Oleksandr (Shifter)

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Olek

Oleksandr (Shifter)

Post by Olek » Thu Feb 02, 2017 5:07 pm

Image

Oleksandr Mads Gierov
17 year old human male
Legion Shifter
13th SET
(Lucretia, Markus, Bane, Kesslan, Libertas, Olek)
Oleksandr - Shifter

Art of Oli

Player Name: Dan (Fell)
Hangouts: Danjal73@gmail.com
Note: Fell is Primary Account. Olek is a RETIRED Account.
GUILD OF THE GIFTED NPC.

Character Name: Olek Mads Gierov
Race: 17 year old Human Male
Iconic Framework: Shifter

Rank: Novice
Experience: 5
Advances Left: 0

Attributes:
  • Agility d4
  • Smarts d6
  • Spirit d6
  • Strength d6
  • Vigor d8
Charisma: 0
Pace: 6;
Parry: 6
Toughness: 6+1 Cloak =7 / In Armor & Cloak: 16 (9)
Strain: 0
Corruption: 0

Skills:
  • Fighting d8
  • Notice d6
  • Speak Dragonese d4
  • Stealth d8 plus Shadow Cloak +2
  • Survival d4
  • Persuasion d8
  • Spellcast d12 (starts at d8) +1 from Book
  • Knowledge Arcane d10
Hindrances:
  • Major: Code of Honor - Honor is very important to your character. He keeps his word, won’t abuse or kill prisoners, and generally tries to operate within his world’s particular notion of proper gentlemanly behavior.
  • Minor: Wanted by FoM - The Federation is a mass of many kingdoms, in particular in Shadowvillage, Olek is hated and wanted dead or alive by the lord of that town.
  • Minor: Vow to Help the Legion, they saved his bacon.
Edges:
  • (Born a Hero) Free Human Edge: Ley Line Phasing
  • (Born a Hero) Hind: Ley Line Gate
  • (Born a Hero) Hind: Rich (Trade two rolls for one = Shadow Cloak).
  • Traded 2 for 1 from Filthy Rich: Elan - When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
  • Advance 1 Novice: Filthy Rich (Trade two rolls for one = Elan).
  • HJ: Rapid Recharge
  • HJ: Improved Rapid Recharge
  • Shifter: Master of Magic Edge
Spells:
PPE: 30 plus 10 from Staff.
Recharge 1 PPE per 5 minutes.
Detailed Information on each Spell / Shifter Power posted below.
  • Armor
  • Deflection
  • Burrow
  • Disguise
  • Bolt
Weapons:
  • By Spell or hitting someone with Magic Book.
Armor:
  • Adventure Survival Armor (TW)
  • Armor Value: +4 Armor +3 additional Armor from Filthy Rich
  • Strength Minimum: NA
  • Environment Protection: Partial, has enchantments to make most uncomfortable environmental conditions easier to deal with (+2 on related Vigor checks). Note: Has a Face Mask he can wear with 30 minutes of O2 storage.
  • Weight: 5 lb
  • Cost: 10,500
Gear:
  • NG S2 Survival Pack
  • Face Mask with 30 minutes O2 supply
  • Cold iron stake 3", Iron stake 3", silver spike 3", wood stake3", salt, and garrote wire.
  • 2,000 credits (20,000 spent on cloak to add a novice power, 5,000 spent on minor)
ADVANCES LIST

Advances
  • Free Edge (Human): Ley Line Phasing
  • Initial Advances: (From Hindrances): Ley Line Gate, Rich
  • Cybernetic Modifications: NA
  • Class (Shifter): Master of Magic
  • From FR trade 2 for 1: Elan
  • Heroes Journey: Rapid Recharge, Improved Rapid Recharge
  • Novice 1 Advance: Filthy Rich
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Novice 4 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Rolls

HERO’S JOURNEY (FIVE ROLLS)

Shifters gain three rolls on any of the following tables: Enchanted Items & Mystic Gadgets, Education, Experience & Wisdom, and Magic & Mysticism. They also get two rolls on any table of their choice, except Psionics.

Roll 1: Enchanted Items 1, Staff (In Book form)
Roll 2: Magic & Mysticism 8, Spell.
Roll 3: Magic & Mysticism 11, Rapid Recharge.
Roll 4: Magic & Mysticism 9, Spell.
Roll 5: Magic & Mysticism 12, Imp. Rapid.

