Savage Shadowrun AE Conversion

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SWED SHADOWRUN

This conversion notes are based on certain assumptions and expectation. I can’t recreate everything from Shadowrun and reflect it in Savage Worlds, so I am going more for the “spirit” of the game…

1. Arcane Magic vs. Cybernetic Technology: In a world were both magic and cyberware exists, they don’t coexists peacefully. Those who rely on magic have a harder time with technology, especially invasive technology that they implant into the bodies. Concurrently technology tends to not accept a lot of magic into its systems.

2. Fractured Power: The Sixth World is one of fractured power. It it’s filled with nations, sovereign corporations, criminal syndicates, powerful individuals of myriad of origins, dragons, and secret magical groups. All of them want what any such entity wants: more power. For the last few years many of these struggles have not only been bloody and often unprofitable, but some have been very embarrassing.

3. Corporate Espionage and Conspiracies: The world of Shadowrun is not a peaceful world of the future but one fraught with hidden and obvious dangers around every corner and behind ever smile.

4. “Denialable” Accesses: In this caldron of struggling powers, espionage and conspires there is a need for access that cannot be tied back to these entity; maybe because of embarrassment, exposer, hidden dangers, public scorn, competition, etc. These access, often nonpersons (SIN-less), free-agent criminals, called Shadowrunners. They can be hired and discard with little evidence linking them back to the source.

5. Eldritch Horror: in the early editions of the game there was an idea introduced that with the rise of magic, some dark evil forces from deep in Astral Space where rising out of the darkness to threaten the world.

BASIC RULE-SET AND HOUSERULES

  • Using the Savage World Adventure Edition (SWAE).
  • Setting Rules (SWAE pg. 136-145) – Born a Hero (ignore Rank requirements for Edges at character creation), Gritty Damage (whenever a Wild Card takes a Wound, roll on the Injury Table and apply the results immediately but roll only once per incident regardless of how many Wounds are actually caused. If all wounds from an incident are Soaked ignore the Injury Table), High Adventure (the heroes can spend a Benny to gain the one-time use of a Combat Edge. They must meet the Rank and any Edge requirements as usual but can ignore Trait requirements), More Skill Points (heroes start with 15 points for Skills), Wound Cap (heroes suffer a maximum of 4 Wounds in s single hit; apply this limit before making Soak rolls).

HOUSE-RULES

  • Range Modifiers: Extreme -6 (see SFC pg. 27)
  • Heroic Recovery: At the end of fight, all characters who have suffered a Wound or Wounds can make a Soak Check after a short rest (10+ minutes) for free. Make a normal healing test, with a success you recover a Wound (max).
  • Vehicles: Personal weapons that are not rated as Heavy (see Gear) do not apply their AP values against vehicle armor and the vehicle’s Toughness rating is increased by its Size against such weapons (i.e. a standard car that has a size of 3, increases its toughness by 3).
  • Essence: is the equivalent of Stain from the Science Fiction Companion but halved (Essence is equal to ½ the lower of Spirits or Vigor trait die).

CHAPTER 1 – CHARACTER CREATION

Steps to creating a character for Savage World Shadowrun…

  • Pick a Racial Meta-Human Type.
  • Picks an ICONIC Framework from the list below.
  • Assign Attribute Points (5 points) and Skill Points (15 points). Note all Starting skill levels.
  • Pick Hindrances (up to 4 points in either Major or Minor).
  • Starts with 5,000¥ to purchase Gear, Cybernetics, etc. A character whom applies one Minor Hindrance towards wealth at character creation gains an additional 5,000¥ for starting gear, etc. Between mission a character must maintain his lifestyle (rent and food) and lose an additional 1d6 x5% ¥ of the characters total cash on hand miscellaneous events like partying, going out, maintaining contacts, etc.
  • All Shadowrunners also start with a Fake ID rating 2 (d6) for free (see Gear pg. 52)
  • Characters start with three months of their Low Lifestyle rent paid for have 3 basic Individual Contacts of their choosing whom they can go to for information and rumors and Network with (SWAE pg. 133). With the CONNTECT Edge a character gains 3 additional contacts of any one category – Corporations, Criminal Organizations, etc.

