Vrothuss - Gemini Demon Shifter (SWADE)

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Vrothuss
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Vrothuss - Gemini Demon Shifter (SWADE)

Post by Vrothuss »

Character Sheet

Player Name: Sgt 86Delta
Google Handle: Sgt 86Delta
Vrothuss "Voss"
Rank: Seasoned (3) Advances Left:
Race: Gemini Demon
Iconic Framework: Shifter
Attributes: Agility d6-1, Smarts d12, Spirit d8, Strength d6-1, Vigor d6-1
Pace: 0; Parry: 2; Toughness: 10 [1]; Strain: 0

Skills:
Core
  • Athletics (Agi) d4
  • Common Knowledge (Sma) d8
  • Notice (Sma) d8
  • Persuassion (Spi) d8 ( -1 (cond (IF)))
  • Stealth (Agi) d6
Standard
  • Academics (Sma) d10
  • Language (Market Trade) (Sma) d8
  • Occult (Sma) d10
  • Research (Sma) d10 +2
  • Spellcasting (Sma) d10
  • Survival (Sma) d4
  • Thievery (Agi) d6
Hindrances
    • Demonic Physiology (Racial)
      Not Accepted, Even by Their Own Kind (Racial)
    • Corruption (IF)
      Cybernetics (IF)
      Disconnected (IF)
      Enemies (IF)
      Power Activators (IF)
    Search for the Lost: [Vow (Major)]
    The Slow Approach: [Cautious (Minor)]
    Former Slave: [Poverty (Minor)]
  • Hindrance (Major):
  • Hindrance (Minor):
Edges
    • Arcane Background (Magic) (IF)
      • 10 PPE (15) || banish, drain Power Points, summon ally, teleport, dispel || 5 PPE recharge per hour
      Master of Magic (TLPG 125 - 130) (IF)
      Power Points (5 PPE (20)) (IF)
      Rapid Recharge (10 PPE recharge per hour) (IF)
    • Concentration (HJ)
      Channeling (HJ)
      Linguist (HJ)
      Streetwise (HJ)
    • Power Points (5 PPE (25)) (IA)
      New Powers (arcane protection, environmental protection) (IA)
      Power Points (5 PPE (30)) (N2)
      Shift the Arcane (S2)
  • New Edge: brief description
Last edited by Vrothuss on Sat May 09, 2020 8:45 pm, edited 2 times in total.
Vrothuss _

Vrothuss
6 Advances - Seasoned 3 - Gemini Demon Shifter
Parry: 2 || Toughness: 10 [1]
PPE: 30/30
Combat Edge: None
Bennies: 3/3

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Vrothuss
Posts: 123
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Vrothuss - Background

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Background
Vrothuss _

Vrothuss
6 Advances - Seasoned 3 - Gemini Demon Shifter
Parry: 2 || Toughness: 10 [1]
PPE: 30/30
Combat Edge: None
Bennies: 3/3

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Posts: 123
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Vrothuss - Gear

Post by Vrothuss »

Gear

Item
  • Info
Money and Common Goods: 4d6 × 100 Universal Credits, and 2d4 × 500 credits worth of gear or valuables
NG-S2 Survival Pack: Survival Knife, wooden cross, and wooden stakes
Body Armor: Adventure Light Survival Armor
Sidearm: NG-33 Laser Pistol or Wilk’s 320 “Classic” Laser Pistol
Ammo: two E-clips or magazines for each weapon

Credits:

Contacts
Vrothuss _

Vrothuss
6 Advances - Seasoned 3 - Gemini Demon Shifter
Parry: 2 || Toughness: 10 [1]
PPE: 30/30
Combat Edge: None
Bennies: 3/3

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Posts: 123
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Vrothuss - Cybernetics

Post by Vrothuss »

Cybernetics
Name - (how many times selected, i.e. 1) - Strain: 0
  • Abilities and bonuses
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Posts: 123
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Vrothuss - Advances

Post by Vrothuss »

Advances
  • Attributes
  • Agility d4 --> d6 (1) --> -1 (Racial),
  • Smarts d4 --> d8 (Racial) --> d10 (N) --> d12 (S),
  • Spirit d4 --> d8 (2),
  • Strength d4 --> d6 (1) --> -1 (Racial),,
  • Vigor d4 --> d6 (1) --> -1 (Racial)