Background Narrative Hook roll: 15, Nearly Done For. Your character was nearly dead, or staring down the barrel of an impossibly large gun, or otherwise facing the end of his journey when the tide suddenly turned and his fat was pulled out of the fire. Someone from the Tomorrow Legion rescued him, which not only leaves him with a debt, but an interesting story to tell. See Story below.

Shifter Details

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 summoning magic, and his gift for controlling that which he summons for extended periods of time. Shifterswere in high demand during the War of Tolkeen, especially when the leaders of that doomed nation determined to bring forth whatever it might take to defeat the Coalition. Shifters are also well-received in Dunscon’s Federation of Magic, for he sees the great power in a nigh-limitless source of immensely powerful soldiers from beyond.

MAGIC MASTERY

The study of the arcane is essential to a Shifter’s success, and all Shifters are powerful Spell casters. While they don’t possess the same variety of spell knowledge their counterparts among other disciplines might, they don’t hurt for essential power, either. Shifters train in techniques for both diminishing the power of their opponents and turning that power against them. Shifters are Masters of Magic, have the Arcane Background (Magic), and choose from the following list of powers: armor, banish, barrier, blast, bolt, burrow, burst, conceal arcana, damage field, Darksight, deflection, dispel, drain Power Points, entangle, environmental protection, farsight, fear, intangibility, invisibility, light/obscure, quickness, slow, smite, speak language, speed, stun, summon ally, teleport, and warrior’s gift. They can choose any Trappings available for their powers.

SHIFTER ABILITIES AND BONUSES

Shifters possess exceptional arcane knowledge and the power to master Rifts, summon creatures from beyond our reality, and exert tremendous will and control over them.
  • Arcane Background (Magic): Shifters are mighty spellcasters, starting with three powers of their choice (as well as specific ones, listed below). They begin with a Spellcasting skill of d8 And 15 PPE.
  • Bind the Summoned: A Shifter can bind one or more summoned beings to his service for an extended period of time. He does this by reducing his maximum PPE by the amount needed to originally summon the creature. The creature remains bound to his service until he releases it or the summoned entity is Incapacitated (in either case, returning the creature to its home Dimension). Shifters may only have one bound entity per Rank (one at Novice, two at Seasoned). For example, a Seasoned Shifter could have two summoned allies, each costing 4 PPE to summon, bound to him; his maximum PPE is reduced by 8 until he releases the entities or they are Incapacitated. At that point, he recovers his PPE normally. Bound allies are treated as though they were summoned with a raise, which grants them the Hardy ability.
  • Dimension Sense: With a successful Notice roll, a Shifter can determine relevant Information about a dimension he is in or one he views through a Rift. This includes hostile environmental conditions, how closely related the dimension is to Rifts Earth, and whether or not it’s a temporal shift.
  • Expanded Awareness: Shifters can use detect arcana at will, with no PPE cost, as a free action.
  • Master of Magic: A Shifter has all the Mega Powers for his spells per the Edge Master of Magic.
  • Master Summoner: All Shifters gain the summon ally power automatically, and the duration for them is 5 minutes (1/5 minutes). This duration extends to the Mega Power version, force multiplication.
  • PPE Manipulation: All Shifters have the drain Power Points power (and the PPE thief Mega Power) automatically.
  • Rift Mastery: Shifters gain a +4 on all efforts to open and manipulate Rifts (see Characters, Ley Lines, and Rifts in the Savage Rifts® Game Master’s Handbook). They also gain +2 when using the banish Power.

SHIFTER COMPLICATIONS

The Shifter is the living epitome of what the Coalition States hate and fear about magic, making him Target Number One for all who hate the arcane arts. He also dances a fine line between arcane mastery and corruption from the very forces he wields.
  • Corruption: Many of the entities a Shifter might bring forth (with summon ally or force multiplication) have strong wills and a desire to corrupt the being who summons them. Each time the Shifter uses either power with a being the Game Master feels is evil or corrupt in nature, she might call for an opposed Spirit check between the being and the Shifter. If the being wins, the Shifter gains a point of Corruption. Future Spirit contests with other evil summoned beings suffer a penalty equal to the Shifter’s current Corruption; when a Shifter gains a number of Corruption points equal to half his Spirit die type, he’s become a slave to darker external powers (and no longer a playable character).
  • Cybernetics: Such technology creates havoc for the flow of energy a Shifter relies upon, imposing −1 to the Spellcasting skill for each point of Strain.
  • Enemies: Shifters are automatically enemies of the Coalition States and shot on sight. Even those CS soldierswho might have less zealous attitudes toward most casters will likely open fire if they know they’re dealing with a Shifter. As with all arcane wielders, those Shifters who refuse to swear fealty to Lord Dunscon may well be enemies of the Federation, too.