RACES

Note these are only the most common metahuman variants. There are others and can be taken with GM’s permission (and need to be created with the Racial Creation rules). Races are created with a base of 5 ‘points’ to reflect a bit more of the power of the characters in Shadowrun.


HUMAN – the most common metahumanity type of the world making up around 40% of the total population. They are known as being adaptive and often skilled.

  • Adaptive: gain one free Edge. Must still qualify (except for Rank)
  • Broadminded: gain +3 Skill points to their total.


DWARF - short and stocky dwarfs and their variants make up about 15% of the overall meta-human population. Often headstrong and tough as nails.

  • Infravision: can see 'heat'. This halves Illumination penalties when attacking warm targets (including invisible beings).
  • Resistant to Toxin: +2 to checks against toxins and poisons.
  • Robust: base Vigor of a d6 and a max starting of a d12+1.
  • Squat: Dwarfs base Pace is 5 with a Run die of a d4.
  • Willful: base Spirits of a d6 and maximum starting of a d12+1


ELF - lean and attractive to a fault, elves and their variants make up around 15% of the overall metahuman population.

  • Allure: almost all other races find elves to be beautiful. They gain a +1 to Performance and Persuasion checks with all races except human supremacists.
  • Fast on their Feet: Elves have a base Pace of 8.
  • Grace: base Agility or Smarts (player's choice) of a d6 and a max starting of a d12+1.
  • Low-Light Vision: ignore penalties for Dim and Dark illumination.


ORK - big and tough, orks and their variants make up around 25% of the overall population.

  • Bite: deal Str+d4 damage. See Natural Weapons SWAE pg. 104.
  • Low-Light Vision: ignore penalties for Dim and Dark illumination.
  • Outsider: as Minor Hindrance. Orks suffer a -1 to Persuasion with non-Orks and Trolls.
  • Size +1: and Toughness +1.
  • Strong: base Strength of a d6 and a maximum starting of a d12+1


TROLL -averaging 9 feet tall and weighing well over 500lbs trolls and their variants only make up about 5% of the overall population.

  • Big: particularly large in a world where most others aren’t. He subtracts 2 from Trait rolls when using equipment that wasn’t specifically designed for his race and cannot wear their armor or clothing. Equipment, food, and clothing cost double the listed price. This includes firearms but not melee weapons.
  • Clumsy: -2 to Agility trait test (not linked skills)
  • Dermal Plating: +2 Armor Points that stack with any other armor.
  • Horns or Bite: deal Str+d4 in melee. See Natural Weapons SWA pg. 104.
  • Infravision: can see 'heat'. This halves Illumination penalties (including invisible beings).
  • Size +3 and Reach: Toughness +3 and Reach +1.
  • Ugly: as Hindrance. Trolls are pretty universally seen as unattractive.
  • Very Strong: base Strength of a d8 and a maximum starting of a d12+2.

ICONIC FRAMEWORKS

ICON help define certain archetypes in Shadowrun and to reflect the training and background one gained before entering the life.

ADEPT: this is a magic user whose magic is turned inward, into enhancing their own body. Attribute and Skill die step increase do not allow one to exceed the standard d12.

  • Arcane Background (Gifted): as Edge.
  • Physical: +1 die step to two physical traits of either Agility, Strength or Vigor (must be different).
  • Training: Focus of a d6.
  • Willful: +1 die step to Spirits attribute.


BODYGUARD: those whom are paid to protect others, often with their own body's if need be.

  • Alertness: as Edge
  • Bodyguard: as New Edge (Professions)
  • Healthy and Physical: +1 die step to Vigor and another +1 die step to either Agility or Strength
  • Training: +2 Skill points to be used on Athletics and/or Notice


BOUNTYHUNTER: Those that make a living hunting down prey, either metahuman or paracritter.

