BAE Sirens
Return to Savage Borderlands: BAE
Sirens are human females with the Arcane Background (Gifted) Edge. They start with 15 PP and one power chosen from the list below, and have access to a few special Edges (listed below powers, for convenience). They recover 5 PP per hour spent resting (1 per 12 minutes).
Siren Powers
Several of these are based on existing powers but with inherent Modifiers and/or Limitations: Blight Phoenix is a variant of Damage Field (p. 157). Elemental Blast is a variant of Blast (p. 156). Hyperphase is new (based loosely on Blast + Teleport). Phaselock is a limited Telekinesis (p. 170). Note that Deflection and Protection use the updated Savage Pathfinder rules, while Healing has been modified for this setting.
Only the listed Power Modifiers are available. Remember that multiple instances of the same benefit do not stack (e.g., you can't double up Hurry for +4 Pace).
Blight Phoenix
Rank: Seasoned
Power Points: 5
Range: Self
Duration: 5
When taking this power, you must choose a type of BAE Elemental Damage except for Explosive. Successful casting surrounds you with that element. (No extra effect on a raise.) At the end of your turn, this automatically inflicts 2d4 damage (plus that element) to every adjacent enemy or ally. This damage cannot be evaded.
Modifiers
- Area of Effect (+2): This affects an MBT centered on the Siren.
- Armor Piercing (+1 to +3): Adds AP 2 per level (max AP 6).
- Damage (+2): Damage becomes 2d6.
- Selective (+1): It won't hurt your allies.
Deflection
Rank: Novice
Power Points: (Number of subjects) + 1
Range: Smarts
Duration: 5
You can surround yourself and allies with an energy field that gives -2 on attacks against you. Choose a number of subjects (which can include yourself), all of whom must be within range. Success lets you choose: either melee attacks or ranged attacks are at -2 to hit the subject(s). On a raise, both kinds of attacks are penalized.
Modifiers
- Range (+1 or +2): Double or triple your range.
- Shroud (+1): Add another -1 darkness penalty to hit the subject(s); foes with low-light vision or better ignore this.
Elemental Blast
Rank: Seasoned
Power Points: 3
Range: Smarts
Duration: Instant
You can cause an explosion of pure elemental energy. For some Sirens, this involves sending forth, and then detonating, their astral form. When taking this power, you must choose a type of BAE Elemental Damage except for Explosive. Success lets you place an SBT or MBT (your choice) anywhere within range. Those within take 2d6 damage (3d6 with a raise) plus your element. It cannot be evaded.
Modifiers
- Area of Effect (+1): Blast fills an LBT.
- Armor Piercing (+1 to +3): Adds AP 2 per level (max AP 6).
- Damage (+2): Damage becomes 3d6 (4d6 with a raise).
- Heavy Weapon (+2): The attack has full effect against vehicles and fortifications.
- Range (+1 or +2): Double or triple your range.
- Selective (+1): It won't hurt your allies.
Special Option: When taking this power, the Siren may choose for it to instead affect a Cone template emanating from her. This reduces Power Point cost to 2 and invalidates the Area of Effect and Range modifiers. This is a permanent decision.
Healing
Rank: Novice
Power Points: 2
Range: Touch
Duration: Instant
This power has two uses. If an ally is in FFYL, successful use of Healing will immediately revive them. Otherwise, Healing can be used exactly like a health vial: to remove the most recent Wound someone has taken. It won't heal any further Wounds until the character is Wounded again. (For Extras, see Savage Worlds, p. 162.) Either way, Healing doesn't take penalties based on the subject's Wounds (though your Wound penalty applies, of course). There is no extra effect for a raise.
Modifiers
- Neutralize Poison or Disease (+1): Negates the effects of one poison or disease. If the poison/disease has a modifier associated with it, that applies to Healing.
- Range (+2, +3, or +4): Range becomes Smarts, Smarts × 2, or Smarts × 3.
Hyperphase
Rank: Novice
Power Points: 4
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, which can be a maximum of Smarts in inches. 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.)
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 cannot be evaded.
You cannot use Hyperphase multiple times per turn, and you must wait a full round after using before casting it again. In other words, you can use it every other round at most.
Modifiers
- Damage (+2): Your explosions do 3d4 damage (3d6 on a raise).
- Long Walk (+2): You can travel up to (Smarts × 2) inches.
- Selective (+1): The explosions won't hurt your allies.
Phaselock
Rank: Novice
Power Points: 3
Range: Smarts
Duration: 5
This power is opposed by the target's Spirit. 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 move or take any action and is Vulnerable. 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, along with 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.
Modifiers
- Range (+1 or +2): Double or triple your range.
