Partum Artifex - Master of Illusion (Far From Home)

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Par
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Partum Artifex - Master of Illusion (Far From Home)

Post by Par »

partum artifex.png
Mystic HJ [dice:296sfikr]64774:0[/dice:296sfikr] - Exp & Wis - Adept
Mystic HJ [dice:296sfikr]64774:1[/dice:296sfikr] - Education - Jack of All Trades
Partum Artifex Resource Special Note: Parry: 2; Toughness: 15 (7), Notice d10+2/+4 Danger Sense, Sixth Sense, Ignores Illumination, 360 degree vision
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Ndreare
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Re: Partum Artifex - Master of Illusion (Far From Home)

Post by Ndreare »

Partum Artifex
Rank: Seasoned 4 Advances: 7
Race: Wood Golem
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4 (d8), Vigor d6
Pace: 6; Parry: 2; Toughness: 15 (7)
Skills:
  • Athletics d4
  • Common Knowledge d4
  • Faith d10
  • Notice d10+2/+4 (Danger Sense, Sixth Sense, Ignore illumination)
  • Occult d10
  • Persuasion d10
  • Psionics d10
  • Stealth d4
Sentient Wood Golems
Are created by transferring a living soul into a prepared plant based elemental body. They come in a variety of forms, however usually humanoid forms are preferred. Once inhabited the plants retain their living nature, but are able to animate and sustain through the magic in them.

Inhabited Wood Golem
  • Adaptable (+2): Like their human origins, wood golems learn quickly and easily. They begin with a free novice edge.
  • Cyber Resistant (-1): Made is exotic materials and living wood, no cybernetics are an option for Wood Golems.
  • D-Bee (-1): While not actually a D-bee, wood golems is often mistaken for one and suffers the social consequences. Human Supremacist react to him with -2 Persuasion.
  • Dependency On Sunlight (-2): The inhabited golem requires 1 hour of full spectrum UV, or sun light exposure everyday. This is treated as a Habit (Major) mechanically and he can die from lack of exposure.
  • Does Not Breath (+2): Wood golems do not breath the way humans do, they can last hours without carbon dioxide, can sustain indefinitely in the water or in atmospheres normally toxic to humans. (Maybe this is slightly less than full not breathing, but there is only 1 price)
  • Fear of Fire (-1): Inherent awareness of the consequences of fire make wood golems fearful of it. They suffer -1 to all trait rolls in the presence of the threatening element.
  • Immune to Poison & Disease (+2): As a magically animated and living wood these golems are immune to most poisons and disease as the magic that keeps they animated destroys such things before they can be affected.
  • Inhuman Physiology (-3): Wood golems are living plants, without the traditional organs expected. Attempts to work on him with common medical supplies and the healing skill are at -4. Those with botanical backgrounds may ignore this penalty.
  • Regeneration (+3): Wood golems naturally heal from wounds, making a natural recovery roll once per day. In addition they can regenerate permanent injuries.
  • Spiritual Aptitude (+2): Sentient wood golems are naturally more aware and sensitive than others. They begin with d6 spirit.
  • Vulnerability to Fire (-1): Sentient wood golems take +4 damage and is -4 to save from fire effects as it dries his outer layers and causes cracking.


