SWADE RIFTS Power Reference
SWADE RIFTS Power Reference
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The Mega Power
List
T
he following is a complete list ARMOR PIERCING (+1 TO +3)
compiling all of the core Savage Worlds The attack is focused to defeat armor or
powers and modifiers along with their seeks out exposed areas. Each Power Point
standard Mega Power options from Rifts®: spent grants it AP 2 to a maximum of AP 6.
The Tomorrow Legion Player’s Guide.
FATIGUE (+2)
Powers that drain or tax an opponent can
cause Fatigue. This modifier may be attached
COMMON to any power that can cause damage or is
POWER MODIFIERS resisted by the target. If she’s affected by the
power in any way, she also suffers Fatigue.
This cannot cause Incapacitation, however.
Power Modifiers allow characters to
customize their abilities, adding a special GLOW/SHROUD (+1)
effect that reflects her power’s Trapping. Glow gives off soft light of an appropriate
Power Modifiers are selected each time color for its Trapping (or caster’s choice).
a power is activated and may be freely This creates soft light in a Small Blast
changed each time. An icy bolt might cause Template centered on the target, and lasts
Armor Piercing damage in one attack and until the power expires. It subtracts 2 from
Lingering Damage in the next. her Stealth totals and negates 1 point of
A number of common modifiers are listed Illumination penalties for those attacking
below, and some powers have additional the glowing character.
options as well. The number in parentheses Shroud dims and slightly obscures the
is the price in additional Power Points it target so that attacks against her suffer a −1
costs to add the effect. penalty and she adds +1 to her Stealth rolls.
Casters must declare which modifiers
they’re using before rolling their arcane skill. HEAVY WEAPON (+2)
Modifiers may be applied to any power, The caster pours his energy into the attack,
but only once per casting. creating a focused blast. The attack deals
Power Modifiers last for the Duration of Mega Damage (counts as a Heavy Weapon).
the spell, or until the end of the target’s next
turn in the case of Instant powers.
2
HINDER/HURRY (+1) to affect this character. If the hostile power
The target is slowed in some way, perhaps fails to affect the target due to this penalty,
due to intense cold, a slippery surface, or it still activates and consumes Power Points
even binding matter or energy. His base (and may still affect other targets). If the
Pace is reduced by 2 until the power expires. power causes harm, damage is also reduced
A caster can Hurry the recipient instead. a like amount for the protected target.
He might get increased energy, sure footing, Arcane protection stacks with the Arcane
or more powerful muscles. His Pace is Resistance Edge.
increased by 2.
Effects of either modifier aren’t cumulative. MODIFIERS
ADDITIONAL RECIPIENTS (+1):
LINGERING DAMAGE (+2) The power may affect more than one
The target is hit by fire, intense cold, acid, target for 1 additional Power Point
gnawing insects, or some other Trapping each. Cannot be combined with any
that continues to cause damage after the Mega Modifier.
initial attack. On the victim’s next turn, he
suffers the power’s base damage minus one MEGA MODIFIERS
die type (one additional turn only). If hit GREATER ARCANE PROTECTION
with a 2d6 bolt, for example, the victim takes (+2): Hostile powers suffer a −4 penalty
2d4 damage at the start of his next turn. If ( – 6 with a raise).
the base damage is already a d4 die type, it
loses a die instead. Armor
See Protection, page 20.
RANGE (+1/+2)
Double the power’s listed Range for 1 Power Banish
Point, or triple it for +2. Casters with access Rank: Veteran
to Mega Modifiers can increase Range to Power Points: 3
5 × for +3 Power Points or 10 × for +4. This Range: Smarts
modifier may not be used on powers with a Duration: Instant
Range of Touch or the Cone Template. Trappings: Holy items, arcane symbols,
handful of salt.
