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Savage Shadowrun AE Conversion
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== ADDITIONAL MODIFIERS FOR POWERS == These are additional Modifiers for the basic Powers found in SWAE and updated for Shadowrun's setting [[File:SR.D5.Spells.jpg | 700px]] '''BARRIER''' :'''Additional Modifiers''' :* '''Astral Barrier (+0)''': the Barrier will only block astral being and spirts and other living beings, it has no effect on bullets or drones or vehicles or living beings fulling enclosed within them, exposed crew would be thrown off the vehicle if they try to pass through. The base duration of this power is 10 rounds instead of the normal 5. '''DETECT/CONCEAL ARCANA''' :'''Additional Modifiers''' :* '''Truesight (+2)''': Throughout the duration of this power the caster can ignore invisibility penalties and can see through illusions automatically. '''ILLUSIONS''' :'''Additional Modifiers''' :* '''Film Quality (+1)''': Cameras, security devices and microphones detect and record the illusion. :* '''Obscure (+2/+4)''': The illusion may be used to darken or otherwise obscure vision. For 2 points, it inflicts a –2 penalty to all rolls dependent on vision made within. For 4 points, it inflicts a –6 penalty. The super is immune to his own illusions, but others (including allies) are not. This isn’t actual darkness, so low light and other types of vision enhancements don’t reduce the penalty. :* '''System Shock (+2)''': The illusion may attack one target per level of the power each round. It automatically “hits” and each target affected must make a Smarts roll or be Shaken. A second Shaken result from an illusion doesn’t cause an actual wound, but those who roll a 1 on their Smarts die do suffer a wound from the shock to their system. '''INTANGIBILITY''' :'''Additional Modifiers''' :* '''Phase (2)''': The character can phase in long enough to take a single action (such as an attack) and immediately phase back out again. This requires a caster check to successfully phase in and phase back out (or vice-versa). An opponent can hit the character while solid by being on Hold and interrupting his action. This can only affect one attack per round and cost the caster 2 power point each time it is used. '''SPEED''' :'''Additional Modifiers''' :* '''Great Leaping (+1)''': Adapt Only. Throughout the duration of Speed, the adapt can also leap a base of 4” horizontal and 2” vertical (with a raise on initial Focus check change distances to 6” horizontal and 3” vertical.) '''SMITE''' :'''Additional Modifiers''' :* '''Decay''' (+2): Range Touch. This truly terrible aspect destroys matter. Each full round spent in contact with a substance destroys 10 pounds of matter. Harming living beings requires a Touch Attack. If successful, victims must make a Vigor roll or suffer a wound. Extremely thick clothing (up to Armor +1) absorbs a wound the first time the character is hit (unless circumvented via a Called Shot), and Armor +2 or more absorbs two. After that, the clothing or armor is effectively ruined. :* '''Elemental Fist (+1)''': Adapts Only. Unarmed or Melee weapons only. This allows the adapt can stealth her fists or a melee weapon in an elemental trapping that deals an additional +2 damage of that trapping type. :*'''Paralysis Touch (+2)''': Range Touch (Unarmed). Instead of dealing damage a successful Touch attack (+2 to attack roll) requires the target to make a Vigor check (-2 for every raise the caster achieved). If the victim fails the roll, he’s Incapacitated. On his following turns, the paralyzed victim makes a Vigor roll to revive. With a raise, he revives and may act normally. With success, he revives but is Shaken. '''WARRIORS GIFT''' :"'''Additional Modifiers''' :* '''Combat Master (+1)''': Adapts Only. Throughout the duration the adapt also gains +1 to his Fighting and Shooting skills.
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