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= CHAPTER TWO - MAGIC = Magic returned some 50 years ago to the world and yet it is still not fully understood. There are three basic Arcane Backgrounds listed below (and Technomancers) are only the most commonly found in the setting I am planning to run (Seattle in the mid to late 2060’s). There are those who practice non-traditional magic like Black Libraray Cultists, Blood Mages, Psychic study, etc. but generally these are going to be NPC only. Magic uses the basic Power System from SWAE Powers. There are four basic types of Magic using traditions in this setting – the '''''Adapt''''' (those that turn their magic inward to enhance their abilities and their body and mind), '''''Mages''''' (those spellcasters of the Hermetic or formal learning leaning), '''''Shamanic''''' (those casters of the more intuitive learning) and '''''Technomancers''''' (those who can connect with an enter the Matrix without equipment). Technomachers are covered under the Matrix later. The other three types of magic users are covered here. Due to the nature of higher damage and armor in this setting, all Damaging Powers (Bolt, Burst, etc.) increase their damage die type by +1 step (i.e. 2d4 because 2d6; 2d6 becomes 2d8; 3d6 becomes 3d8; etc.) and the Smite Power increases the damage to +3 (+6 with a Raise). ''NOTE that the Teleport and Summon Ally powers are not used in this setting. Summon Ally has been replaced by Summon Elemental or Spirit (see New Spells) and Sprits (see Technomancers).'' '''MAGICAL TRADITIONS'''</br> [[File:SR.D5.caster.jpg | 300px | right]] '''ADAPT''': A physical adapt is a magic user whose powers are turned inward. They range from mystic ninja-like assassin, gun-fu experts, sword saint masters, social chameleons and super-star athelics. :'''Arcane Background (Gifted)''' :'''Starting Power Points''': 15 :'''Starting Powers''': 1 :'''Skill''': Focus (Spirits) :'''Power List''': Arcane Protection†, Astral Projection÷, Beast Friend, Boost Trait†/‡, Confusion≠, Darksight†, Deflection†, Detect/Conceal Arcana, Disguise†, Distant Strike÷, Drain Power Points≠, Empathy, Environmental Protection†, Farsight†, Healing†, Intangibility†, Invisibility†, Mind Link, Mind Reading≠, Mind Wipe≠, Object Reading, Protection†, Relief†, Speed†/‡, Slumber≠, Smite†, Speak Language†, Stun≠, Suggestion÷, Wall Walker†, Warrior's Gift† ::†These powers have the limitation - Range: Self automatically. ::‡These powers have the limitation - Aspect automatically. ::≠These powers have the limitation - Range: Touch automatically. ::÷ New Power, see description ''Note that the minimum Power Point cost is always 1 but if an Aspect would normally lowers the cost to zero, once per round the Adept can 'cast' such a power as a limited Free Action. This could allow activate the power without an Action. but only for one Power a round.''</br> '''MAGE''': Also called Hermetic magic. Examples include Mages, Wizards, Hermetic Druids, Magi, Qabbalistic, Wu Jin, etc.: the scientific study of magic as a complex pattern of elemental forces that can be control with the correct formulae and rituals. :'''Arcane Background (Magic)''' :'''Starting Power Points''': 10 :'''Starting Powers''': 3 :'''Skill''': Spellcasting (Smarts) :'''Power List''': Any. '''SHAMAN''': Examples include Shamans, Asatur, Shinto Priest, Voodoo Hooungans or Manbos, Wuxing, etc.: magic comes from a shaman’s connection to the powers of nature and the spirits. These latter forces are magnifications of the living Earth. Shamans are guided and aided by her children, the spirits, often through totems. :'''Arcane Background (Shaman)''' :'''Starting Power Points''': 10 :'''Starting Powers''': 3 :'''Skill''': Faith (Spirits) :'''Power List''': Any. ''Note that for Adapts and Shaman and Power that lists the Range as Smarts they use their Spirits trait instead (if the Adapts’ power allows it to be used at range).'' == 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). == 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. == WARDS AND MAGICAL BARRIERS == [[File:SR.D5.caster2.jpg | 400px | left]] Anyone