Daji the Fox

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Daniel, Tomtesserae, you there?


My PC's backstory :

Backstory:

Elena Valderrama was born into a respected Criollo (locally born but purely Spanish-descended) family in Caracas. Her father was a wealthy landowner who oversaw a profitable coffee plantation in the nearby valleys. Her mother was from a well-connected Spanish-born family who maintained close ties with royal officials in the colony.

Growing up, Elena lived a comfortable life surrounded by books, music, and tutors. Her education was unusually broad for a woman of her time—her father believed that a sharp mind brought honor to the family, and Elena devoured every subject, especially history and stories of adventure. She was expected to marry well, preferably to a native Spaniard who would strengthen the family's political standing.

When she was fourteen, she discovered she had a special gift – the ability to heal others. Her favorite pet had been trampled by a spooked horse, and as she held it in her hands and prayed to the Virgin Mary, its wounds suddenly disappeared. She decided she was heavenly blessed to help others, but never told anyone about it, even her family. Over time, she discovered she could perform other “miracles” when she prayed to the Virgin.

Beneath her privileged upbringing, she always sensed tension. The Criollos whispered grievances about the Crown’s restrictions. Native merchants and farmers complained about unfair taxes and trade laws.

When Elena was sixteen, her older brother, Mateo, returned from studying in Bogotá. He had changed - he spoke passionately about freedom, equality, and self-governance. He argued with their father about the unjust hierarchy that placed native Spaniards above Criollos. Elena listened quietly, fascinated.

But one evening, everything changed. A group of royalist soldiers arrived at the Valderrama estate unannounced. The lieutenant accused Mateo of involvement in revolutionary meetings. Her mother begged for mercy; her father demanded to see the official warrant. The lieutenant showed none.

Soldiers seized Mateo and dragged him outside. Elena ran after them despite her mother’s pleas. Before the soldiers shot him, Mateo managed to shout “Elena, don’t let them silence us - fight for what’s right!” That night, while her mother wept and her father raged, Elena made her decision.

Though she was young, Elena understood her Spanish heritage made her valuable to the rebels. Many Criollo families supported independence in secret, and Elena knew how to blend into aristocratic circles where information flowed freely.

She left home under the pretense of visiting a distant aunt but instead traveled south to join a network of independence sympathizers. She began by carrying coded letters, overhearing royalist officers’ conversations at social gatherings, and smuggling news of troop movements to rebels hiding in the countryside. Because she was well-spoken, poised, and unmistakably Spanish, few suspected her. Over time, and with training from the rebels, by her nineteenth birthday she had become proficient at many aspects of espionage. She also learned how to fight with her fists and feet, since a woman carrying a sword or gun would draw too much attention.

Her hatred for the Crown was never fueled by vengeance alone, but also by the injustice she saw done to Criollos, Mestizos, indigenous people, and enslaved Africans alike.


So, how much in-game harassment can we expect if we're not Spain-Spaniard or colony-Spaniard? Or since we're part of the independence movement, is race pretty much overlooked within the movement?


I know nothing of the actual history of this setting, so anywhere and anyone will do.


So, are two PCs enough for you to work with? Would it help if we each made up another PC?


Daniel Stewart - I gave your PC a quick glance, and saw that you took two Edges. Are you aware that in standard SW you get a free Edge just for being human? I noticed that you didn't put any Hindrance Points into your Attributes, but I can't tell easily if you put any Hindrance Points into your Skills. If you didn't, then you have 2 extra Hindrance Points to spend on an Attribute, Skills, or an Edge.


The existence of this game has been announced in every SW game I'm in or run (about 7 games in all). There's a good core of SW players on Paizo, but they're all pretty much at their number-of-games maximum right now.


Here's my first attempt :

MyPC:

Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Athletics d4, AB/Faith d8, Fighting d8, Knowledge (Common) d4, Notice d6, Persuasion d4, Spycraft d6, Stealth d6, Survival d4, Thievery d6

Derived : Pace 6, Parry 6, Toughness 5

Faith d4

Hindrances : Driven (Major), Heroic (Major)
Edges : AB/Miracles, Martial Artist

10 PP
Powers : Boost/Lower Trait, Healing, Entangle

These are just the stats, I'll come up with a backstory once everything's settled. Notice that I went with your first description of Faith, as a non-Skill die value.

