Rigor Rictus' Savage Rifts

Game Master LastNameOnEarth

The futile efforts of a small few to protect a small swatch of land and its peoples from being crushed between supernatural monsters, fascist regimes, and extra dimensional terrors.


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Still down to wait, not like I lose anything by it and I always enjoyed your GMing style.


A killer GM with a killer smile.

Had someone mention this game recently. I've finally replaced my laptop, and I'd be willing to get this game going again, if there was interest in doing so. Who would be on board?

If we did, I'd write up a recap for everyone, as there is a bit of a mystery element to the campaign, and the clues are so far in the past that I couldnt reasonably expect anyone to remember them all if i didnt.


Male Human Glitter Boy; Parry=7 (-2 size), (-2 when dug in); Toughness=32(18); Pace=10 (run d10); Charisma+2; Bennies=3; Wounds=0; Fatigue=0

I'm here and ready to go!

Maybe PM the players who were posting most recently?


Still around, as mentioned! Ready and willing to play Arsenio once more.


A killer GM with a killer smile.

Yes from:

Atlas 2112 (Wraith/Power Armour Jock)
Storm Dragon (Arsenio/Burster)
Zenfox42 (Boomer/Glitterboy)
MrStr4ng3 (Thumper/Techno-Wizard)
SuperTubler (K-842/Combat Borg)

No answer yet from Shadow BloodMoon

And regrets from WhtKnt (Androva/CyberKnight)

I may send a note to some of the others that dropped out at various points in time to see if they had any interest in coming back. Situations change.


M Human Hyperion Juicer| Bennies 3/3| Wounds 0| Burn 7 (d10), Reflexes (-2 to be Hit) Agl d12 Smt d6 Spt d6 Str d8 Vgr d8|| Pace 20 (d10) Parry 9 Tough 13 (6) Charisma -1|
Skills:
Climb d6 Fight d12 Investigate d4 Notice d6 Shoot d12 Stealth d4 Streetwise d8 Survive d8 Swim d6 Throw d6 Track d4

Jace has a new arm and is still out for blood...


Male Human Glitter Boy; Parry=7 (-2 size), (-2 when dug in); Toughness=32(18); Pace=10 (run d10); Charisma+2; Bennies=3; Wounds=0; Fatigue=0

Hey, 5 PCs is plenty good to start with!


A killer GM with a killer smile.

It is indeed.

What would you guys prefer; should we pick up right where we left off, with an incipient attack by the creatures in the dark, or skip a little bit, have the team regroup somewhere, and decide their next step?


Hmm, up to you. Realistically how interesting do you think the fight itself is? Is it a cool monster with unique abilities that would be a genuine challenge, or was it meant more as an in-game "jumpscare" that's more of a prelude to bigger things?

If the latter, probably best to skip, if the former might be worth considering just playing it out.


Male Human Glitter Boy; Parry=7 (-2 size), (-2 when dug in); Toughness=32(18); Pace=10 (run d10); Charisma+2; Bennies=3; Wounds=0; Fatigue=0

I don't care either way, as long as we get a recap of where we were (if picking up) or are (if skipping ahead).


I am most best at hurting things, so I wouldn’t mind a chance to hurt something and get my head back into the system. But I’m good either way.


M Human Hyperion Juicer| Bennies 3/3| Wounds 0| Burn 7 (d10), Reflexes (-2 to be Hit) Agl d12 Smt d6 Spt d6 Str d8 Vgr d8|| Pace 20 (d10) Parry 9 Tough 13 (6) Charisma -1|
Skills:
Climb d6 Fight d12 Investigate d4 Notice d6 Shoot d12 Stealth d4 Streetwise d8 Survive d8 Swim d6 Throw d6 Track d4

If it is part of the story and possibly a prelude to other things, then let's play it out, otherwise, skip a bit brother.


A killer GM with a killer smile.

Given the comments, I'm inclined to just resume right where we were. I'll write up the summary within the next few days (probably two versions - a relatively detailed one, and a TL;DR version that just hits the highlights).

Someone has shown me a few of the SWADE books. While the expanded material and new Templates looks really underwhelming to me, what does the group think about moving/converting to SWADE for the rule changes and such.? Worth it, or better to stick with what we've got?


M Human Hyperion Juicer| Bennies 3/3| Wounds 0| Burn 7 (d10), Reflexes (-2 to be Hit) Agl d12 Smt d6 Spt d6 Str d8 Vgr d8|| Pace 20 (d10) Parry 9 Tough 13 (6) Charisma -1|
Skills:
Climb d6 Fight d12 Investigate d4 Notice d6 Shoot d12 Stealth d4 Streetwise d8 Survive d8 Swim d6 Throw d6 Track d4

I actually like some of the newer rules and such and that they added a lot to cover things like traveling in the wild, casting rituals for mages and meditations for psychics, more info on bartering, all kinds of things. In the game I run, since it started as SWEX, the players voted and chose to stay with it, but adding in stuff from SWADE as needed and it is working pretty well so far.


IIRC the changes from SWADE are nothing but upsides; rules streamlining and skill conglomeration rather than real changes.


There are some major changes to the magic system (which would impact any magic-user type), and several combat actions now have new consequences with new names to memorize (Vulnerable, Distracted, etc.), as well as some tweaks to the combat actions themselves. The biggest combat difference is that you can now take the same action with the same hand multiple times, but only 3 actions total on your turn (don't know how that impacts 4-armed creatures, etc.).

The one thing I'm adamantly opposed to is the new Wealth system in SWADE.

There are even new RIFTS books that have already been converted to SWADE! Please don't make us buy them as well, I'm on a tight budget...

I know SWD well, I'd vote to stick with it.


A killer GM with a killer smile.

Ya, some nice reeks here and there, and some unnecessary changes, but all in all, the old version still works...

I'd say we should keep on with the version we started with. If anyone wants to bring in something from Swade that is relevant to their character, we can assess that on a case by case basis.


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

Hi, y'all. GM Rigor Rictus asked if I was interested in joining up. I'm going to be reading through the thread to see what would be a good fit. I'm not sure what I'll be playing, so if there's a gap that needs filling, I'm all ears.


TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 4/5

Glad to have this game back. Not sure we need anything specific.


A killer GM with a killer smile.

You can pretty much afford to just play what you like. Rifts is pretty forgiving that way. However, what we have is:

Captain Arsenio Burster
Ace Boomer Glitterboy
Jace Hyperion Juicer
K842 Four Armed Combat Borg
Thumper Techno-Wizard/Driver

Atlas2112 moved Wraith to the other game, so she'll be written out shortly. He's thinking of replacing her with a Robot Jock (think Mechwarrior Pilot).

Between that character, Boomer, and Thumper's ATV, vehicles and heavy weapons should be covered. A flying armour has it's place, of course, as the team has no flyer/scout.

Jace and K824 are pretty good close up, but neither is a melee specialist, so that is another theoretical niche.

Thumper has some magic, but we have neither a hard mage, nor a dedicated psychic in the group. (We have a burster, but that is more of a combat/psychic hybrid)

We had a Cyber Knight, but that player is too busy at present to return.

Hopefully that gives you some ideas.


Rigor Rictus wrote:


Storm Dragon moved Wraith to the other game, so she'll be written out shortly. He's thinking of replacing her with a Robot Jock (think Mechwarrior Pilot).

I think you mean Atlas, I'm playing Arsenio.


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

It does. This being RIFTS, I'm sorely tempted to play something that slings heavy metal around, but as you say, we have that covered. I'm thinking of a mage or a psychic, but I don't have any ideas yet. Cyber knight might work. I'll keep thinking on it. Right now I'm enjoying the game thread and there's a part of me that wants to play a character that teams up with Jace and K842 to form a trio of headaches for our illustrious commander, but given K8's size, we might need someone with a cooler head to balance things out.

I like the idea of playing a scout. I'll see what I can come up with there.


FWIW, as I recall, the Cyber Knight had some pretty cool moves, I remember wanting to play one after seeing ours in action. But a dedicated mage/psychic or good flying scout would be very useful too. Not making any recommendations, just observations.

Liberty's Edge

Human WarCleric 2| AC: 16 | HP: 17/17 [DR:3]| 1st: 3/3 | Insp: 3/3 |Div: 1/1 | FX: melee: +5/2d6+3 |Init: +0 Perc: +5 |

Hey guys, imma use this character for my next round (probably).

It looks like we're a bit light on persuation so I'll try to get some of that.


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

I was planning on playing a rogue-y mage. I’m pretty sure I can make her the face too.

Liberty's Edge

Human WarCleric 2| AC: 16 | HP: 17/17 [DR:3]| 1st: 3/3 | Insp: 3/3 |Div: 1/1 | FX: melee: +5/2d6+3 |Init: +0 Perc: +5 |

Hey what do you guys do for transport? Do you have a car or just.walk from place to place?


TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 4/5

I have a Zone Ranger that runs on magic. But the Glitter Boy walks.


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

I've settled on a Mystic, but I have a question about trappings.Are they supposed to be how the spell is cast, or how the effect manifests, or both? What about swapping out what kind of effect you're going for? Could I say that she activates a power by drawing a runic circle, but she can swap out runes to change the effect? Would it be possible for her to learn new effects by learning new runes?

Also, Here's my rolls for the hook and the Hero's Journey.