SELECTIVE (+1) Banish sends entities from immaterial
With intense focus, the caster can choose not planes back to their native dimensions. This
to affect any or all individual targets within includes ghosts, demons, elementals, and
a power’s area of effect (picking all enemies similar beings (at the GM’s discretion).
instead of allies in a blast, for example). Banishing a being is an opposed roll of
the caster’s arcane skill versus the target’s
Spirit. Success means the target is Shaken,
and each raise causes a Wound.
POWER LIST If this Incapacitates the target it returns
to its native plane of existence. Banished
entities may return when the Game Master
feels it’s appropriate, such as the next full
moon, when summoned again, or even a few
Arcane Protection rounds later if it’s a particularly powerful
Rank: Novice creature under the right conditions or in a
Power Points: 1 location of power.
Range: Smarts
Duration: 5 MEGA MODIFIERS
Trappings: Concentration, a dull glow Area of Effect (+1/+2/+3): The effect
around the protected character, a fetish. covers an area: +1 Power Point uses
Success with arcane protection means hostile a Small Blast Template, +2 PPs uses
powers suffer a −2 penalty (−4 with a raise) Medium, or +3 uses Large. The caster
3
makes one arcane skill roll which is MODIFIERS
applied to each target in the area. This DAMAGE (+1): The barrier causes 2d4
affects all targets in the area unless the damage to anyone who contacts it.
Selective modifier is used. HARDENED (+1): The wall is Hardness
Exorcism (varies): Banishes an extra- 12 (or 14 with a raise).
dimensional being permanently, not SHAPED (+2): The barrier forms a
just temporarily. This must be cast as circle, square or other basic shape.
a Difficult Ritual or Meditation (see the SIZE (+1): The length and height of the
Tomorrow Legion Player’s Guide) for barrier doubles.
no additional benefit. The target must
be present the entire time, so a Circle MEGA MODIFIERS
of Binding is a good idea (see Arcane STALWART WALLS (+2): The barrier
Circles in Land of a Thousand Islands). gains +12 MDC Armor.
Each round is an opposed roll against
the being’s Spirit. Critical Failure wastes Beast Friend
any Ritual components, the target Rank: Novice
breaks free from the Circle of Binding Power Points: Special
(if applicable), and the caster may never Range: Smarts
exorcise this target. Normal failure Duration: 10 minutes
wastes the components and the being Trappings: The caster concentrates and
may win a Spirit vs. Occult roll to escape gestures with his hands.
a circle, but the caster may try again. This spell allows an individual to speak
Success either destroys or banishes with and guide the actions of nature’s
the target from this dimension (GM’s beasts. The cost to cast is equal to the sum
call). The GM may allow a sufficiently of their Size (minimum 1 per creature; see
clever or powerful being to return, but the creatures in Savage Worlds for examples).
this should be incredibly rare, difficult, Controlling five wolves (Size −1) costs 5
and time-consuming; save it for Demon points (remember the minimum cost of 1),
Lords and the like. The PP cost of this for example. Controlling a rhino (Size 5)
modifier is the being’s Spirit die type if costs 5 points.
a Wild Card or half that if an Extra. Success means the creatures obey simple
commands, like a well-trained dog. They
Barrier attack foes and endanger their lives for
Rank: Seasoned their master. A raise on the arcane skill roll
Power Points: 2 means the beasts are more obedient. They
Range: Smarts won’t kill themselves but overcome their
Duration: 5 natural fears to follow their orders.
Trappings: Fire, ice, thorns, force, bones, Swarms can also be controlled. Small
energy. Swarms cost 1 point, Medium Swarms cost
Barrier creates a straight wall 5″ (10 yards) 2, and Large Swarms cost 3.
long and 1″ (two yards) tall, of immobile Beast friend works only on natural
material that conforms to the surface it’s creatures with animal intelligence, not
cast upon. Double the length with a raise. humanoids, and has no effect on conjured,
Thickness varies depending on what the magical, or otherwise “unnatural” animals.
wall is made of, but is usually a few inches.
