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Savage Shadowrun AE Conversion
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=== 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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