Wednesday, September 29, 2010

More Tooled Powers

Last week I posted an outline about "toolkitting" the stock Savage Worlds rules for Powers.  I just wanted to post a quick update with a few more powers built by tinkering around with those guidelines.

Superleap (Fly Variant)
Rank: Novice
Power Points: 2
Range: Touch
Duration: 3 (1/round)
Trappings: Spring Shoes, Concentration, Magic Slippers

Superleap greatly improves a character’s ability to jump. A success adds 1d6” to the distance a character normally can jump horizontally, doubling that total with a “run and go”. A raise increases the leaping die to a d10.

If Superleap is used while falling, then all normal falling distances should be quartered before determining if damage is to be taken. Characters leaping from moving vehicles while using this power may add +2 to their Agility rolls to reduce the total damage.

A Character jumping further than his Strength die plus Size in total inches, has to make an Agility roll to land on his feet. Failure means the character lands Prone and must make a successful Vigor roll to avoid being Shaken. A Character may opt to jump less than the rolled amount at his discretion.

Eldritch Blade (Burst Variant)
Rank: Seasoned
Power Points: 2
Range: Melee
Duration: 3 (1/round)
Trappings: Blazing Energy, Spectral Sword, Rod of Light

Eldritch Blade produces a roughly meter long rod or sword of some sort of blazing, damaging energy in the hand of the caster. This blade of energy may be wielded in Hand-to-Hand combat as if a melee weapon, using the caster’s Spellcasting Skill instead of Fighting. If a Raise is rolled when casting the spell, the wielder may add +1 to their Parry.

Target’s struck in combat suffer 2d10 damage. The Eldritch Blade is weightless and without mass, so a wielder’s Strength does not affect damage calculations. However, the damage rolls may ace normally, and a raise rolled when determining a hit result still grants an added d6 damage die. An Eldritch Blade is considered a Heavy Weapon, and any normal trapping (such as Fire or Acid) has a limited chance to elicit additional effects.

Once cast, an Eldritch Blade disappears when its duration has expired, is no longer extended with added Power points, or is Dispelled.

Charming Demeanor (Boost Trait)
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 3 Minutes (1/Minute)
Trappings: A supernaturally sparkling smile, Axe Body Spray, changing one’s name to “The Hoff”

This power allows a character to increase his or an ally’s Persuasion Skill. A successful casting improves the target’s die type by two, by four if a raise is rolled, for the duration of the power. The improved skill can exceed d12, with each step adding +1 to the Skill total. Thus if this spell is cast on a character with a d10 Persuasion, his skill will be increased to d12+1, or d12+3 with a raise.

Multiple castings of this power do not stack; however, they will extend the duration of the spell and the target may keep the highest total rolled (up to +4 Steps).

Zone of Silence (Obscure)
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 3 (1/Round)
Trappings: A cool breeze, a faint chime then quiet

This power creates an area of complete silence equal in size to a Large Burst Template, within which no sound may enter or escape. Any sound based Notice rolls are made at -4, and speech-based communication is rendered moot (mute?) within the Zone. At the GMs discretion, being present within the Zone of Silence may impair (-2 to Roll), inhibit (-4 to Roll), or preclude altogether the use of some types of powers (for example, Wizardry based on Words of Power).

Growth (Boost Trait)
Rank: Veteran
Power Points: 3/6
Range: Smarts
Duration: 3 Minutes (1/Minute)
Trappings: Mystic Aura, Physical Changes, Drinking an Elixir

This power allows a character to increase an ally’s Size by +2 for a standard success, and an additional +2 with each raise. Every level of Size grants +1 to the character’s Toughness in addition to the increased mass. If a character reaches +4 Size, they suffer the normal penalties for being considered Large Targets; on the rare chance a character reaches a +8 Size, they are considered Huge Targets.

Normally, Growth does not affect a character’s Strength. However, if double Power Points are spent, the target’s Strength will increase by one die for every point of Size increased, even if it takes the Trait past a d12. For example, a raise rolled on someone with d10 Strength would grant them a +4 Size and a d12+3 Strength, and they would be considered a Large Target.

A target’s equipment also grows in proportion to the character. Armor values improve by +1 and Weapon Damage dice increase by one step for every +2 Size increased by Growth. Any gear that leaves the character’s possession immediately returns to normal size. Thus, continuing the prior example, if target of Growth was wearing Chain Armor and wielding a Great Axe, his Armor protection would improve to +4 and his Axe would now do STR+1d12+1 Damage.

Multiple castings of this power do not stack; however, the Duration can be extended normally.

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