Gridia "Grid" Thorem (SWADE Conversion)

The quest to destroy the Demon Prince of Death
GM: Ndreare
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Gridia Thorem
Posts: 73
Joined: Wed Jul 24, 2019 10:30 am
Location: Lousiville, KY

Gridia "Grid" Thorem (SWADE Conversion)

Post by Gridia Thorem »

Gridia “Grid” Thorem
Rank: Corporal
Race: Elf
Iconic Framework: Ley Line Walker
Attributes: Agility d6, Smarts d12, Spirit d8, Strength d4, Vigor d12
Pace: 6; Parry: 5 (+1 when Staff Equipped); Toughness: 8; Strain: 0
Skills:
  • Fighting d8
    • 3 pts from creation
  • Investigate d4
    • 1 pts from creation
  • Knowledge (Arcana) d8
    • 3 pts from creation8
  • Knowledge (Dragons) d4
    • 1 pts from creation
  • Notice d8
    • d4 default skill
    • 1 pts from creation
    • 1 pts from advance
  • Shooting d4
    • 1 pts from creation
  • Spellcasting d12
    • d6 from Iconic Framework
    • 2 pts from creation
    • 1 pts from advance
  • Streetwise d4
    • 1 pts from creation
  • Survival d6
    • 2 pts from creation
  • Common Knowledge d4
    • default skill
  • Stealth d4
    • Default skill
  • Athletics d4
    • Default skill
  • Persuasion d4
    • Default skill

Hindrances
  • Heroic (Major): Gridia vows to find a Rift that will take him home.
  • Driven (Minor) : Gridia is always striving to improve his "new" found abilities. He aims to be a LLW in the highest esteem, both to LLWs and those not intolerant of the occult.
  • Quirk (Minor - Cultural Superiority) : Having come from a family of higher social and economic value, Gridia tends to look down on others.
  • Loyal (Minor): Gridia’s loyalty is only surpassed by his vow to return home. His family in the Tomorrow Legion receive his utmost loyalty.
  • Habit (Minor): Gridia is very fond of candy.

Edges
  • Master of Magic:
    • Gain Mega Power modifiers for all known and future powers
  • Exceptional Rapid Recharge
    • Recharge PPE at 30/hour
  • Elan
    • +2 to all rolls after use of a benny
  • Luck
    • +1 Benny per session
  • Tough As Nails
    • 4 wounds to incap
  • Power Surge
    • Gain 10 PPE when draws Joker. Cannot exceed max PPE
  • Improved Level Headed
    • Draw 3 cards for initiated, taking highest drawn.
  • Ley Line Phasing
    • Teleport instantly and flawlessly along a ley line after concentrating for 1 full round (no actions of any other kind can be taken).
    • Must make Fatigue check (Vigor roll). Requires 4 hours rest to recover. Additional trips apply -2 to Fatigue check until LLW takes a full night's rest.
Last edited by Gridia Thorem on Tue Jan 28, 2020 9:21 am, edited 5 times in total.
Quick Stats
Race: Elf
Class: LLW

PPE: 34/60
Bennies: 0/4
Wounds: 0/4
Fatigue: 0/2

Attributes: A d6; Sm d12; Sp d8; St d4; V d12

Pace: 6 (48 flying [9 rounds]); Parry: 5 (+1 w/ Equipped Staff); Toughness 8 (6 mdc [9 rounds]); Strain: 0
Active Powers
  • Swift Flight (fly at pace of 48)
    Greater Protection (+6 MDC)
Combat Edges
  • Power Surge
  • Elan; Luck
  • Tough As Nails
  • Improved Level Headed
User avatar
Gridia Thorem
Posts: 73
Joined: Wed Jul 24, 2019 10:30 am
Location: Lousiville, KY

Re: Gridia "Grid" Thorem (SWADE Conversion)

Post by Gridia Thorem »

Powers
Arcane Background: Magic
PPE/ISP: 25 - Recovery: 1 / 5 minutes

Protection (formerly Armor) (1) [Novice]
  • Range: Smarts
  • Duration: 5
  • Trapping: Arcanic energy weaves its way around the targets body, taking an appearance similar to a bubble but slighting more vibrant in color. As it takes damage, it jiggles much like a gelatin dessert.
  • Effect: Grants 2 points of armor for a success and 4 points with a raise.
  • Mega Modifier:
    • Greater Protection (+3): Grants +6 MDC armor with a success and +8 with a raise.
Blast (3) [Seasoned]
  • Range: Smarts x2
  • Duration: Instant
  • Trapping: Napalm like fire-bombs appear in either hand of Gridia and are arcanically thrust in a parabolic arch toward their intended destination.
  • Effect: Ranged attack results in an MBT at the PC’s chosen location, or it deviates with a failure. Causes 2d6 damage on a success, or 3d6 with a raise
  • Modifiers:
    • Focus into SBT for +0 PPE
    • Focus into LBT for +1 PPE
    • Increase damage to 3d6/4d6 for +2 PPE
  • Mega Modifier:
    • Greater Blast (+4 PPE): Increase damage to 4d6/5d6 Mega Damage


Bolt (1) [Novice]
  • Range: Smarts x2
  • Duration: Instant
  • Trapping: Lightning spirals down Gridia’s arms, from his elbows out of his hands towards the target.
  • Effect: 2d6 damage with success or 3d6 with a raise
  • Modifiers:
    • Increase damage to 3d6/4d6 for +2 PPE
  • Mega Modifier:
    • Great Bolt (+4): Increase damage to 4d6/5d6 Mega Damage
    • Onslaught(+2): Increase RoF to 2
      • Ignores Recoil and Bullets Per Rate of Fire rule
      • May be used for suppressive fire
Detect Arcana (0) [Novice]
  • Range: Smarts
  • Duration: 5
  • Trapping: Eyes turn solid green. No pupils, just green. Physically, it’d be impossible to tell which direction Gridia’s eyes are looking.
  • Effect:
    • Detect supernatural persons, objects, or effects within sight. Includes ivisible foes, enchantments, items, devices, etc.
    • Ignore 4 points of penalties to foes hidden by magical darkness, invisibility or similar abilities, or all penalties with a raise.
  • Modifiers
    • Additional Recipients (+1): May affect more than one viewer per PPE spent
    • AoE (+1/+2): Effects everything in a sphere in a MBT or LBT based on PPE spent
  • Mega Modifiers
    • Presence Sense(+1): Sense the presence and exact location of living beings within range like a radar. No longer requires Line of Sight.
    • Exalted Detect Arcana(+2): 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.

