Custos Carceris XXVII, Intelligent Construct (SWADE)

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Custos CarcerisXXVII
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Custos Carceris XXVII, Intelligent Construct (SWADE)

Post by Custos CarcerisXXVII »

I would like to enter this character into a game. If there are any open SWADE games who need more players (or will need more when making the switch), I would be happy to join!

Note: There's slightly more to the origin of this construct that I will gladly share with the (potential) GM(s) as it is not on the sheet (it is not much extra, probably 2 paragraphs total). All the mechanics of the build are listed accurately below.

Hero's Journey (Rich)
Enchanted Items & Mystic Gadgets: [dice:31ng6ou3]58283:0[/dice:31ng6ou3]
Enchanted Items & Mystic Gadgets: [dice:31ng6ou3]58283:1[/dice:31ng6ou3]
  • Reroll: [dice:31ng6ou3]58283:2[/dice:31ng6ou3]
Custos Carceris XXVII
"XXVII"
Pace: 6(d6); Flight: 6(d6) Parry: 7(2); Toughness: 23(10)
  • +4 Damage from Psionics and -4 to resist Psionics
  • -2 Protection vs heat-based Attacks
Combat-Relevant Edges & Abilities:
  • Construct: +2 to recover from being Shaken, ignore 1 point of Wound penalties, don’t breathe, and are immune to Disease and Poison. Repair (Occult) instead of Healing with no Golden Hour.
  • Improved Senses: +2 to Sight-based Notice; Ignore Dim/Dark Illumination Penalties.
  • Malfunctions: Constructs are subject to the same types of problems plaguing all advanced items (i.e. Technical Difficulties).
  • No Vital Systems: Called Shots deal no extra damage versus them.
  • Obscure Construction: −4 penalty on skill checks related to XXVII's construction (such as repairing, modifying, or examining them).
  • One with Magic: Gain detect/conceal arcana as an Innate Ability; can sense supernatural beings within line of sight with a Notice check. Conceal arcana even works while sleeping, it only stops working if forcibly Incapacitated.
  • Weapon System (Integral; 2): Staff of the Archmage and Enchanted Greatsword may be concealed when not in use. Looking for them when concealed imposes a -4 penalty to Notice.
Wounds: 1/3; Fatigue: 1/2; PPE: 14/30; PPE: 0/10
Bennies: 1/5; Golden Bennies: 0/1
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Custos speaking internally to XXVII (#BF40FF)

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Custos CarcerisXXVII
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Re: Custos Carceris XXVII, Intelligent Construct (SWADE)

Post by Custos CarcerisXXVII »