  • Skills
    Complete Skill List:
    • Academics (Sm) --> d8 (3) --> d10 (S)
      Athletics (Ag) d4
      Battle (Sm)
      Boating (Ag)
      Common Knowledge (Sm) d4 d4 --> d8 (2)
      Driving (Ag)
      Electronics (Sm) (used for sensors and such)
      Faith (Sp)
      Fighting (Ag)
      Focus (Sp)
      Gambling (Sm)
      Hacking (Sm)
      Healing (Sm)
      Intimidation (Sp)
      Language (Sm) --> d8 (3)
      Notice (Sm) d4 d4 --> d8 (2)
      Occult (Sm) d6 (IF) --> d8 (1) --> d10 (N)
      Performance (Sp)
      Persuasion (Sp) d4 d4 --> d8 (2) --> -1 (cond (IF))
      Piloting (Ag)
      Psionics (Sm)
      Repair (Sm)
      Research (Sm) d4 (Racial) --> d8 (2) --> d10 (S) --> +2 (Racial)
      Riding (Ag)
      Science (Sm)
      Shooting (Ag)
      Spellcasting (Sm) d6 (IF) --> d8 (1) --> d10 (N)
      Stealth (Ag) d4 d4 --> d6 (1)
      Survival (Sm) --> d4 (1)
      Taunt (Sp)
      Thievery (Ag) --> d6 (2)
      Weird Science (Sm)
    OOC Comments
    K/Arcana (Sm)
    K/Computers (Sm)
    K/Cybernetics (Sm)
    K/Demolitions (Sm)
    K/Engineering (Sm)
    K/History (Sm)
    K/Law (Sm)
    K/Medicine (Sm)
    K/Politics (Sm)
    Mysticism (Sp)
Racial Package: Gemini Demon

Iconic Framework: Shifter


Hero’s Journey
  • Magic & Mysticism Table
  • Roll result (3-4)
  • Description:
    Some battles are lengthy affairs, and the magic user playing the long game will win in the end. Begin with the Concentration Edge.
  • Magic & Mysticism Table
  • Roll result (12-13)
  • Description:
    Some arcane wielders learn how to use certain spells as almost second nature. Choose one power (drain Power Points) your hero knows; if she casts it successfully, she automatically gains the raise effect.
  • Magic & Mysticism Table
  • Roll result (14-15)
  • Description:
    Conservation of magical energy is an incredibly powerful talent. Your hero gains the Channeling Edge.
  • Education Table
  • Roll result (5)
  • Description:
    Communication is the key to understanding. Your character has a passion for languages, and a real gift for them as well. She has the Linguist Edge and any one Language skill (Dragonese) at d8.
  • Underworld & Black Ops Table
  • Roll result (9-10)
  • Description:
    Though few and far between, the cites of Rifts Earth are the hubs of what remains of civilization, vital as sources of information. Your character understands the ebb and flow of the streets and alleys, gaining the Streetwise Edge. She is also good at creating fakes of necessary papers, badges, and the like; she’s got experience and training in forgery (treat as Common Knowledge), with a +2 to related checks.
Advances - SWADE Conversion
  • Initial Advances: (From Hindrances):
    • Power Points (Initial Advance) (5 PPE (25))
    • New Powers (arcane protection, environmental protection)
  • Cybernetic Modifications: None
  • Novice 1 Advance: +1 DT Smarts (d10)
  • Novice 2 Advance: Power Points (Novice) (5 PPE (30))
  • Novice 3 Advance: +1 DT Occult/Spellcasting (d10/d10)
  • Seasoned 1 Advance: +1 DT Smarts (d12)
  • Seasoned 2 Advance: Shift the Arcane Edge
  • Seasoned 3 Advance: +1 DT Academics/Research (d10/d10)
  • Seasoned 4 Advance: Power Points (Seasoned) (5 PPE (35))

  • 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:
Vrothuss _

Vrothuss
6 Advances - Seasoned 3 - Gemini Demon Shifter
Parry: 2 || Toughness: 10 [1]
PPE: 30/30
Combat Edge: None
Bennies: 3/3

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Vrothuss
Posts: 123
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Vrothuss - Powers

Post by Vrothuss »

Powers

ISP/PPE: 30
  • Base: 10 PPE
    Power Points Edge (IF): 5 PPE
    Natural Arcane Affinity (Racial): 5 PPE
    Power Points Edge (IA): 5 PPE
    Power Points Edge (INovice): 5 PPE
Recovery: 5 per hour
  • Rapid Recharge (IF) 10 per hour
Adventure Card:

Channeling
REQUIREMENTS: Seasoned, Arcane Background (Any)
When the character gets a raise on her arcane skill roll (or roll to activate or use an arcane device), she reduces its Power Point cost by 1. This can take it to 0.

