Thomas -SWADE Shifter (Deceased)

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Thomas
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Thomas -SWADE Shifter (Deceased)

Post by Thomas »

Blatant homage of Marvel's Loki

Heroes Journey Rolls
[dice:1ee0z5vy]61542:0[/dice:1ee0z5vy]
[dice:1ee0z5vy]61542:1[/dice:1ee0z5vy]


Purchased rolls from prior build carry over per GM
viewtopic.php?f=145&t=2183&p=32553#p32553
Thomas wrote: Tue Mar 27, 2018 8:49 am Purchasing Enchanted Item Rolls with EP
Roll 5
Roll 15
Roll 1
Thomas (Rob T) status and conditions
Bennies 1

-1 Fatigue
PPE
Staff: 10/10
Personal: 20/20*
Bran and Lana Bind the Summons Frost Pixies
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.
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Ndreare
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Re: Thomas -SWADE Shifter

Post by Ndreare »

Thomas
Player Name: Rob Towell
Rank: Veteran 1 Race: Asgardian Immortal Iconic Framework: Shifter
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d4
Pace: 5; Parry: 4; Toughness: 13 (8)
Skills: 15, +5 Elderly
  • Athletics d4 (0)
  • Common Knowledge d6 (1)
  • Notice d10 (4)
  • Occult d10 (3, d6 iconic)
  • Persuasion+2 d8 (2)
  • Spellcasting d10 (3, d6 iconic)
  • Stealth d6 (1)
  • Academics d6 (2)
  • Battle d6 (hj roll)
  • Fighting d4 (1)
  • Repair d6 (2)
  • Shooting d4 (1)

Hindrances
  • Coddled Life (major): This is retrapping of Elderly. –1 to Pace, running, -1 to Agility, Strength, and Vigor rolls. Hero gets 5 extra skill points.
  • Cautious (Major): Character is overly careful.
  • Monologuer (Minor): When dealt a Club Thomas must make a Smarts roll at -2 or spend the turn ranting or rambling about the rigors of combat and misery of the whole situation.
  • Small: Thomas slight frame is handsome, but obviously not used in any way to the rugged life. He is Size -1 and Toughness -1.

Edges
  • Battle & Command (Education roll 12): The world was ended in war, reborn in war, and war remains the most prevalent truth of the age. Your character understands this better than anyone, and he gains a d6 in Battle to prove it. He also has the Command Edge (or one Leadership Edge of her choice if he already has Command).
  • Variety of Spells (Magic & Mysticism 19): Magic users benefit from a variety of spells.
    - Your hero gains either the New Powers Edge.
  • Dimensional Portal (Human): description.
  • Elementalist(Hindrance): The character can summon elementals.
  • Killer Instinct (Hindrance): Free reroll when you initiate an opposed roll.
  • Diabolist (Novice 1): Shifters and other mages can specialize in summoning demonic allies; non-Shifters are subject to Corruption. When casting summon ally he may use the following ally chart. With a Critical Failure the demon runs amok until destroyed or banished and will be violently hostile to the caster, seeking to either slay him or escape. A caster may attempt to summon a demon rated higher than his current Rank for an extra +2 Power Points and −2 on the arcane skill roll for each Rank above his own. In this case a simple failure results in the demon running amok as above.

    Novice 2 - Lesser Demons or Brodkil
    Seasoned 4 - Alu*, Deevil*, Gurgoyle
    Veteran 6 - Shadow Beast*, Gargoyle
    Heroic 8 - Fiend*†, Thornhead*
    Legendary 10 - Greater Demons†
    Note in the Field manual Heroic and Legendary are switched this is officially errata.
  • Charismatic (Novice 2): Free reroll when using persuasion.
  • Reliable (Novice 3): Free reroll when making Support rolls.
  • Concentration (Seasoned 1): Double the duration of non-instant powers.
  • Channeling (Seasoned 2): On a raise reduce the Power Point cost of powers by 1
  • Power Points (Seasoned 3): The Character gains +5 power points (20 total).
  • Shift The Arcane (Seasoned 4): Shift the Arcane allows the Shifter to alter—or "shift"—the course of certain arcane abilities. The Shifter may use this Edge at any time as if on Hold, as a free action against the same powers as his Shift Reality ability (banish, boost/ lower Trait, drain Power Points, illusion, intangibility, invisibility, light/darkness, sloth/ speed, sound/silence, summon ally, teleport) or any power with a celestial, cosmic, temporal, or similarly ethereal Trapping . This Edge must be used as a power is being activated. The Shifter expends half the Power Point cost of the power to be shifted, and makes an opposed roll of arcane skills versus the caster (with a possible reroll from his Shift Reality ability). If the Shifter wins, he activates the power as if he were the caster, changing its target and other details . With a raise, the original caster is Distracted.
  • Power Points (Veteran 1): Power Points raised to 25

