Richards (Vanguard Translocator / Shifter)

Desperate times require desperate measures. The Disavowed are so Top Secret that their existence is known only to a handful of the Coalition States’ most elite, top echelon, with Joseph Prosek II the mastermind behind the Disavowed operation, and Colonel Lyboc its shadowy face. (6/6 Full)
GM: Lars
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Richards
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Joined: Sat Apr 11, 2020 11:28 pm

Richards (Vanguard Translocator / Shifter)

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sorcerer.jpg
OOC Comments
HJ Rolls: [dice:1238klvu]65492:0[/dice:1238klvu] - New Powers edge

HJ Rolls: [dice:1238klvu]65492:1[/dice:1238klvu] - Improved Rapid Recharge edge

HJ Rolls: [dice:1238klvu]65492:2[/dice:1238klvu] - Gains the raise effect when casting drain Power Points


[dice:1238klvu]65492:3[/dice:1238klvu] Universal Credits
[dice:1238klvu]65492:4[/dice:1238klvu] Credits worth of gear or valuables
Last edited by Richards on Sun Apr 12, 2020 1:00 am, edited 1 time in total.
Richards
Lieutenant Adrian Michael Richards (Disavowed)
Rank: Novice 1 Advances Left: 0
Race: Human
Iconic Framework: Translocator (Shifter)
Attributes: Agility d4, Smarts d10, Spirit d6, Strength d4, Vigor d6
Pace: 6; Parry: 5; Toughness: 13 (6)
Skills:
  • Athletics d4
  • Common Knowledge d8 (2)
  • Notice d8+2 (2, Danger Sense)
  • Occult d10 (2)
  • Persuasion d4
  • Shooting d4 (special award)
  • Spellcasting d10 (2)
  • Stealth d4
  • Academics d8 (3)
  • Fighting d8 (4)

PPE: 10/15

Bennies: 3 (Updated July 21, 2020)
  • +3 Quarter reset
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.
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Richards
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Re: Richards (Disavowed)

Post by Richards »

Lieutenant Adrian Michael Richards (Disavowed)
Rank: Novice 3 Advances Left: 0
Race: Human
Iconic Framework: Translocator (Shifter)
Attributes: Agility d4, Smarts d10, Spirit d6, Strength d4, Vigor d6
Pace: 6; Parry: 5; Toughness: 13 (6)
Skills:
  • Athletics d4
  • Common Knowledge d8 (2)
  • Notice d8+2 (2, Alertness and Danger Sense)
  • Occult d10 (2)
  • Persuasion d4
  • Shooting d4 (special award)
  • Spellcasting d10 (2)
  • Stealth d4
  • Academics d8 (3)
  • Fighting d8 (4)
Human Racial Abilities
  • Adaptable: Humans may select a novice edge.
Iconic Abilities
  • 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 microRift 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. Gains a free reroll with ley line phasing.
  • 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 supernatural, 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 and Dimensional Portals (effectively ignoring the base penalty, see page 31)

Iconic Hindrances
  • 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.

Selected Hindrances
  • Code of Honor (major): Richards keeps his word and acts like a gentleman.
  • Ruthless (major): Richards will stop at nothing to accomplish his goals.

Selected Edges
  • New Powers (Hero’s Journey): Gains two new powers
  • Second Nature (Hero’s Journey - Magic & Mysticism): When using the boost/lower Trait power automatically gains the raise effect.
  • Shift The Arcane (Adaptable): 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.
  • Elementalist (Hindrance): May chose to use an alternate summon ally table.
  • Jack of All Trades (Hindrance): Can roll Smarts to gain a skill
  • Dimensional Portal (Novice 1): May create rifts via a ritual without material sacrifice. (Skill -4 (break even for Shifter) and 100 PPE any where is space and time, skill -2 (+2 for Shifter) and 50 PPE within the same dimension.)
  • Danger Sense (Novice 2): Notice roll at +2 to sense ambushes or similar events.
  • Alertness (Novice 3): Gains +2 to notice rolls
Last edited by Richards on Sun Apr 12, 2020 1:21 am, edited 2 times in total.
Richards
Lieutenant Adrian Michael Richards (Disavowed)
Rank: Novice 1 Advances Left: 0
Race: Human
Iconic Framework: Translocator (Shifter)
Attributes: Agility d4, Smarts d10, Spirit d6, Strength d4, Vigor d6
Pace: 6; Parry: 5; Toughness: 13 (6)
Skills:
  • Athletics d4
  • Common Knowledge d8 (2)
  • Notice d8+2 (2, Danger Sense)
  • Occult d10 (2)
  • Persuasion d4
  • Shooting d4 (special award)
  • Spellcasting d10 (2)
  • Stealth d4
  • Academics d8 (3)
  • Fighting d8 (4)

PPE: 10/15

Bennies: 3 (Updated July 21, 2020)
  • +3 Quarter reset
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.
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Richards
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Re: Richards (Disavowed)

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Powers
Arcane Background (Magic)
PPE: 15 - Recovery: 10/hour
Common mods
ARMOR PIERCING (+1 TO +3)
The attack is focused to defeat armor or
seeks out exposed areas. Each Power Point
spent grants it AP 2 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 deals
Mega Damage (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).