Character Sheet

Player Name: Derrick S
Google Handle: DSmith8807

Custos Carceris “XXVII”
Rank: Novice Advances Gained: 1 Advances Unspent: 0
Iconic Framework: Intelligent Construct
Attributes: Agility d8, Smarts d12, Spirit d8, Strength d10, Vigor d8
Pace: 6(d6); Flight: 6(d6); Parry: 7(2); Toughness: 23(10)
Skills:
  • Academics d8
  • Athletics d8
  • Common Knowledge d6
  • Fighting d8+2
    • +2 Imp. Trademark (TW Great Sword)
    • +1 TW Great Sword (Powered)
  • Notice d8+2
  • Occult d12+2
  • Performance d8
    • +1 Communications Band
  • Persuasion d8
    • +1 Communications Band
  • Research d8
  • Spellcasting d12+2
    • +1 Staff
  • Stealth d4
Hindrances
  • Curious (Major): The character wants to know about everything.
  • Driven (Major): XXVII is compelled to seek out and research arcane anomalies.
  • Outsider (Major): People of Rifts Earth view Intelligent Constructs as property rather than sentient beings. They have no protections under the law and suffer a −2 to Persuasion when dealing with those who know of their advanced construction.
  • Secret (Major): XXVII does not know much about the life it lived before awakening as a construct.
  • Wanted (Major): Once its true nature is discovered, many powerful factions will seek out the Construct. It will either be hunted down for disassembly and study, slated for immediate destruction, or sold to the highest bidder.
Edges
  • Adept: Upon taking this Edge, for each of his current Ranks and at each new Rank, the adept may choose one power to become an Innate Ability with the Range (self) limitation. The adept must already have the power to begin with—chosen normally from his power list. The following powers may be upgraded to Innate Abilities this way: arcane protection, boost Trait, deflection, healing, protection, smite, speed, and warrior's gift. All other aspects of the character's Arcane Background and powers remain the same.
  • Arcane Background (Magic): Boost/Lower Trait, Drain Power Points, Disguise
  • Channeling: When the character gets a raise on her arcane skill roll (or roll to activate or use an arcane device), she reduces its Power Point cost by 1. This can take it to 0.
  • Concentration: The base Duration of any non-Instant power is doubled. This includes maintaining powers as well.
  • Luck, Great: The player draws two extra Bennies at the start of each session.
  • Master of Magic: The Master of Magic gains access to the Mega Power Modifiers for all known magic or miracles powers.
  • New Powers (2): Arcane Protection, Entangle, Sloth/Speed, Stun
  • New Powers (Novice): Deflection, Smite
  • New Powers (Seasoned): Protection, Warrior's Gift
  • One with Magic (4): One With Magic may be taken once each Rank. Every time it is taken, gain a new special ability that reflects the hero's gradual transformation:
    • Novice: Gain detect/conceal arcana as an Innate Ability; can sense supernatural beings within line of sight with a Notice check. Conceal arcana even works while sleeping, it only stops working if forcibly Incapacitated.
    • Seasoned: Gain the Ley Line Rejuvenation and Ley Line Sense abilities of a Ley Line Walker.
      • Ley Line Rejuvenation: While on a ley line, a XXVII gains a natural healing roll once per day.
      • Ley Line Sense: XXVII can sense a ley line within 10 miles, and he 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). He can also sense any nearby Rifts within 10 miles, as well as the arcane tremors created by the eruption of new or recurring Rifts within 50 miles.
    • Veteran: The character may make a natural healing roll once per day even when not on a ley line. On a ley line, the caster gains a natural healing roll once per hour and may recover permanent injuries—see Regeneration in Savage Worlds
    • Heroic: Arcane Protection is used as an Innate Ability, requiring no PPE (additional Power Modifiers cost the normal amount). The power does not work if the caster is unconscious, asleep, or otherwise Incapacitated.
  • Power Points (4): These Edges together grant an additional 20 Power Points.
  • Rapid Recharge: This Edge increases the recharge rate to 10 PP every hour.
  • Rich: XXVII begins with 15,000 credits and gets two rolls on the Body Armor, Close Combat Weapons, Cybernetics, Enchanted Items & Mystic Gadgets, or Ranged Combat Weapons Tables. The hero may give up the two rolls to instead own one weapon, armor, or adventuring gear item of her choice.
  • Sweep, Improved: Sweep allows a character to make a single Fighting attack and apply it against all targets in his Reach (friends and foes alike). Resolve damage separately for each enemy that’s hit.
    A fighter may only perform a Sweep once per turn. It may not be combined with Frenzy.
  • Trademark Weapon, Improved: +2 to Athletics (throwing), Fighting, or Shooting total with TW Greatsword; +2 Parry while weapon is readied.
  • Wizard: A Wizard can spend 1 extra Power Point when casting a power to change its Trapping.
Iconic Abilities:
  • Automated Repair Unit: Make a Vigor roll as a free action once per day to attempt to heal a Wound, gains +4 on rolls to resist “Bleeding Out”.
  • Bioreactor: Compatible with all tech bases, the Construct can process organic materials (food and water) into energy instead of drawing on another source to meet its power needs. It may recharge by consuming the amount of food needed by a similarly-sized humanoid.
  • Construct: Intelligent Constructs are beings made of inorganic material. They add +2 to recover from being Shaken, ignore 1 point of Wound penalties, don’t breathe, are immune to Disease and Poison, and Wounds are fixed with the lower of Occult or Spellcasting instead of Healing with no “Golden Hour”
  • Improved Senses: The Construct has improved audio and visual senses granting it +2 to Notice rolls and allowing it to ignore Dim or Dark Illumination penalties. It can record its sensory feeds (audio, visual, etc.).
  • No Vital Systems: The Construct has hidden, armored, or redundant vital systems. Called Shots deal no extra damage versus them.
  • Obscure Construction: Artificial beings are often the product of alien design or weird secrets of super science. For −3 points, impose a −4 penalty on skill checks related to their construction (such as repairing, modifying, or examining them).
  • Weakness (Ley Line Disruption): XXVII loses the innate ability to sense supernatural beings on or close (within 2" or 4 yards) to a ley line. Ley line storms cause a level of Fatigue from severe headaches and distress as for a psychic.
  • Weakness (Psionics): Lacking the natural mental defenses of a flesh and blood body, XXVII is susceptible to Psionics, taking +4 damage from attacks and rolling at −4 to resist related effects.
Custos Carceris XXVII
"XXVII"
Pace: 6(d6); Flight: 6(d6) Parry: 7(2); Toughness: 23(10)
  • +4 Damage from Psionics and -4 to resist Psionics
  • -2 Protection vs heat-based Attacks
Combat-Relevant Edges & Abilities:
  • Construct: +2 to recover from being Shaken, ignore 1 point of Wound penalties, don’t breathe, and are immune to Disease and Poison. Repair (Occult) instead of Healing with no Golden Hour.
  • Improved Senses: +2 to Sight-based Notice; Ignore Dim/Dark Illumination Penalties.
  • Malfunctions: Constructs are subject to the same types of problems plaguing all advanced items (i.e. Technical Difficulties).
  • No Vital Systems: Called Shots deal no extra damage versus them.
  • Obscure Construction: −4 penalty on skill checks related to XXVII's construction (such as repairing, modifying, or examining them).
  • One with Magic: Gain detect/conceal arcana as an Innate Ability; can sense supernatural beings within line of sight with a Notice check. Conceal arcana even works while sleeping, it only stops working if forcibly Incapacitated.
  • Weapon System (Integral; 2): Staff of the Archmage and Enchanted Greatsword may be concealed when not in use. Looking for them when concealed imposes a -4 penalty to Notice.
Wounds: 1/3; Fatigue: 1/2; PPE: 14/30; PPE: 0/10
Bennies: 1/5; Golden Bennies: 0/1
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Custos speaking internally to XXVII (#BF40FF)

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Re: Custos Carceris XXVII, Intelligent Construct (SWADE)

Post by Custos CarcerisXXVII »

Powers
Arcane Background: Magic
PPE: 30 - Recovery: 10/hour
PPE: 10 - Recovery: 10/hour
+Adept: Boost Trait, Deflection, Speed, Warrior's Gift
*Auto-Raise: Boost Trait, Drain Power Points
^One with Magic: Arcane Protection, Detect/Conceal Arcana

