Tex Arcana, the Spell Slinger (LLW) Old Post

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Roderick Wolfram
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Joined: Wed Feb 28, 2018 10:42 am

Tex Arcana, the Spell Slinger (LLW) Old Post

Post by Roderick Wolfram »

Character Sheet
Character Name: Tex Arkana, The Spell Slinger
Rank: Novice Advances Left: 0
Race: Human
Iconic Framework: Ley Line Walker
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Pace: 6; Parry: 4 (½ Fighting +2); Toughness: 5 (½ Vigor+2 plus armor); Strain: 0
Skills:
  • Athletics d4
  • Common Knowledge d6
  • Notice d6
  • Persuasion d4
  • Stealth d4
  • Academics d4
  • Fighting d4
  • Occult d8
  • Repair d4
  • Riding d6
  • Shooting d8
  • Spellcasting d8
  • Survival d4

Hindrances
  • Hindrance: Cybernetics (-1 to Spell Casting rolls per strain of cybernetics)
  • Hindrance: Disconnected (-1 to Persuasion rolls in social situations involving those not immersed in the Occult)
  • Hindrance: Enemies (Considered Shoot on Sight for those that those who violently reject all forms
    of the supernatural)
  • Hindrance: Power Activators (must have their hands free to perform gestures and have the power of speech to cast spells)
  • Hindrance (Major): Code of Honor (Code of the New West)
  • Hindrance (Minor): Driven (always on the hunt for new magic)
  • Hindrance (Minor): Enemy (Sarah Talbot - believes that Tex was in some way responsible for her brother's death)


Edges
  • Edge: Arcane Academic - Double PPE gained from Power Points edge. When choosing the New Power Edge, gain three powers of up to one rank higher than current rank normally allowed, or one power of any rank not normally allowed (GM approval)
  • Edge: Arcane Background: Magic
    • Ley Line Walkers are the definitive wielders of magic in the world and have access to the following powers: arcane protection, banish, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, detect/conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, drain Power Points, elemental manipulation, entangle, environmental protection, farsight, fear, fly, growth/shrink, havoc, healing, illusion, intangibility, invisibility, light/darkness, protection, puppet, sloth/speed, slumber, smite, sound/silence, speak language, stun, summon ally, telekinesis, teleport, wall walker, and warrior’s gift.
  • Edge: Master of Magic - Use Mega Power Modifiers
  • Edge: Rapid Recharge - Recharge 10 PPE/Hour
  • Edge: Expanded Awareness - Detect Arcana as an Innate Ability, Reduced PPE from Range (Self) and Aspect. May sense supernatural beings with a Notice Check.
  • Edge: Ley Line Mastery - +2 dice when rolling for available PPE on a Ley Line
  • Edge: Ley Line Rejuvenation - Natural Healing roll once per day on a Ley Line
  • Edge: Ley Line Sense - Sense Ley Lines within 10 miles. Sense Rifts within 50 miles
  • Edge: Ley Line Transmission - Send message along a ley line
  • Edge: Ley Line Walking - Fly at twice pace up to 1000’ high on a Ley Line


Powers
Arcane Background: Magic
PPE/ISP: 20 - Recovery: 10/hour

Arcane Protection
[ooc]Rank: Novice
Power Points: 1
Range: Smarts
Duration: 5
Trappings: Concentration, a dull glow around the protected character, a fetish.
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!
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).[/ooc]

Boost/Lower Trait
[OOC]Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5 (boost); Instant (lower)
Trappings: Physical change, glowing aura, potions.
This power allows a character to increase or decrease a target’s Trait (attribute or skill). Boosting an ally’s Trait increases the selected Trait one die type, or two with a raise, for five rounds. Lowering an enemy’s Trait has a Duration of Instant and lowers the selected attribute or skill a die type with success, or two with a raise (to a minimum of d4). A victim automatically tries to shake off the effect with a Spirit roll as a free action at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely. Additional castings don’t stack on a single Trait (take the highest), but may affect different Traits.
MODIFIERS
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
STRONG (+1): Lower Trait only. The Spirit roll to shake off the effect is made at -2.
GREATER BOOST/LOWER TRAIT (+2): The power’s effects are enhanced. With success, the selected Trait gains a free reroll once per round, or once per action with a raise. For lower Trait the target applies a −2 penalty to the rolls.[/OOC]

