BAE Sirens

Main.BAESirens History

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Return to [[SWADE Borderlands]]
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Return to [[BAE Borderlands Adventure Edition]]
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Return to [[SWADE Borderlands]]
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Return to [[BAE Borderlands Adventure Edition]]
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* '''Practiced Power''' (Seasoned; once per Rank.) Ignore two points of penalties when casting a specific power.
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* '''Practiced Power''' (Seasoned; once per Rank.) Reduce penalties for using powers.
April 10, 2019, at 03:00 AM by 74.221.181.126 -
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You can summon several additional "spirit arms" around you that give you a specific benefit in combat. You must decide which benefit the arms will give you before casting this power; your options are listed below, and you must meet the rank requirement. Each option 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 benefits at once.

There is a ''lot'' of flexibility in the visuals of
this power; feel free to make it your own.
to:
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.
April 10, 2019, at 02:57 AM by 74.221.181.126 -
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* ''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. (Block)
to:
* ''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.
April 10, 2019, at 02:57 AM by 74.221.181.126 -
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* ''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!) adjacent; roll damage separately. A raise removes the -2 penalty to hit.
* ''Trademark Weapon:'' Choose a melee weapon of yours, and the arms assume the perfect configuration to wield it. As long as you do so, you get +1 to hit and Parry +1. A raise doubles both benefits. (There is no effect on unarmed attacks.)
to:
* ''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.)
April 10, 2019, at 02:55 AM by 74.221.181.126 -
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You can summon several additional "spirit arms" around you that give you a predetermined benefit in combat while active. You must decide what special benefit the arms will give you before casting this power; your options are listed below, and you must meet the rank requirement. Each option 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 benefits at once.
to:
You can summon several additional "spirit arms" around you that give you a specific benefit in combat. You must decide which benefit the arms will give you before casting this power; your options are listed below, and you must meet the rank requirement. Each option 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 benefits at once.
April 05, 2019, at 12:11 AM by 74.221.181.126 -
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* ''Trademark Weapon:'' Choose a melee weapon of yours, and the arms assume the perfect configuration to wield it. As long as you do so, you get +1 to hit and Parry +1. A raise doubles both benefits.
to:
* ''Trademark Weapon:'' Choose a melee weapon of yours, and the arms assume the perfect configuration to wield it. As long as you do so, you get +1 to hit and Parry +1. A raise doubles both benefits. (There is no effect on unarmed attacks.)
April 05, 2019, at 12:10 AM by 74.221.181.126 -
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* ''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!) adjacent; roll damage separately. A raise removes the -2 to hit.
to:
* ''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!) adjacent; roll damage separately. A raise removes the -2 penalty to hit.
April 05, 2019, at 12:09 AM by 74.221.181.126 -
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'''Penalty:''' -2
'''Range:''' Self
to:
'''Penalty:''' -2\\
'''Range:''' Self\\
April 05, 2019, at 12:08 AM by 74.221.181.126 -
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You can summon four additional "spirit arms" around you that give you a predetermined benefit in combat while active. You must decide what special benefit the arms will give you before casting this power; your options are listed below, and you must meet the rank requirement. Each option 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.) There is a ''lot'' of flexibility in the visuals of this power; feel free to make it your own.
to:
You can summon several additional "spirit arms" around you that give you a predetermined benefit in combat while active. You must decide what special benefit the arms will give you before casting this power; your options are listed below, and you must meet the rank requirement. Each option 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 benefits at once.

There is a ''lot'' of flexibility in the visuals of this power; feel free to make it your own.
April 05, 2019, at 12:07 AM by 74.221.181.126 -
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If a siren with active powers is Shaken, Stunned, or Wounded, she must make a Smarts roll. Failure means all her powers terminate after the attack that caused the disruption is resolved.
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!!!! Warrior's Gift
'''Rank:''' Novice\\
'''Penalty:''' -2
'''Range:''' Self
'''Duration:''' 5

You can summon four additional "spirit arms" around you that give you a predetermined benefit in combat while active. You must decide what special benefit the arms will give you before casting this power; your options are listed below, and you must meet the rank requirement. Each option 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.) There is a ''lot'' of flexibility in the visuals of this power; feel free to make it your own.

'''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!) adjacent; roll damage separately. A raise removes the -2 to hit.
* ''Trademark Weapon:'' Choose a melee weapon of yours, and the arms assume the perfect configuration to wield it. As long as you do so, you get +1 to hit and Parry +1. A raise doubles both benefits.

'''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. (Block)
* ''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).
March 26, 2019, at 07:01 PM by 74.221.181.126 -
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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.
to:
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.
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If your Focus roll is successful, you move to your new location; enemies do not get a free attack for you withdrawing from melee. In addition, 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.
to:
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.
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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 Stunned (see p. 106).
to:
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).
March 26, 2019, at 06:47 PM by 74.221.181.126 -
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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 variant of Entangle (p. 160).
to:
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).
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'''Penalty:''' -1 for normal strength, -2 for extra effort\\
to:
'''Penalty:''' -1\\
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'''Duration:''' 5 with normal strength, 3 with extra effort

Phaselock traps the subject in a ball of energy just above the ground. On a normal success, the subject is ''entangled;'' he cannot move, but may still take actions, and is Distracted (-2 to all rolls). On a raise, the subject is ''bound;'' he cannot move or take any physical actions other than trying to break free, and is Distracted and Vulnerable (attacks against him are at +2). This lasts 5 rounds or until the subject breaks free. 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.