^Sigils of Warding [Arcane Protection] (1 PPE) [Novice]
  • Range: 12” (Smarts)
  • Duration: 10
  • Trapping: Glowing, protective sigils surround the target(s)
    OOC Comments
    • Effect: Success with arcane protection means hostile powers suffer a −2 penalty (−4 with a raise) to affect this character. If the power causes harm, damage is also reduced a like amount.
      Arcane protection stacks with Arcane Resistance should the recipient have both!
    • Modifiers:
      • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
      • EXALTED ARCANE PROTECTION (+2): Hostile powers suffer a –4 penalty (– 6 with a raise).
*+Safety Override Protocol [Boost Trait] (2 PPE) [Novice]
  • Range: Self
  • Duration: 10
  • Trapping: Custos XVII unshackles the Carceris unit’s ability limiters, temporarily allowing PPE to be redirected into inactive systems, boosting active systems, or bypassing the limitations on physical maximums.
    OOC Comments
    • Effect: This power allows the character to increase a Trait (attribute or skill).
      Boosting a Trait increases the selected Trait one die type, or two with a raise, for ten rounds.
      Additional castings don’t stack on a single Trait (take the highest), but may affect different Traits.
    • Limitations: Self (-1), Aspect (-1)
    • Modifiers:
      • GREATER BOOST/LOWER TRAIT (+2): The power’s effects are enhanced—with a success the selected Trait gains a free reroll once per round, on a raise once per action. For lower Trait the target takes the lowest result re-rolled.
+Timeslip [Deflection] (3 PPE) [Novice]
  • Range: 12” (Smarts)
  • Duration: 10
  • Trapping: The affected target gains the passive ability to slip slightly forward or backwards in time, avoiding any harm which would otherwise have come to pass.
    OOC Comments
    • Effect: Deflection powers work in a variety of ways. Some manifestations actually deflect incoming attacks, others blur the target’s form or produce illusionary effects. The end result is always the same, however—to misdirect incoming melee and missile attacks from the recipient of the power.
      Once cast, foes must subtract 2 from attack rolls directed at the user (or 4 with a raise).
    • Modifiers:
      • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
      • GREATER DEFLECTION (+3): The penalty to attack the recipient increases to –4 (– 6 on a raise).
^Magesight / Arcane Suppression [Detect/Conceal Arcana] (2 PPE) [Novice]
  • Range: 12” (Smarts)
  • Duration: 10 (Detect); two hours (Conceal)
  • Trapping: Alter the flow of PPE through the target, sending more through the eyes (Eyes glow soft white); Dampen the PPE of a target as much as possible and disguise any remaining overabundance of PPE.
    OOC Comments
    • Effect: Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds. This includes invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well—harmful, obscurement, magic, miracles, etc.
      Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).
      Conceal arcana prevents detection of arcane energies on one being or item of Normal Scale for one hour (see the Size Table page 179).
      Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is an opposed roll of arcane skills (roll each time it’s attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again.
    • Modifiers:
      • ADDITIONAL RECIPIENTS (+1): The power may affect more than one viewer for detect, or item for conceal, for 1 additional Power Point each.
      • AREA OF EFFECT (+1/+2): Conceal only. The power affects everything in a sphere the size of a Medium Blast Template for +1 points, or a Large Blast Template for +2.
      • STRONG (+1): Conceal only. Detection rolls to see through the concealment are made at −2.
      • 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.
      • EXALTED CONCEAL ARCANA (+2): The recipient is −2 (or −4 with a raise) to be seen or found with detect arcana, divination, and other arcane abilities; may not be used in combination with the power’s Strong modifier.
      • PRESENCE SENSE (+1): The caster is able to sense the presence and exact location of living beings within range like a radar; detect arcana activated with Presence Sense no longer requires line of sight to locate living beings.
        When used on a supernatural creature, a raise on the Arcane Skill check reveals any susceptibilities, Weaknesses, and ways to bypass Invulnerability.
      • EXALTED CONCEAL ARCANA (+2): The recipient is −2 (or −4 with a raise) to be seen or found with detect arcana, divination, and other arcane abilities; may not be used in combination with the power’s Strong modifier.
      • PRESENCE SENSE (+1): The caster is able to sense the presence and exact location of living beings within range like a radar; detect arcana activated with Presence Sense no longer requires line of sight to locate living beings.
Thaumatographic Overlay [Disguise] (2 PPE) [Seasoned]
  • Range: Self
  • Duration: 20 minutes
  • Trapping: Magically projects an image over the Carceris unit which syncs up to the unit’s movement (and speech with Illusory Mask).
    OOC Comments
    • Effect: Disguise allows the Carceris unit to assume the appearance of another person of the same Size and shape, including clothing. It does not confer any abilities, however.
      Those who have reason to question the imposter’s identity make a Notice roll at −2 to see through the disguise (−4 with a raise on the casting roll). This is a free action.
    • Limitations: Self (-1)
    • Modifiers:
      • SIZE (+1): The recipient may assume the shape of someone up to two Sizes larger or smaller than themselves.
      • ILLUSORY MASK (+2): The recipient looks and sounds like a specific person, down to the smallest detail.
*Siphon Power [Drain Power Points] (2 PPE) [Veteran]
  • Range: 12” (Smarts).
  • Duration: Instant.
  • Trapping: Lock onto the targets power and rips it free. If done properly, XXVII steals it for personal use.
    OOC Comments
    • Effect: Powerful mages, priests, psykers, and the like can use this ability to drain arcane energy from their foes. They can sometimes even leech the stolen energy for themselves.
      The power is opposed by the target’s Spirit, and the caster suffers a −2 penalty to her roll if the target has a different Arcane Background than her own.
      Success drains 1d6 of the rival’s Power Points (if any, and the die doesn’t Ace). With a raise, the caster adds the points to her own. This may take her above her usual maximum! They last until used, and must be the first spent when casting.
      Drain Power Points can also be used on an arcane device (the creator still resists with her arcane skill whether she wields it or not). The device can’t lose more Power Points than it has.
    • Modifiers:
      • PPE THIEF (+2): The caster drains 2d6 Power Points on a success.
Arcane Restraint [Entangle] (2 PPE) [Novice]
  • Range: 12” (Smarts)
  • Duration: Instant
  • Trapping: Bands of pure arcane force are conjured and tightened around the target(s).
    OOC Comments
    • Effect: Entangle allows the caster to restrain a target with ice, bands of energy, or other vine-like Trappings (Hardness 5). If successful, the target is Entangled. With a raise, he’s Bound.
      Victims may break free on their turn as detailed under Bound & Entangled on page 98.
    • 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.
      • STRONG (+2): The entangling material is particularly resilient. Rolls to break free are made at −2 and its Hardness increases to 7.
      • GREATER ENTANGLE (+4): Rolls to break free are made at −4 and the entangling material’s Hardness increases to 10.
Armor of Marcellus [Protection] (1 PPE) [Novice]
  • Range: 12” (Smarts)
  • Duration: 10
  • Trapping: A reactive shielding spell developed by the archmages for the protection of emporer Marcellus. It was unique at the time for its ability to shift its properties to protect against any threat. Armor of Marcellus appears as a sky blue sheen enveloping the affected.
    OOC Comments
    • Effect: Protection creates a field of energy or armor around a character, giving him 2 points of Armor, or +4 with a raise. Whether the protection is visible or not depends on the Trapping—this is entirely up to the caster.
      Protection stacks with all other armor, natural or worn, and is negated by AP as usual.
    • Modifiers:
      • ADDITIONAL RECIPIENTS (+1): The power may affect additional targets at a cost of 1 Power Point each.
      • MORE ARMOR (+1): Success grants 4 points of Armor (+6 with a raise).
      • TOUGHNESS (+1): Protection provides Toughness instead of Armor and is not affected by AP (magical or otherwise).
      • GREATER PROTECTION (+3): Protection provides 6 points of MDC Armor (+8 with a raise), which stacks with all other armor, natural or worn. May be combined with the Toughness Power Modifier, but not More Armor.
+Timewinder [Sloth/Speed] (2 PPE) [Seasoned]
  • Range: 12” (Smarts)
  • Duration: Instant (Sloth); 10 (Speed)
  • Trapping: Freely adjusts the flow of time for those nearby. Targets can be slowed to a near standstill or sped to a blur.
    OOC Comments
    • Effect: Sloth lessens celerity and coordination while speed increases it. It halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
      Success with speed doubles the target’s movement (basic Pace and running). With a raise the character also ignores the −2 running penalty.
    • Modifiers:
      • ADDITIONAL RECIPIENTS (+1): Speed only. The power may affect more than one target for 1 additional Power Point each.
      • AREA OF EFFECT (+2/+3): Sloth only. 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.
      • QUICKNESS (+2): Speed only. The character’s total Multi-Action penalty each turn is reduced by 2 (she can do two actions at no penalty or three at −2 each).
      • STRONG (+1): Sloth only. The Spirit roll to shake off sloth’s effects is made at −2.
      • EXALTED QUICKNESS (+4): Speed only. The recipient suffers no Multi- Action penalties.
      • GREATER SLOTH (+2): Sloth only. The target cannot run, and with a raise is Vulnerable.
      • GREATER SPEED (+2): Speed only. The recipient’s Run dice are not rolled, instead gaining the maximum dice result possible. With a raise the recipient is also Nimble.
Wither [Smite] (2 PPE) [Novice]
  • Range: 12” (Smarts)
  • Duration: 10
  • Trapping: Any damage caused by a withered weapon is enhanced greatly by time. The wound ages immediately, often becoming visibly rusted or infected.
    OOC Comments
    • Effect: This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon’s damage is increased by +2, or +4 with a raise.
    • Modifiers:
      • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
      • GREATER SMITE (+2): The weapon’s damage is increased by +4, or +6 with a raise—it also deals Mega Damage, if it didn’t already.
Innundation [Stun] (2 PPE) [Novice]
  • Range: 12” (Smarts)
  • Duration: Instant
  • Trapping: Conjure strobing lights, warbling sounds, writhing currents of PPE, and strange smells to overload the affected’s senses.
    OOC Comments
    • Effect: Stun shocks a target with concussive force, sound, light, magical energy, or the like.
      A successful casting means the victim must make a Vigor roll (at −2 with a raise on the arcane skill roll) or be Stunned (see 106).
    • 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 STUN (+2): Resistance rolls are made at –2, or –4 with a raise.
+Essence of the Imperial Hero [Warrior's Gift] (4 PPE) [Seasoned]
  • Range: 12” (Smarts)
  • Duration: 10
  • Trapping: Since time immemorial, the heroes of the empire have presented themselves to the archmages for examination. Those heroes' techniques were studied and recorded with the intent to translate them into arcane formulas.
    Those formulas are an integral part of a greater spell allowing for the selection and endowment of specific techniques from the heroes of old. Essence of the Imperial Hero allows for any known technique to be gifted to anyone the caster chooses.
    OOC Comments
    • Effect: With a successful arcane skill roll, the recipient gains the benefits of a single Combat Edge chosen by the caster. The caster (not the recipient) must have the same Rank or higher as the Edge’s Requirements. With a raise, the recipient gains the Improved version of the Edge (if there is one, and even if he doesn’t meet the Rank Requirement).
    • Modifiers:
      • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
      • GREATER WARRIOR'S GIFT (+4): The recipient gains two Combat Edges at once.

