Kharis (SWADE Reboot)

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Skanni
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Kharis (SWADE Reboot)

Post by Skanni »

Character Sheet
Kharis
Rank: Veteran Advances Left: 0
Race: Elf (Arcana & Mysticism)
Iconic Framework: Helka Ohtar (Battle Magus)
Attributes: Agility d10 (2), Smarts d10 (2), Spirit d10 (3), Strength d10 | d12 in armor (2), Vigor d8 | d10 in armor (1)
Pace: 6; Parry: 10 w/Silverspike (8 otherwise) | 13 w/Silverspike and shield; Toughness: 19(8), +4 more vs. Ranged w/shield; Strain: 0; Size: +1
Skills: 18 (including HJ bonus)
  • Athletics d10 (2)
  • Battle d6 (0)
  • Common Knowledge d8 (2)
  • Fighting d12 +2 w/Silverspike (4)
  • Notice d8 (2)
  • Occult d8 (1)
  • Persuasion d6+1 (1)
  • Piloting d6 (2)
  • Shooting d6 (0)
  • Spellcasting d10 (2)
  • Stealth d6 (1)
  • Survival d6 (2)

Hindrances
  • Driven (Minor) (race): Elves like to be the best.
  • Quirk (Minor - Culturally Superior) (race): Elves also like to think they’re the best.
  • Vow (Major) (Serve Va‘ronar) (MARS): Retrap of Magi of Dweomer Edge counterpart Vow. His purpose as an adventurer is to enhance the reputation of the warriors of his homeworld (i.e., prove they’re the best).
  • Overconfident (Major): Kharis really does think he’s the best.
  • FTL Sickness (Minor): Except when he flies too fast; then, he gets bad headaches.
  • Stubborn (Minor): It is hard to convince Kharis that the path he has chosen is not the best.

Edges
  • Arcane Background (Magic) (MARS): AB Magic, 10 PPE, 3 powers.
  • Combat Reflexes (MARS): +2 to recover from Shaken (swapped out for Arcane Marksman w/GM permission).
  • Magi of Va'ronar (MARS): Reskin of Magi of Dweomer. The hero belongs to one of the three Brotherhoods of Magi factions in the hidden magical city of Dweomer, has Connections with the group and its allies, and strong obligations to both his Brotherhood and the city as a whole. This Edge comes with the Hindrance Vow (Major—Serve Dweomer), and the hero has a connection to the Three which means he sometimes receives instructions and tasks from them. Magi of Dweomer grants the Master of Magic Edge. The hero also gains a free reroll against opponents attempting to banish or dispel his powers. Magi of Dweomer always know how to find the hidden city of Dweomer.
  • Master of Magic (MARS): Can access Mega Modifiers.
  • Connections (Va'ronar) (MARS): Can get favors from his faction.
  • Brawny (F&G): Size (and therefore Toughness) +1. Treat Strength as one die type higher for Encumbrance and Minimum Strength to use weapons, armor, or equipment.
  • Nerves of Steel (F&G): Ignore one level of Wound penalties.
  • Wizard (HJ): Can change trappings on the fly for +1 PPE.
  • Frenzy and Improved Frenzy (HJ): Roll a second Fighting die with up to two melee attacks per turn.
  • Power Points: +5 PPE each time taken.
  • Trademark Weapon and Improved Trademark Weapon (Silverspike): +2 to Fighting and Parry with Silverspike equipped.
  • New Powers: Learn 2 new powers off the Battle Magus list.
  • Channeling: Reduce Power Point cost by 1 with a raise on the activation roll.