Phaselock is not resisted, but on the subject's turn he may attempt to break free as an action. This requires a roll against either Strength at -4 or Athletics at -2 (subject's choice); this ''includes'' the Distraction penalty. Success frees an Entangled foe. For a Bound subject, success reduces that to Entangled, while a raise frees him completely.

By taking an increased penalty (-2 instead of -1), you can use ''extra effort''; this gives the subject an extra -2 on rolls to break free (so, Strength at -6 or Athletics at -4). This reduces the duration to 3 rounds instead of 5, though you can maintain it as usual.

Vehicles and certain foes cannot be Phaselocked; using this ability on such a foe instead inflicts 2d6 HW damage (3d6 on a raise).

!!!! Protection
'''Rank:''' Novice\\
'''Penalty:''' -1\\
'''Range:''' Self\\
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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

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* '''Phase Convergence''' (Heroic.) ''Phaselock'' can affect an MBT or LBT like a singularity.
to:
* '''Phase Convergence''' (Heroic.) ''Phaselock'' can affect an MBT.
March 26, 2019, at 03:01 PM by 74.221.181.126 -
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'''Penalty:''' -3 for one level of elemental damage, another -1 per extra level (max four)\\
to:
'''Penalty:''' -3 for two levels of elemental damage, -4 for four\\
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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 2d6 damage plus one level (or more, see above) of elemental damage to every adjacent enemy ''or ally.'' This cannot be avoided or evaded.
to:
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.
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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 levels of elemental damage. If you take an additional -1 to your Focus roll, this is upgraded to four levels of elemental damage.
to:
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.
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'''Penalty:''' -2 for touch, plus subject's Wound penalty\\
'''Range:''' Special\\
to:
'''Penalty:''' -2\\
'''Range:''' Smarts (or Smarts x 3 for an ''extra'' -1 penalty)\\
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Your Focus roll to heal takes the subject's Wound penalty; thus, if you're healing yourself, your effective Wound penalty is ''doubled.'' Success (even with a raise) heals one Wound. 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).

The penalties listed above assume that you are touching the subject. You may instead heal at distance, but your roll is at an ''extra'' -1 for every (Smarts) inches of distance between you. For example, if you have Smarts d10, a subject 28" away would be an ''extra'' -3 penalty (since that's up to Smarts x 3
).
to:
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).
March 26, 2019, at 02:48 PM by 74.221.181.126 -
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* '''Phase Convergence''' (Heroic.) ''Phaselock'' can affect an LBT like a singularity.
to:
* '''Phase Convergence''' (Heroic.) ''Phaselock'' can affect an MBT or LBT like a singularity.
March 26, 2019, at 02:48 PM by 74.221.181.126 -
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* '''Phase Convergence''' (Heroic.) ''Phaselock'' with ''Convergence'' affects an LBT and works like a singularity.
to:
* '''Phase Convergence''' (Heroic.) ''Phaselock'' can affect an LBT like a singularity.
March 26, 2019, at 02:47 PM by 74.221.181.126 -
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'''Penalty:''' -1 normally, plus optional modifiers\\
to:
'''Penalty:''' -1 for normal strength, -2 for extra effort\\
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'''Duration:''' 5 with normal strength, 3 with extra effort

Phaselock traps the subject in a ball of energy just above the ground. On a normal success, the subject is ''entangled;'' he cannot move, but may still take actions, and is Distracted (-2 to all rolls). On a raise, the subject is ''bound;'' he cannot move or take any physical actions other than trying to break free, and is Distracted and Vulnerable (attacks against him are at +2). This lasts 5 rounds or until the subject breaks free. 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.

Phaselock is not resisted, but on the subject's turn he may attempt to break free as an action. This requires a roll against either Strength at -4 or Athletics at -2 (subject's choice); this ''includes'' the Distraction penalty. Success frees an Entangled foe. For a Bound subject, success reduces that to Entangled, while a raise frees him completely.

By taking an increased penalty (-2 instead of -1), you can use ''extra effort''; this gives the subject an extra -2 on rolls to break free (so, Strength at -6 or Athletics at -4). This reduces the duration to 3 rounds instead of 5, though you can maintain it as usual.

Vehicles and certain foes cannot be Phaselocked; using this ability on such a foe instead inflicts 2d6 HW damage (3d6 on a raise).

!!!! Protection
'''Rank:''' Novice\\
'''Penalty:''' -1\\
'''Range:''' Self\\
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Phaselock traps the subject in a ball of energy just above the ground. On a normal success, the subject is ''entangled;'' he cannot move, but may still take actions, and is Distracted (-2 to all rolls). On a raise, the subject is ''bound;'' he cannot move or take any physical actions other than trying to break free, and is Distracted and Vulnerable (attacks against him are at +2). This lasts 5 rounds or until the subject breaks free.

