting, she may add an additional sense; this does not a ect maintenance costs.
  • ILLUSION
    Rank: Novice

    Power Points: 3
    Range: Smarts Duration: 3 (1/round)
    Illusion makes a single target see something that isn’t there, or else see things differently than they actually are. The caster’s arcane skill roll is opposed by the target’s Spirit; a success means the target perceives the illusion as real with all of her senses, but each direct interaction with the illusion (an attack, directly touching it, or being impeded by the image in some way) grants the target an additional opposed roll to realize it’s not real. With a raise by the caster, the target is convinced the illusion is real for as long as it’s maintained.

    Illusory attacks can’t actually wound a target but can cause the perception of damage. Such “a acks” are made with the caster’s arcane skill opposed by the target’s Spirit with a success causing a Shaken.

    Passive illusions, like a wall, take a little effort to maintain. The Power Point cost must be met, but only normal maintenance penalties apply. Active illusions, such as a black cat or a acking enemies (see above), require constant concentration. The caster must use an action each round spent maintaining such illusions. This power only works on sapient beings. It is useless against animals, robots, or mindless creatures.
  • TELEPATHY
    Rank: Novice

    Power Points: 2
    Range: One mile Duration: 3 (1/round)
    Telepathy is used to communicate mentally with other people. If the target is willing, a simple success is all that is needed. Otherwise, the roll is opposed by the target’s Spirit. Success allows communication with the target. Only those thoughts and images the participants wish to send can be sensed; anything more requires mind reading.

    If the caster cannot see the target, they must know and be able to identify the intended recipient in some reasonable fashion; their roll su ers a −4 penalty. Once telepathic contact is established, it may be maintained up to one mile away.

    Each conversation established via telepathy counts as a separate power for purposes of maintenance penalties. Telepathy can be used to speak with entities with whom you do not share a language; communication is based on thoughts and images.

    However, this form of communication can be di cult and basic in nature. The stranger the being (spirits, monsters, or beings from entirely di erent realms), the more complicated even the most basic communication can be.
  • ARMOR–GREATER ARMOR
    Power Points: 5

    Range: Touch
    Duration: 3 (1/round)
    Success grants +5 M.D.C. Armor, a raise grants +10.
  • BANISH–BANISH THE HORDE
    Power Points: 6

    Range: Smarts × 2
    Duration: Instant
    The caster targets all summoned entities within a Large Burst Template. For example, a mob of demons could be sent back to their hellish realm, or a group of elementals brought from another plane could be dismissed. Each target rolls its own opposed Spirit check to resist.
  • BARRIER–STALWART WALLS
    Power Points: 2/section
    Range: Smarts × 2
    Duration: 3 (1 per section,
    In addition to the base barrier, this Mega Power Armor to each summoned per round)
10 Toughness of adds 12 M.D.C. section
  • BEAST FRIEND–EXALTED BEAST FRIEND
    Power Points: +2

    Range: Smarts × 1,000 yards
    Duration: 30 minutes
    This Mega Power extends the Range and Duration of the beast friend power, and allows the caster to a ect magical and mythical beasts. Such creatures must still have only animal intelligence to be influenced.
  • BLAST–GREATER BLAST
    PowerPoints:+4
    Range: 36/72/144
    Duration: Instant
    By adding +4 Power Points to the casting cost of blast, the damage dice are increased from d6 to d10. Greater blast in icts Mega Damage like the base power.
  • BLIND–GREATER BLIND
    Power Points: +2
    Range: 18/36/72
    Duration: Instant
    Adding +2 to the casting cost of blind increases the penalties to resist the power to −4, or −6 with a raise.
  • BOLT–ONSLAUGHT
    Power Points: 2–8 or 4
    Range: 18/36/72
    Duration: Instant
    The caster can throw up to four 3d6 bolts for two Power Points each, or a single 6d6 bolt for 4 Power Points. In either case, the damage is Mega Damage.
  • BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT
    Power Points: 4

    Range: Smarts × 2

    Duration: 3 (1/round)
    This Mega Power doubles the power’s effect; two die types for a success, four with a raise.
  • BURROW–GREATER BURROW
    Power Points: 6

    Range: Smarts × 20
    Duration: 3 (2/round)
    The distance covered by the burrow power is expanded to Smarts × 20 each round!
  • BURST–GREATER BURST
    Power Points: 4
    Range: Cone Template
    Duration: Instant
    Use of this Mega Power enhances the burst power to 3d12 Mega Damage.
  • CLAIRVOYANCE–WORLD SCRY
    Power Points: 6+

    Range: Varies

    Duration: 3 (1/round)
    The Mega Power version of clairvoyance increases the Range to Spirit × 1,000 miles. A raise increases that to anywhere on
    the planet. It costs 6 Power Points, +1 per additional sense the caster wishes to project.
  • CONFUSION–GREATER CONFUSION
    Power Points: 1

    Range: Smarts × 2

    Duration: Instant
    The caster can affect up to 10 targets instead of only ve. He must still spend 1 Power Point per target.
  • DAMAGE FIELD–EXALTED DAMAGE FIELD
    Power Points: 8

    Range: Touch

    Duration: 3 (2/round)
    This Mega Power gives the caster two options. She can have a damage field of 2d8 Mega Damage, or 2d10 with a raise.
    Alternately, she can extend the damage eld to a Medium Burst Template, centered on herself. In the la er case, it a ects anyone in that area each round. The caster is immune to her own damage. On the rounds after she casts it, the damage is rolled at the end of her turn.
  • DARKSIGHT–EXALTED DARKSIGHT
    Power Points: 2

    Range: Touch

    Duration: 1 hour (1/hour)
    Exalted darksight makes it virtually impossible to impair the target’s vision in any way. Blind does not work on him, nor does any form of obscure or other lighting penalties. He can also see anyone using the invisibility power.
  • DEFLECTION–GREATER DEFLECTION
    Power Points: 4

    Range: Touch

    Duration: 3 (1/round)
    This Mega Power version of deflection grants a −4 e ect on a success, or −6 on a raise.
  • DETECT/CONCEAL ARCANA - EXALTED DETECT/CONCEAL ARCANA
    Power Points: 4

    Range: Sight

    Duration: 3 (1/round) or 1 hour (1/hour)
    This Mega Power e ect greatly enhances detect arcana, giving it expanded analytical effects. With a successful arcane skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:

    „ What kind of magic is at work. „ Currently active powers.
„ General type of supernatural creature (vampire, werewolf, dragon, etc). „ Any enchantments present on an item. „ How much PPEorISPatargetpossesses. „ Other information the GM thinks appropriate.