Iconic Abilities
  • Arcane Background (Magic): Shifters begin with banish, drain Power Points, summon ally, teleport and choose one extra power from the list above . They start with the Master of Magic, Power Points, and Rapid Recharge Edges, as well as d6 Occult, d6 Spellcasting, and 15 PPE (10 PPE base, plus 5 PPE from Power Points).
  • Bind the Summoned: A Shifter can bind 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 cast summon ally . The creature remains bound to his service until released or Incapacitated (in either case, the creature returns to its home dimension) . Shifters may only have one bound entity per Rank. 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 them or they are Incapacitated. Once the creatures are released, the Shifter recovers PPE normally. Bound allies are treated as if summoned with a raise, granting them the Resilient ability . When used in combination with Magic Rituals, Shifters ignore up to four points of arcane skill roll penalties for Improved Duration.
  • Communication Rift: Shifters can open micro-Rifts across space and dimensions, just large enough to send and receive spoken messages. Near a nexus point or on a ley line the cost is 15 PPE, away from a site of power it is 50 PPE. By concentrating for a full round and succeeding on a Spellcasting roll the Shifter reaches a known location in his dimension (no penalty) or a known target dimension (−2 penalty). The micro-Rift lasts one minute per Rank of the Shifter, who now counts as having visited the target destination for use of Dimensional Portal and similar abilities . Random dimensions may be contacted this way, which is how power hungry Shifters get in communication with (and sometimes dominated by) monstrous evils .
  • Dimension Sense: With a successful Spellcasting roll, a Shifter can determine a wealth of information about a dimension he is in or views through a Rift (even a micro-Rift). Such information might include: environmental conditions, whether magic poor or rich, if there's a temporal shift, whether it is a parallel dimension or the same one as Rifts Earth (plus general distance away), if there is a strong supernatural presence on the other side, and similar relevant information .
  • Dimensional Teleport Home: Once per day and for 25 PPE, a Shifter can teleport himself home regardless of distance . Only the Shifter, his carried gear, and a possible familiar are moved this way—power modifiers cannot be used in conjunction with this ability . Being able to Dimensional Teleport means Shifters are sorely tempted to explore new worlds and dimensions, often heedless of danger .
  • Expanded Awareness: Shifters detect arcana as an Innate Ability with the reduced Power Points cost from both the Range (Self) and Aspect limitations . With a Notice roll, they also sense supernatural beings or the manipulation of time or dimensional energies per the Presence Sense power modifier (activations of sloth/ speed, summon ally, teleport, and so on) .
  • Ley Line Phasing and Ley Line Gate: Shifters have these Ley Line Walker abilities, see The Tomorrow Legion Player's Guide.
  • Ley Line Magic Mastery: Shifters add two dice to their pool when rolling for available PPE, see Ley Line Energy in the Tomorrow Legion Player's Guide .
  • Psychotically Brave: Shifters become—for better or for worse— progressively jaded to the supernatural, gaining +1 to Fear checks and −1 from Fear Table results per Rank. A Veteran Shifter would be +3 on Fear checks or −3 on table results.
  • Sense Rifts: A Shifter can sense Rifts or dimensional anomalies within 50 miles as well as direction, type, and general location. If on a ley line, Shifters can sense Rifts anywhere along the line's length.
  • Shift Reality: Shifters get a free reroll (can't reroll Critical Failures) on Spellcasting rolls related to: banish, boost/lower Trait, drain Power Points, illusion, intangibility, invisibility, light/ darkness, sloth/speed, sound/silence, summon ally, teleport, and +4 to open, close, or manipulate Rifts (see Characters, Ley Lines, and Rifts in the Game Master’s Handbook) and Dimensional Portals (effectively ignoring the base penalty, see page 31).

