I hate doing this, but I'm going to be dropping out. I've pretty much lost all interest in the games I'm in and not in a good place, mentally, to play.
Sorry to do this, but, well, better to let y'all know now than just ghosting on everyone.
Updating all my games since I've gotten more good news.
- Still no symptoms from my grandfather. It looks like he'll be alright.
- My grandmother is being weaned off the ventilator. The doctors are hoping that will happen soon.
- All in all everything's looking up, except...
- My grandfather, who's notorious for his inability to cook is going to try cooking himself something. My sister is going to make sure the house is still standing afterwards.
I did get some good news this afternoon. My grandfather isn't showing any symptoms and my grandmother is doing okay. Well, as okay as she can be. She'll likely make a recovery.
Just a heads up. Over the past few days I have found out that my grandparents on my dad's side both have COVID-19, my grandmother on that side is also in the hospital with a strep infection on top of this, and my grandfather on that side has been undergoing chemo treatments for cancer. Both are 76-77 years old, so already in the high-risk category before the rest of it. Just keep them in your thoughts and prayers.
Hey, I have some not so good news. I've overloaded myself and I'm having to cut some games. I'm not sure how many, but I know this is going to be one of them. I'm sorry guys. I've enjoyed reading the thread and I know this will be a fun game, but I just don't have the time nor the energy, I'm sad to say. I'll be finishing out the fight, then I'll be bowing out.
I'm kinda a bleh about Roll20 when used in PBP, not that Google Slides or Draw or whatever doesn't have their own issues. To be honest, my main gripe is about the number of steps it takes to actually do an action than any functionality, so feel free to ignore me.
That said, no, I don't, though there's some stuff out on youtube. Although the one channel I know of that has some doesn't do business with Roll20 anymore for so take that for what it's worth. (I think it was Taking 20 or WASD 20, not sure.)
"I can handle m'self, thanks," Elaina says, a bit irked by the strange man's dismissive tone. "Besides I wouldn't be here if there wasn't something to seal away," she adds as she trots beside him.
Just throwing this out there, but what if it was to emphasize that d12 is typically the pinnacle of mortal achievement. A trait with d12+1 and above is literally superhuman, so to reflect that, you start changing your luck.
As having recent experience with the lack of tone problem, I can relate.
That said, I hope I'm managing to not make life difficult for you, Rigor Rictus. I'm not that experienced with Savage Worlds and less so with SW: Rifts.
Also, I should probably say what I hope to accomplish. I'm trying to get at the source to kill it, and hopefully this swarm will just disintegrate as what ever is controlling/spawning it is taken out. At the very least, I'm hoping that by killing the source, we get some sunshine back and that will largely take care of our problem for us.
Round Summary
-Maintained Quickness
-Dropped Smite
Turn 1
- Step back
- Draw pistol
- Fire on remaining vampire bat on steroids
Turn 2
- Run like the wind for the shop.
You're the techno-wizard type, I'm thinking more mundane tech. But mostly it would be about the vehicle and piloting. I could downplay the repair skills if that would be treading too much on Jaq's toes.
Nah, I'm good. I was just poking some fun at ya. :P
I like Shakti as a character, but she can be a bit, ah, hard to get along with. She really does have an alien mindset from most humans, and that is both her greatest strength and greatest weakness in roleplay. It can be hard to relate to her mindset. I certainly don't agree with it, and Jaq doesn't either, but then again, Jaq is probably more kindhearted than is good for a character in Rifts.
No worries. :) Spirit (Shaking the Shaken condition):1d6 ⇒ 31d6 ⇒ 1Spending a benny to succeed on this one.
Terror grabs hold of Elaina for a moment as she sees the four creatures snarling at her. She swallows her fear and decides that trying to run would be useless since they can fly. That only leaves fighting her way out. She raises her shotgun to her shoulder as she takes a step back and starts pulling the trigger.
4 shots, 1 on each over her 2 turns, so only -2 in MAP for each. Shooting (Iceblast Shotgun, Smite) v. The one that hit her:1d10 - 2 ⇒ (5) - 2 = 31d6 - 2 ⇒ (3) - 2 = 1Spending a Benny Shooting (Iceblast Shotgun, Smite) v. The one that hit her:1d10 - 2 ⇒ (7) - 2 = 51d6 - 2 ⇒ (2) - 2 = 0*5* Success Damage:3d6 + 2 + 4 ⇒ (3, 3, 2) + 2 + 4 = 14*14*
Shooting (Iceblast Shotgun, Smite) v. The second one in line:1d10 - 2 ⇒ (2) - 2 = 01d6 - 2 ⇒ (5) - 2 = 3*3* Fail
Shooting (Iceblast Shotgun, Smite) v. The third one in line:1d10 - 2 ⇒ (7) - 2 = 51d6 - 2 ⇒ (1) - 2 = -1*5* Success Damage:3d6 + 2 + 4 ⇒ (5, 5, 2) + 2 + 4 = 18*18*
Shooting (Iceblast Shotgun, Smite) v. The fourth one in line:1d10 - 2 ⇒ (2) - 2 = 01d6 - 2 ⇒ (6) - 2 = 4*9* Success and Raise! Halves Target movement if it survives. ACE!:1d6 ⇒ 5 Damage:3d6 + 2 + 4 + 1d6 ⇒ (2, 5, 2) + 2 + 4 + (1) = 16*16*
Three of her shots hit true, blasting the beasts with silver-shining shards of ice that tear through them.
