Pahi Oki - Elemental Fusionist - 12 AAT

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Pahi Oki
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Pahi Oki - Elemental Fusionist - 12 AAT

Post by Pahi Oki »

Worksheet
Race: Mutant Human
IF: Elemental Fusionist

Strength d6
Vigor d6

Survival d6
Focus d6

AB (Gifted)
Charismatic
Woodsman
Danger Sense (cond)



HJ: 2 Rolls (Picks)
Education (3-4) Healer Edge; Healing d4
Experience & Wisdom (12-13) Common Knowledge (+2 cond); Survival +2; Networking +2
Last edited by Pahi Oki on Mon Jan 20, 2020 2:38 pm, edited 1 time in total.
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Pahi Oki
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Pahi Oki - Character Sheet

Post by Pahi Oki »

Character Sheet

Character Name: PAHI OKI (pay-hai o-kee)
Rank: 3 (Novice) Advances Left: 0
Race: Human Mutant
Iconic Framework: Elemental Fusionist
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d8
Pace: 8 (1d8); Parry: 5 (½ Fighting +2); Toughness: [16 (9)] (½ Vigor+2 plus armor); Strain: 0

Skills:
  • Athletics (Ag) d4
  • Common Knowledge (Sm) d4 d8 +2 (cond, HJ)
  • Notice (Sm) d4 d8
  • Persuasion (Sp) d4
  • Stealth (Ag) d4 +2 (cond, IF)
  • Fighting (Ag) d6
  • Focus (Sp) d10
  • Healing (Sm) d8 +2 (HJ)
  • Survival (Sm) d8 +2 (HJ) +2 (cond, IF)
Hindrances
  • Restore the Land: Where he is able Pahi Oki causes the ground to sprout grasses and flowers. He heals the land, purifies water and air, and encourages new life to exist in a previously barren location. [Vow - M]
  • Undomesticated: [Illiterate - m]
  • Return to Nature: [Poverty - m]
Racial Abilities
Ability: brief description

Edges and Iconic Abilities
  • Arcane Background (Gifted) Edge: ARCANE SKILL: Focus (Spirit), LIFE SIGN: water, STARTING POWERS: detect arcana, confusion (w), intangibility (w), blast, summon ally, POWER POINTS: 15
  • Elemental Brotherhood
  • Charismatic: free reroll on Persuassion rolls
  • Woodsman: +2 to Survival roll and Stealth rolls made in the wild.
  • Primordial Bond: Danger Sense in Wilderness
  • Sense Life Sign (water): humidity as well as water location, depth, and purity.
  • Healer: +2 to all Healing Rolls (HJ)
  • Elemental Atunement (Fire): Darksight (IA)
  • Frontiersman (IA)
  • Life Sign Harmony: (HFE)
  • New Powers: Divination, Illusion
  • Power Points: +5 (20 Total)
  • Elementalists (5S)
  • Edge: brief description
Last edited by Pahi Oki on Thu Apr 09, 2020 8:09 pm, edited 4 times in total.
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Pahi Oki
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Pahi Oki - Background

Post by Pahi Oki »

Background

First Nation Descendant (Creek/Seminole). Pahi Oki is named for the Everglades, his tribal name means grassy waters.

Met the 32nd in the Dino Swamps en rpute to the Jungle Castle.


The 32nd was gathered in a command center, at least most of them were, in a partially submerged series of tunnels. Lighting was poor. The trip thus far had been slow. The minor respite was welcome none the less.

As the team came out of the command center and resumed there respective posts on the ground or in the various vehicles, they noticed a light ahead that had not been there before. Filling the tunnel not more than ten feet ahead was a mound of earth, fresh green grasses covered the entirety of its slopes. A lone figure sitting in the middle of the mound flanked by maybe a half dozen claymen, motions for the team to come join them on the mound.

It seems that the lone figure is particularly interested in speaking with @Norona and @White Castle.

When the two finally arrive at the mound, he greats White Castle first, as Brother Long Strides. White Castle recognizes the figure as one Pahi Oki, a local tribesman he encountered in the Everglades, a while back.

To Norona he stands and extends a hand, “Swamp Brother, We welcome you.

Pahi Oki: “Men of Clay say you head to Castle in the Jungle.

Nods from both Castle and Norona.

Pahi Oki: “Warriors from my tribe were many. Came to Castle many moons ago. Tribe almost died.

Pahi Oki: “Pahi Oki take journey to Castle in the Jungle with Swamp Brother and Long Strides?


Following the battle in the Castle, it was recommended that Pahi Oki visit with the Tomorrow Legion. The Tomorrow Legion decided on a student exchange from Kingsdale and sent Pahi Oki to Kingsdale to study the Arcane and Occult.
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Pahi Oki - Powers

Post by Sgt 86Delta »

Powers
Arcane Background: Gifted
PP: 20 - Recovery: 5/hour/30 minutes/15 minutes/5 minutes

ELEMENTAL ATTUNEMENT
Requirements: Seasoned, Elemental Fusionist, Spirit d8+, Focus d8+

The Fusionist becomes attuned to a new element; either air, earth, fire, or water. Gain access to the element's power list and learn one new power chosen from it. This also unlocks the associated Trappings and a possible fusion pairing.

This Edge may be taken up to once per Rank until all four natural elements are attuned.