I'm envisioning someone who's good at espionage (Spycraft, Thievery), and who uses her "divine" (in her mind) gifts to help others accomplish their goals. She can also hold her own in combat (Martial Artist).


Sorry, but I've noticed that the AB templates you've done vary widely in overall power, from :

3 Powers (1 strongly limited), 3 PP - can only cast one spell every hour at best!
3 Powers, 5 PP
2 Powers, 10 PP
3 Powers, 10 PP
3 Powers, 10 PP
3 Powers, 10 PP

The SW AB templates are mostly 3 Powers, 10 PP.

These templates feel more like "classes", and you seem to have selectively nerfed some of them.

Can I just pick from the Psionics, Magic, or Miracles ABs, with any 3 Powers and 10 PP as usual, as long as I make it thematically consistent?


Ok, but it sounds like you need some detailed rules about when the Faith die value can drop (perhaps from being broken), and how the Faithful to the Cause Edge raises it back up again. If in fact the die value can change at all.

BTW, at one point you say Faith is a derived Trait, and starts at d4 (with no apparent way to increase it beyond taking an Edge). Later, you call it a Skill linked to Spirit, which if it's a regular skill, we could put as many points into it as we like. Which is it?

Sorry for all these questions, just trying to understand your setting...


Wow - thanks for all that! It'll take me some time to get thru it. Any chance I could pick a different Power as long as its thematically linked to the specific AB, with your ok?

In the meantime, Faith sounds a lot like Persuasion. Can you give some examples of how they're different or would be used differently?

Faith is obviously a die, so what is meant by "you also regain +1 Faith" in the Faithful to the Cause Edge? Does "+1" mean "increase by a die type"? If so, someone with that Edge will soon have their Faith built up to d12 - or can it only be built up to your PC's starting die value?

Under what circumstances can your Faith be "broken"? I know you said "through betrayal, doubt, or failure", but how traumatic does it have to be? I assume failing a single roll during combat would not count as a failure?

Mechanically, would your Faith die be a "d0" when it's broken, or does it just drop a die type? How would you go about building it back up to the original build value? Or does the die type not change at all, you just roll on the Disillusion Table, take what happens, and move on?


Thanks for the feedback! Are any Arcane Backgrounds available?

So functionally, Faith sounds a lot like Persuasion. Can you give an example of how they're different or would be used differently?


I love SW! I'm very interested. Couple of questions :

What's the role of Faith in-game? Is it the strength of our own personal moral code, or is there some kind of shared belief system in the world? Under what kinds of circumstances would we be rolling it?

I saw you mention Miracles in your post - are other Arcane Backgrounds permitted? Perhaps Weird Science?

What would you say are "gotta have" skills for every PC in this setting (besides the obvious Fighting and Shooting)? Notice, Stealth, Survival, Spycraft, Faith? Others?

Just BTW, for in-game realism the reload time on a flintlock should be at least 2. But I'll go with whatever you decide. Also, technically, the "musket" (the firearm) also uses a flintlock (the firing mechanism), and so the pistol should have the same reload time as the musket.


Round 7!

Ceri:
6 Bennies, 12 PP, Status : Normal, SitMods : LLV, Spell Effects : None

Crastor:
5 Bennies, 6 PP, Status : Normal, SitMods : None, Spell Effects : None

Evesk:
6 Bennies, 5 PP, Status : Hold, SitMods : LLV, Spell Effects : None

Johhann:
4 Bennies, 0 PP, Status : Shooting d6, SitMods : None, Spell Effects : None

Jzero:
2 Bennies, 0 PP, Status : Normal; SitMods : None, Spell Effects : None

Velrek:
4 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Goblin #6:
Status : Normal, SitMods : None, Spell Effects : None

Gecko:
Status : Shaken, SitMods : None, Spell Effects : None

Goblin king:
Status : Incapacitated, SitMods : None, Spell Effects : None

Engagements
Jzero & Gecko
Velrek & Gecko
Crastor & Gecko
Johhann & Gecko
Evesk & Goblin

Modifiers
Jzero, Velrek, Crastor, and Johhann have +3 Gang-Up against the Gecko

Initiative
Goblin – JOKER! +2 to all rolls!
Gecko – QC
Evesk - JH
Ceri - 10S
Crastor - 10D
Jzero - 7S
Velrek – 7D
Johhann - 3C


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My PC's damage is d6+2*d10, so I want to roll a d10 once and multiply the result by 2.