SHIFTER STARTING GEAR

Adventure Survival Armor, NG-33 Laser Pistol, NG-S2 Survival Pack, 1d4 × 1000 credits.

ICONIC EDGES

Shifters can acquire a number of special abilities similar to those of Ley Line Walkers, using the Iconic Edge approach. They work the same way, but are acquired through advancement rather than being part of the core Iconic Framework. Treat the following as Iconic Edges for Shifters (see Ley Line Walker Abilities and Bonuses in The Tomorrow Legion Player’s Guide), with the indicated requirements to add them:
  • Ley Line Magic Mastery: A Shifter dedicated to her arcane craft must be Seasoned and havea Spellcasting die of d10 to take this as an Iconic Edge.
  • Ley Line Rejuvenation: Like Ley Line Walkers, it seems entirely reasonable that Shifters could call upon the energies of ley lines and Rifts to restore themselves. Shifters can obtain this as an Iconic Edge at Seasoned.
  • Ley Line Sense: This should be a fairly easy one for a Shifter to pick up, should the player decide to expand the character’s sensory abilities. The Rank requirement is Novice and the Shifter must have Knowledge (Arcana) at d6; Shifters with a less scholarly approach won’t be as likely to study the ley lines.
  • Ley Line Transmission: This is more commonly associated with the Ley Line Walker, but Shifters understand much of the same magic. Veteran Rank is the only requirement.
  • In addition to these, Shifters may also take the Ley Line Phasing and Ley Line Gate Iconic Edges from The Tomorrow Legion Player’s Guide.
Last edited by Olek on Thu Feb 23, 2017 12:16 am, edited 71 times in total.

Olek

Olek (Shifter)

Post by Olek » Thu Feb 02, 2017 9:28 pm

Background & Narrative Hook

The Lord of Shadowvillage (Olek's step-father): https://db4sgowjqfwig.cloudfront.net/ca ... 1486397615
Olek in Shadowvillage: https://db4sgowjqfwig.cloudfront.net/ca ... 1486397726 (((And yes I use color pencils in my Rifts books)))

Shadowvillage, Federation of Magic Territories

Olek watched the D-Bees run out of the holding pen into the distant woods. If they were lucky they would make it far enough away to be free. The odd blue skinned aliens were living batteries of potential physic energy and the Lord of Shadowville wanted them for his wicked spells. The abuse was intolerable and Olek decided to free them and defy his master, the lord of Shadowville.
---
Crying out in pain the mage dropped unsteadily to his knees. The only thing stopping the torn and bruised Shifter from falling face first to the ground were the two Corrupt creatures holding his arms from behind and to either side of him. Like giant black leather and silver chrome monsters the Corrupt chuckled in unison as the man standing before Olek took a step back after stabbing the knife into his gut.

Pain raced into the Shifters midriff and he groaned at the second hole in his flesh.

Laughing loudly the man who had stabbed Olek in the stomach said:

"You were born in Shadowvillage. I raised you here. I will kill you here. Damn you Olek! How dare you challenge my rule! How am I going to explain to Lord Dunscan where the Blue Skins went? Damn you!"
---
Hanging from his ankles, upside down, dripping blood down onto the alter Olek was barely conscious.
---
The old Legion Cyber Knight ran with ungodly speed deeper into the woods with the bloody mage over his shoulder. The Legion Knight did not know why the man was being killed, just that no death was justified when tortured. Sir Sayeen ( http://www.savagerifts.com/viewtopic.php?f=20&t=66#p573 ) ran with all his might and willed his power to heal the man.
---
Olek nodded to the assembled Castle Refuge leaders, "Thank you for this opportunity. I will strive to serve the Legion as best as I can. I own my life to Sir Sayeen and the Legion"
Last edited by Olek on Mon Feb 06, 2017 10:45 pm, edited 24 times in total.