    When used on a supernatural creature, a raise on the arcane skill check reveals any general susceptibilities, including Weaknesses and ways to bypass Invulnerability. The power might reveal a ghost must be laid to rest by nding an object important to it in life, but not exactly what that object is or where it’s located.

    This Mega Power e ect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it. There is a drawback, however. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination.
  • DISGUISE–MASS DISGUISE
    Power Points: +4

    Range: Special

    Duration: 10 minutes (1/10 minutes)
    The caster can a ect anyone she wishes within a Large Burst Template, centered on herself. The disguise remains on the targets until the caster drops it, fails a concentration check from damage, or is Incapacitated.
  • DISPEL–EXALTED DISPEL
    Power Points: 6

    Range: Smarts × 2

    Duration: Instant (1d6 minutes)
    This is the ultimate directed dispel power, able to undo any active power currently active in a Large Burst Template. It can also dampen enchantments on items within the area, shu ing them down for 1d6 minutes. When used against items, the casting roll is against a base 4 instead of opposed; the GM should feel free to impose penalties for particularly powerful items (−2 for a major item, −4 for an artifact, or even −6 for a true relic of great power).
  • DIVINATION–COMMUNION
    Power Points: 10
    Range: Self

    Duration: 1 minute
    Success with this Mega Power grants a single answer of one to three sentences, while a raise grants the equivalent of a paragraph or more (at the GM’s discretion).
    A raise might even mean a full, interactive conversation with an appropriate entity.
  • DRAIN POWER POINTS–PPE THIEF
    Power Points: 9

    Range: Smarts × 2

    Duration: Instant
    When using this Mega Power variant of drain Power Points, the dice are doubled for the amount drained (2d6+1, or 2d8+2 with a raise).

    Furthermore, drained PPE/ISP is gained by the caster (if of a type she uses). This replenishes spent Power Points but cannot raise the caster above her normal maximum.
  • ELEMENTAL MANIPULATION– ONE WITH THE ELEMENTS
    Power Points: 2

    Range: Smarts × 3
    Duration: 1 hour (1/hour)
    Casting this Mega Power version of elemental manipulation dramatically increases its Range and Duration. Each use of the power counts as an action.
  • ENTANGLE–GREATER ENTANGLE
    Power Points: +2

    Range: Smarts × 2

    Duration: Special
    Using this Mega Power version means targets are fully entangled on a success. A raise means a empts to escape are made at −4.
  • ENVIRONMENTAL PROTECTION–LIFE SUPPORT
    Power Points: 4

    Range: Touch

    Duration: 1 hour (1/hour)
    Life Support expands the effects of environmental protection to protect against all negative environmental e ects.
  • FARSIGHT–GREATER FARSIGHT
    Power Points: 6

    Range: Touch

    Duration: 3 (1/round)
    Greater farsight removes all penalties for Range, and like the normal version, doubles range increments on a raise.
  • FEAR–GREATER FEAR
    Power Points: 4
    Range: Smarts × 3
    Duration: Instant
    Using this Mega Power causes targets to su er a −2 to resist fear, or a −4 with a raise.
  • FLY–SWIFT FLIGHT
    Power Points: 8 or 10
    Range: Touch
    Duration: 3 (1/round)
    Swift Flight increases the target’s ying speed. For 8 Power Points, the recipient ies at 4×Pace and is −1 to be hit by ranged a acks. For 10 PPs, the recipient ies at 8 × Pace and is −2 to be hit by ranged a acks. These penalties do not stack with similar effects, like deflection; use the higher benefit.
  • GREATER HEALING–RESURRECTION
    Power Points: 30

    Range: Touch

    Duration: Instant
    Possibly the most powerful—and controversial—spell effect in the world, resurrection brings a spirit back to her dead body, then returns her to life. The time and energy involved is massive, the risks are literally life-threatening, and there’s only ever one chance for the spell to work for a given being.

    To return the dead to life, the caster must make a skill roll with a penalty based on how long the target has been dead. Less than an hour is the easiest at −2, a day is −4, up to one month is −6, within a year is −8, and anyone dead longer than a year is at −10.

    It takes 2d6 hours to cast the spell (time of death is considered from when casting begins), and if the caster fails the roll, death claims him for his hubris and he dies!

    Fortunately, the caster can seek aid from others who can make a cooperative roll using the same Arcane Skill as the primary character. These aides do not need to have greater healing and can only provide up to the normal +4 bonus maximum. Characters who make the cooperative roll do not die on a failure but are Incapacitated by Fatigue, and each level can only be recovered by eight hours of rest.

    A resurrected character returns to life Incapacitated with three wounds and a permanent injury from her cause of death. Thedamageandinjurycouldbehealedwith use of the greater healing power as normal.
  • GROWTH/SHRINK–TINY YET MIGHTY
    Power Points: +2

    Range: Smarts × 3

    Duration: 3 (1/round)
    When using shrink with this Mega Power enhancement, the caster empowers the target to retain his Strength and Toughness while small. For growth, spending +2 Power Points extends the casting Range, just as for shrink.
  • HAVOC–GREATER HAVOC
    Power Points: +2
    Range: Smarts × 3
    Duration: Instant
    Greater havoc enhances the penalties to resist to −2, or −4 with a raise. Furthermore, targets are knocked back a total of 3d6" and automatically Shaken, regardless of hi ing an object.
  • HEALING–MASS HEALING
    Power Points: 6

    Range: Special
    Duration: Instant
    The healing power can be cast on all allies within Spirit × 2 of the caster. Ignore individual wound penalties of the treated and apply a flat −2 instead. The power is selective; the caster chooses who is affected.
  • ILLUSION–DEADLY ILLUSION
    Power Points: 6

    Range: Smarts × 2
    Duration: 3 (1/round)
    This Mega Power causes illusion to become potentially deadly for those who are targeted. A raise on the opposed roll for an illusory a ack causes a wound, as does a success if the target is already Shaken.
  • INTANGIBILITY–ASTRAL FORM
    Power Points: 10

    Range: Self

    Duration: 1 minute (1/minute)
    The caster is able to leave his body behind as his astral self—a ghostly, translucent form, easily concealable (but not invisible) and able to wander in any direction at a 4 × his Pace. Some mystical barriers might block passage at the GM’s discretion, but he can otherwise go through anything in this form.
  • INVISIBILITY–TRUE INVISIBILITY
    Power Points: 10

    Range: Self
    
Duration: 3 (1/round)
    Normal invisibility generally applies to normal sight-based Notice checks; true invisibility applies to all senses, including mystical, technological, or greatly enhanced ones. The recipient cannot be seen or detected by any means, unless he a acks someone. In that circumstance, any a empt to detect or a ack the character with true invisibility is made at −8.