Equipment Powers

Speech Conversion [Speak Language] (1 PPE) [Novice]
  • Range: 12 (Smarts)
  • Duration: 20 minutes
  • Trapping: The target understands and can communicate via any language.
    OOC Comments
    • Effect: This power allows a character to speak, read, and write a sapient language other than his own. A raise on the arcane skill roll allows the user to appropriately use and understand slang and dialect as well.
Custos Carceris XXVII
"XXVII"
Pace: 6(d6); Flight: 6(d6) Parry: 7(2); Toughness: 23(10)
  • +4 Damage from Psionics and -4 to resist Psionics
  • -2 Protection vs heat-based Attacks
Combat-Relevant Edges & Abilities:
  • Construct: +2 to recover from being Shaken, ignore 1 point of Wound penalties, don’t breathe, and are immune to Disease and Poison. Repair (Occult) instead of Healing with no Golden Hour.
  • Improved Senses: +2 to Sight-based Notice; Ignore Dim/Dark Illumination Penalties.
  • Malfunctions: Constructs are subject to the same types of problems plaguing all advanced items (i.e. Technical Difficulties).
  • No Vital Systems: Called Shots deal no extra damage versus them.
  • Obscure Construction: −4 penalty on skill checks related to XXVII's construction (such as repairing, modifying, or examining them).
  • One with Magic: Gain detect/conceal arcana as an Innate Ability; can sense supernatural beings within line of sight with a Notice check. Conceal arcana even works while sleeping, it only stops working if forcibly Incapacitated.
  • Weapon System (Integral; 2): Staff of the Archmage and Enchanted Greatsword may be concealed when not in use. Looking for them when concealed imposes a -4 penalty to Notice.
Wounds: 1/3; Fatigue: 1/2; PPE: 14/30; PPE: 0/10
Bennies: 1/5; Golden Bennies: 0/1
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Custos speaking internally to XXVII (#BF40FF)

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Custos CarcerisXXVII
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Joined: Wed Sep 18, 2019 8:36 pm

Re: Custos Carceris XXVII, Intelligent Construct (SWADE)

Post by Custos CarcerisXXVII »

Background
Custos Carceris XXVII’s first memory upon waking in < >.

“Greetings, Archmage! I am your Custos, the XXVII of my kind, and custodian of this construct. Your exemplary achievements in life deemed you worthy of a new body. One that is strong and does not age. With it you are free to endlessly follow your life’s passion in your second life: the study of the arcane.”

“Please take a moment to adjust to living as an artificial construct. The frailness of your previous form may still linger in your muscle memory. I have taken the liberty of temporarily inhibiting your strength. Good. Yes, move around until you are comfortable. I will gradually restore your abilities to full as you adjust to your new normal.”

“Now that you have adjusted adequately to your new body, as your Custos, I will return to my usual duties of maintaining this body and its subroutines. If you have any questions, feel free to ask, but you should know that my responses are limited. Enjoy your new life, Archmage!”

“Oh, Archmage. During your travels, please catalogue any interesting or unknown arcane anomalies in great detail. Significant discoveries will intermittently be transmitted to the Council of Magi to further the Empire’s knowledge. Your service is, of course, appreciated.”

Unable to recall much more than snippets of its previous life, nor its name, the arcane construct has taken to referring to itself simply as XXVII (27) to differentiate itself from its assitant - the arcane intelligence Custos XXVII.

