Powers (post background as a reply to character sheet)
Arcane Background:
Magic
PPE/ISP: 20 -
Recovery: 1/
30 minutes
Attune Object (Light/Obscure)
- Power Points: 10
- Range: Touch
- Duration: Permanent
- The master of temporal magic can permanently lock and conceal an object so that only one person may use it. Both the object and the owner must be present for the ritual. The ritual takes 10 minutes. Afterward, the object is only visible by its owner. It can be only detected with Exalted Detect Arcana at -4 or the See Dimensional Anomaly power. Even when seen, anyone attempting to use the object will find it to be inert or inactive (e.g. computer won’t turn on, gun won’t fire, etc.). Weapons like swords can still be wielded as normal but any enchantments or TW modification won’t work.
T-Stop[Stun] (4 PPE) [Novice]
- Range: 18/36/72
- Duration: Special
- Trapping: Temporal Confusion: Harmful powers cause temporary muscle contraction if cast with a raise. The target has to make a Smarts roll or suffer a -2 penalty to all actions until the end of their next turn.
- Effect: Victims of this power are frozen in time and are considered Incapacitated! They cannot move, speak, or even take free actions. The target makes a Vigor check each following round to recover from Incapacity. All recovery rolls are made at −2, or −4 with a raise.
Trapped Power Name [Quickness] (4 PPE/ISP) [Seasoned]
Range: Touch
Duration: 3 (2/round)
Trapping: Chosen Trapping
Trapped Power Name [Pummel] (2 PPE/ISP) [Seasoned]
Range: Cone Template
Duration: Instant
Trapping: Chosen Trapping
Trapped Mega Power Name [Greater Pummel] (4 PPE/ISP)
Range: Cone Template
Duration: Instant
Trapping: Chosen Trapping
Trapped Power Name [Teleport] (3+ PPE/ISP) [Seasoned]
Range: Special
Duration: Instant
Trapping: Chosen Trapping
Background (post background as a reply to character sheet)
Gear (post gear as a reply to character sheet)
Item
Credits:
Contacts
Advances (post Advances as a reply to character sheet)
Iconic Framework
TEMPORAL WIZARD BONUSES & ABILITIES
- Master Manipulator of Space & Time: Temporal Wizards gain a +4 on all efforts to open and manipulate Rifts (see Characters, Ley Lines, and Rifts in the Savage Rifts® Game Master’s Handbook). They also gain +2 when using the teleport Power.
- Friends and Secret Sanctuaries Across the Megaverse™: Having been around the Megaverse™ with their masters, Temporal Wizards have contacts, dimensional pockets, and hidey holes all over the place. They begin with the I Know a Guy and Scrounger Edges but use their Arcane Skill in place of Streetwise to use them.
- Seen What Should Not Be Seen: Having seen, and participated, in the worst the Megaverse™ has to offer Temporal Wizards are +2 to all Fear checks.
- Arcane Background (Magic): Temporal Wizards are powerful arcane wielders. They begin with three powers from the standard power list, two powers from the temporal power list (see below), 15 PPE, and a d8 Spellcasting skill.
- Master of Magic: She has Mega Powers for her standard spells, and A Temporal Wizard begins with the Master of Magic Edge, gaining Mega Powers for all known spells.
- Temporal Magic: In addition to their regular power list, Temporal Wizards have access to a number of special Temporal Powers. These powers are exclusive to this framework and can be taken with the New Power Edge. These are stand alone powers that offer unique, and game changing, benefits thus they have no “mega” version. A full list of Temporal Powers can be found here.
- Sense Ley Lines & Rifts: A Temporal Wizard can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
- Ley Line Phasing: Temporal Wizards are capable of phasing into ley line energies for an instant, transporting to any other point along the line in the blink of an eye. The wizard must take a full round to concentrate (taking no other actions, not even free actions), and on the next round they can teleport flawlessly to any other point along the same line. Though it costs no PPE, the Wizard must make a Vigor check or suffer a Fatigue level (requiring four hours to recover). Each subsequent use of this ability imposes a cumulative −2 penalty to the Vigor check until the Walker has a full night’s rest. Ley Line Phasing cannot be used to transport others, but Temporal Wizards can take the Ley Line Gate edge.