Disguise (2) [Seasoned]
  • Range: Smarts
  • Duration: 10 minutes
  • Trapping: A brief shimmer takes place as the target transforms its appearance.
  • Effect: Allows the target to assume only the appearance of another person.
    • Notice rolls to see through disguise are made at -2/-4
  • Modifiers
    • Additional Recipient(+1): May affect more than one target at +1 PPE each
    • Size(+1): Target may alter size up to two sizes larger or smaller than self
  • Mega Modifier
    • Illusory Mask(+2): Target looks and sounds like the person down to the smallest detail
Dispel (1) [Seasoned]
  • Range: Smarts
  • Duration: Instant
  • Trapping: Gridia holds his hands with each palm facing the other, in front of his chest, parallel to the ground. Any visible power is pulled like a vortex into the center of the negative space between his hands. As the power is consumed, a ball forms. Slowly, Gridia closes his hands around it and displaces the power the moment his hands are clasped together.
  • Effect:
    • Negates enemy powers
    • No permanent effect on innate abilities such as Dragon’s Breath. Affects arcane devices normally.
    • If on hold, can be used to counter spells
      • Opposed arcane skill roll (-2 if arcane powers differ)
      • Success ends power immediately, or causes failure contextually.
      • Raise causes target to be Distracted
  • Modifiers:
    • Power (+1): Can disrupt enchanted devices for 1with a success or 2 with a raise.
      • Difficulty is at a -2 for permanently enchanted items
      • Difficulty is at a -4 for legendary or divine relics.
  • Mega Modifier
    • Exalted Dispel(+2/+4/+6): uses SBT/MBT/LBT based on spent PPE.
      • Caster makes one Arcane skill roll against Arcane skill rolls of ALL power in targeted area. Negates all successes.
      • Affects all powers unless Selective Power Modifier is used.
Fly (3) [Veteran]
  • Range: Smarts
  • Duration: 5
  • Trapping: Arcanic rings form around the joints of the target, constantly orbiting each joint as though it’s pivoting from the focal point of the target’s anatomic structure. Speed of orbit directly reflects the speed at which the target is flying.
  • Effect: Target can fly at a pace of 12 or twice that with a raise (may not run)
  • Modifiers:
    • Additional Recipients(+2): May affect more than 1 target at +2PPE each
  • Mega Modifiers:
    • Swift Flight(+5): increase flying pace to 24/48 respectively
Growth/Shrink (2+) [Seasoned]
  • Range: Smarts
  • Duration: 5
  • Trapping: Gridia makes a thumbs up, puts his thumb to his mouth and begins to “inflate/deflate” his hand via his thumb. Each breath represents one size change.
  • Effect:
    • Shrink: reduces the target’s size by 1 for each 2 PPE spent to a minimum of -2 (Rat). Each size change reduces Strength by 1 die type (min d4), and Toughness by 1 (min 2).
    • Growth: Increases size by 1 for each 2 PPE spent. For each size change, strength increases by 1 step, and toughness increases by 1.
    • Unwilling targets make an opposed Spirit roll
  • Mega Modifiers:
    • Greater Growth/Shrink (+2): Duration is measured in minutes instead of rounds
    • Tiny Yet Mighty(+2): Shrunken targets retain strength and toughness.
Healing (3) [Novice]
  • Range: Touch
  • Duration: Instant
  • Trapping: Gridia moves his hand slowly over the wound(s). As they pass under his hand, they appear to disappear as if being erased from a drawing where the canvas is the natural healthy form of the target.
  • Effect:
    • Removes wounds less than 1 hour old
    • 1 wound for a success, 2 for a raise
    • May be cast multiple times to heal multiple wounds
    • Extras
      • GM must determine if still alive
      • Success returns ally to action or shaken if it matters
  • Mega Modifier:
    • Mass Healing: +2 PPE to heal all allies within MBT. +3 for LBT. Ignores wound modifiers, but rolls at a flat -2
Shape Change (Special) [Novice +]
  • Range: Self
  • Duration: 5
  • Trapping: As Gridia changes, his body tenses. Arcane energies, similar to that of a ley line begin orbiting all the parts of his body as though creating an arcane cacoon. The cocoon, naturally, takes the size of Gridia’s body, unless the target shape is larger than his physical form, which it will then be as large as is necessary to conceal the shape until the transformation is complete.
  • Effect:
    • Change dependent on PC Rank
      • 3 PPE - Novice - Size -4 to -1
      • 5 PPE - Seasoned - Size 0
      • 8 PPE - Veteran - Size 1-2
      • 11 PPE - Heroic - Size 3-4
      • 15 PPE - Legendary - Size 5-10
    • Raise increases visual size slightly and increases Strength and Vigor by 1 die
    • Weapons and personal effects are assumed into form, other objects are dropped
    • PC retains Smarts, Spirit, Hindrances, Edges, and linked Skills
    • Gain animals Agility, Strength, Vigor, Linked skills
      • Cannot use devices that require humanoid form
    • May not speak, resulting in an inability to use powers
    • Previously activated powers persist
    • Gain Natural Abilities of animal (i.e. dragon’s fire breath)
    • Do not gain wounds from transforming to larger sizes.
  • Modifiers
    • Speech (+1): Retain ability to speak, but cannot cast powers
  • Mega Modifiers
    • Extended Change(+1): Duration is measured in minutes instead of rounds
    • Greater Shape Change(+2): The caster can take on the form of any type creature: humans, humanoids, and even magical monsters and beings. Only natural, inherent abilities to the form are gained, not anything derived from technology or training.
**Mind Reading (2) [Novice]
  • Range: Smarts
  • Duration: Instant
  • Trapping: Gridia’s eyes become emissive with a light of their natural color (blue) and acquire a green outline during the intrusion.
  • Effect:
    • On a successful opposed roll (Smarts), gain one truthful answer from the target.
    • Target is aware of the intrusion, unless caster gets a raise.
    • GM may add modifiers based on target mental hindrances or current state of mind.
  • Mega Modifier
    • Mind Walk(+4):
      • Duration increases to 5 minutes
      • May ask any number of questions, explore memories, have a simple, brief conversation with inner consciousness
      • Particularly vital or dangerous questions or thoughts, deep hidden fears, or greater emotional thoughts may call for an additional contested roll
**Powers contained within Magical Staff
Quick Stats
Race: Elf
Class: LLW