Concentration
REQUIREMENTS: Seasoned, Arcane Background (Any)
Through training and focus, the caster is extremely efficient in channeling arcane forces. The base Duration of any non-Instant power is doubled. This includes maintaining powers as well.
OOC Comments
The caster has learned to concentrate through mild injury or setbacks. He doesn’t have to make a Smarts roll to keep his powers active when Shaken. He checks only when he’s Stunned or Wounded (see Disruption, page 150).
Powers List
  • Novice: armor, blind, boost/lower trait, burst, darksight, deflection, detect/conceal arcana, light/obscure, smite, stun, telepathy
  • Seasoned: barrier, farsight, telekinesis
  • Veteran: fly
  • Burster
  • Novice: armor, blind, boost/lower trait, burst, darksight, deflection, detect/conceal arcana, light/obscure, smite, stun, telepathy
  • Seasoned: barrier, farsight, telekinesis
  • Veteran: fly
  • Mind Melter
  • Novice: armor, blind, boost/lower trait, burst, confusion, darksight, deflection, detect/conceal arcana, entangle, environmental protection, fear, healing, illusion, light/obscure, mind reading, smite, speak language, stun, telepathy
  • Seasoned: barrier, clairvoyance, damage field, disguise, dispel, farsight, havoc, invisibility, pummel, slow, slumber, telekinesis, teleport, warrior’s gift
  • Veteran: fly, puppet,
  • Heroic: divination, drain power points, intangibility,
  • Ley Line Walker
  • Novice: armor, blind, bolt, boost/lower trait, burrow, burst, conceal arcana, confusion, darksight, deflection, entangle, environmental protection, fear, healing, light/obscure, mind reading, smite, speak language, speed, stun, summon ally, wall walker
  • Seasoned: barrier, blast, damage field, disguise, dispel, farsight, growth/shrink, havoc, invisibility, pummel, quickness, slow, slumber, telekinesis, teleport, warrior’s gift
  • Veteran: banish, fly,
  • Heroic: drain power points, intangibility,
  • Mystic
  • Novice: armor, blind, boost/lower trait, burst, confusion, darksight, deflection, detect/conceal arcana, entangle, environmental protection, fear, healing, illusion, light/obscure, mind reading, smite, speak language, stun, telepathy
  • Seasoned: barrier, clairvoyance, damage field, disguise, dispel, farsight, havoc, invisibility, pummel, slow, slumber, telekinesis, teleport, warrior’s gift
  • Veteran: fly, puppet,
  • Heroic: divination, drain power points, intangibility
  • Novice: armor, blind, bolt, boost/lower trait, burrow, burst, conceal arcana, confusion, darksight, deflection, entangle, environmental protection, fear, healing, light/obscure, mind reading, smite, speak language, speed, stun, summon ally, wall walker
  • Seasoned: barrier, blast, damage field, disguise, dispel, farsight, growth/shrink, havoc, invisibility, pummel, quickness, slow, slumber, telekinesis, teleport, warrior’s gift
  • Veteran: banish, fly,
  • Heroic: drain power points, intangibility,
  • Techno Wizard
  • Novice: armor, blind, bolt, boost/lower trait, burrow, burst, conceal arcana, confusion, darksight, deflection, entangle, environmental protection, fear, healing, light/obscure, mind reading, smite, speak language, speed, stun, summon ally, wall walker
  • Seasoned: barrier, blast, damage field, disguise, dispel, farsight, growth/shrink, havoc, invisibility, pummel, quickness, slow, slumber, telekinesis, teleport, warrior’s gift
  • Veteran: banish, fly,
  • Heroic: drain power points, intangibility,
Shifter
arcane protection, banish (V), barrier (S), beast friend, blast (S), bolt, boost/lower Trait, burst, conceal arcana, darksight, deflection, disguise (S), dispel (S), drain Power Points (V), entangle, environmental protection, farsight (S), fear, fly (V), illusion, intangibility (H), invisibility (S), light/darkness, mind link, protection, puppet (V), sloth/speed (S), slumber (S), smite, sound/silence, speak language, stun, summon ally, telekinesis (S), teleport (S), and warrior’s gift (S).
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).
Flavor Text Here (Arcane Protection; 1 PPE) [Novice]
Mega/Temporal: MEGA
Range: Smarts (12")
Duration: 5
Trapping:
Effect:
Success with arcane protection means hostile powers suffer a −2 penalty (−4 with a raise) to affect this character. If the power causes harm, damage is also reduced a like amount.

Arcane protection stacks with Arcane Resistance should the recipient have both!
Power Modifiers:
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
EXALTED ARCANE PROTECTION (+2): Hostile powers suffer a −4 penalty (– 6 with a raise).


Flavor Text Here (Banish; 3 PPE) [Veteran (IF)]
Mega/Temporal: MEGA
Range: Smarts (12")
Duration: Instant
Trapping:
Effect:
Banish sends entities from immaterial planes back to their native dimensions. This includes ghosts, demons, elementals, and similar beings (at the GM’s discretion).

Banishing a being is an opposed roll of the caster’s arcane skill versus the target’s Spirit. Success means the target is Shaken, and each raise causes a Wound.

If this Incapacitates the target it returns to its native plane of existence. Banished entities may return when the Game Master feels it’s appropriate, such as the next full moon, when summoned again, or even a few rounds later if it’s a particularly powerful creature under the right conditions or in a location of power.
Power Modifiers:
BANISH THE HORDE (+2/+4/+6): For +2 Power Points, the caster targets all summoned entities within a Small Blast Template. Each target rolls its own opposed Spirit check to resist. For +4 points the Blast Template becomes Medium, for +6 it becomes Large.