XXVII has joined < > in hopes of trading arcane knowledge and skill for opportunities to examine and experience unknown magical events. Every single piece of knowledge is significant and could have unforeseen ramifications when understood and combined with the vast libraries of knowledge available to the Empire.
Attachments
Custos Carceris XXVII
Custos Carceris XXVII
15688646517929635.png (151.19 KiB) Viewed 1875 times
Custos Carceris XXVII
"XXVII"
Pace: 6(d6); Flight: 6(d6) Parry: 7(2); Toughness: 23(10)
  • +4 Damage from Psionics and -4 to resist Psionics
  • -2 Protection vs heat-based Attacks
Combat-Relevant Edges & Abilities:
  • Construct: +2 to recover from being Shaken, ignore 1 point of Wound penalties, don’t breathe, and are immune to Disease and Poison. Repair (Occult) instead of Healing with no Golden Hour.
  • Improved Senses: +2 to Sight-based Notice; Ignore Dim/Dark Illumination Penalties.
  • Malfunctions: Constructs are subject to the same types of problems plaguing all advanced items (i.e. Technical Difficulties).
  • No Vital Systems: Called Shots deal no extra damage versus them.
  • Obscure Construction: −4 penalty on skill checks related to XXVII's construction (such as repairing, modifying, or examining them).
  • One with Magic: Gain detect/conceal arcana as an Innate Ability; can sense supernatural beings within line of sight with a Notice check. Conceal arcana even works while sleeping, it only stops working if forcibly Incapacitated.
  • Weapon System (Integral; 2): Staff of the Archmage and Enchanted Greatsword may be concealed when not in use. Looking for them when concealed imposes a -4 penalty to Notice.
Wounds: 1/3; Fatigue: 1/2; PPE: 14/30; PPE: 0/10
Bennies: 1/5; Golden Bennies: 0/1
Edit Signature
Custos speaking internally to XXVII (#BF40FF)

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Custos CarcerisXXVII
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Re: Custos Carceris XXVII, Intelligent Construct (SWADE)

Post by Custos CarcerisXXVII »

Gear
Staff of the Archmagus, Integral
  • Sr+d6 Damage (spend 2 PPE for one round of Mega Damage)
  • 10/10 PPE (Regenerates at the same rate as the caster’s PPE)
  • Min Str: d6
  • Notes: +1 Spellcasting; Reach 1, Parry 1, two-handed)
    If desired, the weapon can be concealed when not in use. Opponents searching for such concealed weapons suffer a penalty to their Notice rolls of –4.
Enchanted Greatsword, Integral (TW Great Sword, Integral)
  • Str+d10+2 Damage, AP 4
  • Min Str: d10
  • Notes: Two Hands, -1 Parry unless powered; 1 PPE/5 Rounds: Mega Damage and +1 Fighting.
    If desired, the weapon can be concealed when not in use. Opponents searching for such concealed weapons suffer a penalty to their Notice rolls of –4.

Enchanted Bronze Armor (SteelTree Bronze Armor)
  • +3 Toughness (head, torso, arms, legs)
  • Min Str: d8
  • Notes: -2 less protection against heat-based attacks like plasma weapons and magical fire
  • Weight: 30
  • Cost: 1950
Hooded Heavy Cloak of Protection (Armored Cloak)
  • +2 Armor, +1 Toughness
  • Min Str: d4
  • Noets: This protection can stack with other non-MDC body armor; increase the Strength Minimum required to wear the base armor by one die type, to a minimum of d6
  • Weight: 5
  • Cost: 6000

Communications Band (TW)
This gold headband is comprised of radio transistors, embedded copper wiring, and various other metal and plastic elements.
  • +1 to Persuasion and Performance
  • Notes: Speak Language power; requires 1 PPE per hour
  • Weight: .5
  • Cost: 34000

Credits: 7050

Contacts
Custos Carceris XXVII
"XXVII"
Pace: 6(d6); Flight: 6(d6) Parry: 7(2); Toughness: 23(10)
  • +4 Damage from Psionics and -4 to resist Psionics
  • -2 Protection vs heat-based Attacks
Combat-Relevant Edges & Abilities:
  • Construct: +2 to recover from being Shaken, ignore 1 point of Wound penalties, don’t breathe, and are immune to Disease and Poison. Repair (Occult) instead of Healing with no Golden Hour.
  • Improved Senses: +2 to Sight-based Notice; Ignore Dim/Dark Illumination Penalties.
  • Malfunctions: Constructs are subject to the same types of problems plaguing all advanced items (i.e. Technical Difficulties).
  • No Vital Systems: Called Shots deal no extra damage versus them.
  • Obscure Construction: −4 penalty on skill checks related to XXVII's construction (such as repairing, modifying, or examining them).
  • One with Magic: Gain detect/conceal arcana as an Innate Ability; can sense supernatural beings within line of sight with a Notice check. Conceal arcana even works while sleeping, it only stops working if forcibly Incapacitated.
  • Weapon System (Integral; 2): Staff of the Archmage and Enchanted Greatsword may be concealed when not in use. Looking for them when concealed imposes a -4 penalty to Notice.
Wounds: 1/3; Fatigue: 1/2; PPE: 14/30; PPE: 0/10
Bennies: 1/5; Golden Bennies: 0/1
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Re: Custos Carceris XXVII, Intelligent Construct (SWADE)

Post by Custos CarcerisXXVII »

Advances
Please list all Edges and Advances taken for your character here

Attributes (5/5)
Agility: d8 (2 IF)
Smarts: d12 (1 IF +3)
Spirit: d8 (1 IF +1)
Strength: d10 (3 IF)
Vigor: d8 (1 IF +1)

Skills (15/15):
  • d8 Academics (Sm) (3)
  • d8 *Athletics (Ag/St) (Core + IF)
  • d6 *Common Knowledge (Sm) (Core +1)
  • d8+2 Fighting (Ag) (IF)
  • d8 *Notice (Sm) (Core +2)
  • d12+2 Occult (Sm) (IF +3)
  • d8 *Performance (Sp) (IF)
  • d8 *Persuasion (Sp) (Core + IF)
  • d8 Research (Sm) (3)
  • d12+2 Spellcasting (Sm) (IF +3)
  • d4 *Stealth (Ag) (Core)
Hero's Journey
  • Enchanted Items & Mystic Gadgets (1): Made of a wood unknown to most of the world, your character’s elegant staff is a powerful weapon and tool for magic work. The staff has 10 PPE (which regenerate at the same rate as the caster's), grants a +1 to all Spellcasting or Faith rolls. Finally, it’s a combat-worthy staff (Str+d6, Reach 1, Parry +1, two-handed) that even does Mega Damage if 2 PPE is channeled through it that round.
  • Enchanted Items & Mystic Gadgets (12-13): When it’s time to negotiate with strange visitors just arrived through a new Rift, your character’s Communications Band is a vital asset, see page 87.
  • Magic & Mysticism (13-14): Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect. (Boost/Lower Trait)
  • Magic & Mysticism (13-14): Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect. (Drain Power Points)
Intelligent Construct
The Carceris line of automatons is self-sufficient and able to draw PPE from localized fonts of energy. In an emergency it can instead steal PPE from other sources or consume biological matter. It's primary function is <redacted>. To facilitate the unit's safe operation and ability to achieve its prime directive, the unit is built with a sturdy frame. Its physical capabilities have similarly been locked to a level of above average human capabilities.