The wall is a Hardness 10 (or 12 with a MODIFIERS
raise), and may be destroyed as any other DURATION (+1): The base Duration
object. Each Wound destroys a 1” (2 yard) increases to 30 minutes.
square section of wall (piercing weapons MIND RIDER (+1): The caster can com
can’t damage the barrier). municate and sense through any of the
When the spell expires or the wall is beasts he’s befriended.
broken it crumbles to dust or dissipates.
Trappings are never left behind.
4
MEGA MODIFIERS The victim automatically tries to shake off
BESTIARIUM (+1): The caster may the effect with a Vigor roll as a free action
now affect magical and mythical beasts; at the end of his following turns. Success
such creatures must still have only removes 2 points of penalties, and a raise
animal intelligence to be influenced. removes the effect entirely.
TAME BEAST (+5): Targeting a single
creature as an opposed roll between MODIFIERS
the caster’s arcane skill and the beast’s AREA OF EFFECT (+2/+3): For +2
Spirit. With a Critical Failure the points the power affects everyone in a
creature may attack or act violently in Medium Blast Template. For +3 points
an attempt to escape, or do as it wishes the area of effect is increased to a Large
with a failure. With a success the Blast Template.
creature becomes the caster’s ally for a STRONG (+1): The Vigor roll to shake
day (a week with a raise). off the effect is made at −2.
5
GREATER BOLT (+4): The bolt causes Burrow
4d6 Mega Damage (5d6 with a raise). Rank: Novice
ONSLAUGHT (+2): The bolt attack Power Points: 2
is made at Rate of Fire 2 (ignores the Range: Smarts
Recoil penalty) and may be used for Duration: 5
Suppressive Fire (see Savage Worlds). Trappings: Dissolving into the earth and
appearing elsewhere.
Boost/Lower Trait Burrow allows the recipient to meld into raw
Rank: Novice earth. He can remain underground if he
Power Points: 3 wants in a sort of “limbo” or burrow through
Range: Smarts the ground at half his normal Pace (or full
Duration: 5 (boost); Instant (lower) Pace with a raise). He may not run.
Trappings: Physical change, glowing aura, A burrowing character may attempt to
potions. surprise a foe by making an opposed Stealth
This power allows a character to increase or versus Notice roll. If the burrower wins, the
decrease a target’s Trait (attribute or skill). target is Vulnerable to him only. With a raise,
Boosting an ally’s Trait increases the the burrower gets the Drop. Targets on Hold
selected Trait one die type, or two with a may attempt to interrupt the attack before
raise, for five rounds. it occurs.
Lowering an enemy’s Trait has a Duration Burrowers can’t usually surprise a foe
of Instant and lowers the selected attribute once their presence is known, but can still
or skill a die type with success, or two burrow for protection and mobility.
with a raise (to a minimum of d4). A victim
automatically tries to shake off the effect MODIFIERS
with a Spirit roll as a free action at the end ADDITIONAL RECIPIENTS (+1):
of his following turns. Success improves the The power may affect more than one
effect one die type, and a raise removes the target for 1 additional Power Point
effect entirely. each. Cannot be combined with any
Additional castings don’t stack on a Mega Modifier.
single Trait (take the highest), but may affect POWER (+1): The caster can burrow
different Traits. through stone, concrete, or similar
substances. (Some substances, like
MODIFIERS plastic, glass, solid lead, etc., might be
ADDITIONAL RECIPIENTS (+2): The resistant at the GM’s discretion.)
power may affect more than one target
for +2 Power Points each. Cannot be MEGA MODIFIERS
combined with any Mega Modifier. GREATER BURROW (+2): The burrow
STRONG (+1): Lower Trait only. The ing character moves at her full Pace (× 2
Spirit roll to shake off the effect is with a raise).
made at −2.