Hook: 1d20 ⇒ 4

Hidden Away:
Your character may have already been on the road to Castle Refuge, or headed somewhere else. Regardless of destination, his travels drew him near a place off the beaten path, undiscovered and untouched for a very long time. Whatever he discovered in that place, it ultimately led him to seek out the Tomorrow Legion.

HJ: Enchanted Items & Mystic Gadgets: 1d20 ⇒ 5

Iceblast Shotgun:
Great for both damaging and slowing down enemies, an Iceblast Shotgun is an arcane favorite.

HJ: Experience & Wisdom: 1d20 ⇒ 20
Pick what you want!:
You may choose any one of the previous results.

HJ: Magic & Mysticism: 1d20 ⇒ 1
Soul Drain Edge:
There are times to put it all on the line, no matter the cost. Your character is always prepared to do just that, thanks to having the Soul Drain Edge. Techno-Wizards gain +5 PPE instead.
I don't think this is gonna fit with what I'm going for. I'm planning on playing a goody-two-shoes type character and this is a bit dark for her. Mind if I reroll or take the techno-wizard option?
HJ: Psionics: 1d20 ⇒ 10
Free power from list or novice power:
Variety of techniques is a power all its own; your psionic knows one power of any Rank from her own list or one Novice power normally unavailable.

HJ: Ranged Weapons: 1d20 ⇒ 5
Gun, +1:
Exceptional crafting and fine-tuning grants your hero a +1 Shooting with this weapon. This result may be applied a maximum of two times.


I dunno, I don't really find Soul Drain to be inherently dark. It's something heroes do in all sorts of media: push beyond their limits, sometimes at the cost of their own health. Kaioken. The 8 Gates. mages finding enough energy for ONE. LAST. SPELL.


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

Ah, should have read the edge first. I was assuming that you were draining someone else. Nevermind my objection. This actually fits her pretty well.


Adam - Rigor has the last say in this, but regarding Trappings :

Adam wrote:
Are they supposed to be how the spell is cast, or how the effect manifests, or both?

In SWD, they are about *how* the effects manifest. Bolt, for example, could be shards of icicles, a laser beam, or a swarm of bees. See pages 106-107 in the SWD Core Rulebook for additional effects specific trappings can have.

In SWD, how you *cast* the Power isn't specified, but presumably the caster is "consistent" - so one magic user might need to be able to move their hands and speak for all their spells, while another might just need their hands free to draw runes in the air for all their spells. A Cleric would have to just be able to speak (to pray), but a Bard would have to play a musical instrument and be able to sing, etc.

Adam wrote:
What about swapping out what kind of effect you're going for? Could I say that she activates a power by drawing a runic circle, but she can swap out runes to change the effect?

In SWD, you can't swap out Trappings at will, but there are some powers (most notably Boost/Lower Trait) whose specific *effects* you can specify at each casting. So the Trapping for B/LT might be a golden glow emanating from you that surrounds the target, but each time you cast it you can pick *which* Trait to Boost.

Adam wrote:
Would it be possible for her to learn new effects by learning new runes?

In SWD, that option is not officially addressed, altho a popular house-rule is that when you take the New Power Edge, instead of gaining a new Power, you can add a different Trapping to a Power you already have. In SWADE, this is now RAW.


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

Okay, that clears up some of my confusion.

My apologies for this next part. I'm trying to work things out, and sometimes writing them out helps me. I could also use some advice.

So, I'm still fairly new to Savage Worlds and I haven't really figured out how important different attributes are. My current idea is to make a scout/sniper that can also dish out the hurt against things that the others can't affect, like the vampiric mist that y'all ran into that first encounter. Healing would also be nice since it seems we don't have much of it.

I thought a Mystic would be the way to go, but now I'm wondering if I should use the MARS framework instead. Heck, I'm not even sure if I've tried to cover too big of a niche like I tend to do in GURPS.

So I guess the main thing is to prioritize.
- Scout
- Magic firepower
- Being a good shot
- Healing/Face

So, I need to be stealthy, observant, and quick to fit in as the scout. Magic can help with that, so the next thing is that I need to have a decently high casting skill. This will also help with being the magic boom stick. Correct me if I'm wrong, but you can temporarily enchant weapons in Savage Worlds, right? That could be another thing that she does.

So, my skills are looking like this:
TOP: Faith(Mysticism), Stealth, Notice
MID: Survival, Tracking, Shooting
LOW: Persuasion, Healing, Know(Medicine)

Powers... 1 offensive one, a couple of utility powers like Darksight and Raise/Lower Trait, whatever healing, sneaky, and scouty stuff I can get.

I was thinking about taking a professional edge for the Experience and Wisdom HJ Roll and picking Acrobat, because if I'm making a magical girl scout/sniper, might as well maker her a magical ninja girl scout/sniper. For her edge for being human, I as thinking about Attractive to help with the face role.

Attributes are where I'm kinda at a loss. Do I go in for one or two stats, or spread it out some to keep from being bad at things? I know that you get more bang for your buck with skills if you have higher attribute scores in the ones that your primary skills are in, but having a more even spread gives you a good chance to succeeding on any one roll that may come up.

So, yeah, any thoughts on this rambling mess?


Starting with Attributes :

Agility : is linked to many Skills
Smarts : is linked to many Skills
Spirit : is used to recover from Shaken (pretty important)
Strength : adds to your melee weapon damage, affects encumbrance
Vigor : is used to Soak damage (pretty important)

So there really are no "dump" stats, altho for you it looks like Strength will be your least important stat.

To maximize your desired Skills, look at what Attributes they're linked to :

Faith - Spirit
Stealth - Agility
Notice - Smarts (you should *always* have at least a d6 in Notice!)
Survival - Smarts
Tracking - Smarts
Shooting - Agility
Persuasion - Spirit
Healing - Smarts
Know(Medicine) - Smarts (I can't really see the need for this one)

You should *always* put some points into Fighting (linked to Agility), even if you're not going to be attacking with melee weapons, because it increases your Parry, which is what you use to *not* get hit in the first place!

The more points you put into your Attributes, the higher you can make their linked skills with the Skill Points you have available.

So (in order, IMHO) : Smarts, Agility, Spirit (if you take the Mystic package, see below). If you keep Strength at d4, and Vigor at d6, you could make 1 of those 3 a d8, with the others at d6. Keep in mind, you can spend 2 "Hindrance Points" to boost an Attribute by 1 die value.

AFAIK, you can't temporarily "enchant" weapons (except for the Smite Power). And what's a "magic boom stick"?

If you want to be really helpful at Healing, take the Healing Power instead of the Healing skill, because you can only try *once* to Heal with the Skill, but you can keep on trying with the Power. I don't know whether any current PC has the Healing power or not.

If it was me, I'd go for the Mystic instead of MARS, since they automatically get Mysticism at a d8, and Psionics at a d6 (which you can increase with Skill Points as usual). You also get lots of Powers to start with, and a descent amount of PP to use them with, *and* access to the "Mega-" versions of all your Powers. But that's making you into a magic-user first, but with a high Smarts, you could probably get most of the other skills you want for your character (and with enough damage-type Powers, you could drop Shooting from your list, but then you're not a "sniper").

If you want to emphasize your scouting abilities, take the Wilderness Scout MARS framework, use your Human at-creation Edge to take AB/Mysticism(Faith), with only 10 PP and 2 Powers, take Shooting, and use your 4 advances as you wish to boost whatever's most important to you.

Also keep in mind, with the Born a Hero setting rule, you can pick Powers of *any* Rank!

Hope this helps!

Liberty's Edge

Human WarCleric 2| AC: 16 | HP: 17/17 [DR:3]| 1st: 3/3 | Insp: 3/3 |Div: 1/1 | FX: melee: +5/2d6+3 |Init: +0 Perc: +5 |

I wanna get these down while I'm still thinking about them.

Imma going MARS, so....

Hero Journey 1! Cyber!: 1d20 ⇒ 11
Hero Journey 2! Exp and Wisdom!: 1d20 ⇒ 18

Mars Fortune and glory roll 1!: 1d12 ⇒ 2
Mars Fortune and glory roll 2!: 1d12 ⇒ 6

[also, Filthy rich, so,]

Hero Journey 3! Cyber!: 1d20 ⇒ 7
Hero Journey 4! Cyber!: 1d20 ⇒ 14
Hero Journey 5! Cyber!: 1d20 ⇒ 15
Hero Journey 6! Cyber!: 1d20 ⇒ 19
Hero Journey 7! Cyber!: 1d20 ⇒ 15


M Human Hyperion Juicer| Bennies 3/3| Wounds 0| Burn 7 (d10), Reflexes (-2 to be Hit) Agl d12 Smt d6 Spt d6 Str d8 Vgr d8|| Pace 20 (d10) Parry 9 Tough 13 (6) Charisma -1|
Skills:
Climb d6 Fight d12 Investigate d4 Notice d6 Shoot d12 Stealth d4 Streetwise d8 Survive d8 Swim d6 Throw d6 Track d4

Hey guys, just so you are aware, I've taken on a new position IRL and it has severely limited my time during the week. That said, I will get back into the swing of things soon because I want to give you guys the time you deserve in game. I'm hoping to get things back on track before the weekend. Thanks for understanding!

Crossposting to all my games.


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

@ZenFox42: A boom stick is a gun, so I was saying that I'm basically playing a magic gun, or artillery given the lethality of guns in RIFTS. In other words, it was a lame attempt at being somewhat clever.

I appreciate all of the feed back, It really has helped me out and I've got a better build thanks to you. I've also got an interesting phobia to get a d8 in Smarts, so I'm hoping that will get to come up.