  • Bounty Hunter: as new Edge (Professions)
  • Bright and Physical: +1 die step to Smarts and another +1 die step to either Agility, Strength or Vigor.
  • Hunters: either the Streetwise or Woodsman edge.
  • Training: +2 Skill points to be used on Occultism, Research and/or Survival.


COVERT OP SPECIALIST: Criminals whom specialize in breaking and entering, security foil experts.

  • Agile and Smart: +1 die step to Agility and Smarts.
  • Dedicated Gear: see new Edge (Background), starting with 20,000¥ for Cybernetic gear and/or Covert Operative Gear.
  • Thief: as Edge.
  • Training: +2 Skill points to be used on Stealth or Thievery.


DECKER: Cyber-criminals and council cowboy, they specialize in everything to do with the Matrix.

  • Bright: +1 die step to Smarts trait.
  • Dedicated Gear: see new Edge (Background), starting with 20,000¥ for cyberdeck and programs.
  • Natural Hackers: gain +1 to Hacking and Thievery skills
  • Training: +4 Skill points to be used on Electronics, Hacking, Repair or Thievery.


GANGER: Street gangs are a way of life in the Barrens and many other parts of any urban Motorplex.

  • Fleet Footed or Free Runner: pick one, as Edge.
  • Physical: +1 die step to any two physical traits of either Agility, Strength or Vigor (must be different).
  • Training: +4 Skill points to be used on Drive, Fighting, Intimidate and/or Shooting.


FACE: social monsters and negotiators, they specialize in finding out things by talking.

  • Bright and Willful: +1 die step to Smarts and Spirits.
  • Charisma: as Edge.
  • Face Edge: gain any one Leadership or Social Edge so long as you meet requirements.
  • Training: +2 Skill points to be used on Intimidate, Persuasion and/or Taunt.


FORMER COMPANY MAN: former trouble shooters for one of the corps, they use to do all the dirty business of their former bosses. Now are often hunted by former employer.

  • Company Background: start with any one Combat or Social Edge so long as you meet the requirements.
  • Dedicated Gear: as new Edge (Background). Gain 20,000¥ in cybernetic upgrades.
  • Training: +2 Skill points in Intimidate, Persuasion and/or Shooting.
  • Well-Rounded: add +1 die step to any two Attribute trait that you wish.


MAGIC USER: full hermetic spell caster, learned spells attending classes and reading ebooks.

  • Arcane Background (Magic): as Edge.
  • Bright: +1 die step to Smarts.
  • Power Edges: gain any two of the following edges for free - Channeling, Concentration, New Powers, Power Points, Rapid Recharge, Soul Drain, Stoic (New Edge) or Wizard.
  • Training: Spellcasting d6.


RIGGER: drivers and pilots who can ghost (direct control) specially rigged vehicles.

  • Ace: as Edge.
  • Agile and Bright: +1 die step to Agility and Smarts traits.
  • Dedicated Gear: as new Edge (Background). Gain 20,000¥ in Vehicle Control Rig (10,000¥) and the remaining for drones or a vehicle.
  • Training: +2 Skill points in Boating, Driving, Piloting and/or Repair.


SHAMAN: full shamanic caster, learned their magic more naturally or via a mentor spirit.

  • Arcane Background (Shaman): as Edge.
  • Power Edges: gain any two of the following edges for free - Channeling, Concentration, Mentor Spirit (new Edge), New Powers, Power Points, Rapid Recharge, Soul Drain or Wizard.
  • Training: Faith d6.
  • Willful: +1 step to Spirits attribute.


STREET SAMURAI: street warriors with their own code of honor.