PPE: 34/60
Bennies: 0/4
Wounds: 0/4
Fatigue: 0/2

Attributes: A d6; Sm d12; Sp d8; St d4; V d12

Pace: 6 (48 flying [9 rounds]); Parry: 5 (+1 w/ Equipped Staff); Toughness 8 (6 mdc [9 rounds]); Strain: 0
Active Powers
  • Swift Flight (fly at pace of 48)
    Greater Protection (+6 MDC)
Combat Edges
  • Power Surge
  • Elan; Luck
  • Tough As Nails
  • Improved Level Headed
User avatar
Gridia Thorem
Posts: 73
Joined: Wed Jul 24, 2019 10:30 am
Location: Lousiville, KY

Re: Gridia "Grid" Thorem (SWADE Conversion)

Post by Gridia Thorem »

Background
To tell you of my current days would be so wrongfully criminal as you would only have a sampling of the tale. First I must tease you of a world much too far from this one.
Pre-Earth
Our world was vastly different from this world, although it seems like so long ago, it is hard to remember. Our buildings were far larger and more aesthetically pleasing to the eye than the world I’ve come to know. I remember our vehicles were sleeker, designed for optimal efficiency. Our global infrastructure was, well, it existed. That’s a far cry away from what has happened here. Han and I had the usual mom and dad. We shared a lot of the same friends too. That’s what happens with twins, you know? You could say our family was pretty well off. There was definitely a steady flow of money, but that never seemed to get in the way. Dad and Mom were always around when we needed them. Graduations, birthdays, you know, all the usual stuff. To be honest, it’s a pretty wonderful family. Speaking of birthdays, that’s about when we came here. I had only just acquired the newest pod for my 61st. Our friends were envious. None of them could have dreamed of owning one the day they were released; of course, it was all due to my father’s connections within the transportation industry. You’d assume our father was a prominent figure in our world. I’m not saying he isn’t: however, Han and I never really knew what it was he did. It was a very discrete topic, even within the walls of our home. All we can really tell you is that he’d often leave with a convoy of vehicles, and anytime I’d see him outside of home, there’d be his usual security detail. My guess has always been government research. He was a great dad though, and his job rarely conflicted with the home life, so it was never a big deal. Sometimes I truly believe I took it for granted before coming here. I remember the day so vividly. It was, after all, the same day I came to this desolate world.
The Incident
As sons of Hallux Condyle Ondodel, we were afforded a certain amount privileges not awarded to the usual rabble. My brother and I were experiencing the finer points of such a unique vehicle. That’s when it had happened. The wondrously bright archway had appeared so suddenly, there was no time to react. Even so, I remember there being a tremendous feeling deep within me. Something had awoken when it appeared and was stirring like fire from the very depths of my soul. I got lost in a moment of my inner thoughts, but that’s when I came to. I had merely blinked and then I was flying through the air in a forest no less, explosions from the pod’s various fuel chambers collapsing could be heard behind me. No doubt it was such an explosion that turned me into a pointy eared projectile. I remember awaking in a very foul state of mind. The searing pain in my arm had to come from one of those trees but it all happened too fast to tell. To this day the scar reminds me of that nightmare turned reality.

By the way, Han is my older brother. Don’t be mistaken though, we’re twins, and I’m clearly the better half. But that’s for you to decide. We’ve been side by side for most of our lives, getting through one scrape or the next. Our bond is that of brothers, naturally, and it is not easily shaken. Unless, of course, by one of the two of us. That is to say, if I were to ever get back home. I could not find him the day we came to this world. He might have died in the explosion, but I don’t think so. I’ve always had a feeling that he’s been safe on our world. The Rift that caused the incident came for me and me alone.
A New World
Now I was stranded. The feeling I had experienced was gone, and the magnificent archway was nowhere to be found. What had happened? I’d soon find out that this world had these awe-inspiring phenomena called Rifts. Apparently, a Rift between my world and this Earth had opened momentarily and exposed to two planes of time and space. This is what brought me here. This is what cursed me in a fleeting moment.It is a very sobering experience to be literally thrust from your world to another and to learn there’s virtually no simple way back. Then it occurred to me as quickly as I’d arrived; If the Rifts are how I came to this place, then this is how I will get back.