    True invisibility also makes it impossible for anyone using most means of scrying or other detection to nd the character; this includes divination and clairvoyance. Those using detect arcana su er a −4 penalty to see someone using true invisibility (though exalted detect arcana works at no penalty). Generally speaking, it is nearly impossible for the character to be seen or detected if he does not take an aggressive action against someone else; the GM is nal arbiter of this power’s ultimate limits.
  • LIGHT/OBSCURE - ETERNAL LIGHT/GREATER OBSCURE
    Power Points: 10/4

    Range: Smarts × 2

    Duration: Permanent/3 (1/round)
    Eternal light is the Mega Power ritual—it takes 10 minutes—that allows the caster to cause light to become a permanent e ect. This can be put on any object, or even a person if the target is willing. Note that if anyone with Arcane Background (Miracles) enacts this ritual, she may will the light to be holy in nature, having the same e ect on certain creatures (such as vampires) as sunlight, and its radius is considered holy ground.

    Greater obscure expands the e ect of obscure to the caster’s Smarts in radius, and he is automatically immune to the power’s e ects.
  • MIND READING–MIND WALK
    Power Points: 6

    Range: Smarts × 2

    Duration: 5 minutes (1/minute)
    Mind walk allows the caster to walk through the mind and memories of the subject.

    While the spell is in e ect, the caster can ask any number of questions, explore memories, or simply have a conversation with the inner consciousness of the target. If a particular question or thought is of a vital or dangerous nature, or the caster explores deep hidden fears or something of great emotional value to the target, an additional contested roll may be called for.
  • PUMMEL–GREATER PUMMEL
    Power Points: 4

    Range: Cone Template
    Duration: Instant
    Using this Mega Power increases the penalty to resist pummel to −2, or −4 with a raise. Furthermore, targets are knocked back a total of 3d6" and are automatically Shaken, regardless of hi ing an object.
  • PUPPET–MIND CONTROL
    Power Points: 6
    Range: Smarts × 2
    Duration: Special
    This greatly enhanced version of puppet allows the user a longer period of control. Success increases the Duration to one minute (1/per minute). With a raise, Duration is extended to 5 minutes (1/5 minutes), and with two raises, it becomes 10 minutes (1/10 minutes). Issuing a command is a free action but maintaining control requires concentration, in icting a −1 penalty on all other actions while the power is active.

    Any time a target is forced to do something completely against his nature, he gains a new roll to break control. A success enables him to resist the action, doing nothing instead. A raise means he’s completely free of the power.

    If the caster has and uses telepathy on the target, she may extend her control of him to any distance, even out of her sight.
  • QUICKNESS–EXALTED QUICKNESS
    Power Points: 8

    Range: Touch

    Duration: 3 (2/round)
    In addition to the two complete turns the character gains with quickness, he may ignore up to two points of multi-action penalties on each of those turns.
  • SHAPE CHANGE–GREATER SHAPE CHANGE
    Power Points: +2

    Range: Self

    Duration: 1 minute (1/minute)
    With this Mega Power version of the shape change power, the caster is able to take on the form of any character or creature: humans, humanoids, and even magical monsters and beings. In addition, the caster is able to cast other powers while in any animal form, and she can speak clearly for others to hear without any issues, unless the form has no mouth.

    Note that only natural, inherent abilities to the form are gained, not anything derived from technology or training. Greater shape change cannot confer a Juicer’s chemical and nanotech enhancements, nor does it give the caster a Ley Line Walker’s spellcasting or ley line abilities.

    Refer to Savage Rifts Players Guide pg. 116.
  • SLOW–EXALTED SLOW
    Power Points: 2
    Range: Smarts × 3
    Duration: 3 (2/round)
    Exalted slow causes these additional effects:
    The target’s Pace is cut in half (round down), and he cannot run.
    The target’s Parry is reduced by 2, and ranged a acks against him receive a +2.
    All Agility and linked skill rolls are made at −2.
  • SLUMBER–GREATER SLUMBER
    Power Points: 4

    Range: Smarts × 3

    Duration: 1 minute (1/minute)
    Using this Mega Power increases the penalties to resist slumber to −2, or −4 with a raise. Furthermore, it takes a full round of active e ort to awaken a victim of greater slumber; loud noises and the like aren’t enough.
  • SMITE–GREATER SMITE
    Power Points: 4
    Range: Touch
    Duration: 3 (1/round)
    This Mega Power version of smite confers two e ects:
    „ The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
    „ The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.
  • SPEAK LANGUAGE–MASS UNDERSTANDING
    Power Points: 2

    Range: Special

    Duration: 10 minutes (1/10 minutes)
    The caster causes characters within Spirit × 2 of him to be able to understand one another, regardless of language spoken. The power is selective, a ecting only those the caster wishes.
  • SPEED–GREATER SPEED
    Power Points: 2
    Range: Touch
    Duration: 3 (1/round)
    This Mega Power version of speed grants the following added e ects:
    „ The recipient’s Pace is tripled, not doubled.
    „ The recipient doesn’t need to roll a run die; assume the maximum whenever it would be rolled.
    „ Attacks against the recipient are at −2. This penalty does not stack with similar e ects, like de ection; use the
    higher benefit.
  • STUN–GREATER STUN
    PowerPoints:4
    Range: 18/36/72
    Duration: Special
    Greater stun enhances the core stun e ects in a couple of ways. First, the area is increased to a Large Burst Template. Second, all resistance rolls are made at −2, or −4 with a raise. Finally, any Vigor check of 1 or less means the target is Incapacitated; such targets make Vigor checks each following round to recover to Shaken status.
  • SUCCOR–MASS SUCCOR
    Power Points: 2
    Range: Special
    Duration: Instant
    The caster can use this Mega Power to a ect all allies within Spirit × 2. It is a selective e ect, helping only those the caster chooses.
  • SUMMON ALLY–FORCE MULTIPLICATION
    Power Points: +2 per ally