with an Arcane Background can erect magical wards and barriers. This requires material (see Magical Gear in GEAR) and time. Generally a caster can cover a 20 x 20 foot area with one hour of work for a temporary ward and a full days’ worth of work for a permanent ward. Temporary wards last for one day per Smarts or Spirits of the creator and Permanent last for one year. This has the Conceal Arcana effect in that area automatically without the caster having to know the power or cast it. It also blocks astral beings from normally seeing into or entering the area and blocks the Remote Viewing Power completely. The astral being can attempt to force their way in. This is an opposed Caster check and the creator automatically knows that someone is trying to break through astral space. The astral being can attempt to be subtle but suffers a -4 to his Caster check. '''ASPECT AND BACKGROUND COUNT'''</br> Pollution and locations of powerful emotional focuses (rock concerts or the site of mass murder) can cause an astral shadow, often called Background Count (negative) or Aspect (positive). These affects can affect astral space and even the casting of spells in normal space. The affects can last for days or even years depending on how powerful the original event was. This can cause disorientation to astral beings (spirits or projecting mages, etc.) with penalties from -1 to -8 (depending again on how powerful the event was) to all actions in Astral Space and as penalty to Spellcasting or Summoning in normal space. Positive background count tends to make magic users act as if drunk or high, while negative background count tends to make the magic users feel uncomfortable or in pain. Both affect spellcasting and summoning tests the same way though (with a penalty). == MENTOR SPIRITS == Any character with an Arcane Background may benefit from a Mentor Spirits. Mentor Spirits run a wide gambit of ideals and cultures. Adepts tend towards the more physical ideals like the Adversary or Fire-Bringer. Hermetic Mages often follow guidance from science or knowledge such as the Artificer or Sky Father. Shamanic caster tend to follow animal spirit guides like Bear and Wolf. These spirit guides tend to interact with the Shaman type on a more personal level than the others. Technomancers can also have a Mentor Spirit but these are beings of the Deep Matrix. See Technomancers (in the Matrix) for their choices. Mentor Spirits grant the magic user certain benefits to skills and spells, the character may choice any two listed under each type. For example the Adversary grants +1 bonus to Fighting and Intimidate Skills, or +2 to casting the Boost/Lower Trait and Fear spells. A character who takes the Adversary can pick any TWO of these to gain bonuses to. Each Mentor also lists any Hindrances that the magic user must take as part of their listed ones. These reflect the ideals that the character was drawn to this Mentor or the Mentor was drawn to the character. [[File:SR.D5.Magic.jpg | 700px]] '''Adversary''': Wherever there is cosmological order, there is an entity who wishes to overthrow it. The original rebel, working to thwart the mystical Powers-That-Be. :'''Advantages''' (chose any two of the following): +1 bonus to Fighting and/or Intimidate Skills, and/or +2 to casting the Boost/Lower Trait and/or Fear spells. :'''Disadvantage''': Quirk (Major): Issues with Authority, always questioning orders or instructions, generally a -1 to Persuasion skill when dealing with authority figures and must make a Spirits -1 test to not insulting or try and break rules or the law in most situations. Also common (but not required) Impulsive and Vengeful. '''Artificer''': The inventor, the craftsman, and the smith; the true symbol of humanity’s ingenuity and resourcefulness. :'''Advantages''' (chose any two of the following +1 bonus Electronics, Repair, and/or Science Skills, and/or +2 to casting Barrier and/or Growth/Shrinking spells. :'''Disadvantage''': Curious (Major) '''Alligator''': The cruelest (except maybe the Shark) of gift-givers, capriciously doling out life and death while laying lazily about in