Racial Characteristics
  • Distinctive D-Bee: Elves often face prejudice from outsiders and the Coalition. Their human-like appearance mitigates the most extreme xenophobic reactions, though their legal standing is still often nonexistent. Elves suffer −1 to Persuasion when dealing with CS citizens and other human supremacists.
  • „Enchantingly Beautiful: Almost all other humanoid races find elves to be beautiful, though with the prevalence of slaving on Rifts Earth this is not always an advantageous trait (elves are frequently nabbed first because they fetch the best price at slave markets). Elves gain +1 to Performance and Persuasion rolls with all races and peoples, except human supremacists.
  • „Driven: Elves have the Driven (Minor) Hindrance.
  • „Impudent: Elven culture is often insular and elitist. All elves have the Quirk (Minor—Culturally Superior) Hindrance.
  • „Low Light Vision: Elves ignore Illumination penalties for Dim and Dark lighting.
  • „Near-Human Physiology: Those unfamiliar with elven physiology suffer only a –1 penalty to Healing skill rolls and cybernetics checks.
  • „Physical and Mental Prowess: Elves start with d6 Agility and d6 Smarts; increase Trait maximums accordingly.
  • „Racial Animosity: Ancient enemies, dwarves and elves are still coming to terms with their new circumstances on Rifts Earth (where they should be natural allies, as they were in eons past). Old habits die hard, though, especially for such long-lived races. Elves suffer −2 on Persuasion checks when dealing with dwarves.
Bennies 4, Conviction 1, Golden Benny 0
3 Bennies to start
+1 Conviction for interlude
+1 Benny for success last Q looking for info on the bad guys' ship
+1 for FTL sickness
-1 to reroll Fighting to defend the ship
+1 Golden Benny for surviving another year on earth
-1 Golden Benny for Signal in the Nightbane game
25 Personal PPE
25 PPE base
Silverspike PPE 5
5 PPE embedded
Speedster PPE 20
20 in PPE batteries
Armor PPE 5
5 PPE embedded
Magic Optic System PPE 5
5 PPE embedded
TW Shield PPE 10
10 PPE embedded
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
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Skanni
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Re: Kharis (SWADE Reboot)

Post by Skanni »

Powers
Arcane Background: Magic
PPE: 25 - Recovery: 5/hour of rest

Powers: damage field, deflection, environmental manipulation, environmental protection, smite

Cold Aura [damage field] (3 PPE) [Seasoned]
  • Range: Self
  • Duration: 5
  • Trapping: Cold field; Limitation (Self) for -1 PPE (factored in above); Innate Ability
  • Effect: At the end of the affected character's turn, all adjacent beings (including allies!) automatically take 2d4+2 damage.
  • Modifiers:
    • DAMAGE (+2): The damage field causes 2d6+2 damage.
    • GREATER DAMAGE FIELD (+4): The damage field causes 3d6+2 Mega Damage.

Ice Duplicates [deflection] (2 PPE) [Novice]
  • Range: Range
  • Duration: Duration
  • Trapping: A thin sheath of ice covers Kharis and splits off into duplicates (2 for regular, 4 for greater). Limitation (Self) for -1 PPE (factored in above); Innate Ability
  • Effect: Once cast, foes must subtract 2 from attack rolls directed at the user (or 4 with a raise).
  • Modifiers:
    • GREATER DEFLECTION (+3): The penalty to attack the recipient increases to –4 (–6 on a raise).

Cold [elemental manipulation] (-1 PPE, 1 PPE minimum) [Novice]
  • Range: Smarts
  • Duration: 5
  • Trapping: Cold/ice. Aspect (cold) for -1 PPE (factored in above)
  • Effect: Grants basic control over cold/ice. Acts as d6 strength, d8 with a raise, where appropriate. Conjure a ball of cold and hurl it at someone (Str damage). Freeze liquid. Put out fires. Make ice sculptures.
  • Modifiers:
    • ELEMENTAL FURY (+2): Everyone within Range (except the caster) is harassed by the elemental effect for the power's Duration, suffering a –1 penalty on all Trait rolls, or –2 with a raise.
    • EXALTED MANIPULATION (+2): The elemental effect lashes out at the caster's opponents. Once per round the caster may use a free action to Test a target within Range using his arcane skill.
    • ONE WITH THE ELEMENTS (+1): The power's duration is measured in minutes instead of rounds.