Deflection
[OOC]Rank: Novice
Power Points: 3
Range: Smarts
Duration: 5
Trappings: Mystical shield, gust of wind, phantom servant that intercepts missiles.
Deflection powers work in a variety of ways. Some manifestations actually deflect incoming attacks, others blur the target’s form or produce illusionary effects. The end result is always the same, however—to misdirect incoming melee and missile attacks from the recipient of the power. Once cast, foes must subtract 2 from attack rolls directed at the user (or 4 with a raise).
MODIFIERS
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
GREATER DEFLECTION (+3): The penalty to attack the recipient increases to −4 (– 6 on a raise)[/OOC]


Detect/Conceal Arcana
[OOC]Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5 (detect); one hour (conceal)
Trappings: Waving hands, whispered words.
Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds. 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). Conceal arcana prevents detection of arcane energies on one being or item of Normal Scale for one hour (see the Size Table page 179). Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is an opposed roll of arcane skills (roll each time it’s attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again
MODIFIERS
ADDITIONAL RECIPIENTS (+1): The power may affect more than one viewer for detect, or item for conceal, for 1 additional Power Point each.
AREA OF EFFECT (+1/+2): Conceal only. The power affects everything in a sphere the size of a Medium Blast Template for +1 points, or a Large Blast Template for +2.
STRONG (+1): Conceal only. Detection rolls to see through the concealment are made at -2.
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.
„„EXALTED CONCEAL ARCANA (+2):
The recipient is −2 (or −4 with a raise) to be seen or found with detect arcana, divination, and other arcane abilities; may not be used in combination with the power’s Strong modifier.
„„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.[/OOC]


Healing
[OOC]Rank: Novice
Power Points: 3
Range: Touch
Duration: Instant
Trappings: Laying on hands, touching the victim with a holy symbol, prayer.
Healing removes Wounds less than an hour old. A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough Power Points. For Extras, the GM must first determine if the ally is still alive (see Aftermath, page 96). If so, a successful arcane skill roll returns the ally to action (Shaken if it matters.)
MODIFIERS
GREATER HEALING (+10): Greater healing can restore any Wound, including those more than an hour old.
CRIPPLING INJURIES (+20): The power can heal a permanent Crippling Injury (see Incapacitation, page 95). This requires an hour of preparation and only one casting is permitted per injury. If it fails, this caster cannot heal that particular injury (but someone else may try). If successful, the subject is Exhausted for 24 hours.
NEUTRALIZE POISON OR DISEASE (+1): A successful healing roll negates any poison or disease. If the poison or disease has a bonus or penalty associated with it, the modifier applies to the arcane skill roll as well.
MASS HEALING (+2/+3): For +2 Power Points, healing affects all allies within a Medium Blast Template centered on the caster (or a Large Blast Template for +3). Ignore individual wound penalties of the treated and apply a flat −2 instead.[/OOC]


Illusion
[OOC]Rank: Novice
Power Points: 3
Range: Smarts
Duration: 5
Trappings: Magical spells, holograms, “ethereal materializers.”
One of the greatest powers is the ability to create something from nothing—even if it’s not real! Illusion can be used to create a visual scene or replica of most anything the caster can imagine, but it is silent, intangible, and incapable of affecting the real world. For example, illusionary weapons pass through foes, one cannot sit in an illusionary chair, and an illusionary dog has no audible bark. Those who contact an illusion or doubt it’s real make a Smarts roll as a free action (at -2 if the power was activated with a raise). If successful, that individual is no longer subject to this casting. The GM should make group rolls for Extras as they point out the illusion’s inconsistencies to each other. The volume of the illusion must fit within a sphere the size of a Medium Blast Template (4 or eight yards in diameter).
MODIFIERS
SOUND (+1): The power generates sound appropriate to the illusion. Illusionary allies may talk, illusionary crows caw, and so on. It may not mask or mute existing sound, however.
STRONG (+2): Smarts rolls to disbelieve the illusion are made at -2.
DEADLY ILLUSION (+3): The illusion may attack or otherwise cause harm. Once per turn (including the turn it’s cast), the caster may use a free action to "attack" an individual. This is an opposed roll of the caster’s Arcane Skill versus the target’s Smarts (at −2 if the power was activated with a raise). The caster may attack additional foes as actions. If the caster wins, the target is Shaken (this cannot cause Incapacitation). With a raise, the target suffers a Wound (this can cause Incapacitation).
„„GREATER ILLUSION (+1): The illusion’s area of effect is increased to the size of a Large Blast Template and its Duration is measured in minutes.
„„MOBILITY (+1/+2): For +1 Power Point, the illusion can move at a Pace of 12, or 24 for +2 Power Points.
„„REACH (+1/+2): The illusion can stretch or reach beyond its usual diameter. For +1 Power Point it has a Reach of 12", and for +2 it has a Reach of 24". This may be used in conjunction with the Deadly Illusion modifier to simulate a lashing tentacle, power, or ranged attack emanating from the illusion itself.[/OOC]