Olek

Olek (Shifter)

Post by Olek » Thu Feb 02, 2017 9:50 pm

Olek - Legion Shifter AAT/SET Member

Image

Olek was assigned to a Tomorrow Legion Arcane Anomaly Team (AAT): Ley Line Walkers and Techno-Wizards are most likely assigned to lead such teams, which also include scholars who specialize in occult matters and the cosmology of ley lines and Rifts. The rare Shifter works for the AAT's. Such teams are sent to explore the ley lines, Rifts, and other related matters. They also look for artifacts and arcane resources that are as yet unused or in the wrong hands. After a few month of working with the AAT he requested to be assigned to a SET team.

Occasionally AAT members are attached to the Legions Special Exploratory Teams (SET) as is the case with Olek.
Last edited by Olek on Sun Feb 05, 2017 2:47 am, edited 10 times in total.

Olek

Olek (Shifter)

Post by Olek » Fri Feb 03, 2017 1:32 am

Expanded details on Powers and Spells
PPE: 30 plus 10 from Staff. Recharge 1 PPE per 5 minutes. PPE is -4 to maintain a Summoning hold/bind on Furix (see next post). For all known spells Shifters can choose any Trappings available for their powers (although Olek does use trappings that work best for the situation his favorite to employ is Shadow. Such as making Burrow work like Shadow Step). Example Trapping known: Acid, Cold, Darkness, Electricity, Fire, Holy, Light, Necromantic, Shadow, Sound.

SPELLS
  • GREATER ARMOR (MEGA POWER)
    Power Points: 5
    Range: Touch
    Duration: 3 (1/round)
    Success grants +5 M.D.C. Armor, a raise grants +10.
  • GREATER DEFLECTION (MEGA POWER)
    Power Points: 4
    Range: Touch
    Duration: 3 (1/round)
    This Mega Power version of deflection grants a −4 effect on a success, or −6 on a raise. Olek likes to do shadowy wisps that twist and flow around him.
  • BURROW–GREATER BURROW
    Power Points: 6
    Range: Smarts × 20 (Olek d6 smarts = 120, thats 4320 feet)
    Duration: 3 (2/round)
    The distance covered by the burrow power is expanded to Smarts × 20 each round! Like most incantations, Burrow can be altered by twisting the particular Trappings used. Such as Shadow Stepping from one shadow to another. Up to 5 people can be included into the "burrow". The cost 1 extra PPE per person.
  • DISGUISE – MASS DISGUISE
    Power Points: +4
    Range: Special
    Duration: 10 minutes (1/10 minutes)
    The caster can affect anyone she wishes within a Large Burst Template, centered on herself. The disguise remains on the targets until the caster drops it, fails a concentration check from damage, or is Incapacitated.
  • BOLT – ONSLAUGHT
    Power Points: 2– 8 or 4
    (Spend 1 ISP to double the Range to 36/72/144, or 2 ISP to multiply the base range × 10, to 180/360/720).
    Range: 18/36/72
    Duration: Instant
    The caster can throw up to four 3d6 bolts for two Power Points each, or a single 6d6 bolt for 4 Power Points. In either case, the damage is Mega Damage.
  • BANISH – BANISH THE HORDE
    Power Points: 6

    Range: Smarts × 2
    Duration: Instant
    The caster targets all summoned entities within a Large Burst Template. For example, a mob of demons could be sent back to their hellish realm, or a group of elementals brought from another plane could be dismissed. Each target rolls its own opposed Spirit check to resist. The Shifter has a +2 for his opposed roll.

MAGIC BOOK - GRIMOIRE
Made of an unknown kind of paper-like material, your character’s elegant book of magic is a powerful weapon and tool for magic work. The book has 10 PPE (which regenerate at the same rate as the caster), grants a +1 to all spellcasting rolls, and contains two spells (powers) of the player’s choice, which can come from any list. Finally, it’s a combat-worthy book, it’s not heavy but is magical, and hitting someone with it does: Str+d6, Reach +1, Parry +1, that even does Mega Damage if 2 PPE is channeled through it that round.
HJ Staff= Magic Book:
  • CONFUSION – GREATER CONFUSION
    Power Points: 1

    Range: Smarts × 2

    Duration: Instant
    The caster can affect up to 10 targets instead of only five. He must still spend 1 Power Point per target.
HJ Staff = Magic Book:
  • BOOST/LOWER TRAIT – GREATER BOOST/LOWER TRAIT
    Power Points: 4
    Range: Smarts × 2
    Duration: 3 (1/round)
    This Mega Power doubles the power’s effect; two die types for a success, four with a raise.