{dice=Damage}d6+2*d10{/dice} just rolls a d10 twice, NOT what I want.

{dice=Damage}d6+d10*2{/dice} just rolls a d102, NOT what I want.

The "dice" command seems to ignore the "*" completely.

I tried "x" with the same results.

Any advice?

Thanks!


I only have the RIFTS Player's Guide. In any other source material, is there such a thing as a jet pack (not powered armor) that would let a PC fly? And not just short horizontal jumps. And if so (and I'm cringing in advance), how much does it cost?


EltonJ wrote:
He actually suggested you take the "selective" modifier with that cone as well.

Yes, but that's only if you do take the Cone Modifier, which I won't, so I'll just be hitting a single target. If I even go with the Super, which I haven't decided yet.

End of next week is no problem, I'll let you know when I'm ready.


I posted a question on Reddit HERE about the 0-SPP Cone Modifier for Ranged Attack, and got a very definitive answer that makes perfect sense, and explains the 0 cost :

Single target ranged attack is the default. If you want, you can take the free Modifier to PERMANENTLY change the power to a Cone.


EltonJ - what's your take on Flight in Supers? Is it a Move action, so I can travel up to the listed Pace of my Flight speed, and then take Actions?

If I took Healing with the Limitation of Self (which is far less than the "half as effective" required for the -2 penalty), could I have it for 1 SPP?

I recently house-ruled in a Supers game that I'm running that for Heightened Senses/Hearing, the "can hear a whisper up to a mile away" works only as long as there's no completely enveloping barriers (buildings) around you or the sound. But, if you put your ear up to a wall, you can hear what's being said on the other side, even if it's a whisper, because the vibrations can travel thru the wall's material. What do you think about that?

What's the Cone modifier for Ranged Attack all about? If I *don't* take it, are my normal attacks Cones or single-target?

Thanks!


Is there anybody out there...out there...out there...???


EltonJ - thanks much, I really appreciate it!

Here's my most previous CyberKnight :

CyberKnight:

Attributes :
Agility d6
Smarts d6
Spirit d8 (Hind. Points)
Strength d6
Vigor d6

Derived :
Charisma : reactions start at one level higher than normal
Pace 8 (6+2CK); d10 Running die
Parry 8 (9 w/Trademark Weapon)
RATN 4 (6 with Deflection)
Toughness 15(6) (Toughness 5+2Psi-ArmorTough; 6Armor+2ArmorTough)

Edges :
-Arcane Background (Psionics, CK free)
- Champion (CK free) : add +2 damage when attacking supernaturally evil creatures.
- Frenzy (CK free) : rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit.
- Improved Frenzy (CK free) : The fighter rolls an extra Fighting die with up to two Fighting attacks in the same turn.
- Two-Handed (Hind. Points Edge)
- Ambidextrous (Human Edge)

Skills :
Athletics d6
Fighting d12 (+1 with Trademark Weapon)
Knowledge, Common d4
Notice d6
Persuasion d4
Psionics d10
Shooting d8 (d10 or d12 with Boost Trait)
Stealth d4

Hindrances :
Loyal (Minor) : risks her life for her friends without hesitation. They are the first to come to their friends’ rescue when they’re threatened.
Fair Play (Minor) : never attack from behind.
Code of Honor (Major) : He keeps his word, doesn’t abuse or kill prisoners, and generally tries to operate within his world’s particular notion of proper gentlemanly or ladylike behavior.
Heroic : This noble soul never says no to a person in need. She always comes to the rescue of those she feels can’t help themselves.

Powers :
10 ISP
Boost Trait (0 PP, +1 Psionics) : increases the selected Trait one die type, or two with a Raise
Warrior’s Gift (3 PP) : gain the benefits of an Edge (Rank limited), Improved on a Raise (no Rank limits)
Deflection (2 PP) : -2 to incoming Ranged attacks
The above 3 can be rolled as a Free Action once at the start of every Round
Healing & Relief (Cyber-Knight Armor, 3PP) : removes 1 Wound or Fatigue on Success, 2 on a Raise

Psi-Sword does d6+2*d8 (or d6+2*d10 with Boost Trait) damage, with AP 12
Split Psi-Sword does same damage, AP 6

I haven't checked it over since I created it two years ago yet, but it was built with SWADE rules. Let me know if you see anything amiss.