Phaselock is not resisted, but on the subject's turn he may attempt to break free as an action. This requires a roll against either Strength at -4 or Athletics at -2 (subject's choice); this ''includes'' the Distraction penalty. Success frees an Entangled foe. For a Bound one, success reduces that to Entangled, while a raise frees him completely.

Phaselock can be cast with any combination of the following three modifiers. Each one adds an additional -1 to the Focus roll (so -1 to add one, -3 to add them all).

* ''Convergence:'' The Phaselock affects everyone in an MBT. It can be evaded. Every affected subject is moved toward the center of the effect, as determined by the GM.
* ''Extra Effort:'' Rolls to escape your Phaselock are at an extra -2.
* ''Long Range:'' The range increases to Smarts x 3.

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.

Vehicles and certain foes cannot be Phaselocked; using this ability on such a foe instead inflicts 2d6 HW damage (3d6 on a raise).

!!!! Protection
'''Rank:''' Novice\\
'''Penalty:''' -1\\
'''Range:''' Self\\
'''Duration:''' 5

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* '''Concentration''' (Seasoned.) Check for Disruption only when Stunned or Wounded, not when Shaken.
to:
* '''Concentration''' (Seasoned.) Double the duration of non-Instant powers.
February 15, 2019, at 12:42 AM by 74.221.181.126 -
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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. (In case it isn't obvious, this power can never be used for a sneak attack!)
to:
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!)
February 15, 2019, at 12:41 AM by 74.221.181.126 -
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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.
to:
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. (In case it isn't obvious, this power can never be used for a sneak attack!)
February 15, 2019, at 12:39 AM by 74.221.181.126 -
Changed lines 19-20 from:
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 just a trapping for Entangle (p. 160).
to:
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 variant of Entangle (p. 160).
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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.
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'''Duration:''' Instant

Phaselock traps the subject in a ball of energy just above the ground. On a normal success, the subject is ''entangled;'' he cannot move, but may still take actions, and is Distracted (-2 to all rolls except to break free). On a raise, the subject is ''bound;'' he cannot move or take any physical actions other than trying to break free, and is Distracted and Vulnerable (attacks against him are at +2). This lasts until the subject breaks free.

Phaselock is not resisted, but on the subject's turn he may attempt to break free as an action. This requires a roll against either Strength at -2 or Athletics (subject's choice). Success frees an Entangled foe. For a Bound one, success reduces that to Entangled, while a raise frees him completely.
to:
'''Duration:''' 5

Phaselock traps the subject in a ball of energy just above the ground. On a normal success, the subject is ''entangled;'' he cannot move, but may still take actions, and is Distracted (-2 to all rolls). On a raise, the subject is ''bound;'' he cannot move or take any physical actions other than trying to break free, and is Distracted and Vulnerable (attacks against him are at +2). This lasts 5 rounds or until the subject breaks free.

Phaselock is not resisted, but on the subject's turn he may attempt to break free as an action. This requires a roll against either Strength at -4 or Athletics at -2 (subject's choice); this ''includes'' the Distraction penalty. Success frees an Entangled foe. For a Bound one, success reduces that to Entangled, while a raise frees him completely.
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* ''Extra Effort:'' Rolls to escape your Phaselock are at -2.
to:
* ''Extra Effort:'' Rolls to escape your Phaselock are at an extra -2.
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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.
February 13, 2019, at 12:32 PM by 74.221.181.126 -
Added line 116:
* '''Concentration''' (Seasoned.) Check for Disruption only when Stunned or Wounded, not when Shaken.
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Phaselock traps the subject in a ball of energy just above the ground. On a normal success, the subject is ''entangled;'' he cannot move, but may still take actions, and is Distracted (-2 to all rolls). On a raise, the subject is ''bound;'' he cannot move or take any physical actions other than trying to break free, and is Distracted and Vulnerable (attacks against him are at +2). This lasts until the subject breaks free.
to:
Phaselock traps the subject in a ball of energy just above the ground. On a normal success, the subject is ''entangled;'' he cannot move, but may still take actions, and is Distracted (-2 to all rolls except to break free). On a raise, the subject is ''bound;'' he cannot move or take any physical actions other than trying to break free, and is Distracted and Vulnerable (attacks against him are at +2). This lasts until the subject breaks free.
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Before casting Hyperphase, plot your path. You may ignore 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.
to:
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.
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Before casting Hyperphase, plot your path. You may ignore 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.) For every (Smarts) inches you must walk, or fraction thereof, you take -1 to your Focus roll.
to:
Before casting Hyperphase, plot your path. You may ignore 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.
February 07, 2019, at 09:01 PM by 74.221.181.126 -
Changed line 106 from:
'''Range:''' Smarts\\
to:
'''Range:''' Smarts (or Smarts x 3 for an ''extra'' -1 penalty)\\
February 07, 2019, at 08:11 PM by 74.221.181.126 -
Changed lines 75-76 from:
Phaselock is not resisted, but on the subject's turn he may attempt to break free as an action. This requires a roll against either Strength at -2 or Athletics (subject's choice). Success frees an Entangled foe. For a Bound one, success reduces that to Entangled, while a raise frees him completely. Alternatively, the subject (and only the subject) can make an unarmed or melee attack; this hits automatically (don't bother rolling, as a raise has no effect) and destroys the Phaselock if it inflicts at least 5 damage.
to:
Phaselock is not resisted, but on the subject's turn he may attempt to break free as an action. This requires a roll against either Strength at -2 or Athletics (subject's choice). Success frees an Entangled foe. For a Bound one, success reduces that to Entangled, while a raise frees him completely.
Changed line 80 from:
* ''Extra Effort:'' Rolls to escape your Phaselock are at -2, and it takes 7 damage to destroy.
to:
* ''Extra Effort:'' Rolls to escape your Phaselock are at -2.
February 07, 2019, at 07:53 PM by 74.221.181.126 -
Changed lines 5-6 from:
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 '''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:
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.
Changed line 63 from:
Before casting Hyperphase, plot your path. You may ignore difficult terrain, but otherwise move normally; you must walk around obstacle, 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.) For every (Smarts) inches you must walk, or fraction thereof, you take -1 to your Focus roll.
to:
Before casting Hyperphase, plot your path. You may ignore 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.) For every (Smarts) inches you must walk, or fraction thereof, you take -1 to your Focus roll.
February 07, 2019, at 06:36 PM by 74.221.181.126 -
Changed line 115 from:
* '''Arcane Background (Siren)''' (Focus d4+.) You're a siren with one Novice power.
to:
* '''Arcane Background (Siren)''' (Novice, Focus d4+.) You're a siren with one Novice power.
February 07, 2019, at 06:36 PM by 74.221.181.126 -
Added lines 110-121:

!! Siren Edges

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

* '''Arcane Background (Siren)''' (Focus d4+.) You're a siren with one Novice power.
* '''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'' with ''Convergence'' affects an LBT and works like a singularity.
* '''Practiced Power''' (Seasoned; once per Rank.) Ignore two points of penalties when casting a specific power.
February 07, 2019, at 06:27 PM by 74.221.181.126 -
Changed line 79 from:
* ''Area Effect:'' The Phaselock affects everyone in an MBT. It can be evaded.
to:
* ''Convergence:'' The Phaselock affects everyone in an MBT. It can be evaded. Every affected subject is moved toward the center of the effect, as determined by the GM.
February 07, 2019, at 06:21 PM by 74.221.181.126 -
Changed line 57 from:
'''Penalty:''' -1 per range increment\\
to:
'''Penalty:''' -1 per (Smarts) inches traveled\\
Changed lines 17-18 from:
'''Power Notes:''' 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 just a trapping for Entangle (p. 160).
to:
!! 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 just a trapping for Entangle (p. 160).
Changed lines 22-24 from:
'''Rank:''' Seasoned
'''Penalty:''' -3 for one level of elemental damage, another -1 per extra level (max four)
'''Range:''' Self
to:
'''Rank:''' Seasoned\\
'''Penalty:''' -3 for one level of elemental damage, another -1 per extra level (max four)\\
'''Range:''' Self\\
Changed lines 30-32 from:
'''Rank:''' Novice
'''Penalty:''' -1 per two subjects (or fraction thereof)
'''Range:''' Smarts (or Smarts x 3 for an ''extra'' -1 penalty)
to:
'''Rank:''' Novice\\
'''Penalty:''' -1 per two subjects (or fraction thereof)\\
'''Range:''' Smarts (or Smarts x 3 for an ''extra'' -1 penalty)\\
Changed lines 38-40 from:
'''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)
to:
'''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)\\
Changed lines 46-48 from:
'''Rank:''' Novice
'''Penalty:''' -2 for touch, plus subject's Wound penalty
'''Range:''' Special
to:
'''Rank:''' Novice\\
'''Penalty:''' -2 for touch, plus subject's Wound penalty\\
'''Range:''' Special\\
Changed lines 56-58 from:
'''Rank:''' Novice
'''Penalty:''' -1 per range increment
'''Range:''' Self
to:
'''Rank:''' Novice\\
'''Penalty:''' -1 per range increment\\
'''Range:''' Self\\
Changed lines 68-70 from:
'''Rank:''' Novice
'''Penalty:''' -1 normally, plus optional modifiers
'''Range:''' Smarts (or Smarts x 3 for an ''extra'' -1 penalty)
to:
'''Rank:''' Novice\\
'''Penalty:''' -1 normally, plus optional modifiers\\
'''Range:''' Smarts (or Smarts x 3 for an ''extra'' -1 penalty)\\
Changed lines 86-88 from:
'''Rank:''' Novice
'''Penalty:''' -1
'''Range:''' Self
to:
'''Rank:''' Novice\\
'''Penalty:''' -1\\
'''Range:''' Self\\
Changed lines 94-96 from:
'''Rank:''' Veteran
'''Penalty:''' -2
'''Range:''' Smarts (or Smarts x 3 for an ''extra'' -1 penalty)
to:
'''Rank:''' Veteran\\
'''Penalty:''' -2\\
'''Range:''' Smarts (or Smarts x 3 for an ''extra'' -1 penalty)\\
Changed lines 104-106 from:
'''Rank:''' Novice
'''Penalty:''' -1 for one target, -2 for an MBT
'''Range:''' Smarts
to:
'''Rank:''' Novice\\
'''Penalty:''' -1 for one target, -2 for an MBT\\
'''Range:''' Smarts\\
Deleted lines 109-138:

!!!! x
'''Rank:''' Novice
'''Penalty:''' -x
'''Range:''' Smarts
'''Duration:''' 5


!!!! x
'''Rank:''' Novice
'''Penalty:''' -x
'''Range:''' Smarts
'''Duration:''' 5


!!!! x
'''Rank:''' Novice
'''Penalty:''' -x
'''Range:''' Smarts
'''Duration:''' 5


!!!! x
'''Rank:''' Novice
'''Penalty:''' -x
'''Range:''' Smarts
'''Duration:''' 5


Changed line 63 from:
If your Focus roll is successful, you move to your new location; enemies do not get a free attack for you withdrawing from melee. In addition, an 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.
to:
If your Focus roll is successful, you move to your new location; enemies do not get a free attack for you withdrawing from melee. In addition, 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.
Changed line 55 from:
'''Penalty:''' -1 per range increment, plus optional modifiers
to:
'''Penalty:''' -1 per range increment
Changed lines 59-60 from:
From others' point of view, you disappear and reappear somewhere else on the battlefield. 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.
to:
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.
Added lines 62-63:

If your Focus roll is successful, you move to your new location; enemies do not get a free attack for you withdrawing from melee. In addition, an 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.
Changed lines 17-18 from:
'''Power Notes:''' Most powers are from pp. 154-171, though some have been tweaked to better fit the setting. ''Elemental Blast'' is a variant of Blast (p. 156). ''Hyperphase'' is new. ''Phaselock'' is just a trapping for Entangle (p. 160).
to:
'''Power Notes:''' 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 just a trapping for Entangle (p. 160).

!!!! Blight Phoenix
'''Rank:''' Seasoned
'''Penalty:''' -3 for one level of elemental damage, another -1 per extra level (max 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 2d6 damage plus one level (or more, see above) of elemental damage to every adjacent enemy ''or ally.'' This cannot be avoided or evaded
.
Changed lines 55-60 from:
'''Penalty:''' -x
'''Range:''' Smarts
'''Duration:''' 5

insert

to:
'''Penalty:''' -1 per range increment, plus optional modifiers
'''Range:''' Self
'''Duration:''' Instant

From others' point of view, you disappear and reappear somewhere else on the battlefield. 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.

Before casting Hyperphase, plot your path. You may ignore difficult terrain, but otherwise move normally; you must walk around obstacle, 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.) For every (Smarts) inches you must walk, or fraction thereof, you take -1 to your Focus roll.

Changed line 65 from:
'''Penalty:''' -1 base, plus options below
to:
'''Penalty:''' -1 normally, plus optional modifiers
Changed line 17 from:
'''Power Notes:''' Most powers are from pp. 154-171, though some have been tweaked to better fit the setting. ''Elemental Blast'' is a variant of Blast (p. 156). ''Hyperphase'' is new. ''Phaselock'' is just Entangle (p. 160).
to:
'''Power Notes:''' Most powers are from pp. 154-171, though some have been tweaked to better fit the setting. ''Elemental Blast'' is a variant of Blast (p. 156). ''Hyperphase'' is new. ''Phaselock'' is just a trapping for Entangle (p. 160).
Deleted lines 18-26:
• Deflection (Savage Worlds Deluxe, page 197)
• Elemental Cloud
• Healing (Savage Borderlands special version)
• Hyperphase
• Phaselock
• Puppet (Savage Worlds Deluxe, page 204)
• Resilience
• Stun (Savage Worlds Deluxe, page 195)

Changed lines 41-42 from:
Your Focus roll to heal takes the subject's Wound penalty; thus, if you're healing yourself, your effective Wound penalty is ''doubled.'' Success heals one Wound and a raise heals two, though these must have been incurred in the past hour. 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).
to:
Your Focus roll to heal takes the subject's Wound penalty; thus, if you're healing yourself, your effective Wound penalty is ''doubled.'' Success (even with a raise) heals one Wound. 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).
Changed line 89 from:
!!!! x
to:
!!!! Stun
Changed line 91 from:
'''Penalty:''' -x
to:
'''Penalty:''' -1 for one target, -2 for an MBT
Changed lines 93-95 from:
'''Duration:''' 5
to:
'''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 Stunned (see p. 106).
Added lines 13-14:
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).
Changed lines 17-18 from:
'''Power Notes:''' Most powers are from pp. 154-171. ''Elemental Blast'' is a variant of Blast (p. 156). ''Hyperphase'' is new. ''Phaselock'' is just Entangle (p. 160).
to:
'''Power Notes:''' Most powers are from pp. 154-171, though some have been tweaked to better fit the setting. ''Elemental Blast'' is a variant of Blast (p. 156). ''Hyperphase'' is new. ''Phaselock'' is just Entangle (p. 160).
Changed lines 60-61 from:

to:
insert
Changed lines 78-80 from:
Vehicles and certain foes cannot be Phaselocked; using this ability on such a foe instead inflicts 2d6 damage (3d6 on a raise).

