Ara - Arcane Research Assistant

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Ara
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Ara - Arcane Research Assistant

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Arcane Research Assistant

Construct: Intelligent Constructs are beings made of inorganic material. They add +2 to recover from being Shaken, ignore 1 point of Wound penalties, don’t breathe, and are immune to Disease and Poison, and Wounds are fixed with Repair instead of Healing with no “Golden Hour”.
Inorganic: Normal cyberware does not work on Constructs. They may not take cybernetics or roll on the Cybernetics Hero's Journey Table.
Outsider (Major): People of Rifts Earth view Intelligent Constructs as property rather than sentient beings. They have no protections under the law and suffer a −2 to Persuasion when dealing with those who know of their advanced construction.
Core Directive (Major): All Constructs are engineered with a primary function, which instills them with purpose. This often functions as the Vow (Major) or Pacifist (Major) Hindrance but may take on other forms (a Major psychology- based Hindrance) per GM's approval.
  • Curious (M)
Wanted (Major): Once its true nature is discovered, many powerful factions will hunt down the Construct for disassembly and study, slated for immediate destruction, or sold to the highest bidder.
Malfunctions: Constructs are subject to breakdowns when put under extreme stress (i.e. Technical Difficulties).
Unlike most characters, Intelligent Constructs are built from the ground up similar to custom races, using a construction points system with positive and negative values. You have 24 points to create your construct, using the values presented on the following pages...
  • Transferred Intelligence (+0):
    • Transferred intelligences are the result of a process or accident that moved the mind (or soul) of a living being into the Construct body. This could involve superscience, Techno-Wizardry, or other supernatural phenomena. The
      being is indeed alive, may access PPE and ISP, and may take related Arcane Backgrounds. The Construct may or may not have memories of its existence prior to transference and usually, whether intentional or unintentional, is transferred in a “blank slate” condition.

    Arcane System (−4):
    • The most powerful arcanists know the secrets of imbuing Constructs with drive and purpose through complex enchantments, runes, or by harnessing the energy of souls. The Construct must consume 5 Power Points from ley lines or by draining PPE/ISP from other sources each day (see Ley Lines and Siphoning PPE in the Tomorrow Legion Player’s Guide). Consumed Power Points cannot be used to fuel powers. The lower of Occult or Spellcasting is used to fix these constructs instead of Repair.

    Small Frame (−2): Size −2, −2 Toughness.
    • The Construct is about 2’ in height or length (like a pixie, cat, or basketball).

    Legs (+0):
    • The Construct has Pace 6 and d6 running die.

    Advanced Senses (+2):
    I
    • n addition to the improved sensory capabilities, the Construct has advanced senses such as thermal, infrared, radiation, motion, radar, sonar, and so on, giving it 360-degree awareness ignoring Illumination penalties and conferring a +4 bonus to Notice rolls.
      • Improved Senses:
          The Construct has improved audio and visual senses granting it +2 to Notice rolls and allowing it to Ignore Dim or Dark Illumination penalties. It can record its sensory feeds (audio, visual, etc.).

      Lifelike Android (+0):
      • Without careful and detailed examination by a skilled investigator with advanced equipment, it is impossible to determine the Construct is not an organic creature.

      Standard Vocal Unit (+0):
      • The Construct can fully communicate through the sounds made by most other races and can do so with a booming voice if it chooses.

      – 2 Obscure Construction:
      • Artificial beings are often the product of alien design or weird secrets of super science. For −1 point impose a −1 penalty on skill checks related to their construction (such as repairing, modifying, or examining them), −2 points for a −2 penalty, or −3 points for a −4 penalty.

      −4 Feature Locked Physiology:
      • Most artificial beings are highly advanced prototypes, and not easily upgraded. Unlike cyborgs or robots built using interchangeable parts, the Construct’s core physical systems cannot be modified and do not improve in performance after initial design and construction. The Construct may not purchase upgrades to Agility, Strength, or Vigor as it ranks up (though it may increase Smarts and Spirit as normal).

      +3 Additional Action:
      • Due to additional prehensile appendages or augmented reaction abilities, ignore 2 points of Multi-Action penalties per turn.

      +1 Armor:
      The outer layer of the Construct is hardened, gaining +4 natural Armor. At +12 the Armor becomes MDC and does not stack with non-MDC worn armor. At the GM's discretion, those of a compatible Rifts Earth tech base and designed for war may wear the equivalent of Cyborg Body Armor, though they start with none (double costs, multiplied by modifiers for its Frame). Small Frames can take one level.