Anyway, here's the build as it stands. I still need to clean it up and add some more descriptions.

Mystic with a keen eye and a pretty face:

ATTRIBUTES:
AGLITY: d8
SMARTS: d8
SPIRIT: d6
STRENGTH: d4
VIGOR: d6
CHARISMA: +2

RACE: Human, 1 Free Novice Edge
SEX: Female

SKILLS:
Mysticism(Faith): d8 - (Free)
Psionics: d6 - (Free)
Notice: d8+2 - 3
Stealth: d8 - 3
Survival: d4 - 1
Tracking: d4 - 1
Shooting: d8 - 3
Persuasion: d4+2 - 1
Fighting: d8 - 3

EDGES:
Attractive:
Requirements: Novice, Vigor d6+
It’s no secret that beautiful people have an easier time getting their way in life. This Edge grants your beautiful or handsome character +2 to Charisma.

Acrobat:
Requirements: Novice, Agility d8+, Strength d6+
Those who have formal training in the acrobatic arts or are naturally agile may take this Edge. It adds +2 to all Agility rolls made to perform acrobatic maneuvers (including Trick maneuvers), and also adds +1 to a character’s Parry as long as he has no encumbrance penalty.

Arcane Background (Miracles):
Mystics begin with four starting powers (from the list on SWRIFTS 39) and 15 PPE. They also have the Mysticism skill at d8 (which counts as Faith for all other Edge requirements).

Arcane Background (Psionics):
As a minor psionic, a Mystic begins with three powers (from the list on SWRIFTS 40) and 10 ISP. He also has a beginning Psionics skill of d6.

Cosmic Confluence:
Not only do Mystics enjoy the unique capacity to possess two Arcane Backgrounds, they are able to interchange their ISP and PPE as needed. A Mystic can sacrifice two ISP to use as one PPE, and vice versa. Power Points shifted like this must be used at the moment they are exchanged, they cannot be shifted and then simply stored. For example, if a Mystic shifts 4 PPE in order to gain 2 ISP, he must immediately use those points of ISP to enact a psionic power.

Master of Magic:
Requirements: Seasoned, Arcane Background (any but Psionics), Smarts d8+, Arcane Skill d8+, Knowledge (Arcana) d6+
True understanding of the ley lines, Rifts, and eldritch flow of power through the world grants many spellcasters exceptional might and capability with their magic. A Master of Magic gains the Mega Power option for each power he knows upon taking this Edge. Each time he takes the New Power Edge, he gains both the power and its Mega Power use as well.

Rapid Recharge (PPE):
Requirements: Seasoned, Spirit d6+, Arcane Background
This Edge allows an arcane character to regain 1 Power Point every 30 minutes.

Alertness:
Requirements: Novice
Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.

Danger Sense:
Requirements: Novice
Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see SWD 65)

Mystic Awareness:
Mystics have powerful extrasensory perception and attunement, granting them the Alertness and Danger Sense Edges, as well as the use of detect arcana at will, costing no PPE or ISP, as a free action. They can also sense powerful supernatural beings with a Notice check, anywhere within line of sight.

Spiritual Channel:
Constantly in contact with spirits, and possibly divine messengers of his faith, a Mystic can use the divination power without using ISP or PPE. Each time he uses it, he must make a Vigor roll to resist gaining a level of Fatigue. Each subsequent use of the power imposes a cumulative −1 penalty on the Vigor check until he gets a full night’s rest (eight hours). It is possible for a Mystic to Incapacitate himself with this ability. Fatigue levels gained from Spiritual Channel can only be recovered with eight hours of rest (succor cannot restore). Mystics have access to communion but activate it normally with 10 PPE.

HINDRANCES:
Enemy (Minor): Coalition States
The Coalition has shoot on sight orders for me.

Enemy (Minor): The True Federation of Magic
The Federation of Magic has orders to kill or capture me.

Code of Honor (Major):
- I will always treat others with respect and dignity.
- I will never break my word once given.

Phobia (Major):
I am deathly afraid of tight spaces. I get nervous in small rooms and if I can't stretch one of my arms out without hitting a wall, I begin to panic.
[i]Effect:[/b] -4 to all trait rolls when in or threatened to be put in tight, enclosed spaces.

POWERS:
PPE: 15
ISP: 10

Mystic Powers: 4
Psionic Powers: 4

Detect Arcana: At Will

MYSTIC POWERS
Boost/Lower Trait
Invisibility
Speed
Smite

PSIONIC POWERS
Clairvoyance
Healing
Greater Healing
Telepathy

GEAR:
- Ley Line Walker Light Armor
- NG-33 Laser Pistol
- NG-S2 Survival Pack
- Iceblast Shotgun
- 7,000 credits.

cash: 2d4 ⇒ (3, 4) = 7 Nice. That'll come in handy.

So, any thoughts or ideas?


A killer GM with a killer smile.

If you wish to be effective with your magic, you might consider trying to raise the skill above d8. At a d8, you are will probably not fail outright too too often, but you'll rarely score raises, which usually provide big benefits when using your powers.

The group has had one advancement already, so you can take one as well to stay on an even footing.

As far as power selection goes, I might suggest Quickness over Speed. I've never seen Speed used, but quickness allows you two actions per round, including two moves. It also makes an extremely powerful buff, since you can use it on others as well.

When you write up your background, you'll need to decide on the limits of your Higher Standard - basically your moral code that gives you your powers as a mystic. Since you have suggested this character will be something of a googie-goodie, I'm guessing your code will probably be a somewhat traditional cleric or paladin kind of code.


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

My plan was to take both Quickness and Speed then put them on Jace whenever I could manage it before combat or in combat then use Speed whenever I need to move quickly while scouting. I think I will take your advice though.

Speaking of powers, I'm a little confused about how powers that you can spend Power Points on to extend work with their durations. There's two ways you could interpret them.

1 - The Duration is the maximum you can maintain the spell with the maintenance cost being the cost to keep it up from one time period to the next and the spell cost being what you need to activate it first.

2 - (Which I think is the intended one given that there are some powers with Duration: 1 minute (1/minute) that would not makes much sense in the first case) The Duration is the amount of time the power is active when you first pay the power points cost. The maintenance cost is to keep the power going after that.

I think 2 is right, but I'm not sure.

By the way, Thanks for the advance. I'll try to have my character ready this weekend.


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

Stats are finito.
This boy is up too late, ja?
Enjoy this Haiku.

Stats:

ATTRIBUTES:
AGLITY: d8
SMARTS: d8
SPIRIT: d6
STRENGTH: d4
VIGOR: d6

CHARISMA: +2

PACE: 6
RUN: +1d6
LOAD LIMIT: 20 lbs, MAX: 60 lbs

PARRY: 7
TOUGHNESS: 8(3)

RANK: Novice
ADVANCEMENTS: 1
RACE: Human, 1 Free Novice Edge
SEX: Female

SKILLS: 17 Points
Mysticism(Faith) (Spirit): d10 - 2
Psionics (Smarts): d6 - (Free)
Notice (Smarts): d8+2 - 3
Stealth (Agility): d8 - 3
Survival (Smarts): d4 - 1
Tracking (Smarts): d4 - 1
Shooting (Agility): d8 - 3
Persuasion (Spirit): d4+2 - 1
Fighting (Smarts): d8 - 3

EDGES:
Attractive:
Requirements: Novice, Vigor d6+
It’s no secret that beautiful people have an easier time getting their way in life. This Edge grants your beautiful or handsome character +2 to Charisma.

Acrobat:
Requirements: Novice, Agility d8+, Strength d6+
Those who have formal training in the acrobatic arts or are naturally agile may take this Edge. It adds +2 to all Agility rolls made to perform acrobatic maneuvers (including Trick maneuvers), and also adds +1 to a character’s Parry as long as he has no encumbrance penalty.

Arcane Background (Miracles):
Mystics begin with four starting powers (from the list on SWRIFTS 39) and 15 PPE. They also have the Mysticism skill at d8 (which counts as Faith for all other Edge requirements).

Arcane Background (Psionics):
As a minor psionic, a Mystic begins with three powers (from the list on SWRIFTS 40) and 10 ISP. He also has a beginning Psionics skill of d6.

Cosmic Confluence:
Not only do Mystics enjoy the unique capacity to possess two Arcane Backgrounds, they are able to interchange their ISP and PPE as needed. A Mystic can sacrifice two ISP to use as one PPE, and vice versa. Power Points shifted like this must be used at the moment they are exchanged, they cannot be shifted and then simply stored. For example, if a Mystic shifts 4 PPE in order to gain 2 ISP, he must immediately use those points of ISP to enact a psionic power.

Master of Magic:
Requirements: Seasoned, Arcane Background (any but Psionics), Smarts d8+, Arcane Skill d8+, Knowledge (Arcana) d6+
True understanding of the ley lines, Rifts, and eldritch flow of power through the world grants many spellcasters exceptional might and capability with their magic. A Master of Magic gains the Mega Power option for each power he knows upon taking this Edge. Each time he takes the New Power Edge, he gains both the power and its Mega Power use as well.

Rapid Recharge (PPE):
Requirements: Seasoned, Spirit d6+, Arcane Background
This Edge allows an arcane character to regain 1 Power Point every 30 minutes.

Alertness:
Requirements: Novice
Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.