!!!! x
to:
Vehicles and certain foes cannot be Phaselocked; using this ability on such a foe instead inflicts 2d6 HW damage (3d6 on a raise).

!!!! Protection
Changed lines 82-83 from:
'''Penalty:''' -x
'''Range:''' Smarts
to:
'''Penalty:''' -1
'''Range:''' Self
Changed lines 86-90 from:

!!!! x
'''Rank:''' Novice
'''Penalty:''' -x
'''Range:''' Smarts
to:
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)
Changed lines 94-97 from:
to:
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.

Added lines 103-130:

!!!! x
'''Rank:''' Novice
'''Penalty:''' -x
'''Range:''' Smarts
'''Duration:''' 5


!!!! x
'''Rank:''' Novice
'''Penalty:''' -x
'''Range:''' Smarts
'''Duration:''' 5


!!!! x
'''Rank:''' Novice
'''Penalty:''' -x
'''Range:''' Smarts
'''Duration:''' 5


!!!! x
'''Rank:''' Novice
'''Penalty:''' -x
'''Range:''' Smarts
'''Duration:''' 5

Changed lines 66-67 from:
Phaselock traps the subject in a ball of energy just above the ground. On a normal success, the subject is ''entangled;'' he cannot move, but may still take actions, and is Distracted (-2 to all rolls). On a raise, the subject is ''bound;'' he cannot move or take any physical actions other than trying to break free, and is Distracted and Vulnerable (attacks against him are at +2).
to:
Phaselock traps the subject in a ball of energy just above the ground. On a normal success, the subject is ''entangled;'' he cannot move, but may still take actions, and is Distracted (-2 to all rolls). On a raise, the subject is ''bound;'' he cannot move or take any physical actions other than trying to break free, and is Distracted and Vulnerable (attacks against him are at +2). This lasts until the subject breaks free.
Added lines 75-76:

Vehicles and certain foes cannot be Phaselocked; using this ability on such a foe instead inflicts 2d6 damage (3d6 on a raise).
Changed lines 68-74 from:
Entangle allows the caster to restrain a
target with ice, bands of energy, or other vinelike Trappings (Hardness 5)
. If successful, the
target is Entangled. With a raise, he’s Bound.
Victims may break free on their turn as
detailed under Bound & Entangled on
page 98
.
to:
Phaselock is not resisted, but on the subject's turn he may attempt to break free as an action. This requires a roll against either Strength at -2 or Athletics (subject's choice). Success frees an Entangled foe. For a Bound one, success reduces that to Entangled, while a raise frees him completely. Alternatively, the subject (and only the subject) can make an unarmed or melee attack; this hits automatically (don't bother rolling, as a raise has no effect) and destroys the Phaselock if it inflicts at least 5 damage.
Changed line 73 from:
* ''Extra Effort:'' Rolls to escape your Phaselock are at -2, and its effective Toughness increases to 7.
to:
* ''Extra Effort:'' Rolls to escape your Phaselock are at -2, and it takes 7 damage to destroy.
Changed line 66 from:
to:
Phaselock traps the subject in a ball of energy just above the ground. On a normal success, the subject is ''entangled;'' he cannot move, but may still take actions, and is Distracted (-2 to all rolls). On a raise, the subject is ''bound;'' he cannot move or take any physical actions other than trying to break free, and is Distracted and Vulnerable (attacks against him are at +2).
Changed lines 52-53 from:

!!!! x
to:
!!!! Hyperphase
Changed lines 59-60 from:
!!!! x
to:

!!!! Phaselock
Changed lines 62-65 from:
'''Penalty:''' -x
'''Range:''' Smarts
'''Duration:''' 5
to:
'''Penalty:''' -1 base, plus options below
'''Range:''' Smarts (or Smarts x 3 for an ''extra'' -1 penalty)
'''Duration:''' Instant



Entangle allows the caster to restrain a
target with ice, bands of energy, or other vinelike Trappings (Hardness
5). If successful, the
target is Entangled. With a raise, he’s Bound.
Victims may break free on their turn as
detailed under Bound & Entangled on
page 98.

Phaselock can be cast with any combination of the following three modifiers. Each one adds an additional -1 to the Focus roll (so -1 to add one, -3 to add them all).