Flavor Text Here (Detect Arcana; 2 PPE) [Novice (IF)]
Mega/Temporal: MEGA
Range: Smarts (12")
Duration: 5
Trapping:
Effect:
Standard Effects
Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight. This includes invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well — harmful, obscurement, magic, miracles, etc.

Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).
Power Modifiers:
EXALTED DETECT ARCANA (+2): Detect arcana is greatly enhanced, 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:
  • Active powers and arcane abilities.
    Type of supernatural creature (vampire, werewolf, dragon, etc.).
    Enchantments present on an item.
    Amount of PPE or ISP possessed by a target.
    Other information the GM allows.
When used on a supernatural creature, a raise on the Arcane Skill check reveals any susceptibilities, Weaknesses, and ways to bypass Invulnerability.
PRESENCE SENSE (+1): The caster is able to sense the presence and exact location of living beings within range like a radar; detect arcana activated with Presence Sense no longer requires line of sight to locate living beings.
Limitations:
Range: Self (-1 PPE)
Aspect: Detect Only (-1 PPE)


Flavor Text Here (Dispel; 1 PPE) [Seasoned (IF)]
Mega/Temporal: MEGA
Range: Smarts (12")
Duration: Instant
Trapping:
Effect:
Dispel allows a hero to negate enemy powers. It has no effect on permanent enchantments or innate abilities such as a dragon’s breath or a banshee’s scream. Dispel affects arcane devices normally (see Arcane Devices, page 152).

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.

In either case, dispelling an opponent’s power is an opposed roll of arcane skills (with a −2 modifier if the rival’s power is of another type such as magic vs. miracles, psionics vs. weird science, etc.).

If the dispelling character wins, the targeted power ends immediately (or fails if it was countered with the usual results of failure). With a raise, the recipient of the dispelled power is also Distracted.
Power Modifiers:
POWER (+1): For +1 Power Points, dispel can disrupt enchanted devices for one round, or two with a raise. The difficulty to do so is −2 for permanently enchanted items such as found in most swords & sorcery campaigns, or −4 for divine or legendary relics.
EXALTED DISPEL (+2/+4/+6): For +2 Power Points dispel affects a Small Blast Template, and for +4 points the Blast
Template becomes Medium, or Large for +6 Power Points. The caster makes one Arcane Skill roll and compares it to
Arcane Skill rolls for the active powers within the Blast Template, negating those where he wins. This affects all
powers in the target area unless the Selective Power Modifier is also used.

Flavor Text Here (Drain Power Points; 2 PPE) [Veteran (IF)]
Mega/Temporal: MEGA
Range: Smarts (12")
Duration: Instant
Trapping:
Effect:
Powerful mages, priests, psykers, and the like can use this ability to drain arcane energy from their foes. They can sometimes even leech the stolen energy for themselves.

The power is opposed by the target’s Spirit, and the caster suffers a −2 penalty to her roll if the target has a different Arcane Background than her own.

Success drains 1d6 of the rival’s Power Points (if any, and the die doesn’t Ace). With a raise, the caster adds the points to her own. This may take her above her usual maximum! They last until used, and must be the first spent when casting.

Drain Power Points can also be used on an arcane device (the creator still resists with her arcane skill whether she wields it or not). The device can’t lose more Power Points than it has.
Power Modifiers:
PPE THIEF (+2): The caster drains 2d6 Power Points on a success.


Flavor Text Here (Environmental Protection; 2 PPE) [Novice]
Mega/Temporal: MEGA
Range: Smarts
Duration: One Hour
Trapping:
Effect:
Adventurers sometimes travel beneath the waves, in space, or other hazardous environments. This power protects them from crushing depths, scathing heat, intense cold, and even radiation.

Environmental protection allows the target to breathe, speak, and move at his normal Pace in an otherwise fatal environment. It protects him against intense heat, cold, radiation, atmospheric or fluid pressure, and lack of oxygen. Generally, the adventurer can function normally underwater, in space, within the cone of a volcano, etc. It fails quickly (1d4 rounds) in the presence of super-intense conditions such as actual lava or the massive radiation of a melting nuclear core, for example.

Environmental protection reduces damage from like sources by 4 (6 with a raise). If protecting against intense heat, for example, it protects against a flamethrower or bolt with a fire Trapping.
Power Modifiers:
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
LIFE SUPPORT (+1): The power protects against an additional negative environmental effect per additional Power Point spent.


Flavor Text Here (Summon Ally; 2+ PPE) [Novice (IF)]
Mega/Temporal: MEGA
Range: Smarts (12")
Duration: 5
Trapping:
Effect:
This power allows the character to summon a magical servant from nothing. The ally typically takes the form of a basic humanoid of the appropriate Size but can appear differently based on the caster’s trappings. It materializes anywhere in Range, and with a raise on the arcane skill roll, it’s Resilient as well.

The ally acts on its creator’s Action Card and follows her commands to the best of its ability. It has no personality, creativity, or emotions. When the power ends or the ally is Incapacitated, it fades into nothingness, leaving no trace behind.