      +1 Attribute (U):
      • Increase an Attribute by one die type.
        • Vigor +4 Dice
          Agility +4 Dice
          Smarts +1 Die

      +2 Automated Repair Unit:
      • Make a Vigor roll as a free action once per day to attempt to heal a Wound, gains +4 on rolls to resist “Bleeding Out”.

      +2 Flight:
      • Hover and fly at Pace 6 (15 mph). Each additional time this upgrade is taken doubles previous flying Pace (i.e. 4 points for 30 mph, 6 points for 60 mph, etc.)

      +1 Edge:
      • Gain one Edge, ignoring all Rank requirements.
        • AB: Magic
          Master of Magic
          One with Magic
          Synthetic Immortality

      Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
      • Occult +1 Die
        Spellcasting +1 Die

      +4 Power Plant:
      • The Construct powers itself through an advanced, closed loop system such as dark matter, demon’s souls, nuclear energy, phase crystals, etc. Regardless of the Construct’s tech base, it will not Fatigue from physical exertion and no longer needs to recharge.

      +1 Skill Bonus:
      • +2 bonus when using a specific skill. This represents everything from targeting sensors and algorithms (+2 Shooting), to integral tool kits and schematics databases (+2 Repair), to stealth systems and protocols (+2 Stealth), etc. May only be taken once per skill and cannot be taken for Notice. The Construct is always considered to have the necessary equipment to use the chosen skill without penalty.
        • Stealth
          Occult
          Spellcasting

      +1 Weapon System, Integral:
      • The Construct has a weapons system integrated into its frame. This could be Vibro-Claws or a hydraulic bite
        and titanium teeth (Str+d4 Mega Damage, AP 2, these are considered Natural Weapons, see Savage Worlds), retractable swords, laser eyes, small ranged weapons ports, and so on. For +1 point a melee or ranged personal weapon weighing up to 50 pounds, or a pair of weapons weighing up to 25 pounds each, is integrated into the Construct's frame. Paired ranged weapons are Linked providing +1 to hit and +2 damage. If desired, the weapons can be concealed when not in use. Opponents searching for such concealed weapons suffer a penalty to their Notice rolls of −4.
        • Range: 30/60/120
          Damage: 4d6+2 AP 4 -> 2d6+4AP4 (Twin Linked)
          RoF: 1
          Shots: 6
          Base Cost: 280,000
          Notes: +1 Shooting (+2 due Twin Linked).
          Range: Smarts
          Duration: Instant
          Trappings: Whirlwind
          This ability creates chaos and mischief for all those within its area of effect, hurling debris and rivals in all directions.
          With success, the caster places a Medium Blast Template anywhere within Range, or a Cone Template emanating from the caster (see Area Effect Attacks, page 97).
          Anyone touched by the template is Distracted and must then make a Strength roll (at −2 if the caster got a raise). Those who fail are hurled 2d6″—directly away from the caster if using the Cone Template or directly away from the center if using a Blast Template (the caster chooses for those in the dead center).
          Victims who strike a hard object (such as a wall) take 2d4 damage (nonlethal unless it’s a spiked wall or other more dangerous hazard).
          Airborne Targets: Flying or airborne targets suffer an additional −2 to their Strength rolls as they have no ground to brace themselves on.
          as an alternate attack (uses one shot).
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    Ara
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    Re: Ara - Arcane Research Assistant

    Post by Ara »

    Smarts: d4 -> d10 (3) -> d12 (Attribute Increase due IF)
    Spirit: d4 -> d8 (2)
    Agility: d12 (Attribute Increase due IF)
    Strength: d4
    Vigor: d12 (Attribute Increase due IF)

    Smarts: d12
    Spirit: d8
    Agility: d12
    Strength: d4
    Vigor: d12

    Athletics: d4
    Common Knowledge: d4
    Fighting: ->d8 (3)
    Notice: d4 -> d8+4 (2, Advanced Senses)
    Occult: -> 1d12+2 (3, N2, IF, IF Skill Bonus)
    Persuasion: d4 (-2 possible due Outsider)
    Shooting: ->d4 -> d6 (1, N2)
    Spellcasting: -> 1d12+2 (4, IF, IF Skill Bonus)
    Stealth: d4 -> 1d8+2 (2, IF Skill Bonus)