Elaina clamps down on a scream as one of the creatures gets a lucky hit on her and tries to grab her. She replies with butt of her shotgun to the beast's nose, knocking it back.
She is still free, but the odds are not in her favor with four of them to herself.
Well, it seems I'm doing a lot better today than I thought I would be. Still stings a little, but not nearly as much as before. Assuming things continue this way, I should be good.
Just a heads up. I did something stupid and gave my fingers a steam burn. I'm hoping that the pain will lessen in the next day or two, but posts from me are definitely going to be less than they have been.
TURN 2: Stealth:1d8 ⇒ 11d6 ⇒ 1Benny! Stealth:1d8 ⇒ 21d6 ⇒ 1*2* Still a fail, but at least not a critical fail.
Elaina turns and lines up a snapshot on the creature that just tried to rake her with its claws. Shards of white glowing ice rocket from the upper barrel and slam into the monster, freezing and burning all at once. She doesn't stick around to admire her handy work, moving towards the source of this disaster. Once she has some distance from her assailant, She ducks into the alleys, choosing to avoid any fights she can in order to end the threat at the source. Unfortunately, she cannot see well in the dark and trips over something, causing a racket.
Round Summary:
Turn 1:
Fire on her attack, 7 shots remaining in her shotgun. Succeeds with a 7 doing 16 damage.
Run towards the apothecary's shop.
Turn 2:
Continue running towards the apothecary's shop.
Try to duck into an alleyway to avoid notice. Failed with double 1's. Spent a benny and still failed with a 2.
Ah, sorry! I thought the name of the shop was the Monolith for some reason. Duly noted on the roll, but I have to point out that Paizo keeps the order of the rolls and moving them can have adverse consequences to results. I'll just write the results in order in a summary at the bottom of the post if it happens again.
Sweet. Also, do I use the first spell casting roll or the second. I'm assuming the first.
As Elaina moves with her quickened pace, she draws another rune on her shotgun.
Filigree of light trace over the shotgun as she finishes the rune. She nearly loses the spell as she tries to keep from tripping in the near pitch black. She wonders, again, why she hasn't learned a spell for light and continues to make her way to the shop.
Round 1 Summary: Turn 1:
- Rolled Mysticism to cast Quickness, Success with a 5.
- Realized I forgot to roll for fear.
- Rolled Fear Roll. Failed.
- Rolled Fear Roll again with Bennie. Failed with a 3
- Rolled a Shaken result on the fright table.
- Rolled Spirit to remove Shaken. Success w/4 raises with a 21.
- Rolled Mysticism to cast Quickness again, Success and raise with an 8. (GM's call on if this or the previous roll counts.)
- Moved Pace towards the Monolith.
Turn 2:
- Rolled Mysticism -1 (For 1 ongoing spell) to cast Smite on her Iceblast Shotgun. Success with a 4.
- Moved Pace towards the Monolith
Elaina freezes as she sees the roiling shadow sweep towards her. She can feel what is in it, what's controlling it as it washes over her. The screams and the pit of fear in her belly as she worries for the shop's kindly proprietor and everyone else nearby cause her to start shaking as her nerves get the better of her.
Calm down, Elaina. Calm down! You're okay. Get your head on straight and see what you can do to help.
Spirit (To remove the shaken penalty):1d6 ⇒ 31d6 ⇒ 6*21*! on the spirit roll, that's a success and 4 raises. :D ACE!:1d6 ⇒ 6 ACE!:1d6 ⇒ 6 ACE!:1d6 ⇒ 3
Now, let's go see if we can teach some monsters some manners.
Elaina pulls out her shotgun and draws a rune in the air before her as she starts making her way to the shop at the center of the chaos.
If I need to roll again. Mysticism (Quickness):1d10 ⇒ 41d6 ⇒ 6*8* Success with a raise! Redraw any initiative cards lower than 8. ACE!:1d6 ⇒ 2
Okay, so new question. do I get take my second turn now or does that kick in next round?
Alright, I think I got it right this time. Advancements has what was spent on what. And as for the quirks, I hope they'll come off more funny than annoying. I tried to think of ones that would fit Elaina's personality and give the GM some opportunity to poke fun at my character.
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):
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.
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.
Quirk (Minor):
Whenever I find myself with nothing to do, I start arranging things in some order or pattern. If there's nothing available, I start to fiddle with whatever I have in my pockets or onhand as I start counting whatever is in sight or passing by.
Quirk (Minor):
I cannot pass up an opportunity to pet a dog, cat, or other furry critter. Only if I know the thung is harmful or we're in full blown combat will I be able to resist the temptation. (But in the latter case, I will go back to see if the poor thing's okay and pet it then if I'm able.)
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.
-- Increase Shooting from a d8 to a d10
- 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.
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.
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.
Elaina watches as the video of the attack replays again. She had come in from the eastern gate only a few minutes before. As much as she wanted to help when she had learned of the attack, it was mostly taken care of, and a strange outsider was unlikely to be welcomed near a crime scene anyway. Now, she eats her bowl of soup and the hard as a rock heel of bread. Soaking it in the broth helps soften it, thankfully.
She turns back to her meal, wondering if the heroes that keep getting brought up would be willing to help her get to Castle Refuge. There are rumors of them being in two different places tonight. Maybe...
She shakes her head at the thought. No, she shouldn't go looking for a bunch fo strangers in a city she's never been in before at night. That is asking for trouble, and she has had her fill of trouble for a while. Maybe tomorrow will be better. Once she has had a good night's rest, she will be ready to learn more about the town and the heroes. For now, she just needs to finish her soup and rest.
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.