Remember that, while a Fusionist can become attuned to all four elements, only a single fusion pairing is allowed.
Trapped Power Name [Detect Arcana] (PPE/ISP Cost) [Novice]
Range: Range
Duration: Duration
Trapping: WATER FIRE STEAM FUSION
Effect
: Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight. 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).

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.
  • EXALTED DETECT ARCANA (+2): Detect arcana is greatly enhanced, giving it expanded analytical effects. With a successful Arcane Skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
    • Active powers and arcane abilities.
    • Type of supernatural creature (vampire, werewolf, dragon, etc.).
    • Enchantments present on an item.
    • Amount of PPE or ISP possessed by a target.
    • Other information the GM allows.
    When used on a supernatural creature, a raise on the Arcane Skill check reveals any susceptibilities, Weaknesses, and ways to bypass Invulnerability.
  • 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.
[modifier](cost); [modifier](cost)
Lustee Luthphwa (Black Eyes) [Confusion (Water)] (1 PP Cost) [Novice]
Range: Spirit (10)
Duration: Until the end of the victim’s next turn
Trapping: WATER STEAM FUSION
Effect
: Confusion confounds a target, making him both Distracted and Vulnerable if he fails a Smarts roll (at −2 with a raise on the arcane skill roll). Both states are removed at the end of the victim’s next turn.
Modifiers
:
  • AREA OF EFFECT (+2/+3): For +2 points the power affects everyone in a Medium Blast
    Template. For +3 points the area of effect is increased to a Large Blast Template.
  • GREATER CONFUSION (+2): The target rolls his Smarts test at −2 with a success (– 4 with a raise).
[modifier](cost); [modifier](cost)
Trapped Power Name [Intangibility (Water)] (5 PP Cost) [Heroic]
Range: Spirit (10)
Duration: 5
Trapping: WATER STEAM FUSION
Effect
: With a successful arcane skill roll, whoever receives this power becomes incorporeal. He is unable to affect the physical world, and it cannot affect him. He can travel through walls, and non-magical weapons pass straight through him. Any items carried at the time of casting are also incorporeal.

While incorporeal, the character may affect other incorporeal beings (including himself), and he is still susceptible to supernatural attacks, including powers and enchanted items.

The being becomes corporeal when the power ends, but if within someone or something he’s shunted to the nearest open space and Stunned.

If cast on an unwilling target, the victim resists with Spirit.
Modifiers
:
  • GREATER INTANGIBILITY (+3): Intangibility’s Duration is measured in minutes instead of rounds. The recipient reduces the damage from supernatural attacks by four points, eight with a raise.
[modifier](cost); [modifier](cost)
Trapped Power Name [Blast] (3 PP Cost) [Seasoned]
Range: Spirit x 2 (20)
Duration: Instant
Trapping: WATER FIRE STEAM FUSION
Effect
: Blast launches a ball of explosive energy or matter. The area of effect is a Medium Blast Template. Every target within suffers 2d6 damage, or 3d6 with a raise (see Area Effect Attacks, page 97)
Modifiers
:
  • AREA EFFECT (+0/+1): The caster can focus the blast to a Small Blast Template for no extra cost, or a Large Blast Template for +1.
  • DAMAGE (+2): The blast causes 3d6 damage (4d6 with a raise).
  • GREATER BLAST (+4): The blast causes 4d6 Mega Damage (5d6 with a raise).
[modifier](cost); [modifier](cost)
Tock-Fo-Loa (Binding) [Summon Ally] (2+ PP Cost) [Novice]
Range: Spirit (10)
Duration: 5
Trapping: WATER FIRE STEAM FUSION
Effect
:
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.
SWADE wrote: Attendant
Attributes: Agility d4, Smarts d4, Spirit d4, Strength d4, Vigor d4
Skills: Athletics d4, Fighting d4, Notice d4, Shooting d4, Stealth d6
Pace: 4; Parry: 4; Toughness: 4
Special Abilities:
  • Claw: Str+d4.
  • Construct: +2 to recover from being Shaken; ignore 1 point of Wound penalties; doesn’t breathe, immune to poison and disease.
  • Fearless: Immune to fear and Intimidation
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.
  • 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).
[modifier](cost); [modifier](cost)
Trapped Power Name [Darksight (Fire)] (1 PP Cost) [Novice]
Range: Spirit (10)
Duration: One Hour
Trapping: FIRE STEAM FUSION
Effect
: Darksight allows a hero to see in the dark. With success, he ignores up to 4 points of illumination penalties. With a raise, he ignores up to six points and can see in pitch darkness.
Modifiers
:
  • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
  • EXALTED DARKSIGHT (+2): The recipient’s senses extend so far into the infrared and ultraviolet spectrums that he can also see anyone using the invisibility power and ignores all Illumination penalties.
[modifier](cost); [modifier](cost)
Trapped Power Name [Elemental Manipulation] (1 PP Cost) [Novice]
Range: Spirit (10)
Duration: 5
Trapping: WATER FIRE STEAM FUSION
Effect
: This power grants basic control over the four traditional elements: air, earth, fire, and water (the elements may vary depending on the setting). The power acts as if it has a d6 Strength, or d8 with a raise.

