BAE Sirens

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Building a siren requires three things: you must be a human female with cool blue tattoos, you must take the Arcane Background (Siren) Edge, and you must take the (Spirit-linked) Focus skill at d4 or better (though you're an idiot if you leave it that low). You start with one of the Novice-ranked powers below, and may add one additional power each time you take the New Power Edge.

To activate a power, roll against Focus with the penalty given for the power, along with -1 for every other power you're maintaining at the moment (and all other modifiers, like Wound penalties). You may activate different powers, or multiple instances of the same power, as a multi-action. If you spend a full round doing nothing but focusing and then the first thing you do next round is activate a power, you may avoid two points of penalties. (If Shaken, Stunned, or Wounded between focusing and casting, you must make a Smarts roll to maintain focus.)

  • Success activates the power. A raise may give a bonus; read the description. Powers don't stack; e.g., a new casting of Protection replaces the old one, it doesn't add to it.
  • Failure leaves you Shaken and all active powers end immediately.
  • Critical Failure causes backlash. In addition to the effects of failure, you take a level of Fatigue.

Any power with a duration other than Instant or Permanent can be maintained; when the duration runs out, the siren need only make a Focus roll, modified only by -1 per active power, to extend the duration (usually for another 5 combat rounds).

Siren Powers

Most powers are from pp. 154-171, though some have been tweaked to better fit the setting. Blight Phoenix is a variant of Damage Field (p. 157). Elemental Blast is a variant of Blast (p. 156). Hyperphase is new. Phaselock is a very limited Telekinesis (p. 170).

Blight Phoenix

Rank: Seasoned
Penalty: -3 for two levels of elemental damage, -4 for four
Range: Self
Duration: 5

When choosing this power, you must decide what element it contains: corrosive, cryo, incendiary, shock, or slag. (See BAE Elemental Damage.) Upon successful casting, you are surrounded by that element. At the end of your turn, this automatically inflicts 2d4 damage plus two (or four) levels of elemental damage to every adjacent enemy or ally. This damage cannot be avoided or evaded.

Deflection

Rank: Novice
Penalty: -1 per two subjects (or fraction thereof)
Range: Smarts (or Smarts x 3 for an extra -1 penalty)
Duration: 5

You can surround allies with an energy field that causes attacks to miss. Choose a number of subjects (which can include yourself), all of whom must be within range. On a successful casting, all attacks against the subject(s) are at -2 (or -4 on a raise) for the duration.

Elemental Blast

Rank: Seasoned
Penalty: -2 for two levels of elemental damage, -3 for four levels
Range: Smarts (or Smarts x 3 for an extra -1 penalty)
Duration: Instant

When choosing this power, you must decide what element it contains: corrosive, cryo, incendiary, shock, or slag. (See BAE Elemental Damage.) Upon successful casting, place an MBT anywhere within range. Every target within suffers 2d6 damage (3d6 with a raise) plus two (or four) levels of elemental damage. This may be evaded normally.

Healing

Rank: Novice
Penalty: -2
Range: Smarts (or Smarts x 3 for an extra -1 penalty)
Duration: Instant

Success with this power heals one Wound; raises do not change this. It may be invoked multiple times, as separate actions. For Extras, the GM must first determine if the ally is still alive (see Aftermath, p. 96); if so, success returns the ally to action (Shaken if it matters).

Hyperphase

Rank: Novice
Penalty: -1 per (Smarts) inches traveled
Range: Self
Duration: Instant

From others' point of view, you turn into a streak of brilliant color as you change battlefield position near-instantly. From yours, time slows to a crawl as you run to your destination. Either way, the force of you leaving and re-entering real time is literally explosive. (It should go without saying that this power can never be used for a sneak attack!)

Before casting Hyperphase, plot your path. You ignore the effect of difficult terrain, but otherwise move normally; you must walk around obstacles, cannot move through barriers, etc. In fact, you cannot open doors, flip switches, etc., because they simply won't react quickly enough. (On the bright side, this also lets you ignore pressure plates, duck between spinning fan blades, and so on -- but you still take damage if you walk through fire, acid, etc.) For every (Smarts) inches you must walk, or fraction thereof, you take -1 to your Focus roll.

If your Focus roll is successful, you move to your new location; enemies do not get a free attack for you withdrawing from melee. A few moments later, a loud explosion for 2d4 damage (2d6 with a raise) in an MBT emanates from both your origin point and your destination. This does not hurt you, but harms both enemies and allies. It can be evaded.

You cannot use Hyperphase multiple times per round, and you must wait a full round after using before casting it again. In other words, you can use it every other turn at most.

Phaselock

Rank: Novice
Penalty: -1
Range: Smarts (or Smarts x 3 for an extra -1 penalty)
Duration: 5

Casting this power is an opposed roll of (modified) Focus against the subject's Spirit (minimum 4). Success traps the subject in a ball of energy just above the ground. He gets another resistance roll (Spirit vs. Focus) as a free action at the start of each of his turns, and can therefore act the same turn he breaks free -- but until he does so, he cannot take any action and is Vulnerable (attacks against him are at +2). You can only have one instance of Phaselock active at a time, though you may end an instance of it on your turn as a free action, as usual.

