Warlock Iconic Framework

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Venatus Vinco
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Warlock Iconic Framework

Post by Venatus Vinco »

Notes wrote:Maybe for potential use on a blog. General feedback is welcome along with ideas for iconic edges or unique trappings.

VV
WARLOCK
A Warlock draws her magic powers from a supernatural, Elemental Intelligence from an elemental plane (earth, air, fire, or water). Like the Mystic and the Witch, there is no true knowledge of the mystic arts, instead the Warlock, through her link with the Supernatural Intelligence, intuitively knows certain Elemental spells.

Warlocks are not spiritualists, like the Druids of England or Native American Shamans who try to live in harmony with their environment, instead, they function on a more primeval level. A level concerned with power, change, and anarchy. For that is their vision of nature. Their world view is a picture of seething, unrestrained force, freedom, and change. As such, a Warlock binds himself to no man nor god, he is a free spirit to wander the universe to observe and instigate change.

HERO’S JOURNEY (5 Rolls)
Warlocks gain three rolls on any of the following tables: Enchanted Items & Mystic
Gadgets, Education, Experience & Wisdom, and Magic & Mysticism. They also get two rolls on any table of their choice, except Psionics

A FORCE OF NATURE
A warlock must select an elemental life sign from either Air, Earth, Fire or Water. His elemental life sign determines the nature of his bond and which trappings are available to the character. The character is required to apply the trapping effect of his life sign to his power, however he can freely change from one to the other within his life sign with each use of his power.

As conduits of elemental energy, Warlocks have Arcane Background (Miracles), and
their power list is as follows: armor, banish, barrier, beast friend, blind, bolt, boost/lower
Trait, burrow, burst, clairvoyance, conceal arcana, confusion, darksight, deflection, dispel, entangle, environmental protection, farsight, fear, fly, greater healing, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, shape change, slow, slumber, smite, speak language, speed, stun, succor, summon ally, wall walker, and warrior’s gift.


They can choose only Trappings for their powers related to their life sign (earth, wind, air, fire). They also gain access to a few special Trappings listed here:
  • Primal Aura (All): When displaying the raw power of the elements, a warlock is a sight to behold. A beneficial power with a duration, cast by the Warlock on herself, grants her +2 Charisma and +2 on Intimidation checks, as she is surrounded by a primeval aura of her life sign. The glow makes her easier to see and target, giving foes +2 to attack and Notice rolls against her.

    Protection (All): For a beneficial power with a duration cast on someone, the caster foregoes the usual raise effect in place of granting Environmental Resistance for the duration. This provides a +4 bonus to resist a negative environmental effect from his chosen life sign. This also counts as Armor against attacks based on that element.

    Elemental Transformation (All): When using the shape change power the Warlock can transform into an elemental of their life sign.

    Plasma (Fire): Offensive powers with a plasma trapping cost 2 additional PPE to cast but hits a target all-at-once, engulfing the target and affecting the least-armored area on the body. This means anyone not in fully sealed armor is in serious trouble. Second, plasma tends to ignite targets (usually 1 in 6 chance), doing 1d10 continuous damage until it’s doused. Finally, powers with the plasma trappings all do Mega Damage

    Lava (Fire): Molten lava sticks to the target and continues to burn, doing one less die of damage on the caster’s next action unless counteracted in some way.

    Desiccation (Water): Rapidly dehydrating the target causes severe physical damage to humanoid targets. For direct damage powers, increase the base cost by 2 PPE to ignore all physical armor (including power and robot armor), but targets add half their Vigor to Toughness when determining the damage effect.

    Erosion (Water): Streaming and seeping water grants offensive powers with this Trapping a +4 AP value for an extra 2 PPE.

    Stone Skin (Earth): Fortified by the strength of stone, the warlock can harden his skin against attack. Beneficial powers grant +2 to Toughness for an additional 2 PPE.

    Earth Shaker (Earth): For an extra 2 PPE, powers with this trapping cause the earth to shake and shudder when cast. Every target in the a medium burst template around the target must make an Agility roll or be Shaken (including friendly characters).

    Breathe Without Air (Air): When used on beneficial powers with a duration the warlock doesn’t breathe. She isn’t affected by inhaled toxins, can’t drown, and doesn’t suffocate in vacuum (this doesn’t protect her from the cold of a vacuum).

    Breath of Life (Air): +2 to Elementalism roll for healing or greater healing but gain a Fatigue level which can only be restored with an hour of rest (succor cannot restore).
WARLOCK BONUSES AND ABILITIES
Arcane Background (Miracles): Warlocks begin with four starting powers (from the list above) and 15 PPE. They also have the Elementalism skill at d8 (which counts as Faith for all other Edge requirements).