Here are some ideas for what each element can do. Each is an action.
  • AIR: Push someone, blow out a torch, fan a flame, cool someone down (+2 to Fatigue rolls in oppressive heat).
  • EARTH: Move a square foot of earth (half that in stone) each round, cover tracks.
  • FIRE: Conjure flame about the size of a torch, hurl a small blast of fire at someone (Str damage), spread existing flame (see Fire on page 127).
  • WATER: Conjure a quart of water (not “inside” objects or people), purify a gallon of water per casting.
Modifiers
:
  • ELEMENTAL FURY (+2): Everyone within Range (except the caster) is harassed by the elemental effect for the power’s Duration, suffering a −1 penalty on all Trait rolls, or –2 with a raise.
  • EXALTED MANIPULATION (+2): The elemental effect lashes out at the caster’s opponents. Once per round the caster may use a free action to Test a target within Range using his arcane skill.
  • ONE WITH THE ELEMENTS (+1): The power’s Duration is measured in minutes instead of rounds.
[modifier](cost); [modifier](cost)
Trapped Power Name [Environmental Protection] (2 PP Cost) [Novice]
Range: Spirit (10)
Duration: One Hour
Trapping: WATER FIRE STEAM FUSION
Effect
: Adventurers sometimes travel beneath the waves, in space, or other hazardous environments. This power protects them from crushing depths, scathing heat, intense cold, and even radiation.

Environmental protection allows the target to breathe, speak, and move at his normal Pace in an otherwise fatal environment. It protects him against intense heat, cold, radiation, atmospheric or fluid pressure, and lack of oxygen. Generally, the adventurer can function normally underwater, in space, within the cone of a volcano, etc. It fails quickly (1d4 rounds) in the presence of superintense conditions such as actual lava or the massive radiation of a melting nuclear core, for example.

Environmental protection reduces damage from like sources by 4 (6 with a raise). If protecting against intense heat, for example, it protects against a flamethrower or bolt with a fire Trapping.
Modifiers
:
  • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
  • LIFE SUPPORT (+1): The power protects against an additional negative environmental effect per additional Power Point spent.
[modifier](cost); [modifier](cost)
Trapped Power Name [Divination (Steam)] (5 PP Cost) [Heroic]
Range: Self
Duration: A brief conversation of about five minutes.
Trapping: STEAM FUSION
Effect
:
Divination allows the caster to contact otherworldly beings or forces to gain information.

Preparing the spell takes one uninterrupted minute, and must be done at a site relevant to the spirit being contacted. If speaking with a ghost, for example, the conversation should occur at its grave, where it was killed, or with a personal object in hand. Oracles may only be engaged at temples, fire spirits near open flames, and so on.

After the preparation time is complete, the caster makes her arcane skill roll. Success allows her to engage with the spirit and ask it any questions she might have. The entity must answer to the best of its ability, as directly or ambiguously as the Game Master feels fits the spirit’s personality and the feel of her campaign. A raise means the spirit is more helpful, knowledgeable, or direct than usual (whether it wants to be or not).

The type of entity contacted determines how it communicates. Spirits in the netherworld tend to know only those things pertinent to their life and death—and they may not even know the identity of their killer if the person was masked or unseen.

Likewise, nature spirits know only about their local environs, demons know only about the affairs they’re directly involved in, and so on. The Game Master must decide what the entity knows based on its background, origin, and personality.

Once a spirit has been conversed with it may not be contacted again for 24 hours. The Game Master may extend this to a community of spirits in a single place, such as water spirits in a babbling brook or nameless spirits in a mass grave.
Modifiers
:
  • COMMUNION (+1): The caster may conduct a lengthy conversation with every entity or spirit in the area, Duration is doubled.
[modifier](cost); [modifier](cost)
Ho-Pat-Kah (Smoke) [Illusion (Steam)] (3 PP Cost) [Novice]
Range: Spirit (10)
Duration: 5
Trapping: STEAM FUSION
Effect
:
One of the greatest powers is the ability to create something from nothing—even if it’s not real!

Illusion can be used to create a visual scene or replica of most anything the caster can imagine, but it is silent, intangible, and incapable of affecting the real world. For example, illusionary weapons pass through foes, one cannot sit in an illusionary chair, and an illusionary dog has no audible bark.

Those who contact an illusion or doubt it’s real make a Smarts roll as a free action (at −2 if the power was activated with a raise). If successful, that individual is no longer subject to this casting.

The GM should make group rolls for Extras as they point out the illusion’s inconsistencies to each other.

The volume of the illusion must fit within a sphere the size of a Medium Blast Template (4″ or eight yards in diameter).
Modifiers
:
  • SOUND (+1): The power generates sound appropriate to the illusion. Illusionary allies may talk, illusionary crows caw, and so on. It may not mask or mute existing sound, however.
  • STRONG (+2): Smarts rolls to disbelieve the illusion are made at −2.
  • DEADLY ILLUSION (+3): The illusion may attack or otherwise cause harm. Once per turn (including the turn it’s cast), the caster may use a free action to "attack" an individual. This is an opposed roll of the caster’s Arcane Skill versus the target’s Smarts (at −2 if the power was activated with a raise). The caster may attack additional foes as actions. If the caster wins, the target is Shaken (this cannot cause Incapacitation). With a raise, the target suffers a Wound (this can cause Incapacitation).
  • GREATER ILLUSION (+1): The illusion’s area of effect is increased to the size of a Large Blast Template and its Duration is measured in minutes.
    MOBILITY (+1/+2): For +1 Power Point, the illusion can move at a Pace of 12, or 24 for +2 Power Points.
  • REACH (+1/+2): The illusion can stretch or reach beyond its usual diameter. For +1 Power Point it has a Reach of 12", and for +2 it has a Reach of 24". This may be used in conjunction with the Deadly Illusion modifier to simulate a lashing tentacle, power, or ranged attack emanating from the illusion itself.
[modifier](cost); [modifier](cost)

SWADE wrote:Power Modifiers
Power Modifiers allow characters to customize their abilities, adding a special effect that better reflects her power’s Trapping. Power Modifiers are selected each time a power is activated and may be freely changed each time. An icy bolt might cause Armor Piercing damage in one attack and Lingering Damage in the next.