Slumber
[OOC]Rank: Seasoned
Power Points: 2
Range: Smarts
Duration: One hour
Trappings: A lullaby, blowing powder or sand at targets.
Those who favor stealth or want to avoid harming their foes are drawn to this spell, which puts its victims into a deep and restful sleep. Anyone affected by slumber must make a Spirit roll (at −2 if the caster got a raise on her arcane skill roll). Those who fail fall asleep for the Duration of the spell. Very loud noises or attempts to physically wake a sleeper (by shaking him, for example), grant another Spirit roll.
MODIFIERS
„„AREA OF EFFECT (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template
GREATER SLUMBER (+1): The penalties to resist increase to −2, or −4 with a raise.[/OOC]

Smite
[OOC]Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5
Trappings: A colored glow, runes, sigils, crackling energy, barbs grow from the blade.
This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon’s damage is increased by +2, or +4 with a raise.
MODIFIERS
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
GREATER SMITE (+2): The weapon’s damage is increased by +4, or +6 with a raise—it also deals Mega Damage, if it didn’t already. Additional Recipients costs +2 Power Points (instead of +1) in combination with Greater Smite.[/OOC]

Warrior’s Gift
[OOC]Rank: Seasoned
Power Points: 4 Range: Smarts
Duration: 5
Trappings: Gestures, prayer, whispered words, concentration.
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 have the same Rank or higher as the Edge’s Requirements. With a raise, the recipient gains the Improved version of the Edge (if there is one, and even if he doesn’t meet the Rank Requirement).
MODIFIERS
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
GREATER WARRIOR’S GIFT (+4) : The recipient gains two Combat Edges at once.[/OOC]
Last edited by Roderick Wolfram on Wed Jan 08, 2020 12:55 pm, edited 13 times in total.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
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Roderick Wolfram
Posts: 167
Joined: Wed Feb 28, 2018 10:42 am

Re: Tex Arcana, the Spell Slinger (LLW)

Post by Roderick Wolfram »

Background

Code of the New West
  • Never draw your weapon unless you're prepared to use it!
  • Never cheat in a showdown, or expect to live like a snake.
  • Never kill or deliberately hurt women and children.
  • Never kill clergy, 'cept in self-defense.
  • Never kill, injure or steal another man's horse or vehicle, unless he's dead and ain't needin' it no more.
  • Never take another man's woman.
  • Never destroy a church or holy place, unless it is a place of evil — and then beware the wrath of gods and demons.
  • Never take more money than what's owed to you.
  • Never spit in the face of the law. Show respect until its proven that the law in that town ain't genuine.
  • Show women folk respect; remove your hat and avoid cursing.
  • Respect the land and power of nature.
  • Respect (and fear) magic.
  • Respect and honor a worthy opponent.
  • Treat others like you'd like to be treated. Show cowboys and travelers kindness and hospitality unless they ain't worthy of kindness or mercy.
  • If you cheat at cards or break the law, expect to pay the consequences. Just because you don't get caught or punished one time, don't make it right.
  • Keep your sworn word of honor, "because sometimes all a man's got is his honor." A man's word is his contractual bond.
  • Kill only in self-defense and in justice. The latter can include acts of revenge, "eye for an eye," protecting others, using deadly force against those known to be killers, etc. The only exceptions to this rule are vampires or other "hellspawn demons." The only good vampire or demon is a dead one (including Brodkil).
Last edited by Roderick Wolfram on Fri Oct 11, 2019 1:33 pm, edited 3 times in total.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
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User avatar
Roderick Wolfram
Posts: 167
Joined: Wed Feb 28, 2018 10:42 am

Re: Tex Arcana, the Spell Slinger (LLW)

