Help... Elemental Fusionist needs you...

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Pender Lumkiss
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Help... Elemental Fusionist needs you...

Post by Pender Lumkiss »

The elemental fusionist in the book is like a warlock/fusionist hybrid from the source material. Warlocks use the life signs, and fusionists are about a combination of elements. It's almost like the two are trying to become one here. I would suggest lets just make the very best fusionist we can and leave the warlock alone.
  • elemental resistance: from being made up of two conflicting elemental parts the fusionist can ignore most ill effects from both the elements of their fusion path: +4 armor and +4 to resist effects of hazards or powers tied to their path of fusion. Example: if the elementalist is Air/earth and buried alive they would have a +4 to resist suffocation or +4 armor vs any crushing damage. Or if the water/fire elementalist was hit with a Telekinesis power with a water trapping or a plasma rifle they would get +4 armor vs the attack or +4 to resist the water trapped power.
  • elemental force: The fusionist is a force of nature. Coming from the wild and at one with the elements, they are truly attune to natures heart beat. They are stronger and tougher than most humans, and they have a certain wild charm complete with rugged good looks. +1 vigor die type, +1 str die type, Charismatic. Danger sense in the wild areas. They also get a free reroll with the survival skill while in nature.
  • elemental spell magic: AB Miricales 10 PPE with three powers off their path of their chosen Path of Fusion list. D6 in faith.
  • Elemental Brotherhood: Fusionists can see and converse with all elemental entities, including spirits of light/dark, even if invisible. Such beings see them as brothers and will offer or request aid if needed, though they are not suicidal. This even includes summoned ones under control of another mage! Furthermore they can instantly sense any elementals of their fusion pairing within double their spirit in inches.
  • Elemental Healing: make a natural healing roll once per day if near a large source of your chosen fusion elements. This is increased to once per hour if completely submerged with the element.
  • Primal Conduit: Fusionists may Syphon PPE from willing elemental beings and gain similar benefits to ley line proximity from sites of primal energy, see Places of Power on page @@. As a note: the Elemental Fusionist cannot draw on leylines.
  • path of fusion: The Elemental fusionist is a being contradiction and in that chaos they find balance. Chose one of the below paths.
    • Fire/water: in addition to the above resistances the fusionist gains the aquatic ability.
      Spell list: Stun, bolt, elemental protection, elemental manipulation, light/darkness, fear, blast, protection, burst, smite, darksight. Wall walker
      The below trappings and power modifiers represent the combination of opposed elements working in harmony and when selected also gain the special Fusion synergy modifier:
      • Liquid Fire (+4). This acts just like the lingering damage modifier except it is so viscous and hot there is no reduction in damage.
      • Steam trapping (Fusion Synergy): No additional affect beside the Fusion Synergy.
      • Firestorm: (1-4) For each power point spent the attack ignores 1 pt of cover upto 4pts.
      • Air/earth: in addition to the above resistances the fusionist automatically knows the protection power as an innate power.
        Spell list: invisibility, stun, intangibility, light, havok, elemental manipulation, elemental protection, telekinisis, entangle, bolt, blind, Wall walker
        The below trappings and power modifiers represent the combination of opposed elements working in harmony and when selected also gain the special Fusion synergy modifier:
        • Hurl(+1) gain double the benefit from the range power modifier.
        • Air Hammer(1-3): A direct damage power (such as bolt, blast, or burst) may be more effective against targets with natural, body, or power armor. Each Power Point spent grants the power AP 5, to a maximum of AP 15. The AP provided by Air Hammer does not affect vehicles, constructs, or targets inside vehicles (including robot vehicles) and cannot be used in combination with the Armor Piercing Power Modifier.
        • Dust or Sand: Gains the Fusion Synergy trapping.
        )
    • FUSION SYNERGY: Powers activated using the fusion Trapping gain a free reroll on all related Trait checks. Gain a bonus damage die to bolt, burst, blast, and damage field, as well as a +2 Toughness bonus to barrier, entangle, and protection.
    Complications:

    Only human

    Conflicting Personality. Often times they are viewed as having a schizoid personality (twice as many hindrances must be taken but players still only get 4 hindrance points at character creation, hindrances should reflect their dual and conflicting nature)

    Balance: Elemental Fusionists are always balancing their opposing forces, both within and without. If the Elemental Fusionist violates this balance in a minor way, give the character a –2 to his Faith rolls for one week. A Major abrogation of this precarious balance robs him of all faith powers for one week. Egregious violations or repeated minor violations cause the character's Faith-based abilities to be forsaken until the imbalanced hero completes a great quest or task of restoration.

    Mountain Man or Woman. Fusionists are born of nature and unfamiliar with the tech of man. They start with the all thumbs Hindrance

    Cybernetics: Elemental Fusionists will never take on cybernetics and if for some reason they are so coerced to take any kind of implant they loose all their powers.