The type of servant that can be summoned depends on the caster’s Rank. With the GM’s approval, the player may swap abilities. If a hero wants an attendant in the form of a wolf, for example, the caster might exchange the Shooting skill for Survival so that the “animal” can track its foes.
Power Modifiers:
BITE/CLAW (+1): The ally can bite or claw at Str+d6.
FLIGHT (+2): The ally can fly at Pace 12.
MIND RIDER (+1): The caster can communicate and sense through the ally.
FORCE MULTIPLICATION (Varies): Additional allies of the same type may be summoned at the same time for half the Power Points cost of the original summons (total cost including modifiers, rounded up).


Flavor Text Here (Teleport; 2 PPE) [Seasoned (IF)]
Mega/Temporal: MEGA
Range: Smarts (12")
Duration: Instant
Trapping:
Effect:
Teleport allows a character to disappear and instantly reappear up to 12′′ (24 yards) distant, or double that with a raise. Teleporting to an unseen location incurs a −2 penalty on the arcane skill roll.

Opponents adjacent to a character who teleports away don’t get a free attack (see Withdrawing from Melee, page 109).

If casting teleport on a willing subject, the caster decides where they move to, not the target.
Power Modifiers:
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
TELEPORT FOE (+2): Foes may be targeted by a Touch attack (page 108). This is an action, so the casting must be the second part of a Multi-Action if the attack is successful. The foe resists the casting with an opposed Spirit roll against the arcane skill total and is sent up to 12′′ away with success and 24′′ with a raise. Foes may not be teleported into solid objects.
GREATER TELEPORT (+2): The distance teleported extends to 25" (50 yards) or double that with a raise.

Code: Select all

[b][size=150]Flavor Text Here[/size][/b] (Power Name; PPE) [size=85][Rank][/size]
[u]Mega/Temporal[/u]:
[u]Range[/u]:
[u]Duration[/u]:
[u]Trapping[/u]:
[u]Effect[/u]:
[u]Limitations[/u]:
[u]Power Modifiers[/u]:
Vrothuss _

Vrothuss
6 Advances - Seasoned 3 - Gemini Demon Shifter
Parry: 2 || Toughness: 10 [1]
PPE: 30/30
Combat Edge: None
Bennies: 3/3

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Vrothuss
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Gemini Demon (SWADE)

Post by Vrothuss »

Demonic Physiology:
The physiology of a Gemini Demon is quite unique, even for a Demon, giving those unfamiliar with their biology a −2 penalty to Healing and cybernetics checks. Juicer and Crazy augmentations (Earth-Tech) don’t work for this race. Compatible medical supplies/services and cybernetics cost double the listed price. (-2) [Alien Physiology]

Hyper-Intelligent:
Known to be extremely cunning, Gemini Demons start with a Smarts d8, adjust Trait maximum to d12+2. (4)

Loss of the Better Half:
Most Gemini Demons are encountered separetly. The separation from one's twin causes some physical complications and challenges.

His Pace is reduced by 1, and he subtracts 1 from running rolls (minimum 1). He also suffers a -1 penalty to Agility, Strength, and Vigor rolls, but not their linked skills.

On the plus side, his natural instincts to find his twin, grants him 5 extra skill points which may be used for any skills linked to Smarts. (-2) [Elderly (Major)]

This solo Gemini Demon is also less durable than if he were with his twin. Reduce his Toughness by 1. (-1) [Frail]

Natural Arcane Affinity:
Gemini Demons have a bonus of +5 PPE/ISP naturally, whether they pursue a magic path or not; this bonus PPE/ISP is not part of their base PPE nor is it modified by other Edges or Abilities (e.g., a Gemini Demon Ley Line Walker would begin with 25 PPE). (2)

Not Accepted, Even by Their Own Kind:
The initial reactions to Gemini Demons typically start at Unfriendly, or Hostile for Demon Nobility. Those with an Unfriendly or lower Reaction will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence. (-2) [D-Bee (Major)]

Obsessive Interest:
Gemini Demons begin play with one Smarts based skill of their choice at d4 and gain a +2 when using that skill. (3)


D’Norr _

Though not supernaturally connected
to evil in any way, the D’Norr are more
colloquially referred to as “Devilmen” due
to their distinctive appearance. Otherwise
looking similar to humans, their heads and
faces give them the moniker. They have an
elongated cranium dotted with tiny spines
extending up and back from the forehead
(dark red for males, purple for females),
and two small horns above the brow. Their
overall skin tone is tan-red, and the males
have a series of tiny spines on their chins.
All have dark blue eyes and pointed ears.
D’Norr are known, by those willing to
know them, as intelligent, compassionate,
and drawn to nonviolent pursuits and
social interaction. Many seek a pacifist’s
path, at least as much as possible in such a
dangerous world. Most seek out new
experiences, new people, and new
ideas. Due to their open nature and
sensitivity, they are more susceptible
to moments and sights of true horror
but have a natural affinity for magic.

