Tex Arcana, the Spell Slinger (LLW)

GM: Venatus Vinco
A chartered company of explorers, commissioned by the City of Lazlo and other partners, sets off to pass over the Rocky Mountains and see what lies beyond.
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Tex Arcana
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Tex Arcana, the Spell Slinger (LLW)

Post by Tex Arcana »

Character Sheet
Character Name: Tex Arcana, The Spell Slinger
Real Name: Theodore Scoresby

Rank: Heroic Advances Left: 0
Race: Human
Iconic Framework: Ley Line Walker
Attributes: Agility d6, Smarts d12, Spirit d10, Strength d8 (d4 normally), Vigor d6
Pace: 6; Parry: 4 (½ Fighting +2); Toughness: 5, 16(8) in armor (½ Vigor+2 plus armor); Strain: 0
Skills:

• Athletics d6 (1)
• Common Knowledge d6 (1)
• Notice d6 (1)
• Persuasion d6 (1)
• Stealth d4
• Academics d4 (1)
• Fighting d4 (1)
• Occult d12 (3)
• Repair d10 (3)
• Riding d4 (1)
• Shooting d6 (2)
• Spellcasting d12 (2)
• Survival d4 (1)


Hindrances
Hindrance: Cybernetics (-1 to Spell Casting rolls per strain of cybernetics)
Hindrance: Disconnected (-1 to Persuasion rolls in social situations involving those not immersed in the Occult)
Hindrance: Enemies (Considered Shoot on Sight for those that those who violently reject all forms of the supernatural)
Hindrance: Power Activators (must have their hands free to perform gestures and have the power of speech to cast spells)
Hindrance (Major): Code of Honor (Code of the New West)
Hindrance (Major): Curious
Hindrance (Major): Enemy (Shadow Lord)
Hindrance (Minor): Phobia (Earth Elementals)



Edges
• Edge: Arcane Academic - Double PPE gained from Power Points edge. When choosing the New Power Edge, gain three powers of up to one rank higher than current rank normally allowed, or one power of any rank not normally allowed (GM approval)
• Edge: Arcane Background: Magic
Ley Line Walkers are the definitive wielders of magic in the world and have access to the following powers: arcane protection, banish, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, detect/conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, drain Power Points, elemental manipulation, entangle, environmental protection, farsight, fear, fly, growth/shrink, havoc, healing, illusion, intangibility, invisibility, light/darkness, protection, puppet, sloth/speed, slumber, smite, sound/silence, speak language, stun, summon ally, telekinesis, teleport, wall walker, and warrior’s gift.
• Edge: Master of Magic - Use Mega Power Modifiers
• Edge: Power Points x 4 - +10 PPE per edge
• Edge: Rapid Recharge - Recharge 10 PPE/Hour
• Edge: Expanded Awareness - Detect Arcana as an Innate Ability, Reduced PPE from Range (Self) and Aspect. May sense supernatural beings with a Notice Check.
• Edge: Ley Line Mastery - +2 dice when rolling for available PPE on a Ley Line
• Edge: Ley Line Rejuvenation - Natural Healing roll once per day on a Ley Line
• Edge: Ley Line Sense - Sense Ley Lines within 10 miles. Sense Rifts within 50 miles
• Edge: Ley Line Transmission - Send message along a ley line
• Edge: Ley Line Walking - Fly at twice pace up to 1000’ high on a Ley Line
• Edge: Wizard - Change trapping on spell for 1 additional PPE
• Edge: New Powers x 4 - 3 new powers up to 1 rank above current rank, or 1 power of any rank not normally allowed
• Edge: Artificer - Able to imbue known powers into an object.
• Edge: Minor Item Creation - Able to create permanent minor enchanted items.
• Edge: Elementalist - Summon Elemental Allies using Summon Ally Power (Novice: (2) Minor Faerie Folk, Season: (4)Minor Elemental, Heroic: (8)Major Elemental

Powers
Arcane Background: Magic
PPE/ISP: 50 - Recovery: 10/hour

• Arcane Protection (d)
• Beast Friend (u)
• Bolt (o)
• Boost/Lower Trait (u)
• Detect/Conceal Arcana (u)
• Darksight (u)
• Deflection (d)
• Elemental Manipulation (u)
• Environmental Protection (u)
• Healing (u)
• Illusion (u)
• Slumber (o)
• Smite (o)
• Speak Language (u)
• Summon Ally (u)
• Teleport (u)
• Warrior’s Gift (o)
Last edited by Tex Arcana on Fri Oct 14, 2022 8:21 pm, edited 23 times in total.
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Tex Arcana
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Re: Tex Arcana, the Spell Slinger (LLW)

