Ley Line Walker - Ready for Review

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John Smith
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Joined: Sun Oct 21, 2018 5:49 am

Ley Line Walker - Ready for Review

Post by John Smith »

Experience and wisdom
[dice:1dxvhvnc]53196:0[/dice:1dxvhvnc]

Experience and wisdom
[dice:1dxvhvnc]53196:1[/dice:1dxvhvnc]

Enchanted items and Mystical Gadgets
[dice:1dxvhvnc]53196:2[/dice:1dxvhvnc]

Magic and Mysticism
[dice:1dxvhvnc]53196:3[/dice:1dxvhvnc]

Underworld and Black Ops
[dice:1dxvhvnc]53196:4[/dice:1dxvhvnc]

Credits:
[dice:1dxvhvnc]53196:5[/dice:1dxvhvnc] * 1000

Rich Rolls

Close Combat weapons
[dice:1dxvhvnc]53196:6[/dice:1dxvhvnc]

Body Armor
[dice:1dxvhvnc]53196:7[/dice:1dxvhvnc]
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John Smith
Posts: 126
Joined: Sun Oct 21, 2018 5:49 am

Re: Ley Line Walker

Post by John Smith »

Character Sheet
Talora Karr
Rank: Novice Advances Left:
Race: Dnorr
Iconic Framework:
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Pace: 6; Parry: 8; Toughness: 16 (9); Strain: 0
Skills:
  • *Athletics (Ag) d6
  • *CK (Sm) d4
  • Fighting (Ag) d8
  • *Notice (Sm) d6
  • Occult (Sm) d6
  • *Persuasion (Sp) d8+1
  • Spellcasting (Sm) d10
  • *Stealth (Ag) d10

Hindrances
  • Hindrance (Major): Overconfident: There’s nothing out there your hero can’t defeat. At least that’s what he thinks. He believes he can do most anything and never wants to retreat from a challenge. He’s not suicidal, but he certainly takes on more than common sense dictates.
  • Suspicious (Major):Your character is suspicious of everyone. As a Minor Hindrance, his paranoia causes frequent trust issues. He might demand full payment before doing a task, want every agreement in writing, or believe even his friends are out to get him. As a Major Hindrance, Support rolls to aid the distrustful individual are made at −2.


Edges
  • Rapid Rechard (IF): Power Points normally recharge at a rate of 5 points every hour spent resting (see Recharging, page 151). This Edge increases that rate to 10 every hour.
  • I know a guy (HJ): Once per session, the player can invoke this Edge to effectively have the Connections Edge with any person or group. Use the rules for Connections to determine if the contact can be reached, and if he will help in any way. If the attempt to contact a particular person fails, the once-per-session use of this Edge is not used up; failures on the Persuasion check to get help still trigger that session’s use of the Edge.
  • Blaster (Hind): This Edge improves the damage of the blast, bolt, burst, and damage field powers; when using Mega Power Modifiers in conjunction with these powers increase their damage dice from d6 to d8.
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John Smith
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Re: Ley Line Walker

Post by John Smith »

Powers
Arcane Background: Spellcasting
PPE: 30 - Recovery: 10 / hour resting

Trapped Power Name [Sound/Silence] ( 1 PPE) [Novice]
  • Range: Smarts x 5 smarts
  • Duration: instant / 5
  • Trapping:
  • Effect: Sound mimics any known sound or voice, emanating from a point of origin within Range at a volume up to the sound of a loud shout. If used as a Test, the defender opposes the casting roll with Smarts. Silence does the opposite, muting all sound up to a loud shout within a Large Blast Template. This subtracts 4 from Notice rolls made by those inside the area of effect, as well as anyone trying to hear sounds made from within. A raise completely mutes all sound inside the template—such Notice rolls automatically fail.
  • Modifiers
    • MOBILE (+1): The caster can move the area of effect up to his arcane skill die type each round.
    • TARGETED (+0): Instead of casting silence in an area of effect, the caster may instead target individuals in Range for 1 Power Point each. Unwilling targets resist with Spirit (at −2 if the caster gets a raise).
    • EXALTED SOUND/SILENCE (+1): Targets oppose the caster at –2 or –4 with a raise