[*] Alien Physiology: The physiology of D`Norr is quite alien, giving those unfamiliar with their biology a –2 penalty to Healing and cybernetics checks— Juicer and Crazy augmentations don’t work for this race—and Rifts Earth cybernetics and medical supplies/services which are compatible require double the listed price.
[*] Devilish Charmers: D’Norr are smart and affable, making them naturally quite charming—begin with the Charismatic Edge.
[*] D-Bee (Major): D`Norr are deemedthe enemy by human supremacists like the Coalition States and easily misunderstood by others, suffering –2 Persuasion when dealing with prejudiced groups.
[*] Horns: D’Norr have horns that cause Str+d4 damage, see Natural Weapons in Savage Worlds.
[*] Intelligent and Spiritual: D’Norr are highly intelligent and spiritual, beginning with a d6 Smarts and Spirit. This makes their natural maximums for those Traits d12+1.
[*] Natural Arcane Affinity: D`Norr have a bonus of +5 PPE naturally, whether they pursue a magic path or not; this bonus PPE is not part of their base PPE nor is it modified by other Edges or Abilities (e.g., a D`Norr Ley Line Walker would begin with 25 PPE).
[*] Restricted Path: The D’Norr have no capacity for psionics and cannot access ISP.
[*] Sensitive: Due to their inherently sensitive nature, D’Norr are particularly susceptible to Fear, suffering a −2 when making such checks.
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Vrothuss
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Shifter (SWADE)

Post by Vrothuss »

Shifter - Blood and Banes

Shifters are practitioners of magic with a talent for manipulating—or shifting—the patterns of the raw cosmic energies that bind the Megaverse® together, allowing them to become masters of dimensional portals and summoning beings from beyond normal reality. Shifters tend to suffer from a negative reputation, even among other practitioners of magic. While not universally evil—they run the gamut of good, selfish, and evil like most—Shifters face the constant threat of corruption. Most of the creatures and entities they consort with come from dark, dangerous, alien realms, and they tend to demand exchanges from Shifters that lead to ever-darker pacts and actions. The very act of calling a sentient being into one’s direct service—some would say slavery—begins with a question of ethics. Summoning like this can lead down very dark roads.

HERO’S JOURNEY (TWO ROLLS)
Shifters gain two rolls on any table of their choice, except for Psionics.

SHIFTING TIME AND SPACE
The keys to the Shifter’s power are his natural gifts with manipulating Rifts and ley line energy, especially when it comes to opening a portal to another realm and bringing forth entities to serve his will. Shifters have the power to control Rifts, unequaled by any other arcane practitioner, and they have an inherent sense of dimensions—the one they are in and any they might perceive through a Rift.

The most important and well-known power of the Shifter is his capability with dimensional travel. Second only to that is his ability to summon and control beings for extended periods of time. Shifters were in high demand during the War of Tolkeen, especially when the leaders of that doomed nation determined to summon whatever it might take to defeat the Coalition. Shifters are well-received in Dunscon’s True Federation of Magic, for he sees the great power in a nigh-limitless source of powerful soldiers from beyond.

MASTERS OF SHIFTING CHAOS
Shifters are focused on manipulating magic through the following powers (Rank permitting):
arcane protection, banish (V), barrier (S), beast friend, blast (S), bolt, boost/lower Trait, burst, conceal arcana, darksight, deflection, disguise (S), dispel (S), drain Power Points (V), entangle, environmental protection, farsight (S), fear, fly (V), illusion, intangibility (H), invisibility (S), light/darkness, mind link, protection, puppet (V), sloth/speed (S), slumber (S), smite, sound/silence, speak language, stun, summon ally, telekinesis (S), teleport (S), and warrior’s gift (S).

Shifters may choose any Trappings.

SHIFTER ABILITIES AND BONUSES
Shifters possess the power to master Rifts, summon creatures from beyond our reality, and exert tremendous will and control over them.

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 super-natural, 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 29).

SHIFTER COMPLICATIONS
The Shifter dances a fine line between arcane mastery and corruption.

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.

SHIFTER STARTING GEAR
Your Shifter begins with the standard Starting Gear substituting Adventure Survival Light Armor.


DIMENSIONAL PORTAL
Requirements: Veteran, Master of Magic, arcane skill d8+, teleport

By expending 200 PPE—usually harnessed through a material-less Magic Ritual at a site of Ley Line Energy, or as a full round action—the mage opens a two-way mystical door. The portal is up to 1"×1" in size and lasts up to one minute per Rank of the caster. With a successful arcane skill roll at −4, the portal opens to a previously visited dimension, or a previously visited region of the current dimension, typically arriving at a ley line nexus near the desired location (nexus points act sort of like cosmic bus stops or Megaversal waypoints). On a raise, the exact desired point in a previously visited location may be reached. On a failure, the Rift's details should be determined randomly—see Nexuses and Rifts in the Game Master's Handbook. On a Critical Failure, the portal could connect to a realm of pure evil, an elemental plane overflowing with a dangerous Hazard, the bottom of an ocean, or worse, and the contents may come spilling out!