Post by Tex Arcana »

Background

Code of the New West
• Never draw your weapon unless you're prepared to use it!
• Never cheat in a showdown, or expect to live like a snake.
• Never kill or deliberately hurt women and children.
• Never kill clergy, 'cept in self-defense.
• Never kill, injure or steal another man's horse or vehicle, unless he's dead and ain't needin' it no more.
• Never take another man's woman.
• Never destroy a church or holy place, unless it is a place of evil — and then beware the wrath of gods and demons.
• Never take more money than what's owed to you.
• Never spit in the face of the law. Show respect until its proven that the law in that town ain't genuine.
• Show women folk respect; remove your hat and avoid cursing.
• Respect the land and power of nature.
• Respect (and fear) magic.
• Respect and honor a worthy opponent.
• Treat others like you'd like to be treated. Show cowboys and travelers kindness and hospitality unless they ain't worthy of kindness or mercy.
• If you cheat at cards or break the law, expect to pay the consequences. Just because you don't get caught or punished one time, don't make it right.
• Keep your sworn word of honor, "because sometimes all a man's got is his honor." A man's word is his contractual bond.
• Kill only in self-defense and in justice. The latter can include acts of revenge, "eye for an eye," protecting others, using deadly force against those known to be killers, etc. The only exceptions to this rule are vampires or other "hellspawn demons." The only good vampire or demon is a dead one (including Brodkil).


Theodore Scoresby was born in Houstown. As a young boy, he showed a natural aptitude for magic, as a joke, his friends gave him the nick name of Tex Arcana because of the small magical tricks he was able to cast and that there was a place from before the Rifts ironically called Texarkana.

The boy was given the opportunity to study at Dweomer. Tex had studied to be a Lord Magi, but found that the strict discipline of the school not to his liking. He finished his studies after the war ended and went out with various search parties to collect magical artifacts. It was during one of these missions he found a rare Lessor Ring of the Elder that he kept for himself.

Now, he's in search of adventure far to the west; hoping to put distance between himself and the Coalition as well as the darker elements of the Federation of Magic.
Last edited by Tex Arcana on Wed Jan 08, 2020 5:20 pm, edited 1 time in total.
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Tex Arcana
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Re: Tex Arcana, the Spell Slinger (LLW)

Post by Tex Arcana »

Hero's Journey: 2 rolls (Using the Drop EP option to pick a result)

Education (17-18) Either her parents did everything they could to educate her, she attended one of
the few schools left in the world, or she might even have found and lived in an
ancient library. However managed, she has three additional skill points to spend
at character creation, but they may only be spent on Smarts-based skills.

Magic & Mysticism (7-9) Magic users benefit from a variety of spells. Your hero gains either the New Powers
Edge or any one power normally unavailable (except resurrection).

Advances
• Initial Advances: (From Hindrances): New Powers, New Powers
• Initial Advances: (From Hero's Journey): Additional Smarts-Based Skill Points, New Powers
• Free Edge (Human): Wizard
• Cybernetic Modifications: None
• Novice 1 Advance: Smarts d10>d12
• Novice 2 Advance: Occult d8>d10, Repair d8>d10
• Novice 3 Advance: Spellcasting d10>d12, Occult d10>d12 (2020-04-22)
• Seasoned 1 Advance: Vigor d4>d6 (2020-07-02)
• Seasoned 2 Advance: Artificer (2020-10-04)
• Seasoned 3 Advance: Power Points (2021-01-03)
• Seasoned 4 Advance: Minor Item Creation (2021-04-18)
• Veteran 1 Advance: Power Points (2021-07-04)
• Veteran 2 Advance: New Powers - Beast Friend, Elemental Manipulation, Summon Ally (2021-10-02)
• Veteran 3 Advance: Elementalist (2022-02-05)
• Veteran 4 Advance: Spirit d6>d8 (2022-04-05)
• Heroic 1 Advance: Power Points (2022-07-05)
• Heroic 2 Advance: Spirit d8>d10 (2022-10-13)
• Heroic 3 Advance: Notice d6>d8, Persuasion d6>d8
• Heroic 4 Advance: Dimensional Portal
• Legendary 1 Advance: Professional (Spellcasting)
• Legendary 2 Advance: Strength d4>d6
• Legendary 3 Advance: Expert (Spellcasting)
• Legendary 4 Advance: Persuasion d8>d10, Science d6>d8
• Legendary 5 Advance: Master (Spellcasting)
• Legendary 6 Advance: Research d4, Research d4>d6
• Legendary 7 Advance: Research d6>d8, Science d8>d10
Last edited by Tex Arcana on Thu Oct 13, 2022 3:20 pm, edited 18 times in total.
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Tex Arcana
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Re: Tex Arcana, the Spell Slinger (LLW)

