Zitón - Temporal Wizard (Shifter) for England game

A Savage Rifts game based in England.
GM: Sgt86Delta
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Ndreare
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Zitón - Temporal Wizard (Shifter) for England game

Post by Ndreare »

dark_elf_portrait_by_nahelus-d7v2brs.jpg
rolls and stuff
Here are Five Random rolls.

Enchanted Items [dice]0[/dice] - Choice (Obviously staff it is the only reason this table exist)
Magic [dice]1[/dice] - Choice
Magic [dice]2[/dice] - More PPE
Magic [dice]3[/dice] - Extra Power
Magic [dice]4[/dice] - More PPE

[dice]5[/dice]x1000 credits
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Character

Post by Ndreare »

Zitón
Player Name: Rob Towell
Google Handle: Ndreare
Rank: Novice Experience: 5 Advances Left: 0
Race: Silhouette Iconic Framework: Shifter (Savaging Rifts page 9)
Attributes: Agility d4, Smarts d10, Spirit d8, Strength d4, Vigor d4
Charisma:; Pace: 0; Parry: 2 ; Toughness: 8 (4)
Skills:
  • Spellcasting d12 (+1, iconic d8, 3)
  • Knowledge (Arcana) d10 (4)
  • Knowledge (Megaverse) d10 (4)
  • Investigation d6 (2)
  • Notice d8 (2)
  • Persuasion d6 (2)
  • Silhouette d10 (0, native)
  • Trade 4 d6 (2)
  • Trade 6 d4 (1)
  • Fighting, Shooting, Throwing d4-2 (0)

Hindrances
  • Cybernetic Intolerance - Silhouettes who receive any cybernetics will find their powers disrupted and interfered with.
  • Major Hindrance - Weakness in Day Light: Direct Sunlight causes discomfort to a silhouette and they suffer -1 to all trait rolls and -2 to toughness. This is a supernatural weakness and is not triggered by bright lights such as in a building.
  • Minor Hindrance - Vulnerability to Light: Silhouettes suffer +4 damage versus light based attacks (including lasers).
  • Minor Hindrance - Quirk: Silhouettes eyes are sensitive and while they are able to ignore darkness penalties they suffer -2 to sight based notice in normal and bright light or -4 in direct sunlight unless their eyes are protected.
  • Bad Reputation: Silhouettes are not common enough on Rifts earth for their reputation to have spread.
  • Distinctive D-Bee: silhouettes are very distinctive in appearance an suffer -4 for interactions with Coalition.
  • Corruption: Many of the entities a Shifter might bring forth (with summon ally or force multiplication) have strong wills and a desire to corrupt the being who summons them. Each time the Shifter uses either power with a being the Game Master feels is evil or corrupt in nature, she might call for an opposed Spirit check between the being and the Shifter. If the being wins, the Shifter gains a point of Corruption. Future Spirit contests with other evil summoned beings suffer a penalty equal to the Shifter’s current Corruption; when a Shifter gains a number of Corruption points equal to half his Spirit die type, he’s become a slave to darker external powers (and no longer a playable character).
  • Cybernetics: Such technology creates havoc for the flow of energy a Shifter relies upon, imposing −1 to the Spellcasting skill for each point of Strain.
  • Enemies: Shifters are automatically enemies of the Coalition States and shot on sight. Even those CS soldiers who might have less zealous attitudes toward most casters will likely open fire if they know they’re dealing with a Shifter. As with all arcane wielders, those Shifters who refuse to swear fealty to Lord Dunscon may well be enemies of the Federation, too.
  • Old Age (Selected major): Zitón is old, with the physical health matching about that of a human in their middle 60's. Strength and Vigor both drop a die type (minimum d4) and gains +5 skill points for smarts based skills.
  • Curious (Bonus major): There is a natural conflict to wanting to see the whole megaverse and all that is in it, while at the same time wanting to be cautious enough not to die while doing it. Zitón wants to see everything and will listen go out if his way to see and do interesting things.
  • Cautious (Selected minor): Yes it is a big dangerous world, no I do not want to die.
  • Quirk (Selected minor): Not from around and sometimes people can tell.