    Range: Smarts

    Duration: 3 (1/round)
    With force multiplication, each +2 Power Points summons an additional ally of the same type or category, brought in at the same time.
  • TELEKINESIS–EXALTED TELEKINESIS
    Power Points: 10

    Range: Smarts × 2

    Duration: 3 (1/round)
    Using exalted telekinesis is slightly di erent than normal telekinesis. The caster’s telekinetic strength is calculated as his Spirit die with four die steps added. Thus a psionic with a Spirit of d8 has an exalted telekinesis strength of d12+2.

    Those using exalted telekinesis consult the Super Strength Table (page 65) to determine how much they can lift and manipulate. With a successful roll, they use the Load Limit column, or the Max Weight column with a raise. Note that objects weighing 1,000 or more pounds automatically deal Mega Damage when used as weapons.
  • TELEPATHY–EXALTED TELEPATHY
    Power Points: 4

    Range: Special

    Duration: 3 (1/round)
    This Mega Power version of telepathy allows the user to reach any ally’s mind within one mile without needing a roll, and contacting someone else only requires a roll with no penalties. Beyond the one-mile radius, rolls for allies are at −2, while other rolls are at −4.

    Furthermore, the psi can choose to broadcast a telepathic message to every sentient mind within a mile radius.

    Alternately, she can connect up to her Smarts die in minds as a kind of telepathic switchboard, creating open communication for everyone connected. This last ability is somewhat taxing, imposing a −2 penalty on any other Trait rolls while she maintains it.
  • TELEPORT–GREATER TELEPORT
    Power Points: 5+

    Range: Special

    Duration: Instant
    Greater teleport extends the Ranges to 20" (40 yards) per 5 PPE or ISP spent, or 30" (60 yards) with a raise. The caster can carry up to ve others without having to risk Fatigue. Each additional person he carries beyond those ve imposes an automatic Fatigue level, as per the core teleport power.
  • WALL WALKER–GREATER WALL WALKER
    Power Points: 4

    Range: Touch

    Duration: 3 (1/round)
    Using greater wall walker means the target automatically gains the ability to move at full Pace. He also gains +4 to resist being moved by such powers as havoc, pummel, or telekinesis, and he gains +4 to resist the Push maneuver.
  • WARRIOR’S GIFT–GREATER WARRIOR’S GIFT
    Power Points: 8

    Range: Touch

    Duration: 3 (1/round)
    Greater warrior’s gift allows the target to select two Combat Edges at once, and those Edges may be up to the target’s current Rank.

Code: Select all

WORKING ON TYPOS and SPACING ISSUES. (Voice to text only kinda works. I'm working on cleaning up the text). 


[b]Psionics and Magic (Players Guide)[/b]

[i]Note: Casting more than one spell or psionic power per round. Characters with an Arcane Background consider each power a separate action for activation, even if it uses the same skill. A character can a empt to activate more than one power in the same round with normal multiple-action penalties, but not the same power more than once per round. 
Example: Renard could roll Spellcasting twice at −2 to try to activate boost/lower Trait for Fighting and smite on his sword. He could not try to activate boost/lower Trait twice in one round for Fighting and Strength, as it is the same power regardless of the affected Traits. [/i]

[list][*][b]CLAIRVOYANCE [/b]
Rank: Seasoned Power Points: 3+ Range: Varies Duration: 3 (1/round) 
Clairvoyance allows the caster to sense people, places, and things outside of normal perception. The Range varies depending on the Arcane skill roll. A success gives the caster a Range equal to her Spirit × 10 in miles, and a raise increases that to Spirit × 100 miles. Walls, doors, and other barriers do not hamper clairvoyance in any way, though magical barriers may block it at the GM’s discretion. While it’s active, the user of this power can shift the point of observation to anywhere within her Range as a free action. 
When using clairvoyance, the caster chooses a single sense (usually sight) to project. For each additional 1 PP she spends at casting, she may add an additional sense; this does not a ect maintenance costs. [/list]

[list][*][b]ILLUSION [/b]
Rank: Novice
Power Points: 3 Range: Smarts Duration: 3 (1/round) 
Illusion makes a single target see something that isn’t there, or else see things differently than they actually are. The caster’s arcane skill roll is opposed by the target’s Spirit; a success means the target perceives the illusion as real with all of her senses, but each direct interaction with the illusion (an attack, directly touching it, or being impeded by the image in some way) grants the target an additional opposed roll to realize it’s not real. With a raise by the caster, the target is convinced the illusion is real for as long as it’s maintained. 
Illusory attacks can’t actually wound a target but can cause the perception of damage. Such “a acks” are made with the caster’s arcane skill opposed by the target’s Spirit with a success causing a Shaken. 
Passive illusions, like a wall, take a little effort to maintain. The Power Point cost must be met, but only normal maintenance penalties apply. Active illusions, such as a black cat or a acking enemies (see above), require constant concentration. The caster must use an action each round spent maintaining such illusions. This power only works on sapient beings. It is useless against animals, robots, or mindless creatures. [/list]

[list][*][b]TELEPATHY [/b]
Rank: Novice
Power Points: 2 Range: One mile Duration: 3 (1/round) 
Telepathy is used to communicate mentally with other people. If the target is willing, a simple success is all that is needed. Otherwise, the roll is opposed by the target’s Spirit. Success allows communication with the target. Only those thoughts and images the participants wish to send can be sensed; anything more requires mind reading. 
If the caster cannot see the target, they must know and be able to identify the intended recipient in some reasonable fashion; their roll su ers a −4 penalty. Once telepathic contact is established, it may be maintained up to one mile away. 
Each conversation established via telepathy counts as a separate power for purposes of maintenance penalties. Telepathy can be used to speak with entities with whom you do not share a language; communication is based on thoughts and images. However, this form of communication can be di cult and basic in nature. The stranger the being (spirits, monsters, or beings from entirely di erent realms), the more complicated even the most basic communication can be. [/list]