One with Magic [detect/conceal arcana +2 to roll]
OOC Comments
Detect/Conceal
Arcana
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5 (detect); one hour (conceal)
Trappings: Waving hands, whispers.
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 Savage
Worlds).
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.
MEGA 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.
„ The 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.
Unbind from Reality [Banish]
OOC Comments
Banish
Rank: Veteran
Power Points: 3
Range: Smarts
Duration: Instant
Trappings: Holy items, arcane symbols,
handful of salt.
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.
MEGA 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.
Summoning and Binding [Summon Ally]
OOC Comments
Summon Ally
Rank: Novice
Power Points: 2+
Range: Smarts
Duration: 5
Trappings: Clay figure that grows into a
servant, a tattoo that comes to life.
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.
* Mirror Self costs +2 power points per Rank above
Veteran to a maximum of 10 PPs at Legendary.
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.
MEGA MODIFIERS
„ 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).
Power Vampirism [drain power points]
OOC Comments
Drain Power Points
Rank: Veteran
Power Points: 2
Range: Smarts
Duration: Instant
Trappings: Prayer, whispered words, gestures.
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.
MEGA MODIFIERS
„ PPE THIEF (+2): The caster drains 2d6
Power Points on a success.
Realm Walker [Teleport] (PPE cost varies)
OOC Comments
Teleport
Rank: Seasoned
Power Points: 2
Range: Smarts
Duration: Instant
Trappings: A cloud of smoke, “phasing”
out, change into a bolt of lightning.
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, in Savage Worlds).
If casting teleport on a willing subject, the
caster decides where they move to, not the
target.
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 (see Savage
Worlds). 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.
MEGA MODIFIERS
„ GREATER TELEPORT (+2): The
distance teleported extends to 25" (50
yards) or double that with a raise.
Transpose Reality [Illusion] (PPE cost varies)
OOC Comments
Illusion
Rank: Novice
Power Points: 3
Range: Smarts
Duration: 5
Trappings: Magical spells, holograms,
“ethereal materializers.”
One of the greatest powers is the
abil ity to create something from
n o t h i n g — e ve n i f it ’s n o t r e a l !
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.
MEGA MODIFIERS
„ 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.
Phase Field [Arcane Protection] (PPE cost varies)
OOC Comments
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.
MEGA MODIFIERS
„ EXALTED ARCANE PROTECTION (+2):
Hostile powers suffer a −4 penalty ( – 6
with a raise).
Bend Reality [Boost/lower Trait]
OOC Comments
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 a n a lly’s T rait i ncreases t he
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.
MEGA MODIFIERS
„ 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.
Richards
Lieutenant Adrian Michael Richards (Disavowed)
Rank: Novice 1 Advances Left: 0
Race: Human
Iconic Framework: Translocator (Shifter)
Attributes: Agility d4, Smarts d10, Spirit d6, Strength d4, Vigor d6
Pace: 6; Parry: 5; Toughness: 13 (6)
Skills:
  • Athletics d4
  • Common Knowledge d8 (2)
  • Notice d8+2 (2, Danger Sense)
  • Occult d10 (2)
  • Persuasion d4
  • Shooting d4 (special award)
  • Spellcasting d10 (2)
  • Stealth d4
  • Academics d8 (3)
  • Fighting d8 (4)

PPE: 10/15

Bennies: 3 (Updated July 21, 2020)
  • +3 Quarter reset
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.
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Richards
Posts: 30
Joined: Sat Apr 11, 2020 11:28 pm

Re: Richards (Disavowed)

Post by Richards »

Background

Adrian was born in the Chi-town burbs. Living in the burbs was tough, he often had to deal with the bullying from those around him and responded by becoming obsessed with the Dead Boys. His fanaticism grew as his loyalty was rewarded in small steps. At first it was small things, turning in the wrong people who where hiding close to the walls. But soon it progressed. Adrian was able to reliably find filthy magic users and unregistered psychers so often, that the patrols knew him by name.