Nonliving targets such as vehicles (and certain GM-designated foes) cannot be Phaselocked. Instead, using this ability on such a target is an unopposed roll that inflicts 2d6 HW damage (3d6 on a raise); armor and shields apply.

Protection

Rank: Novice
Penalty: -1
Range: Self
Duration: 5

Your skin begins to glow with protective runes. Successful casting gives you Armor 4; a raise gives Armor 6. Treat this as worn armor for all purposes; it stacks with shields but not other physical armor, can be destroyed by corrosive damage, etc.

Puppet

Rank: Veteran
Penalty: -2
Range: Smarts (or Smarts x 3 for an extra -1 penalty)
Duration: 5

Casting this power is an opposed roll of (modified) Focus against the subject's Spirit (minimum 4). Success lets you dictate the victim's physical actions; you get no access to their mind, so you cannot use this to interrogate someone or force an enemy siren to use her abilities. With a normal success, the only orders the victim can ignore are those to harm himself or a loved one; if you succeed with a raise, he must make a Spirit roll (as a free action) to ignore those.

Commands are general, like "attack that person" or "open that door." The siren doesn’t get to dictate how many actions the victim uses in a turn, whether or not he uses his Sweep Edge, etc.

Stun

Rank: Novice
Penalty: -1 for one target, -2 for an MBT
Range: Smarts (or Smarts x 3 for an extra -1 penalty)
Duration: Instant

You overwhelm your foes with bursts of disorienting energy. Either a single subject or everyone in an MBT (including allies!) must roll against Vigor. On a raise, this roll is at -2. Failure leaves the victim(s) Stunned (see p. 106).

Warrior's Gift

Rank: Novice
Penalty: -2
Range: Self
Duration: 5

You can summon several additional "spirit arms" that emerge from your torso. (Or choose a different trapping; there's plenty of room for personalization here!) While active, these give you a specific benefit in combat. You must decide which benefit the arms will give you before casting this power. The available options are below; you must meet the rank requirement.

Each option actually grants a specific Edge, with a raise giving the Improved version. If you already have that Edge, the benefits do not stack! (At best, if you lack the Improved version, a raise with this power for that specific benefit will upgrade you.) You cannot cast this multiple times to gain multiple simultaneous benefits.

Novice

  • Brawler: The arms hit hard and interpose to soak damage. Improve your Toughness by +1; your unarmed attacks do Str+d4 damage. A raise makes this Toughness +2 and Str+d6.
  • Extraction: The arms keep your foes at bay when you move back. When withdrawing from melee, you can designate one attacker (three on a raise) who don't get the usual free attack against you.
  • First Strike: The arms wait for an opening, then attack instantly. You may make a free attack against a foe who moves to be adjacent to you. You can do this once per turn (thrice per turn on a raise).
  • Martial Artist: The arms hit fast and hard. Your Fighting attacks get +1 to hit. Your unarmed attacks do Str+d4 damage and are considered natural weapons. A raise makes this +2 to hit and Str+d6.
  • Sweep: The arms can ground-pound or whirlwind-attack everyone nearby. Once per turn, make a single Fighting attack at -2 to hit, against the Parry of everyone (friend or foe!) within reach; roll damage separately. A raise removes the -2 penalty to hit.
  • Trademark Weapon: Choose a melee weapon of yours; the arms assume the perfect configuration to wield it. While using this weapon, you get +1 to hit and Parry +1. A raise doubles both benefits. (There is no effect on unarmed attacks.)

Seasoned

  • Block: The arms parry incoming melee attacks from all directions. Improve your Parry by +1 and reduce any Gang Up bonus against you by -1. A raise doubles both benefits.
  • Counterattack: The arms reflexively strike when a foe exposes themselves. If you are neither Shaken nor Stunned, and a foe misses a melee attack against you, you may make a free attack immediately. You can do this once per turn (thrice per turn on a raise).
  • Dodge: The arms, low to the ground, aid your ability to avoid gunfire, etc. All ranged attacks against you are -2 to hit; this doesn't stack with cover. On a raise, you also get +2 to evasion rolls.
  • Frenzy: The arms let you make multiple attacks. When making a Fighting attack, you roll one additional (skill) die, against the same or a different adjacent target. You can do this once per turn (twice per turn on a raise).

Siren Edges

This is just a quick-reference list for convenience. See BAE Edges for full descriptions.

  • Arcane Background (Siren) (Novice, Focus d4+.) You're a siren with one Novice power.
  • Concentration (Seasoned.) Double the duration of non-Instant powers.
  • Elemental Power (Heroic.) Add an element to Blight Phoenix, Elemental Blast, or Hyperphase.
  • Hyperhyperphase (Seasoned.) Your Hyperphase explosions do 3d damage instead of 2d.
  • New Power (Novice.) Add one power.
  • Phase Blast (Veteran.) Ignore multi-action penalty to combo Phaselock and Elemental Blast.
  • Phase Convergence (Heroic.) Phaselock can affect an MBT.
  • Practiced Power (Seasoned; once per Rank.) Reduce penalties for using powers.

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