[list][*][b]ARMOR–GREATER ARMOR [/b]
Power Points: 5
Range: Touch Duration: 3 (1/round) 
Success grants +5 M.D.C. Armor, a raise grants +10. [/list]

[list][*][b]BANISH–BANISH THE HORDE [/b]
Power Points: 6
Range: Smarts × 2 Duration: Instant 
The caster targets all summoned entities within a Large Burst Template. For example, a mob of demons could be sent back to their hellish realm, or a group of elementals brought from another plane could be dismissed. Each target rolls its own opposed Spirit check to resist. [/list]


[list][*][b]BARRIER–STALWART WALLS [/b]
Power Points: 2/section Range: Smarts × 2 Duration: 3 (1 per section, 
In addition to the base barrier, this Mega Power Armor to each summoned 
per round)
10 Toughness of 
adds 12 M.D.C. section [/list]

[list][*][b]BEAST FRIEND–EXALTED BEAST FRIEND [/b]
Power Points: +2
Range: Smarts × 1,000 yards Duration: 30 minutes 
This Mega Power extends the Range and Duration of the beast friend power, and allows the caster to a ect magical and mythical beasts. Such creatures must still have only animal intelligence to be influenced. [/list]

[list][*][b]BLAST–GREATER BLAST [/b]
PowerPoints:+4 Range: 36/72/144 Duration: Instant 
By adding +4 Power Points to the casting cost of blast, the damage dice are increased from d6 to d10. Greater blast in icts Mega Damage like the base power. [/list]

[list][*][b]BLIND–GREATER BLIND [/b]
Power Points: +2 Range: 18/36/72 Duration: Instant 
Adding +2 to the casting cost of blind increases the penalties to resist the power to −4, or −6 with a raise. [/list]

[list][*][b]BOLT–ONSLAUGHT [/b]
Power Points: 2–8 or 4 Range: 18/36/72 Duration: Instant 
The caster can throw up to four 3d6 bolts for two Power Points each, or a single 6d6 bolt for 4 Power Points. In either case, the damage is Mega Damage. [/list]

[list][*][b]BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT [/b]
Power Points: 4
Range: Smarts × 2
Duration: 3 (1/round) 
This Mega Power doubles the power’s effect; two die types for a success, four with a raise. [/list]

[list][*][b]BURROW–GREATER BURROW [/b]
Power Points: 6
Range: Smarts × 20 Duration: 3 (2/round) 
The distance covered by the burrow power is expanded to Smarts × 20 each round! [/list]

[list][*][b]BURST–GREATER BURST [/b]
Power Points: 4 Range: Cone Template Duration: Instant 
Use of this Mega Power enhances the burst power to 3d12 Mega Damage. [/list]

[list][*][b]CLAIRVOYANCE–WORLD SCRY [/b]
Power Points: 6+
Range: Varies
Duration: 3 (1/round) 
The Mega Power version of clairvoyance increases the Range to Spirit × 1,000 miles. A raise increases that to anywhere on 
the planet. It costs 6 Power Points, +1 per additional sense the caster wishes to project. [/list]

[list][*][b]CONFUSION–GREATER CONFUSION [/b]
Power Points: 1
Range: Smarts × 2
Duration: Instant 
The caster can affect up to 10 targets instead of only ve. He must still spend 1 Power Point per target. [/list]

[list][*][b]DAMAGE FIELD–EXALTED DAMAGE FIELD [/b]
Power Points: 8
Range: Touch
Duration: 3 (2/round) 
This Mega Power gives the caster two options. She can have a damage field of 2d8 Mega Damage, or 2d10 with a raise. 
Alternately, she can extend the damage eld to a Medium Burst Template, centered on herself. In the la er case, it a ects anyone in that area each round. The caster is immune to her own damage. On the rounds after she casts it, the damage is rolled at the end of her turn. [/list]

[list][*][b]DARKSIGHT–EXALTED DARKSIGHT [/b]
Power Points: 2
Range: Touch
Duration: 1 hour (1/hour) 
Exalted darksight makes it virtually impossible to impair the target’s vision in any way. Blind does not work on him, nor does any form of obscure or other lighting penalties. He can also see anyone using the invisibility power. [/list]

[list][*][b]DEFLECTION–GREATER DEFLECTION [/b]
Power Points: 4
Range: Touch
Duration: 3 (1/round) 
This Mega Power version of deflection grants a −4 e ect on a success, or −6 on a raise. [/list]

[list][*][b]DETECT/CONCEAL ARCANA - EXALTED DETECT/CONCEAL ARCANA [/b]
Power Points: 4
Range: Sight
Duration: 3 (1/round) or 1 hour (1/hour) 
This Mega Power e ect greatly enhances detect arcana, giving it expanded analytical effects. With a successful arcane skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following: 
„ What kind of magic is at work. „ Currently active powers.
„ General type of supernatural creature 
(vampire, werewolf, dragon, etc). „ Any enchantments present on an item. „ HowmuchPPEorISPatargetpossesses. „ Other information the GM thinks 
appropriate. 
When used on a supernatural creature, a raise on the arcane skill check reveals any general susceptibilities, including Weaknesses and ways to bypass Invulnerability. The power might reveal a ghost must be laid to rest by nding an object important to it in life, but not exactly what that object is or where it’s located. 
This Mega Power e ect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it. 
There is a drawback, however. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination. [/list]

[list][*][b]DISGUISE–MASS DISGUISE[/b]
Power Points: +4
Range: Special
Duration: 10 minutes (1/10 minutes) 
The caster can a ect anyone she wishes within a Large Burst Template, centered on herself. The disguise remains on the targets until the caster drops it, fails a concentration check from damage, or is Incapacitated. [/list]

[list][*][b]DISPEL–EXALTED DISPEL[/b]
Power Points: 6
Range: Smarts × 2
Duration: Instant (1d6 minutes) 
This is the ultimate directed dispel power, able to undo any active power currently active in a Large Burst Template. It can also dampen enchantments on items within the area, shu ing them down for 1d6 minutes. When used against items, the casting roll is against a base 4 instead of opposed; the GM should feel free to impose penalties for particularly powerful items (−2 for a major item, −4 for an artifact, or even −6 for a true relic of great power). [/list]