Protection
Rank: Novice
Power Points: (Number of subjects) + 1
Range: Smarts
Duration: 5
Summon defenses for you and/or your allies. Subjects' skin begins to glow with protective runes. Successful casting gives +2 Armor, which stacks with other sources. A raise gives +2 Toughness instead, which is immune to AP.
Modifiers
- Hurry (+1): Subjects also get +2 Pace.
- Range (+1 or +2): Double or triple your range.
Puppet
Rank: Veteran
Power Points: 3
Range: Smarts
Duration: 5
This power is opposed by the subject's Spirit. Success lets you dictate the victim's physical actions. You may puppet only one subject at a time, but may end an instance at any time as a free action.
Commands are general, like "attack that person" or "open that door"; you can't dictate how many actions the victim uses in a turn, whether or not he uses his Sweep Edge, etc. You get no access to their mind, so you cannot use this to interrogate someone or force an enemy Siren to use her abilities. Due to the jerky, "controlled" movement, it's obvious when a person is being puppeted.
On a normal success, the victim automatically ignores any order to harm himself or his close allies. On a raise, the victim has to roll Spirit (not opposed) to ignore such an order; if he ever resists with a raise, your control ends.
Modifiers
- Range (+1 or +2): Double or triple your range.
Stun
Rank: Novice
Power Points: 2
Range: Smarts
Duration: Instant
You overwhelm your foes with bursts of disorienting energy. The subject must roll against Vigor (at -2 if you got a raise). Failure leaves the victim Stunned (see p. 106).
Modifiers
- Area of Effect (+2 or +3): You target everyone (friend or foe) in an MBT or LBT.
- Range (+1 or +2): Double or triple your range.
- Selective (+1): When combined with Area of Effect, your allies are immune.
Warrior's Gift
Rank: Novice
Power Points: 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 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: Unless you're Shaken or Stunned, when a foe moves to be adjacent to you, you get an immediate free attack against them. You can do this once per turn (thrice per turn on a raise).
- Martial Artist: 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: A ground pound or whirlwind attack. 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 or gun use.)
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: Unless you're Shaken or Stunned, when a foe misses a melee attack against you, you get an immediate free attack against them. You can do this once per turn (thrice per turn on a raise).
- Dodge: The arms push against the ground, giving you erratic movement. 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: 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).
Modifiers
- Hurry (+1): You also gain +2 Pace.
Siren Edges
Existing Edges
This is just a quick-reference list for convenience; see Savage Worlds (pp. 45-47) for details. I left out Power Surge because it sucks.
- Arcane Background (Gifted) (Novice, Human female with blue tattoos, Focus d4+): You're a siren with 15 PP and one power. You recover 5 PP per hour of rest (1 per 12 minutes).
- Channeling (Seasoned): On a raise, reduce PP cost by 1.
- Concentration (Seasoned): Double the duration of non-Instant powers.
- Extra Effort (Seasoned, Focus d6+): Spend 1 or 3 PP for a retroactive +1 or +2 to Focus skill.
- New Powers (Novice): Add two new powers.
- Power Points (Novice, Once per rank): Gain +5 PP.
- Rapid Recharge (Seasoned, Spirit d6+): Recharge 10 PP per hour of rest (1 per 6 minutes)
- Improved Rapid Recharge (Veteran, Rapid Recharge): Recover 20 PP per hour of rest (1 per 3 minutes).
- Soul Drain (Seasoned, Focus d10+): Suffer -1 Fatigue to gain 5 PP.
Elemental Power
Requirements: Heroic, Arcane Background (Gifted)
This Edge lets you upgrade your Blight Phoenix, Elemental Blast, and/or Hyperphase powers. For each that you know, choose any type of BAE Elemental Damage except for Explosive. You may choose a different element for each power.
For Blight Phoenix or Elemental Blast, add this as a second element to the effect; e.g., your Elemental Blast now inflicts both Incendiary and Slag damage. This does not change the base damage. For Hyperphase, your dual explosions now inflict this element.
In addition, you may choose to repress an element (or elements) when using a Siren power, which is helpful when fighting someone Resistant to your element(s)
Phase Blast
Requirements: Veteran, Arcane Background (Gifted)
You may cast Elemental Blast and Phaselock simultaneously on the same subject. Roll Focus once for both abilities; you get a -2 PP discount. This counts as two actions for the purpose of how many actions you can take each turn, but counts as one action for calculating multi-action penalties. (That is, you can either Phase Blast on its own at no penalty or Phase Blast and take one other action at -2 to both.)
Phase Convergence
Requirements: Heroic, Arcane Background (Gifted)
When you use Phaselock, you may spend +1 or +2 PP to affect an MBT or LBT. Roll against your Focus skill once; each foe (or group of similar foes) rolls separately to resist. This is selective and will not target your allies.
Return to Savage Borderlands: BAE