Base IF: Techno-Wizard
Major Edits: Replace Machine mastery with Manipulate Stone
STONE MASTER
Flavour
HERO’S JOURNEY (FIVE ROLLS)
Stone Masters gain three rolls on the following tables: Education, Enchanted Items & Mystic Gadgets, and Magic & Mysticism. Stone Masters gain two rolls on any table except Psionics
ROCK SOLID
Flavour
Power List: armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, and warrior’s gift.
STONE MASTER POWERS AND ABILITIES
- Manipulate Stone: For 2 PPE Stone Masters can manipulate stone and rock up to 24” away. The Strength for pushing, binding, lifting, making basic attacks, and similar actions is equal to d10 plus a die type per each additional 2 PPE spent. Additionally she can can shape as much stone or rock as she can lift in a round as an action. Shapes made of multiple pieces like an arrangement of loose pebbles or a wall of sand may be maintained at the cost of concentration (-1 to all other actions), but collapse the moment the Stone Master moves out of range or drops concentration. Solid stone retains its new form (i.e. statues, sculptures, shelters, etc.) normally. If used as a cage or barrier, the stone wall has a Toughness of 10 plus an additional point of Toughness per 2 PPE infused into the barrier. Stone Masters do not create stone, there must be stone or rock present to manipulate. Their unique connection to rock and stone also grants them +2 to Survival, Tracking, and Notice when in solid stone environments (caves, pyramids, castles, etc).
- Arcane Background (Weird Science): Stone Masters begin with three powers, each in a talisman (gizmo) made from a precious gemstones. Unlike other Weird Scientists, Stone Masters have 15 PPE of their own and their talismans (gizmos) have none. Their PPE pool is used to activate all of their own talismans (gizmos), as well as use Techno-Wizard (TW) devices. These sorcerer-artists start with the Stone Mastery skill at d8 (which is equivalent to the Weird Science skill). Anyone who can use a TW device (page 76) can also use a Stone Master’s talisman (gizmo), but must spend PPE/ISP to power it. These talismans are unique items and cease to function after 2d6 days without attention from their creator.
- Gem Mastery: Stone Masters begin with a variant of the Gadgeteer Edge which grants enormous flexibility. As an action (instead of 1d20 minutes), the character can infuse magical properties into precious gems (create a gadget) replicating any power available to Stone Masters. To make infuse the gemstone requires a successful Stone Mastery roll at -2 per Rank the power is above her own. The device has its own pool of PPE equal to half the Stone master’s normal maximum PPE pool (round down). With a raise, the device gets +5 PPE. The item can only be activated with its own PPE and once used up (or at the end of the session), the magical gemstone burns out and crumbles to dust. A Stone Master can use Gem Mastery up to half her Smarts die per session.
- Pyramid Pros: Stone Masters are the creators and users of massive Stone Pyramids used to manipulate and control ley line energy. When inside a Stone Pyramid on a ley line or nexus point they make a natural healing roll once per day, ley line phase (per the edge), and are +4 to manipulate Rifts.
- Cybernetics: Each point of strain imposes a -1 penalty to Stone Mastery skill.
- Expensive Habit: All Stone Master abilities require materials. Stone or rock must be present to manipulate and high quality precious gemstones are needed to make gizmos or gadgets.
- Enemies: The Splugorth stole stone mastery from the True Atlanteans and wish to keep the knowledge for themselves. Their minions will seek to enslave or kill any Stone Masters they encounter. Likewise, the Coalition States sees them as dangerous magic users who should be shot on sight.