uncaring observation of its surroundings. :'''Advantages''' (chose any two of the following): +1 to Fighting and/or Survival Skills, and/or +2 to casting Protection and/or Smite spells. :'''Disadvantages''': choice one of Obese (Minor) or Skinny (Minor; -1 to Strength for carrying capacity total); players choice. Also common (but not required) Bloodthirsty and Mean. '''Bear''': Bear is a Totem found in all cultures where bears are known to roam, from North America to Europe and Asia. :'''Advantages''' (chose any two of the following): +1 to the Athletics, Fighting and/or Healing Skills and/or +2 to casting Empathy and/or Healing spells. :'''Disadvantages''': Bear casters tend to be Cautions or Stubborn (Minor). '''Cat''': Cat is honored in cultures around the world. Cat is often seen as the guardian of mystical secrets, often involving the afterlife. :'''Advantages''' (chose any two of the following): +1 to Stealth and/or Taunt Skills and/or +2 to casting the Illusion and/or Invisibility spells. :'''Disadvantages''': Quirk (Minor): a Cats toy with their prey. Unless the Cat shaman makes a Spirit -2, she cannot make an attack that will incapacitate her target (i.e., will not use attacking and damaging spells at first, except to Shake or startle foes). If the shaman is wounded, it stops playing around. Also common (but not required) Curiosity, Impulsive and Vengeful. '''Dark King''': The grim rulers of the Land of the Dead, he knows many of buried secrets. :'''Advantages''' (chose any two of the following): +1 with Intimidate and/or Notice Skills and/or +2 to casting Fear, Light/Darkness (Darkness only) and/or Zombie spells. :'''Disadvantage''': Anemic (Minor) or Frail (Minor) for a -1 Toughness. '''Dragon''': Dragon is a sly ruler, slow to act and often cruel, but undeniably powerful. :'''Advantages''' (chose any two of the following): +1 to Intimidate and/or Persuasion Skills and/or +2 to casting Burst and/or Protection spells. :'''Disadvantage''': Cautious or Stubborn (Minor), player’s choice. Also common (but not required) are Suspicious and Vengeful. '''Dragonslayer''': The most heroic of mentor spirits is also the most fun-loving. Though he fights to protect his own against all dangers, he loves a good party even more. :'''Advantages''' (chose any two of the following): +1 to Gambling, Intimidate, Persuasion and/or Taunt Skills, +2 to casting Protection and/or Smite spells. :'''Disadvantages''': Heroic (Major). '''Dog''': Dog is a loyal friend. He fights ferociously to defend his home and those under his protection. :'''Advantages''' (chose any two of the following): +1 to Notice and/or Stealth Skills and/or +2 to casting Beast Friends and/or Detect/Conceal Arcana spells. :'''Disadvantages''': Loyal (Minor): a Dog is stubbornly loyal. She can never leave someone behind, betray a comrade, or let another sacrifice themselves in her place. '''Eagle''': Eagle is the highest-flying bird in the sky, considered to be the most noble by many cultures in North America and Europe. :'''Advantages''' (chose any two of the following): +1 to Intimidate and/or Notice Skills and/or casting Farsight and/or Fly spells. :'''Disadvantages''': Eagle magicians receive the Minor Phobia (Claustrophobia). '''Fire-Bringer''': The Fire-Bringer stole the secret of fire from the heavens and gifted it to meta-humanity. For this crime he was punished by the other gods, suffering for the betterment of man. :'''Advantages''' (chose any two of the following): +1 to Academic and/or Science Skills and/or +2 to casting Burst (Fire trappings only) and/or Environmental Protection. :'''Disadvantages''': Heroic or Impulsive (Major), player’s choice '''Great Mother''': The Great Mother is the supporter of all living beings from her generous bounty and lives to embrace her children. She is fertility unbound, but uncaring for technological advances. :'''Advantages''' (chose any two of the following): +1 to Healing and/or Survival Skills and/or +2 to casting Beast Friends and/or Healing :'''Disadvantage''': Pacifist (Minor). Also common (but not required) include Heroic and Vow (aiding those in need). '''Horned