A number of common modifiers are listed below, and some powers have additional options as well. The number in parentheses is the price in additional Power Points it costs to add the effect.

Casters must declare which modifiers they’re using before rolling their arcane skill. Unless a modifier says otherwise, it may be applied to any power, but only once per casting. Power Modifiers last for the Duration of the spell, or until the end of the target’s next turn in the case of Instant powers.

Armor Piercing (+1 To +3)
The attack is focused to defeat armor or seeks out a foe’s exposed areas. Each Power Point spent grants the power AP 2 (see page 65), 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 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).
Last edited by Sgt 86Delta on Fri Jan 17, 2020 4:19 pm, edited 1 time in total.
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
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Pahi Oki
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Pahi Oki - Advances

Post by Pahi Oki »

Advances
Listed in Character Creation Order to assist in conflicts.

Choose Race HUMAN
Racial Abilities
ADAPTABLE (Human Free Edge): LIFE SIGN HARMONY
Life Sign Harmony
Requirements: Novice, Elemental Fusionist, Spirit d10+
The hero has fully embraced his primordial life sign element, gaining elemental manipulation and environmental protection as Innate Abilities. In addition, Environmental protection makes him immune to all negative effects or damage from his life sign, and elemental manipulation Trait checks are made at +4 when using his life sign's Trappings.

INNATE ABILITIES
Many powerful beings of the Megaverse® are able to activate innate powers. Unless specified otherwise, the first such power initiated each turn activates as a free action. Innate Abilities may be activated using Power Modifiers, paying Power Points as normal. (TLPG 68)

Choose Iconic Framework (Choose an Iconic Framework not excluded by your Race, noting Edges, Hindrances, Skills, and other modifiers.)
Iconic Framework: ELEMENTAL FUSIONIST

FLUFF _
Even more so than other humans native to Rifts Earth, like Psi-Stalkers and Psi-Ghosts, the primordial arcane energies newly reawakened in the world have permanently changed those known as Elemental Fusionists. One is either born an elementalist, or not. However, unlike their fellow mutant humans, parentage does not guarantee the Fusionist's unique connection to the primeval forces of earth, air, water, and fire—no one can predict which humans will have the elemental forces awakened within them.