Or so I thought. I spent nearly 50 years searching - might I add, I had no real concept of the scale of time in this world so by my guess, it had been 50 years from my world -, traveling, sometimes aimlessly. I was searching for that of another Rift. But not just any Rift. The Rift that would reconnect to my world. The Rift that would take me home. This is how I came to learn about this world, or at least parts of it. I learned of the Coalition States. A despicable society whose vast ignorance far overshadows their rather impressive military strength. The Federation of Magic who’ve shown me a thing or two about that feeling I had mentioned, but more on that later. I’ve also heard about the Tomorrow Legion, which concerned me at first. But the rumors surround such a name are that of an almost prophetic sense of righteousness. You know, stories of grandeur where fairness and equality are heralded as the path for all beings. It’s a nice thought, but a bit naïve in this world where chaos tends to reign supreme. I’ve heard tell of other places, both far and near, people of a variety of cultures, and many horrors and wonders that could ensnare even the most intellectual of minds. But nothing prepared me for the things that would come in the latter half of my lifespan.
Separate Ways
First I should share with you, a fact about myself that I must be discrete about when sharing. For you never know who’s listening in. Do you remember that feeling of mine? The one that arose just before the plight of this world was thrust upon me. I have come to learn that this feeling was a form of power. A power from within if you will, much like one’s soul, but a soul that I could draw upon to do amazing things. As it turns out, those Rifts I mentioned earlier all happen to form upon what this world calls Ley Lines. And these Ley Lines are where I draw the aforementioned power. I soon came to find that, within this new world, came new abilities.

It didn’t take long after I discovered these abilities to seek out other walkers. I had to learn, had to know more. It was amazing. These ley lines were everywhere and I had to merely follow my instincts to seek them out. Of course, I had always been drawn to them. This was mainly how I navigated this world when I first came here. Little did I know, that the abilities I’ve honed to this day were always with me, from the moment I drove through that cursed arch. Cursed? I suppose not. This is, after all, an amazing power that none from my home would have ever dreamed of wielding. This world was different however. There were plenty who were aware and capable of using such powers.

I traveled the world. I learned all I could about these wondrous ley lines and all that they could help me be, and as I’ve learned what help they may end up being. Through my travels, I’ve learned that I may be the key to bringing my brother and I home. My goal is clear, master the ability to open Rifts. If I can learn about this, I can learn to control them. I may even be able to control where the Rift leads. Then, I could go home. One harsh truth I’ve learned though. Earth has a funny way of complicating plans.

As I mentioned, I traveled in an effort to seek out information. As this world is virtually devoid of literature, my curiosity turned to those with similar capabilities. I knew of one place I could go to at least find some knowledge, the Magic Zone. I had learned of its whereabouts from other travelers. They spoke of a place where all manner of mysticism exists, both physical and supernatural. And they weren’t wrong. I learned very quickly that you can find a great number of things in the Magic Zone. I remember the first demon I saw. It had to be at least three stories tall and it had a peculiar number of appendages. That’s when she found me. It was quite startling for me, as I had been enthralled with watching the demon in the distance. She did not speak a word, but motioned for me to follow her. There was a sense of urgency to her actions, so, admittedly blindly, I followed her away from potential danger.


Torya Wyndalannkya
Her name was Torya Wyndalannkya. I had never seen such a person. Her blondish hair was long, but held up as to appear like horns from her head. She wore a breathing apparatus, and a vividly blue cloak that reached her calves. She had a curious emblem on her belt. A form of knot. I thought it had been Elvish, but she later would tell me it was Celtic. I’m still unsure of the meaning. She also held in her hands a staff with a peculiar ornament on the top. It was similarly shaped to the knot on her belt, but it was clearly being held in place by air, or rather magic. One of her sleeves had been torn clean off of her robe, exposing a tattooed arm. On her forearm was a type of gauntlet that had typing that ran up her arm and into her cloak. I never learned what this was, but she swore it was vital to her health. Torya, as I learned, was a ley walker. This is where I had first heard the term, and she is the one who showed me what I truly am.

Torya had found a peculiar interest in me. As she’d tell you, I was the first ley walker she’d encountered who knew nothing about ley lines. This wasn’t true, not in the strictest sense of the words, but she wasn’t wrong. Compared to my knowledge now, I truly was ignorant that day. I spent several years, traveling with Torya, and we had grown quite close. She taught me how to use ley lines for transportation, how to defend myself with the magic within me, and arguably my most important ability, how to conceal my true self. I found my time with Torya to be extremely valuable and it wasn’t long before Torya had seen me as an equal. That’s when things went south, as they say.

I had been practicing for some time with a new spell I had seen another practitioner perform. It had fascinated me from the moment I saw it. This rather huge Fennodi had been causing a commotion in this settlement’s common area. Now, this was odd in and of itself. I had learned that fennodi were generally peaceful beings, but what was truly odd, was his size. This Fennodi had to be twice the size of an average Fennodi. After some spectating, I saw it happen before my very eyes. The creature simply stopped being large. It wasn’t instantaneous if you will, but it was quick nonetheless. I had learned from Tarya that this was a spell that could be learned by powerful magical entities. When I asked her, she said she had not tried. The next few days she had been very cold when I mentioned training. From that point, we started growing distant. It all came to a head when one day I had finally done it. I had managed to increase my size by over twice my normal height. I was MASSIVE. I had wanted to share this discovery with Torya, but when I returned to find her, she was gone. All I had found was this letter:

Gridia,
After all this time, I can’t say that I’m glad to be leaving. Watching you learn the proper use of your gifts -- and participating in the advancement of that knowledge -- has been one of the most rewarding things I’ve done in recent memory. Your desire to always learn more, do more and grow more made you a wonderful student, but there comes a time that a student no longer needs his tutor. That day has come.
I cannot push you any further than you have already come, and I would be a fool to try. You, too, would be a fool to try, but we must each make our own mistakes. I won’t sit back and hover while you make yours. Perhaps you and I shall meet again one day; only time and destiny will determine that. Until then, remember: every line has an end.
-- T.