I made Hero's Journey and Narrative Hook rolls back then - can I use them, or would you rather I re-roll them for this game?

How many SPP would a Supers get for a RIFTS game?


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EltonJ - I know you said you were looking for 4 PCs, but I really love SW and RIFTS. It looks like you have 5 already, any chance you'd be ok with 6? If not, and someone drops out in the future, please keep me in mind, thanks!

Since there's already a Cyberknight, I might do a Super, unless two Cyberknights are fine (I've always wanted to do a Cyberknight - I've been a Cyberknight in two games that closed down very quickly, which was kind of frustrating).


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Daniel and Evindyll : you get 2 extra Advancements on your build to keep you even with the other PC's.


All - please see Discussion...


Maybe you could check with Verizon and see if there's no cost, a one-time cost, or a monthly fee just to *access* On Demand. If it's one of the first two, that shouldn't be too expensive...


On page 89, under Rerolls, it says that rolling a Critical Failure on any kind of reroll automatically stops the rerolling and is the final result of the original roll. I didn't notice this either, someone on the SW boards pointed it out.


Will create a character (within Paizo) and post with it "soon".


Just curious - what are we waiting for? Has everyone posted their finalized character(s)?


Thanks, but that wasn't my main question. Can I play the same PC in both?


So, you're going to go with two campaigns? I'm always up for more games, but above you said I could play them in either one, and I'm wondering if I can play my Cyber-Knight in both?


<poke> AFAIK, my PC is good-to-go, and I'm still here...


Heh - Storm Dragon, there isn't any balancing in RIFTS! Pick a race based on its perks, then pick a Framework (class) that sounds like it would be cool to run, and do the best you can with it. I don't know about SWADE RIFTS, but in SWD RIFTS the Frameworks were all over the place in terms of their raw power. Hopefully in SWADE RIFTS the Frameworks are more equally matched.


Why couldn't a mercenary-type PC have been captured and enslaved? Like, using power-dampening collars that suppress mental and tech abilities? These are all RIFTS-level PCs, no matter what their current situation is, so how to keep them enslaved has got to be accounted for. It's not like the slave PC is going to be a normal human...


EltonJ wrote:
Shouldn't you have arcane background (psionics)?

Yes, it's in the book, I just didn't include it in my PC description. I'll update that, thanks!


EltonJ - I have a RIFTS PC already created, that I've been dying to play, but the last two games I played them in folded pretty quickly. They're human, but if this game gets off the ground I may change the race once I get SWADE:RIFTS:Atlantis.

Let me know you're impressions of the top-of-your-head, thanks!

CyberKnight:

Attributes :
Agility d6
Smarts d6
Spirit d8 (Hind. Points)
Strength d6
Vigor d6

Derived :
Charisma : reactions start at one level higher than normal
Pace 8 (6+2CK); d10 Running die
Parry 8 (9 w/Trademark Weapon)
RATN 4 (6 with Deflection)
Toughness 15(6) (Toughness 5+2Psi-ArmorTough; 6Armor+2ArmorTough)

Edges :
- Champion (CK free) : add +2 damage when attacking supernaturally evil creatures.
- Frenzy (CK free) : rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit.
- Improved Frenzy (CK free) : The fighter rolls an extra Fighting die with up to two Fighting attacks in the same turn.
- Two-Handed (Hind. Points Edge)
- Ambidextrous (Human Edge)

Skills :
Athletics d6
Fighting d12 (+1 with Trademark Weapon)
Knowledge, Common d4
Notice d6
Persuasion d4+1(CK); better than d8!
Psionics d10
Shooting d8 (d10 or d12 with Boost Trait)
Stealth d4

Hindrances :
Loyal (Minor) : risks her life for her friends without hesitation. They are the first to come to their friends’ rescue when they’re threatened.
Fair Play (Minor) : never attack from behind.
Code of Honor (Major) : He keeps his word, doesn’t abuse or kill prisoners, and generally tries to operate within his world’s particular notion of proper gentlemanly or ladylike behavior.
Heroic : This noble soul never says no to a person in need. She always comes to the rescue of those she feels can’t help themselves.