What is readily apparent, though is the fact Elemental Fusionists are always born in areas far away from civilization, their true potential only able to manifest when distanced from the artificial confines of domesticated humanity. Fusionists are profoundly shaped at every level by the first element they bond with. This "life sign" molds their temperament, favorite places, colors, pastimes, and even destiny.
HERO’S JOURNEY (TWO ROLLS)
  • Gain two rolls on any tables of choice, except for Body Armor, Close Combat Weapons, Cybernetics, Psionics, Ranged Weapons, and Underworld & Black Ops.
  • Education (3-4) Healer Edge; Healing d4
  • Experience & Wisdom (12-13) Common Knowledge (+2 cond); Survival +2; Networking +2
COSMIC BALANCE _
Elemental Fusionists can uniquely fuse their life sign with its polar opposite natural force, a dichotomy which they tap into deeply. Unlike other arcanists, their mastery of the elements is an innate one—it isn't like the occult knowledge of a Ley Line Walker, the spiritualism of a druid or shaman, the divine communion of a Mystic, or the internal strength of a Mind Melter. Instead, Fusionists are nature itself, siblings to elemental beings, manifestations of the founding energies of the Megaverse®. All are hardy outdoors-men and women who eschew cities and technology, only truly at home in the unshackled wilds of living creation. They view the world in the violent shifts of polar opposites, yin and yang, a surging sea of raw power where they are free to manifest their will, free to observe or enact change as they see fit.
WAY OF THE ELEMENTS _
Elemental Fusionists possess a unique form of Arcane Background (Gifted). Novices begin attuned to one arcane
element, their life sign, and may attune to others by taking the Elemental Attunement Iconic Edge. The Fusionist's life sign should be chosen carefully because it grants special elemental abilities, and its complementary pairing—either air/earth or fire/water—will determine his fusion powers (see below). When selecting powers, ignore Rank requirements but only choose from the lists for attuned elements. A number of powers are commonly available, but those marked asterisk (*) are a choice unique to that particular element.
  • AIR: barrier, blast, bolt, burst, deflection*, farsight*, havoc*, protection, smite, sound/silence*, and summon ally.
  • EARTH: barrier, beast friend*, blast, bolt, burrow*, burst, entangle*, protection, smite, summon ally, wall walker*.
  • FIRE: barrier, blast, bolt, burst, damage field*, darksight*, light/darkness*, protection, smite, and summon ally.
  • WATER: barrier, blast, bolt, burst, confusion*, intangibility*, protection, smite, summon ally, and warrior’s gift*.
ELEMENTAL FUSION _
Fusing the power of their life sign and its opposing force enable an elementalist to unlock potent powers and abilities. Until attuned to the appropriate pair of elements, these abilities lie dormant. Only one pairing or the other is possible, per the hero's life sign; no Fusionist has access to both sets.
  • Air/Earth: Gain access to the lightning fusion Trapping and these powers:
    arcane protection, flight, sloth/speed and telekinesis.
  • Fire/Water: Gain access to the steam fusion Trapping and these powers:
    arcane protection, divination, illusion, relief, and stun.
  • Fusion Synergy: Powers activated using the fusion Trapping gain a free reroll on all related Trait checks. Gain
    a bonus damage die to bolt, burst, blast, and damage field, as well as a +2 Toughness bonus to barrier, entangle,
    and protection.
ELEMENTAL FUSIONIST ABILITIES AND BONUSES
Fusionists are gifted elemental masters.
  • Arcane Background (Gifted): Begin with Survival d6, Focus d6, Arcane Background (Gifted), and 15 PP (not
    ISP/PPE). Choose an elemental life sign—air, earth, fire, or water—and gain detect arcana plus four powers from the associated list above. As Gifted, Fusionists have access to Mega Power Modifiers for all known powers, but can't use TW gear.
  • Elemental Brotherhood: Fusionists can see and uncannily converse with all elemental entities, including
    spirits of light/dark, even if invisible. Such beings see them as brothers and will offer or request aid if needed, though they aren't suicidal.
  • Primal Conduit: Fusionists begin with Strength and Vigor d6, and the Charismatic and Woodsman Edges. They may Siphon Power Points from willing elemental beings or sources of their life sign (by Size) gaining the benefits of ley line proximity from sites of primal energy, see Places of Power on page 34 of Arcana & Mysticism.
  • Primordial Bond: While in nature, Fusionists have Danger Sense and may make a natural healing roll
    daily to recover Wounds, or Injuries once all Wounds are healed; near a life sign source this roll is hourly.
  • Sense Life Sign: Fusionists know the exact details of their life sign element up to a Range of Spirit in miles as an action.
    • Air signs know time, weather patterns, and air purity levels.
    • Earth signs know direction, magnetism, and mineral locations.
    • Fire signs know temperature, flammability, and the location of all fires.
    • Water signs know humidity as well as water location, depth, and purity.
  • Variable Trappings: Fusionists have the Trappings of their attuned elements. When activating powers they may choose which one to use. An air sign Fusionist attuned to all four elements and casting bolt, for example, may freely choose between air, fire, earth, water or lightning (his fusion ability) Trappings.
ELEMENTAL FUSIONIST COMPLICATIONS
Fusionists are human mutants, unfamiliar to most, with unique considerations.
  • All Thumbs: On a base level, Fusionists don't mix well with tech.
  • Arcane Backgrounds: Their nature doesn't allow Fusionists to take any other Arcane Backgrounds.
  • Cybernetics: Incompatible, even a single implant blocks all abilities.
  • Enemies: Bizarre mutants regularly mistaken for magic wielders, Elemental Fusionists are often designated “shoot-on-sight” targets for the Coalition and others who violently reject all forms of the supernatural. Fusionists opposing Lord Dunscon find True Federation territory to be hostile as well.
  • Human Mutant: Fusionists must be human and can't choose another race.
Places of Power
Many places hold power for those who know how to tap into it. These include burial grounds, places of cultural importance to ancient tribes, and natural wonders such as crystal caves or hot springs. For those trained in shamanic ways, these places can be a source of PPE and other gifts. Anyone who comes from a shamanic tradition (Mystics with the appropriate style and Trappings, as well as Shamans and Spirit Warriors) can make an Occult roll when in such an area. With a success, they gain the same benefits as if they were at a ley line.

Elemental Fusionists treat formations of the elements similarly, gaining the equivalent bonuses of ley lines from bonfires, pools, cairns, or thunderstorms. Grand nature sites like volcanoes, waterfalls, geological formations, or a tornadoes have the same benefits for them as nexus points do for magic users. See Ley Lines in The Tomorrow Legion Player's Guide.
ELEMENTAL FUSIONIST STARTING GEAR
Begin with standard Starting Gear.


Hero’s Journey (If playing a MARS character, roll on the MARS Fortune & Glory Table, page 46. Roll on the Hero’s Journey tables as listed for your Iconic Framework. Roll for Narrative Hook to determine how your character ties to the story.)
Hero’s Journey
  • Education (3-4) Healer Edge; Healing d4
  • Experience & Wisdom (12-13) Common Knowledge (+2 cond); Survival +2; Networking +2
Hindrances (Select up to 4 points of Hindrances (Major Hindrances are worth 2, Minor are worth 1). For 2 Hindrance points you can raise an attribute one die type or choose an Edge. For 1 Hindrance point you can gain another skill point or gain additional Starting Funds equal to twice your Iconic Framework’s starting amount.)
  • Restore the Land: [Vow - M]
  • Undomesticated: [Illiterate - m]
  • Return to Nature: [Poverty - m]
Attributes (You have 5 points to distribute among them for 1 point each step. Attributes may not be raised beyond d12 unless your hero’s racial bonus or Iconic Framework states otherwise. Increasing attributes reduces the cost of buying linked skills and allows a character to obtain more powerful Edges.)
Agility: d4 --> d6 (1)
Smarts: d4 --> d6 (1) --> d8 (1N)
Spirit: d4 --> d10 (3)
Strength: d4 --> d6 (IF)
Vigor: d4 --> d6 (IF) --> d8 (4S)