I wasn’t sure how to feel, but now I see it was the right direction. It was clear that Torya had shown me all she could in the ways of a Ley Line Walker. She’ll always have my respect as a teacher, but I worry about what she meant in her letter.

I would run into Torya a few more times in my travels. There were always the warm greetings, but it would very quickly change to an argument over the advancement of my abilities. Each time she’d find I had learned more, the more I felt like she began to resent me. One of these encounters, she finally explained to me that she believed that every being has a destiny and that destiny has its limits. She told me that her view was very finite to magical beings in that she believed each being could only pursue magic to a certain level of efficiency, then they would plateau in a way. I tried reasoning with her, but she wouldn’t listen. I even tried convincing her that perhaps I had not reached my peak as she believes it exists. Her ignorance will be her folly, and I do hope that she does not perish because of her unwillingness to progress in her understandings of the ley line walkers.

I continued my travels and eventually ventured away from the Magic Zone. It was clear to me that such a dangerous place would likely hinder my search for knowledge more than it would help. Odd, I know, but the Federation of Magic doesn’t exactly have the greatest reputation, even among the magical entities of this world. That brings us to the present.

The Dragons
During one of my exploits involving the ley lines, I have somehow become the thing of whispers. A number of rumors had popped up in certain regions in regard to my capabilities. While not wide spread, this ended up putting me in contact with a rather fascinating couple. Cinder and Ember had my attention from the moment I sensed them. There was something unfamiliar about their arcana but I couldn’t quite place it. As you may already have guessed from their names, dragons have a funny way of being impressive. Word had gotten out about my exploits. The dragons had reached out to me in order to acquire our assistance in a matter that was more an immediate need than for me to get home.
Recent Developments
You might be wondering, what on Earth could have persuaded me to abandon my search home. Well, you might say that after almost 150 years -maybe?- of searching, home seemed just as far away as ever. I’ll tell you though, when you’re on this world, the sense of adventure can be overwhelming. Cinder and Ember were in a dire situation. Despite being dragons, they needed the help from the likes of those not from within their home. They had feared that their enemies had gotten too close to the settlement of South Hutchinson. They had long been fighting with a band of mercenaries and slave traders known as The Sanguine Cobras. Now, I’ve come to learn this to mean “the blood red snakes” which I’ve always found somewhat amusing. That is until recent events, but again, I’ll get to that. So as I mentioned, Cinder and Ember needed our help with this gang. Turns out that this would be terror organization was actually pretty well funded and they got around. The Cobras had gotten wind that a pair of dragons had chosen to settle in the hills of South East of the Federation. Funnily, the local population refers to them as mountains, but if I’m to translate this properly, their mountains are tiny compared to ours. Different worlds are fascinating. Anyway, within these mountains you’ll find South Hutchinson and Ember and Ember. The two had decided they were going to mate. They had thought, being at the distance from the CS, as they were, that they would be relatively safe to mate. Unfortunately the Cobras had a different plan in mind. Soon the news had reached the dragons about a gang terrorizing the region, looking for a pair of dragons. Using a rather clever technique where the dragons transform into a more friendly appearance, they began to do their own reconnaissance. What they shared with me was truly horrific. The Sanguine Cobras had begun enslaving whole settlements, promising to only stop once the dragons came forward and surrendered. As proud as they were, Cinder and Ember decided to act thinking this was a trivial matter. For months, the dragons fought with The Sanguine Cobras toe to toe. And who wouldn’t doubt it. Have you seen a dragon fight? No thanks. Turns out, the dragons had bitten off more than they could chew. Whoever lead these Cobras was highly intelligent. He had been strategically canvasing the terrain, recording the dragon’s movements and their whereabouts. He had discovered their point of origin. Through no amount of luck, Cinder and Ember discovered this in time to summon help. I, along with countless others came to the aid of the dragons. I couldn’t name them all, and many have fallen in the time I’d been there.

It was years, and I feel them weighing on me the longer they went on. The fight had come to South Hutchinson. It’s sad to say, the youth of this settlement, a mining settlement at that, would never know a life of peace. By now, there was no secret that the dragons were safe in South Hutchinson. News had spread through the Ley Lines of their existence. Only some of us are aware, South Hutchinson was the focal point for a Nexus. Ironic is the word you’re looking for. It was useful really. I could use it daily and no one around me was the wiser, no one but the dragons and select others. I had grown quite close to Cinder and Ember over a little more than a decade. We had been fighting for so long. It was about three years ago today. That was when news came from a fellow walker. She had been spying on the Cobras and had learned of a plan to overrun South Hutchinson. We had never thought this possible. Their numbers couldn’t possibly sustain such an effort. Then the information came that changed everything. The leader of the Cobras had devised a cruel and unusual method using arcane powers to turn their captives into a fighting force. Their intent was to enslave the dragons wiht the very same power. Our task became clear. Find the method of enslavement, and destroy it. This took time of course. We’re only capable of so much.

It was a technowizard who ultimately saved the day. We had learned that the Cobras were utilizing some form of broadcasting device to manipulate the captives. The gang was fitting each slave with an implant fixed right at the base of the neck. It wasn’t hard to find the implants because the unimaginative Cobras had fixed each implant with a light, presumably to show a working functionality.

The Plan
The technowizard, Amaya, surmised that however the Cobras were controlling their victims, there had to be a central, mobile device. This device would have to be vital to retaining the manipulative powers on all of the would be slaves. She said it’d be relatively close to the camp, most likely within it. We came to a consensus that we had to find a way in and determine for ourselves what the problem truly is. It was up to me this time.