    Athletics: d4
    Common Knowledge: d4
    Fighting: d8
    Notice: d8+4
    Occult: 1d12+2
    Persuasion: d4 (-2)
    Shooting: d6
    Spellcasting: 1d12+2
    Stealth: 1d8+2

    Edges
    Adepts practice a tradition which hones body, mind, and spirit into a single weapon; examples from Earth’s history include the mystical monks of Shaolin and the internal alchemists of Wudang; on Rifts Earth the Psi-Warriors follow this path.
    Upon taking this Edge, for each of his current Ranks and at each new Rank, the adept may choose one power to become an Innate Ability with the Range (self) limitation. The adept must already have the power to begin with—
    chosen normally from his power list. The following powers may be upgraded to Innate Abilities this way: arcane protection, boost Trait, deflection, healing, protection, smite, speed, and warrior's gift. All other aspects of the character's Arcane Background and powers remain the same.
    N: Boost Trait
    S: TBD

    Arcane Skill: Spellcasting (Smarts)
    Starting Powers: 3
    Power Points: 10
    Power Points Type: PPE
    Required Power Activators: Gestures, Speech, and Materials (when specified)
    Techno-Wizardry Gear Manipulation: Yes
    Commonly called magic users, there are countless schools of the arcane practiced by the innumerable D-Bee and human cultures of the Megaverse®.
    When putting together a particular style of magic, the Game Master and players should focus on common Trappings and use the Ley Line Walker’s spell list as a starting point. They have access to almost all spell types commonly known to mortals and gain access to Mega Power Modifiers by taking the Master of Magic Edge.
    Gestures: Magic users must have their hands free to cast spells. Entangled or Bound characters cannot activate new powers until they are free.
    Speech: Magic users must be able to clearly speak to cast spells. Silenced or otherwise muted magic users cannot
    activate new powers.

    True understanding of the ley lines, Rifts, and eldritch flow of power through the world grants the spellcaster exceptional might and capability. The Master of Magic gains access to the Mega Power Modifiers for all known magic or miracles powers.

    An arcane character may learn two new powers by choosing this Edge (which may be taken multiple times). He may choose from any powers of his Rank or lower normally available to his particular Arcane Background.
    A character can add a new Trapping on a power she already has instead of gaining a new one. She might add an ice Trapping to her existing fire bolt, for example, so she could switch between ice and fire Trappings freely.

    Wizards, weird scientists, and other arcane types always want more power. This Edge grants them an additional 5 Power Points. Power Points may be selected more than once, but only once per Rank. It may be taken as often as desired at Legendary Rank, but each grants only 2 additional points.

    Across the Megaverse®, those who are born to magic and those who devote themselves to its study may become one with the arcane energies they wield. A prime example is the Lord Magi of Dweomer, who transform dramatically due to their direct connection to the rulers of their kingdom, the mysterious Three.
    This Edge can be taken once per Rank. The following effects must be taken in the order listed. Once a character reaches Legendary, they can continue to take it once every two Advances to gain the benefit listed under Heroic.
    • Novice: Gain detect/conceal arcana as an
      Many powerful beings of the Megaverse® are able to activate innate powers. Unless specified otherwise, the first such power initiated each turn activates as a free action. Innate Abilities may be activated using Power Modifiers, paying Power Points as normal.
      ; may sense supernatural beings within line of sight with a Notice check. Conceal arcana even works while sleeping, it only stops working if forcibly Incapacitated. Those who already have this power gain a +2 on all rolls related to its use.

    The character’s construct body contains redundant backup systems to safeguard their consciousness in even the most dire circumstances. If Incapacitated from Bleeding Out or “death,” it can still be repaired if these core structures are intact (GM’s call, but they are generally well-protected from everything except a complete meltdown, being sunk in magma, ground zero of a nuclear detonation, or other such
    catastrophe).
    This Edge does not allow the being’s consciousness to be implanted into a different frame or body.


    Hindrances
    m
    Loose lips sink ships, the saying goes. This hero’s mouth could drown an armada. The blabbermouth can’t keep a secret very well. He reveals plans and gives away things best kept among friends, usually at the worst possible times.