Danger Sense:
Requirements: Novice
Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see SWD 65)

Mystic Awareness:
Mystics have powerful extrasensory perception and attunement, granting them the Alertness and Danger Sense Edges, as well as the use of detect arcana at will, costing no PPE or ISP, as a free action. They can also sense powerful supernatural beings with a Notice check, anywhere within line of sight.

Spiritual Channel:
Constantly in contact with spirits, and possibly divine messengers of his faith, a Mystic can use the divination power without using ISP or PPE. Each time he uses it, he must make a Vigor roll to resist gaining a level of Fatigue. Each subsequent use of the power imposes a cumulative −1 penalty on the Vigor check until he gets a full night’s rest (eight hours). It is possible for a Mystic to Incapacitate himself with this ability. Fatigue levels gained from Spiritual Channel can only be recovered with eight hours of rest (succor cannot restore). Mystics have access to communion but activate it normally with 10 PPE.

HINDRANCES:
Enemy (Minor): Coalition States
The Coalition has shoot on sight orders for me.

Enemy (Minor): The True Federation of Magic
The Federation of Magic has orders to kill or capture me.

Code of Honor (Major):
- I will always treat others with respect and dignity.
- I will never break my word once given.

Phobia (Major):
I am deathly afraid of tight spaces. I get nervous in small rooms and if I can't stretch one of my arms out without hitting a wall, I begin to panic.
Effect:[/b] -4 to all trait rolls when in or threatened to be put in tight, enclosed spaces.

POWERS:
General Trappings:
Powers are activated by drawing runes in the air.

PPE: 15
ISP: 10

Mystic Powers: 4
Psionic Powers: 4

[i]Detect Arcana At Will, Free
Range: Sight
Trappings: Runes and markings appearing around eyes, Edges of the irises glow.
Effect: sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on.

Divination At Will, Free
Range: Sight
Trappings: Runes and markings appearing around eyes, Edges of the irises glow.
Effect: sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on.

MYSTIC POWERS
Boost/Lower Trait
PPE: 2
Duration: 3 (1/round)
Range: Smarts (8" or 16 yards/14.6 meters)
Trappings: Courage
Effects Raise/Lower a Trait by 1 die type on a success or 2 on a raise. Raising a trait beyong a d12 adds +1 to the Trait total. Lowering a Trait is opposed by target's Spirit. Cannot lower beyond a d4.

Greater Boost/Lower Trait (Mega-Powered Boost/Lower Trait)
PPE: 4
Duration: 3 (1/round)
Range: Smarts x 2 (16" or 32 yards/29.2 meters)
Trappings: Courage
Effects This Mega Power doubles the power’s effect; two die types for a success,
four with a raise.

Communion (Mega-Powered Divination)
PPE: 10
Duration: 1 minute
Range: Self
Trappings:
Effects Success with this Mega Power grants a single answer of one to three sentences, while a raise grants the equivalent of a paragraph or more (at the GM’s discretion). A raise might even mean a full, interactive conversation with an appropriate entity.

Invisibility
PPE: 5
Range: Self (May affect up to 5 others for 1 PPE per target)
Duration: 3 (1/round)
Trappings: Courage
Effects A Success renders the target transparent with a faint outline. Notice and attack rolls against target are at -4. On a raise, the penalty is -6 since there isn't even an outline. Anything picked up after the power was cast remains visible.

True Invisibility (Mega-Powered Invisibility)
PPE: 10
Range: Self (May affect up to 5 others for 1 PPE per target)
Duration: 3 (1/round)
Trappings: Courage
Effects Normal invisibility generally applies to normal sight-based Notice checks; true invisibility applies to all senses, including mystical, technological, or greatly enhanced ones. The recipient cannot be seen or detected by any means, unless he attacks someone. In that circumstance, any attempt to detect or attack the character with true invisibility is made at −8.
True invisibility also makes it impossible for anyone using most means of scrying or other detection to find the character; this includes divination and clairvoyance. Those using detect arcana s uffer a − 4 p enalty t o see someone using true invisibility (though exalted detect arcana works at no penalty). Generally speaking, it is nearly impossible for the character to be seen or detected if he does not take an aggressive action against someone else; the GM is final arbiter of this power’s ultimate limits.

Quickness
PPE: 4
Range: Touch
Duration: 3 (2/round)
Trappings: Courage
Effects A Success grants the target 2 turns on their card. Each turn is independent of the other. A Raise allows the target to redraw initiative cards lower than an 8.

Exalted Quickness (Mega-Powered Quickness)
PPE: 8
Range: Touch
Duration: 3 (2/round)
Trappings: Courage
Effects In addition to the two complete turns the character gains with quickness, he may ignore up to two points of multi-action penalties on each of those turns.

Smite
PPE: 2
Duration: 3 (1/round)
Range: Touch (May affect up to 5 others for 1 PPE per target)
Trappings: Celestial Silver
Effects A success increases a weapon's damage by +2, +4 on a raise.

Greater Smite (Mega-Powered Smite)
PPE: 4
Duration: 3 (1/round)
Range: Touch (May affect up to 5 others for 1 PPE per target)
Trappings: Celestial Silver
Effects This Mega Power version of smite confers two effects:
„ The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
„ The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.

PSIONIC POWERS
Clairvoyance
ISP: 3+
Duration: 3 (1/round)
Range: Varies
Trappings:
Effects Clairvoyance allows the caster to sense people, places, and things outside of normal perception. The Range varies depending on the Arcane skill roll. A success gives the caster a Range equal to her Spirit × 10 in miles, and a raise increases that to Spirit × 100 miles. Walls, doors, and other barriers do not hamper clairvoyance in any way, though magical barriers may block it at the GM’s discretion. While it’s active, the user of this power can shift the point of observation to anywhere within her Range as a free action. When using clairvoyance, the caster chooses a single sense (usually sight) to project. For each additional 1 PP she spends at casting, she may add an additional sense; this does not affect maintenance costs.

Healing
ISP: 3
Duration: Instant
Range: Touch
Trappings: Gift of Life
Effects Removes 1 wound on a success or 2 wounds on a raise when cast on wounds less than 1 hour old. Roll with a penalty equal to the number of wounds. Can also cure poison or disease when cast within 10 minutes of contagion.

Greater Healing
ISP: 10/20
Duration: Instant
Range: Touch
Trappings: Gift of Life
Effects Same as healing, but works on older injuries and any poison, disease, or sickness. For 20 ISP, can heal Permanent Crippling Injuries with a skill roll at -4 and 1d6 hours of time. Only one attempt per injury. If the roll fails, the injury really is permanent.

Telepathy
ISP: 2
Duration: 3 (1/round)
Range: 1 Mile
Trappings: Courage
Effects Telepathy is used to communicate mentally with other people. If the target is willing, a simple success is all that is needed. Otherwise, the roll is opposed by the target’s Spirit. Success allows communication with the target. Only those thoughts and images the participants wish to send can be sensed; anything more requires mind reading. If the caster cannot see the target, they must know and be able to identify the intended recipient in some reasonable fashion; their roll suffers a −4 penalty. Once telepathic contact is established, it may be maintained up to one mile away.

GEAR: 49 lbs (-2 to Strength and Agility), 19 lbs w/o NG-S2 Survival Pack (No Penalty)
- Ley Line Walker Light Armor
-- Armor: 3, Weight: 4, +4 Vigor vs. Airborne toxins and diseases
- NG-33 Laser Pistol
-- Damage: 2d4+1, AP: 2, RoF: 1, Shots: 20, Range: 15/30/60, Weight: 4, Semi-Auto
- Iceblast Shotgun
-- Damage: 1-3d6, AP: -, RoF:1-2, Shots: 8, Range: 12/24/48, Weight: 11, 1 PPE to reload, Halves Target movement on raise, Shotgun (Double-barreled) Rules
- NG-S2 Survival Pack
-- Weight: 30
-- Items:
--- 1x 2-Person Tent: Insulated against -40 degrees F, +20% to water supplies
--- 1x Sleeping Bag: Insulated against -40 degrees F
--- 1x Flashlight w/ Concealed Pocketknife
--- 1x Biometric Compass/Inertial Mapper: +2 to Survival for land navigation, mirrored back for signaling
--- 1x Radio: 5 mile range.
--- 1x First Aid Kit: 3 uses, +1 Healing rolls
--- 1x Hunter/Fisher Kit: +1 to Survival for food gathering
--- 3x Saw Wires: good vs. all non-MDC
--- 1x Fire Starter: solar-powered ignition cell, flint sparker w/ 7 flints.
--- 1x Survival Knife
--- 1x Small Hatchet
--- 1x Wooden Cross
--- 4x Signal Flares
--- 1x Climbing Kit: 30 foot cord, climbing gloves, 4x ceramic spikes, small mallet
--- 1x Bar of Soap
--- 1x Sterilized Cloth
--- 1x Canteen
--- 14x Survival Rations
- 7,000 credits.

ADVANCEMENTS:
Start:
- Human Free Edge: Attractive
- 2 Hindrance Points: +1 Attribute Point
- HJ Rolls:
-- Enchanted Items & Mystic Gadgets: 5 - Iceblast Shotgun
-- Experience & Wisdom: 20 - Pick any result on the table. Picked: Gain 1 Professional Edge w/ GM approval. Picked Acrobat.
-- Magic & Mysticism: 1 - Soul Drain Edge
-- Psionics: 10 - 1 free power from the Mystic list or 1 free novice power. Picked Greater Healing.
-- Ranged Weapons: 5 - +1 to shooting with 1 starting gun. Picked Iceblast Shotgun.