Edges
  • Powers from birth: All silhouettes have spellcasting d6.
  • Darkvision: Silhouette ignore all lighting penalties even from greater obscure.
  • Powerful Reserve: Silhouette have far more PPE than most mortal races on par with dragons and demigods. When selecting the Power Points edge the character gains +10 PPE instead of +5 PPE. This feature does not stack with the similar feature in the ARES Iconic Frameworks.
  • Arcane Background (Magic): Shifters are mighty spellcasters, starting with three (four based on race) powers of their choice (as well as specific ones, listed below). They begin with a Spellcasting skill of d8 and 15 PPE.
  • Bind the Summoned: A Shifter can bind one or more summoned beings to his service for an extended period of time. He does this by reducing his maximum PPE by the amount needed to originally summon the creature. The creature remains bound to his service until he releases it or the summoned entity is Incapacitated (in either case, returning the creature to its home dimension). Shifters may only have one bound entity per Rank (one at Novice, two at Seasoned). For example, a Seasoned Shifter could have two summoned allies, each costing 4 PPE to summon, bound to him; his maximum PPE is reduced by 8 until he releases the entities or they are Incapacitated. At that point, he recovers his PPE normally. Bound allies are treated as though they were summoned with a raise, which grants them the Hardy ability.
  • Dimension Sense: With a successful Notice roll, a Shifter can determine relevant information about a dimension he is in or one he views through a Rift. This includes hostile environmental conditions, how closely related the dimension is to Rifts Earth, and whether or not it’s a temporal shift.
  • Expanded Awareness: Shifters can use detect arcana at will, with no PPE cost, as a free action.
  • Master of Magic: A Shifter has all the Mega Powers for his spells per the Edge Master of Magic.
  • Master Summoner: All Shifters gain the summon ally power automatically, and the duration for them is 5 minutes (1/5 minutes). This duration extends to the Mega Power version, force multiplication.
  • PPE Manipulation: All Shifters have the drain Power Points power (and the PPE thief Mega Power) automatically.
  • Rift Mastery: Shifters gain a +4 on all efforts to open and manipulate Rifts. (see Characters, Ley Lines, and Rifts in the Savage Rifts® Game Master’s Handbook). They also gain +2 when using the banish Power.
  • Exceptional Rapid Recharge: This character regains 1 power point every 5 minutes
  • Power Points: +10 Power Points (35 total)
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Zitón - Background

Post by Ndreare »

Background
Ziton knows very little of his past. His memories all have holes in them, for example he remembers practicing endlessly with his magic, but cannot recall what motivated him, he remembers being in battle, but not which side he was on, he remembers centuries of experiences, but the emotion that drove him to do many of them is lost to him now.
His earliest consistent memories began what from his perspective was 193 days ago when he found himself alone in the presence of a Cosmo-Knight. Asking the being questions Ziton found he had no answers himself and they two soon decided to journey together. Ziton has taken to chronicling the deeds of the Cosmo-knight and found he is nearly obsessed with learning all he can of the megaverse. The adventures and battle have been so entertaining that he finds he is sometimes unable to put the right words to them.
Considering himself a partner to the Cosmo-knight Ziton gets annoyed when people assume he is the knights valet. But for some reason that is what people assume. Often times even when hearing a story he himself chronicled he will find his own participation forgotten or removed and this has driven him to wonder if there is a supernatural force behind it. Afterall he is a rather impressive Temporal Wizard and should be remembered by most beings.
Most recently Ziton was captured and placed in a temporal stasis effect he was unable to escape. That that he and Kandris are free however they will again start their journeys.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Zitón - Gear

Post by Ndreare »