Post by Tex Arcana »

Gear


Items


NG-S2 Survival Pack
• Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
• Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
• Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
• Fire starter kit with pocket lighter and flint sparker.
• First aid kit with three uses (each refill costs 100 credits).
• Flashlight and radio (five-mile range), crank and solar powered.
• Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
• Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
• Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
• Survival Knife
• wooden cross - stolen by the faeries
• wooden stakes



Arzno TWA-1600 Exterminator EBA (TW)
• Armor: +8 Toughness: +3
• Weight: 18 lbs (Min Str: d8)
• Powers: Intangibility (Self Only), Boost Strength (Aspect, Self Only), Deflection (Self only)
• Bonuses: +2d Strength when Powered
• PPE: 10
• Rarity: -4
• Cost: 185,000


Light Ley Line Walker Armor
• Defense: +3 Armor, +1 Toughness
• Bonuses: +4 vs Disease/Poison, -2 Notice to detect armor
* Weight: 4lbs


Wilk's 320 "Classic" Laser Pistol
• Damage: 3d6 AP 2, ROF 1
• Range: 30/60/90
• Payload: 20
• Bonuses: +1 Shooting
• Weight: 2lbs

2 Eclips

Storm Rifle (TW)
• Damage: 4d6 AP 4, ROF 1
• Range: 30/60/120
• Payload: 8
• Bonuses: +1 Shooting
• Havoc as an alternate attack (uses one shot)
• Weight: 6lbs


Xanthine Gem Necklace
• P.P.E.: 10
• Recharge Rate: 5 PPE/hour on a ley line or by user
• Weight: N/A


Shadow Cloak (TW)
• P.P.E.: 3
• Duration: 1 hour
• Weight: 1lb
• Cost: 300,000 credits
An arcane cloak which allows the wearer to gather shadows around herself to create fear, hide, and distract. When activated (three Power Points per hour), the shadow cloak grants the fear and invisibility powers, which are activated on the user at base effectiveness (no raise effect)—the invisibility effect only works while traveling in darkness and shadow


Lessor Ring of the Elder (Enchanted Item) [Signature Item]
• Base Item: Gantrium Ring
• Major: Channeling
• Major: Concentration
• Minor: +1 Spellcasting
• Minor: 5 P.P.E.
• Cost: 200,000 credits

Tolkeen Technowizards and Alchemists labored continuously in their attempts to duplicate the abilities of the 9 Rings of the Elder during the war with the Coalition Sates. None of the items created were total successes compared to these legendary objects, most were failures. However, a handful of flawed versions were created. Like the original rings, most have disappeared since the fall of Tolkeen, their current owners unaware of the ring's true value.

Ring of the Elder
Image
A ring made from a silvery-gold colored alloy knows as gantirum with an xanthine gem that looks like a strange cross between an impossibly deep blue sapphire and amber. For most people it is a rare and attractive ring, for magic users it is a powerful artifact. Gantrium is known for two properties - becoming magically indestructible after being forged in magical fire, and acting as a superb conduit for mystical energy, while Xanthine can store massive amounts of mystic energy. When a spellcaster channels magic through the ring the effects are like being on a ley line nexus! Skilled casters can also draw PPE from the Ring as if at a nexus point when performing rituals. Unfortunately, corralling such forces takes its toll and overuse can burn out most mortal mages.