[list][*][b]DIVINATION–COMMUNION [/b]
Power Points: 10 Range: Self
Duration: 1 minute 
Success with this Mega Power grants a single answer of one to three sentences, while a raise grants the equivalent of a paragraph or more (at the GM’s discretion). 
A raise might even mean a full, interactive conversation with an appropriate entity. [/list]

[list][*][b]DRAIN POWER POINTS–PPE THIEF [/b]
Power Points: 9
Range: Smarts × 2
Duration: Instant 
When using this Mega Power variant of drain Power Points, the dice are doubled for the amount drained (2d6+1, or 2d8+2 with a raise). 
Furthermore, drained PPE/ISP is gained by the caster (if of a type she uses). This replenishes spent Power Points but cannot raise the caster above her normal maximum. [/list]

[list][*][b]ELEMENTAL MANIPULATION– ONE WITH THE ELEMENTS [/b]
Power Points: 2
Range: Smarts × 3 Duration: 1 hour (1/hour) 
Casting this Mega Power version of elemental manipulation dramatically increases its Range and Duration. Each use of the power counts as an action. [/list]

[list][*][b]ENTANGLE–GREATER ENTANGLE [/b]
Power Points: +2
Range: Smarts × 2
Duration: Special 
Using this Mega Power version means targets are fully entangled on a success. A raise means a empts to escape are made at −4. [/list]

[list][*][b]ENVIRONMENTAL PROTECTION–LIFE SUPPORT [/b]
Power Points: 4
Range: Touch
Duration: 1 hour (1/hour) 
Life Support expands the effects of environmental protection to protect against all negative environmental e ects. [/list]

[list][*][b]FARSIGHT–GREATER FARSIGHT [/b]
Power Points: 6
Range: Touch
Duration: 3 (1/round) 
Greater farsight removes all penalties for Range, and like the normal version, doubles range increments on a raise. [/list]

[list][*][b]FEAR–GREATER FEAR [/b]
Power Points: 4 Range: Smarts × 3 Duration: Instant 
Using this Mega Power causes targets to su er a −2 to resist fear, or a −4 with a raise. [/list]

[list][*][b]FLY–SWIFT FLIGHT [/b]
Power Points: 8 or 10 Range: Touch Duration: 3 (1/round) 
Swift Flight increases the target’s ying speed. For 8 Power Points, the recipient ies at 4×Pace and is −1 to be hit by ranged a acks. For 10 PPs, the recipient ies at 8 × Pace and is −2 to be hit by ranged a acks. These penalties do not stack with similar effects, like deflection; use the higher benefit. [/list]

[list][*][b]GREATER HEALING–RESURRECTION [/b]
Power Points: 30
Range: Touch
Duration: Instant 
Possibly the most powerful—and controversial—spell effect in the world, resurrection brings a spirit back to her dead body, then returns her to life. The time and energy involved is massive, the risks 
are literally life-threatening, and there’s only ever one chance for the spell to work for a given being. 
To return the dead to life, the caster must make a skill roll with a penalty based on how long the target has been dead. Less than an hour is the easiest at −2, a day is −4, up to one month is −6, within a year is −8, and anyone dead longer than a year is at −10. 
It takes 2d6 hours to cast the spell (time of death is considered from when casting begins), and if the caster fails the roll, death claims him for his hubris and he dies! 
Fortunately, the caster can seek aid from others who can make a cooperative roll using the same Arcane Skill as the primary character. These aides do not need to have greater healing and can only provide up to the normal +4 bonus maximum. Characters who make the cooperative roll do not die on a failure but are Incapacitated by Fatigue, and each level can only be recovered by eight hours of rest. 
A resurrected character returns to life Incapacitated with three wounds and a permanent injury from her cause of death. Thedamageandinjurycouldbehealedwith use of the greater healing power as normal. [/list]

[list][*][b]GROWTH/SHRINK–TINY YET MIGHTY [/b]
Power Points: +2
Range: Smarts × 3
Duration: 3 (1/round) 
When using shrink with this Mega Power enhancement, the caster empowers the target to retain his Strength and Toughness while small. For growth, spending +2 Power Points extends the casting Range, just as for shrink. [/list]

[list][*][b]HAVOC–GREATER HAVOC [/b]
Power Points: +2 Range: Smarts × 3 Duration: Instant 
Greater havoc enhances the penalties to resist to −2, or −4 with a raise. Furthermore, targets are knocked back a total of 3d6" and automatically Shaken, regardless of hi ing an object. [/list]

[list][*][b]HEALING–MASS HEALING [/b]
Power Points: 6
Range: Special Duration: Instant 
The healing power can be cast on all allies within Spirit × 2 of the caster. Ignore individual wound penalties of the treated and apply a flat −2 instead. The power is selective; the caster chooses who is affected. [/list]

[list][*][b]ILLUSION–DEADLY ILLUSION [/b]
Power Points: 6
Range: Smarts × 2 Duration: 3 (1/round) 
This Mega Power causes illusion to become potentially deadly for those who are targeted. A raise on the opposed roll for an illusory a ack causes a wound, as does a success if the target is already Shaken. [/list]

[list][*][b]INTANGIBILITY–ASTRAL FORM [/b]
Power Points: 10
Range: Self
Duration: 1 minute (1/minute) 
The caster is able to leave his body behind as his astral self—a ghostly, translucent form, easily concealable (but not invisible) and able to wander in any direction at a 4 × his Pace. Some mystical barriers might block passage at the GM’s discretion, but he can otherwise go through anything in this form. [/list]

[list][*][b]INVISIBILITY–TRUE INVISIBILITY [/b]
Power Points: 10
Range: Self
Duration: 3 (1/round) 
Normal invisibility generally applies to normal sight-based Notice checks; true invisibility applies to all senses, including mystical, technological, or greatly enhanced ones. The recipient cannot be seen or detected by any means, unless he a acks someone. In that circumstance, any a empt to detect or a ack the character with true invisibility is made at −8. 
True invisibility also makes it impossible for anyone using most means of scrying or other detection to nd the character; this includes divination and clairvoyance. Those using detect arcana su er a −4 penalty to see someone using true invisibility (though exalted detect arcana works at no penalty). Generally speaking, it is nearly impossible for the character to be seen or detected if he does not take an aggressive action against someone else; the GM is nal arbiter of this power’s ultimate limits. [/list]