TEMPORAL WIZARD COMPLICATIONS
Flavour
- Cruel Master: Temporal Psychosis
- Pursued: Criminal past means there is at least one bounty on your head or maybe you didn’t leave your old master on good terms.
- Cybernetics: Such technology creates havoc for the flow of energy a Temporal Wizard relies upon, imposing -1 to the Spellcasting skill for each point of Strain.
- Enemies: Temporal Wizards are automatically enemies of the Coalition States and shot on sight. Even those CS soldiers who might have less zealous attitudes toward most casters will likely open fire if they know they’re dealing with a Temporal Wizard. As with all arcane wielders, those Temporal Wizards who refuse to swear fealty to Lord Dunscon may well be enemies of the Federation, too.
TEMPORAL WIZARD STARTING GEAR
Ley Line Walker Light Armor, NG-33 Laser Pistol, NG-S2 Survival Pack, Neural Mace (money from prelude) Frag Grenades x4 (from prelude)([dice:2k64lsjc]45021:0[/dice:2k64lsjc] × 1,000 credits -20 for grenades) 1,980 credits.
Shadow Cloak, Shard Pistol. Neural Mace (Rich Roll)
Combat Mage Armor (Rich Roll)
NG Equalizer (Patron Item)
• Range: 10/20/40
• Damage: 3d6
[list]☞ Special: If hit, whether damaged or not, the target of the attack rolls Strength versus the shooting roll of the attacker. If the target fails, they are knocked prone, or pushed 1" and knocked prone if the shooter gets a raise on the roll. This does not affect targets size 3 or greater. If they hit an obstacle while being pushed, they can be Shaken, as per the Push Maneuver on SWD p. 85. The same page also has information on the effects of Prone.
[/list]• RoF: 1
• AP: 0
• Shots: 6
• Features:
[list]☞ Min Str d6
☞ Adaptive Engineering: Can also use NE-002PC "Medium" Plasma Cartridges
[list]Damage: 3d8
AP: 0
Notes: Mega Damage, Plasma
[/list]☞ Fast Draw Holster: Due to the custom fitted grip and custom holster, the weapon nearly springs into the wielder's hand. It is a free action to draw.
☞ Steady Shot Aim Assist: Microsensors in the weapon eliminate excessive gun motion, centering the gun in relation to the grip, allowing for greater accuracy while on the move. The wielder gains the benefits of the Steady Hands Edge as it applies to this gun only, including shooting while running and shooting from moving vehicles.
☞ Laser Targeting: When activated, this integrated laser targeting module provides +1 to Shooting rolls. '
☞ Shiny: This custom beast of a weapon always draws attention and admiration. People are always asking about it, even when you'd rather they just ignore you.
☞ Unique Ammo: Ammunition is only available at official Northern Gun outlets: 200 credits per round[/list]b]Hero’s Journey[/b]
- Training (1): After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination
- Enchanted Items (4): Shadow Cloak
- Underworld and Black Ops (13): Your character is inherently gifted at larceny, possessing the Thief Edge without concern for requirements. He also gains +3 Skill Points to spend on Climbing, Lockpicking, and Stealth as he chooses.
- Enchanted Items and Mystic Gadgets (10): Your hero is in good shape with a TW Shard Pistol at her side.
- Magic & Mysticism (15): Conservation of magical energy is an incredibly powerful talent. On a raise or better when activating a power, your hero reduces the PPE cost by 1 (minimum 0).
Advances
- Initial Advances: (From Hindrances): Power Points, Rapid Recharge
- Free Edge (Human): Raise Spirit
- Novice 1 Advance: Edge: Summon Object
- Novice 2 Advance:
- Novice 3 Advance:
- Seasoned 1 Advance:
- Seasoned 2 Advance:
- Seasoned 3 Advance:
- Seasoned 4 Advance:
- Veteran 1 Advance:
- Veteran 2 Advance:
- Veteran 3 Advance:
- Veteran 4 Advance:
- Heroic 1 Advance:
- Heroic 2 Advance:
- Heroic 3 Advance:
- Heroic 4 Advance:
- Legendary 1 Advance:
- Legendary 2 Advance:
- Legendary 3 Advance:
[*] Legendary 4 Advance:undefined