Post by Roderick Wolfram »

Gear (post gear as a reply to character sheet)
Item
  • NG-S2 Survival Pack: Survival Knife, wooden cross, and wooden stakes
  • Light Ley Line Walker Armor
  • Wilk's 320 "Classic" Laser Pistol
  • 2 Eclips

Credits:

Contacts


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: Huntsman Medium
Personal Armor or Plastic Man Light EBA
„„Sidearm: NG-33 Laser Pistol or Wilk’s
320 “Classic” Laser Pistol
„„Ammo: two E-clips or magazines for
each weapon
Last edited by Roderick Wolfram on Fri Oct 11, 2019 1:59 pm, edited 1 time in total.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
  • None Drawn Yet
User avatar
Roderick Wolfram
Posts: 167
Joined: Wed Feb 28, 2018 10:42 am

Re: Tex Arcana, the Spell Slinger (LLW)

Post by Roderick Wolfram »

Advances
Please list all Edges and Advances taken for your character here

Attributes
Agility: d4>d6>d8
Smarts: d4>d6>d8
Spirit: d4>d6
Strength: d4>d6
Vigor: d4>d6

Skills:
[list]
[*]Academics (Sm) - d4 (1)
[*]Athletics (Ag) - d4 (Core)
[*]Battle (Sm)
[*]Boating (Ag)
[*]Common Knowledge (Sm) - d4 (Core) >d6 (1)
[*]Driving (Ag)
[*]Electronics (Sm)
[*]Faith (Sp)
[*]Fighting (Ag) - d4 (1)
[*]Focus (Sp)
[*]Gambling (Sm)
[*]Hacking (Sm)
[*]Healing (Sm)
[*]Intimidation (Sp)
[*]Language (Sm)
[*]Notice (Sm) - d4 (Core) >d6 (1)
[*]Occult (Sm) - d4>d6>d8 (3)
[*]Persuasion (Sp) - d4 (Core)
[*]Psionics (Sm)
[*]Repair (Sm) - d4 (1)
[*]Research (Sm)
[*]Riding (Ag) - d4>d6 (2)
[*]Science (Sm)
[*]Shooting (Ag) - d4>d6>d8 (3)
[*]Spellcasting (Sm) - d6>d8 (1)
[*]Stealth (Ag) - d4 (Core)
[*]Survival (Sm) - d4 (1)
[*]Swimming (St)
[*]Taunt (Sp)
[*]Thievery (Ag)
[*]Weird Science (Sm)[/list]


Iconic Framework
[list]
[*]See above[/list]


Money and Common Goods: [dice:3b6rt938]59249:2[/dice:3b6rt938] Universal Credits, and [dice:3b6rt938]59249:3[/dice:3b6rt938] worth of gear or valuables

Hero’s Journey

HERO’S JOURNEY (TWO ROLLS)
Walkers gain one roll on any of the following tables: Enchanted Items & Mystic Gadgets, Education, Experience & Wisdom, and Magic & Mysticism.
They also get one roll on any table of their choice, except for Psionics.
[list]
[*]Table Magic & Mysticism: [dice:3b6rt938]59249:0[/dice:3b6rt938]
[*]Table Magic & Mysticism: [dice:3b6rt938]59249:1[/dice:3b6rt938][/list]

Will Spend 5 EP x2 for The Rob to choose the results I want

[list][*]Table Magic & Mysticism: The Rob - 12-13 Some arcane wielders learn how to use certain spells as almost second nature.
Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect. Spell: Warrior's Gift
[*]Table Magic & Mysticism: The Rob - 12-13 Some arcane wielders learn how to use certain spells as almost second nature.
Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect. Spell: Boost/Lower Trait
[/list]