Iconic Abilities
  • Arcane Duality: Two arcane backgrounds do not overlap with edges.
  • Cybernetics: Like all else.
  • Enemies: Lots of people hate the awesome.
  • Higher Standard - Code of Honor: Par is a true believer in what is right and his mother's teachings influence him to his core.
  • Power Activators: Mystics must have hands free and power of speech to use Miracles.
  • Arcane Background (Miracles): 10 PPE, 3 spells and d6 Faith
  • Master of Magic: Access to mega power modifiers for Miracles
  • Power Points (Miracles): +5 PPE (15 total)
  • Arcane Background (Psionics): 10 ISP, 3 powers, Psionics d6
  • Major Psionic: May spend ISP to enhance Psionics and Doubles ISP
  • Cosmic Confluence: May convert PPE and ISP on a 1 to 1 basis as a free action.
  • Mystic Senses - Alertness: +2 to Notice rolls
  • Mystic Sense - Danger Sense: +2 to detect danger, or roll on uncontested danger such as secret traps.
  • Spiritual Awareness: May use Detect/Conceal Arcana as innate with the range self and aspect limitations.
  • Spiritual Awareness: Can sense supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight with Notice.
  • Spiritual Channel: May use divination without spending PPE/ISP. But must make a vigor check for this the stupidest of all powers.
Hindrances
  • Vow (minor): To feel his father’s love
  • Pacifist (minor): Will only harm in self defense
  • Heroic (Major): Par is a true believer and will help those in need whenever he can.
  • Loyal (minor): He loyal to his allies and friends
Selected Edges & Source
  • New Powers (Racial Adaptable): The character gains two new powers
  • Master Psionic (Hindrance): Gains access to mega modifiers for Psionics. Mind reading and elemental manipulation added to the available power list.
  • Sixth Sense (Hindrance): Enhanced Danger Sense, normal success starts on hold and on a raise may perform immediate defensive action. Sixth sense eliminates the −2 to Notice checks in other situations covered by Danger Sense.
  • Zen - (Hero’s Journey, retrapped Jack of All Trades): May make a smarts roll success gains d4 skill, raise gains d6.
  • Adept (Hero’s Journey): May activate select miracles as an innate self only ability.
  • Power Points (Nov 1): +10 ISP (20 total)
  • New Powers (Nov 2): Gained two new powers.
  • Attribute Increase (Nov 3): Vigor raised to d6
  • Power Points (Sea 1): +10 ISP (30 total)
  • Power Points (Sea 2): +5 PPE (20 total)
  • Channeling (Sea 3): Reduce activation cost of powers by 1 on a raise
  • New Powers (Sea 4): Smite (holy) & Sound/Silence (Tranquility/Stillness)
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Partum Artifex - Master of Illusion (Far From Home)

Post by Ndreare »

Powers
Arcane Background: Miracles
PPE: 20 - Recovery: 5/hour
Breath of Life - Relief
Cosmic Shift - Boost/Lower Trait
Earth’s Protection - Arcane Protection
Path of Healing - Healing
Protective Spirits - Deflection (adept)
Holy Weapon - Smite
Stillness - Silence
Tranquility - Sound

Arcane Background: Psionics
ISP: 30 - Recovery: 5/hour
Telepathy - Mind Link
Master of Illusion - Illusion
Mind Snare - Puppet
More Real Than You Think- Elemental Manipulation
Telekinesis - Telekinesis
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Partum Artifex - Master of Illusion (Far From Home)

Post by Ndreare »

Gear


Armband of Worlds
These items are crafted for apprentice shifters and temporal wizards by techno-wizards. Useful for when their apprentice does not yet have the skill to use these basic spells themselves. Par was given his by his father as a gift after missing his 18th birthday. Telling him he is now ready to leave, and wishing him well, before he left for his next assignment.
When in a unwanted location all an owner has to do is activate the devices basic functions. The primary function will analyze the environment and provide protection for the wearer, the secondary function allows the user to use translocation, a sort of short range teleport.

Mechanics
  • Base Item: Wrist Field Computer II - 20,000
  • Conversion: 2,000
  • Major: Environmental Protection (self only)
  • Major: Teleport (self only)
  • Major: +10 PPE
  • Minor: +5 PPE
  • Minor x2: +2 To Activate Teleport
  • Construction Cost: 127,000

NG-S2 Survival Pack (20 lb)
• Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
• Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
• Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
• Fire starter kit with pocket lighter and flint sparker.
• First aid kit with three uses (each refill costs 100 credits).
• Flashlight and radio (five-mile range), crank and solar powered.
• Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
• Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
• Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
• Survival Knife
• Wooden Cross
• Mallet and wooden stakes
• 1 set extra clothes

DS-2 TW Exploratory Armor
Base Cost: T-11 Enhanced Heavy EBA - 100K (-2)
Major: Add Power: Fly (Air trapping) (-3 Availability, +25K)
Major: Add Power: Farsight (-2 Availability, +25K
Major: Add Danger Sense (+25K, -1 Availability)
Minor: 5 PPE Battery, default recharge (+5K)
Minor: Add seperate Aquatic trapping for Fly (+5K)