We managed to ambush a patrol of Cobras not far from their camp. Using their identities, I disguised Amaya and myself. We made our way back to the camp where we were able to survey in great detail what was happening. I’ve heard of atrocities. Crimes against Elfkind wasn’t unfamiliar to me. But this was a different kind of wrong. The captives were forced to live without shelter. Barely a fire to protect them against the elements. But the eerie site, the images I will be hard pressed to get out of my mind were the calm. I don’t mean peace. I mean pacification. The captives appeared docile, almost infantile. Soulless. Amaya found a particularly interesting setup of machinery. Unfortunately, whatever it was interfered with my abilities and I saw Amaya flickering back into her natural self. This could only mean I was too. I motioned for us to leave, and I think she got the point.

When we got back to our friends, Amaya was sure that we could disable the devices without harming the victims.She had built some sort of jammer, or that’s how I understood it. It’s supposed to block the broadcaster from emitting the signal being used to pacify the captives. All we needed to do was get her close enough to implement it. The plan was to shut it down, then give a signal to begin an assault. The dragons figured there would be mass confusion among the captives, and the captors would do all they could to retain order. That usually meant violence from what we’ve previously witnessed. We figured two groups were needed, one to help evacuate the captives, and one to occupy the Cobras.

To me, it was easiest to just disguise ourselves again. We managed to work our way back into the camp, and got close enough to the emitter. Han worked his magic, and I was supposed to send up a signal so the others knew it was time. I wasn’t given that chance. Han’s device worked wonderfully fast. As soon as he flipped the switch, the captives all returned to some semblance of their former selves. And, as you might have guessed, that’s when the screaming, the gunfire, and the confusion set in. It was a madhouse. It wasn’t a moment later when the calvary came in. It’s a fine thing to know a couple of dragons are covering your retreat. In the disarray, Han and I managed to escape within the captives back to South Hutchinson.

Once we had regrouped, it was clear that Cinder was in a sort of bloodlust. Her rage had escaped her reason as she argued with Ember and the rest of us over whether to return to South Hutchinson, or as she wished it, if we leave nothing of the Sanguine Cobras save a large pile of ash. It was certainly within her grasp now, as the Cobras had made one fatal mistake. They had finally centralized their forces. Ember had finally calmed his partner down, much to our relief. It would have been so very unlike Cinder to pursue such and action. She had always shown a great amount of admiration where life was involved. Even those of her enemies. This was something new, and I’m not ashamed to say it scared me.

We had suffered a number of casualties in our assault, but the greater outcome was an overall success. South Hutchinson suddenly had a couple thousand refugees on its hands. Some elected to stay, but a large portion of them decided they wanted to find a home of their own. I think they knew it would be some time before any real accommodations could be made for them. I think the rough count was about 200 stayed in town, and the rest ventured off. A few of ours went with them, simply to provide a bit of security. Not sure how much good it would do them but off they went.

Once South Hutchinson had returned to a somewhat normal state, the dragons had asked to see me. Their nest was an abandoned mine shaft that the settlement no longer used. As I entered the cavern in which they resided, that’s when things became very clear.

There sat Cinder, tending to a rather large egg. I was greeted in my Elven tongue as they had done so before. The culmination of their decades long mission to live as the rest of their world does. It was no secret. Cinder had spoken time and time again about how they would have a child soon following the guaranteed safety of the region. Ember all but repeated those same desires as he enlightened me about the wonderful creature growing within the egg. But it was as though the happiness had left his voice when he spoke of what came next. The dragons were leaving. They knew their spawn would be safer away from them, and they were entrusting it to me.

The Hatching
A few weeks had passed, and I was fortunate to be the one tending the egg. Suddenly, a crack had appeared. What overcame me was nothing short of paralysis. Not that I had tried, but I found myself just watching, staring even. After an hour or two, before me stood a rather magnificent young hatchling. This was Crispinor. Now let me tell you, I was immediately relieved when she was able to hold a conversation. I thought, after the whole we’re leaving the egg with an elf, that maybe Ember and Cinder were setting me up to look the fool. They had told me that Crispinorwould be able to speak. But really, how hilarious would it have been to see a grown elf having a remotely adult conversation with an infant? I remember laughing at the thought, but then I had to explain to Crispinor her current situation. I spared no detail, the young one clearly had an advanced mind, but I got the sense that she needed some further development. There was very little empathy for the absense of her parents. I suppose that’s to be expect though. Her parents weren’t fond of bonding either. Crispinor was my responsibility now, so we made it work.

No Time Like the Present
After some years, I left Crispinor. She had grown to be a competent dragon. Able to defend herself and form her own ideals about the world. So she set off to stake her claim somewhere else.
No longer feeling a sense of responsibility to Crispinor or South Hutchinson, I set off. I knew I wasn’t far from the Tomorrow Legion’s Castle Refuge. I figured it was time to determine what they were all about. When I arrived, I had not realized what I would find. Here was an organization Hell bent if you will on the betterment of Rifts Earth. I was met with some skepticism, but overall I was greeted with open arms. In fact I was put to use immediately helping navigate the Ley Line network. It was here I got the nickname “Grid”. In my travels, I became familiar with a wide network of Ley Lines up and down the Easter area of the country. And because of this, Castle Refuge used me and my knowledge for a wide variety of tasks. Mostly recon or long term ventures from the safety of the castle. There was an understanding of my desire to reach home, and this organization knew I may find my home faster if I was out in the field. So, they sent me out into the world as often as they could, sometimes for very long lengths of time. That’s how I ended up here.
Quick Stats
Race: Elf
Class: LLW