  • Combat Edges: gain any two combat Edge for free. Must still meet requirements (except Rank).
  • Dedicated Gear: as new Edge (Background). Gain 20,000¥ in cybernetic upgrades.
  • Physical: +1 step to either Agility, Strength or Vigor attribute.
  • Training: +2 Skill points in Athletics, Fighting or Shooting.


TECHNOMANCER: a type of mage that can wirelesses connect with the Matrix with just their minds.

  • Arcane Background (Technomancer): see new Edge (Background).
  • Bright: add +1 die step to Smarts trait.
  • Power Edges: gain any two of the following edges for free – Concentration, New Power, Power Points, Rapid Recharge, Stoic (new Edge) or Soul Drain.
  • Training: Hacking d6

HINDRANCES AND EDGES

DISALLOWED OR RESTRICTED EDGES

Disallowed Edges – Champion, Gadgeter, Mentalist, Holy/Unholy Warrior.
The following are generally NPC only edges – Aristocrat, Fame (Improved Fame), Rich (Filth Rich). Fame (Famous) is restricted to Street Cred for most players.

NEW and MODIFIED HINDRANCES

GREMLINS (Minor or Major): renamed All Thumbs Hindrance. Minor is just a -1 to any Technology/ Gadget use that requires a roll. Major version is a -2 and as other affects as listed in SWAE.
MYSTERIOUS CYBERWARE (Minor or Major): You have an unknown piece (or pieces) of Cyberware implanted within your body by an unknown source. The Minor version it is just mysterious and the GM might cause you some minor adverse effects every 4-5 game sessions. The Major form counts as 1.0 points of Strain and the GM may cause some adverse effects against player every 2-3 games.
SINER (Minor or Major): the character has a System Identification Number and it is registered with most world governments and corporations. As a Minor Hindrance the character simply has a registered ID and national or corporate citizenship and maybe a day job. As a Major Hindrance the character has a criminal recorded and the local authority agencies have a file on him (along with fingerprints, DNA samples, etc.)
SQUATTER LIFESTYLE (Minor): renamed Poverty. The character is living almost on the street, in a small cubical with poor quality food and hand-me-down or old normal clothing. Characters start with only 2,500¥ (with minor hindrance another 2,500¥ starting gear) and also with two months of Squatter life-style paid in advance (500¥ total).

NEW/ALTERED EDGES

BACKGROUND EDGES

ARCANE BACKGROUND [ADAPT] (Novice, Special): the character has learned the magic of enhancing her own body through mystical powers. See Magic
ARCANE BACKGROUND [MAGE] (Novice, Special): this character has learned the Hermetic spellcasting tradition. See Magic
ARCANE BACKGROUND [MENTOR SPIRIT] (Novice, Arcane Background): this Edge grants a character a mentor spirit’s bonuses. See Mentor Spirits (in Magic)
ARCANE BACKGROUND [SHAMANIC] (Novice, Special): this character has learned the shamanic spellcasting tradition.
ARCANE BACKGROUND [TECHNOMANCER] (Notice, Special): this character can access the Matrix without a comlink or datajack, naturally entering and interacting with that world. They have a natural broadcasting ability and firewall. See Technomancers (see the Matrix).
DEDICATE GEAR (Notice, cannot have Squatter class lifestyle): This Edge grants the character +20,000¥ but only for certain gear which must be chosen when the character takes this Edge. Persona and Programs (see the Matrix), Implants (see Implants), Armor and Weapons, Miscellaneous Gear or Vehicles and Drones. You get ½ unspent added to basic gear. This Edge can be taken more than once, but only at character creation.
FOCUS (Novice, Arcane Background): character owns and has bound a magical focus to themselves. After character creation the character must pay for it or steal one first. See Focus (in Magic)
INITIATION (Seasoned, Arcane Background): Each time you take this Edge you gain greater understanding of the mysterious of Magic. It grants you an enhancement from the Initiation Abilities (see Initiation in Magic). This Edge may only be taken once per rank, starting at Seasoned (ignoring the usual aspect of ‘Born A Hero’).
MIDDLE CLASS LIFESTYLE (Novice, cannot have Squatter Lifestyle): the character has a nice had with good quality food. The character starts with 15,000¥ (Minor Hindrance add another 15,000¥ starting gear). She is also assumed to have paid for two months of Middle-Lifestyle (10,000¥ total). Finally the character gains an additional +10,000¥ each time she takes the Dedicated Gear edge.
RESONANCE (Seasoned, Arcane Background – Technomancer): The Technomancer version of Initiation, the adapt has delved into the depths of the Matrix and has mastered new and strange abilities. This Edge may be taken once per Rank, starting at Seasoned (see Technomancer in the Matrix).
UPGRADE (Novice): The character can handle more cybernetics and bioware systems. Add +3.0 to his basic Strain score maximum. See Cybernetic/Bioware Implants

