Loyal: Minor: Architect may not be a hero, but he'd give his life for his friends. Architect would never leave any of his friends behind if there is any chance at all he could help. (Q1 2017)
Poverty: Minor: Architect does not hoarde. Most of what he gets, he gives away, often repaired or in much better shape. (Q2 2017)
Curious: Major: Everything is something new and often a first experience for Architect (Q4 2017)
Hindrance (Major): brief description
Hindrance (Minor): brief description
Edges
Arcane Background (Alchemy):
Enchanters begin with one power (insert power here), in a gizmo of their own design as with all Weird Science types.
Unlike other Weird Scientists, Enchanters have 10 PPE of their own and their gizmos have none.
Their PPE pool is used to activate all of their own gizmos, as well as use Techno-Wizard (TW) devices. Otherwise they act as traditional weird scientists.
Their power list includes the following powers: armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, and warrior’s gift.
ASTOUNDING ALCHEMISTS: While most known for their Elixir of Power and Deceit the Chiang-Ku have a knack for alchemy, enchanting potions and making magical items. Most of their creations comes in the form of potions, elixirs, teas, powders, or charms. They begin with Arcane Background (Alchemy) and the Alchemy skill at d6 (use Use Arcane Background (Enchanter) rules found on SavageRifts.com).
TATTOO MAGIC: As the originators of Tattoo Magic all Chiang-Ku are born with the Marks of Heritage and begin play with the Flaming Sword and the Eye of Knowledge tattoos for no Strain cost. Additionally, their Eye of Knowledge is always activated allowing them to speak, read, and write any language. If it’s one the dragon never heard before, she becomes conversational in minutes and fluent in a few hours. Additional Tattoos can be added as advances with normal Strain cost.
MYSTICAL AWARENESS: In addition to their knowledge of alchemy, Chiang-Ku Hatchlings have an innate knowledge of all types of magic and begin with Knowledge (Arcana) d8. Their awareness of magic allows them to detect arcana, interpreted as sight, for no P.P.E. cost using their Notice skill. Chiang-Ku can also detect ley lines and rifts (per the Ley Line Walker) and even other dragons (add +2 to Notice when using detect arcana to sense the presence of dragons, even those in humanoid form).
CREATURES OF MAGIC: They have a natural pool of 15 PPE (in addition to those gained from AB Alchemy) and can use any Techno-Wizard devices. Additionally, whenever they take the Power Points Edge, they gain +10 PPE instead of +5.
METAMORPH MASTERS: Generations of living among humans have given Chiang-Ku excellent shape shifting abilities. They may change shape and size at will, appearing as any living creature from the size of a house cat to anything their natural size and weight. They can maintain any such form indefinitely, even while sleeping. The dragon gains no special properties of what they mimic, only the size and appearance, but retain all of their own abilities except those only usable in dragon form. Any personal gear carried is assumed into any new shape.
NATURAL ABILITIES: Regardless of their form Chiang-Ku dragons are ageless immortals who are immune to poison and disease can make a natural healing roll once per day. They begin play with d10 Strength, d6 Smarts, and d8 Vigor and these attributes have no maximum. Their Low Light Vision allow them to ignore all illumination penalties. While not impervious to fire, they are resistant to fire (including plasma) and cold. This grants +4 Armor against fire or cold damage, and +4 to rolls made to resist opposed rolls or effects of fire or cold.
DRAGON FORM: In their dragon form Chiang-Ku are long and serpent like measuring from ten to twenty feet long, standing about four feet at the shoulders (Size 3 adds +3 Toughness). Their scales are emerald or jade green in colour and they often have flowing fins and whiskers. Their claws are sharp do Str+2d6 Mega Damage (AP 4) and their scales provide +8 MDC armor in addition to Toughness bonuses from size.
Hero’s Journey
Training
Roll result [11]
Description:
Education
Roll result [8]
Description:
Advances
Initial Advances: (From Hindrances):
Major -
Magical Prowess
Magical Prowess.
Their familiarity with magic means Chiang-Ku can learn traditional spellcasting in addition to their alchemical knowledge. They gain the Arcane Background (Magic), three powers, and Spellcasting d4.
No additional P.P.E. is gained but they can draw from their already considerable base.