User gains the following Mega Modifier to use with any magic spell.
ELDER MAGIC (+0): Double the Range and Duration of magic powers. Attack powers (such as blast, bolt, burst, and damage field) deal +4 damage, and defensive powers (such as barrier, entangle, and protection) gain +2 Toughness. Additionally, the ring can be used to draw PPE for rituals as if at a nexus point.
However, the primordial force of the ring can adversely affect the caster. Each time the spell modifier is used or the ring is used to power a ritual roll a d10, one a 1 the caster gains a point of mystic burn.
• At 5 Burn - The character begins aging only one year for every five, and may make a natural healing roll once per day (instead of every five days), even when not on a ley line. On a ley line, the caster gains a natural healing roll once per hour and may recover permanent injuries—see Regeneration in Savage Worlds
• At 6 Burn - Choose one power to use as an Innate Ability, requiring no PPE (additional Power Modifiers cost the normal amount). The power does not work if the caster is unconscious, asleep, or otherwise Incapacitated. Only powers with a Duration longer than instant may be selected.
• At 7 Burn - The caster’s body transforms, infused with arcane energies granting +4 MDC natural Armor (stacks with both worn MDC body armor and the protection power). The character is considered a creature of magic.
• At 8 burn her body is completely consumed by raw magic forces and the ring adds her life force to its power base ready to consume the next owner!


• Dosimeter
• Holy Symbol
• Infrared Distancing Binoculars
• Language Translator
• Repair Kit, Field

Credits:
Credits: 1400
2000 credits worth of gear or valuables

Contacts
Last edited by Tex Arcana on Tue Sep 20, 2022 9:03 am, edited 5 times in total.
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Tex Arcana
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Re: Tex Arcana, the Spell Slinger (LLW)

Post by Tex Arcana »

Arcane Background: Magic

Modifiers

Armor Piercing (+1 to +3) The attack is focused to defeat armor or seeks out a foe’s exposed areas. Each Power Point spent grants the power AP 2 (see page 65), to a maximum of AP 6.

Fatigue (+2) Powers that drain or tax an opponent can cause Fatigue. This modifier may be attached to any power that can cause damage or is resisted by the target. If she’s affected by the power in any way, she also suffers Fatigue. This cannot cause Incapacitation, however.

Glow/Shroud (+1) Glow gives off soft light of an appropriate color for its Trapping (or caster’s choice). This creates soft light in a Small Blast Template centered on the target, and lasts until the power expires. It subtracts 2 from her Stealth totals and negates 1 point of Illumination penalties for those attacking the glowing character.

Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.

Heavy Weapon (+2) The caster pours his energy into the attack, creating a focused blast. The attack counts as a Heavy Weapon.

Hinder/Hurry (+1) The target is slowed in some way, perhaps due to intense cold, a slippery surface, or even binding matter or energy. His base Pace is reduced by 2 until the power expires. A caster can Hurry the recipient instead. He might get increased energy, sure footing, or more powerful muscles. His Pace is increased by 2.
Effects of either modifier aren’t cumulative.

Lingering Damage (+2) The target is hit by fire, intense cold, acid, gnawing insects, or some other Trapping that continues to cause damage after the initial attack. On the victim’s next turn, he suffers the power’s base damage minus one die type (one additional turn only). If hit with a 2d6 bolt, for example, the victim takes 2d4 damage at the start of his next turn. If the base damage is already a d4 die type, it loses a die instead.

Range (+1/+2) Double the power’s listed Range for 1 Power Point, or triple it for +2. This modifier may not be used on powers with a Range of Touch or the Cone Template.

Selective (+1) With intense focus, the caster can choose not to affect any or all individual targets within a power’s area of effect (picking all enemies instead of allies in a blast, for example).



Spell Descriptions

Arcane Protection
Rank: Novice
Power Points: 1
Range: Smarts
Duration: 5
Trappings: Concentration, a dull glow around the protected character, a fetish.
Success with arcane protection means hostile powers suffer a −2 penalty (−4 with a raise) to affect this character. If the power causes harm, damage is also reduced a like amount.
Arcane protection stacks with Arcane Resistance should the recipient have both!
MODIFIERS
„ ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
MEGA MODIFIERS
„ EXALTED ARCANE PROTECTION (+2): Hostile powers suffer a −4 penalty ( – 6 with a raise).

Beast Friend
Rank: Novice
Power Points: Special
Range: Smarts
Duration: 10 minutes
Trappings: The caster concentrates and gestures with his hands.
This spell allows an individual to speak with and guide the actions of nature’s beasts. The cost to cast is equal to the sum of their Size (minimum 1 per creature; see the creatures in Savage Worlds for examples). Controlling five wolves (Size −1) costs 5 points (remember the minimum cost of 1), for example. Controlling a rhino (Size 5) costs 5 points.
Success means the creatures obey simple commands, like a well-trained dog. They attack foes and endanger their lives for their master. A raise on the arcane skill roll means the beasts are more obedient. They won’t kill themselves but overcome their natural fears to follow their orders.
Swarms can also be controlled. Small Swarms cost 1 point, Medium Swarms cost 2, and Large Swarms cost 3.
Beast friend works only on natural creatures with animal intelligence, not humanoids, and has no effect on conjured, magical, or otherwise “unnatural” animals.
MODIFIERS
„ MIND RIDER (+1): The caster can communicate and sense through any of the beasts he’s befriended.
MEGA MODIFIERS
„ BESTIARIUM (+1): The caster may now affect magical and mythical beasts; such creatures must still have only animal intelligence to be influenced.
„ DEEPER BOND (+1): The base Duration increases to 30 minutes.