Master of Magic: Warlocks have the Master of Magic Edge, gaining Mega Powers for all their known powers. They also have the Rapid Recharge Edge.

Elemental Protection: The warlock receives a +4 bonus to resist a negative environmental effect from his chosen life sign. This also counts as Armor against attacks based on that element. Warlocks can use environmental protection and elemental manipulation at will, with no PPE cost, as a free action (manipulation is limited to their life sign).

Connection to Elemental Plane: Warlocks can sense elemental beings (of any element), and environmental effects related to their life sign, with a Notice check, anywhere within of Spirit times 10 inches. They also begin play with a d8 in Survival and gain a +2 bonus with checks related to their life sign.

Elemental Kinship: Elemental beings have a natural affinity with Warlocks and won’t attack them unless attacked first or they are enraged for some reason. This elemental kinship is so great Warlocks also gain a loyal elemental essence of some sort. This is typically a water sprite, fire spark or similar. The essence is an Extra (not a Wild Card). If it should be killed, the hero finds a replacement in 2d6 days.

Summon Elementals: All Warlocks gain the summon ally power, as it relates to their chosen elemental force, automatically, and the duration for them is 5 minutes (1/5 minutes). This duration extends to the Mega Power version, force multiplication.

Elemental Manipulation: Over a Large Burst Template centered anywhere within 12", the Warlock can control her chosen element (air, earth fire, water). She can create minor environmental effects as a free action with no roll. As an action, she can create environmental effects that impose a −2 to Trait rolls (−4 with a raise). For any Trait rolls, use the Elementalism skill. None of these effects cost PPE.

WARLOCK COMPLICATIONS
Cybernetics: Warlocks suffer the same penalties from cybernetics as any other arcane character (page 108).

Enemies: Warlocks are hated in the Coalition and the True Federation of Magic distrusts these mystical anarchists.

Free the Spirits: Most Warlocks are extremely diligent in their efforts not to allow any Elemental that they have summoned to die. If a summoned elemental dies the Warlock suffers a -2 to his Elementalism rolls for one week. Pointlessly sacrificing an elemental may result in the complete loss of powers until atonement can be made. Further, Warlocks will always try to free elemental enslaved against their will.

The Code: Despite the lack of a supreme leader or formal laws or doctrine, Warlocks all share the same basic philosophy and all show great respect and courtesy to each other. Even Warlocks who are deadly rivals will first have a polite meeting to discuss the situation and to proclaim each other's intentions. Warlocks who violate the code may find themselves in a world of hurt.

ICONIC EDGE IDEAS

FOCUS EDGES

Cold Fire
Requirements: Seasoned, Spirit d8, Life Sign Fire
A Warlock who knows the secret to cold fire gains access to cold trappings. The character may select one power per rank beginning with Seasoned. That power can now be used either with its normal trapping or with Cold. Each time deciding at the time the power is used.

Elemental Focus
Requirements: Novice, Spirit d6
Your warlock’s connection to his chosen life sign is so strong she can channel elemental forces more easily. Each raise a warlock gets on her Elementalism roll reduces the cost of the spell by 1 PPE.

Improved Elemental Focus
Requirements: Elemental Focus, Seasoned, Spirit d8
Increase environmental resistance to take ½ damage from chosen life sign and stacks with their starting elemental resistance.

Twin Signs
Requirements: Warlock, Novice, Can only be taken at creation.
The Warlock with this edge has a second life sign. The character gain access to a second life sign as well as all the trappings available to both life signs.

This edge can only be taken at character creation and the character begins with 1 fewer powers. However he gains the additional skills of both life signs, and his elementals powers apply fully to both life signs.
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Re: Warlock Iconic Framework

Post by Venatus Vinco »

Primordial Weapon
Requirements: Seasoned, smite
A powerful manifestation of a warlock’s connection to the elemental plane, the primordial weapon allows the elementalist to call forth a weapon made purely of her life sign (e.g. flaming whip, ice sword, stone maul, etc.) that does Strength + Spirit melee damage (i.e., roll Strength and Spirit dice for damage). The weapon is AP 6 and does Mega Damage. The warlock simply activates her smite power, summoning the elemental weapon instead of putting the power on another weapon or set of ammunition (the smite bonus adds directly to the primordial weapon’s base damage). This Edge can be used with exalted smite, as well.
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Re: Warlock Iconic Framework

Post by Tribe of One »

I dig it, VV, really nice work.