Novice 1:
- +2 Skill Points, Spent on increasing Mysticism to d10.

I think I'm done with the crunch. I'm going to bed now before I start typing all of my posts in haiku.


When you first cast a spell, the first Duration number is the number of *Rounds* it lasts before you have to Maintain it. It may then be maintained from Round to Round by spending the listed number of Power Points in the parenthesis *per Round*.

You choose to Maintain a spell after you roll to recover from Shaken, but before you take any other actions in your turn.

If you're Maintaining any spells, and get Shaken or Wounded, you must roll to keep Maintaining the spells.

Please note, each *maintained* power subtracts 1 from future uses of the hero’s arcane skill.

If you're within the spell's listed Duration (usually 3 rounds), you are NOT maintaining it.


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

Thanks! That clears up a lot.


Female Human Mystic Rank: Novice Advancements: 1 Bennies: 3 Wounds: 3/3 PPE: 9/15 ISP: 10/10 Pace: 6, Parry: 7, Toughness: 8(3), Size: 0, Charisma: +2 Ammo: Iceblast Shotgun: 7/8, NG-33: 20/20 Status: Quickness: 1/3, Smite: 1/3

And character complete! I'll be updating the profile here over the next bit. GM, please review for any gotcha's or other things that need to change.

Elaina Tirel Stats:

ATTRIBUTES:
AGLITY: d8
SMARTS: d8
SPIRIT: d6
STRENGTH: d4
VIGOR: d6

CHARISMA: +2

PACE: 6
RUN: +1d6
LOAD LIMIT: 20 lbs, MAX: 60 lbs

PARRY: 7
TOUGHNESS: 8(3)

RANK: Novice
ADVANCEMENTS: 1
RACE: Human, 1 Free Novice Edge
SEX: Female

SKILLS: 17 Points
Mysticism(Faith) (Spirit): d10 - 2
Psionics (Smarts): d6 - (Free)
Notice (Smarts): d8+2 - 3
Stealth (Agility): d8 - 3
Survival (Smarts): d4 - 1
Tracking (Smarts): d4 - 1
Shooting (Agility): d8 - 3
Persuasion (Spirit): d4+2 - 1
Fighting (Smarts): d8 - 3

EDGES:
Attractive:
Requirements: Novice, Vigor d6+
It’s no secret that beautiful people have an easier time getting their way in life. This Edge grants your beautiful or handsome character +2 to Charisma.

Acrobat:
Requirements: Novice, Agility d8+, Strength d6+
Those who have formal training in the acrobatic arts or are naturally agile may take this Edge. It adds +2 to all Agility rolls made to perform acrobatic maneuvers (including Trick maneuvers), and also adds +1 to a character’s Parry as long as he has no encumbrance penalty.

Arcane Background (Miracles):
Mystics begin with four starting powers (from the list on SWRIFTS 39) and 15 PPE. They also have the Mysticism skill at d8 (which counts as Faith for all other Edge requirements).

Arcane Background (Psionics):
As a minor psionic, a Mystic begins with three powers (from the list on SWRIFTS 40) and 10 ISP. He also has a beginning Psionics skill of d6.

Cosmic Confluence:
Not only do Mystics enjoy the unique capacity to possess two Arcane Backgrounds, they are able to interchange their ISP and PPE as needed. A Mystic can sacrifice two ISP to use as one PPE, and vice versa. Power Points shifted like this must be used at the moment they are exchanged, they cannot be shifted and then simply stored. For example, if a Mystic shifts 4 PPE in order to gain 2 ISP, he must immediately use those points of ISP to enact a psionic power.

Master of Magic:
Requirements: Seasoned, Arcane Background (any but Psionics), Smarts d8+, Arcane Skill d8+, Knowledge (Arcana) d6+
True understanding of the ley lines, Rifts, and eldritch flow of power through the world grants many spellcasters exceptional might and capability with their magic. A Master of Magic gains the Mega Power option for each power he knows upon taking this Edge. Each time he takes the New Power Edge, he gains both the power and its Mega Power use as well.

Rapid Recharge (PPE):
Requirements: Seasoned, Spirit d6+, Arcane Background
This Edge allows an arcane character to regain 1 Power Point every 30 minutes.

Alertness:
Requirements: Novice
Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.

Danger Sense:
Requirements: Novice
Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see SWD 65)

Mystic Awareness:
Mystics have powerful extrasensory perception and attunement, granting them the Alertness and Danger Sense Edges, as well as the use of detect arcana at will, costing no PPE or ISP, as a free action. They can also sense powerful supernatural beings with a Notice check, anywhere within line of sight.

Spiritual Channel:
Constantly in contact with spirits, and possibly divine messengers of his faith, a Mystic can use the divination power without using ISP or PPE. Each time he uses it, he must make a Vigor roll to resist gaining a level of Fatigue. Each subsequent use of the power imposes a cumulative −1 penalty on the Vigor check until he gets a full night’s rest (eight hours). It is possible for a Mystic to Incapacitate himself with this ability. Fatigue levels gained from Spiritual Channel can only be recovered with eight hours of rest (succor cannot restore). Mystics have access to communion but activate it normally with 10 PPE.

HINDRANCES:
Enemy (Minor): Coalition States
The Coalition has shoot on sight orders for me.

Enemy (Minor): The True Federation of Magic
The Federation of Magic has orders to kill or capture me.

Code of Honor (Major):
- I will always treat others with respect and dignity.
- I will never break my word once given.

Phobia (Major):
I am deathly afraid of tight spaces. I get nervous in small rooms and if I can't stretch one of my arms out without hitting a wall, I begin to panic.
Effect: -4 to all trait rolls when in or threatened to be put in tight, enclosed spaces.

POWERS:
General Trappings:
Powers are activated by drawing runes in the air.

PPE: 15
ISP: 10

Mystic Powers: 4
Psionic Powers: 4

Detect Arcana At Will, Free
Range: Sight
Trappings: Runes and markings appearing around eyes, Edges of the irises glow.
Effect: sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on.

Divination At Will, Free
Range: Sight
Trappings: Runes and markings appearing around eyes, Edges of the irises glow.
Effect: sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on.

MYSTIC POWERS
Boost/Lower Trait
PPE: 2
Duration: 3 (1/round)
Range: Smarts (8" or 16 yards/14.6 meters)
Trappings: Courage
Effects Raise/Lower a Trait by 1 die type on a success or 2 on a raise. Raising a trait beyong a d12 adds +1 to the Trait total. Lowering a Trait is opposed by target's Spirit. Cannot lower beyond a d4.

Greater Boost/Lower Trait (Mega-Powered Boost/Lower Trait)
PPE: 4
Duration: 3 (1/round)
Range: Smarts x 2 (16" or 32 yards/29.2 meters)
Trappings: Courage
Effects This Mega Power doubles the power’s effect; two die types for a success,
four with a raise.

Communion (Mega-Powered Divination)
PPE: 10
Duration: 1 minute
Range: Self
Trappings:
Effects Success with this Mega Power grants a single answer of one to three sentences, while a raise grants the equivalent of a paragraph or more (at the GM’s discretion). A raise might even mean a full, interactive conversation with an appropriate entity.

Invisibility
PPE: 5
Range: Self (May affect up to 5 others for 1 PPE per target)
Duration: 3 (1/round)
Trappings: Courage
Effects A Success renders the target transparent with a faint outline. Notice and attack rolls against target are at -4. On a raise, the penalty is -6 since there isn't even an outline. Anything picked up after the power was cast remains visible.

True Invisibility (Mega-Powered Invisibility)
PPE: 10
Range: Self (May affect up to 5 others for 1 PPE per target)
Duration: 3 (1/round)
Trappings: Courage
Effects Normal invisibility generally applies to normal sight-based Notice checks; true invisibility applies to all senses, including mystical, technological, or greatly enhanced ones. The recipient cannot be seen or detected by any means, unless he attacks someone. In that circumstance, any attempt to detect or attack the character with true invisibility is made at −8.
True invisibility also makes it impossible for anyone using most means of scrying or other detection to find the character; this includes divination and clairvoyance. Those using detect arcana s uffer a − 4 p enalty t o see someone using true invisibility (though exalted detect arcana works at no penalty). Generally speaking, it is nearly impossible for the character to be seen or detected if he does not take an aggressive action against someone else; the GM is final arbiter of this power’s ultimate limits.

Quickness
PPE: 4
Range: Touch
Duration: 3 (2/round)
Trappings: Courage
Effects A Success grants the target 2 turns on their card. Each turn is independent of the other. A Raise allows the target to redraw initiative cards lower than an 8.

Exalted Quickness (Mega-Powered Quickness)
PPE: 8
Range: Touch
Duration: 3 (2/round)
Trappings: Courage
Effects In addition to the two complete turns the character gains with quickness, he may ignore up to two points of multi-action penalties on each of those turns.

Smite
PPE: 2
Duration: 3 (1/round)
Range: Touch (May affect up to 5 others for 1 PPE per target)
Trappings: Celestial Silver
Effects A success increases a weapon's damage by +2, +4 on a raise.

Greater Smite (Mega-Powered Smite)
PPE: 4
Duration: 3 (1/round)
Range: Touch (May affect up to 5 others for 1 PPE per target)
Trappings: Celestial Silver
Effects This Mega Power version of smite confers two effects:
„ The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
„ The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.