Iconic Hindrances
  • Corruption: Many of the entities a Shifter might bring forth (with summon ally) or contact seek to corrupt him . Each time the Game Master decides the Shifter has summoned or consorted with a corrupt or evil being, she may 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 similar 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 (rounded up), he becomes a slave to darker external powers (and is no longer a playable character).
  • Cybernetics: Such tech creates havoc for the flow of energy a Shifter relies upon, imposing −1 to the Shifter's Spellcasting rolls for each point of Strain.
  • Disconnected: Consorting with things alien, dark and strange affects Shifters, making their speech patterns and mannerisms seem "off" to most people. They have a −1 Persuasion penalty in social situations involving those not immersed in the occult.
  • Enemies: Shifters frequently provoke a hostile reaction, even among those who are typically tolerant of most casters . Shifters who swear fealty to a power opposing Lord Dunscon will likely find the True Federation hostile as well.
  • Power Activators: Shifters must be able to gesture and have the power of speech to cast spells. If Entangled, Bound, silenced or otherwise muted they can't activate new magic powers.
  • 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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Re: Thomas -SWADE Shifter

Post by Ndreare »

Spells: 25 PPE
  1. -banish *
  2. -detect arcana
  3. -drain Power Points *
  4. -summon ally *
  5. -teleport *
  6. boost/lower Trait *
  7. illusion *
  8. slumber
* Free Reroll with the following powers, or powers with Dimensional trapping: banish, boost/lower Trait, drain Power Points, illusion, intangibility, invisibility, light/ darkness, sloth/speed, sound/silence, summon ally, teleport

Provided by Gear
  • beast master - Amulet
  • puppet - Amulet
  • invisibility - Shadow Cloak
  • shape change - Scepter
  • bolt - vampire slayer
  • deflection (self only) - vampire slayer
  • 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:

Re: Thomas -SWADE Shifter

Post by Ndreare »

GEAR (Techno Wizard chosen for starting gear)


Amulet of Confusion (enchanted item)
The artifact of Techo-Wizardd mastery borders the line of true enchantment. When used the gears in it begin spinning and the disk expands as the magic in the device is triggered, protecting the wizard in illusions and ensnaring the minds of whatever creatures the caster wills.
When charged the amulet gains an uncanny attractiveness like a fine set of clothes and well groomed person.
  • Base Item: Personal Computer/Pocket Watch looking
  • Minor x2: +2 Persuasion
  • Major: Puppet (Target temporarily believes the user and he are best of friends and have the deepest brotherly love)
  • Major: Beast Friend (Target temporarily believes the user and he are best of friends and have the deepest brotherly love)
  • Has 10 PPE for using its powers

Leather of Invulnerability
(Techno Wizard Combat Mage Armor MARS Result 2)
Considered by many the pinnacle of Techno-Wizard armor design, this suit implements magically forged metals, mystic crystal energy cells, and rune-patterned conduits and circuits to provide the arcane version of power armor. The wearer gains +7 Armor, as well as a Strength increase of one die type.
He also gains the same Full Environment Protection found in most fully sealed armor suits of the non-magical variety; the suit construction doesn’t necessarily show itself to be sealed, as many designs rely on arcane force fields to fill stylistic gaps. The helmet of the armor grants access to both the darksight and farsight powers, and the armor does not require charging when on a ley line. Outside of a ley line, Combat Mage Armor requires 1 Power Point per hour to function; without this, the weight quadruples, the Armor value drops to +3, and no other functions work. (9 lb, 250,000 credits)
  • 1 PPE/Hour or Automatic when on a ley line
  • +8 Armor +2 Toughness (+4/+2 without power)
  • +1 Embedded Toughness
  • Strength Minimum: d10 without power or 0 with power
  • Full Environmental Protection when charged
  • Darksight power
  • Farsight power
  • 9 lbs (36 without power)
    Crafted by a Legendary Smith of amazing arcane prowess this suits enchantments are stronger. The following HJ rolls are added to the armor
    • Roll 5: Extra high-density plating and other design factors grant +2 Armor to your hero’s Body Armor. This result may only be applied once.
    • This armor has an embedded Multi-Optics Helmet (see page 88) providing enhanced vision, targeting, and combat readout through the integral Heads Up Display, see page 88.