Skills (Athletics, Common Knowledge,Notice, Persuasion, and Stealth are core skills and start at d4 for free—see Expanded Skill Applications starting on page 71. More Skill Points is a Setting Rule, you have 15 points to put into skills. Each die type costs 1 point up to and equal to the linked attribute; then 2 points per step after that.)
Skills:
Academics (Sm)
Athletics (Ag) - d4 (Core)
Battle (Sm)
Boating (Ag)
Common Knowledge (Sm) - d4 (Core) --> d8 (3) --> +2 (cond, HJ)
Driving (Ag)
Electronics (Sm)
Faith (Sp)
Fighting (Ag) --> d6 (2)
Focus (Sp) --> d6 (IF) --> d10 (2)
Gambling (Sm)
Hacking (Sm)
Healing (Sm) --> d4 (HJ) --> d8 (3) --> +2 (HJ)
Intimidation (Sp)
Language (Sm)
Notice (Sm) - d4 (Core) --> d8 (3)
Occult (Sm)
Performance (Sp)
Persuasion (Sp) - d4 (Core)
Piloting (Ag)
Psionics (Sm)
Repair (Sm)
Research (Sm)
Riding (Ag)
Science (Sm)
Shooting (Ag)
Spellcasting (Sm)
Stealth (Ag) - d4 (Core) --> +2 (cond, IF)
Survival (Sm) --> d6 (IF) --> d8 (2)--> +2 (HJ) --> +2 (cond, IF)
Taunt (Sp)
Thievery (Ag)
Weird Science (Sm)

Derived Statistics
Strain maximum (see page 71) is the lower of Spirit or Vigor die type. [6]
Pace is 6″ but may be changed by racial abilities, Edges, or Hindrances. [8" (d8)]
Parry is 2 plus half of Fighting. [5]
Toughness is 2 plus half of Vigor, plus any Armor. [16/9]

Edges (Born a Hero is a Setting Rule; ignore Rank Requirements during character creation. Use any leftover Hindrance points to take Edges if you like. Each Edge costs 2 Hindrance points, Humans begin with an Edge as usual. Born a Hero applies to this edge)
  • Edge: Elemental Atunement
  • Edge: Frontiersman
Advances
If playing a MARS character, take five Advances per the rules in Savage Worlds. All other Iconic Frameworks take one Advance instead, per site rules. Record Advances below.

Initial Advances: (Bonus from Hindrances):
  • Elemental Atunement (Fire)
  • FRONTIERSMAN
    Requirements: Seasoned, Woodsman

    The wilderness skills of some scouts and other explorers—such as the “Swamp Stompers” of Dinosaur Swamp—
    become so finely-honed they gain an edge over more classically-trained companions. A Frontiersman gains +2 to identify animals, monsters, plants, and weather conditions in the wild. He may also substitute Survival for Stealth when stalking a target or trying to avoid a predator while in the great outdoors.
Edge(s) granted by Racial Features:
  • Human Free Edge: Life Sign Harmony
Cybernetic Modifications: NONE
  • 1st Advance - Novice: INC Smarts 1DT (d8)
  • 2nd Advance - Novice: New Powers [Divination, Illusion]
  • 3rd Advance - Novice: Power Points [5 PP - 20 PP]
  • 4th Advance - Seasoned: INC Vigor 1DT (d8)
  • 5th Advance - Seasoned: Elementalist Edge

    6th Advance - Seasoned: Power Points
    7th Advance - Seasoned: Train Battle (Sm) (d4)/Occult (Sm) (d4)
    8th Advance - Veteran:
    9th Advance - Veteran:
    10th Advance - Veteran:
    11th Advance - Veteran:
    12th Advance - Heroic:
    13th Advance - Heroic:
    14th Advance - Heroic:
    15th Advance - Heroic:
    16th Advance - Legendary:
    17th Advance - Legendary:
    18th Advance - Legendary:
    19th Advance - Legendary:
Last edited by Pahi Oki on Thu Apr 09, 2020 8:06 pm, edited 4 times in total.
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Pahi Oki - Gear

Post by Pahi Oki »

Gear


BODY ARMOR
Al-La-Pat-Tah (Salt Water Crocodile)
• Armor: +9 Toughness: +2
• Weight: 16 lbs (Min Str: d6)
• Rarity: +1; Cost: 24,000
Notes: Huntsman Medium Personal Armor
Added Upgrades (2 Minor, 2 Major)
  • Major:
    • Add Edge: Fleet Footed
    • Positive Racial Ability: Aquatic
      SWADE wrote: Aquatic (1): For two, he’s native to the water. He cannot drown in oxygenated liquid and moves his full Pace when swimming (see Movement, page 92).
  • Minor
    +4 Armor