SHADOW CLOAK
Shadow Cloak (TW): An arcane cloak that allows the wearer to gather shadows around herself either to use for hiding or to create fear and distraction among enemies. The cloak grants +2 to Stealth and the fear and invisibility powers. It costs 1 Power Point to charge for one hour. 20,000 spent to upgrade shadow cloak to have TW add an Edge: Brawny +1 Toughness and 8xSTR for carry. 5,000 spent to do minor upgrade of +2 Armor.
  • FEAR – GREATER FEAR
    Power Points: 4
    Range: Smarts × 3
    Duration: Instant
    Using this Mega Power causes targets to suffer a −2 to resist fear, or a −4 with a raise.
  • INVISIBILITY – TRUE INVISIBILITY
    Power Points: 10
    Range: Self
    Duration: 3 (1/round)
    Normal invisibility generally applies to normal sight-based Notice checks; true invisibility applies to all senses, including mystical, technological, or greatly enhanced ones. The recipient cannot be seen or detected by any means, unless he attacks someone. In that circumstance, any attempt to detect or attack the character with true invisibility is made at −8.
    True invisibility also makes it impossible for anyone using most means of scrying or other detection to find the character; this includes divination and clairvoyance. Those using detect arcana suffer a −4 penalty to see someone using true invisibility (though exalted detect arcana works at no penalty). Generally speaking, it is nearly impossible for the character to be seen or detected if he does not take an aggressive action against someone else; the GM is final arbiter of this power’s ultimate limits.


POWERS
  • DRAIN POWER POINTS – PPE THIEF
    Power Points: No cost
    Range: Smarts × 2
 (within 120 for Olek, the caster picks a single target within range and makes an opposed arcane skill roll, Knowledge Arcane d10)
    Duration: Instant
    When using this Mega Power variant of drain Power Points, the dice are doubled for the amount drained (2d6+1, or 2d8+2 with a raise).
    Furthermore, drained PPE/ISP is gained by the caster (if of a type she uses). This replenishes spent Power Points but cannot raise the caster above her normal maximum.
  • DETECT/CONCEAL ARCANA - EXALTED DETECT/CONCEAL ARCANA
    Power Points: No cost
    Range: Sight
    Duration: Constant
    This Mega Power effect greatly enhances detect arcana, giving it expanded analytical effects. With a successful arcane skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
    -- What kind of magic is at work.
    -- Currently active powers.
    -- General type of supernatural creature (vampire, werewolf, dragon, etc).
    -- Any enchantments present on an item.
    -- How much PPE or ISP a target possesses.
    -- Other information the GM thinks appropriate.
    When used on a supernatural creature, a raise on the arcane skill check reveals any general susceptibilities, including Weaknesses and ways to bypass Invulnerability. The power might reveal a ghost must be laid to rest by finding an object important to it in life, but not exactly what that object is or where it’s located.
    This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it.
    There is a drawback, however. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination.
  • BIND THE SUMMONED
    A Shifter can bind one or more summoned beings to his service for an extended period of time. He does this by reducing his maximum PPE by the amount needed to originally summon the creature. The creature remains bound to his service until he releases it or the summoned entity is Incapacitated (in either case, returning the creature to its home Dimension). Shifters may only have one bound entity per Rank (one at Novice, two at Seasoned).
    For example, a Seasoned Shifter could have two summoned allies, each costing 4 PPE to summon, bound to him; his maximum PPE is reduced by 8 until he releases the entities or they are Incapacitated. At that point, he recovers his PPE normally. Bound allies are treated as though they were summoned with a raise, which grants them the Hardy ability.
  • DIMENSIONAL SENSE
    With a successful Notice roll, a Shifter can determine relevant Information about a dimension he is in or one he views through a Rift. This includes hostile environmental conditions, how closely related the dimension is to Rifts Earth, and whether or not it’s a temporal shift.
  • SUMMON ALLY – FORCE MULTIPLICATION
    Power Points: original cost 3, +2 per ally.
    Range: Smarts