When used to travel to locations within the same dimension, the cost is only 100 PPE at an arcane skill roll penalty of −2.

Shifters may take this Edge regardless of Rank, and halve the cost of casting Dimensional Portal if near a ley line, nexus, or site of power like a pyramid.


SHIFT THE ARCANE
Requirements: Seasoned, Shifter

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.


TELEPORTATIONAL HITCHHIKER
Requirements: Novice, Ley Line Walker or Shifter, teleport

The caster is an expert at hitching rides when others dimensionally travel.

HITCHHIKE (+5):
As long as the caster can see a target teleport in some form (Ley Line Phasing, Ley Line Gating, transiting a Dimensional Portal or Rift, D-Shifting terrain, etc.) he has one minute per Rank to activate teleport with this modifier. With a success the caster arrives at the same destination as his target. On a Critical Failure he is flung randomly through time and space. May be combined with other power modifiers like Additional Recipients.
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Vrothuss
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Vrothuss & Gemini Demons (PR)

Post by Vrothuss »

Tick Tock Timepieces (World Book 21 - Splynn Dimensional Market)

Tyk and Tak are brothers who are members of a race called the Gemini Demons. Gemini Demons are born in pairs and each pair is sympathetically linked. They possess minor psionics including Sense Time, Sense Dimensional Anomaly, Total Recall, and Mind Block, plus three Sensitive powers of choice. They are also naturally inclined to learn magic and their link allows one to augment his magic with that of the other and vice versa. Tyk is a Techno-Wizard. Tak is a Temporal Wizard. They have pooled their abilities to produce Techno-Wizard devices which are functional watches and possess Temporal Magic power! All resemble old-style pocket watches (or lockets) with the flip-top cover and belt chain.

Tyk and Tak Merch
They are considered to be very fashionable.
The following items are among their most popular timepieces; all come in a variety of styles, Tyk and Tak also sporadically offer new, experimental items and prototypes to test The Market. Note: In all cases, to cast a magic "spell" or magical effect, the user of the timepiece must pump the required amount of P.P.E. into the timepiece to cast/activate its magical property. Unless noted otherwise, these TW timepieces have 60 M.D.C.

Auto-Timer Spellcaster
:
A timepiece with all the basic features of the Time Master and the special ability to cast one particular 1-6 level Wizard spell. In this regard, it is like a talisman, the difference is the P.P.E. required to cast the spell can be placed into the device, but its effects are delayed for up to 24 hours until a particular "time." This time is set via the alarm feature and will engage at that precise moment whether the character remembers or not, and whether he has changed his mind or not.

The spells used for this item are typically defensive-protective, or concealing (i.e. Chameleon, Shadow Meld, Mask of Deceit, etc.). Defensive spells include Armor of Ithan, Invulnerability, Escape, Breathe Without Air, Globe of Daylight, Mute (self, to prevent being interrogated) and so forth. Combat and offensive spells (energy blasts, weaponry, etc.) are NOT possible. The P.P.E. cost is whatever is normal for that spell.

Duration is equal to 10th level proficiency. Market cost ranges between 4-6 million credits. Only one spell can be built into the watch.
Eyes of Time
:
The cover of this watch is designed to look like a large round eye or sculpted with a pair of eyes. Many models use gems as the pupil of the eye, or eyes, and some are literally covered with gems designed to look like tiny eyes. It can produce two magical effects, although not at the same time. The first is the Temporal Magic spell, Remote Viewing. The second is the Temporal Magic spell, Retro-Viewing. The P.P.E. cost is 45 for the first and 30 for the second. In both cases, the user must flip open the watch cover to view the images because they appear on the watch face. Duration and range is equal to 7th level proficiency. Market cost ranges between 10-20 million credits.
The Stopwatch
:
This watch has a number of precious jewels inlaid in its cover arranged to coincide with the positions of the numbers within. Most are silver-plated or made mostly of silver, but some use white gold. It requires 20 P.P.E. and the push of a button to use. Effects are identical to the Wizard & Temporal Magic spell, Time Slip. Market cost ranges between 1 to 1.5 million credits, depending on the artistry and jewels used in its construction.
The Snail
:
This watch is usually crafted to look like a large snail shell, but other designs, like coiled serpents and ram's heads, are common. Some are decorated with a number of gems and all are made of gold. It requires 50 P.P.E. and the winding of a spring to use. Effects are identical to the magic spell, Speed of the Snail, at 8th level proficiency. Market cost ranges between 4-6 million credits, depending on the artistry and jewels used in its construction.
Time Keeper
:
All the abilities of the Time Traveler, plus the Temporal Magic spell, Suspended Animation/Stasis Field. The watch can be set for up to 70 years and can be set to awaken the wearer at an exact time down to the minute. Duration is equal to 7th level proficiency and limited to the wearer of the timepiece. Market cost ranges between 60-75 million credits.
Time Master
:
A watch that keeps absolutely perfect time and never requires winding because it draws its power from the P.P.E.
(one point per 24 hours) of its wearer or ambient magic energy from ley lines. It also has an M.D.C. of 15 and can withstand tremendous shock, falls and water pressure. It comes with a built-in alarm feature. Cost is 5,000-15,000 credits depending on the artistry of its design and the use of gems.
The Time Traveler
:
All the attributes of the Time Master, plus it is impervious to time distortions and has a dual time mechanism that will indicate passage of time in the dimension of origin (presumably Rifts Earth) and the "real" time for the wearer of the watch in Time Holes, Loops, Pockets and alien dimensions where time is different, distorted or stopped. It also keeps perfect time(s) when under the influence of other dimension and reality altering magic and influences such as D-Phase, D-Shift Phantom, D-Shift: Two Dimensions, T-Dep, Fast Forward Time, and so on. Cost is 3-5 million credits.
The Turtle
:
This watch is finely crafted to look like a miniature turtle shell. Most are jewel studded and gold-plated or constructed mostly of gold. It requires 25 P.P.E. and the push of a button to use. Effects are identical to the Temporal Magic spell, Time Warp: Slow Motion, at 8th level proficiency! Market cost is between 2-3 million credits, depending on the artistry.
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Vrothuss
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Vrothuss - Worksheet