* ''Area Effect:'' The Phaselock affects everyone in an MBT. It can be evaded.
* ''Extra Effort:'' Rolls to escape your Phaselock are at -2, and its effective Toughness increases to 7.
* ''Long Range:'' The range increases to Smarts x 3.
Changed line 29 from:
'''Range:''' Smarts
to:
'''Range:''' Smarts (or Smarts x 3 for an ''extra'' -1 penalty)
Changed line 37 from:
'''Range:''' Smarts
to:
'''Range:''' Smarts (or Smarts x 3 for an ''extra'' -1 penalty)
Changed lines 42-43 from:

!!!! x
to:
!!!! Healing
Changed lines 44-46 from:
'''Penalty:''' -x
'''Range:''' Smarts
'''Duration:''' 5
to:
'''Penalty:''' -2 for touch, plus subject's Wound penalty
'''Range:''' Special
'''Duration:''' Instant

Your Focus roll to heal takes the subject's Wound penalty; thus, if you're healing yourself, your effective Wound penalty is ''doubled.'' Success heals one Wound and a raise heals two, though these must have been incurred in the past hour. 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).

The penalties listed above assume that you are touching the subject. You may instead heal at distance, but your roll is at an ''extra'' -1 for every (Smarts) inches of distance between you. For example, if you have Smarts d10, a subject 28" away would be an ''extra'' -3 penalty (since that's up to Smarts x 3).
Added lines 14-82:

'''Power Notes:''' Most powers are from pp. 154-171. ''Elemental Blast'' is a variant of Blast (p. 156). ''Hyperphase'' is new. ''Phaselock'' is just Entangle (p. 160).

• Deflection (Savage Worlds Deluxe, page 197)
• Elemental Cloud
• Healing (Savage Borderlands special version)
• Hyperphase
• Phaselock
• Puppet (Savage Worlds Deluxe, page 204)
• Resilience
• Stun (Savage Worlds Deluxe, page 195)

!!!! Deflection
'''Rank:''' Novice
'''Penalty:''' -1 per two subjects (or fraction thereof)
'''Range:''' Smarts
'''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
'''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 levels of elemental damage. If you take an additional -1 to your Focus roll, this is upgraded to four levels of elemental damage.


!!!! x
'''Rank:''' Novice
'''Penalty:''' -x
'''Range:''' Smarts
'''Duration:''' 5


!!!! x
'''Rank:''' Novice
'''Penalty:''' -x
'''Range:''' Smarts
'''Duration:''' 5


!!!! x
'''Rank:''' Novice
'''Penalty:''' -x
'''Range:''' Smarts
'''Duration:''' 5


!!!! x
'''Rank:''' Novice
'''Penalty:''' -x
'''Range:''' Smarts
'''Duration:''' 5


!!!! x
'''Rank:''' Novice
'''Penalty:''' -x
'''Range:''' Smarts
'''Duration:''' 5


!!!! x
'''Rank:''' Novice
'''Penalty:''' -x
'''Range:''' Smarts
'''Duration:''' 5
Changed line 9 from:
* '''Success''' activates the power. A '''raise''' may give a bonus; read the description. Powers don't stack (e.g., you can't cast Protection on yourself three times to get triple the bonus) but you ''can'' keep casting until you get a raise.
to:
* '''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.
Changed line 9 from:
* '''Success''' activates the power. A '''raise''' may give a bonus (read the description). Powers don't stack; e.g., you can't cast Protection on yourself three times to get triple the bonus.
to:
* '''Success''' activates the power. A '''raise''' may give a bonus; read the description. Powers don't stack (e.g., you can't cast Protection on yourself three times to get triple the bonus) but you ''can'' keep casting until you get a raise.
Changed line 9 from:
* '''Success''' activates the power. A '''raise''' may give a bonus (read the description).
to:
* '''Success''' activates the power. A '''raise''' may give a bonus (read the description). Powers don't stack; e.g., you can't cast Protection on yourself three times to get triple the bonus.
Changed line 7 from:
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; e.g., wounds). 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.)
to:
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.)
Changed lines 5-6 from:
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 '''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. Unless otherwise specified, all page references are to '''''Savage Worlds ADventure Edition.'''''
to:
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 '''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.
Added line 14:
Changed lines 5-7 from:
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 '''Arcane''' 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. Unless otherwise specified, all page references are to '''''Savage Worlds ADventure Edition.'''''

To activate a power, roll against Arcane skill with the penalty given for the power, along with -1 for every other power you're maintaining at the moment (and all other modifiers; e.g., wounds). 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.)
to:
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 '''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. Unless otherwise specified, all page references are to '''''Savage Worlds ADventure Edition.'''''

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; e.g., wounds). 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.)
Changed line 7 from:
To activate a power, roll against Arcane skill with the penalty given for the power, along with -1 for every other power you're maintaining at the moment (and all other modifiers; e.g., wounds). You may activate different powers, or multiple instances of the same power, as a multi-action. If you spend a full round first 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.)
to:
To activate a power, roll against Arcane skill with the penalty given for the power, along with -1 for every other power you're maintaining at the moment (and all other modifiers; e.g., wounds). 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.)
Changed lines 5-8 from:
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 '''Arcane''' skill at d4 or better (though you're an idiot if you leave it that low). You start with ''one'' of the powers below, and may add one additional power each time you take the '''New Power''' Edge. Unless otherwise specified, all page references are to '''''Savage Worlds ADventure Edition.'''''