LEADERSHIP EDGES

BORN LEADER (Veteran, Command): If you spend an action, one ally within your presence area is granted a free and immediate attack of their choice against an enemy of your choosing that you can both see (or know where it is).
MOVE IT MISTER! (Seasoned, Command): You can use a Standard Action to give one ally within your presence area a free and immediate movement of Pace (no Run die). This ally cannot pass through threatened enemy’s space without drawing an attack (unless they have Extraction, then roll normal)
TACTICIAN (Updated Rules): The Tactician make a free Battle check at the beginning of combat. With a success they gain a card draw. This card can be given to any ally that the tactician communicate with as an extra action that round.
STRATEGIST (Veteran, Command, Tactician): as Tactician but gain +1 Cards with each raise.

POWER EDGES

CYBER-PSYCHIC ALIGNMENT (Seasoned, Arcane Background, Spirits d8+, Vigor d6+]: The character’s mind and body are aligned strongly enough to offset one level of Strain penalty to any arcane abilities. Having a single 1.0 point of Strain’s worth of cybernetics or bioware means there is no impact one these checks, while having 3.0 points of Strain value embedded only applies at -2.
IMPROVED CYBER-PHYSIC ALIGNMENT (Veteran, Cyber-Psychic Alignment, Vigor d8+): The character can ignore 2.0 levels of Strain penalties when using her powers.
STOIC (Seasoned, Arcane Background): This character has learned how to regain Power Points back quickly at least once a day. With one minute ritual of full concentration by the character she regains 2d6 Power Points (up to her maximum). She cannot use this ritual again for 24 hours.