Powers :
10 ISP
Boost Trait (0 PP, +1 Psionics) : increases the selected Trait one die type, or two with a Raise
Warrior’s Gift (3 PP) : gain the benefits of an Edge (Rank limited), Improved on a Raise (no Rank limits)
Deflection (2 PP) : -2 to incoming Ranged attacks
The above 3 can be rolled as a Free Action once at the start of every Round
Healing & Relief (Cyber-Knight Armor, 3PP) : removes 1 Wound or Fatigue on Success, 2 on a Raise


EltonJ - thanks for all the info! I know a lot of people are on a really tight budget, so would you say that if a player went with SWADE RIFTS races and Frameworks, they wouldn't need SWADE:RIFTS:Atlantis at all? Or does it contain essential setting information in addition to races and Frameworks?

And what content does RIFTS:WB2:Atlantis have that players may find useful or essential?


To be clear, I wasn't asking you to post content from the books verbatim or share the PDFs (I know that's a copyright violation), but if RIFTS:SW:Atlantis has for example a setting description, you could surely put that description completely in your own words and post it here, I doubt that would be a copyright violation.

And I was only asking about the last two books on your list. I have the first two, so no problems there.

What content does RIFTS:SW:Atlantis have that's needed? New races, PC templates, etc.?

How "maybe" is RIFTS:WB2:Atlantis? What content does it have that the players may find useful or essential?

And how do you feel about my posting this recruitment in my other games?


Sorry, I didn't see this until just now. I'm definitely interested, but it looks like I'm the only one so far. There's lots of SW players on this board, I'm not sure why they haven't replied. I can make a post in the Discussion of the six SW games I'm in, if you want.

It may be that the number of books you're requiring us to have is a put-off. I have the first two, but am hesitant to spend $20 to get the last two. Is there any way you could post the relevant information that we would need from them in your own words, to avoid copyright issues?


PWGM - thanks for the clarification on cantrips and smoke. I'll stick with the Illusion power - this may be the only time in my life I'll get to play with illusions, so I'll take what I can get.


P.S. - but if I'm being honest, despite your reasonable arguments I can't help but feeling cheated by the serious nerfing you've given to the Illusion power compared to what I was expecting...


PWGM - regarding Complex Cantrips, I'm confused by your statement "for those w/o the book/pdf if you use an Arcane Background (Mystic Power users need not apply) you get to choose 2 of the following and an additional one whenever you take the Additional Powers edge."

I took that to mean that only PC's who took plain-vanilla AB qualified to take these, and those with the Mystical Powers Edges could not?

Just double-checking...

Also, you present solid arguments for doing Illusions the way you want to, but as we advance in Rank, our opponents will almost certainly have higher Smarts dice, and so my illusions will become less and less useful.

Just curious : how much of a penalty would a smoke cloud provide to hitting the target within it?


What festival shindig? Did I miss something PWGM said in Recruitment?
P.S. - will get character icon created soon...


Rhodel - thanks for all your info and ideas. I imagine that my PC grew up in a relatively small, secluded clan, isolated from humans, and that for whatever reason, her being a half-elf wasn't a problem growing up. Perhaps her mother held a well-respected position in the clan?

PWGM - you're right, I'm not that concerned about making my backstory a part of the plot.

Illusion II counterpoints : I still have a problem with "If a wall suddenly springs up between them and the person they are trying to kill, they will get a Smarts check. And if say they are aiming an arrow at someone and they suddenly erupt in smoke or that pesky wall springs up they will get a smarts check." Barrier is an existing Power, so why couldn't that wall have appeared because someone cast it? I would argue that just because something "pops up" out of nowhere is *not* a reason for an automatic Smarts check. If an enemy is approaching, and I create a dozen extra fighters, well, I could be using Summon Ally - again, no reason to automatically get a Smarts roll.