Gear
  • Talisman of The Forge: Upon waking from his old life Zitón found himself in possession of a powerful talisman cable of healing the wounded and in some cases even bringing back the dead. He has even found that while wearing the talisman he has found his arcane skills are clearer and easier to use and maintain. Zitón knows little of its origins only that it is with him and give him peace when worn.
    • Made of an unknown rose colored material that changes from silver to gold and back to red when turned in sunlight. It looks like wood carved with an image of a arched doorway leading into a hearth but is so hard it feels like metal to the touch.
    • The Talisman has 10 PPE (which regenerate at the same rate as the Zitóns)
    • The Talisman grants a +1 to all spellcasting rolls for AB: Magic and AB: Miracles
    • The Talisman lets Zitón cast Succor with the Holy Trapping
    • The Talisman lets Zitón cast Greater Healing with the Holy Trapping
  • Adventure Survival Armor +4 Armor
    • Designed by the Techno-Wizard geniuses of Stormspire, this suit has many different stylistic variations, but the same basic effects. It has an Armor value of 4, as well as enchantments to make most uncomfortable environmental conditions easier to deal with (+2 on related Vigor checks). It’s not particularly concealable, designed more for a combination of practical application and a bit of style and show. (5 lb, 10,500 credits)
  • NG-33 Laser Pistol (Range 15/30/60, Damage 2d4+1, RoF 1, AP 2, Shots 20, Wt. 4, Notes: Semi-Auto)
  • NG-S2 Survival Pack
    • One 2-person tent, insulated against -40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
    • One sleeping bag, also insulated.
    • One Flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
    • One Biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he's traveled over time (+2 to Survival rolls related to navigation). A mirrored back allows for reflective signaling to others if the sun is out.
    • One short-range, five mile radio.
    • One 1st Aid Kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits)
    • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
    • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
    • One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
    • One survival knife
    • One hatchet
    • One wooden cross
    • Four signal flares
    • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
    • One bar of soap and a sterilized cloth.
    • One canteen
    • Two weeks worth of minimal sustenance survival rations in sealed pouches.
    • Metal Cross w/Eternal Light: a small metal cross with eternal holy light on it kept in a leather pouch.
Credits: 2,000
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Zitón - Advancement

Post by Ndreare »

Advances
Hero’s Journey
  • Enchanted Items
    • Roll result 20
    • Description: Made of a wood unknown to most of the world, your character’s elegant staff is a powerful weapon and tool for magic work. The staff has 10 PPE (which regenerate at the same rate as the caster), grants a +1 to all spellcasting rolls for AB: Magic and AB: Miracles, and contains two spells (powers) of the player’s choice, which can come from any list. Finally, it’s a combat-worthy staff (Str+d6, Reach 1, Parry +1, two handed) that even does Mega Damage if 2 PPE is channeled through it that round.
Hero’s Journey
  • Enchanted Items
    • Roll result 19
    • Description: You may choose any one of the previous results. This player Chose Rapid Recharge
Hero’s Journey
  • Enchanted Items
    • Roll result 7
    • Description: More PPE means more power to work with, and your character has it. He gains +5 PPE to his base.
Hero’s Journey
  • Enchanted Items
    • Roll result 9
    • Description: Arcane casters benefit from a variety of spells. Your hero knows one power of any
      Rank from her own list or one Novice power normally unavailable.
Hero’s Journey
  • Enchanted Items
    • Roll result 5
    • Description: More PPE means more power to work with, and your character has it. He gains +5 PPE to his base.

Advances
  • Iconic Framework: Shifter
  • Hero’s Journey Roll: Enchanted Items 20 (choice)
  • Hero’s Journey Roll: Magic 19 (choice, Rapid Recharge)
  • Hero’s Journey Roll: 7 (+5 Extra PPE)
  • Hero’s Journey Roll: 9 (Extra Power)
  • Hero’s Journey Roll: 5 (+5 Extra PPE)
  • Initial Advances: (From Hindrances): Improved Rapid Recharge
  • Initial Advances: (From Hindrances): Exceptional Rapid Recharge
  • Novice 1 Advance: Power Points +10 PPE (35 total)
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
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Zitón - Known Spells

Post by Ndreare »

Known Spells
Starts with: Detect Arcana, Summon Ally, Drain Power Points, 3 of choice, Bonus from race, bonus from HJ = 8 spells and their Mega Counter parts.

