Wanted (Major): Former PAB Agent gone rogue. Something greater than the PAB is looking for him.
Cautious (Minor): Everything is in the details. Details equal knowledge and information.
Loyal (Minor): Gravely is very much a team player. He was committed to the PAB until certain revelations made it hard to stay. He is currently looking for some group that aligns itself well with his ideals and principles.
Edges
Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
Notes: (combination Camouflage Fatigues, Leather Armor, Backpack) Covers torso, arms, legs
Has pockets for small storage. Pouches for extra ammunition as well as lockpicks and handheld computer.
Handheld Computer
Weight: 1 || Cost: 250
Notes: something along the lines of a tablet or maybe a Raspberry Pie Stored in a pocket in Pocketed Reinforced Trenchcoat
Lockpicks
Weight: 1 || Cost: 200
Notes: mostly for mechanical locks. combined with Gravely's Handheld Computer can tackle simple digital/electronic locks Stored in a pocket in Pocketed Reinforced Trenchcoat
Glock (9mm)
Range: 12/24/48 || Damage: 2d6 || RoF: 1
Weight: 3 || Cost: 200
Shots/Clip: 17
Notes: AP 1, Semi Auto (when selected, use double-tap rules, SWD 81) Right Leg Holster, accessible through Pocketed Reinforced Trenchcoat exterior pocket.
M4 Carbine (5.56)
Range: 24/48/96 || Damage: 2d8 || RoF: 3
Weight: 8 || Cost: 400
Shots/Clip: 20
Notes: AP 2, Auto, 3RB (when selected, use rules, SWD 81) Collapsable Stock, Harness/Sling, Generally worn under the Pocketed Reinforced Trenchcoat. Strapped to the interior of the coat on the left side during travel.
Brass Knuckles
Damage: Str+d4 || Weight: 1 || Cost: 20
Notes: When worn, considered an Unarmed Attacker Stored in accessible pocket of the Trenchcoat.
Switchblade
Damage: Str+d4 || Weight: 1 || Cost: 10
Notes: -2 to be noticed if hidden Stored in accessible pocket of the Trenchcoat.
The following powers not found in Savage Worlds Deluxe may be selected and I will provide their description: analyze foe (SFC), astral projection (TLPG), clairvoyance (TLPG), illusion (TLPG), and telepathy (TLPG).
Note: In all other ways works as per SWD.
The following powers not found in Savage Worlds Deluxe may be selected and I will provide their description: analyze foe (SFC), astral projection (TLPG), and clairvoyance (TLPG).
Note: In all other ways works as per SWD.
Quiet Reveal (Detect/Conceal Arcana; 2 I.S.P.) [Novice] Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) Trapping: Not something on the normal visible spectrum, Cold Fusion's Armor is a sheath of energy encompassing him. Effect: 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.
Silent Attack (Stun; 2 I.S.P.) [Novice] Range: 12/24/48 Duration: Special Trapping: Nuclear weapons detonate with both light and sound. The light is so intense that it causes Flash Blindness. Effect: Stun shocks those within a Medium Burst Template with concussive force, sound, light, magical energy, or the like.If the arcane character scores a success, targets within the area of effect must make Vigor rolls or be Shaken. With a raise, victims must make Vigor rolls at –2.
In Others Minds (Telepathy; 2 I.S.P.) [Novice] Range: Touch Duration: 3 (1/round) Trapping: Again nothing visible, but it will rate on the radiation scale. DANGER, Will Robinson! Effect: INC a weapon's DAM by +2 or +4 for a raise.
Read the Unwritten (Mind Reading; 3 I.S.P.) [Novice] Range: Smarts (10) Duration: 1 Trapping: Not something on the normal visible spectrum, Cold Fusion's Armor is a sheath of energy encompassing him. Effect: Mind reading allows a character to read another’s thoughts. This is an opposed roll versus the target’s Smarts. A success allows the character to gain one truthful answer from the subject. The target is aware of the mental intrusion unless the mind reader gets a raise. The GM may apply modifiers based on the subject’s mental Hindrances or current state of mind.
