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== NEW POWERS == '''ASTRAL PROJECTION''' :'''Rank''': Novice :'''Power Points''': 1 :'''Range''': Special :'''Duration''': one Hour. ''Astral Projection'' allows a Mage or Shaman to project their spirting into the Astral Plane. While in astral space you can move through almost anything that does not have an astral signature. All living beings have an astral signature as does the Earth itself (Astral Beings can ‘push’ their way slowly through the Earth, at their Astral Pace per Hour). Wards and Astral Barriers can block astral beings from seeing through or passing through them (see Wards below). While traveling in Astral Space a being can move their Smarts or Spirits dice each round. With a “Run” action the caster can move at a Pace of 96 (around 400 MPH). Your spirit is completely intangible and invisible and cannot interact with the real world in any way but then nothing can hurt you while projecting not even other astral beings. While projecting you ignore Invisible and can see through the powers Disguise and Illusion and see the ‘true form’ of someone using Shapeshifter. This does mean that Astral Projectors can see each other they just can’t affect each other. While projecting you can read the “auras” of those you can see. This allows you to see if they have an Astral Background (vs. Conceal Arcana) and/or if they have any cybernetic implants (you can tell how much but not exactly the type, depending on what it is. So you could the target has cybernetic eyes but not what mods have been added). You can make a Notice check to determine the person’s mood, general health and tell if they are lying, etc. :'''Additional Modifiers''' :* '''Astral Perception (+0)''': Instead of projecting one’s spirit into Astral Space a caster can instead simply peer into Astral Space with her eyes. This causes the caster to be Discarded (SWAE pg. 100) for the duration but it can affect things both in Astral Space and the Real World. An Adapt may only use the Astral Perception aspect of this power but they can active or deactivate it as a free action, once a round. '''DISTANT STRIKE''' :'''Rank''': Novice :'''Power Points''': 1 :'''Range''': Spirits :'''Duration''': 5 ''Distant Strike'' allows and adapt to make a Fighting melee attack at range (up to his Spirits”). This acts as a ranged attack but uses the adept’s Fighting skill to hit against a targets range defense (generally 4 but can be affected as normal by cover, concealment, etc). All other aspects of the attack are as normal and can be combine with Powers like Smite. '''JINX''' :'''Rank''': Novice :'''Power Points''': 2 :'''Range''': Smarts :'''Duration''': 5 ''Jinx'' causes any foe one foe within range that is making a direct action against your character—whether an attack, Test of Wills, or other action—suffers a mishap if his skill die is a natural 1, regardless of Wild Die. When this occurs, the foe’s weapon malfunctions, he slips and falls, a super villain’s power fails, and so on. The exact effect is up to the Game Master, but should usually cause the foe to miss his turn at the very least. :'''Additional Modifiers''' :* '''Area of Effect (+2/+4)''': for an additional +2 power points the Jinx effects everyone within a Medium Burst Template. For +4 power points it effects everyone in a Large Burst Template. :* '''Improved Jinx (+1)''': Foes suffer misfortune on a roll of 1 or 2 on their Trait die. '''MALFUNCTION''' :'''Rank''': Seasoned :'''Power Points''': 3 :'''Range''': Smarts :'''Duration''': Instant. ''Malfunction'' allows the character can cause technological devices to fail by picking a target within Smarts” and making a Spirit roll, minus the modifiers below. If successful, the device mal functions in some way. Simple to moderately complex devices just stop working. Complex devices lose a random sub system, determined by the Game Master. Particular sub-systems of complex devices can be selected as well. This incurs a further –2 penalty on the device. Causing a tank’s gun to malfunction, for example, is a total modifier of –6 (–4 for complex device, –2 for