"Paying close attention" isn't a reason to automatically get a Smarts roll. The rules say "a viewer only gets a Smarts roll if they "contact an illusion or doubt it’s real". Since magic can do many different things, it's not unreasonable that things pop up out of thin air whenever a caster is around. I would at the very least say that someone would have to have "reasonable suspicion" (if by only observing what's in front of you, you can state anything that seems to be wrong, any specific reason why what you see couldn't be real) in order to have the doubt needed for a Smarts roll.

Attacking a creature and seeing your sword pass thru it harmlessly creates reasonable suspicion. Or if the wall is a flame barrier, and you're close enough to it to notice that you're not feeling any heat from it. But a stone barrier or cloud of smoke just appearing out of nowhere? Nope, no reason for a Smarts roll until you contact it.

And not to put too fine a point on it, but shooting into a cloud of smoke, you'd expect the arrow to fly right thru it. However, shooting at a stone barrier, seeing the arrow fly thru it constitutes reasonable suspicion.

And, unless they've done some study and know the list of all the available arcane Powers, an ordinary common person isn't going to be able to say "hey, there's no Power that does that".


PWGM - I use my own spreadsheet to create PC's, and did something wrong in it which said that Spellcasting cost 4 points. I've dropped Riding.

I remember reading your post about Complex Cantrips, but when searching these web pages with my browser's Find function, it doesn't show up. Can you tell me the date and time of the post?

I found Twine and marbles in PF 2.0 Player's Guide, and made up values for the bells and flour :

Twine(0.5 lb, 0.01 GP, 50 ft), several small bells (0 lb, 1 GP), marbles(2 lb, 0.1 GP), sack of flour (1 lb, 0.1 GP)

Bringing my totals to 38.1 lbs, 212.62 GP.

Her family lives in Aiudeen, but I'm not familiar enough with the world to name a specific area or clan name.
Her last name is Featherwing (this is not her clan name, she keeps that a secret, she picked a last name for human convention).
She cares about her immediate family deeply, and has visted them since she left to go adventuring a few times, but it's been a while since she went back.
She lives for the future, where all the darkness that's invaded Golarion is gone (and some of it by her hand).
What does it mean for her history to be "part of the game"?

I have no problems with your list of what Illusion can't do, I wouldn't have tried any of them in the first place. But I will be trying some wacky stuff, so feel free to tell me I can't do it.

Can I see thru my own illusions? I would think so...

So, creating illusory furniture (or rocks, boxes, crates, etc.) to hide behind/inside is ok? Then is creating an illusion of the back wall of the room, 3 feet in front of the real wall, that we are all hiding behind ok?

I am somewhat concerned with your comment "Using an illusion to block line of sight in a combat or stressful situation does grant the viewers the normal Smarts roll to see through." It's my understanding that a viewer only gets a Smarts roll if they "contact an illusion or doubt it’s real". So just seeing me conjure a smoke cloud to block line-of-sight doesn't automatically give every viewer an option to disbelive, because they have no reason to assume it's not a REAL smoke cloud. I mentioned earlier a document I wrote about how to handle illusions, mostly about when viewers get a Smarts roll to resist, it's HERE. I'd appreciate it if you'd give it a look-over (the relevant guidelines are less than a page and a half long), and then let's discuss it.


Jzero - sorry, the previous version of SW ("SWD") applied both the victim's AND Healer's Wounds to their roll. I knew SWADE had removed one of them, and just remembered wrongly as to which one.

Rhodel - THANK YOU!!!

PWGM - I just read somewhere that the PF Advanced Player's Guide re-defines the effect that being Entangled has :

PF Core Rules : Entangled : can’t move and is Distracted as long as he remains so.

PF/APG : Entangled: The victim can’t move and is Vulnerable as long as he remains Entangled.

Can you confirm this? If it is true, which version will you use?


My PC:

Name : Ceri

Attributes
-------------
Agility : d6
Smarts : d6
Spirit : d8
Strength : d6
Vigor : d6

Race : Half-Elf
--------------------
Languages: Common and Elven.
Get a free reroll when rolling to resist enemy powers.
Start with a d6 in any one Attribute (Spirit).
Ignore penalties for Dim and Dark Illumination.