DS-2 TW Exploratory Armor (Patron Item)
Image
This suit of light armor is based off of a rare pre-rifts design of space exploration armor. A reclusive Techno-Wizard found a small cache of the suits on a trip to Dinosaur Swamp and modified them to make a hardy, land-based survival suit for exploration. Only a few dozen of these suits are known to exist, and somehow have come into the hands of adventurers.
• +7 Armor, +3 Toughness (Unpowered: +3 Armor, +1 Toughness)
• HUD with all around cameras. Allows wearer to view 6 info or camera screens while still being able to see what is going on in front of them, also granting magical optics. Grants low light vision, the farsight power, as well as the Danger Sense Edge. If the character already has the Danger Sense Edge, then it grants Sixth Sense instead. If the character has both, they get a +1 on the Danger Sense roll, in addition to any other modifiers.
• Multi-purpose Flight/Swim Mobility Pack: The flight pack has a two mobility modes. Each must be activated separately. In essence, they both use the fly power, but one is only usable underwater.
• Notes: While Powered, the armor grants EBA, increases Strength by two die types, add +1 to Pace, and the wearer ignores Min Str. It has a built in PPE Battery (5 PPE). It is TW Gear and uses TW Armor Activation.
• Minimum Strength: d8 (40 lb)
• Rarity: -8 Cost: 190,000


NG LPO Elite Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Characters wearing this coat treat their Strength as one die type higher when determining Encumbrance (SWADE page 67). This stacks with Brawny.
• No Minimum Strength Requirement (3 lbs.)
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.88)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:

Adventure Survival Armor
• Armor: +4 Toughness: +1
• Weight: 5 lbs (Min Str: d4)
• Notes: Notes: +2 vs all Hazards.
• Rarity: +1; Cost: 10,500

Wilk’s 320 Laser Pistol 3d6 1 3 20 d4 2 +1 11,000
• Range: 15/30/60
• Dmg: 3d6, AP: 3
• ROF: 1
• Shots: 20
• Weight: 4 lbs. (Min Str: d4)
• Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
• Rarity: +1 Cost: 11,000
Two E-clips or magazines for each weapon

Mysterious Wooden Staff
Made of a wood unknown to most of the world, your character’s elegant staff is a powerful weapon and tool for magic work. The staff has 10 PPE (which regenerate at the same rate as the caster’s), and grants +1 to all Spellcasting or Faith rolls. Finally, it’s a combat-worthy staff (Str+d6, Reach 1, Parry +1, two-handed) that even does Mega Damage if 2 PPE is channeled through it that round.

Shadow Cloak (TW)
An arcane cloak which allows the wearer to gather shadows around herself to create fear, hide, and distract.
When activated (three Power Points per hour), the shadow cloak grants the fear and invisibility powers, which are activated on the user at base effectiveness (no raise effect)—the invisibility effect only works while traveling in darkness and shadow (1lb, 300,000 credits)

Credits:
4d6 × 100 Universal Credits, and 2d4 × 500 credits worth of gear or valuables
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Partum Artifex - Master of Illusion (Far From Home)

Post by Ndreare »

Advances
OOC Comments
Listed in Character Creation Order to assist in conflicts.

Choose Race (Choose a Race, apply resulting modifiers)
Sentient Wood Golems
Are created by transferring a living soul into a prepared plant based elemental body. They come in a variety of forms, however usually humanoid forms are preferred. Once inhabited the plants retain their living nature, but are able to animate and sustain through the magic in them.