PSIONIC POWERS
Clairvoyance
ISP: 3+
Duration: 3 (1/round)
Range: Varies
Trappings:
Effects Clairvoyance allows the caster to sense people, places, and things outside of normal perception. The Range varies depending on the Arcane skill roll. A success gives the caster a Range equal to her Spirit × 10 in miles, and a raise increases that to Spirit × 100 miles. Walls, doors, and other barriers do not hamper clairvoyance in any way, though magical barriers may block it at the GM’s discretion. While it’s active, the user of this power can shift the point of observation to anywhere within her Range as a free action. When using clairvoyance, the caster chooses a single sense (usually sight) to project. For each additional 1 PP she spends at casting, she may add an additional sense; this does not affect maintenance costs.

Healing
ISP: 3
Duration: Instant
Range: Touch
Trappings: Gift of Life
Effects Removes 1 wound on a success or 2 wounds on a raise when cast on wounds less than 1 hour old. Roll with a penalty equal to the number of wounds. Can also cure poison or disease when cast within 10 minutes of contagion.

Greater Healing
ISP: 10/20
Duration: Instant
Range: Touch
Trappings: Gift of Life
Effects Same as healing, but works on older injuries and any poison, disease, or sickness. For 20 ISP, can heal Permanent Crippling Injuries with a skill roll at -4 and 1d6 hours of time. Only one attempt per injury. If the roll fails, the injury really is permanent.

Telepathy
ISP: 2
Duration: 3 (1/round)
Range: 1 Mile
Trappings: Courage
Effects Telepathy is used to communicate mentally with other people. If the target is willing, a simple success is all that is needed. Otherwise, the roll is opposed by the target’s Spirit. Success allows communication with the target. Only those thoughts and images the participants wish to send can be sensed; anything more requires mind reading. If the caster cannot see the target, they must know and be able to identify the intended recipient in some reasonable fashion; their roll suffers a −4 penalty. Once telepathic contact is established, it may be maintained up to one mile away.

GEAR: 49 lbs (-2 to Strength and Agility), 19 lbs w/o NG-S2 Survival Pack (No Penalty)
- Ley Line Walker Light Armor
-- Armor: 3, Weight: 4, +4 Vigor vs. Airborne toxins and diseases
- NG-33 Laser Pistol
-- Damage: 2d4+1, AP: 2, RoF: 1, Shots: 20, Range: 15/30/60, Weight: 4, Semi-Auto
- Iceblast Shotgun
-- Damage: 1-3d6, AP: -, RoF:1-2, Shots: 8, Range: 12/24/48, Weight: 11, 1 PPE to reload, Halves Target movement on raise, Shotgun (Double-barreled) Rules
- NG-S2 Survival Pack
-- Weight: 30
-- Items:
--- 1x 2-Person Tent: Insulated against -40 degrees F, +20% to water supplies
--- 1x Sleeping Bag: Insulated against -40 degrees F
--- 1x Flashlight w/ Concealed Pocketknife
--- 1x Biometric Compass/Inertial Mapper: +2 to Survival for land navigation, mirrored back for signaling
--- 1x Radio: 5 mile range.
--- 1x First Aid Kit: 3 uses, +1 Healing rolls
--- 1x Hunter/Fisher Kit: +1 to Survival for food gathering
--- 3x Saw Wires: good vs. all non-MDC
--- 1x Fire Starter: solar-powered ignition cell, flint sparker w/ 7 flints.
--- 1x Survival Knife
--- 1x Small Hatchet
--- 1x Wooden Cross
--- 4x Signal Flares
--- 1x Climbing Kit: 30 foot cord, climbing gloves, 4x ceramic spikes, small mallet
--- 1x Bar of Soap
--- 1x Sterilized Cloth
--- 1x Canteen
--- 14x Survival Rations
- 7,000 credits.

ADVANCEMENTS:
Start:
- Human Free Edge: Attractive
- 2 Hindrance Points: +1 Attribute Point
- HJ Rolls:
-- Enchanted Items & Mystic Gadgets: 5 - Iceblast Shotgun
-- Experience & Wisdom: 20 - Pick any result on the table. Picked: Gain 1 Professional Edge w/ GM approval. Picked Acrobat.
-- Magic & Mysticism: 1 - Soul Drain Edge
-- Psionics: 10 - 1 free power from the Mystic list or 1 free novice power. Picked Greater Healing.
-- Ranged Weapons: 5 - +1 to shooting with 1 starting gun. Picked Iceblast Shotgun.

Novice 1:
- +2 Skill Points, Spent on increasing Mysticism to d10.


Personality:

Elaina is a kind-hearted person who always tries to do the right thing. In a merciless and cruel world, she does her best to show mercy and compassion. She is quick to help and an affable conversationalist, though her soft-spoken manner often makes it hard for her to persuade others. She gets antsy in crowded spaces and small rooms, though her tent doesn't seem to make her too uneasy.

Appearance:

Elaina is a young woman with strawberry blond hair and blue eyes. She's on the short side and prefers to dress in subdued blues and blue-grays with splashes of color. She's a cute one, which can be a problem with some as they think she's younger or more naive than she is.

History:

Elaina's earliest memories were of the man that lead Whiton denouncing her as a totem of ill luck. The man, only known to her as The Reverend, preached about her unholy taint and how she should be purified of her sins when he wasn't shouting out the praises of Lord Alistair Dunscon. She always guessed that was why the matrons of the orphanage saw fit to add their own marks after she'd been beaten by the other children. It was a dreary life, and one that was fated to end soon enough.

That was until she manifested powers that the Federation of Magic would dearly love to study or snuff out. It was during another of The Reverend's fiery sermons denouncing her that she wished to disappear, and she did much to everyone's shock, especially her own. The Reverend was the first to recover, shouting for the townsfolk to catch her for their tribute to Lord Dunscon. Elaina, fortunately, was faster on her feet than those around her. She fled the town, seeking a place to hide.

It was not long after that she ran into Tirel, her mentor. Tirel had the same abilities as Elaina and he showed her how to use them. In between lessons on controlling her powers and defending herself, there were other lessons about life and how things didn't have to be so bad. They wandered through the Federation of Magic, doing their best to leave things just a little better than how they found them. As the war between Tolkeen and the Coalition erupted, then drug on and on, Tirel grew more and more anxious. Patrols by the Federation of Magic were growing more numerous and hostile. About a year before the fall of Tolkeen, Tirel began pushing west, seeking Castle Refuge.

Unfortunately, as they neared the borders of the Federation of Magic, a patrol caught up to and ambushed Elaina and Tirel. Elaina wounded their leader, a woman named Dani, taking her left eye. Dani was only a few years older than Elaina and knew her from the orphanage in Whiton. Dani screamed about revenge as the others, most of them from the same orphanage, pulled their leader back while shooting venomous glares at Elaina.

Tirel, sadly, was mortally wounded before he had finished driving everyone off. With his dying breaths, he begged Elaina to find Castle Refuge and seek help there. As she agreed, Tirel passed on. In his memory, Elaina took his as her surname. She left him buried in a cairn marked by his staff and the cloak he wore.

A week later, Elaina wrapped up to hide and disguise her features arrived in Kingsdale, just in time for the Brodkil attack. While she was in the city after it happened, she can't help but be jumpy after the death and destruction that happened. Rumors about those that tried to fend off the attack have piqued her interest, and she has started to look for them in the hopes of finding someone to help her the rest of the way to Castle Refuge.


Code of Honor:

  • Treat everyone with kindness.
  • Show your enemies respect.
  • Always try to find a way to help.
  • Never mistreat those under your care.
  • Show mercy to those that can change.
  • If you must kill, do so without malice.

  • A killer GM with a killer smile.

    Numbers all look fine. You have one more major hindrance than technically allowed, but as long as you arent taking extra points for it, you are allowed to take as many as you want for flavor.

    Another point on powers. My mystic in the other game has Greater Healing, and has never used it. It came up in this campaign, when Jace list his arm, but it was not time sensitive, and he just had someone cast it back at base when they had time (the roll failed though, so he had to get the synthetic). Dont know if you might get better mileage out of another power. There have been a few times in the other game where we wished someone had Mind Reading. Illusion, Puppet, and Telekinesis all look pretty cool, though I've not actually seen any of them in play.

    To everyone else: sorry, I've been on night shifts all week, and my brain is feeling sluggish. Now that Elaina is done, we'll get Atlas2112 finished off and hopefully get into things again!


    Female Human Mystic Rank: Novice Advancements: 1 Bennies: 3 Wounds: 3/3 PPE: 9/15 ISP: 10/10 Pace: 6, Parry: 7, Toughness: 8(3), Size: 0, Charisma: +2 Ammo: Iceblast Shotgun: 7/8, NG-33: 20/20 Status: Quickness: 1/3, Smite: 1/3

    Whoops, I had taken points for it to increase my Smarts for that Hindrance. Even had it listed under the Advancements section. I'm keeping it for flavor, but I'll have to adjust a couple of things to fix it. I'll be swapping out Greater Healing since, as you brought it up, it doesn't seem to be as useful to us. I think Mind Reading would be useful to her, but I can also see her using Illusion or Telekinesis. I'll have her stats fixed soon.

    If everything else is good, then I'm ready when y'all are.

    Edit: Changes have all been made.

    Silver Crusade

    PP: 10 B3nn1es: 3/3 | W0undz: 0 |P4rry 8/RATN:6 |T0ughne$$: 22(11) | P4ce: 8/d10 |Cha:+2| N0t1ce: d4

    Alright, the GM and I have talked, and I'm changing my character to a Cyber Knight.