Burst
MEGA MODIFIERS Rank: Novice
GREATER BOOST/LOWER TRAIT Power Points: 2
(+2): The power’s effects are enhanced. Range: Cone Template
With success, the selected Trait gains a Duration: Instant
free reroll once per round, or once per Trappings: A shower of flames, light, or
action with a raise. For lower Trait the other matter or energy.
target applies a −2 penalty to the rolls. Burst produces a large fan of energy that
bathes its targets in red-hot fire, a cone of
cold, or other damaging matter or energy.
Success creates a Cone Template starting
at the caster and extending outward (see
Area Effect Attacks in Savage Worlds).
6
Everything within suffers 2d6 damage (or victim suffers a level of Fatigue immediately
3d6 with a raise). and at sunset each day thereafter (further
castings of curse have no additional effect).
MODIFIERS The Fatigue cannot be recovered until
DAMAGE (+2): The burst causes 3d6 the curse is lifted, and once the accursed
damage, or 4d6 with a raise. becomes Incapacitated, he makes a Vigor
roll each day to avoid death.
MEGA MODIFIERS A caster may not attempt to curse an
GREATER BURST (+4): The burst individual more than once per day.
causes 4d6 Mega Da mage (5d6 Breaking the Curse: The curse can be
with a raise). lifted by the original caster at will, and
ends automatically if she’s slain. Dispel
Confusion also removes a curse (at −2), though each
Rank: Novice individual may only try once — if failed it’s
Power Points: 2 beyond her abilities.
Range: Smarts
Duration: Until the end of the victim’s next MODIFIERS
turn ADDITIONAL RECIPIENTS (+2):
Trappings: Hypnotic lights, brief illusions, The power may affect more than one
loud noises. target for 2 additional Power Points
Confusion confounds all targets in a Medium each. Cannot be combined with any
Blast Template, making them either Mega Modifier.
Distracted or Vulnerable, or both with a HALLUCINATIONS(+1): Instead of
raise. The same effect applies to all those becoming Fatigued, the victim sees
affected. These states are removed at the end horrors everywhere they look, from the
of the victims’ next turn as usual. subtle (a passing crow squawks their
name) to the dramatic (seeing a monster
MODIFIERS in the shadows). In combat, the target
AREA OF EFFECT (+0/+1): The caster is Distracted unless their Action card
can focus the confusion to a Small Blast is a face card or better. At the Game
Template for no extra cost, or a Large Master's whim, their behavior is also
Blast Template for +1. influenced — they might be “chased”
into unstable ground, act hysterically
MEGA MODIFIERS in front of others, drop something, etc.
GREATER CONFUSION (+2): On a Cannot be combined with Turn to Stone.
success, targets are Shaken in addition H I N DR A NC E (+2): I n stead of
to being Distracted or Vulnerable (or becoming Fatigued, the victim gains a
both with a raise). Confusion is a non- Minor Hindrance (or optionally a Major
damaging effect and cannot cause a one with a raise) of the caster’s choice.
Wound on an already Shaken target. Depending on Trappings, physical
curses like One Arm may either be a
Curse temporary transformation or just make
Rank: Seasoned the victim’s arm useless rather than
Power Points: 5 actually missing. Cannot be combined
Range: Touch with Turn to Stone.
Duration: Special TABOO (+3): The curse is placed on
Trappings: Rapid aging, wasting disease, an object like a trap, with the caster
debilitating fright, etc. specifying who could trigger its
Some practitioners of the arcane arts heal effects; e.g. anyone who disturbs this
their allies. Others inflict sickness upon their sarcophagus, anyone but me who
enemies. To use this particularly nasty spell, breaks this scroll's seal, any unbeliever
the caster makes an arcane skill roll opposed who opens this door, etc. Instead of an
by the victim’s Spirit roll. Failure means the opposed roll, when triggered the target
7
must check Spirit at –2 to resist the MODIFIERS
power's effects, or –4 if curse was cast DAMAGE (+2): The damage field causes
with a raise. 2d6 damage.