Trapped Power Name [Arcane Protection] ( 1 PPE) [Novice]
  • Range: Smarts
  • Duration: 5
  • Trapping:
  • Effect: Success with arcane protection means hostile powers suffer a −2 penalty (−4 with a raise) to affect this character. If the power causes harm, damage is also reduced a like amount. Arcane protection stacks with Arcane Resistance should the recipient have both!
  • Modifiers
    • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
    • EXALTED ARCANE PROTECTION (+2): Hostile powers suffer a –4 penalty (–6 with a raise).

Trapped Power Name [Bolt] ( 1 PPE) [Novice]
  • Range: Smarts x 2
  • Duration: instant
  • Trapping:
  • Effect: 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).
    • GREATER BOLT (3/4): For three Power Points bolt causes 3d6 Mega Damage (4d6 with a raise), or for four it causes 4d6 Mega Damage (5d6 with a raise). Range is Smarts ×3.
    • ONSLAUGHT (5): For five Power Points the bolt attack is made at Rate of Fire 4 (ignores the Recoil penalty), deals 3d6 Mega Damage (4d6 on a raise), and may be used for Suppressive Fire (see Savage Worlds). Range is Smarts ×3. May not be used in combination with Greater Bolt.

Trapped Power Name [Boost/Lower Trait] ( 2 PPE) [Novice]
  • Range: Smarts
  • Duration: 5 / instant
  • Trapping:
  • Effect: 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.
    • GREATER BOOST/LOWER TRAIT (+2): The power’s effects double—increasing or decreasing the Trait by two die types with a success or four with a raise.

Trapped Power Name [Sloth / Speed] ( 2 PPE) [Seasoned]
  • Range: Smarts
  • Duration: Instant / 5
  • Trapping:
  • Effect: Sloth lessens celerity and coordination while speed increases it. It halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.

Success with speed doubles the target’s movement (basic Pace and running). With a raise the character also ignores the −2 running penalty.
  • Modifiers
    • ADDITIONAL RECIPIENTS (+1): Speed only. The power may affect more than one target for 1 additional Power Point each.
    • AREA OF EFFECT (+2/+3): Sloth only. For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.
    • QUICKNESS (+2): Speed only. The character’s total Multi-Action penalty each turn is reduced by 2 (she can do two actions at no penalty or three at −2 each).
    • STRONG (+1): Sloth only. The Spirit roll to shake off sloth’s effects is made at −2.
    • EXALTED QUICKNESS (+4): Speed only. The recipient suffers no Multi-Action penalties.
    • EXALTED SLOW (+1): Sloth only. The target cannot run.
    • GREATER SPEED (+1): Speed only. The recipient’s Pace is tripled, not doubled.
    • IMPAIRED AGILITY (+1): Sloth only. All Agility and linked skill rolls are made at −2.
    • IMPAIRED REACTIONS (+1): Sloth only. The target’s Parry is reduced by 2, and ranged attacks against him receive a +2.
    • IMPROVED RUNNING (+1): Speed only. The recipient doesn’t need to roll a run die; assume the maximum whenever it would be rolled.
    • IMPROVED REACTIONS (+1): Speed only. Attacks against the recipient are at −2. This penalty does not stack with similar effects, like deflection; use the higher benefit.