PROFESSIONAL EDGES

BODYGUARD (Novice, Vigor d8+, Fighting or Shooting d6+, Notice d8+): trained to protect important people from taking harm. Often, this means that you throw yourself into the line of fire. Once per round, a bodyguard within 2” of a character that he wants to protect, must make a Notice check to throw himself into the line of fire, should the target be attacked. On a successful attack, move the bodyguard into the line of fire (moves into the nearest available square) and apply any damage to him instead of the original target. The bodyguard enjoys a +1 to his Toughness base against this damage. This does not count as an action or movement for the Bodyguard’s round.
BOUNTY HUNTER (Novice, Smarts d6+, Intimidate d6+, plus either Occultism, Research or Survival d6+): Bounty hunters devote their lives to hunting down and capturing or killing targets; as a result, they get very good at it. One a target you have studied you can make a Occultism (vs. non-meta-human sapient targets like dragons and vampires) Research (vs. metahumans) or Survival (vs. animals and paracritters) check. Success grants +1 to all Trait rolls against the target and to your damage rolls against it until the end of the encounter. With a raise the bonus to Trait rolls and damage against the target are increased to +2.
COMBAT ACE (Season, Ace, Boating or Drive or Pilot d8+, Shooting d6+): The vehicle operator can fire one weapon system and make normal vehicle control checks once per action without incurring a multi-action penalty while Boating, Piloting or Driving a vehicle, aircraft, or spacecraft.
CORPORATE MAGE/SHAMAN (Novice, Arcane Background – Mage or Shaman, Smarts d8+, Occultism d6+; cannot have Street Mage/Shaman edge): this spellcaster (normally a Mage) is use to the ins and outs of corporate lives and formal training of his or her magical traditions. Due to how commonly they have implants, they receive extra training on how to overcome it. They can ignore 1.0 points of Strain penalty when casting spells. They also have a +2 Common Knowledge rolls about the corporation they belong too and +1 Persuasion with corps types.
COVERT OPERATIVE (Novice, Thief, Agility d8+, Athletics d8+, Hacking d6+, Stealth d8+, Thievery d6+]: Covert Operatives specialize in breaking and entering into places. They gain a +2 to Hacking skill when attempting to bypass a lock or security systems. They also grant a grants a +2 to Stealth rolls to all followers that are within 6” of him (including other Wild Cards).
DRONE BOND (Novice, Vehicle Rig Control implant): as Beast Bond can spend Bennies on Drones under your control via a VRC.
DRONE MASTER (Novice, Vehicle Rig Control implant): Drones under your control via a VRC count as Wild Cards (note that vehicles under your Direct Control automatically count as Wild Cards also).
EXPLORER (Novice, Notice d8+, Survival d8+): Masters of survival and observation, an explore gains +2 to Survival checks as well as Vigor checks made due to environmental influences. This includes weather, temperature, or atmospheres, but not things like plants and animal poisons, etc.
GHOST TALKER (Seasoned, Arcane Background – Mage or Shaman; Occultism d8+): The character has learned to speak with ghosts and spirits in astral space and gain information that they would normally not share. This grants the spell caster the ability to take a full minute of concentration to ask a question that a local spirits or ghost might know by making a Spellcasting check. The GM has the final say but most spirits have limited information about their area or a ghost might know how it died (but it might not) and give some basic information of other spirits or metahumans that have passed through the area recently, etc.
INFILTRATOR (Seasoned, Stealth d10+): Infiltrators specialize at entering bypassing guards and security systems. You can re-roll a Stealth check so long as the roll was not a Critical Failure.
SMOOTH OPERATOR (Novice, Smarts d8+, Persuasion d6+): A master of negotiation. Whether they work for a corporation, a government or a crime syndicate, you gain a +2 to Networking checks within such groups (SWA pg. 133).
SMUGGLER (Novice, Stealth d8+, Thievery d8+): Smugglers ply the illegal trade routes, smuggling goods from one hot-spot to another. They gain a +2 to Stealth or Thievery skill checks to hiding items one yourself or on their vehicles. This bonus also applies for their vehicles when trying to avoid detection. Also gain a +1 Repair skill to modifying their own vehicles.
STREET MAGE/SHAMAN (Novice, Arcane Background – Mage or Shaman, Smarts d8+, Occultism d6+; cannot have Corporate Mage/Shaman Edge): these spellcasters learned their art on the means streets of some Metroplex. They are used to the rigors of on the fly spellcasting and can ignore Fatigue penalty to any of your Spellcasting checks (but only spell casting). Finally they gain +2 to Common Knowledge checks about streetwise life and +1 Persuasion with street people.

CHAPTER TWO - MAGIC

In this setting of Shadowrun magic uses the basic Power System from SWAE. There are four basic types of Magic Users – 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.

Note that 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). Teleport and Summon Ally are not used in this setting. Summon Ally has been replaced by Summon Elemental or Spirit (see New Spells) and Sprits (see Technomancers).

Magic returned some 50 years ago to the world and yet it is still not fully understood. The three basic Arcane Backgrounds listed below are only the most commonly found ones in the setting I am going to run (Seattle in the 2060’s). Others exist such as Technomanchers (see the Matrix for their abilities) but generally others are going to be NPC only.


ADAPT: A physical adapt is a magic user whose powers are turned inward.

  • 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


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