To activate a power, roll against Arcane skill with the penalty given for the power, along with -1 for every other power you're maintaining at the moment (and all other modifiers; e.g., wounds). If you spend a full round first 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.)
to:
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 '''Arcane''' 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. Unless otherwise specified, all page references are to '''''Savage Worlds ADventure Edition.'''''

To activate a power, roll against Arcane skill with the penalty given for the power, along with -1 for every other power you're maintaining at the moment (and all other modifiers; e.g., wounds). You may activate different powers, or multiple instances of the same power, as a multi-action. If you spend a full round first 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.)
Changed lines 15-65 from:
NO POWER POINTS

Instead of using Power Points, characters
with Arcane Backgrounds simply choose
the power they want to activate and make an
arcane skill roll. The penalty to the roll is the
power’s total cost in Power Points (base cost
plus all Modifiers), divided by 2. Round up.
Casting protection (1 point) with More
Armor (+1) and the Hurry modifier (+1), for
example, has a cost of 3 Power Points. Half
rounded up is 2.
Success means the power activates as usual.
A raise grants any additional bonuses stated
in its description.
Failure means all current powers are
canceled and the caster is Shaken. Critical
Failure also results in Backlash

BACKLASH: A Critical Failure when activating
a power is called Backlash. It causes a level
of Fatigue and all currently active powers
instantly terminate

Powers As Multi-Actions
Each power activated is its own action, and
the same or different powers may be cast
multiple times as a Multi-Action (see page
103). A wizard in a fantasy setting might
open combat by invoking protection and
deflection, for example, or a priest might
attempt to banish a spirit while invoking smite
on his mace.

Maintaining Powers: Characters can maintain those powers that allow it as long as
desired, but each one maintained inflicts a −1
to all further arcane skill rolls.

Power Preparation: A caster may prepare
powers by concentrating for an entire round
(no movement or other actions and avoid
Disruption (page 150). If successful, he
ignores 2 points of penalties on all powers
cast on his next turn. If he does not enact any
powers on his next turn, the preparation is lost

DISRUPTION: If a character with active powers is Shaken,
Stunned, or Wounded, he must make a
Smarts roll. Failure means all his powers
terminate after the attack that caused the
disruption is resolved.
to:
Added lines 9-13:
* '''Success''' activates the power. A '''raise''' may give a bonus (read the description).
* '''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.

If a siren with active powers is Shaken, Stunned, or Wounded, she must make a Smarts roll. Failure means all her powers terminate after the attack that caused the disruption is resolved.
Changed lines 5-7 from:


to:
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 '''Arcane''' skill at d4 or better (though you're an idiot if you leave it that low). You start with ''one'' of the powers below, and may add one additional power each time you take the '''New Power''' Edge. Unless otherwise specified, all page references are to '''''Savage Worlds ADventure Edition.'''''

To activate a power, roll against Arcane skill with the penalty given for the power, along with -1 for every other power you're maintaining at the moment (and all other modifiers; e.g., wounds). If you spend a full round first 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.)


Added line 47:
Changed lines 5-6 from:
x
to:



NO POWER POINTS

Instead of using Power Points, characters
with Arcane Backgrounds simply choose
the power they want to activate and make an
arcane skill roll. The penalty to the roll is the
power’s total cost in Power Points (base cost
plus all Modifiers), divided by 2. Round up.
Casting protection (1 point) with More
Armor (+1) and the Hurry modifier (+1), for
example, has a cost of 3 Power Points. Half
rounded up is 2.
Success means the power activates as usual.
A raise grants any additional bonuses stated
in its description.
Failure means all current powers are
canceled and the caster is Shaken. Critical
Failure also results in Backlash

BACKLASH: A Critical Failure when activating
a power is called Backlash. It causes a level
of Fatigue and all currently active powers
instantly terminate

Powers As Multi-Actions
Each power activated is its own action, and
the same or different powers may be cast
multiple times as a Multi-Action (see page
103). A wizard in a fantasy setting might
open combat by invoking protection and
deflection, for example, or a priest might
attempt to banish a spirit while invoking smite
on his mace.

Maintaining Powers: Characters can maintain those powers that allow it as long as
desired, but each one maintained inflicts a −1
to all further arcane skill rolls.
Power Preparation: A caster may prepare
powers by concentrating for an entire round
(no movement or other actions and avoid
Disruption (page 150). If successful, he
ignores 2 points of penalties on all powers
cast on his next turn. If he does not enact any
powers on his next turn, the preparation is lost

DISRUPTION: If a character with active powers is Shaken,
Stunned, or Wounded, he must make a
Smarts roll. Failure means all his powers
terminate after the attack that caused the
disruption is resolved.
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Return to [[SWADE Borderlands]]

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Return to [[SWADE Borderlands]]