Man''': The Horned Man is the symbol of masculine energy, virility, wild behavior and vegetation. He is also the great seducer of anything of beauty. :'''Advantages''' (chose any two of the following): +1 to Athletics and/or Persuasion Skills and/or +2 to casting Illusion and/or Puppet spells. :'''Disadvantages''': Quirk (Minor): they know no boundaries for acceptable social behavior and suffer a -1 Persuasion in most situations except when dealing with those who are as “open” as you. '''Lion''': The proud hunter, Lion is a skilled warrior but also represents the fringes of the world where the unknown might threaten mankind. :'''Advantages''' (chose any two of the following): +1 to Fighting and/or Intimidate Skills and/or +2 to casting Bolt, Blast and/or Burst spells. :'''Disadvantages''': Overconfidence (Major). '''Moon Maiden''': The Moon Maiden is the embodiment of the night’s sky. Moody, changeable, emotional, mysterious, sometimes gentle and pleasant but other times wild and uninhibited. :'''Advantages''' (chose any two of the following): +1 to Persuasion and/or Stealth Stils and/or +2 to casting Illusion and/or the Light/Darkness spells. :'''Disadvantages''': Quirk – Mood Swings (Minor). Tend to be either happy or mad, outgoing or introverted, etc. Also common (but not required) includes Impulsive. '''Mountain''': Mountain is rooted in the very heart of the Earth but reaches towards the lofty heights. He is limitless strength and endurance, but Mountain is stubborn and unyielding. :'''Advantages''' (chose any two of the following): +1 to Intimidate and/or Survival Skills and/or +2 to casting Arcane Protection, Banish and/or Protection. :'''Disadvantages''': Cautions or Stubborn (Minor). '''Oak''': Oak is the strongest and the oldest of trees, patients and noble. :'''Advantages''' (chose any two of the following): +1 to Athletics and/or Healing Skills and/or +2 to casting Growth (aspect only) and/or Protection spells. :'''Disadvantages''': Cautions or Loyalty (Minor). '''Owl''': Owl features in mythology all over the world as a symbol of wisdom, prophecy, death and as a guide to the afterlife or the spirit world. :'''Advantages''' (chose any two of the following): +1 to Notice and/or Stealth Skills and/or +2 to casting Divination and/or Darksight spells. :'''Disadvantages''': Death wish or Vengeful (Minor). '''Rat''': Rat is found wherever humans are, for whom else’s bounty can sustain him? :'''Advantages''' (chose any two of the following): +1 with Stealth and/or Taunt Skills and/or +2 to casting Illusion and/or Invisibility spells. :'''Disadvantages''': A Rat almost never forgets (or forgives) a wrong and is Vengeful (Minor) '''Raven''': Raven is a harbinger of trouble and doom worldwide. He is a trickster and a transformer, dark and devious. :'''Advantages''' (chose any two of the following): +1 with Notice and/or Taunt Skills and/or +2 with Illusion and/or Suggestion spells. :'''Disadvantages''': Quirk (Minor): a Raven must make a Spirit -1 test to avoid exploiting someone else’s misfortune to her own advantage or making an obvious insult at an inappropriate time. '''Sea''': Sea is the birthplace of all living things and she is unfathomable, moody, tranquil and comforting one moment and fearsome and destructive the next. :'''Advantages''' (chose any two of the following): +1 to Athletics and/or Survival Skills and/or +2 to casting Environmental Protection and/or the Slow/Speed spells. :'''Disadvantages''': Outsider (Minor) in most civilized lands. '''Seductress''': The Seductress is the incarnation of desire. She has many whims and vices that she that she must frequently satisfy. She is also jealous and greedy and seeks to inflame the wants of others. :'''Advantages''' (chose any two of the following): +1 to Persuasion and/or Taunt Skills, and/or +2 to casting Puppet, Slumber and/or Stun spells. :'''Disadvantages''': Habit (Minor): Compulsive carousing and seduction attempts or Vengeful (Minor). '''Shark''': Shark is a cold and relentless hunter. His power is known to all who live near the sea. :'''Advantages''' (chose any two of the following): +1 to Athletics