But it all broke down when he was 13, his father exploded over his fanaticism tried telling him, he had gone to far and real people where getting hurt. Adrian did not understand then what caused it, but that was the moment he challenged his father. The words are not remembered as clearly now as they were then, but the results where the same.
"Your choosing them, your becoming one of them"
"They give us safety. they protect us from the filth"
"How do you think you find them so easily son? You are one of them, our whole family for six generations."

The rage and panic that filled him blinded him. As Adrian ran he eventually found his way to the patrol where he explained his father was one of them. The arrest that followed left Adrian alone with his mother. A solitude that was made worse as his own mother looked at him as a monster. She went through the motions for few days, but then it was too much for her and one day he awoke alone in the house.

In his panic as he looked around the empty house he did it, for the first time he power came forth and a simple illusion of his mom formed, a memory. Realizing he himself was one of them, but too far in his insanity to understand the foolishness Adrian turned himself in.

It is not often a young person with budding magical talent does what it right. But when they do, there are special officers that know what to do. The team was already interested in him, they had watched his house for some time with cameras both inside and out. His coming to them was no surprise.
Richards
Lieutenant Adrian Michael Richards (Disavowed)
Rank: Novice 1 Advances Left: 0
Race: Human
Iconic Framework: Translocator (Shifter)
Attributes: Agility d4, Smarts d10, Spirit d6, Strength d4, Vigor d6
Pace: 6; Parry: 5; Toughness: 13 (6)
Skills:
  • Athletics d4
  • Common Knowledge d8 (2)
  • Notice d8+2 (2, Danger Sense)
  • Occult d10 (2)
  • Persuasion d4
  • Shooting d4 (special award)
  • Spellcasting d10 (2)
  • Stealth d4
  • Academics d8 (3)
  • Fighting d8 (4)

PPE: 10/15

Bennies: 3 (Updated July 21, 2020)
  • +3 Quarter reset
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.
User avatar
Richards
Posts: 30
Joined: Sat Apr 11, 2020 11:28 pm

Re: Richards (Disavowed)

Post by Richards »

Gear

Standard Issue Survival Pack
NG-S2 Survival Pack (20 lb)
• Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
• Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
• Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
• Fire starter kit with pocket lighter and flint sparker.
• First aid kit with three uses (each refill costs 100 credits).
• Flashlight and radio (five-mile range), crank and solar powered.
• Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
• Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
• Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
• Survival Knife
• Wooden Cross
• Mallet and wooden stakes
• 1 set extra clothes
Plastic-Man Light EBA
OOC Comments
• Armor: +4 Toughness: +1
• Weight: 13 lbs (Min Str: d4)
• Notes: Basic Communications (radio range five miles), air filtration systems, and five hours of emergency air
• Rarity: +1; Cost: 18,000
Wilk’s 320 Laser Pistol
OOC Comments
3d6 1 3 20 d4 2 +1 11,000
• Range: 15/30/60
• Dmg: 3d6, AP: 3
• ROF: 1
• Shots: 20 (two e-clips)
• Weight: 4 lbs. (Min Str: d4)
• Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
• Rarity: +1 Cost: 11,000
Amulet of Arcane Dominance
OOC Comments
Not all arcane wielders focus on human targets. Some are more concerned with the war for mankind to preserve the world from the horrors that have poisoned the Earth. When your enemy is an arcane being then mastery of and resistance to the arcane is essential. Richards stole this amulet from an assassin who used it to infiltrate the CS. Upon examination he was fascinated with the principles of the amulet and the way it amplified his awareness of raw arcane energy. In essence the amulet bonded with Richards and choose to only function for the Translocator (Shifter).

The amulet was of course confiscated when first reported and placed in the Coalition States Black Vault located in Chi Town. However after nearly two years it was secretly provided to the Vanguard and returned to Richards for use in the field with his new assignment with the Disavowed Cell team known as Baker’s Dozen.

The wielder gains mastery over arcane awareness and manipulation, gaining the raise effect on a successful use of arcane protection, and detect/conceal arcana. In addition the user gains +2 to Spellcasting when using spells of arcane energy manipulation.