Trapped Power Name [Invisibility] ( 5 PPE) [Seasoned]
  • Range: Smarts
  • Duration: 5
  • Trapping: Disappears, leaving only a wisp of smoke behind
  • Effect:With a success, the character and his personal items are transparent except for a vague blur or outline. Any action taken against him that requires sight is made at −4, or −6 with a raise. The same penalty applies to Notice
  • Modifiers
    • ADDITIONAL RECIPIENTS (+3): The power may affect more than one target for 3 additional Power Points each.
    • TRUE INVISIBILITY (+5): Invisibility 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 most means of scrying or other detection to find the character, including divination and clairvoyance. However, any time there would be a reason to Notice the target those using detect arcana may detect someone using true invisibility at a −4 penalty, and those using exalted detect arcana and exalted darksight may roll to detect the recipient at no penalty. Characters using those powers who detect the target can see them normally for the remainder of the encounter.

Trapped Power Name [Slumber] ( 2 PPE) [Seasoned]
  • Range: Smarts
  • Duration: One Hour
  • Trapping: Rubs hands together and blows a mystic powder that is carried on an arcane wind to the target(s)
  • Effect: 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 OF EFFECT (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.
    • GREATER SLUMBER (+2): The penalties to resist increase to −2, or −4 with a raise. Furthermore, it takes a full round of active effort to awaken a victim; loud noises and the like aren’t enough.


Trapped Power Name [Smite] ( 2 PPE) [Novice]
  • Range: Smarts
  • Duration: 5
  • Trapping: Dark Runes that seem to absorb the light around the weapon cover it, granting a dark foreboding power to the weapon. With greater smite, the runes nature reflects the trapping
  • Effect: This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon’s damage is increased by +2, or +4 with a raise.
  • Modifiers
    • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
    • GREATER SMITE (+2): The bonus damage is +4, or +8 with a raise; inflicts Mega Damage. Even if she does not possess the Wizard Edge, the caster may choose any Trapping to confer at the time of casting (such as fire, holy light, silver, or others).
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John Smith
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Re: Ley Line Walker

Post by John Smith »

Background
D’norr are generally a peaceful, non-violent people. Talora is definitely an exception to that rule. Once a diplomat for the Free State of Lazlo, her outlook on life changed when, during some critical negotiations with The True Federation, her partner and child were taken hostage by Alistair’s lackies. Lazlo’s leadership refused to negotiate under the circumstances, despite Talora’s pleas, and the Federation made good on its threats. Husband and child murdered, Talora spent months broken and alone, nursing a hatred both for her families killers and the leaders of the government that she felt did nothing to save them.

With nothing but revenge to motivate her, Talora turned her focus of her training from peace and negotiation to more violent pursuits. Over the next few years she honed abilities that made her particularly effective and dealing with magical threats, and became an assassin for hire of sorts, specializing in magic wielding targets. Not quite subscribing to the larger vision of the Tomorrow Legion, she joined the company in hopes that one day it would help put her in a position to bring vengence to the True Federation for the murder of her family.
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John Smith
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Re: Ley Line Walker

Post by John Smith »

Gear
Vibro-Blade Vambraces
Damage: Str + d8
AP: 4
Weight: 2
Credits: 11,000
Bonuses (+2 Parry - 1 HJ and 1 Vambraces)

Combat Mage Heave EBA (TW)
Armor: +9 (+3 from Body armor roll)
Toughness: +2
Str req: d10
Weight: 36
Cost: 250,000
Notes: Str +2DT, Ignores Min Str if powered, provides farsight and darksight

LLW Light Armor (TW)
Armor: +3
Toughness: +1
Strength: d4
Weight: 4
Cost: 9000

NG 33 Laser Pistol
Range: 12/24/48
Damage:2d6+1 AP: 3
ROF: 1 Shots: 20
Weight: 4
Cost: 6500

Credits:
2000 Starting
10,000 Rich
-11,000 Vambraces

Current: 1000
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John Smith
Posts: 126
Joined: Sun Oct 21, 2018 5:49 am

Re: Ley Line Walker

Post by John Smith »

Advances
Skills and Attributes Points
Attributes
Agility: d8(2)
Smarts: d8 (1)
Spirit: d8 (1)
Strength: d4 (0)
Vigor: d6 (1)