and/or Fighting Skills and/or +2 to casting Havoc and/or Smite spells. :'''Disadvantages''': Shark shamans can go into fury in combat when they are wounded or when they wound an opponent. Make a Spirit Roll. On a failed check the character goes berserk for 3 turns, minus 1 turn success and raise. A berserk Shaman will attack the nearest foe without regard for her own safety. If the shaman incapacitates a target before the time is up, the fury dissipates. '''Snake''': Snake is wise and knows many secrets. She is a good counselor, but exacts a price for advice. :'''Advantages''' (chose any two of the following): +1 to Notice and/or Persuasion Skills , and/or +2 to casting Detect/Conceal Arcana, Divination and/or Speak Languages spells. :'''Disadvantages''': Cautious or Pacifist (Minor). '''Sky Father''': The Sky Father rules from the dome of the heavens, high atop his mountain throne. The ultimate patriarch of early civilization, he rules all and there is little that can escape his gaze… or wrath. :'''Advantages''' (chose any two of the following): +1 to Intimidate and/or Notice Skills, and/or +2 to casting Darksight Farsight and/or Remote Viewing spells. :'''Disadvantages''': Vengeful (Minor) '''Spider''': Spider weaves the web of the world and waits patiently for all things to come to her. :'''Advantages''' (chose any two of the following): +1 to Persuasion, Stealth and/or Taunt Skills, and/or +2 to Detect/ Conceal Arcana and/or Suggestion. :'''Disadvantages''': Cautions (Minor) '''Sun''': Sun is excellence, shining brightly in the sky, and appreciates those who strive for perfection. :'''Advantages''' (chose any two of the following): +1 to Athletics and/or Intimidate Skills and/or +2 to casting Light/Darkness and/or Remote Viewing spells. :'''Disadvantages''': Overconfidence (Major) '''Trickster''': The Trickster is the clever one, swift of mind and body, master of disguise and deception. :'''Advantages''' (chose any two of the following): +1 to Taunt and/or Thievery Skills and/or +2 to casting Disguise and/or Illusion spells. :'''Disadvantages''': Quirk (Minor): a Trickers at heart, who must make a Spirit -1 test to avoid exploiting or insulting someone else’s misfortune to her own advantage. '''Wise Warrior''': The Wise Warrior is skilled in the art of war, for battle is an art to him, an exercise in the power of the mind as well as the body. :'''Advantages''' (chose any two of the following): +1 to Athletics and/or Fighting Skills and/or +2 to casting Protection and/or Warriors Gifts. :'''Disadvantages''': Overconfidence (Major) '''Wolf''': Wolf is recognized as a hunter and warrior worldwide. It is said he will win every fight until his last. Wolf fights for his family and friends and rarely backs down. :'''Advantages''' (chose any two of the following): +1 to Fighting and/or Survival Skills and/or +2 to casting Protection and/or Smite spells. :'''Disadvantages''': A Wolf magician must succeed in a Spirit -1 tests to retreat from any fight (Major). == MAGICAL FOCUS == Focuses are a unique form of Signature Gear and Equipment and can only be purchased with the Focus Edge. After character creation they must also be paid for with newyen/¥ (unless stolen from another caster) along with taking the Edge to ‘bond’ to the device. You cannpt take the Focus Edge more then a total of four times. Most focus can only be taken once but there are two exceptions - Weapon Foucs and Power Focus. These count towards the maximum number of times you can take the Focus edge. A Power Focus may not be combined with either the Spell Focus or Siphoning Focus. These are not the only kind of magical item but there are generally the only kind carried by characters. It takes a free action to activate or deactivate a Focus on the owner’s turn. Magical Focus can be noticed from Astral Space; each Focus adds +1 to opponents using Astral Projection/Perception to Notice a subject that is trying to hide, reading their mood, etc. [[File:SR.D5.Adept3.jpg | 300px | right]] :'''Spell Focus''' (5,000¥): Gives a caster a +2 to Casting bonus to one specific spell. Most be chosen when the caster ‘binds’ the focus to themselves (buys the Edge). :'''Siphoning Focus''' (7,500¥): Grants the user +10 Power Points. They points return independently of the caster at her basic speed (if she has the Rapid Recharge edge). :'''Banishing Focus''' (6,000¥): Grants the caster the Banish power that can be used with any spirit, ghosts, etc. Also grants the caster -1 power point to cast and a +1 to his casting check if he has the Banish power. :'''Sustaining Focus''' (6,000¥): A focus that will maintain any one spell a duration of one hour without costing the caster any power points. It takes 24 hours of recharge before the focus can be used again. :'''Weapon Focus''' (Weapon cost +8,000¥): Must purchase a basic Melee Weapon (SWAE pg. 72). The focus then adds +1 to Fighting skill with it, increase the base Damage die by +1 step and increase the weapons AP by 2. This Edge can be taken twice to increase the bonuses to +2 with Fighting and adding +2 damage and increases the AP to 4. :'''Power Focus''' (10,000¥ per level): Gives the caster a +1 to all spells Casting test and adds +5 Power Points that the caster can draw on. These points return independently of the caster at the same rate as he regains his with rest. The Edge can be taken twice to increase the bonus for all castings checks to +2 and an additional +5 power points (10 points total). == INITIATION == Initiation is a special knowledge and understanding by Awakened beings. Each time the arcane user takes the Edge Initiation they can choice one of the following special abilities… :'''Adept Centering''' (Adept only): This Edge can be taken twice and is an automatic action. Each level allows the Adept to ignore one level of Fatigue penalties. :'''Ally Spirit''' (Mage and Shaman only): You have conjured an ally spirit that is not have a duration but instead is there whenever you need it. This required a week long full concentration ritual on your part. The Spirit is a basic type you can summon and is a Wild Card (but not no benny of its own). For every 5 full raises you achieve your spirit grows in power. The first time it gain Greater Spirit abilities and the second time it gain Superior Spirit abilities. It will follow your instructions and is far more “sentient” that a normal spirit or element. It is not limited to a certain area around you and if it is banished or destroyed will reappear in 2d6 days. :'''Attunement''' (Adapt only): As Beast Bound Edge. Allows a Para-Critter to bond with you. :'''Centering''': This Edge can be taken more than once and it requires Pace of 0 to use. Each level reduces the cost of casting a spell by 1 (minimum 1). :'''Channeling''': This Edge can be taken more than once and requires a Pace of 0 to use. Each level adds +1 to next casting/Power skill check. :'''Flexible Signature''': This power can be used as a free action (automatically). The initiate can choose to alter her astral signature at will, disguising it so that it cannot be used to identify her, forging the signature of someone else or simply reducing the amount of time that it lasts. Whenever someone tries to read their signature minus the number of times the caster has taken any Initiation Edges (including the Flexible Signature edge) from their Notice. :'''Masking''': This power can be used as a free action (automatically). This ability allows the initiate to appear to be a mundane, non-magical being. Whenever someone tries to look at their Astral Signature they must beat an opposed Spirit or Smarts Traits test to see through the mask. The masker gains a bonus of +1 for each Initiate Edge they have taken (including the Masking Edge). NOTE that there is no known way to mask a spell to look mundane, hence if an initiate is maintaining a spell he or she may appear mundane but the spell is still visible in Astral Space. :'''Quickening''': This Edge requires a Pace of 0 to use at first but then is a free action to maintain. The caster can maintain a spell for up to one hour for no additional power point cost. The caster cannot use this ability again for 24 hours after the spell ends.
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