Core Temperature [environmental protection] (2 PPE) [Novice]
  • Range: Smarts
  • Duration: 1 hour
  • Trapping: Icy chill washes over target when activated.
  • Effect: Environmental protection allows the target to breathe, speak, and move at his normal Pace in an otherwise fatal environment. It protects him against intense heat, cold, radiation, atmospheric or fluid pressure, and lack of oxygen. Generally, the adventurer can function normally underwater, in space, within the cone of a volcano, etc. It fails quickly (1d4 rounds) in the presence of super-intense conditions such as actual lava or the massive radiation of a melting nuclear core, for example. Environmental protection reduces damage from like sources by 4 (6 with a raise). If protecting against intense heat, for example, it protects against a flamethrower or bolt with a fire Trapping.
  • Modifiers:
    • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
    • LIFE SUPPORT (+1): The power protects against an additional negative environmental effect per additional Power Point spent.

Frostbite [smite] (1 PPE) [Novice]
  • Range: Self
  • Duration: 5
  • Trapping: Frost forms along weapon edge; Limitation (Self) for -1 PPE (factored in above); Innate Ability
  • Effect: This power is cast on a weapon of some sort. If it's a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon's damage is increased by +2, or +4 with a raise.
  • Modifiers:
    • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
    • GREATER SMITE (+2): The weapon's damage is increased by +4, or +6 with a raise—it also deals Mega Damage, if it didn't already.

SILVERSPIKE POWERS

Arctic Gale [speed] (2 PPE, modifier factored in) [Novice]
  • Range: Self
  • Duration: 5
  • Trapping: Aspect (speed) for -1 PPE (factored in above); Limitation (Self) for -1 PPE (factored in above). A chill wind kicks up around Kharis and he taps into its speed.
  • Effect: Success with speed doubles the target’s movement (basic Pace and running). With a raise the character also ignores the −2 running penalty.
  • Modifiers:
    • QUICKNESS (+2): Speed only. The character’s total Multi-Action penalty each turn is reduced by 2 (she can do two actions at no penalty or three at −2 each).
Freeze [entangle] (3 PPE, modifier factored in) [Novice]
  • Range: Touch (special)
  • Duration: 5
  • Trapping: Activated as part of a successful Fighting roll, declared beforehand. Ice forms over the target beginning at the point of contact and spreading until it holds the target in place. Limitation (Touch) for -1 PPE, (factored in above). On the other hand, this increases the PPE cost to power Silverspike by 1.
  • Effect: Entangle allows the caster to restrain a target with ice, bands of energy, or other vine-like Trappings (Hardness 5). If successful, the target is Entangled. With a raise, he’s Bound. Victims may break free on their turn as detailed under Bound & Entangled on page 98 of SWADE.
  • Modifiers:
    • STRONG (+2): The entangling material is particularly resilient. Rolls to break free are
      made at −2 and its Hardness increases to 7.