    Big cities make e’m nervous. The fusionist does not shine in the big easy and in most places called cities have difficulty connecting with their abilities. They are at a -1 to all trait rolls in any place that is a city.




    Ok folks, anyone interested in helping me put together the elemental fusionist and making it cool roll up your sleeves. I could definately use some help on the power lists,
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    Re: Help... Elemental Fusionist needs you...

    Post by Venatus Vinco »

    This looks good.

    Maybe AB Miracles instead of Magic.

    For power lists I'd lean toward the mystic as a starting point (maybe replacing Puppet with something else).

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    Re: Help... Elemental Fusionist needs you...

    Post by Ndreare »

    For determining your spell list use this Savage World 50 Fathoms as a starting point.
    Screenshot_20190730-053050_Dropbox.jpg
    • 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: Help... Elemental Fusionist needs you...

    Post by Venatus Vinco »

    Nice call!
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    Re: Help... Elemental Fusionist needs you...

    Post by Pender Lumkiss »

    Added some flavor text to the abilities, and added a special earth/air, fire/water trapping, as well as better defined the special fusion trapping.

    Started adding the two spell lists... still needs some work.

    Switched the ab to miracles.
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    Re: Help... Elemental Fusionist needs you...

    Post by Tribe of One »

    I'd give both versions some common powers: Barrier, Blast, Bolt, Burst, Smite and Summon Ally. All those easily accept an elemental trapping and are pretty iconic. Elemental Manipulation and Environmental Protection you already have.

    Then I think Air/Earth is a lot of movement and protection, with a bit of controller: Burrow, Deflection, Entangle, Flight, Growth/Shrink, Havoc, Protection, Sloth/Speed, Sound/Silence, Telekinesis all seem appropriate.

    Fire/Water is a lot of manipulation, divination and illusion: Confusion, Damage Field, Darksight, Divination, Fear, Healing, Illusion, Intangibility, Light/Darkness, Stun.

    Invisibility could really go on either one.
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    Re: Help... Elemental Fusionist needs you...

    Post by Pender Lumkiss »

    Tribe of One wrote: Tue Jul 30, 2019 8:33 am I'd give both versions some common powers: Barrier, Blast, Bolt, Burst, Smite and Summon Ally. All those easily accept an elemental trapping and are pretty iconic. Elemental Manipulation and Environmental Protection you already have.

    Then I think Air/Earth is a lot of movement and protection, with a bit of controller: Burrow, Deflection, Entangle, Flight, Growth/Shrink, Havoc, Protection, Sloth/Speed, Sound/Silence, Telekinesis all seem appropriate.

    Fire/Water is a lot of manipulation, divination and illusion: Confusion, Damage Field, Darksight, Divination, Fear, Healing, Illusion, Intangibility, Light/Darkness, Stun.

    Invisibility could really go on either one.
    The PR power list is pretty small, the fusion power list has more powers and is clearly an important part of the OCC. I feel like the fusionist is different than the warlock in that the powers should be more restrictive but when they use their fusion they really shine.

    I think I am having trouble expressing that in terms of swade SR. I was thinking maybe like you suggested a basic list common to all, and then a fusion list (maybe the fusion list could have access to some special trappings to give it the flavor of PR. Fire water has a cool liquid fire aspect, air earth seems more about using natural objects and hurling them through the air with tremendous effect.
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    Re: Help... Elemental Fusionist needs you...

    Post by Pursuit »

    Dang, looks like you gents pushed the ball on this one pretty far before I could even take a look.

    I must say: I did not realize how complicated this particular IF was, but there are a lot of parts to try and get right.
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    Re: Help... Elemental Fusionist needs you...

    Post by Pender Lumkiss »

    Pursuit wrote: Wed Jul 31, 2019 11:51 am Dang, looks like you gents pushed the ball on this one pretty far before I could even take a look.

    I must say: I did not realize how complicated this particular IF was, but there are a lot of parts to try and get right.
    Sorry... :roll: Instead of posting it all as a IF on the peg boards I just posted some of the parts that I felt were missing.

    Oh and part of the issue withit being complicated is that it is straddeling the warlock and elemental fusionist OCCs. It would be a tone cleaner if it just went in one direction.
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    Re: Help... Elemental Fusionist needs you...

    Post by Venatus Vinco »

    Pender Lumkiss wrote: Wed Jul 31, 2019 12:26 pm
    Pursuit wrote: Wed Jul 31, 2019 11:51 am Oh and part of the issue withit being complicated is that it is straddeling the warlock and elemental fusionist OCCs. It would be a tone cleaner if it just went in one direction.
    1000% this.

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    Re: Help... Elemental Fusionist needs you...

    Post by Pursuit »

    Pender Lumkiss wrote: Wed Jul 31, 2019 12:26 pm
    Oh and part of the issue withit being complicated is that it is straddeling the warlock and elemental fusionist OCCs. It would be a tone cleaner if it just went in one direction.

    Yeah, it does seem like a bit of a mash-up, doesn't it?
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