Bolt
Rank: Novice
Power Points: 1
Range: Smarts ×2
Duration: Instant
Trappings: Fire, ice, light, darkness, colored bolts, a stream of insects.
Bolt sends damaging bursts of energy, streaks of holy light, or shards of matter toward one’s foes.
There are no Range penalties, but the arcane skill roll is affected by Cover, Illumination, and all other usual penalties.
The damage of the bolt is 2d6, or 3d6 with a raise.
MODIFIERS
„ DAMAGE (+2): The bolt causes 3d6 damage (4d6 with a raise).
MEGA MODIFIERS
„ GREATER BOLT (+4): The bolt causes 4d6 Mega Damage (5d6 with a raise).
„ ONSLAUGHT (+2): The bolt attack is made at Rate of Fire 2 (ignores the Recoil penalty) and may be used for Suppressive Fire (see Savage Worlds).

Boost/Lower Trait
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5 (boost); Instant (lower)
Trappings: Physical change, glowing aura, potions.
This power allows a character to increase or decrease a target’s Trait (attribute or skill). Boosting an ally’s Trait increases the selected Trait one die type, or two with a raise, for five rounds.
Lowering an enemy’s Trait has a Duration of Instant and lowers the selected attribute or skill a die type with success, or two with a raise (to a minimum of d4). A victim automatically tries to shake off the effect with a Spirit roll as a free action at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely.
Additional castings don’t stack on a single Trait (take the highest), but may affect different Traits.
MODIFIERS
„ ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
„ STRONG (+1): Lower Trait only. The Spirit roll to shake off the effect is made at −2. to affect this character. If the power causes harm, damage is also reduced a like amount.
MEGA MODIFIERS
„ GREATER BOOST/LOWER TRAIT
(+2): The power’s effects are enhanced. With success, the selected Trait gains a free reroll once per round, or once per action with a raise. For lower Trait the target applies a −2 penalty to the rolls.

Darksight
Rank: Novice
Power Points: 1
Range: Smarts
Duration: One hour
Trappings: Glowing eyes, dilated pupils, sonic sight.
Darksight allows a hero to see in the dark.
With success, he ignores up to 4 points of illumination penalties. With a raise, he ignores up to six points and can see in pitch darkness.
MODIFIERS
„ ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
MEGA MODIFIERS
„ EXALTED DARKSIGHT (+2): The recipient’s senses extend so far into the infrared and ultraviolet spectrums that he can also see anyone using the invisibility power and ignores a illumination penalties.

Deflection
Rank: Novice
Power Points: 3
Range: Smarts
Duration: 5
Trappings: Mystical shield, gust of wind, phantom servant that intercepts missiles.
Deflection powers work in a variety of ways.
Some manifestations actually deflect incoming attacks, others blur the target’s form or produce illusionary effects. The end result is always the same, however—to misdirect incoming melee and missile attacks from the recipient of the power.
Once cast, foes must subtract 2 from attack rolls directed at the user (or 4 with a raise).
MODIFIERS
„ ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
MEGA MODIFIERS
„ GREATER DEFLECTION (+3): The penalty to attack the recipient increases to −4 ( – 6 on a raise).