Reveal the Hidden (Clairvoyance; 2 I.S.P.) [Seasoned] Range: 12/24/48 Duration: Instant Trapping: Nuclear weapons detonate with both light and sound. The light is so intense that it causes Flash Blindness. Effect: Target makes Agility -2 to avert gaze. -4 to Agility if Cold Fusion gets a raise. Target fails, he is Shaken and -2 to Parry until their next turn. On a 1 on the Agility roll, target is Shaken and fully blind until fully recovered from being Shaken. Blinded target suffers -6 penalty to all Trait rolls that require vision and Parry reduced to 2.
Pull the Strings (Puppet; 3 I.S.P.) [Veteran] Range: Smarts (10) Duration: 3 (1/round) Trapping: Again nothing visible, but it will rate on the radiation scale. DANGER, Will Robinson! Effect: 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.
Full Shot Adrenaline (Boost/Lower Trait; 2 I.S.P.) [Novice] Range: Smarts (10) Duration: 3 (1/round) Trapping: Not something on the normal visible spectrum, Cold Fusion's Armor is a sheath of energy encompassing him. Effect: This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power.
The power can also be used to lower an opponent’s Trait. This is an opposed roll against the victim’s Spirit. Success lowers any Trait of the caster’s choice one step, a raise lowers it two steps. A Trait cannot be lowered below a d4. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
►Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets. All targets share the same effect and Trait affected.
Unseen Servant (Telekinesis; 5 I.S.P.) [Seasoned] Range: Smarts (10) Duration: 3 (1/round) Trapping: Nuclear weapons detonate with both light and sound. The light is so intense that it causes Flash Blindness. Effect: Telekinesis is the ability to move a single object or creature (including one’s self) with arcane will. The weight a caster can lift is equal to 10 pounds times his Spirit die type, 50 pounds times his Spirit with a raise.
►Lifting Creatures: Living targets may resist with an opposed Spirit roll. If the roll is greater than the caster’s skill total, the victim is unaffected. If the creature loses, however, it is lifted as usual and does not get another attempt to break free.
Occasionally a victim might manage to grab onto something solid to prevent itself from being lifted. When this happens, the victim may make an opposed Strength roll versus the caster’s arcane skill. If the victim is successful, he manages to grab onto whatever was available and is not moved, bashed, or otherwise affected that round.
►Telekinetic Weapons: A caster can use telekinesis to wield a weapon. When this occurs, the weapon’s Fighting is equal to his arcane skill, and its damage is based on the caster’s Spirit instead of his Strength. A sword that does Strength+d6 damage, for example, does Spirit+d6 when wielded by telekinesis. The weapon otherwise functions normally, including granting bonus damage when it strikes with a raise
Here to Pump You Up (Warrior's Gift; 4 I.S.P.) [Seasoned] Range: Touch Duration: 3 (1/round) Trapping: Again nothing visible, but it will rate on the radiation scale. DANGER, Will Robinson! Effect: Even combat mages cannot afford to spend all their time learning new combat maneuvers and martial skills. For those who enjoy the thrill of melee or want to improve their companions’ skills, this spell provides a quick solution to a lack of training.
With a successful arcane skill roll, the recipient gains the benefits of a single Combat Edge chosen by the caster. The caster (not the recipient) must be one Rank higher than the Rank requirement of the Edge but ignores other requirements, even those requiring other Edges. For the duration of the spell, the recipient gains all the benefits of the Edge.
Edges gained through this power provide no additional benefit if the character already has the Edge.
[b][size=150]Bedazzled[/size][/b] ([color=#FF0000]Smite[/color]; 2 I.S.P.) [size=85][Novice][/size]
[u]Range[/u]: Touch
[u]Duration[/u]: 3 (1/round)
[u]Trapping[/u]: Again nothing visible, but it will rate on the radiation scale. DANGER, Will Robinson!
[u]Effect[/u]: INC a weapon's DAM by +2 or +4 for a raise.
Last edited by Gravely on Tue Oct 23, 2018 7:04 pm, edited 12 times in total.
1) You list new skills being bought as two per advance...and while I recall there's a house rule about that, that house rule depends on there being in-game training. Is it available for new characters? Seems reasonable that it might be, but it's worth asking.
2) You have power points and point costs and so on for your powers, but this game is using the 'No Power Points' option. So you'll want to refigure your powers as having penalties to cast based on their point costs.
Do not forget
+1 XP from interlude last Q
+1 XP from special Opportunity
Total should be +8 at this point
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