This Carceris unit has the standard self defense and social interaction modules, but its defensive capabilities have been upgraded. Due to the unique nature of <redacted>, it has also been decided to include an arcane module. The Coucil of Magi have approved encoding a significant amount of information into the Custos of this unit as a grimoire for <redacted>. The council hopes that the grimoire will significantly improve the unit's ability to achieve its prime directive without <redacted>.

Intelligent Construct Base (-5)
  • Arcane System (−4): The most powerful arcanists know the secrets of imbuing Constructs with drive and purpose through complex enchantments, runes, or by harnessing the energy of souls. The Construct must consume 5 Power Points from ley lines or by draining PPE/ISP from other sources each day (see Ley Lines and Siphoning PPE in the Tomorrow Legion Player’s Guide). Consumed Power Points cannot be used to fuel powers. The lower of Occult or Spellcasting is used to fix these constructs instead of Repair.
  • Bulky Frame (+0): Size +1, +1 Toughness. The Construct is about 7-8’ in height or length (like an orc, donkey, Combat Cyborg, or motorcycle). This makes it difficult to operate Power Armor and vehicles not fitted for its Size. Armor and Vehicles must be customized, doubling purchase and repair costs. Operating uncustomized vehicles imposes −1 to all Trait checks, including firing vehicular weapons.
  • Construct: Intelligent Constructs are beings made of inorganic material. They add +2 to recover from being Shaken, ignore 1 point of Wound penalties, don’t breathe, and are immune to Disease and Poison, and Wounds are fixed with Repair instead of Healing with no “Golden Hour”.
  • Core Directive (Major): All Constructs are engineered with a primary function, which instills them with purpose. This often functions as the Vow (Major) or Pacifist (Major) Hindrance but may take on other forms (a Major psychology-based Hindrance, per GM's approval).
  • Improved Senses (+1): The Construct has improved audio and visual senses granting it +2 to Notice rolls and allowing it to ignore Dim or Dark Illumination penalties. It can record its sensory feeds (audio, visual, etc.).
  • Inorganic: Normal cyberware does not work on Constructs. They may not take cybernetics or roll on the Cybernetics Hero's Journey Table.
  • Legs (+0): The Construct has Pace 6 and d6 running die.
  • Malfunctions: Constructs are subject to the same types of problems plaguing all advanced items (i.e. Technical Difficulties).
  • Obvious Construct (−2): The being is obviously inorganic, which can be a dangerous prospect. Dark lighting, loose clothing, and other tricks are required to hide the fact. Opponents gain +2 on Notice rolls to discern its true nature.
  • Outsider (Major): People of Rifts Earth view Intelligent Constructs as property rather than sentient beings. They have no protections under the law and suffer a −2 to Persuasion when dealing with those who know of their advanced construction.
  • Standard Vocal Unit (+0): The Construct can fully communicate through the sounds made by most other races and can do so with a booming voice if it chooses.
  • Transferred Intelligence (+0): Transferred intelligences are the result of a process or accident that moved the mind (or soul) of a living being into the Construct body. This could involve superscience, Techno-Wizardry, or other supernatural phenomena. The being is indeed alive, may access PPE and ISP, and may take related Arcane Backgrounds. The Construct may or may not have memories of its existence prior to transference and usually, whether intentional or unintentional, is transferred in a “blank slate” condition.
  • Wanted (Major): Once its true nature is discovered, many powerful factions will seek out the Construct. It will either be hunted down for disassembly and study, slated for immediate destruction, or sold to the highest bidder.
Optional Complications (-9)
  • *−4 Feature Locked Physiology (1): Most artificial beings are highly advanced prototypes, and not easily upgraded. Unlike cyborgs or robots built using interchangeable parts, the Construct’s core physical systems cannot be modified and do not improve in performance after initial design and construction. The Construct may not purchase upgrades to Agility, Strength, or Vigor as it ranks up (though it may increase Smarts and Spirit as normal).
  • *–3 Obscure Construction (1): Artificial beings are often the product of alien design or weird secrets of super science. For −3 points, impose a −4 penalty on skill checks related to their construction (such as repairing, modifying, or examining them).
  • *−1 Weakness (Ley Line Disruption) (U): XXVII loses the innate ability to sense supernatural beings on or close (within 2" or 4 yards) to a ley line. Ley line storms cause a level of Fatigue from severe headaches and distress as for a psychic.
  • *−1 Weakness (Psionics) (U): Lacking the natural mental defenses of a flesh and blood body, XXVII is susceptible to Psionics, taking +4 damage from attacks and rolling at −4 to resist related effects.
Features (24/24)
  • +2 Armor (5): The outer layer of the Construct is hardened, gaining +8 natural Armor
  • +8 Attribute (U): Increase Agility by two die types, Smarts by one die type, Spirit by one die type, Strength by 3 die types, and Vigor by one die type.
  • +2 Automated Repair Unit (2): Make a Vigor roll as a free action once per day to attempt to heal a Wound, gains +4 on rolls to resist “Bleeding Out”.
  • +1 Bioreactor (1): Compatible with all tech bases, the Construct can process organic materials (food and water) into energy instead of drawing on another source to meet its power needs. It may recharge by consuming the amount of food needed by a similarly-sized humanoid.
  • +9 Edge (U): Gain one Edge, ignoring all requirements except previous versions of the Edge. (Arcane Background [Magic], Channeling, Master of Magic, New Powers, New Powers, One With Magic, Power Points, Rapid Recharge, Rich)
  • +2 Flight (5): Hover and fly at Pace 6 (15 mph).
  • +7 Hardwired Skill (U): Add Fighting, Occult, Performance and Spellcasting at d6, and increase Athletics and Persuasion by 2 die types. Increase Performance and Fighting by 1 die type each.
  • +1 No Vital Systems (1): The Construct has hidden, armored, or redundant vital systems. Called Shots deal no extra damage versus them.
  • +1 Reinforced Chassis (3): Gain +2 Toughness.
  • +3 Skill Bonus (1/Skill): +2 bonus when using Fighting, Occult and Spellcasting.May only be taken once per skill and cannot be taken for Notice. The Construct is always considered to have the necessary equipment to use the chosen skill without penalty.
  • +1 Weapon System, Integral (U): The Construct has a weapons system integrated into its frame. For +1 point a melee or ranged personal weapon weighing up to 50 pounds, or a pair of weapons weighing up to 25 pounds each, is integrated into the Construct's frame. Paired ranged weapons are Linked providing +1 to hit and +2 damage. If desired, the weapons can be concealed when not in use. Opponents searching for such concealed weapons suffer a penalty to their Notice rolls of –4. (TW Great Sword)
  • +1 Weapon System, Integral (U): The Construct has a weapons system integrated into its frame. For +1 point a melee or ranged personal weapon weighing up to 50 pounds, or a pair of weapons weighing up to 25 pounds each, is integrated into the Construct's frame. Paired ranged weapons are Linked providing +1 to hit and +2 damage. If desired, the weapons can be concealed when not in use. Opponents searching for such concealed weapons suffer a penalty to their Notice rolls of –4. (HJ Mage Staff)
Advances
  • Initial Advances: (From Hindrances): Concentration
  • Initial Advances: (From Hindrances): Wizard
  • Novice 1 Advance: New Powers
  • Novice 2 Advance: Adept
  • Novice 3 Advance: Sweep
  • Seasoned 1 Advance: Power Points
  • Seasoned 2 Advance: One with Magic
  • Seasoned 3 Advance: New Powers
  • Seasoned 4 Advance: Trademark Weapon
  • Veteran 1 Advance: Power Points
  • Veteran 2 Advance: One with Magic
  • Veteran 3 Advance: Luck
  • Veteran 4 Advance: Improved Sweep
  • Heroic 1 Advance: One with Magic
  • Heroic 2 Advance: Great Luck
  • Heroic 3 Advance: Improved Trademark Weapon
  • Heroic 4 Advance: Power Points
  • Legendary 1 Advance: One with Magic
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Custos Carceris XXVII
"XXVII"
Pace: 6(d6); Flight: 6(d6) Parry: 7(2); Toughness: 23(10)
  • +4 Damage from Psionics and -4 to resist Psionics
  • -2 Protection vs heat-based Attacks
Combat-Relevant Edges & Abilities:
  • Construct: +2 to recover from being Shaken, ignore 1 point of Wound penalties, don’t breathe, and are immune to Disease and Poison. Repair (Occult) instead of Healing with no Golden Hour.
  • Improved Senses: +2 to Sight-based Notice; Ignore Dim/Dark Illumination Penalties.
  • Malfunctions: Constructs are subject to the same types of problems plaguing all advanced items (i.e. Technical Difficulties).
  • No Vital Systems: Called Shots deal no extra damage versus them.
  • Obscure Construction: −4 penalty on skill checks related to XXVII's construction (such as repairing, modifying, or examining them).
  • One with Magic: Gain detect/conceal arcana as an Innate Ability; can sense supernatural beings within line of sight with a Notice check. Conceal arcana even works while sleeping, it only stops working if forcibly Incapacitated.
  • Weapon System (Integral; 2): Staff of the Archmage and Enchanted Greatsword may be concealed when not in use. Looking for them when concealed imposes a -4 penalty to Notice.
Wounds: 1/3; Fatigue: 1/2; PPE: 14/30; PPE: 0/10
Bennies: 1/5; Golden Bennies: 0/1
Edit Signature
Custos speaking internally to XXVII (#BF40FF)