Detect/Conceal Arcana
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5 (detect); one hour (conceal)
Trappings: Waving hands, whispered words.
Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds. This includes invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well—harmful, obscurement, magic, miracles, etc.
Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).
Conceal arcana prevents detection of arcane energies on one being or item of Normal Scale for one hour (see the Size Table page 179).
Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is an opposed roll of arcane skills (roll each time it’s attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again.
MODIFIERS
„ ADDITIONAL RECIPIENTS (+1): The power may affect more than one viewer for detect, or item for conceal, for 1 additional Power Point each.
„ AREA EFFECT (+1/+2): Conceal only. The power affects everything in a sphere the size of a Medium Blast Template for +1 points, or a Large Blast Template for +2.
„ STRONG (+1): Conceal only. Detection rolls to see through the concealment are made at −2.
MEGA MODIFIERS
„ EXALTED DETECT ARCANA (+2):
Detect arcana is greatly enhanced, giving it expanded analytical effects.
With a successful Arcane Skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
„ Active powers and arcane abilities.
„ Type of supernatural creature (vampire, werewolf, dragon, etc.).
„ Enchantments present on an item.
„ The PPE or ISP possessed by a target.
„ Other information the GM allows.
When used on a supernatural creature, a raise on the Arcane Skill check reveals any susceptibilities, Weaknesses, and ways to bypass Invulnerability.
„ EXALTED CONCEAL ARCANA (+2):
The recipient is −2 (or −4 with a raise) to be seen or found with detect arcana, divination, and other arcane abilities; may not be used in combination with the power’s Strong modifier.
„ PRESENCE SENSE (+1): The caster is able to sense the presence and exact location of living beings within range like a radar; detect arcana activated with Presence Sense no longer requires line of sight to locate living beings.

Elemental Manipulation
Rank: Novice
Power Points: 1
Range: Smarts
Duration: 5
Trappings: A few simple gestures
This power grants basic control over the four traditional elements: air, earth, fire, and water (the elements may vary depending on the setting). The power acts as if it has a d6 Strength, or d8 with a raise.
Here are some ideas for what each element can do. Each is an action.
„ Air: Push someone, blow out a torch, fan a flame, cool someone down (+2 to Fatigue rolls in oppressive heat).
„ Earth: Move a square foot of earth (half that in stone) each round, cover tracks.
„ Fire: Conjure flame about the size of a torch, hurl a small blast of fire at someone (Str damage), spread existing flame (see Fire in Savage Worlds).
„ Water: Conjure a quart of water (not “inside” objects or people), purify a gallon of water per casting.
MEGA MODIFIERS
„ ELEMENTAL FURY (+2): Everyone within Range (except the caster) is harassed by the elemental effect for the power’s Duration, suffering a −1 penalty on all Trait rolls, or –2 with a raise.
„ EXALTED MANIPULATION (+2): The elemental effect lashes out at the caster’s opponents. Once per round the caster may use a free action to Test a target within Range using his arcane skill.
„ ONE WITH THE ELEMENTS (+1): The power’s Duration is measured in minutes instead of rounds.

Environmental Protection
Rank: Novice
Power Points: 2
Range: Smarts
Duration: One hour
Trappings: A mark on the forehead, potions, gills.
Adventurers sometimes travel beneath the waves, in space, or other hazardous environments. This power protects them from crushing depths, scathing heat, intense cold, and even radiation.
Environmental protection allows the target to breathe, speak, and move at his normal Pace in an otherwise fatal environment. It protects him against intense heat, cold, radiation, atmospheric or fluid pressure, and lack of oxygen. Generally, the adventurer can function normally underwater, in space, within the cone of a volcano, etc. It fails quickly (1d4 rounds) in the presence of super-intense conditions such as actual lava or the massive radiation of a melting nuclear core, for example.
Environmental protection reduces damage from like sources by 4 (6 with a raise). If protecting against intense heat, for example, it protects against a flamethrower or bolt with a fire Trapping.
MODIFIERS
„ ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
MEGA MODIFIERS
„ LIFE SUPPORT (+1): The power protects against an additional negative environmental effect per additional Power Point spent.

Healing
Rank: Novice
Power Points: 3
Range: Touch
Duration: Instant
Trappings: Laying on hands, touching the victim with a holy symbol, prayer.
Healing removes Wounds less than an hour old. A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough Power Points.
For Extras, the GM must first determine if the ally is still alive (see Aftermath, page 96). If so, a successful arcane skill roll returns the ally to action (Shaken if it matters.)
MODIFIERS
„ GREATER HEALING (+10): Greater healing can restore any Wound, including those more than an hour old.
„ CRIPPLING INJURIES (+20): The power can heal a permanent Crippling Injury (see Incapacitation, page 95). This requires an hour of preparation and only one casting is permitted per injury. If it fails, this caster cannot heal that particular injury (but someone else may try). If successful, the subject is Exhausted for 24 hours.
„ NEUTRALIZE POISON OR DISEASE (+1): A successful healing roll negates any poison or disease. If the poison or disease has a bonus or penalty associated with it, the modifier applies to the arcane skill roll as well.
MEGA MODIFIERS
„ MASS HEALING (+2/+3): For +2 Power Points, healing affects all allies within a Medium Blast Template centered on the caster (or a Large Blast Template for +3). Ignore individual wound penalties of the treated and apply a flat −2 instead.