WEAPONS
Slaf-Kah Kat-Shah (Claw of the Tiger)
• Dmg: Str+1d6+2, AP -
• Weight: 2 lbs. (Min Str: d6)
• Rarity: - Cost: 1000 (10 x 100)
Notes: SteelTree Bowie Knife. Sword, Short. Fashioned after an old colonial design.
Bowie Knife.jpg
Bowie Knife.jpg (9.46 KiB) Viewed 10264 times
SteelTree
: The metallic impurities found within SteelTree wood mean weapons made of the alien tree do
not count as wood against vampires. Thankfully, vampires are rare in Dinosaur Swamp. SteelTree items gain dense diamond-like properties when worked by experts with plasma or intense fire, and are highly prized by barbarians
and civilized folk alike for the uncanny edge they hold. Any Medieval Melee or Ranged Weapons found in Savage Worlds can be manufactured from the SteelTree. Such weapons weigh the same as their equivalents and do their listed damage with a +2 bonus in Mega Damage; they cost 10 × the listed price in credits.
Put-Chus-Wa-Che (Tomohawk)
• Dmg: Str+1d6, AP -
• Weight: 2 lbs. (Min Str: d6)
• Rarity: - Cost: 100
Notes: Axe, Hand. Fashioned after an pre-Golden Age military design.
wk-combat-axe-card-432x280.jpg
wk-combat-axe-card-432x280.jpg (9.55 KiB) Viewed 10263 times
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
Item
Info

Future Acquisitions
So-Lee-Tah-Wah Yah-Tchee-Lah-Nee (War Eagle's Bow)
• Range: 30/60/120
• Dmg: 4d6, AP 6
• ROF: 1
• Shots: —
• Weight: 3 lbs. (Min Str: d6)
• Rarity: - Cost: -
Notes: Spirit Bow. A magic item. Mega Damage. Fires spirit arrows—unlimited Shots but the archer needs d8 minimum Spirit. Granted to great warriors and heroes, especially among Native American and First Nation cultures. Gains +1d6 damage and +6 AP vs supernatural evil.

Wy-Ho-Way Notesasci (Spirit of the Shark)
• Dmg: Str+3d6, AP 6
• Weight: 3 lbs. (Min Str: d6)
• Rarity: - Cost: -
Notes: Spirit Spear. A magic item. Wielder needs d8 minimum Spirit. Granted to great warriors and heroes, especially among Native American and First Nation cultures. Gains +1d6 damage and +6 AP against supernatural evil. Reach 1. Parry +1 if used two-handed.
Credits:
  • (2d6) [dice:27lb9o6p]62047:0[/dice:27lb9o6p] [(7) x 100 = 700 Universal Credits]
  • 4d6 × 100 Universal Credits, and 2d4 × 500 credits worth of gear or valuables

Contacts
Last edited by Pahi Oki on Tue Jan 21, 2020 6:26 pm, edited 1 time in total.
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Pahi Oki - Cybernetics

Post by Pahi Oki »

Cybernetics - NONE

from Elemental Fusionist Complications:
Cybernetics: Incompatible. even a single implant blocks all abilities.

Name (how many times selected, i.e. 1 or 2) - Strain: 0
Abilities and bonuses
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Re: Xero X Kelvin - Recast as Elemental Fusionist

Post by Snake Eyes »

Sarge, Pahi Oki looks pretty good. Sheet cleanup / reassignment of the worksheet to the main sections, gear selection, and maybe some clarification on the hindrances, specifically the Obligation / Restore the Land will be helpful. I think you have some Advances to finalize too.
In the Powers section, make sure you trim the PP recovery blurb to the appropriate recovery rate. There's also 2 blank power templates at the bottom. I'm not sure if you're intending to take advances to add powers, but if not, those can be deleted.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Re: Xero X Kelvin - Recast as Elemental Fusionist

Post by Sgt 86Delta »

Snake Eyes wrote: Wed Jan 08, 2020 9:16 pm Sarge, Pahi Oki looks pretty good. Sheet cleanup / reassignment of the worksheet to the main sections, gear selection, and maybe some clarification on the hindrances, specifically the Obligation / Restore the Land will be helpful. I think you have some Advances to finalize too.
In the Powers section, make sure you trim the PP recovery blurb to the appropriate recovery rate. There's also 2 blank power templates at the bottom. I'm not sure if you're intending to take advances to add powers, but if not, those can be deleted.
Restore the Land [Obligation]: Where he is able Pahi Oki causes the ground to sprout grasses and flowers. He heals the land, purifies water and air, and encourages new life to exist in a previously barren location.

I cut and pasted several powers templates. I will delete the extras.
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
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Snake Eyes
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Re: Xero X Kelvin - Recast as Elemental Fusionist

Post by Snake Eyes »

Sgt 86Delta wrote: Sat Jan 11, 2020 5:30 pm Restore the Land [Obligation]: Where he is able Pahi Oki causes the ground to sprout grasses and flowers. He heals the land, purifies water and air, and encourages new life to exist in a previously barren location.

I cut and pasted several powers templates. I will delete the extras.
I think, mechanically speaking, that something along the lines of Vow (Major) might work better than Obligation. It's a similar commitment in spirit, but less rigid in time you have to invest. Major Obligation is going to claim 40+ hours a week, and that would most definitely interfere with day-to-day operations. It's probably splitting hairs, but Obligation is just a matter of time invested. Vow is a personal commitment to heal the land when and where you can.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Re: Xero X Kelvin - Recast as Elemental Fusionist

Post by Sgt 86Delta »

Snake Eyes wrote: Sat Jan 11, 2020 10:31 pm
Sgt 86Delta wrote: Sat Jan 11, 2020 5:30 pm Restore the Land [Obligation]: Where he is able Pahi Oki causes the ground to sprout grasses and flowers. He heals the land, purifies water and air, and encourages new life to exist in a previously barren location.