[list][*][b]LIGHT/OBSCURE - ETERNAL LIGHT/GREATER OBSCURE [/b]
Power Points: 10/4
Range: Smarts × 2
Duration: Permanent/3 (1/round) 
Eternal light is the Mega Power ritual—it takes 10 minutes—that allows the caster to cause light to become a permanent e ect. This can be put on any object, or even a person if the target is willing. Note that if anyone with Arcane Background (Miracles) enacts this ritual, she may will the light to be holy in nature, having the same e ect on certain creatures (such as vampires) as sunlight, and its radius is considered holy ground. 
Greater obscure expands the e ect of obscure to the caster’s Smarts in radius, and he is automatically immune to the power’s e ects. [/list]

[list][*][b]MIND READING–MIND WALK [/b]
Power Points: 6
Range: Smarts × 2
Duration: 5 minutes (1/minute) 
Mind walk allows the caster to walk through the mind and memories of the subject. 
While the spell is in e ect, the caster can ask any number of questions, explore memories, or simply have a conversation with the inner consciousness of the target. If a particular question or thought is of a vital or dangerous nature, or the caster explores deep hidden fears or something of great emotional value to the target, an additional contested roll may be called for. [/list]

[list][*][b]PUMMEL–GREATER PUMMEL [/b]
Power Points: 4
Range: Cone Template Duration: Instant 
Using this Mega Power increases the penalty to resist pummel to −2, or −4 with a raise. Furthermore, targets are knocked back a total of 3d6" and are automatically Shaken, regardless of hi ing an object. [/list]

[list][*][b]PUPPET–MIND CONTROL [/b]
Power Points: 6 Range: Smarts × 2 Duration: Special 
This greatly enhanced version of puppet allows the user a longer period of control. Success increases the Duration to one minute (1/per minute). With a raise, Duration is extended to 5 minutes (1/5 minutes), and with two raises, it becomes 10 minutes (1/10 minutes). Issuing a command is a free action but maintaining control requires concentration, in icting a −1 penalty on all other actions while the power is active. 
Any time a target is forced to do something completely against his nature, he gains a new roll to break control. A success enables him to resist the action, doing nothing instead. A raise means he’s completely free of the power. 
If the caster has and uses telepathy on the target, she may extend her control of him to any distance, even out of her sight. [/list]

[list][*][b]QUICKNESS–EXALTED QUICKNESS [/b]
Power Points: 8
Range: Touch
Duration: 3 (2/round) 
In addition to the two complete turns the character gains with quickness, he may ignore up to two points of multi-action penalties on each of those turns. [/list]

[list][*][b]SHAPE CHANGE–GREATER SHAPE CHANGE [/b]
Power Points: +2
Range: Self
Duration: 1 minute (1/minute) 
With this Mega Power version of the shape change power, the caster is able to take on the form of any character or creature: humans, humanoids, and even magical monsters and beings. In addition, the caster is able to cast other powers while in any animal form, and she can speak clearly for others to hear without any issues, unless the form has no mouth. 
Note that only natural, inherent abilities to the form are gained, not anything derived from technology or training. Greater shape change cannot confer a Juicer’s chemical and nanotech enhancements, nor does it give the caster a Ley Line Walker’s spellcasting or ley line abilities. 
Refer to Savage Rifts Players Guide pg. 116. [/list]

[list][*][b]SLOW–EXALTED SLOW [/b]
Power Points: 2 Range: Smarts × 3 Duration: 3 (2/round) 
Exalted slow causes these additional effects: 
„ The target’s Pace is cut in half (round down), and he cannot run. 
„ The target’s Parry is reduced by 2, and ranged a acks against him receive a +2. 
„ All Agility and linked skill rolls are made at −2. [/list]

[list][*][b]SLUMBER–GREATER SLUMBER [/b]
Power Points: 4
Range: Smarts × 3
Duration: 1 minute (1/minute) 
Using this Mega Power increases the penalties to resist slumber to −2, or −4 with a raise. Furthermore, it takes a full round of active e ort to awaken a victim of greater slumber; loud noises and the like aren’t enough. [/list]

[list][*][b]SMITE–GREATER SMITE [/b]
Power Points: 4 Range: Touch Duration: 3 (1/round) 
This Mega Power version of smite confers two e ects: 
„ The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage. 
„ The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc. [/list]

[list][*][b]SPEAK LANGUAGE–MASS UNDERSTANDING [/b]
Power Points: 2
Range: Special
Duration: 10 minutes (1/10 minutes) 
The caster causes characters within Spirit × 2 of him to be able to understand one another, regardless of language spoken. The power is selective, a ecting only those the caster wishes. [/list]

[list][*][b]SPEED–GREATER SPEED [/b]
Power Points: 2 Range: Touch Duration: 3 (1/round) 
This Mega Power version of speed grants the following added e ects: 
„ The recipient’s Pace is tripled, not doubled. 
„ The recipient doesn’t need to roll a run die; assume the maximum whenever it would be rolled. 
„ Attacks against the recipient are at −2. This penalty does not stack with similar e ects, like de ection; use the 
higher benefit. [/list]

[list][*][b]STUN–GREATER STUN [/b]
PowerPoints:4 Range: 18/36/72 Duration: Special 
Greater stun enhances the core stun e ects in a couple of ways. First, the area is increased to a Large Burst Template. Second, all resistance rolls are made at −2, or −4 with a raise. Finally, any Vigor check of 1 or less means the target is Incapacitated; such targets make Vigor checks each following round to recover to Shaken status. [/list]

[list][*][b]SUCCOR–MASS SUCCOR [/b]
Power Points: 2 Range: Special Duration: Instant 
The caster can use this Mega Power to a ect all allies within Spirit × 2. It is a selective e ect, helping only those the caster chooses. [/list]

[list][*][b]SUMMON ALLY–FORCE MULTIPLICATION [/b]
Power Points: +2 per ally
Range: Smarts
Duration: 3 (1/round) 
With force multiplication, each +2 Power Points summons an additional ally of the same type or category, brought in at the same time. [/list]