PPE: 34/60
Bennies: 0/4
Wounds: 0/4
Fatigue: 0/2

Attributes: A d6; Sm d12; Sp d8; St d4; V d12

Pace: 6 (48 flying [9 rounds]); Parry: 5 (+1 w/ Equipped Staff); Toughness 8 (6 mdc [9 rounds]); Strain: 0
Active Powers
  • Swift Flight (fly at pace of 48)
    Greater Protection (+6 MDC)
Combat Edges
  • Power Surge
  • Elan; Luck
  • Tough As Nails
  • Improved Level Headed
User avatar
Gridia Thorem
Posts: 73
Joined: Wed Jul 24, 2019 10:30 am
Location: Lousiville, KY

Re: Gridia "Grid" Thorem (SWADE Conversion)

Post by Gridia Thorem »

Gear
Item
  • Magical Staff (see HJ Results for stats)
  • NG-33 Laser Pistol
    • Range: 15/30/60
    • Damage: 2d4 + 1
    • AP: 2
    • RoF: 1
    • WT 4
    • Shots: 20
  • NG-S2 Survival Pack
    • Two-person tent
      • Insulated to -40° F
      • Water collection
    • Sleeping bag (insulated)
    • Flashlight
      • Concealed Pocket knife
      • Solar powered
    • Biometric compass/inertial mapper
      • +2 to related survival rolls
    • Short range radio
      • 5-mile range
    • First Aid Kit
      • 3 uses
      • +1 to healing rolls
    • Hunter/Fisher kit
      • Wires
      • Line
      • Hooks
      • Small game trappings
      • +1 survival for food gathering
    • 3x saw wires
      • Can slice through wood, stone, and non-mega metals
    • Fire Starter
      • Solar powered with flint starter
      • 6 extra flints
    • Survival Knife
    • Small hatchet
    • Wooden Cross
    • 4x signal flares
    • Climbing Kit
      • 30ft of lightweight cord
      • Climbing gloves
      • Four ceramic spikes
      • Small mallet
    • Bar of soap and sterilized cloth
    • Canteen
    • 2 weeks of rations
  • Translator:
    • Programmed with the most common languages spoken in North America,
    • operates with a d12+2 skill for most translation work
    • It can be set to operate via digital display or audio.
    • Use the same process as for the cybernetic Language Translator to teach the system new languages.
    • 1 lb, 9,600 credits
  • Infrared Distancing Binoculars:
    • 2-mile range
    • provide infrared overlays
    • crosshair targeting
    • real-time digital output of distance and estimated travel times to targeted locations.
    • 2 lb, 1,200 credits
  • LLW Light Armor
    • +3 armor
    • +4 to vigor rolls against airborne toxins and diseases
    • 4lbs, 9,000 credits

Credits: 130,200

Contacts

Torya Wyndalannkya - Ley Line Walker -Connections to the Magic Federation - Mentor
Amaya - Technowizard - South Hutchinson - Ally
Quick Stats
Race: Elf
Class: LLW

PPE: 34/60
Bennies: 0/4
Wounds: 0/4
Fatigue: 0/2

Attributes: A d6; Sm d12; Sp d8; St d4; V d12

Pace: 6 (48 flying [9 rounds]); Parry: 5 (+1 w/ Equipped Staff); Toughness 8 (6 mdc [9 rounds]); Strain: 0
Active Powers
  • Swift Flight (fly at pace of 48)
    Greater Protection (+6 MDC)
Combat Edges
  • Power Surge
  • Elan; Luck
  • Tough As Nails
  • Improved Level Headed
User avatar
Gridia Thorem
Posts: 73
Joined: Wed Jul 24, 2019 10:30 am
Location: Lousiville, KY

Re: Gridia "Grid" Thorem (SWADE Conversion)

Post by Gridia Thorem »

Advances

Iconic Framework - Ley Line Walker
  • 20 PPE
  • Master of Magic Edge
  • Begins with Rapid Recharge Edge
  • Spellcasting starts at d6
  • 5 initial powers
    • Blast
    • Fly
    • Armor
    • Growth/Shrink
    • Disguise
  • Detect Arcana at will and as a free action
  • Add 2 dice to pool for available PPE when drawing extra PPE from ley line
  • While on a Ley Line, natural healing rolls can be made 1/day
  • Ley Line Sense:
    • Sense Ley Lines within 10 miles
    • Automatically determine
      • Ley Line’s power
      • What direction it flows
      • Where it meets other ley lines at nexus points
      • Any other aspects that may apply, such as whether its power is being siphoned.
    • Senses Rifts within 10 Miles
    • Sense opening and/or eruptions of new Rifts within 50 miles
  • Can send/receive messages along Ley lines at any distance
    • Can be directed to an individual who must be present and expecting the message, or more widely broadcast
  • Can fly at 2x Pace and as high as 1000 ft when on a Ley Line. Can fly as those walking on solid ground.
  • Cybernetics cause -1 point of spellcasting for each point of Strain
  • Charisma suffers -1 ( LLW are socially awkward)
  • Shoot on Sight for CS
  • True Federation may be hostile as well (dependent on fealty)

Race
  • Distinctive D-Bee - -1 to Persuasion when dealing with CS and other human supremacists
  • Enchantingly Beautiful - +1 to performance and persuasion rolls to all races and people that aren't human supremacists.
  • Driven (minor)
  • Quirk (minor) - Culturally Superior
  • Agility starts at d6
  • Smarts starts at d6
  • Low Light Vision - negates penalties caused by Dim and Dark light.
  • Racial Animosity - -2 persuasion checks when dealing with dwarves
  • Near Human Physiology - -1 penalty to healing skill and cybernetics checks to those unfamiliar with elven physiology

Hero’s Journey
  • Enchanted Items and Mystic Gadgets (1): Magic Staff
    • Damage: Str+d6
    • Parry: +1
    • Two Handed
    • Reach: 1
    • 10 PPE
      • Can cast: Shape Change (Normal) & Mind Walk (Mega)
  • Experience and Wisdom (1): Elan Edge
  • Experience and Wisdom (14): Luck Edge
  • Magic and Mysticism (11): Improved Rapid Recharge (LLW have Rapid Recharge at creation)