Advances
[list]
[*]Initial Advances: (From Hindrances): Smarts d6>d8, Agility d6>d8
[*]Free Edge (Human): Wizard
[*]Cybernetic Modifications:
[*] Novice 1 Advance: New Powers Edge (Arcane Protection, Healing, Slumber)
[*] Novice 2 Advance: Smarts d8>d10
[*] Novice 3 Advance: Spellcasting d8<d10, Occult d8>d10
[*] Seasoned 1 Advance: Smarts d10>d12
[*] Seasoned 2 Advance: Spellcasting d10>d12, Occult d10>d12
[*] Seasoned 3 Advance: Power Points
[*] Seasoned 4 Advance: New Powers Edge
[*] Veteran 1 Advance: Agility d8>d10
[*] Veteran 2 Advance: Shooting d8>d10, Athletics d6>d8
[*] Veteran 3 Advance: Power Points
[*] Veteran 4 Advance: New Powers Edge
[*] Heroic 1 Advance: Vigor d6>d8
[*] Heroic 2 Advance: Power Points
[*] Heroic 3 Advance: Dimensional Portal
[*] Heroic 4 Advance:<
[*] Legendary 1 Advance:
[*] Legendary 2 Advance:
[*] Legendary 3 Advance:
[*] Legendary 4 Advance:[/list]
Attachments
smallfavorcover.jpg
skingamecover.jpg
Last edited by Roderick Wolfram on Sat Oct 12, 2019 3:00 pm, edited 6 times in total.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
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User avatar
Roderick Wolfram
Posts: 167
Joined: Wed Feb 28, 2018 10:42 am

Re: Tex Arcana, the Spell Slinger (LLW)

Post by Roderick Wolfram »