Skills:
  • Academics (Sm)
  • *Athletics (Ag) d6 (1)
  • Battle (Sm)
  • Boating (Ag)
  • *Common Knowledge (Sm) d6 (1)
  • Driving (Ag)
  • Electronics (Sm)
  • Faith (Sp)
  • Fighting (Ag) d8 (3)
  • Focus (Sp)
  • Gambling (Sm)
  • Hacking (Sm)
  • Healing (Sm)
  • Intimidation (Sp)
  • Language (Sm)
  • Lockpicking (Ag)
  • *Notice (Sm) d6 (1)
  • Occult (Sm) d6 (2)
  • Performance (Sp)
  • *Persuasion (Sp) d8 (2)
  • Piloting (Ag)
  • Psionics (Sm)
  • Repair (Sm)
  • Research (Sm)
  • Riding (Ag)
  • Science (Sm)
  • Shooting (Ag)
  • Spellcasting (Sm) d10 (2)
  • *Stealth (Ag) d10 (4)
  • Survival (Sm)
  • Swimming (St)
  • Taunt (Sp)
  • Thievery (Ag)
  • Weird Science (Sm)
Iconic Framework - Ley Line Walker
  • Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what direction it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
  • Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
  • Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.
  • Arcane Academic: Ley Line Walkers double the PPE gained by taking the Power Points Edge. When choosing the New Powers Edge they may either gain three powers of up to one Rank higher than their current Rank would normally allow or they may choose one power of any Rank not normally allowed by their power list—with the GM’s permission and when plot appropriate (access to an arcane library, tome or scroll of ancient knowledge, secrets man was not meant to know, etc.).


Racial Characteristics
  • Distinctive D-Bee: With their nonhuman appearance and inherent psionic ability, Fennodi face prejudice from the Coalition. They suffer −2 Persuasion when dealing with CS citizens.
  • Intelligent and Spiritual: D’Norr are highly intelligent and spiritual, beginning with a d6 Smarts and Spirit. This makes their natural maximums for those Traits d12+1.
  • Natural Arcane Affinity: The D’Norr have +5 PPE naturally, whether they pursue a magical path or not.
  • Personable: The D’Norr are highly charming and easy to get along with. They have +1 to Persuasion
  • Restricted Path: The D’Norr have no capacity for psionics and cannot access ISP.
  • Sensitive: Due to their inherently sensitive and compassionate nature, D’Norr are particularly susceptible to Fear, suffering a −2 whenever making checks against such situations.


Hero’s Journey Rolls
  • Experience and Wisdom (18): Traded
  • Experience and Wisdom (20): Select any Result
Selected: Any Background edge - Rich
  • Enchanted Items and Mystical Gadgets (13): Traded
  • Enchanted Items and Mystical Gadgets (16 - traded for): Your hero has a rare and coveted suit of TW Combat Mage Armor, which may or may not place him on a few bounty lists in both the Coalition and the Federation of Magic. Alternately, if he’s a Cyber-Knight, he gains a suit of TW Cyber-Knight Heavy Armor.
  • Magic and Mysticism (17): Born to fight the toughest threats, your hero’s combat spells are inherently potent. All of her damage-dealing spells do Mega Damage, and ones which normally do Mega Damage gain +5 AP.
  • Underworld and Black Ops (6): She’s done more and traveled more than anyone, and she always seems to know someone, somewhere, she can call on for information or aid. Your hero has the I Know a Guy Edge, and she gains +2 on all Connections rolls to contact and gain assistance.

Rich Rolls
  • Close Combat Weapons (17): +1 Parry to the weapon
  • Body Armor (5): +3 Armor to an Armor

Advances
  • Hinderance 1: Blaster
  • Hinderance 2: New Powers Edge
  • Cybernetic Modifications:
  • Novice 1 Advance:
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
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