Illusion
Rank: Novice
Power Points: 3
Range: Smarts
Duration: 5
Trappings: Magical spells, holograms, “ethereal materializers.”
One of the greatest powers is the ability to create something from nothing—even if it’s not real! Illusion can be used to create a visual scene or replica of most anything the caster can imagine, but it is silent, intangible, and incapable of affecting the real world. For example, illusionary weapons pass through foes, one cannot sit in an illusionary chair, and an illusionary dog has no audible bark. Those who contact an illusion or doubt it’s real make a Smarts roll as a free action (at −2 if the power was activated with a raise).
If successful, that individual is no longer subject to this casting.
The GM should make group rolls for Extras as they point out the illusion’s inconsistencies to each other.
The volume of the illusion must fit within a sphere the size of a Medium Blast Template (4″ or eight yards in diameter).
MODIFIERS
„ SOUND (+1): The power generates sound appropriate to the illusion. Illusionary allies may talk, illusionary crows caw, and so on.
It may not mask or mute existing sound, however.
„ STRONG (+2): Smarts rolls to disbelieve the illusion are made at −2.
MEGA MODIFIERS
„ DEADLY ILLUSION (+3): The illusion may attack or otherwise cause harm. Once per turn (including the turn it’s cast), the caster may use a free action to "attack" an individual. This is an opposed roll of the caster’s Arcane Skill versus the target’s Smarts (at −2 if the power was activated with a raise). The caster may attack additional foes as actions. If the caster wins, the target is Shaken (this cannot cause Incapacitation). With a raise, the target suffers a Wound (this can cause Incapacitation).
„ GREATER ILLUSION (+1): The illusion’s area of effect is increased to the size of a Large Blast Template and its Duration is measured in minutes.
„ MOBILITY (+1/+2): For +1 Power Point, the illusion can move at a Pace of 12, or 24 for +2 Power Points.
„ REACH (+1/+2): The illusion can stretch or reach beyond its usual diameter. For +1 Power Point it has a Reach of 12", and for +2 it has a Reach of 24". This may be used in conjunction with the Deadly Illusion modifier to simulate a lashing tentacle, power, or ranged attack emanating from the illusion itself.

Slumber
Rank: Seasoned
Power Points: 2
Range: Smarts
Duration: One hour
Trappings: A lullaby, blowing powder or sand at targets.
Those who favor stealth or want to avoid harming their foes are drawn to this spell, which puts its victims into a deep and restful sleep.
Anyone affected by slumber must make a Spirit roll (at −2 if the caster got a raise on her arcane skill roll). Those who fail fall asleep for the Duration of the spell. Very loud noises or attempts to physically wake a sleeper (by shaking him, for example), grant another Spirit roll.
MODIFIERS
„ AREA 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.
MEGA MODIFIERS
„ GREATER SLUMBER (+1): The penalties to resist increase to −2, or −4 with a raise.

Smite
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5
Trappings: A colored glow, runes, sigils, crackling energy, barbs grow from the blade.
This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon’s damage is increased by +2, or +4 with a raise.
MODIFIERS
„ ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
MEGA MODIFIERS
„ GREATER SMITE (+2): The weapon’s damage is increased by +4, or +6 with a raise—it also deals Mega Damage, if it didn’t already. Additional Recipients costs +2 Power Points (instead of +1) in combination with Greater Smite.

Speak Language
Rank: Novice
Power Points: 1
Range: Smarts
Duration: 10 minutes
Trappings: Words, pictures, hand motions. This power allows a character to speak, read, and write a sapient language other than his own. A raise on the arcane skill roll allows the user to appropriately use and understand slang and dialect as well.
MODIFIERS
„ ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
MEGA MODIFIERS
„ MASS UNDERSTANDING (+5): The caster causes characters within Smarts ×2 of him to understand one another, regardless of language.