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Ndreare
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Re: Custos Carceris XXVII, Intelligent Construct (SWADE)

Post by Ndreare »

Please add 14 advances to this character.
https://savagerifts.com/sr/viewtopic.ph ... 848#p58985

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Custos CarcerisXXVII
Posts: 22
Joined: Wed Sep 18, 2019 8:36 pm

Re: Custos Carceris XXVII, Intelligent Construct (SWADE)

Post by Custos CarcerisXXVII »

@Ndreare I posted the things I was thinking about adding to my character sheet.
Custos Carceris XXVII
"XXVII"
Pace: 6(d6); Flight: 6(d6) Parry: 7(2); Toughness: 23(10)
  • +4 Damage from Psionics and -4 to resist Psionics
  • -2 Protection vs heat-based Attacks
Combat-Relevant Edges & Abilities:
  • Construct: +2 to recover from being Shaken, ignore 1 point of Wound penalties, don’t breathe, and are immune to Disease and Poison. Repair (Occult) instead of Healing with no Golden Hour.
  • Improved Senses: +2 to Sight-based Notice; Ignore Dim/Dark Illumination Penalties.
  • Malfunctions: Constructs are subject to the same types of problems plaguing all advanced items (i.e. Technical Difficulties).
  • No Vital Systems: Called Shots deal no extra damage versus them.
  • Obscure Construction: −4 penalty on skill checks related to XXVII's construction (such as repairing, modifying, or examining them).
  • One with Magic: Gain detect/conceal arcana as an Innate Ability; can sense supernatural beings within line of sight with a Notice check. Conceal arcana even works while sleeping, it only stops working if forcibly Incapacitated.
  • Weapon System (Integral; 2): Staff of the Archmage and Enchanted Greatsword may be concealed when not in use. Looking for them when concealed imposes a -4 penalty to Notice.
Wounds: 1/3; Fatigue: 1/2; PPE: 14/30; PPE: 0/10
Bennies: 1/5; Golden Bennies: 0/1
Edit Signature
Custos speaking internally to XXVII (#BF40FF)

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Ndreare
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Re: Custos Carceris XXVII, Intelligent Construct (SWADE)

Post by Ndreare »

Custos CarcerisXXVII wrote:
Mon Nov 11, 2019 10:03 pm
@Ndreare I posted the things I was thinking about adding to my character sheet.
Where is the full write up of the Battle Mage version? Link or something with comment permissions.

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Custos CarcerisXXVII
Posts: 22
Joined: Wed Sep 18, 2019 8:36 pm

Re: Custos Carceris XXVII, Intelligent Construct (SWADE)

Post by Custos CarcerisXXVII »

@Ndreare I didn’t rework his IF build / points. Everything is the same in the post as it was before now.