Inhabited Wood Golem
  • Adaptable (+2): Like their human origins, wood golems learn quickly and easily. They begin with a free novice edge.
  • Cyber Resistant (-1): Made is exotic materials and living wood, no cybernetics are an option for Wood Golems.
  • D-Bee (-1): While not actually a D-bee, wood golems is often mistaken for one and suffers the social consequences. Human Supremacist react to him with -2 Persuasion.
  • Dependency On Sunlight (-2): The inhabited golem requires 1 hour of full spectrum UV, or sun light exposure everyday. This is treated as a Habit (Major) mechanically and he can die from lack of exposure.
  • Does Not Breath (+2): Wood golems do not breath the way humans do, they can last hours without carbon dioxide, can sustain indefinitely in the water or in atmospheres normally toxic to humans. (Maybe this is slightly less than full not breathing, but there is only 1 price)
  • Fear of Fire (-1): Inherent awareness of the consequences of fire make wood golems fearful of it. They suffer -1 to all trait rolls in the presence of the threatening element.
  • Immune to Poison & Disease (+2): As a magically animated and living wood these golems are immune to most poisons and disease as the magic that keeps they animated destroys such things before they can be affected.
  • Inhuman Physiology (-3): Wood golems are living plants, without the traditional organs expected. Attempts to work on him with common medical supplies and the healing skill are at -4. Those with botanical backgrounds may ignore this penalty.
  • Regeneration (+3): Wood golems naturally heal from wounds, making a natural recovery roll once per day. In addition they can regenerate permanent injuries.
  • Spiritual Aptitude (+2): Sentient wood golems are naturally more aware and sensitive than others. They begin with d6 spirit.
  • Vulnerability to Fire (-1): Sentient wood golems take +4 damage and is -4 to save from fire effects as it dries his outer layers and causes cracking.

Choose Iconic Framework (Choose an Iconic Framework not excluded by your Race, noting Edges, Hindrances, Skills, and other modifiers.)
Iconic Framework
  • Arcane Background (Miracles): 10 PPE, 3 spells and d6 Faith
  • Master of Magic: Access to mega power modifiers for Miracles
  • Power Points (Miracles): +5 PPE
  • Arcane Background (Psionics): 10 ISP, 3 powers, Psionics d6
  • Major Psionic: May spend ISP to enhance Psionics and Doubles ISP
  • Cosmic Confluence: May convert PPE and ISP on a 1 to 1 basis.
  • Mystic Senses - Alertness: +2 to Notice rolls
  • Mystic Sense - Danger Sense: +2 to detect danger, or roll on uncontested danger
  • Spiritual Awareness: May use Detect/Conceal Arcana as innate with the range self and aspect limitations.
  • Spiritual Awareness: Can sense supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight with Notice.
  • Spiritual Channel: May use divination without spending PPE/ISP. But must make a vigor check for this the stupidest of all powers.

Hero’s Journey (If playing a MARS character, roll on the MARS Fortune & Glory Table, page 46. Roll on the Hero’s Journey tables as listed for your Iconic Framework. Roll for Narrative Hook to determine how your character ties to the story.)
Hero’s Journey
  • Experience & Wisdom (16): Professional Edge - Adept
  • Education (1): Jack of All Trades (retrapped as Zen)

Hindrances (Select up to 4 points of Hindrances (Major Hindrances are worth 2, Minor are worth 1). For 2 Hindrance points you can raise an attribute one die type or choose an Edge. For 1 Hindrance point you can gain another skill point or gain additional Starting Funds equal to twice your Iconic Framework’s starting amount.)
  • Vow (minor): To feel his father’s love
  • Pacifist (minor): Will only harm in self defence
  • Heroic (Major): Par is a true believer and will help those in need whenever he can.
  • Loyal (minor): He loyal to his allies and friends

Attributes (You have 5 points to distribute among them for 1 point each step. Attributes may not be raised beyond d12 unless your hero’s racial bonus or Iconic Framework states otherwise. Increasing attributes reduces the cost of buying linked skills and allows a character to obtain more powerful Edges.)
  • Agility: d4 (0)
  • Smarts: d10 (3)
  • Spirit: d10 (2)
  • Strength: d4 (0)
  • Vigor: d4 (0)

Skills (Athletics, Common Knowledge,Notice, Persuasion, and Stealth are core skills and start at d4 for free—see Expanded Skill Applications starting on page 71. More Skill Points is a Setting Rule, you have 15 points to put into skills. Each die type costs 1 point up to and equal to the linked attribute; then 2 points per step after that.)
Skills:
  • Athletics (Ag) - d4 (Core)
  • Common Knowledge (Sm) - d4 (Core)
  • Faith (Sp) - d6 (Iconic) d10 (2 points)
  • Notice (Sm) - d4 (Core) d10 (3 points)
  • Occult (Sm) d10 (4 points)
  • Persuasion (Sp) - d4 (Core) d10 (2 points)
  • Psionics (Sm) - d6 (Iconic) d10 (3 points)
  • Stealth (Ag) - d4 (Core)