Summon Ally
Rank: Novice
Power Points: 2+
Range: Smarts
Duration: 5
Trappings: Clay figure that grows into a servant, a tattoo that comes to life.
This power allows the character to summon a magical servant from nothing. The ally typically takes the form of a basic humanoid of the appropriate Size but can appear differently based on the caster’s trappings.
It materializes anywhere in Range, and with a raise on the arcane skill roll, it’s Resilient as well.
The ally acts on its creator’s Action Card and follows her commands to the best of its ability. It has no personality, creativity, or emotions. When the power ends or the ally is Incapacitated, it fades into nothingness, leaving no trace behind.
The type of servant that can be summoned depends on the caster’s Rank. With the GM’s approval, the player may swap abilities. If a hero wants an attendant in the form of a wolf, for example, the caster might exchange the Shooting skill for Survival so that the “animal” can track its foes.
MODIFIERS
„ BITE/CLAW (+1): The ally can bite or claw at Str+d6.
„ FLIGHT (+2): The ally can fly at Pace 12.
„ MIND RIDER (+1): The caster can communicate and sense through the ally.
MEGA MODIFIERS
„ FORCE MULTIPLICATION (Varies): Additional allies of the same type may be summoned at the same time for half the Power Points cost of the original summons (total cost including
modifiers, rounded up).
ATTENDANT
Attributes: Agility d4, Smarts d4, Spirit d4, Strength d4, Vigor d4
Skills: Athletics d4, Fighting d4, Notice d4, Shooting d4, Stealth d6
Pace: 4; Parry: 4; Toughness: 4
Special Abilities:
„ Claw: Str+d4.
„ Construct: +2 to recover from being Shaken; ignore 1 point of Wound penalties; doesn’t breathe, immune to poison and disease.
„ Fearless: Immune to fear and Intimidation.

BODYGUARD
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Intimidation d6, Notice d4, Shooting d4, Stealth d4
Pace: 6; Parry: 5; Toughness: 7 (2)
Edges: First Strike
Gear: Melee attack (Str+d6).
Special Abilities:
„ Armor +2: Hardened skin.
„ Construct: See Attendant.
„ Fearless: Immune to fear and Intimidation.

MIRROR SELF
The ally is a clone of the caster except: it’s an Extra; it has the same number of current Power Points as the caster after subtracting for this casting; it cannot use the summon ally power; its skills (but not attributes) are one die type less (minimum d4) than the
original; it has identical mundane equipment (no magical qualities, disappears when the power expires); has the Construct and Fearless abilities.

SENTINEL
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+2, Vigor d10
Skills: Athletics d6, Fighting d10, Intimidation d10, Notice d8
Pace: 6; Parry: 7; Toughness: 13 (4)
Edges: Arcane Resistance, Sweep (Imp).
Gear: Melee attack (Str+d8).
Special Abilities:
„ Armor +4: Stone skin.
„ Construct: See Attendant.
„ Fearless: Immune to fear and Intimidation.
„ Size 2: Sentinels are 8' tall and very dense.


Teleport
Rank: Seasoned
Power Points: 2
Range: Smarts
Duration: Instant
Trappings: A cloud of smoke, “phasing” out, change into a bolt of lightning.
Teleport allows a character to disappear and instantly reappear up to 12″ (24 yards) distant, or double that with a raise. Teleporting to an unseen location incurs a −2 penalty on the arcane skill roll.
Opponents adjacent to a character who teleports away don’t get a free attack (see Withdrawing from Melee, page 109). If casting teleport on a willing subject, the caster decides where they move to, not the target.
MODIFIERS
„ ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
„ TELEPORT FOE (+2): Foes may be targeted by a Touch attack (page 108). This is an action, so the casting must be the second part of a Multi-Action if the attack is successful. The foe resists the casting with an opposed Spirit roll against the arcane skill total and is sent up to 12″ away with success and 24″ with a raise. Foes may not be teleported into solid objects.
MEGA MODIFIERS
„ GREATER TELEPORT (+2): The distance teleported extends to 25" (50 yards) or double that with a raise.

Warrior’s Gift
Rank: Seasoned
Power Points: 4
Range: Smarts
Duration: 5
Trappings: Gestures, prayer, whispered
words, concentration. With a successful arcane skill roll, the recipient gains the benefits of a single Combat Edge chosen by the caster. The caster (not the recipient) must have the same Rank or higher as the Edge’s Requirements. With a raise, the recipient gains the Improved version of the Edge (if there is one, and even if he doesn’t meet the Rank Requirement).
MODIFIERS
„ ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
MEGA MODIFIERS
„ GREATER WARRIOR’S GIFT (+4):
The recipient gains two Combat Edges at once.
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