    This required...much effort, but I think in the long run it'll be pretty frickin' amazing!

    Character in basic:

    Str d4
    Ag d10
    Spi d10
    Smrt d4
    Vig d6

    Human Edge: Rich
    1st from Hind: Filthy Rich,
    2nd: +1 Agil

    Quirk, minor
    Enemy, minor,
    Arrogant, MAjor

    Shooting d6
    Fight d10
    Stealth d6
    Psi d10
    Notice d4
    Persuation d8
    Intim d6

    Powers: Deflection, Boost trait, healing, speed (Xtra)

    1st three rolls
    Psi: 1d20 ⇒ 9 xtra power
    Psi: 1d20 ⇒ 11 choose Raise (Deflection)
    Trng: 1d20 ⇒ 14 Dirty fight and +1 parry

    Filthy rich, all Body Armor
    1d20 ⇒ 10 +1 toughness
    1d20 ⇒ 4 any armor, upgrading to Heavy Cyber Knight
    1d20 ⇒ 4 Any -- +2 Stealth - urban
    1d20 ⇒ 8 +1 Str and damage
    1d20 ⇒ 19 +3 armor

    any two
    Body armor: 1d20 ⇒ 9 +1 toughness
    Psi: 1d20 ⇒ 17 +2 Pers and Intim.

    1st Advance: +1 Spirit


    Female Human Mystic Rank: Novice Advancements: 1 Bennies: 3 Wounds: 3/3 PPE: 9/15 ISP: 10/10 Pace: 6, Parry: 7, Toughness: 8(3), Size: 0, Charisma: +2 Ammo: Iceblast Shotgun: 7/8, NG-33: 20/20 Status: Quickness: 1/3, Smite: 1/3

    Okay, so I've obviously got something wrong. I still have two free points from the hindrances that I picked with the Mystic framework if I read the beginning of the characters section of the book correctly this time. I've increased Smarts to a d8. Hopefully this'll be the last time I have to fix something.

    Updated stats:

    ATTRIBUTES:
    AGLITY: d8
    SMARTS: d8
    SPIRIT: d6
    STRENGTH: d4
    VIGOR: d6

    CHARISMA: +2

    PACE: 6
    RUN: +1d6
    LOAD LIMIT: 20 lbs, MAX: 60 lbs

    PARRY: 7
    TOUGHNESS: 8(3)

    RANK: Novice
    ADVANCEMENTS: 1
    RACE: Human, 1 Free Novice Edge
    SEX: Female

    SKILLS: 17 Points
    Mysticism(Faith) (Spirit): d10 - 2
    Psionics (Smarts): d6 - (Free)
    Notice (Smarts): d6+2 - 2
    Stealth (Agility): d8 - 3
    Survival (Smarts): d6 - 2
    Tracking (Smarts): d4 - 1
    Shooting (Agility): d8 - 3
    Persuasion (Spirit): d4+2 - 1
    Fighting (Agility): d8 - 3

    EDGES:
    Attractive:
    Requirements: Novice, Vigor d6+
    It’s no secret that beautiful people have an easier time getting their way in life. This Edge grants your beautiful or handsome character +2 to Charisma.

    Acrobat:
    Requirements: Novice, Agility d8+, Strength d6+
    Those who have formal training in the acrobatic arts or are naturally agile may take this Edge. It adds +2 to all Agility rolls made to perform acrobatic maneuvers (including Trick maneuvers), and also adds +1 to a character’s Parry as long as he has no encumbrance penalty.

    Arcane Background (Miracles):
    Mystics begin with four starting powers (from the list on SWRIFTS 39) and 15 PPE. They also have the Mysticism skill at d8 (which counts as Faith for all other Edge requirements).

    Arcane Background (Psionics):
    As a minor psionic, a Mystic begins with three powers (from the list on SWRIFTS 40) and 10 ISP. He also has a beginning Psionics skill of d6.

    Cosmic Confluence:
    Not only do Mystics enjoy the unique capacity to possess two Arcane Backgrounds, they are able to interchange their ISP and PPE as needed. A Mystic can sacrifice two ISP to use as one PPE, and vice versa. Power Points shifted like this must be used at the moment they are exchanged, they cannot be shifted and then simply stored. For example, if a Mystic shifts 4 PPE in order to gain 2 ISP, he must immediately use those points of ISP to enact a psionic power.

    Master of Magic:
    Requirements: Seasoned, Arcane Background (any but Psionics), Smarts d8+, Arcane Skill d8+, Knowledge (Arcana) d6+
    True understanding of the ley lines, Rifts, and eldritch flow of power through the world grants many spellcasters exceptional might and capability with their magic. A Master of Magic gains the Mega Power option for each power he knows upon taking this Edge. Each time he takes the New Power Edge, he gains both the power and its Mega Power use as well.

    Rapid Recharge (PPE):
    Requirements: Seasoned, Spirit d6+, Arcane Background
    This Edge allows an arcane character to regain 1 Power Point every 30 minutes.

    Alertness:
    Requirements: Novice
    Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.

    Danger Sense:
    Requirements: Novice
    Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see SWD 65)

    Mystic Awareness:
    Mystics have powerful extrasensory perception and attunement, granting them the Alertness and Danger Sense Edges, as well as the use of detect arcana at will, costing no PPE or ISP, as a free action. They can also sense powerful supernatural beings with a Notice check, anywhere within line of sight.

    Spiritual Channel:
    Constantly in contact with spirits, and possibly divine messengers of his faith, a Mystic can use the divination power without using ISP or PPE. Each time he uses it, he must make a Vigor roll to resist gaining a level of Fatigue. Each subsequent use of the power imposes a cumulative −1 penalty on the Vigor check until he gets a full night’s rest (eight hours). It is possible for a Mystic to Incapacitate himself with this ability. Fatigue levels gained from Spiritual Channel can only be recovered with eight hours of rest (succor cannot restore). Mystics have access to communion but activate it normally with 10 PPE.

    HINDRANCES:
    Enemy (Minor): Coalition States
    The Coalition has shoot on sight orders for me.

    Enemy (Minor): The True Federation of Magic
    The Federation of Magic has orders to kill or capture me.

    Code of Honor (Major):
    - I will always treat others with respect and dignity.
    - I will never break my word once given.

    Phobia (Major):
    I am deathly afraid of tight spaces. I get nervous in small rooms and if I can't stretch one of my arms out without hitting a wall, I begin to panic.
    Effect: -4 to all trait rolls when in or threatened to be put in tight, enclosed spaces.

    POWERS:
    General Trappings:
    Powers are activated by drawing runes in the air.

    PPE: 15
    ISP: 10

    Mystic Powers: 4
    Psionic Powers: 4

    Detect Arcana At Will, Free
    Range: Sight
    Trappings: Runes and markings appearing around eyes, Edges of the irises glow.
    Effect: sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on.

    Divination At Will, Free
    Range: Sight
    Trappings: Runes and markings appearing around eyes, Edges of the irises glow.
    Effect: sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on.

    MYSTIC POWERS
    Boost/Lower Trait
    PPE: 2
    Duration: 3 (1/round)
    Range: Smarts (8" or 16 yards/14.9 meters)
    Trappings: Courage
    Effects: Raise/Lower a Trait by 1 die type on a success or 2 on a raise. Raising a trait beyong a d12 adds +1 to the Trait total. Lowering a Trait is opposed by target's Spirit. Cannot lower beyond a d4.

    Greater Boost/Lower Trait (Mega-Powered Boost/Lower Trait)
    PPE: 4
    Duration: 3 (1/round)
    Range: Smarts x 2 (16" or 32 yards/29.9 meters)
    Trappings: Courage
    Effects: This Mega Power doubles the power’s effect; two die types for a success,
    four with a raise.

    Communion (Mega-Powered Divination)
    PPE: 10
    Duration: 1 minute
    Range: Self
    Trappings:
    Effects: Success with this Mega Power grants a single answer of one to three sentences, while a raise grants the equivalent of a paragraph or more (at the GM’s discretion). A raise might even mean a full, interactive conversation with an appropriate entity.

    Invisibility
    PPE: 5
    Range: Self (May affect up to 5 others for 1 PPE per target)
    Duration: 3 (1/round)
    Trappings: Courage
    Effects: A Success renders the target transparent with a faint outline. Notice and attack rolls against target are at -4. On a raise, the penalty is -6 since there isn't even an outline. Anything picked up after the power was cast remains visible.

    True Invisibility (Mega-Powered Invisibility)
    PPE: 10
    Range: Self (May affect up to 5 others for 1 PPE per target)
    Duration: 3 (1/round)
    Trappings: Courage
    Effects: Normal invisibility generally applies to normal sight-based Notice checks; true invisibility applies to all senses, including mystical, technological, or greatly enhanced ones. The recipient cannot be seen or detected by any means, unless he attacks someone. In that circumstance, any attempt to detect or attack the character with true invisibility is made at −8.
    True invisibility also makes it impossible for anyone using most means of scrying or other detection to find the character; this includes divination and clairvoyance. Those using detect arcana s uffer a − 4 p enalty t o see someone using true invisibility (though exalted detect arcana works at no penalty). Generally speaking, it is nearly impossible for the character to be seen or detected if he does not take an aggressive action against someone else; the GM is final arbiter of this power’s ultimate limits.