Advances
If playing a MARS character, take five Advances per the rules in Savage Worlds. All other Iconic Frameworks take one Advance instead, per site rules. Record Advances below.
  • Hindrance - Master Psionic: Gains access to mega modifiers for Psionics. Mind reading and elemental manipulation added to the available power list.
  • Hindrance - Sixth Sense: Enhanced Danger Sense, normal success starts on hold and on a raise may perform immediate defensive action.
  • Adaptable - New Powers: The character gains two new powers
  • Hero's Journey - Adept: May use select miracles as self only innate abilities.
  • Hero's Journey - Zen - (retrapped Jack of All Trades): May make a smarts roll success gains d4 skill, raise gains d6.
  • Novice 1 Advance: Power Points +10 ISP
  • 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:


  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Partum Artifex - Master of Illusion (Far From Home)

Post by Ndreare »

Background
Like most men of earth Par was born to a rough world. His mother and father had a strained relationship, their love ill fitting as their passions conflicted. Par’s father Julious was a shifter and traveler. So it was when Par contracted a disease at the age of 6 that ravaged his body and was killing him, that his parents had the combined skills needed to save his life. Though his body perished, his parents where able to construct a body for him made of wood. While sculpted to look like a healthy human, and even apparently growing as he aged, his appearance was still such that aging as he grew. When trouble came to Tolkien the Artifex family fled, long before the war escalated Julious had the experience and know how to foresee what was coming and used his power to travel south. Annibels awareness as a mystic allowing her to predict the future significance of Refuge led them there and they began building relationships with the dwarves there.

Once the family settled around refuge it was only a short year later that the Tomorrow Legion was formed and from there Julious quickly volunteered to work with a SET. His time bound to home and hearth making him feel restrained. So it was during the last two years Julious would spend weeks on the road at a time. Return home in time to see his family for a little while and be off again, his obsession with seeing all he could see completely refused to yield to the needs of hearth and home. Annibel’s was likewise led to help people and her passion passion was for the earth itself to protect and encourage the natural life that belonged to this world.

Par would help his mother as she fulfilled her duties around Refuge. Working as a physician she was able to use her arcane talents to great effect. Most of Par’s responsibilities would be protecting his mother while she was out of town and learning to work as her assistant. But his heart's desire was to follow in his father's steps. To join as a SET member and travel around to see the world.

Many years spent studying the arcane arts, Par is now old enough to be respected as an adult and is ready to move on. Taking advantage of the arcane arts he learned from his father and the natural mystic talents he inherited from his mother Par is ready to leave. And who knows, perhaps as he leaves on this first mission he holds hope that his father will be pleased with his experiences and growth.
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Par
Posts: 106
Joined: Mon Mar 30, 2020 2:43 pm

Re: Partum Artifex - Master of Illusion (Far From Home)

Post by Par »

Wounds: 0
Fatigue: 1
Bennies: 0
  • 3 Quarterly reset
    -1 Reroll Psionics
    -2 Reroll Silence
PPE: 4 / 20
  • -8 Celestial Silver on Team
    -8 Silence

ISP: 3 / 30
  • -2 Exalted Detect Arcana
    -2 Exalted Detect Arcana
    -9 TK with +2 bonus
    -13 Mega Illusion

Mysterious Wooden Staff: 0/10 (may be used for any spell and adds +1 to Mystisim rolls)
  • -9 Greater Deflection on Team
    -1 Celestial Silver smite on team...

Armband of Worlds: 15/15 (Only for teleport)
  • -12 Dramatic task to get to the church.

DS-2 TW Exploratory Armor: 5/5 (Only for swim/flight]
  • NA

Current Jack of All Trades = d4 in Russian
Partum Artifex Resource Special Note: Parry: 2; Toughness: 15 (7), Notice d10+2/+4 Danger Sense, Sixth Sense, Ignores Illumination, 360 degree vision
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