I cut and pasted several powers templates. I will delete the extras.
I think, mechanically speaking, that something along the lines of Vow (Major) might work better than Obligation. It's a similar commitment in spirit, but less rigid in time you have to invest. Major Obligation is going to claim 40+ hours a week, and that would most definitely interfere with day-to-day operations. It's probably splitting hairs, but Obligation is just a matter of time invested. Vow is a personal commitment to heal the land when and where you can.
It was a toss up. Obligation came before Vow in the alphabet. Will change it to Vow.
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
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Snake Eyes
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Re: Xero X Kelvin - Recast as Elemental Fusionist

Post by Snake Eyes »

Sgt 86Delta wrote: Sun Jan 12, 2020 11:55 am It was a toss up. Obligation came before Vow in the alphabet. Will change it to Vow.
That's friggin' hilarious.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Pahi Oki - Signature

Post by Sgt 86Delta »

Pahi Oki
Quick Stats _
Novice Human Elemental Fusionist
Pace: 6 (1d6) || Parry: 5 || Toughness: 5 [12 (5)] || Strain: --
PP: 20/20
Wounds: 0 of 3 || Fatigue: 0 of 3
Combat Edges: None
Relevant Edges: None
Bennies: 3/3
Weapons
Weapons On Hand _
  • Slaf-Kah Kat-Shah (Claw of the Tiger)
  • Put-Chus-Wa-Che (Tomohawk)
Powers
Available Powers _
  • Detect Arcana
  • Confusion
  • Intangibility
  • Blast
  • Summon Ally
  • Darksight
  • Elemental Manipulation
  • Environmental Protection
  • Divination
  • Illusion
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
[*]
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Pahi Oki - Future Edges

Post by Sgt 86Delta »

ELEMENTALIST
Requirements: Novice (Elemental Fusionist only) or Veteran, Occult d10+, summon ally

Elemental Fusionists and other arcanists can specialize in summoning elemental allies. When using summon ally the hero may choose to use the following ally chart instead.
Field Manual wrote: ELEMENTAL ALLY
RANK COST DEMON
Novice 2 Minor Faerie Folk*
Seasoned 4 Minor Elemental
Heroic 8 Major Elemental†

*see North America: Arcana & Mysticism (pg 177-8)
† one summoned, at site of element power
With a Critical Failure the creature roams our plane of existence until destroyed or banished; roll on the Reaction Table to determine its initial attitude. (Field Manual)
COMBAT LIFESAVER
Requirements: Seasoned, Healing d4+, Smarts d6+

The hero ignores 1 point of Wound penalties when Healing or stabilizing a character (including himself). In addition, he may make a Support roll and affect up to Smarts in Extras under his supervision when they check Vigor to recover per the Aftermath & Extras rules (see Savage Worlds). (Empires of Humanity)
PATHFINDER
Requirements: Seasoned, Woodsman, Notice d6+

Pathfinders move quickly through terrain others would find impassable. A Pathfinder on foot or a bicycle ignores Difficult Terrain penalties in the wild. While traveling alone or with a group, the Pathfinder may redraw one Action Card used to determine encounters per day of travel (see Travel in Savage Worlds). (Blood & Banes)
MASTER ELEMENTALIST
Requirements: Seasoned, Elemental Fusionist, Elementalist, Life Sign Harmony

The Fusionist has embraced his life sign, and dedicated himself to understanding and befriending his natural elemental brethren. He attracts a loyal Minor Elemental ally of his life sign’s type. The creature is a Wild Card, starts each session with two Bennies, but does not Advance in Rank or abilities.

If the simple-minded friend is dismissed or banished the hero may gain a replacement upon returning to a site strong in his life sign. If Incapacitated the Master Elementalist has the ability to banish the being back to its home plane with a Dramatic Task regardless of distance (this is seen as a reward), or may seek to help the creature recover. If the elemental ally is killed, the hero must complete a task of redemption or revenge (mutually decided upon with the GM) before he may seek a replacement. (Field Manual)
IMPROVED COMBAT LIFESAVER
Requirements: Veteran, Combat Lifesaver, Healing d6+

The hero ignores 2 points of Wound penalties when Healing or stabilizing a character (including himself). In addition, when an allied Wild Card under his care rolls on the Death & Defeat Table (see The Tomorrow Legion Player's Guide), the hero may first make a Healing Support roll. The ally then adds that bonus (if any) to the result of their roll on the table. (Empires of Humanity)
WARLOCK
Requirements: Heroic, Elemental Fusionist, Focus d10+, Special (see below)

The most legendary elementalists are known by the title of "Warlock" and are naturally seen as "first among equals" by
other elemental beings and Fusionists

Attunement to the four core cosmic energies allows the Warlock to tap into the laws of creation and life itself. Warlocks gain access to these powers, learning one immediately:
  • banish, blind, boost/lower Trait, conceal arcana, disguise, dispel, drain Power Points, empathy, fear, growth/shrink, healing, invisibility, mind link, mind reading, mind wipe, object reading, puppet, resurrection, shape change (into a lesser elemental of his life sign), slumber, and teleport.
Special: Before taking Warlock, a Fusionist must attune to all four elements. (Arcana & Mysticism)
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
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