    Duration: 3 (1/round)
    With force multiplication, each +2 Power Points summons an additional ally of the same type or category, brought in at the same time.
    One Example of a Summoned Warrior: Summoned Bodyguard
    A bodyguard is a humanoid soldier made of stone (or equally tough material, dense fire, dark shadowmist, etc.).
    Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
    Skills: Fighting d6, Notice d6
    Pace: 6; Parry: 5; Toughness: 10 (4)
    Gear: Long sword (Str+d8)
    Special Abilities:
    Armor +4: Stone skin.
    Construct: +2 to recover from being Shaken; no additional damage from called shots; constructs do not suffer from poison or disease.
    Fearless: Bodyguards are immune to fear and Intimidation.
    This power allows the character to summon a loyal and obedient servant. On a success, the ally is placed at any point within the range of the power. On a raise, the ally is more durable and gains the Hardy ability. A summoned ally acts on the initiative card of the caster and gets an immediate action as soon as it is summoned. All Allies are Extras.
    A character may learn this spell while of Novice Rank, but he cannot summon more powerful allies until he attains the appropriate Rank. The cost in Power Points depends on the type of ally the character wishes to summon. Use the Summon Ally table as a guideline for unlisted creatures. A caster of sufficient Rank to summon more powerful allies may instead choose to summon additional lower Rank allies instead at the same cost. For each decrease in Rank, he gains one additional ally. For example, a Veteran caster could spend 5 Power Points to summon one Veteran-Rank-allowed ally, two Seasoned-Rank-allowed allies, or three Novice-Rank-allowed allies. Allies summoned by a single casting must all be of the same type.
  • LEY LINE PHASING
    Some Walkers and Shifters become so intricately tied to the lines that they are capable of phasing into the energies for an instant, transporting to any other point along the line in the blink of an eye.
    Ley Line Walkers or Shifters with this Edge may take a full round to concentrate (taking no other actions, not even free actions), and on the next round they can teleport flawlessly to any other point along the same line. Though it costs no PPE, the Walker must make a Vigor check or suffer a Fatigue level (requiring four hours to recover). Each subsequent use of this ability imposes a cumulative −2 penalty to the Vigor check until the Walker has a full night’s rest. Ley Line Phasing cannot be used to transport others, but see Ley Line Gate, below.
  • LEY LINE GATE
    Though it costs no PPE, the Shifter must make a Vigor check or suffer a Fatigue level (requiring four hours to recover). A truly powerful Ley Line Walker (Shifter) ability, the hero can carry up to his Smarts die (6 for Olek) in passengers when he phases to another location on the line. Carrying passengers, even just one, imposes an additional −2 penalty to his Vigor check to resist fatigue.
  • OPEN & MANIPULATE RIFTS
    Shifters gain a +4 on all efforts to open and manipulate Rifts (see Characters, Ley Lines, and Rifts in the Savage Rifts® Game Master’s Handbook).
    Anyone trying to open or manipulate anything other than an Easy Rift (PPE pulled from the Rift or Ley Lines to open it), or anyone other than a Ley Line Walker trying to manipulate a Ley Line Rift, will have to spend at least 30 PPE (40 if it’s a Consuming or Explosive Rift) and make a Magic skill roll at −4 (or −6 for Consuming or Explosive Rifts). Success allows the character to make a single change to the Rift; a raise allows two changes. NOTE Shifters are +4 on these rolls.
    The following changes are permitted:
    ---- Open a Known Periodic Rift: Assuming the character knows her current location is the site of a Periodic Rift, she can open it. Opening such a Rift doesn’t guarantee any other aspects, though if a given Periodic Rift is fairly consistent in its Condition and other qualities, it is likely to stay true to those.
    ---- Focus a Rift on a Specific Destination: If the Rift regularly has a given destination as part of its makeup, a single change can be applied to focus it on that place. This process cannot be used to force a Rift to connect to a location with which it doesn’t normally link; such power comes from very specific experience and training.
    ---- Alter a Rift’s Condition: Most Rifts can be altered from their current Condition to (temporarily) Stable. Consuming and Explosive Rifts can only be shifted to Pulsing or Diminishing; the latter is an effective way to get rid of an otherwise destructive Rift.
    ---- Alter a Rift’s Duration: A single change can raise or lower a Rift’s Duration by one level.
    ---- Alter a Rift’s Switch Rate: A single change can raise or lower a Rift’s Switch Rate by one level.

    This process cannot alter a Rift’s Category or Type. Any of the changes described above only last for one minute, but if desired they can be maintained for 1 PPE per additional minute.
    -- If you wish to permit it, the above processes could also be used to try to dampen a ley line storm. Treat the storm the same as trying to manipulate a Consuming or Explosive Rift—40 PPE or ISP is required, and the penalties are −6. Success means the heroes avoid Random Ley Line Storm Effects for the duration, while a raise actually shuts down the storm.
Last edited by Olek on Tue Mar 07, 2017 10:27 am, edited 42 times in total.