POWERS EMBEDDED IN TW ITEMS

Mend [healing] (3 PPE) [Novice] (Body Armor)
  • Range: Touch
  • Duration: Instant
  • Trapping: A soft blue glow.
  • Effect: Healing removes Wounds less than an hour old. A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough Power Points. For Extras, the GM must first determine if the ally is still alive (see Aftermath, page 96). If so, a successful arcane skill roll returns the ally to action (Shaken if it matters.)
  • Modifiers: None.
Succor [relief] (1 PPE) [Novice] (Body Armor)
  • Range: Smarts
  • Duration: Instant
  • Trapping: A soft blue glow.
  • Effect: Relief removes one Fatigue level, or two with a raise. It can also remove a character’s Shaken status, and removes Stunned status with a raise.
  • Modifiers: None
Magical Resistance [arcane protection] (2 PPE, modifier factored in) [Novice] (TW Shield)
  • Range: Self
  • Duration: Instant
  • Trapping: Limitation (Self) -1 PPE (factored into cost above). The shield glows and pulses in time with any spells/powers/etc. that impact or affect the bearer.
  • Effect: Success with arcane protection means hostile powers suffer a −2 penalty (−4 with a raise) to affect this character. If the power causes harm, damage is also reduced a like amount.
  • Modifiers:
    • EXALTED ARCANE PROTECTION (+2): Hostile powers suffer a –4 penalty (–6 with a raise).
Beacon [blind] (5 PPE, modifiers factored in) [Novice] (TW Shield)
  • Range: Cone template
  • Duration: Instant
  • Trapping: Kharis' shield flashes brilliantly, blinding foes directly in front of him.
  • Effect: Those affected by this malicious power suffer blurred vision or near-complete blindness with a raise. Success means the victim suffers a −2 penalty to all actions requiring sight, or −4 with a raise. The victim automatically tries to shake off the effect with a Vigor roll as a free action at the end of his following turns. Success removes 2 points of penalties, and a raise removes the effect entirely.
  • Modifiers:
    • AREA OF EFFECT (+2): For +2 points the power affects everyone in a Medium Blast Template. (Note: modified to Cone template, which hits the same number of targets).
    • STRONG (+1): The Vigor roll to shake off the effect is made at −2.
Arcane Sight [detect Arcana] (1 PPE) [Novice] (Magic Optic System)
  • Range: Self
  • Duration: 5
  • Trapping: Limitation (Self) -1 PPE (factored into cost above).
  • Effect: Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds. This includes invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well—harmful, obscurement, magic, miracles, etc. Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise). Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise). Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is an opposed roll of arcane skills (roll each time it’s attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting,
    but may terminate this instance and try again.
  • Modifiers: None.
Scout's Sight [farsight] (1 PPE) [Seasoned] (Magic Optic System)
  • Range: Self
  • Duration: 5
  • Trapping: Limitation (Self) -1 PPE (factored into cost above).
  • Effect: Farsight allows the recipient to see in detail over great distances. She can read lips or read fine print up to a mile distant. With a raise, she also halves Range penalties for Shooting, Athletics (throwing), or other
    abilities affected by Range.
  • Modifiers: None.
Night Sight [darksight] (1 PPE) [Novice] (Magic Optic System)
  • Range: Self
  • Duration: 5
  • Trapping: Limitation (Self) -1 PPE (but minimum of 1 PPE, factored into cost above).
  • Effect: Darksight allows a hero to see in the dark. With success, he ignores up to 4 points of illumination penalties. With a raise, he ignores up to six points and can see in pitch darkness.
  • Modifiers: None.
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
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Skanni
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Re: Kharis (SWADE Reboot)

Post by Skanni »

Background
Kharis is from the frozen Eternal Forest region of the world of Va’ronar. He is a member of the Helka Ohtar, an elite cadre of warriors, and he was selected for service off planet, where he will travel the stars and (hopefully) strengthen the Va’roni reputation for martial prowess.
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
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Skanni
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Re: Kharis (SWADE Reboot)

Post by Skanni »

Gear
Signature Item: Silverspike (Enchanted Silver Longsword): Str+d6+8, AP 12, 2 lbs
  • Laser sword base item (SWADE)
  • Speed power (Major)
  • Entangle power cast by Fighting roll (Major)
  • +5 PPE ( Minor)
  • Silver trapping (Minor)

Vibro Short Sword
  • Str+d8 MD; AP 8; Min Str d6 (unpowered); 4 lbs
  • Opponents are at -2 on Strength rolls to resist Disarm attempts; the superior balance of this weapon allows you to ignore up to 2 points of penalties to Fighting rolls, including from Called Shots and Off-Hand Attacks.
Weapon Cost and Upgrades

Vibro Short Sword (9,000 credits)
  • HJ upgrade: The superior balance of this weapon allows you to ignore up to 2 points of penalties to Fighting rolls, including those from Called Shots and Off-Hand Attacks. (9,000 credits)
  • HJ upgrade: An unarmed foe is much less of a concern. Your weapon is designed with that in mind—opponents are –2 on Strength rolls to resist your Disarm attempts. (9,000 credits)
  • Total: 27,000 credits

Plasma Grenades (x5)
  • 5/10/20; 3d12 MD; SBT; 0.25 lbs
  • On a raise targets catch fire, they take 3d6 damage each round and are Distracted until doused (see Fire in Savage Worlds).

Helka Ohtar Battle Armor (CK Medium Armor): +8 Armor, +2 Toughness, healing and relief powers embedded, 14 lbs. +1 die-type to Strength, +1 die type to Vigor, +5 embedded PPE


War Coat: This traditional coat of the Va'roni is lined with (relatively) lightweight armor padding with plates over the shoulders and torso (often concealed under the fabric). It offers 8 small but usable internal pockets (four on each side).
  • +1 Toughness
  • Characters increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
  • No Minimum Strength Requirement (10 lbs.)
  • Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.