Post by Vrothuss »

Worksheet
Attributes
Agility d4 --> -1 (Racial) --> d6 (1)
Smarts d4 --> d8 (Racial) --> d10 (N) --> d12 (S)
Spirit d4 --> d8 (2)
Strength d4 --> -1 (Racial) --> d6 (1)
Vigor d4 --> -1 (Racial) --> d6 (1)

Skills (12) + 3 (More Skill Points) + 5 (Smarts/Racial)
Academics (Sma) --> d8 (3) --> d10 (S)
* Common Knowledge (Sma) d4 --> d8 (2)
Language (Market Trade) (Sma) --> d8 (3)
* Notice (Sma) d4 --> d8 (2)
Occult (Sma) d6 (IF) --> d8 (1) --> d10 (N)
* Persuassion (Spi) d4 --> d8 (2)
Research (Sma) d4 (Racial) --> +2 (Racial) --> d8 (2) --> d10 (S)
Spellcasting (Sma) d6 (IF) --> d8 (1) --> d10 (N)
* Stealth (Agi) d4 --> d6 (1)
Survival (Sma) --> d4 (1)
Thievery (Agi) --> d6 (2)

* Athletics (Agi) d4
Electronics (Sma)
Fighting (Agi)
Gambling (Sma)
Hacking (Sma)
Healing (Sma)
Performance (Spi)
Science (Sma)
Shooting (Agi)

Edges
Natural Arcane Affinity (5 PPE) (Racial)
Arcane Background (Magic) (10 PPE (15) || banish, drain Power Points, summon ally, teleport, dispel || 5 PPE recharge per hour) (IF)
Master of Magic (TLPG 125 - 130) (IF)
Power Points (5 PPE (20)) (IF)
Rapid Recharge (10 PPE recharge per hour) (IF)

Elan
Power Points (Initial Advance) (5 PPE (25))
Improved Rapid Recharge (20 PPE recharge per hour)
New Powers (arcane protection, environmental protection)
Linguist
Power Points (Novice) (5 PPE (30))
Power Points (Seasoned) (5 PPE (35))

Hero's Journey
M&M (3-4) (Concentration Edge)
M&M (12-13) (drain Power Points, roll success, auto raise)
M&M (14-15) (Channeling Edge)
Education (5) (Linguist Edge, Language (Dragonese) d8)
Underworld & Black Ops (9-10) (Streetwise Edge, Common Knowledge +2)
Interlude Reward
  • Initial Advances: (From Hindrances):
    • Power Points (Initial Advance) (5 PPE (25))
    • New Powers (arcane protection, environmental protection)
  • Cybernetic Modifications: None
  • Novice 1 Advance: +1 DT Smarts (d10)
  • Novice 2 Advance: Power Points (Novice) (5 PPE (30))
  • Novice 3 Advance: +1 DT Occult/Spellcasting (d10/d10)
  • Seasoned 1 Advance: +1 DT Smarts (d12)
  • Seasoned 2 Advance: Shift the Arcane Edge
  • Seasoned 3 Advance: +1 DT Academics/Research (d10/d10)
  • Seasoned 4 Advance: Power Points (Seasoned) (5 PPE (35))
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Vrothuss
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Vrothuss - Benny Tracker

Post by Vrothuss »

3 Bennies
Beginning 3
Track expenditures here
Vrothuss _

Vrothuss
6 Advances - Seasoned 3 - Gemini Demon Shifter
Parry: 2 || Toughness: 10 [1]
PPE: 30/30
Combat Edge: None
Bennies: 3/3

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