Detect Arcana
The Sight - Detect Arcana: Rank Novice, Power Points 0, Range sight, Duration 3 (0/turn). Detect/conceal arcana allows a character to sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on.
The power can also be reversed to conceal a single supernatural item, being, or effect.
This has the same cost, but the duration is much longer — 1 hour with a maintenance cost of 1 per hour. When used in this way, those who wish to see through the ruse with detect arcana use their arcane skill roll as an opposed roll against the concealer’s skill (rolled anew each time detect arcana is cast).
The detecting character may only attempt to see through concealed powers once per fresh casting.

True Sight - Exalted Detect Arcana: Rank Novice, Power Points 2, Range sight, Duration 3 (0/turn). This Mega Power effect 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 PPE or ISP a target possesses.
  • 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 finding an object important to it in life, but not exactly what that object is or where it’s located.
This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it.
Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination.

Summon Ally (free)
Summon Ally - This is a diverse and complex power. See Rifts Mega Powers Page 20.
Force Multiplication - This is a diverse and complex power. See Rifts Mega Powers Page 21.

Drain Power Points
Ground Power - Drain Power Points (w/ Necromancy Fear Trapping): Rank: Heroic, Power Points: 3, Range: Smarts, Duration: Instant.
This spell removes a spellcaster’s source of power, limiting his ability to cast magic.
The caster picks a single target within range and makes an opposed arcane skill roll. The caster suffers a −2 modifier if the target power is of another type (magic vs. miracles, superpowers vs. mad science, for example).
With a success, he drains 1d6+1 Power Points from the victim. On a raise, the victim loses 1d8+2 Power Points. These rolls don’t Ace. Targets with Arcane Background: Weird Science lose the Power Points from all
“gizmos” on their person equally.
The victim cannot be reduced below zero Power Points. Drained Power Points are not taken by the caster—they are simply lost to the victim. Drained Power Points recharge as normal. The spell works only on creatures with an Arcane Background—it has no effect on magic items except those created through Arcane Background: Weird Science as noted above.
The effect created by this power is visible and terrifying causing all who witness it to roll a Fear check.

Drink Power - PPE Thief (w/ Necromancy Fear Trapping): Power Points: 9, Range: Smarts × 2, Duration: Instant. Reaching out with his will Ziton drinks in the power of his target making it his own. This can be a terrifying situation to witness or experience.
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.

Obscure
Absorb Light - Darkness (Stealth Trapping): Rank: Novice, Power Points: 2, Range: Smarts, Duration: 1 minute (1/minute). The Sillhoette pulls in all the light around an area creating a darkness so thick nothing can be seen. Light/obscure can be cast on an inanimate object, but if the item is in an opponent’s possession, the arcane skill roll is opposed by Agility. Obscure, creates a –6 obscurement penalty in a Large Burst Template lasting for 1 minute (1/minute). This darkness is so natural to the Silhouette he receives +1 to stealth in the darkness.

Temporal Chaos - Darkness (Stealth Trapping): Power Points: 4, Range: Smarts × 2, Duration: 1 minute (1/minute). By sending out waves of temporal entropy in a giant bubble Ziton is able to make a field where the light and energy from multiple timelines overlap. This effect is so potent that trying to decipher the difference from what is happening versus what has happened and what may happen becomes almost impossible.
Greater obscure expands the effect of obscure to the caster’s Smarts in radius, and he is automatically immune to the power’s effects.

Invisibility
Shadow Meld - Invisibility ( (Stealth Trapping): Rank: Seasoned, Power Points: 5, Range: Self, Duration: 3 (1/round). Blending into the shadows is as natural to Ziton as breathing.
With a success, the character is transparent, but a vague outline is visible. A character may detect the invisible presence if he has a reason to look and makes a Notice roll at −4. Once detected, he may attack the foe at–4 as well. With a raise, the character is completely invisible. The penalty to Notice or hit him is–6.
In either case, the power affects the character and his personal items. Anything picked up after the power was cast remains visible. In addition the character gains +1 to stealth rolls.
  • Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.

