Stone Master IF

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Venatus Vinco
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Stone Master IF

Post by Venatus Vinco »

Source: Rifts Book of Magic Page 222
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.
STONE MASTER COMPLICATIONS
  • 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.
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Re: Stone Master IF

Post by Ndreare »

Venatus Vinco wrote: Mon Mar 04, 2019 7:28 am Source: Rifts Book of Magic Page 222
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).
I would make it so the base level (d10 Def 10) does not cost PPE
I would add a duration of 1 minute.
I would add a limit of 10 PPE (d12+4 and Def 15) or some other value.
Add note that the skill used for this power is Stone Mastery

[*]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.
I would completely eliminate the "Other's can use" bit. they do not require maintenance and others cannot use them.

[*]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.
This works

[*]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.
I would change this to "+4 to open or manipulate Rifts".
I would also add that Stone Masters can draw PPE from ley lines with pyramids on them. Something that others cannot do as the pyramid contains and harnesses all of the energy of a ley line or nexus it is built on.
  • 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: Stone Master IF

Post by Venatus Vinco »

@RFT

Good tweaks!

VV
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Re: Stone Master IF

Post by Seswarick »

Do they have the ability to apply mods similar to TW modding?
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
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Re: Stone Master IF

Post by Sgt 86Delta »

Seswarick wrote: Sun Apr 14, 2019 2:45 pm Do they have the ability to apply mods similar to TW modding?
If they did install mods, they would be some form of Gem Crafting or Stone manipulation.
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GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
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Seswarick
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Re: Stone Master IF

Post by Seswarick »

Sgt 86Delta wrote: Sun Apr 14, 2019 3:57 pm
Seswarick wrote: Sun Apr 14, 2019 2:45 pm Do they have the ability to apply mods similar to TW modding?
If they did install mods, they would be some form of Gem Crafting or Stone manipulation.
Arcane Bedazzling!!
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
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Sgt 86Delta
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Re: Stone Master IF

Post by Sgt 86Delta »

Further discussion on hold, until SWADE and the New Worldbooks get delivered?
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
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