Some iconic edges for the other elements (water, earth, air) would be cool, to go along with Coldfire. Just riffing here ...
  • Water - "Fluid Form" - an Edge that gives a bonus to Soak wounds, maybe let's them use PPE to soak instead of requiring a Benny? Essentially, when struck, body turns to water?
  • Earth - "Rooting" - can't be moved against their will? Or perhaps an Edge that lets them spend PPE to boost powers in a similar manner to Major Psionic whenever they're standing on raw earth/stone?
  • Air - "Zephyr" - Natural flight pace and boost to the fly power if they have it?
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Re: Warlock Iconic Framework

Post by Ndreare »

What a great Iconic framework.

This could even be published it is so perfect.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Re: Warlock Iconic Framework

Post by Venatus Vinco »

I thought you could approximate this IF with a MARS package.

Wilderness Scout variant
[*]Add one die type to Spirit.
[*]Begin with Notice d6, Survival d8, and Elementalism d8.
[*]Begin with the AB Miracles and Master of Magic edges
[*]Begin with the Ley Line Walker's starting gear.

Of course, summon ally and elemental Manipulation/environmental protection would need to be taken and AB Miracles only gets two initial selections. But it can work.

VV
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Re: Warlock Iconic Framework

Post by Venatus Vinco »

Tribe of One wrote: Wed May 09, 2018 11:40 am I dig it, VV, really nice work.

Some iconic edges for the other elements (water, earth, air) would be cool, to go along with Coldfire. Just riffing here ...
  • Water - "Fluid Form" - an Edge that gives a bonus to Soak wounds, maybe let's them use PPE to soak instead of requiring a Benny? Essentially, when struck, body turns to water?
  • Earth - "Rooting" - can't be moved against their will? Or perhaps an Edge that lets them spend PPE to boost powers in a similar manner to Major Psionic whenever they're standing on raw earth/stone?
  • Air - "Zephyr" - Natural flight pace and boost to the fly power if they have it?
Tribe,

Mind if I play with these...might throw this at the Savage Explorer as a submission.

VV
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Re: Warlock Iconic Framework

Post by Tribe of One »

Venatus Vinco wrote: Mon Nov 26, 2018 4:53 pm
Tribe of One wrote: Wed May 09, 2018 11:40 am I dig it, VV, really nice work.

Some iconic edges for the other elements (water, earth, air) would be cool, to go along with Coldfire. Just riffing here ...
  • Water - "Fluid Form" - an Edge that gives a bonus to Soak wounds, maybe let's them use PPE to soak instead of requiring a Benny? Essentially, when struck, body turns to water?
  • Earth - "Rooting" - can't be moved against their will? Or perhaps an Edge that lets them spend PPE to boost powers in a similar manner to Major Psionic whenever they're standing on raw earth/stone?
  • Air - "Zephyr" - Natural flight pace and boost to the fly power if they have it?
Tribe,

Mind if I play with these...might throw this at the Savage Explorer as a submission.

VV
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Re: Warlock Iconic Framework

Post by Freemage »

While it'd be weird for a player to want to go there, the Cybernetics HJ table should be barred from the 'any table' rolls--that is pretty much the rule with AB-based IFs. Since you're looking at submitting it, you'd want to match existing patterns as much as possible.
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Re: Warlock Iconic Framework

Post by Pender Lumkiss »

Iconic Trappimgs:

Fire:

Plasma: +2 ppts the fire is like plasma completly covering the target
Combustion: +1 ppt, Anytime something flammable is hit by fire, roll 1d6. On a 6, the target catches fire. Very flammable targets, such as a scarecrow, catch fire on a 4-6. Volatile targets, such as a person soaked in gasoline, catch fire on anything but a 1.
Cold fire: +1 ppt a freezing flame dealing both cold and fire damage

Earth:
Magnetism: +1 ppts for an addition +1 to the effect if the target has ferrous material. Max ppts spent is +3.
Geokenetic Transmutation, +1 ppt and the earth below the effect becomes unstable. Stone to clay, clay to dirt, dirt to sand.
Petrification: +2 ppts, power ignores armor, but target adds 1/2 their spirit to toughness. Victims become petrified instead of incapacitated or killed.