a subsystem). Basic casters modifier to casting checks is +0 for Simple devices (can opener, crossbow, etc.), -2 to Moderately complex devices (firearms, car transmitter, microwave ovens, etc.) and -4 for Complex devices (drones, shielded military technology, aircraft, highway autodrive highways, etc.) :'''Additional Modifiers''' :* '''Area of Effect (+2)''': effects all devices within a Medium Burst Template. '''REMOTE VIEWING''' :'''Rank''': Seasoned :'''Power Points''': 3+ :'''Range''': Smarts x100” :'''Duration''': 5 ''Remote Viewing'' allows a user to sense of people, places, and things outside of normal perception. Walls, doors and other barriers do not hamper remote viewing but Wards blocks it completely as do the Barrier and Conceal powers while the power is active. While it’s active, the user can shift the point of observation to anywhere within her Range as a free action. When using remote viewing, the caster chooses a single sense (usually sight) to project. For each additional 1 PP she spends at casting, she may add an additional sense. '''SUGGESTION''' :'''Rank''': Novice :'''Power Points''': 2 :'''Range''': Smarts :'''Duration''': Instant ''Suggestion'' allows you to make unbelievable suggestions that do not threaten the target. The target must make an opposed Spirits or Use the Force skill check. If you win the target believes your lie or follows your suggestion like it was his idea. You can also make a small illusion that distracts your target. With the same test you can make a Stealth check as if you were hidden by something against the target even if you are right in front of it. You can even make such a check and if you got a raise over the target’s check you have ‘the Drop’ on it until the end of your next action. :'''Additional Modifiers''' :* '''Area Affect (+2/+4)''': You can force all targets within a Medium Burst Template to make a check to resist your power or for +4 power points you affect everyone in a Large Burst Template. '''SUMMON ELEMENTAL/SPIRITS (SPRITE)''' :'''Rank''': Seasoned :'''Power Points''': 4+ :'''Range''': Smarts :'''Duration''': 10 ''Summon Elemental'' or ''Spirit'' (or ''Sprite'') allows the character to summon an Elemental or Spirit from astral space (or Sprites from the Matrix, see Technomancers). A Mage can summon either an Air, Earth, Fire or Water Elemental while the Shaman may summon an Air (called Sky), Earth (called Land), Water (called Lake or Sea or River) and a Beast Spirits (spirits and elementals are exactly the same just called different things). It materializes anywhere in Range and with a raise on the arcane skill check its’ has a level of Resilient as well. The elemental acts on its creator’s Action Card and follows her commands to the best of its abilities. It has no personality, creativity, or emotions. When the power ends or the ally is incapacitated, it fades into nothingness, leaving no trace behind. How powerful the elemental is depends on the rank of the caster. At Novice level she can summon a basic Elemental type listed in the Bestiary SWAE p. 182-3. The Beast Spirit is listed below. Note that all Elementals and . Summoning an Elemental or Spirit at higher Rank increases their abilities, etc. as listed. :'''Additional Modifiers''' :* '''Greater Spirit (+2/+4)''': Too summon a greater Elemental or Spirit requires the caster be at least Veteran rank and its costs additional Power Points. For +2 Power Points (total 6) can summon a Greater Elemental or Spirits (see below). At Heroic rank and +4 Power Points (total 8) can summon a Superior Elemental or Spirit. === Spirits & Elementals === Add "Gain +2 to recover from Shaken and Stunned and take only ½ damage from Firearms" to Elemental special ability. </br> All spirits and Elementals are '''Quicksilver''' fast. When Manifested physically they can take two actions a round (ignoring 2 penalties from Multi-Actions). </br> All Spirits and Elementals are also '''Hardy''' (SWADE pg. 177) </br> Spirts and Elementals are also '''Duel-Naturer''' which means when they are manifesting phyically they still see into Astral Space at the same time. This is