Skills
-------
Athletics : d6
Common Knowledge : d4
Fighting : d6
Healing : d4
Notice : d6
Persuasion : d4
Riding : d4
Spellcasting (Spirit) : d10
Stealth : d6
Survival : d4

Derived Stats
-----------------
Pace : 6”
Parry : 5
Toughness : 7(2)
Encumbrance : 40 lbs.

Hindrances
---------------
Code of Honor : keeps her word, doesn’t abuse or kill prisoners, and generally tries to treat others with due respect.
Heroic : always help those in need

Edges
--------
Free Class : Sorcerer (15 PP)
Extra Spells
Arcane Armor

Class
-------
Sorcerer
Bloodline : Elemental, Air – allows Flight at a pace of 6”

Powers
----------
Deflection
Power Points: 2
Range: Smarts
Duration: 5
Foes must subtract 2 from either melee or ranged attacks (caster’s choice). With a raise, the penalty applies to both.
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.

Entangle
Power Points: 2
Range: Smarts
Duration: Instant
Hardness : 8
If successful, the target is Entangled. With a raise, he’s Bound.
AREA OF EFFECT (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template or use the Stream Template.
DAMAGE (+2): Entangled targets take 2d4 damage at the end of their turn.
DEADLY (+4): Entangled targets take 2d6 damage at the end of their turn.
TOUGH (+1): The entangling material is particularly resilient. Increase its Hardness to 10.

ILLUSION
Power Points: 3
Range: Smarts
Duration: 5
Illusion can be used to create a visual scene or replica of most anything the caster can imagine, but it is silent, intangible, and incapable of affecting the real world. For example, illusionary weapons pass through foes, one cannot sit in an illusionary chair, and an illusionary dog has no audible bark. Those who contact an illusion or doubt it’s real make a Smarts roll as a free action (at −2 if the power was activated with a raise). If successful, that individual is no longer subject to this casting. The volume of the illusion must fit within a sphere the size of a Medium Blast Template (4″ or eight yards in diameter).
AREA OF EFFECT (+1): The illusion’s area of effect is increased to the size of a Large Blast Template.
DEADLY ILLUSION (+3): The illusion may attack or otherwise cause harm. The caster may use her actions to make the illusion to “attack” an individual. This is an opposed roll of the caster’s arcane skill versus the target’s Smarts (at −2 if the power was activated with a raise). If the caster wins, the target is Shaken (this cannot cause Incapacitation). With a raise, the target suffers a Wound (this can cause Incapacitation). The caster may attack
additional foes as Multi-Actions. She may not use other combat maneuvers, such as Called Shots or Wild Attacks (though it may look that way!)
DURATION (+2): The Duration is measured in minutes.
MOBILITY (+1/+2): For +1 Power Point, the illusion can move (and fly) at a Pace of 12, or 24 for +2 Power Points. This is a limited free action.
SOUND (+1): The power generates sound appropriate to the illusion. Illusionary allies may talk, illusionary crows caw, and so on. It may not mask or mute existing sound, however.
STRONG (+2): Smarts rolls to disbelieve the illusion are made at −2.

Shape Change
Power Points: Special
Range: Self
Duration: 5
Allows the caster to take the form of one of the following creature types: Animal, Elemental, Humanoid, Plant.
Novice : 3 PP, Size -4 to -1
Dog/Wolf(-1), Venomous Snake(-3), Bird of Prey(-2), House Cat(-3), Bird(-4), Mouse(-4), Goblin Dog, Goblin Snake, Kobold, Dire Rat, Wolverine
Goblin(-1), Gnome(-1), Halfling(-1), Kobold
Elemental : ignore additional damage from Called Shots, ignore 1 point of Wound penalties, don’t breathe or eat and are immune to disease and poison.
Air : Can maneuver through any non-solid surface, pass through cracks in doors or windows, bubble through water, etc. Can fly at Pace 12″.
Earth : Armor +4: Rocky hide. Burrow (10″): Earth elementals can meld into and out of the ground.
Fire : If a flammable target is hit by fire (GM’s call), roll 1d6. On a 6, the target catches fire and immediately takes 1d6 damage. Fire continues to cause damage at the beginning of the victim’s turns. Roll a d6 immediately after it does so. On a 6, it grows in intensity to whatever maximum the GM feels is appropriate (usually 3d6 for organic beings). On a 1, the fire drops a level, or burns out if reduced below 1d6 damage.
While transformed, the character retains his Edges and Hindrances, and his Smarts, Spirit, and their linked skills (though he may not be able to use some or all of them depending on the form—GM’s call). He gains the animal’s Agility, Strength, Vigor, and linked skills. A creature's natural abilities are conferred, but innate powers and Arcane Backgrounds aren't. With a raise, the caster can increase the creature's Strength and Vigor by one die type each. Casting spells is at -2.
DURATION (+1): The power’s Duration is measured in minutes instead of rounds.
TRANSFORM (+2/+3): The power may affect a willing target at a Range of Touch for +2 or Smarts for +3 (the Range Modifier may increase this further).