Advances
  • Initial Advances: (From Hindrances):Exceptional Rapid Recharge, Tough As Nails
  • Novice 1 Advance: Increase Attribute (Spirit)
  • Novice 2 Advance: Power Points (+10)
  • Novice 3 Advance: New Edge (Power Surge)
  • Seasoned 1 Advance: Increase Attribute (Spirit)
  • Seasoned 2 Advance: Power Points (+10)
  • Seasoned 3 Advance: New Power (Bolt, Dispel, Healing)
  • Seasoned 4 Advance: New Edge (Level Headed)
  • Veteran 1 Advance: Increase Attribute (Vigor)
  • Veteran 2 Advance: Power Points (+10)
  • Veteran 3 Advance: New Edge (Healer)
  • Veteran 4 Advance: New Edge (Improved Level Headed)
  • Heroic 1 Advance: Increase Attribute (Smarts)
  • Heroic 2 Advance: Power Points (+10)
  • Heroic 3 Advance: New Edge (Ley Line Phasing)
  • Heroic 4 Advance: Increase Skill (Spellcasting & Notice)
  • Legendary 1 Advance: New Edge (Tougher Than Nails)
  • Legendary 2 Advance: New Edge (Ley Line Gate)
  • Legendary 3 Advance:
Last edited by Gridia Thorem on Fri May 01, 2020 5:25 am, edited 7 times in total.
Quick Stats
Race: Elf
Class: LLW

PPE: 34/60
Bennies: 0/4
Wounds: 0/4
Fatigue: 0/2

Attributes: A d6; Sm d12; Sp d8; St d4; V d12

Pace: 6 (48 flying [9 rounds]); Parry: 5 (+1 w/ Equipped Staff); Toughness 8 (6 mdc [9 rounds]); Strain: 0
Active Powers
  • Swift Flight (fly at pace of 48)
    Greater Protection (+6 MDC)
Combat Edges
  • Power Surge
  • Elan; Luck
  • Tough As Nails
  • Improved Level Headed
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Gridia "Grid" Thorem (SWADE Conversion)

Post by Ndreare »

You do not have to, but you have the option of using the Elf from Arcana and Mystism

Elves
Though not quite as numerous as dwarves, elves are found throughout Rifts Earth—they are more numerous in Europe than North America. Elves are some of the original founders of Kingsdale, and inhabit much of the Magic Zone, Lazlo, Tolkeen (formerly), and the Domain of Man. Elven society can be quite insular, with elves often coming across as arrogant, sarcastic, and elitist to other races.
While elves tend to take care of
their own kind first, most are valiant
defenders of all intelligent life in the Megaverse ® and have a drive to be their best. This innate cultural drive for excellence leads many elves to seek prominence as elite professionals such as Cyber-Knights, Rogue Scholars, Ley Line Walkers, and skilled men-at-arms like Wilderness Scouts.

„„ Distinctive D-Bee: Elves often face prejudice from outsiders and the Coalition. Their human-like appearance mitigates the most extreme xenophobic reactions, though their legal standing is still
often nonexistent. Elves suffer −1
to Persuasion when dealing with CS citizens and other human supremacists.
„„ Enchantingly Beautiful: Almost
all other humanoid races find elves
to be beautiful, though with the prevalence of slaving on Rifts Earth this is not always an advantageous trait (elves are frequently nabbed
first because they fetch the best price
at slave markets). Elves gain +1 to Performance and Persuasion rolls with all races and peoples, except human supremacists.
„„ Driven: Elves have the Driven (Minor) Hindrance.
„„ Impudent: Elven culture is often insular and elitist. All elves have the Quirk (Minor—Culturally Superior) Hindrance.
„„ Low Light Vision: Elves ignore Illumination penalties for Dim and Dark lighting.
„„ Near-Human Physiology: Those unfamiliar with elven physiology
suffer only a –1 penalty to Healing
skill rolls and cybernetics checks.
„„ Physical and Mental Prowess:
Elves start with d6 Agility and d6 Smarts; increase Trait maximums accordingly.
„„ Racial Animosity: Ancient enemies, dwarves and elves are still coming to terms with their new circumstances on Rifts Earth (where they should be natural allies, as they were in eons past). Old habits die hard, though, especially for such long-lived races.
Elves suffer −2 on Persuasion checks
when dealing with dwarves.
  • 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
User avatar
Gridia Thorem
Posts: 73
Joined: Wed Jul 24, 2019 10:30 am
Location: Lousiville, KY

Re: Gridia "Grid" Thorem (SWADE Conversion)

Post by Gridia Thorem »

Went ahead and made the changes for the A&M Elf.

Also altered the magical staff's abilities.
Quick Stats
Race: Elf
Class: LLW

PPE: 34/60
Bennies: 0/4
Wounds: 0/4
Fatigue: 0/2

Attributes: A d6; Sm d12; Sp d8; St d4; V d12

Pace: 6 (48 flying [9 rounds]); Parry: 5 (+1 w/ Equipped Staff); Toughness 8 (6 mdc [9 rounds]); Strain: 0
Active Powers
  • Swift Flight (fly at pace of 48)
    Greater Protection (+6 MDC)
Combat Edges
  • Power Surge
  • Elan; Luck
  • Tough As Nails
  • Improved Level Headed
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Gridia "Grid" Thorem (SWADE Conversion)

Post by Ndreare »

Cool,
Well let's get you in the game soon
  • 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
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Gridia "Grid" Thorem (SWADE Conversion)

Post by Ndreare »

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  • 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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