    IF, M
    It killed the cat, and it might kill your warrior as well. Curious characters have to check out everything and always want to know what’s behind a potential mystery or secret.

    m
    Your hero hesitates in stressful situations. Draw two Action Cards in combat and act on the lowest. If you draw a Joker, use it normally and ignore the Hindrance for the round (hence this being a Minor Hindrance, it actually increases your chances of drawing a Joker!)
    Hesitant characters cannot take the Quick or Level Headed Edges.

    m
    This stalwart defender risks her life for her friends without hesitation. Some Loyal heroes may not act that way, but are the first to come to their friends’ rescue when they’re threatened.

    m
    Your milquetoast just isn’t threatening. Maybe he’s a little doughy around the middle, has a kind face, or a soft voice. Whatever the issue, he has a hard time looking tough. He subtracts 2 when making Intimidation rolls.


    Powers
    Free Action via Adept
    Rank: Novice
    Power Points: 2 -> 0
    Range: Smarts -> Self
    Duration: 5
    Trappings: Shimmering Aura
    This power allows a character to increase or decrease a target’s Trait (attribute or skill). Boosting an ally’s Trait increases the selected Trait one die type, or two with a raise, for five rounds.
    Success improves the effect one die type, and a raise removes the effect entirely.
    Additional castings don’t stack on a single Trait (take the highest), but may affect different Traits.
    • GREATER BOOST/LOWER TRAIT (+2): The power’s effects are enhanced. With success, the selected Trait gains a free reroll once per round, or once per action with a raise.

    Innate Ability via One With Magic
    Rank: Novice
    Power Points: 2
    Range: Smarts
    Duration: 5 (detect); one hour (conceal)
    Trappings: Waving Hands.
    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). Conceal arcana prevents detection of arcane energies on one being or item of Normal Scale for one hour (see the Size Table page 179).
    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.
    • ADDITIONAL RECIPIENTS (+1): The power may affect more than one viewer for detect, or item for conceal, for 1 additional Power Point each.
    • AREA OF EFFECT (+1/+2): Conceal only. The power affects everything in a sphere the size of a Medium Blast
      Template for +1 points, or a Large Blast Template for +2.
    • STRONG (+1): Conceal only. Detection rolls to see through the concealment are made at −2.
    • EXALTED DETECT ARCANA (+2): Detect arcana is greatly enhanced, giving it expanded analytical effects. With a
      successful Arcane Skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
      • Active powers and arcane abilities.
        Type of supernatural creature (vampire, werewolf, dragon, etc.).
        Enchantments present on an item.
        Amount of PPE or ISP possessed by a target.
        Other information the GM allows. When used on a supernatural creature, a raise on the Arcane Skill check reveals any susceptibilities, Weaknesses, and ways to bypass Invulnerability.
    • EXALTED CONCEAL ARCANA (+2): The recipient is −2 (or −4 with a raise) to be seen or found with detect arcana, divination, and other arcane abilities; may not be used in combination with the power’s Strong modifier.
    • PRESENCE SENSE (+1): The caster is able to sense the presence and exact location of living beings within range like a radar; detect arcana activated with Presence Sense no longer requires line of sight to locate living beings.

    Rank: Seasoned
    Power Points: 2
    Range: Smarts
    Duration: 5
    Trappings: Eagle Eyes
    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
    • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
    • GREATER FARSIGHT (+2): Allows the recipient to ignore all Range penalties, and a raise doubles sight range.

    Rank: Seasoned
    Power Points: 5
    Range: Smarts
    Duration: 5
    Trappings: Powder, potion, iridescent lights.
    With a success, the character and his personal items are transparent except for a vague blur or outline. Any action taken against him that requires sight is made at −4, or −6 with a raise. The same penalty applies to Notice rolls to
    detect the unseen presence.
    MODIFIERS
    • ADDITIONAL RECIPIENTS (+3): The power may affect more than one target for 3 additional Power Points each.
    • TRUE INVISIBILITY (+5): Invisibility applies to normal sight-based Notice checks; True Invisibility applies to all senses, including mystical, technological, or greatly enhanced ones. True Invisibility also makes it impossible for most means of scrying or other detection to find the character, including divination. The recipient cannot be seen or detected by any means unless he takes actions that arouse suspicion or attacks someone. In that circumstance, any attempt to detect or attack the character with True Invisibility is made at −6. Additionally, those using detect arcana may detect them at a −2 penalty, and those using Exalted Detect Arcana and Exalted Darksight roll to detect at no penalty.
      Characters using those powers modifiers who detect the target can see him normally for the remainder of the encounter.