Temporal Misalignment - True Invisibility (Stealth Trapping): Power Points: 10, Range: Self, Duration: 3 (1/round). Phasing slightly out of sync with the world around him Ndreare is able to become completely imperceptible to the normal world.
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 attacks someone. In that circumstance, any attempt to detect or attack 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 find the character; this includes divination and clairvoyance. Those using detect arcana suffer a −4 penalty to see someone using true invisibility (though exalted detect arcana works at no penalty). In addition the character gains +1 to stealth rolls.

Dispel
Arcane Entropy - Dispel: Rank: Seasoned, Power Points: 3, Range: Smarts, Duration: Instant. By pulsing waves of dimensional flux over a target it causes spells to collapse in on themselves as the power in them is dissipated.
Dispel allows a hero to negate enemy spells, miracles, mad science, or super powers. It has no effect on innate powers, such as a dragon’s breath or a banshee’s scream. Neither does dispel work on magic items or permanent enchantments unless the specific item or enchantment says otherwise.
Dispel can be used on a power already in effect or to counter an enemy power as it’s being used. The latter requires the countering mage to be on Hold and interrupt his foe’s action as usual.
In either case, dispelling the opponent’s power is an opposed roll of arcane skills. The dispelling character suffers a −2 modifier if the target power is of another type (magic vs. miracles, superpowers vs. mad science, etc).

Entropic Field - Exalted Dispel: Power Points: 6, Range: Smarts × 2, Duration: Instant (1d6 minutes). As with Arcane Entropy, however by pulsing waves of dimensional flux over an large area it causes spells to collapse in on themselves as the power in them is dissipated.
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, shutting 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).

Puppet
Transposition - Puppet: Rank: Veteran, Power Points: 3, Range: Smarts, Duration: 3 (1/round). By focusing his summoning powers on a target Ziton temporarily places the target in a temporal buble while replacing it with one amenable to him.
Sometimes it pays to persuade others to do your fighting for you. Some do this by blatant mind control, others do it by manufacturing visual and auditory illusions. Puppet is an opposed roll of the character’s arcane skill versus the target’s Spirit. The user must score a success and beat the target’s roll to gain complete control. The victim will attack friends and even commit suicide, though such acts allow the victim another opposed Spirit roll to break the spell.

Sustained Transposition - Mind Control: Power Points: 6, Range: Smarts × 2, Duration: Special. An enhanced form of Transposition allowing Ziton to maintain the spell for hours.
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).
  • Two raises, it becomes 10 minutes (1/10 minutes).
Issuing a command is a free action but maintaining control requires concentration, inflicting 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.
Slumber
Times Memory - Slumber (Darkening, but replacing darkness with Temporal Chaos): Rank: Seasoned, Power Points: 2, Range: Smarts × 2, Duration: 1 minute (1/minute). By targeting the minds of his targets Ziton is able to send their perceptions into a loop as they relive their past experiences. While in this state their minds are completely trapped in the past experiences and they fall to the ground as if asleep. Attempting to cast this spell on a target not located in a area not already affected by Temporal Magic suffers a -2 penalty. In addition any spell that dispels the temporal effect also works as a dispel versus this effect.
Blasting a horde of enemies into tiny pieces may be popular with some mages, but those who favor stealth or have a pacifistic bent are drawn to this spell.
The caster picks where he wants to center the spell and places a Medium Burst Template. He then makes an arcane skill roll. Any living creature (not undead or constructs) within the area must make a Spirit roll, at −2 if the caster scored a raise. Those who fail fall asleep.
Loud noises awaken the sleepers as if they were a normal sleeper (Notice roll). When the duration expires, the sleepers naturally wake up.

Time Lock - Greater Slumber (Darkening, but replacing darkness with Temporal Chaos): Power Points: 4, Range: Smarts × 3, Duration: 1 minute (1/minute). Taking more effort than Times Memory inducing a Time Lock on a target strengthens the cycle in the targets mind that even efforts to wake them are likely to fail. Attempting to cast this spell on a target not located in a area not already affected by Temporal Magic suffers a -2 penalty. In addition any spell that dispels the temporal effect also works as a dispel versus this effect.
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 effort to awaken a victim of greater slumber; loud noises and the like aren’t enough.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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