Collapsible Shield: This handy TW shield is based on a Medium Polymer Shield. Housed in a bracer worn on the left arm, it can collapse or expand as a free action (but can only do one or the other in a given turn). Base item gives +1 Parry, +4 Armor vs. ranged attacks (as modified, +3 Parry and +4 Armor).
  • Major upgrade (embedded arcane protection power)
  • Major upgrade (10 PPE stored in device)
  • Major upgrade (embedded blind power)
  • Minor upgrade (collapsible)
  • 2 Minor upgrades (+2 Parry)

TX-30 Ion Pulse Rifle
  • 20/40/80; 1-3d10; ROF 3; AP 2; Shots 50; Min Str. d6; 7 lbs
  • Shotgun rules (+2 Shooting, lose die types of damage at medium and long range), Heavy Pulse (Energy weapons fired in this mode are RoF 1, use three Shots, add +1 to the Shooting roll, +3 to the damage roll, and apply the Snapfire and Mega Damage qualities.)
  • May spend a Benny to avoid making a Technical Difficulty roll any time one is called for. In addition it has +2 Hardness if attacked.
  • 2 spare e-clips
Weapon Cost and Upgrades

TX-30 Ion Pulse Rifle (25,000 credits)
  • HJ upgrade: +2 AP (25,000 credits)
  • HJ upgrade: This weapon is especially sturdy and well-made. You may spend a Benny to avoid making a Technical Difficulty roll any time one is called for. In addition it has +2 Hardness if attacked. (25,000 credits)
  • Extra e-clips (x2): 16,000 credits
  • Total: 91,000 credits

Dragonbane Knife (Patron Item): Damage: Str+2d6+2, Mega Damage, AP 4
  • Dragon Slayer: Does normal damage to all creatures except dragons and sea serpents, to which it inflicts +1d6 damage and ignores armor.
  • Eternally super-sharp armor piercing blade: Weapon never dulls.
  • History: During the great Elf-Dwarf war, a singularly exceptional Elven alchemist created a number of identical enchanted knives used to add some gravity to the Elves' negotiations with the dragons of their time. From time to time across the ages, these knives have surfaced in the hordes of ancient dragons, and among ruins from that era. They are often associated with the appellation "folly" as those who bear them have frequently overestimated the power of the weapons, and underestimated the might of dragons.
  • No Min Str (1 lb.)

TW NG- 300 Speedster: Size 2 (Normal); Handling +2; Top Speed 220 MPG (Tabletop Pace 22+2d8); Toughness 21(13); Crew 1+1
  • Exposed Crew, Hovercycle
  • 3 PPE/hour of use, PPE batteries hold 20 PPE
  • Ace Edge embedded
  • Speed power, activated on vehicle
  • Runs silent: -2 to Notice to detect
Vehicle Costs/Modifications
NG- 300 Speedster (110,000 credits) Note: Kharis will ask that they remove the embedded laser. Perhaps he could sell it back to the shop? There’s some wonkiness with price, because just the laser has a list price of 100,000 credits in the playtest.
  • TW conversion: 22,000 credits
  • PPE Batteries (x2): 40,000 credits (20,000 credits each), uses one Mod each
  • Major: Silent (-2 to Notice) (20,000 credits)
  • Major: Ace (20,000 credits)
  • Major: speed power, activated on vehicle, Aspect limitation (20,000 credits)
  • Minor: +2 armor (5,000 credits)
  • Minor: +2 armor (5,000 credits)
  • Minor: +1 Piloting (5,000 credits)
  • Subtotal of modifications/upgrades: 137,000
  • Commission (30% of modifications/upgrades): 41,100
  • Total: 288,100 credits (pending whether he can sell back the laser or get some discount for buying the cycle without it)

Cannonball Ride Armor: His backup armor, just in case.