Arcane Protection
Rank: Novice
Power Points: 1
Range: Smarts
Duration: 5
Trappings: Concentration, a dull glow around the protected character, a fetish.
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!
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).
Boost/Lower Trait
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5 (boost); Instant (lower)
Trappings: Physical change, glowing aura, potions.
This power allows a character to increase or decrease a target’s Trait (attribute or skill). Boosting an ally’s Trait increases the selected Trait one die type, or two with a raise, for five rounds. Lowering an enemy’s Trait has a Duration of Instant and lowers the selected attribute or skill a die type with success, or two with a raise (to a minimum of d4). A victim automatically tries to shake off the effect with a Spirit roll as a free action at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely. Additional castings don’t stack on a single Trait (take the highest), but may affect different Traits.
MODIFIERS
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
STRONG (+1): Lower Trait only. The Spirit roll to shake off the effect is made at -2.
GREATER BOOST/LOWER TRAIT (+2): The power’s effects are enhanced. With success, the selected Trait gains a free reroll once per round, or once per action with a raise. For lower Trait the target applies a −2 penalty to the rolls.
Deflection
Rank: Novice
Power Points: 3
Range: Smarts
Duration: 5
Trappings: Mystical shield, gust of wind, phantom servant that intercepts missiles.
Deflection powers work in a variety of ways. Some manifestations actually deflect incoming attacks, others blur the target’s form or produce illusionary effects. The end result is always the same, however—to misdirect incoming melee and missile attacks from the recipient of the power. Once cast, foes must subtract 2 from attack rolls directed at the user (or 4 with a raise).
MODIFIERS
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
GREATER DEFLECTION (+3): The penalty to attack the recipient increases to −4 (– 6 on a raise)
Detect/Conceal Arcana (Detect Only)
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5 (detect); one hour (conceal)
Trappings: Waving hands, whispered words.
Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds. 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). Conceal arcana prevents detection of arcane energies on one being or item of Normal Scale for one hour (see the Size Table page 179). Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is an opposed roll of arcane skills (roll each time it’s attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again
MODIFIERS
ADDITIONAL RECIPIENTS (+1): The power may affect more than one viewer for detect, or item for conceal, for 1 additional Power Point each.
AREA OF EFFECT (+1/+2): Conceal only. The power affects everything in a sphere the size of a Medium Blast Template for +1 points, or a Large Blast Template for +2.
STRONG (+1): Conceal only. Detection rolls to see through the concealment are made at -2.
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.
EXALTED CONCEAL ARCANA (+2):
The recipient is −2 (or −4 with a raise) to be seen or found with detect arcana, divination, and other arcane abilities; may not be used in combination with the power’s Strong modifier.
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.
Healing
Rank: Novice
Power Points: 3
Range: Touch
Duration: Instant
Trappings: Laying on hands, touching the victim with a holy symbol, prayer.
Healing removes Wounds less than an hour old. A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough Power Points. For Extras, the GM must first determine if the ally is still alive (see Aftermath, page 96). If so, a successful arcane skill roll returns the ally to action (Shaken if it matters.)
MODIFIERS
GREATER HEALING (+10): Greater healing can restore any Wound, including those more than an hour old.
CRIPPLING INJURIES (+20): The power can heal a permanent Crippling Injury (see Incapacitation, page 95). This requires an hour of preparation and only one casting is permitted per injury. If it fails, this caster cannot heal that particular injury (but someone else may try). If successful, the subject is Exhausted for 24 hours.
NEUTRALIZE POISON OR DISEASE (+1): A successful healing roll negates any poison or disease. If the poison or disease has a bonus or penalty associated with it, the modifier applies to the arcane skill roll as well.
MASS HEALING (+2/+3): For +2 Power Points, healing affects all allies within a Medium Blast Template centered on the caster (or a Large Blast Template for +3). Ignore individual wound penalties of the treated and apply a flat −2 instead.
Illusion
Rank: Novice
Power Points: 3
Range: Smarts
Duration: 5
Trappings: Magical spells, holograms, “ethereal materializers.”
One of the greatest powers is the ability to create something from nothing—even if it’s not real! Illusion can be used to create a visual scene or replica of most anything the caster can imagine, but it is silent, intangible, and incapable of affecting the real world. For example, illusionary weapons pass through foes, one cannot sit in an illusionary chair, and an illusionary dog has no audible bark. Those who contact an illusion or doubt it’s real make a Smarts roll as a free action (at -2 if the power was activated with a raise). If successful, that individual is no longer subject to this casting. The GM should make group rolls for Extras as they point out the illusion’s inconsistencies to each other. The volume of the illusion must fit within a sphere the size of a Medium Blast Template (4 or eight yards in diameter).
MODIFIERS
SOUND (+1): The power generates sound appropriate to the illusion. Illusionary allies may talk, illusionary crows caw, and so on. It may not mask or mute existing sound, however.
STRONG (+2): Smarts rolls to disbelieve the illusion are made at -2.
DEADLY ILLUSION (+3): The illusion may attack or otherwise cause harm. Once per turn (including the turn it’s cast), the caster may use a free action to "attack" an individual. This is an opposed roll of the caster’s Arcane Skill versus the target’s Smarts (at −2 if the power was activated with a raise). The caster may attack additional foes as actions. If the caster wins, the target is Shaken (this cannot cause Incapacitation). With a raise, the target suffers a Wound (this can cause Incapacitation).
„„GREATER ILLUSION (+1): The illusion’s area of effect is increased to the size of a Large Blast Template and its Duration is measured in minutes.
„„MOBILITY (+1/+2): For +1 Power Point, the illusion can move at a Pace of 12, or 24 for +2 Power Points.
„„REACH (+1/+2): The illusion can stretch or reach beyond its usual diameter. For +1 Power Point it has a Reach of 12", and for +2 it has a Reach of 24". This may be used in conjunction with the Deadly Illusion modifier to simulate a lashing tentacle, power, or ranged attack emanating from the illusion itself.
Slumber
Rank: Seasoned
Power Points: 2
Range: Smarts
Duration: One hour
Trappings: A lullaby, blowing powder or sand at targets.
Those who favor stealth or want to avoid harming their foes are drawn to this spell, which puts its victims into a deep and restful sleep. Anyone affected by slumber must make a Spirit roll (at −2 if the caster got a raise on her arcane skill roll). Those who fail fall asleep for the Duration of the spell. Very loud noises or attempts to physically wake a sleeper (by shaking him, for example), grant another Spirit roll.
MODIFIERS
„„AREA OF EFFECT (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template
GREATER SLUMBER (+1): The penalties to resist increase to −2, or −4 with a raise.
Smite
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5
Trappings: A colored glow, runes, sigils, crackling energy, barbs grow from the blade.
This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon’s damage is increased by +2, or +4 with a raise.
MODIFIERS
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
GREATER SMITE (+2): The weapon’s damage is increased by +4, or +6 with a raise—it also deals Mega Damage, if it didn’t already. Additional Recipients costs +2 Power Points (instead of +1) in combination with Greater Smite.
Warrior’s Gift
Rank: Seasoned
Power Points: 4 Range: Smarts
Duration: 5
Trappings: Gestures, prayer, whispered words, concentration.
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 have the same Rank or higher as the Edge’s Requirements. With a raise, the recipient gains the Improved version of the Edge (if there is one, and even if he doesn’t meet the Rank Requirement).
MODIFIERS
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
GREATER WARRIOR’S GIFT (+4) : The recipient gains two Combat Edges at once.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
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