Mechanics
Base item: Brass Amulet
  • Major: Easy Magic - when using arcane protection the character gains the raise effect on a normal success. (120,000 credits)
  • Major: Easy Magic - when using detect/conceal arcana the character gains the raise effect on a normal success. (120,000 credits)
  • Minor: +1 Spellcasting - when using spells targeting the arcane itself. Specifically; arcane protection, banishment, detect/conceal arcana, dispel, and drain Power Points (10,000 credits)
  • Minor: +1 Spellcasting - when using spells targeting the arcane itself. Specifically; arcane protection, banishment, detect/conceal arcana, dispel, and drain Power Points (10,000 credits)
    Total Cost (for repairs): 260,000
@Lars This is for the Translocator in the Disavowed
Bag of Holding
OOC Comments
(Patron Item) (Bronze, SWADE)
Image
Rare Enchanted Bag
Made for hiding what valuables are contained inside. As a free action, the character can activate the bag's magic and remove items from it.
• Weight: 1 lb.
Magic Features:
• Effect: Dimensional Pocket
• • Activation: A free action is needed to activate access to this function. Until the bag is activated, it is simply an empty, ratty looking (though sturdy) leather pouch. See Detection below.
• • Unless Activated, the pouch itself is usually empty or filled with a few random odds and ends. A canny user might keep a handful of few decoy items in the pouch while not activated to fool casual inspection.
• • Capacity: 50 lbs.
• • Restrictions: Though flexible, the orifice for deposit is only 4"x4", so nothing larger can fit inside the bag of holding. Retrieving an item takes an action. For every 4th item after the first in the bag, the time to grab an item increases by 1 action. 1-4 items: 1 Action 5-8 items: 2 actions, 9-12 items: 3 actions, etc. This can be spread over multiple rounds.
Contains












Detection and Identification: While the Bag of Holding is quite subtle, it is not truly hidden, merely disguised. Therefore the user is warned not to allow it to come under scrutiny by the magically or psychically active.
• A successful use of Detect Arcana will register it as magic, but will not usually reveal its purpose. A raise will reveal it uses Dimensional and Temporal magic, but not how.
• Using the Exalted Detect Arcana Power Modifier will reveal its function with a raise and that it uses Dimensional and Temporal Magic on a success.
• A Shifter using Detect Arcana will reveal it to be using Dimensional and Temporal magic on a Success and determine its function with a raise.
• Similarly a Shifter using Exalted Detect Arcana will automatically determine its function on a success. On a Raise they can figure out how to activate it.
NG LPO Elite Load-Bearing Chest Rig
OOC Comments
(Patron Item)
Image
Features:
• 12 attachment points
• Characters wearing this coat treat their Strength as one die type higher when determining Encumbrance (SWADE page 67). This stacks with Brawny.
• No Minimum Strength Requirement (3 lbs.)
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.88)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:

Credits:
1,500 Universal Credits
3,000 credits worth of gear or valuables
Last edited by Richards on Sun Apr 12, 2020 1:35 am, edited 4 times in total.
Richards
Lieutenant Adrian Michael Richards (Disavowed)
Rank: Novice 1 Advances Left: 0
Race: Human
Iconic Framework: Translocator (Shifter)
Attributes: Agility d4, Smarts d10, Spirit d6, Strength d4, Vigor d6
Pace: 6; Parry: 5; Toughness: 13 (6)
Skills:
  • Athletics d4
  • Common Knowledge d8 (2)
  • Notice d8+2 (2, Danger Sense)
  • Occult d10 (2)
  • Persuasion d4
  • Shooting d4 (special award)
  • Spellcasting d10 (2)
  • Stealth d4
  • Academics d8 (3)
  • Fighting d8 (4)

PPE: 10/15

Bennies: 3 (Updated July 21, 2020)
  • +3 Quarter reset
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.
User avatar
Richards
Posts: 30
Joined: Sat Apr 11, 2020 11:28 pm

Re: Richards (Disavowed)

Post by Richards »

Contacts & Notes
Richards
Lieutenant Adrian Michael Richards (Disavowed)
Rank: Novice 1 Advances Left: 0
Race: Human
Iconic Framework: Translocator (Shifter)
Attributes: Agility d4, Smarts d10, Spirit d6, Strength d4, Vigor d6
Pace: 6; Parry: 5; Toughness: 13 (6)
Skills:
  • Athletics d4
  • Common Knowledge d8 (2)
  • Notice d8+2 (2, Danger Sense)
  • Occult d10 (2)
  • Persuasion d4
  • Shooting d4 (special award)
  • Spellcasting d10 (2)
  • Stealth d4
  • Academics d8 (3)
  • Fighting d8 (4)

PPE: 10/15

Bennies: 3 (Updated July 21, 2020)
  • +3 Quarter reset
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.
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Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Richards - Vanguard Translocator (Shifter)

Post by Daniel »

Rob. Nice. Looks good. Hope you have fun with this game - Lars
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Richards - Vanguard Translocator (Shifter)

Post by Ndreare »

  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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