Pahi Oki - Elemental Fusionist - 12 AAT
Posted: Sun Jan 05, 2020 4:17 pm
Worksheet
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SWADE wrote:Power Modifiers
Power Modifiers allow characters to customize their abilities, adding a special effect that better reflects her power’s Trapping. Power Modifiers are selected each time a power is activated and may be freely changed each time. An icy bolt might cause Armor Piercing damage in one attack and Lingering Damage in the next.
A number of common modifiers are listed below, and some powers have additional options as well. The number in parentheses is the price in additional Power Points it costs to add the effect.
Casters must declare which modifiers they’re using before rolling their arcane skill. Unless a modifier says otherwise, it may be applied to any power, but only once per casting. Power Modifiers last for the Duration of the spell, or until the end of the target’s next turn in the case of Instant powers.
Armor Piercing (+1 To +3)
The attack is focused to defeat armor or seeks out a foe’s exposed areas. Each Power Point spent grants the power AP 2 (see page 65), to a maximum of AP 6.
Fatigue (+2)
Powers that drain or tax an opponent can cause Fatigue. This modifier may be attached to any power that can cause damage or is resisted by the target. If she’s affected by the power in any way, she also suffers Fatigue. This cannot cause Incapacitation, however.
Glow/Shroud (+1)
Glow gives off soft light of an appropriate color for its Trapping (or caster’s choice). This creates soft light in a Small Blast Template centered on the target, and lasts until the power expires. It subtracts 2 from her Stealth totals and negates 1 point of Illumination penalties for those attacking the glowing character. Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
Heavy Weapon (+2)
The caster pours his energy into the attack, creating a focused blast. The attack counts as a Heavy Weapon.
Hinder/Hurry (+1)
The target is slowed in some way, perhaps due to intense cold, a slippery surface, or even binding matter or energy. His base Pace is reduced by 2 until the power expires.
A caster can Hurry the recipient instead. He might get increased energy, sure footing, or more powerful muscles. His Pace is increased by 2.
Effects of either modifier aren’t cumulative.
Lingering Damage (+2)
The target is hit by fire, intense cold, acid, gnawing insects, or some other Trapping that continues to cause damage after the initial attack. On the victim’s next turn, he suffers the power’s base damage minus one die type (one additional turn only). If hit with a 2d6 bolt, for example, the victim takes 2d4 damage at the start of his next turn. If the base damage is already a d4 die type, it loses a die instead.
Range (+1/+2)
Double the power’s listed Range for 1 Power Point, or triple it for +2. This modifier may not be used on powers with a Range of Touch or the Cone Template.
Selective (+1)
With intense focus, the caster can choose not to affect any or all individual targets within a power’s area of effect (picking all enemies instead of allies in a blast, for example).
SWADE wrote: Aquatic (1): For two, he’s native to the water. He cannot drown in oxygenated liquid and moves his full Pace when swimming (see Movement, page 92).
Restore the Land [Obligation]: Where he is able Pahi Oki causes the ground to sprout grasses and flowers. He heals the land, purifies water and air, and encourages new life to exist in a previously barren location.Snake Eyes wrote: ↑Wed Jan 08, 2020 9:16 pm Sarge, Pahi Oki looks pretty good. Sheet cleanup / reassignment of the worksheet to the main sections, gear selection, and maybe some clarification on the hindrances, specifically the Obligation / Restore the Land will be helpful. I think you have some Advances to finalize too.
In the Powers section, make sure you trim the PP recovery blurb to the appropriate recovery rate. There's also 2 blank power templates at the bottom. I'm not sure if you're intending to take advances to add powers, but if not, those can be deleted.
I think, mechanically speaking, that something along the lines of Vow (Major) might work better than Obligation. It's a similar commitment in spirit, but less rigid in time you have to invest. Major Obligation is going to claim 40+ hours a week, and that would most definitely interfere with day-to-day operations. It's probably splitting hairs, but Obligation is just a matter of time invested. Vow is a personal commitment to heal the land when and where you can.Sgt 86Delta wrote: ↑Sat Jan 11, 2020 5:30 pm Restore the Land [Obligation]: Where he is able Pahi Oki causes the ground to sprout grasses and flowers. He heals the land, purifies water and air, and encourages new life to exist in a previously barren location.
I cut and pasted several powers templates. I will delete the extras.
It was a toss up. Obligation came before Vow in the alphabet. Will change it to Vow.Snake Eyes wrote: ↑Sat Jan 11, 2020 10:31 pmI think, mechanically speaking, that something along the lines of Vow (Major) might work better than Obligation. It's a similar commitment in spirit, but less rigid in time you have to invest. Major Obligation is going to claim 40+ hours a week, and that would most definitely interfere with day-to-day operations. It's probably splitting hairs, but Obligation is just a matter of time invested. Vow is a personal commitment to heal the land when and where you can.Sgt 86Delta wrote: ↑Sat Jan 11, 2020 5:30 pm Restore the Land [Obligation]: Where he is able Pahi Oki causes the ground to sprout grasses and flowers. He heals the land, purifies water and air, and encourages new life to exist in a previously barren location.
I cut and pasted several powers templates. I will delete the extras.
That's friggin' hilarious.Sgt 86Delta wrote: ↑Sun Jan 12, 2020 11:55 am It was a toss up. Obligation came before Vow in the alphabet. Will change it to Vow.