Olek

Olek (Shifter)

Post by Olek » Fri Feb 03, 2017 9:38 am

Examples of Summoned Beings
All creatures summoned by Shifters are considered Hardy: Very tough and resilient creatures do not fall from lesser wounds, no matter how many they suffer. A decisive blow is needed to put one of these tenacious creatures down. If the beast is Shaken, further Shaken results have no further effect—they do not cause a wound.

ImageFurix, a typical Shadow Eater Elemental Creature


SHADOW EATER
Cost to Bind: 4 PPE
Corruption: NA
Shadows Eaters hail, according to the Shifters in Shadowville, from a unique realm of shadows, a dark, barren realm where there is only darkness. They claim it is a dimensional pocket realm outside of and close to the actual Realm of Shadows. Some Elementalists dispute this, claiming that shadow eaters are simply conjurations of shadow given intelligence. Even the Shifters in Shadowville who first came across these creatures are unsure what a shadow eater looks like, for they are surrounded by a Small Burst Template of total darkness. Size can vary from mere inches to up to Small Template. A few scholars and Shifters in the Federation have proposed that the entire area of darkness is the elemental. Communication between shadow eater and summoner is via a telepathic like link.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d10
Skills: Notice d8, Stealth d12
Pace: 10 (reduced to 6 during daylight)
Parry: 4;
Toughness: 10 (Toughness is reduced to 6 during exposure to daylight)

Special Abilities:
  • Elemental: No additional damage from Called Shots; Fearless; immune to disease and poison.
  • Seep: Shadows eater can squeeze through small gaps as if it were difficult ground. Unlike water eater, they cannot travel through porous substances— there must be an actual hole through the obstacle (such as a keyhole).
  • Strands of Darkness: Creatures within the Small Template suffer 3d6 AP 3 damage per round from strands of solid darkness flaying their flesh.
  • Veil of Darkness: Any creature within the Small Template of a shadow eater is lost in total darkness. Even sound is smothered and distorted. All actions are at –6, even mental ones (due to panic and the overwhelming senses of isolation). All movement within the template is random, as there are no visual or audio references. For each inch a victim moves within the Template, roll a d12 (read as a clock face) to determine direction.
  • Weakness (Light): Takes double damage from spells with a light trapping. Sunlight causes 2d6 damage per round. During the day the shadow eater will find a dark place to hide and observe. Will only go out into the sunlight if bound and ordered to.
Notes: Shadow Eaters are intelligent however they are similar to smart children. They are sneaky, can figure things out quickly but have a naive unworldly sense about them - not hailing from Earth. Once a mage summons one of these creatures - if they are summoned again most often the same shadow eater entity will come to the same summoner. As if they sort of latch onto the summoner. In other words each time Olek would summon a shadow eater the same one, named Furix, will arrive.


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Image Shadow Warrior

Summon Ally / Force Multiplication Summoned Warrior

A bodyguard is a humanoid soldier made of stone (or equally tough material, dense fire, dark shadowmist, etc.).

Cost to Bind: 4 PPE
Corruption: NA
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6
Pace: 6;
Parry: 5;
Toughness: 10 (4)
Gear: Long sword (Str+d8)
Special Abilities:
Armor +4: Stone skin, Shadow Skin, etc.
Construct: +2 to recover from being Shaken; no additional damage from called shots; constructs do not suffer from poison or disease.
Fearless: Bodyguards are immune to fear and Intimidation.
This power allows the character to summon a loyal and obedient servant. On a success, the ally is placed at any point within the range of the power. The ally is more durable and gains the Hardy ability. A summoned ally acts on the initiative card of the caster and gets an immediate action as soon as it is summoned. All Allies are Extras.


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Brodkil
Corruption: Likely

Gargoyle
Corruption: Likely

Neuron Beast
Corruption: Very Likely

Rhino-Buffalo
Corruption: Less Likely

Thornhead Demon
Corruption: Very Likely

Greater Demon
Corruption: Very Likely

Lesser Demon
Corruption: Likely

Daemonix
Corruption: Very Likely

Elemental Type Golems
Corruption: Unlikely
Last edited by Olek on Mon Feb 06, 2017 2:48 pm, edited 8 times in total.

Olek

Lars

Post by Olek » Thu Feb 23, 2017 12:20 am

Lars
Image

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