Air:
Wind rush: +1 ppts for 2” of push, victims use str to oppose vs the casting roll (iff they have not done so already). Max ppts that can be spent is 3.
Air bubble
Vacuum

Water:
Breathe underwater
Ice
Fog


Iconic edges:

Fire:
River of Lava
Requirments: Heroic, d10 spirit
This truly terrible power destroys matter. Each full round spent in contact with a substance destroys 10 pounds of matter. In the area that the fire warlock can affect via their elemental manipulation turns into a river of lava. Anyone caught in this harmful area must make a Vigor roll or suffer a wound. Extremely thick clothing (up to Armor +1) absorbs a wound the first time the character is affected, and Armor +2 or more absorbs two. Power armor and Robot armor three. After that, the clothing or armor is effectively ruined. Power Armor and Robot Armor suffer a TD roll for each additional wound and once they receive the maximum TDs they are ruined and the character inside starts taking wounds.

Wheel of Fire
Requirments: Veteran, d8 spirit
The area which the fire warlock can control usmg their elemental manipulation erupts in a wheel of fire dealing 2d6 damage to everyone in the area. For 4ppts this can become 2d10 and MD.

Screaming wall of flame
Requirements: Novice, d6 spirit
The warlocks elemental manipulation takes on a truely terrifying aspect as their elemental fragment seeming haunts the space making everyone in it have to make a fear check.

Earth:
Transfer Essence
Requirments: Legendary, d12 spirit
The earth warlock can transfer their essence and intellect into an object made of earth, wood, clay, or iron. It stays there until dystroyed. For 30 PPE they can transfer themselves into an actual new body looking nearly identical (notice -4) or some kind of earth, iron, or wood golem. This effect is not reversible by any known means and can be done at the time of death instead of rolling on the death and defeat table.

Earthquake
Requirements: Veteran, d8 Spirit
Via their elemental manipulation the warlock turns the area into a small rend in the earth that can stun and entrap foes. The crack is a shallow (two feet deep or so) and every target in the area must make an Agility roll or be Shaken. Those who are Shaken are stuck in the crack and cannot move until they become unshaken.

Sand Storm
Requirments: Novice, d6 spirit
Instead of the normal effects of elemental manipulation the area affected becomes a raging storm of sand. Not only is running impossible and visibility is obscured at a -2 penalty but on a raise movement becomes an action, For 4 ppts this increases to a -6 effect.


Air:
Rainbow
Requirments: Heroic, d10 Spirit
The area in which this air warlock can manimuplate is filled with a prismatic display which can only bring joy and mirth to all those in the affected area. Instead of applying negatives to trait rolls they can apply positive values at half as much, so +1 or +2 on a raise to the trait rolls of all those in the affected area.

Cushion of Air
Requirments: Veteran, d8 spirit
In the area the air warlocks elemental manipulation effects instead of making the area difficult on its inhabitants the warlock can protect the area with a cushion of air. This dampens any object’s destructive power traveling through the area so that it does 1/2 damage. This includes objects such as, railguns, boom guns, thrown trees, and normal bullets. Rockets and missles while slowed don’t normally have their damage effected but when appropriate might give a +2 to the agility roll to get out of the blast area.

Circle of Rain
Requirments: novice, d6 spirit
The air warlock is able to summon a small downpour in their elemental manipulation area. The rain is very heavy and comes down in thick sheets. Visibility is reduced to 12”, and the ground becomes very slick. Deep puddles form quickly, and raw earth turns to slippery mud. Anyone running in the mud must make an Agility roll or fall prone and become Shaken.

Water:
Summon Storm
Requirments: Heroic, d10 spirit
The very atmosphere trembles at your character's whims. With this power he can both summon and dispel storms. 1d6 rounds after activating his enviormental manipulation, a small tempest appears overhead, or an existing storm is dispelled. The storm is 10 miles in diameter. The power only works outdoors. In areas where storms do not typically exist (the desert), summoning a storm requires a casting roll at –4, and may only be attempted once per week.
When a storm is created, the rain reduces visibility to 24”, extinguishes most normal within 1d10 rounds, and only volatile materials still have a random chance of catching fire from flame-based attacks. Storm conditions inflict a –1 penalty to most actions from slipping, difficulty hearing, and so on. The Game Master must decide which actions are affected (Tests of Will, Soak rolls, and other “passive” rolls are generally unaffected).


Whirlpool
Requirments: Veteran, d8 spirit
A powerful vortex forms in the area of the water warlock’s elemental manipulation. Characters must make Strength rolls at –2 or be sucked in and pulled 1d6” toward the center. Victims sucked in like this are automatically shaken.

Sheets of Ice
Requirments: Novice, d6 spirit
The water warlock covers everything in their elemental manipulation area with slippery ice making running impossible. This has little effect on power armor, and large creatures. Fast moving land based vehicles traveling through the area need to make a driving roll or go out of control. For 2 additional ppts hand held weapons seem to slip right out of their hands unless an agility roll is made.
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