GENERIC MODIFIERS
RANGE : double the power’s listed Range for +1 Power Point, or triple it for +2.
SELECTIVE (+1) : the caster can choose not to affect any individual targets within a power’s area of effect.

Gear (300 GP, 40 lbs)
---------------------------
Leather jacket : +2 AP, 11 lbs, 20 GP
Leather leggings : +2 Armor, 8 lbs, 20 GP
Dagger, cold iron : d6+d4 damage, 1 lb, 4 GP
Sling : 4/8/16, d6+d4 damage, 1 lb, 0 GP
Sling stones : 40 count, 2 lbs, 0.2 GP
Tindertwig : 0.1 lbs, 1 GP
Potion of Healing : 0 lbs, 150 GP
Bedroll : 5 lbs, 0.1 GP
Blanket : 3 lbs, 0.5 GP

Miscellaneous :
Chalk : 0 lb, 0.01 GP
Whistle : 0 lb, 1 GP
Mirror : 0.5 lb, 10 GP
Oil : 1 lb, 0.1 GP
5 empty sacks : 0 lb, 0.5 GP
2 vials : 0 lb, 2 GP
2 spikes : 1 lb, 0.2 GP

Above totals : 34.6 lbs, 209.6 GP

Could not find in gear list :
Wire, twine, several small bells, marbles
Sack of flour : 1 lb, ? GP

(Horse & Gear : 87 GP) - for the future

Background
----------------
As a young half-elf, known for her agility, keen senses, and affinity for nature, she was drawn from an early age to the ancient teachings of her Elvish clan, learning the secrets of the forest and harnessing her innate magical abilities. As a child, she spent her time communing with the spirits of the forest and seeking guidance from the wise elders. As she grew older, she felt drawn to leave her secluded existence and venture out into the rest of the world. Seeing the darkness and suffering, she became a valiant protector. She ventured into treacherous realms, battling dark creatures that threaten the harmony of the land. Amidst the perils and quests, she discovered her true purpose lies in restoring balance to the realm.


ALL - about Healing :

The Healing Skill can only be used once by a PC on a specific victim. The Healing Power can be used on the same victim for as many times as the caster has Power Points.

A Healing Skill of d4 is pretty much useless, because the number of Wounds subtracts from the roll, so a d4-1 has a 50% chance of Success, and d4-2 has as 32% chance of Success.

We either need someone to bump their Healing skill up to d8-d10, or get a Cleric (which would be better anyway because of the repeat tries)!


PWGM :

"Bloodline abilities carry over into shapechanged forms just like every other edge."

So does the bloodline still affect the form of the creature? What if I want to sneak into some bad guys' lair as a rat? If I don't look like a regular rat, it'll be a dead giveaway. If it does affect the form, why are Sorcerers penalized for this and not the other classes?

Regarding my Vow : I am intending to use Powers that only disable opponents from acting (more on that later), but I forgot that my Summoned creatures could easily kill opponents. So I'm changing Vow to Code of Honor ("doesn’t abuse or kill prisoners"). Since it specifies prisoners only, killing during combat shouldn't be a problem, yes?


Regarding multi-classing, if Clebsch's intent is to get the Healing Power, couldn't he take the Monk Class Edge, *and* the AB/Miracles Edge at Novice level? Since it's not a Class Edge, he should be able to take both in the same Rank. And it's a form of multi-classing. Unless I've missed a subtlety of the rules...


ALL - if you have a finished PC, and it's a spellcaster, please post if you have the Healing Power. Mine doesn't. It would be a *very* good idea for someone to have it...

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