Shadow Cloak (TW)
An arcane cloak which allows the wearer to gather shadows around herself to create fear, hide, and distract. When activated (three Power Points per hour), the shadow cloak grants the fear and invisibility powers, which are activated on the user at base effectiveness (no raise effect)—the invisibility effect only works while traveling in darkness and shadow (1lb, 300,000 credits).
  • Looks Cool
    OOC Comments
    leather armor.jpg

Scepter of The Power
Another fine gift from his father and his most prized possession he always has it with him. With the ability to amplify his magic to incredible levels Thomas has grown reliant on it for all manor of tasks. The bearer of this scepter finds all of his powers amplified when used through the staff.
Thomas is unsure if the scepter is sentient or semi sentient. But it seems to not want to work with other staves or wands to the point that it will not even work again until he apologizes if he uses another stave.
Thomas is convinced this is a quirk his father paid extra for as he often tried round about methods of teaching important life lessons. But his father denied it and never told him why.
Even more frustrating is Thomas knows it is not a required feature of the staffs magic because his father, sister and both brothers have identical scepters that do not possess the same trait.
  • 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
  • Clairvoyance (Trapping for Both Versions - Can perceive through the senses of other living beings)
  • Shape Change (Trapping for Both Versions - Can take on the form of other living beings)
  • 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.

Adventure Survival Armor (TW, stashed in a bag and ready to sell)
  • +4 Armor
  • Strength Minimum: N/A
  • Environment Protection: Partial, has enchantments to make most uncomfortable environmental conditions easier to deal with (+2 on related Vigor checks).
  • Weight: 5 lb

TK Revolver : No SWADE Equivalent, what would you like done @KahlessNestor
  • Range: 12/24/48
  • Damage: 2d6+2
  • RoF: 1
  • AP: 4
  • Shots: 6
  • Weight: 4 lbs
  • Cost: 10,000
  • Notes: Revolver, can “fan the hammer” (Rapid Attack).
  • Add one TW Minor Upgrade: +1 Shooting

NG-S2 Survival Pack:
Popular with adventurers and travelers, this basic survival kit is packed with ultralight gear essential to anyone roaming the vast wilderness and ruins of Rifts Earth. (20 lb, 3000 credits)
  • Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
  • Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
  • Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
  • Fire starter kit with pocket lighter and flint sparker.
  • First aid kit with three uses (each refill costs 100 credits).
  • Flashlight and radio (five-mile range), crank and solar powered.
  • Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
  • Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
  • Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
Took Kit


Altess Eviscerator (Patron Item)
Originally developed by an Altess aristocrat who had been literally burned one too many times, the Eviscerator was deliberately designed as a technological equivalent to a lesser rune weapon for a fraction of the cost. As an added bonus, the AI driving the system has become expert in using its personality mapping to deliver just the right amount of flattery without being too obvious a kiss-ass about it. This powerful, two-handed weapon is a bit much for your average Altessian noble, but looks very nice mounted above a fireplace.
• Damage: Str+2d10+2, AP 2, MD
• Artificial Intelligence
• • The A.I. built into the weapon acts as a grade IV field computer (TLPG p. 104), using its nano-telepathic bond to pass on its knowledge. It can also use minor electrical discharges to interact with nearby devices.
• • The A.I. also has a quirk of delivering just the right amount of flattery without being too obvious a kiss-ass about it.
• • Communicates through nano-telepathy. Nano-telepathic bond is maintained through contact only; broken if separated from bearer. When a bearer bonds with the weapon, it injects nano-machines into the character. It then uses these to map the character's genetic I.D. and to communicate with the bearer. This process takes one hour to complete.
• • Personality: The personality and ethics subroutine of the A.I. is unique and develops over time as the weapon maps itself to its bearer.
• Electrical Discharge:
• • Range: Range: 10/20/40
• • Damage: 1–3d6, AP 0
• • ROF: 1
• • Payload: 4; regenerates 4 charges per hour
• • This is a shooting attack: A raise on shooting creates a 2d4 Electrical Damage Field that lasts until the beginning of the character's next turn, instead of the normal extra d6 of damage
• Modifiers: Two-handed weapon
• Weight: 7 lbs.