He’s built as a magic powerhouse with a few melee enhancements for self defense as an IC. Fighting bonus, tougher etc. That is all listed in his IC IF ooc tag under the Features ooc tag.

The advances listed from N2-H3 are the ones I’m looking to add but aren’t listed in the rest of the char sheet.
Custos Carceris XXVII
"XXVII"
Pace: 6(d6); Flight: 6(d6) Parry: 7(2); Toughness: 23(10)
  • +4 Damage from Psionics and -4 to resist Psionics
  • -2 Protection vs heat-based Attacks
Combat-Relevant Edges & Abilities:
  • Construct: +2 to recover from being Shaken, ignore 1 point of Wound penalties, don’t breathe, and are immune to Disease and Poison. Repair (Occult) instead of Healing with no Golden Hour.
  • Improved Senses: +2 to Sight-based Notice; Ignore Dim/Dark Illumination Penalties.
  • Malfunctions: Constructs are subject to the same types of problems plaguing all advanced items (i.e. Technical Difficulties).
  • No Vital Systems: Called Shots deal no extra damage versus them.
  • Obscure Construction: −4 penalty on skill checks related to XXVII's construction (such as repairing, modifying, or examining them).
  • One with Magic: Gain detect/conceal arcana as an Innate Ability; can sense supernatural beings within line of sight with a Notice check. Conceal arcana even works while sleeping, it only stops working if forcibly Incapacitated.
  • Weapon System (Integral; 2): Staff of the Archmage and Enchanted Greatsword may be concealed when not in use. Looking for them when concealed imposes a -4 penalty to Notice.
Wounds: 1/3; Fatigue: 1/2; PPE: 14/30; PPE: 0/10
Bennies: 1/5; Golden Bennies: 0/1
Edit Signature
Custos speaking internally to XXVII (#BF40FF)

User avatar
Ndreare
Savage Siri
Posts: 3748
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Custos Carceris XXVII, Intelligent Construct (SWADE)

Post by Ndreare »

All looks like it would work.

What will you be taking for your heroic "One with Magic". One of your powers will be free to use at base level and not require a roll.

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Custos CarcerisXXVII
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Joined: Wed Sep 18, 2019 8:36 pm

Re: Custos Carceris XXVII, Intelligent Construct (SWADE)

Post by Custos CarcerisXXVII »

These are my intent with the edges that need a little more explanation @Ndreare:

New Powers: Protection, Warrior’s Gift

Heroic OwM: Arcane Protection

Adept. I was wondering how this will work? On the forum Robertson proposed a change where adept is more like an alternate casting as innate rather than changing the power to be innate.


Adept: Boost Trait, Deflection, Sloth/Speed or Smite, Warrior’s Gift.
Custos Carceris XXVII
"XXVII"
Pace: 6(d6); Flight: 6(d6) Parry: 7(2); Toughness: 23(10)
  • +4 Damage from Psionics and -4 to resist Psionics
  • -2 Protection vs heat-based Attacks
Combat-Relevant Edges & Abilities:
  • Construct: +2 to recover from being Shaken, ignore 1 point of Wound penalties, don’t breathe, and are immune to Disease and Poison. Repair (Occult) instead of Healing with no Golden Hour.
  • Improved Senses: +2 to Sight-based Notice; Ignore Dim/Dark Illumination Penalties.
  • Malfunctions: Constructs are subject to the same types of problems plaguing all advanced items (i.e. Technical Difficulties).
  • No Vital Systems: Called Shots deal no extra damage versus them.
  • Obscure Construction: −4 penalty on skill checks related to XXVII's construction (such as repairing, modifying, or examining them).
  • One with Magic: Gain detect/conceal arcana as an Innate Ability; can sense supernatural beings within line of sight with a Notice check. Conceal arcana even works while sleeping, it only stops working if forcibly Incapacitated.
  • Weapon System (Integral; 2): Staff of the Archmage and Enchanted Greatsword may be concealed when not in use. Looking for them when concealed imposes a -4 penalty to Notice.
Wounds: 1/3; Fatigue: 1/2; PPE: 14/30; PPE: 0/10
Bennies: 1/5; Golden Bennies: 0/1
Edit Signature
Custos speaking internally to XXVII (#BF40FF)

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Ndreare
Savage Siri
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Re: Custos Carceris XXVII, Intelligent Construct (SWADE)

Post by Ndreare »

I think Robersons new way is official.
When used on self they are innate, when cast on others they are normal

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Custos CarcerisXXVII
Posts: 22
Joined: Wed Sep 18, 2019 8:36 pm

Re: Custos Carceris XXVII, Intelligent Construct (SWADE)

Post by Custos CarcerisXXVII »

Cool I will take speed as innate instead of smite via adept then.

The only other thing I wanted to check on is OwM veteran. Obviously I have to take it so I can get the heroic level, but I was wondering if it would do anything at all for an IC?
Custos Carceris XXVII
"XXVII"
Pace: 6(d6); Flight: 6(d6) Parry: 7(2); Toughness: 23(10)
  • +4 Damage from Psionics and -4 to resist Psionics
  • -2 Protection vs heat-based Attacks
Combat-Relevant Edges & Abilities:
  • Construct: +2 to recover from being Shaken, ignore 1 point of Wound penalties, don’t breathe, and are immune to Disease and Poison. Repair (Occult) instead of Healing with no Golden Hour.
  • Improved Senses: +2 to Sight-based Notice; Ignore Dim/Dark Illumination Penalties.
  • Malfunctions: Constructs are subject to the same types of problems plaguing all advanced items (i.e. Technical Difficulties).
  • No Vital Systems: Called Shots deal no extra damage versus them.
  • Obscure Construction: −4 penalty on skill checks related to XXVII's construction (such as repairing, modifying, or examining them).
  • One with Magic: Gain detect/conceal arcana as an Innate Ability; can sense supernatural beings within line of sight with a Notice check. Conceal arcana even works while sleeping, it only stops working if forcibly Incapacitated.
  • Weapon System (Integral; 2): Staff of the Archmage and Enchanted Greatsword may be concealed when not in use. Looking for them when concealed imposes a -4 penalty to Notice.
Wounds: 1/3; Fatigue: 1/2; PPE: 14/30; PPE: 0/10
Bennies: 1/5; Golden Bennies: 0/1
Edit Signature
Custos speaking internally to XXVII (#BF40FF)

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