not Distracting for them and as such they can see anyone under the effects of a Power and ignore disgues, illusions and invisibility (as they see right through these affects) and can see the true forms of shapeshifters, etc. See Paracritters for more</br> [[File:SR.D5.summon.jpg | 300px | right]] '''BEAST SPIRITS''': Appear has a large animal/plant like hybrid. :'''Attributes''': Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d10 :'''Skills''': Athletics d6, Fighting d8, Notice d6, Stealth d8 :'''Pace''': 10; '''Parry''': 6; '''Toughness''': 8 :'''Special Abilities''': :* '''Big''': Size +1 :* '''Bite and Claws''': base Str+d8, with teeth and claws. :* '''Duel-Natured''': can see in both astral space and normal space with no distractions or vulnerabilities. :* '''Elemental''': No additional damage from Called Shots, ignores 1 point of Wound penalties, doesn’t breathe, immune to disease and poison. Gain +2 to recover from Shaken and Stunned and take only ½ damage from Firearms :* '''Entangling Vines''': as the Entangle Power (SWAE). Uses Spirits to active power within its Spirits (6”) range and in a Medium Burst Template, Stronger (-2 to break free and Hardness of 7). :* '''Fleet Footed''': base Run die of a d10. :* '''Hardy''': does not suffer a wound with a shaken result if already shaken. '''GREATER ELEMENTALS AND SPIRITS'''</br> All Greater Elementals and Spirits automatically gain Resilient (the Earth Elementals instead gain - Very Resilient) :'''AIR''': Increase Vigor to a d8 and Toughness to a 6. Increase Shooting to a d8. Gains 10 Power Points, Spellcasting d8 and Powers: Fly. This spell is generally used on the caster or allies (note it does not suffer a Strain penalty when cast on others). :'''BEAST''': Increase Agility to a d10 and Strength and Vigor to a d12 each, Toughness to a 10. Increase Size to +2 and Gain 10 Power Points, Spellcasting d8 and Powers: Speed. This spell is generally used on the caster or allies (and does not suffer Strain penalties to cast on others). :'''EARTH''': Increase Strength to a d12+2 and Vigor to a d12. Increase Toughness to 14 (4) and add Size +2. Gains 10 Power Points, Spellcasting d8 and Powers: Protection. This spell is generally used on the caster or allies (and does not suffer Strain penalties to cast on others). :'''FIRE''': Increase Vigor to a d8 and Toughness to a 6. Increase Shooting to a d10. Gains 10 Power Points, Spellcasting d8 and Powers: Invisibility. This spell is often used on the caster or allies (and does not suffer Strain penalties to cast on others) but it also uses on itself via the casters commands. :'''WATER''': Increase Strength and Vigor to a d12, and Toughness to 9. Also add Size+1. Gains 10 Power Points, Spellcasting d8 and Powers: Elemental Protection. This spell is generally used on the caster or allies (and does not suffer Strain penalties to cast on others). '''SUPERIOR ELEMENTALS AND SPIRITS'''</br> All Superior Elementals and Spirits automatically gain Very Resilient (the Earth Elementals instead gain an addition +2 to their Toughness score, factored in below). Also increase the Size of all by +2 and Toughness by +2 (Beast and Earth are now Large size gains an additional Wound and granting others a +2 on attack rolls against them). :'''AIR''': Wind Blast penalty increases to -2 (-4 with a raise) and the damage to slam into a hard surface increases to 2d8 (2d6 base). Increase Power Points to 15 and add Powers: Fear and Invisibility :'''BEAST''': Entangling Vines increases to a Large Burst Template and is -4 to resist with a Hardness of 9. Increase Claws to Str+d10. Increase Power Points to 15 and add Powers: Fear and Speed. :'''EARTH''': Increase Rocky Hide to AP+8 and Slam to Str+d10. Increase Power Points to 15 and add Powers: Barrier and Fear. :'''FIRE''': Increase Fiery Touch to Str+d10 and Flame Strike to 3d10 (3d8 base). Increase Power Points to 15 and add Powers: Fear and Fly. :'''WATER''': Increase Power Points to 15 and add Powers: Fear and Invisibility. Increase Slam to Str+d10 and Water Spout damage to 2d10 (2d8 base).
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