    Quickness
    PPE: 4
    Range: Touch
    Duration: 3 (2/round)
    Trappings: Courage
    Effects: A Success grants the target 2 turns on their card. Each turn is independent of the other. A Raise allows the target to redraw initiative cards lower than an 8.

    Exalted Quickness (Mega-Powered Quickness)
    PPE: 8
    Range: Touch
    Duration: 3 (2/round)
    Trappings: Courage
    Effects: In addition to the two complete turns the character gains with quickness, he may ignore up to two points of multi-action penalties on each of those turns.

    Smite
    PPE: 2
    Duration: 3 (1/round)
    Range: Touch (May affect up to 5 others for 1 PPE per target)
    Trappings: Celestial Silver
    Effects: A success increases a weapon's damage by +2, +4 on a raise.

    Greater Smite (Mega-Powered Smite)
    PPE: 4
    Duration: 3 (1/round)
    Range: Touch (May affect up to 5 others for 1 PPE per target)
    Trappings: Celestial Silver
    Effects: This Mega Power version of smite confers two effects:
    „ The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
    „ The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.

    PSIONIC POWERS
    Clairvoyance
    ISP: 3+
    Duration: 3 (1/round)
    Range: Varies
    Trappings:
    Effects: Clairvoyance allows the caster to sense people, places, and things outside of normal perception. The Range varies depending on the Arcane skill roll. A success gives the caster a Range equal to her Spirit × 10 in miles, and a raise increases that to Spirit × 100 miles. Walls, doors, and other barriers do not hamper clairvoyance in any way, though magical barriers may block it at the GM’s discretion. While it’s active, the user of this power can shift the point of observation to anywhere within her Range as a free action. When using clairvoyance, the caster chooses a single sense (usually sight) to project. For each additional 1 PP she spends at casting, she may add an additional sense; this does not affect maintenance costs.

    Healing
    ISP: 3
    Duration: Instant
    Range: Touch
    Trappings: Gift of Life
    Effects: Removes 1 wound on a success or 2 wounds on a raise when cast on wounds less than 1 hour old. Roll with a penalty equal to the number of wounds. Can also cure poison or disease when cast within 10 minutes of contagion.

    Mind Reading
    ISP: 3
    Duration: 1
    Range: Smarts (8" or 16 yards/14.9 meters)
    Trappings:
    Effects: Arcane roll opposed by target's Smarts. Get 1 truthful answer on a success, but target knows of the intrusion. The target is unaware on a raise. GM may apply modifiers for mental Hindrances/current state of mind.

    Telepathy
    ISP: 2
    Duration: 3 (1/round)
    Range: 1 Mile
    Trappings: Courage
    Effects: Telepathy is used to communicate mentally with other people. If the target is willing, a simple success is all that is needed. Otherwise, the roll is opposed by the target’s Spirit. Success allows communication with the target. Only those thoughts and images the participants wish to send can be sensed; anything more requires mind reading. If the caster cannot see the target, they must know and be able to identify the intended recipient in some reasonable fashion; their roll suffers a −4 penalty. Once telepathic contact is established, it may be maintained up to one mile away.

    GEAR: 49 lbs (-2 to Strength and Agility), 19 lbs w/o NG-S2 Survival Pack (No Penalty)
    - Ley Line Walker Light Armor
    -- Armor: 3, Weight: 4, +4 Vigor vs. Airborne toxins and diseases
    - NG-33 Laser Pistol
    -- Damage: 2d4+1, AP: 2, RoF: 1, Shots: 20, Range: 15/30/60, Weight: 4, Semi-Auto
    - Iceblast Shotgun
    -- Damage: 1-3d6, AP: -, RoF:1-2, Shots: 8, Range: 12/24/48, Weight: 11, 1 PPE to reload, Halves Target movement on raise, Shotgun (Double-barreled) Rules
    - NG-S2 Survival Pack
    -- Weight: 30
    -- Items:
    --- 1x 2-Person Tent: Insulated against -40 degrees F, +20% to water supplies
    --- 1x Sleeping Bag: Insulated against -40 degrees F
    --- 1x Flashlight w/ Concealed Pocketknife
    --- 1x Biometric Compass/Inertial Mapper: +2 to Survival for land navigation, mirrored back for signaling
    --- 1x Radio: 5 mile range.
    --- 1x First Aid Kit: 3 uses, +1 Healing rolls
    --- 1x Hunter/Fisher Kit: +1 to Survival for food gathering
    --- 3x Saw Wires: good vs. all non-MDC
    --- 1x Fire Starter: solar-powered ignition cell, flint sparker w/ 7 flints.
    --- 1x Survival Knife
    --- 1x Small Hatchet
    --- 1x Wooden Cross
    --- 4x Signal Flares
    --- 1x Climbing Kit: 30 foot cord, climbing gloves, 4x ceramic spikes, small mallet
    --- 1x Bar of Soap
    --- 1x Sterilized Cloth
    --- 1x Canteen
    --- 14x Survival Rations
    - 7,000 credits.

    ADVANCEMENTS:
    Start:
    - Human Free Edge: Attractive
    - Hindrance Points: Increase Smarts die type.
    - HJ Rolls:
    -- Enchanted Items & Mystic Gadgets: 5 - Iceblast Shotgun
    -- Experience & Wisdom: 20 - Pick any result on the table. Picked: Gain 1 Professional Edge w/ GM approval. Picked Acrobat.
    -- Magic & Mysticism: 1 - Soul Drain Edge
    -- Psionics: 10 - 1 free power from the Mystic list or 1 free novice power. Picked Greater Healing.
    -- Ranged Weapons: 5 - +1 to shooting with 1 starting gun. Picked Iceblast Shotgun.

    Novice 1:
    - +2 Skill Points, Spent on increasing Mysticism to d10.


    A killer GM with a killer smile.

    Elaina Tirel

    I might have misunderstood what you were doing. Normally, you can take two minor Hindrances as well as one major, in addition to whatever your iconic path might give you.

    In that instance, while Mystics are outlawed in the Federation, you are not specifically being hunted by them; they just don't like any Mystics. That being said, the class does not give you the Enemy: Minor hindrance, and even if it did, it would be part of the class, and not something you got points for.

    So, if you only had the class with no other hindrances, either would kill you for the crime of being a mystic, were that to be discovered, but neither knows who Elaina Tirel is, or has any specific reason to suspect she is a Mystic.

    Now, if you take Coalition and Federation of magic as enemies with the minor hindrance, that implies to me that both know that Elaina Tirel is a Mystic, knows what Elaina Tirel looks like, and has a standing order for summary execution, should they encounter her.

    If you took either as a Major Hindrance, I would say that that enemy has declared you an enemy of the state, and actively has agents working towards affecting your location and termination.

    At present you have two minor Hindrances and two major Hindrances listed. The max you can get points for is 2 minor and 1 major. You need two points to give the equivalent of an Advance. A Minor gives 1 point, and a major gives 2. Your 2 minor and 2 major would give 6 points, which is over the game max of 4 points.

    It appears you put one advance into your ability scores (2pts), and raised you Mysticism one die above your Spirit, which would also take an Advance (2pts). Attractive was purchased with your Human bonus Edge, so that is irrelevant. I can't see anything else that was raised above default, so it looks like you should still have one advance, based on what I gave the whole team. Is there anything else you advanced, or another Edge you selected that I'm missing?

    Captain Attero

    I think you have 1 too many dice in Ability scores.

    Str d4 (0)
    Ag d10 (3)
    Spi d10 (3)
    Smrt d4 (0)
    Vig d6 (1)

    7 dice. You start with 5 by default, and used your advance to raise one, which is still only 6. Am I missing something that raised the other?

    On another note, did you receive my last private message? It seemed like you misunderstood my feedback on Power Armour vs. Robots; wondering if you still want to go the Armour Jock route, or are happy having changed gears over to the Cyber Knight?

    Silver Crusade

    PP: 10 B3nn1es: 3/3 | W0undz: 0 |P4rry 8/RATN:6 |T0ughne$$: 22(11) | P4ce: 8/d10 |Cha:+2| N0t1ce: d4

    (quick msg now)

    1) Yes, got last msg. Yes, sticking with CK. (Aterro saw his chance at bat and wasn't willing to let it go. ;-)

    2) One Advance from Hindrances to Agility, and you said we get one from XP to start, so that's another one.

    3) There is no #3.


    A killer GM with a killer smile.

    Ah, I see it now. I missed it on the first read through.


    Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

    The way I read things is that you got everything in the iconic framework when you took it, including the hindrances under complications. I understood the reason behind the Enemy(Minor) Hindrances was that while the CS and Federation would shoot you on sight, they aren't actively hunting you and don't know about you. Same with the code of honor. Both are part of the complications of the Mystic Framework. Given Elaina's backstory, she probably is being actively hunted by squad that she and her mentor ran into before the game started.

    All that said, I'll go with what you are saying. I'll update Elaina when I get home tonight.

    EDIT: Hero Lab adds the two minor enemy Hindrances, but not the Higher Standard Hindrance. Taking that into account and rereading the relevant sections of the characters chapter, I think I was right the first time around, though mainly by sheer luck.

  • The Framework includes the Hindrances listed under the complications section. (See pages 11-12 of SWD RIFTS)

  • You can still take further Hindrances for points because the ones under the framework do not give you any benefits. (See pages 11-12, 41 of SWD RIFTS)

    So that said, I think I still have two minor hindrances to play with.

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