    Power Points: 1
    Range: Smarts
    Duration: 30 minutes
    Trappings: Headpieces, talismans of Tao or other gods, crystals.
    Mind link creates a telepathic connection between two individuals (which does not necessarily have to include the caster). The link accommodates only willing subjects and communication—thoughts that aren’t consciously transmitted aren’t relayed.
    Once activated, the Range between all linked minds is one mile, or five with a raise.
    If any of the linked characters suffers a Wound, all others must make a Smarts roll or be Shaken (this cannot cause a Wound).
    The speed of communication is that of normal speech, but with a raise members may communicate up to 30 seconds or so of speech on a single combat turn.
    MODIFIERS
    • ADDITIONAL RECIPIENTS (+1): The power may affect additional individuals for 1 additional Power Point each.
    • EXALTED MIND LINK (+2): The caster can broadcast a short telepathic message to every sentient mind within a mile radius (five miles with a raise). The caster can only broadcast, she does not receive their responses.
    • TELEPATHIC SWITCHBOARD (+5): This modifier allows the caster to connect up to her Smarts die in minds as a kind of telepathic switchboard, creating open communication for everyone connected. The minds must be willing individuals within one mile (five miles with a raise).

    Rank: Seasoned
    Power Points: 2
    Range: Touch
    Duration: Special
    Trappings: Touching the object, glowing hands
    Object reading is the ability to see the past of an inanimate object, discovering who held it, where it’s been, and what it might have been used for. The object has no sentience of its own—the caster simply sees and hears visions of the past that took place in its presence.
    Success allows the character to see events that occurred within 10 yards up to about five years past. A raise increases this to 100 years and 20 yards. The caster can “fast forward” and “rewind” as desired, skimming about 10 years of history per minute of real time. When watching an actual event, it occurs in real time, just as if
    watching a digital video.
    MODIFIERS
    • STRONG (+2): The caster can see or hear from the item’s creation forward.
    • DEEP READING (+2): The character can see anything that occurred within line of sight of the object.
    • PSYCHOMETRIC PROJECTION (+2): The caster may broadcast the vision, projecting it out into a space the size of a small room. Anyone present may see and hear the events and examine the projection from all angles.

    Atlantis and the Demon Seas Beta
    Power Points: 3
    Range: Self
    Duration: 5
    Trappings: Images on a Reflected Surface
    The caster secretly spies on a distant target. Preparing the power takes one uninterrupted minute while the caster focuses on a target item, creature, or location. This makes her Vulnerable and unable to take any other actions. If she's Shaken or Stunned during this time, the power fails.
    If the caster hasn't seen the target in person, her arcane skill roll is at -2. Observing a target in a different region of the world imposes a -2 penalty, or -4 for another dimension. Conceal arcana or similar abilities also impose a penalty to this roll. These effects stack.
    Success allows the caster to clearly see and hear the target and the area around around it. A raise enables the viewer to move their perspective around the target to see different angles and investigate the surrounding area.
    MODIFIERS
    • GROUP SIGHT (+1): The caster may share her perspective with allies within a Range of Smarts for the power's Duration
    • STRONG (+2): The caster ignores two points of penalties to her arcane skill roll.

    Power Points: 2 ->1
    Range: Smarts
    Duration: 5 (speed)
    Trappings: Slowing time, blurred motion, a slippery patch of oil or ice.
    Success with speed doubles the target’s movement (basic Pace and running). With a raise the character also ignores the −2 running penalty.
    MODIFIERS
    • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
    • QUICKNESS (+2): 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).
    • EXALTED QUICKNESS (+4): The recipient suffers no Multi-Action penalties.
    • GREATER SPEED (+2): The recipient’s Run dice are not rolled, instead gaining the maximum dice result possible. With a raise the recipient is also Nimble (see page 70).
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    Ara
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    Re: Ara - Arcane Research Assistant

    Post by Ara »

    Advances

    H: New Powers (Object Reading, Farsight)
    H: New Powers (Mind Link, Remote Viewing)
    N1: Adept
    N2: Skills (Shooting -> d6, Occult -> d12)
    N3: Power Points
    S1:
    S2:
    S3:
    S4:
    V1:
    V2:
    V3:
    V4:
    H1:
    H2:
    H3:
    H4:
    User avatar
    Ara
    Posts: 7
    Joined: Sun Aug 08, 2021 2:11 pm

    Re: Ara - Arcane Research Assistant

    Post by Ara »

    Equipment

    Signature Fairy Enchanted Heavy Wooden Armor










    Credits

    None
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