Credits: 42,950


Contacts: Does Sa’maku count? He got Kharis into this mess.
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
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Re: Kharis (SWADE Reboot)

Post by Skanni »

Advances
Please list all Edges and Advances taken for your character here

Iconic Framework
  • Begin with Occult d6, Spellcasting d6, Arcane Background (Magic), 10 PPE, and choose three powers from the following list: arcane protection*, blast, blind, bolt, boost/lower Trait†, burrow, burst, darksight, damage field*, deflection*, entangle, environmental protection, farsight, fly, havoc, protection*, sloth/speed†, smite*, warrior's gift*. Powers marked with an asterisk (*) or dagger (†) may be activated as Innate Abilities only on the Magus himself. The Powers marked with dagger (†) may be activated as an Innate Ability only when using boost Trait and speed. Lower Trait and sloth are cast normally. All other aspects of Arcane Background (Magic) remain the same.
  • Begin with the Arcane Marksman Edge and Magi of Dweomer Edge.
  • Begin with d6 Athletics, d6 Fighting and d6 Shooting.
  • Begin with standard Starting Gear, substituting Battler Armor, plus a TW Flaming Sword and a TW Firebolt Pistol.

Hero’s Journey
  • Magic & Mysticism: Putting down opponents before they end you is a powerful lesson in this dangerous world. Your hero gains +2 damage when using direct damage spells and TW weapons.
  • Magic & Mysticism: Born to fight the toughest threats, your hero is adept at customizing combat spells to take advantage of an opponent's weakness. Your hero gains the Wizard Edge. Those with Arcane Background (Miracles) reroll this result.
  • Training (x2): After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.
  • Training (x2): Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges (e.g. to take Improved Frenzy your character must have Frenzy first).

MARS Fortune & Glory
Fortune and Glory
  • Strong and Powerful: Your hero adds one die type to Strength and begins with the Brawny Edge.
  • Vigorous and Tough: You hero adds one die type to Vigor and begins with the Nerves of Steel Edge.

Advances
  • Initial Advances: (From Hindrances): Raise Attributes (x2)
  • Novice 1 Advance: Raise Attribute
  • Novice 2 Advance: Power Points
  • Novice 3 Advance: Trademark Weapon
  • Seasoned 1 Advance: Power Points
  • Seasoned 2 Advance: Raise Attribute
  • Seasoned 3 Advance: New Powers
  • Seasoned 4 Advance: Channeling
  • Veteran 1 Advance: Power Points
  • Veteran 2 Advance: Improved Trademark Weapon
  • Veteran 3 Advance: Raise Spirit
  • 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:
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
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Re: Kharis (SWADE Reboot)

Post by Ndreare »

I would think that "Cold [elemental manipulation]" and "Core Temperature [environmental protection]" both qualify for "Limitation Cold and Ice only -1" making the powers cheaper. For Cold it will only matter when using modifiers, but for Core Temperature it will always be useful.


PS: You could also go "Self only" on Core Temperature and reduce the cost further.
  • 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
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Pursuit
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Re: Kharis (SWADE Reboot)

Post by Pursuit »

RFT wrote: Wed Aug 07, 2019 2:11 pm I would think that "Cold [elemental manipulation]" and "Core Temperature [environmental protection]" both qualify for "Limitation Cold and Ice only -1" making the powers cheaper. For Cold it will only matter when using modifiers, but for Core Temperature it will always be useful.


PS: You could also go "Self only" on Core Temperature and reduce the cost further.
Updated Cold.

On Core Temperature, I like the ability to cast it on others in case it's needed. If I give it the Aspect (Cold) limitation, would I then be unable to use the Life Support Power Modifier? Or would I need to use the Wizard edge to switch the trapping (for +1 PPE, I believe) and then use the Life Support Power Modifier? I'm trying not to meta game too much, but I want to make sure I have a good grasp of how the mechanics will work.
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Ndreare
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Re: Kharis (SWADE Reboot)

Post by Ndreare »

Looks good, looks really good actually. Go ahead and swap Protection for Arcane Protection on the armor.

As a note you have Wizard (which is totally awesome) but I am going to rule Wizard cannot override the aspect limitation now rather than wait to be surprised.
  • 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
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