This edge allows them to select Ley Line Walker Iconic Edges and learn additional spells via the New Power edge. This ability can be selected at Novice rank.
Powers Please list all Powers (basic, Mega variant, and Temporal variants) taken for your character here
Powers (Alchemy)
Kushiro no Kiri (Mists of Kushiro)
Confusion
Rank: Novice
Basic/Mega/Temporal: Basic
Power Points: 1
Range: Smarts x 2 (20)
Duration: Instant
Trappings: Water is heard lapping an unseen shore as warm air blows out towards the target, followed by mist or fog.
Description: On a success, a targert must make a Smarts roll at -2 or be Shaken, and on a raise, the roll is made at -4.
Additional Targets: May affect up to five targets by spending a like amount of additional Power Points.
Kuto~urufu no yami (Darkness of Cthulhu)
Greater Confusion
Rank: Novice
Basic/Mega/Temporal: Mega
Power Points: 1
Range: Smarts x2 (20)
Duration: 3 (1/round)
Trappings:
Description: The caster can affect upto 10 targets instead of only five. Must spend 1 Power Point per target.
Flavor Name
Healing
Rank: Novice
Basic/Mega/Temporal: Basic
Power Points: 3
Range: Touch
Duration: Instant
Trappings:
Description: Each use of the healing spell removes a wound with a success, two with a raise.
The roll suffers a penalty equal to the victim's wounds (in addition to any the caster might be suffering himself.)
Healing can also cure poison and disease if used within 10 minutes of the event.
Flavor Name
Mass Healing
Rank: Novice
Basic/Mega/Temporal: Mega
Power Points: 6
Range: Special
Duration: Instant
Trappings:
Description: Cast on all allies within Spirit x2 (12). Ignore individual wound penalties and apply a flat -2.
Flavor Name
Succor
Rank: Novice
Basic/Mega/Temporal: Basic
Power Points: 1
Range: Touch
Duration: Instant
Trappings:
Description: Succor removes one Fatigue level, two with a raise. It can also remove a character's Shaken status.
Additional Targets:
Flavor Name
Mass Succor
Rank: Novice
Basic/Mega/Temporal: Mega
Power Points: 2
Range: Special
Duration: Instant
Trappings:
Description: Cast on all allies within Spirit x2 (12).
Additional Targets:
Powers (Magic)
Kono sekai wa jūbundenai
Boost/Lower Trait
Rank: Novice
Basic/Mega/Temporal: Basic
Power Points: 2
Range: Smarts (10)
Duration: 3 (1/round)
Trappings:
Description:
(Boost) This power allows a character to increase any of the target's Traits by one die type for a success, or by two with a raise.
(Lower) This is an opposed roll against a victim's Spirit. Success lowers and Trait by one die type, a raise lowers it two steps.
Additional Targets:
May affect up to five targets by spending a like amount of additional Power Points. All targets share the effect and Trait effected.
Flavor Name
Fear
Rank: Novice
Basic/Mega/Temporal: Basic
Power Points: 2
Range: Smarts x2 (20)
Duration: Instant
Trappings:
Description: This power causes the target overwhelming dread and horror. The area of effect is the LBT. If the caster gets a raise, every creature within the LBT must make a fear check at -2. Wild Cards who fail roll on the Fear Table. Extras are Panicked instead.
Additional Targets:
Terracotta Figures
Summon Ally
Rank: Novice
Basic/Mega/Temporal: Basic
Power Points: 3 (Novice)/ 4 (Seasoned)/ 5 (Veteran)
Range: Smarts (10)
Duration: 3 (1/round)
Trappings: Architect pulls a respective miniature terracotta figurine out. While in his palm, he blows the Breathe of Life and the figure grows to the shape and size of the respective figure.
(Magical Weapon Tattoo) (1): Once summoned, this are physical weapon which may be damaged, disarmed, or stolen. Architect may simply end the power early if this happens. Resummoning the same weapon brings it back good as new.
Image: A great sword version of a katana wreathed in flames.
Activation Cost: 1 P.P.E. for 3 rounds.
Strain: 1
Cost: 5,000
Eye of Knowledge
Eye of Knowledge (1): This tattoo grants you the Linguist Edge.