[list][*][b]TELEKINESIS–EXALTED TELEKINESIS [/b]
Power Points: 10
Range: Smarts × 2
Duration: 3 (1/round) 
Using exalted telekinesis is slightly di erent than normal telekinesis. The caster’s telekinetic strength is calculated as his Spirit die with four die steps added. Thus a psionic with a Spirit of d8 has an exalted telekinesis strength of d12+2. 
Those using exalted telekinesis consult the Super Strength Table (page 65) to determine how much they can lift and manipulate. With a successful roll, they use the Load Limit column, or the Max Weight column with a raise. Note that objects weighing 1,000 or more pounds automatically deal Mega Damage when used as weapons. [/list]

[list][*][b]TELEPATHY–EXALTED TELEPATHY [/b]
Power Points: 4
Range: Special
Duration: 3 (1/round) 
This Mega Power version of telepathy allows the user to reach any ally’s mind within one mile without needing a roll, and contacting someone else only requires a roll with no penalties. Beyond the one-mile radius, rolls for allies are at −2, while other rolls are at −4. 
Furthermore, the psi can choose to broadcast a telepathic message to every sentient mind within a mile radius. 
Alternately, she can connect up to her Smarts die in minds as a kind of telepathic switchboard, creating open communication for everyone connected. This last ability is somewhat taxing, imposing a −2 penalty on any other Trait rolls while she maintains it. [/list]

[list][*][b]TELEPORT–GREATER TELEPORT [/b]
Power Points: 5+
Range: Special
Duration: Instant 
Greater teleport extends the Ranges to 20" (40 yards) per 5 PPE or ISP spent, or 30" (60 yards) with a raise. The caster can carry up to ve others without having to risk Fatigue. Each additional person he carries beyond those ve imposes an automatic Fatigue level, as per the core teleport power. [/list]

[list][*][b]WALL WALKER–GREATER WALL WALKER [/b]
Power Points: 4
Range: Touch
Duration: 3 (1/round) 
Using greater wall walker means the target automatically gains the ability to move at full Pace. He also gains +4 to resist being moved by such powers as havoc, pummel, or telekinesis, and he gains +4 to resist the Push maneuver. [/list]

[list][*][b]WARRIOR’S GIFT–GREATER WARRIOR’S GIFT [/b]
Power Points: 8
Range: Touch
Duration: 3 (1/round) 
Greater warrior’s gift allows the target to select two Combat Edges at once, and those Edges may be up to the target’s current Rank. [/list]
Last edited by Jackal on Sat Jan 21, 2017 11:15 pm, edited 3 times in total.
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
User avatar
Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Psionics and Magic (Players Guide)

Post by Jackal »

MYSTIC ONLY TRAPPINGS
  • Celestial Silver: For any offensive e ect, a celestial silver Trapping counts as both holy and silver for purposes of Weaknesses. For example, smite can be cast on a weapon and it is a blessed silver weapon for the duration. This is extremely e ective against vampires, among other things.
  • Courage: Ongoing bene cial powers grant the recipient +2 on Spirit checks against Fear and Intimidation for an increase of +1 PPE, lasting the duration of the power.
  • Gift of Life: +2 to Faith roll for healing or greater healing but gain a Fatigue level which can only be restored with an hour of rest (succor cannot restore).
  • Holy Presence: A beneficial power with a duration, cast by the Mystic on herself, grants her +2 Charisma and +2 on Intimidation checks, as she is surrounded by a holy aura. The glow makes her easier to see and target, giving foes +2 to a ack and Notice rolls against her.
  • Holy Ward: For a beneficial power with a duration cast on someone, the caster foregoes the usual raise e ect in place of granting Arcane Resistance for the duration.
  • Soul Blast: For direct damage powers, increase the base cost by 2 PPE to ignore all physical armor (including power and robot armor), but targets add half their Spirit to Toughness when determining the damage effect.



Code: Select all

[b]MYSTIC ONLY TRAPPINGS[/b][list]

[*][b]Celestial Silver: [/b]For any offensive e ect, a celestial silver Trapping counts as both holy and silver for purposes of Weaknesses. For example, smite can be cast on a weapon and it is a blessed silver weapon for the duration. This is extremely e ective against vampires, among other things. [/list] [list]

[*][b]Courage: [/b]Ongoing bene cial powers grant the recipient +2 on Spirit checks against Fear and Intimidation for an increase of +1 PPE, lasting the duration of the power.  [/list] [list]

[*][b]Gift of Life:[/b] +2 to Faith roll for healing or greater healing but gain a Fatigue level which can only be restored with an hour of rest (succor cannot restore).  [/list] [list]

[*][b]Holy Presence: [/b]A beneficial power with a duration, cast by the Mystic on herself, grants her +2 Charisma and +2 on Intimidation checks, as she is surrounded by a holy aura. The glow makes her easier to see and target, giving foes +2 to a ack and Notice rolls against her.  [/list] [list]

[*][b]Holy Ward: [/b]For a beneficial power with a duration cast on someone, the caster foregoes the usual raise e ect in place of granting Arcane Resistance for the duration.  [/list] [list]

[*][b]Soul Blast: [/b]For direct damage powers, increase the base cost by 2 PPE to ignore all physical armor (including power and robot armor), but targets add half their Spirit to Toughness when determining the damage effect.  [/list] 

Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
User avatar
Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Psionics and Magic (Players Guide)

Post by Jackal »

Unofficial Power(s):
  • DIMENSIONAL PORTAL (Not available as a Psionic Power / Not to be confused with Opening a Rift)

    Rank: Special (see below)


    Power Points: 10

    Range: Medium Burst Template


    Duration: 4 minutes, plus another 1 minute for every extra 1 PP spent.


    Crackling energy, blue and white in color, swirls, rips, and tears asunder reality as the portal opens. Dimensional Portal creates an oval, vertical oriented gateway to another dimension. The maximum size can vary depending on the needs of the character, but can be no larger than a Medium Burst template.

    The portal will remain open for four minutes, (unless 1 PP is spent to close it early) but the caster can choose to maintain the power and keep it open as long as she needs by spending the appropriate number of power points (see duration).

    Rank Requirements: Shifters can gain this power at 20 XP (Seasoned), but characters who are not somehow connected to the dark arts of mixing Shifting and Ley Line Magics cannot take this power until Veteran Rank.
This is RIFTS. I Couldn't resist.

Code: Select all

You are not a Shifter.
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
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