Bandito Arms Branaghan Armored Overcoat: No SWADE equivalent, @KahlessNestor what would you like done?
The overcoat or long-coat — also known as a duster — is a favorite among cowboys, gunfighters and sheriffs because it is both stylish and offers a surprising amount of protection, as well as making an excellent raincoat (waterproof and a good article of clothing in which to hide a shotgun or rifle under). The entire coat is lined with (relatively) lightweight armor padding with plates over the shoulders and torso (often concealed under the fabric). It offers 8 small but usable internal pockets (four on each side).
• +1 Toughness
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
• No Minimum Strength Requirement (10 lbs.)
Features:
Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Attachment: Scepter of Power
• Attachment: TK Revolver
• Attachment: Altess Eviscerator
• Attachment: Vampire Slayer 3000
• Attachment:
• Attachment:
• Attachment:
• Attachment:


The Vampires Slayer 3,000:
  • Base Item: Wilk’s 237
  • Range: 18/36/72
  • Damage: 2d6+1
  • RoF: 2
  • AP: 2
  • Payload: 24
  • Weight: 3
  • Base Cost: 18,000 = Total Cost: 249,800 credits
  • Notes: Semi-Auto, 3RB
  • Enchantments: (1,800)
    • m +1 Shooting (5,000)
    • m +1 Shooting (5,000)
    • M +1 Die Shooting (10,000)
    • M +1 Die Shooting (10,000)
    • M Bolt (Sunlight trapped Lasers) (20,000)
    • M Deflection (100,000,
      activated with shooting roll)
    • M 10 PPE (30,000)
    • M 10 PPE (30,000)

24,760 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
Contact:

Re: Thomas -SWADE Shifter (Ready for Review)

Post by Ndreare »

@KahlessNestor Thomas SWADE is ready for review.
  • 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
KahlessNestor
Posts: 666
Joined: Thu Feb 15, 2018 4:02 am

Re: Thomas -SWADE Shifter (Ready for Review)

Post by KahlessNestor »

Looks good to me.
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Thomas -SWADE Shifter (Ready for Review)

Post by Ndreare »

KahlessNestor wrote: Mon Dec 30, 2019 3:11 am Looks good to me.
Thanks. I will move him over. Do you want the old Thomas deleted, moved or left as is?
  • 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
KahlessNestor
Posts: 666
Joined: Thu Feb 15, 2018 4:02 am

Re: Thomas -SWADE Shifter (Ready for Review)

Post by KahlessNestor »

Delete the old Thomas, please. Thanks!
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Thomas -SWADE Shifter (Ready for Review)

Post by Ndreare »

5 Site Rule
+6 XP =11 https://savagerifts.com/sr/viewtopic.php?f=145&t=2729 = 31
+6 XP = 17 https://savagerifts.com/sr/viewtopic.php?t=3078 = 37
+1 XP = 18 https://savagerifts.com/sr/viewtopic.php?f=146&t=3361 (Total = 38, but I had 38. So maybe I messed up earlier and my real total should be 38 and not 39?)
+5 XP = 23 https://savagerifts.com/sr/viewtopic.php?f=145&t=3434 = 43
+4 XP = 27 https://savagerifts.com/sr/viewtopic.php?f=145&t=3661 = 47
+1 XP = 28 https://savagerifts.com/sr/viewtopic.ph ... 885#p54885 = 48
+4 XP = 32 https://savagerifts.com/sr/viewtopic.php?f=145&t=4345 = 52
SWADE CONVERSION HERE
6 Advance Total SWADE Conversion = https://savagerifts.com/sr/viewtopic.ph ... 445#p59578
7 Advance Total + Advance https://savagerifts.com/sr/viewtopic.php?f=145&t=4629
8 Advance Total https://savagerifts.com/sr/viewtopic.php?f=145&t=5389
9 Advance Total https://savagerifts.com/sr/viewtopic.php?f=145&t=5389
10 Advance Total https://savagerifts.com/sr/viewtopic.php?f=145&t=5644 (GM Fiat everyone got an advance, even with less than 10 posts)
  • 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:

Re: Thomas -SWADE Shifter (Deceased)

Post by Ndreare »

Moving to archive.
  • 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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