MEGA MODIFIERS
GREATER DARKSIGHT (+2):
The recipient’s senses extend so far
into the infrared and ultraviolet
spect r ums t hat he ig nores all
Illumination penalties and 4 points of
penalties from invisible creatures.
Deflection
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5
Trappings: Mystical shield, gust of wind,
phantom servant that intercepts missiles.
Deflection powers work in a variety of
ways. Some manifestations actually deflect
incoming attacks, others blur the target’s
form or produce illusionary effects. The
end result is always the same, however — to
8
misdirect incoming melee or missile attacks Arcane Awareness (see Land of a Thousand
from the recipient of the power. Islands) — for one hour. For larger creatures,
With success, foes must subtract 2 from increase the cost by the Scale modifier (+2
either melee or ranged attacks (caster’s PPs for Large, +4 PPs for Huge, or +6 PPs for
choice). With a raise, the penalty applies to Gargantuan).
both. An attacker who uses a ranged weapon With a success, attempts to detect arcana
in melee against the recipient suffers the on the subject suffer a −2 penalty or −4 with
penalty either way. a raise. If detect arcana fails, the character
cannot see through the ruse with this
MODIFIERS casting and is not aware it is concealed
ADDITIONAL RECIPIENTS (+1): unless presented with obvious evidence of
The power may affect more than one such (for example, the attack of an invisible
target for 1 additional Power Points foe).
each. Cannot be combined with any
Mega Modifier. MODIFIERS
ADDITIONAL RECIPIENTS (+1):
MEGA MODIFIERS The power may affect more than one
GR E AT E R DE F LE C T ION (+ 3): viewer for detect, or item for conceal, for
Opponents have a –2 penalty to attack 1 additional Power Point each. Cannot
the recipient with any type of attack. be combined with any Mega Modifier.
On a raise, the recipient also gains a AREA OF EFFECT (+1/+2): Conceal
free reroll on Evasion checks. only. The power affects everything in
a sphere the size of a Medium Blast
Detect/Conceal Template for +1 points, or a Large Blast
Arcana Template for +2.
Rank: Novice COSMIC ALIGNMENT SENSE (+1):
Power Points: 2 The caster can sense the presence and
Range: Smarts exact location of supernatural good
Duration: 5 (detect); one hour (conceal) or evil within range. Detect arcana
Trappings: Waving hands, whispers. activated with Cosmic Alignment
Detect arcana allows the recipient of the Sense no longer requires line of sight
power to see and detect all supernatural to locate these creatures.
persons, objects, or effects in sight for IDENTIFY (+1): The caster can identify
five rounds. This includes invisible foes, a magic item’s powers and how they
enchantments on people or items, and so work. Success reveals its powers and
on. With a raise, the caster knows the type how they work, but only a raise reveals
of enchantment as well. any cursed powers.
When used on a supernatural creature, STRONG (+1): Conceal only. Detection
the caster learns its active powers and arcane rolls to see through the concealment are
abilities. With a raise, he knows Weaknesses made at −2.
common to that creature type. This doesn’t
reveal Weaknesses of unique individuals, MEGA MODIFIERS
if any. Those must usually be discovered GREATER DETECT ARCANA (+2):
through research or trial and error (or a Detect arcana is greatly enhanced,
raise with Greater Detect Arcana). giving it expanded analytical effects.
Invisible Creatures: Detect arcana also With a successful Arcane Skill check
allows a character to ignore up to 4 points on a particular magical effect or
of penalties when attacking foes hidden by supernatural entity or phenomena, the
magical darkness, invisibility, or similar caster can learn the following:
abilities (or all penalties with a raise). Active powers and arcane abilities.
Conceal arcana obscures one being or Type of supernatural creature
item of Normal Scale or smaller from (vampire, werewolf, dragon, etc.).
detect arcana — and similar abilities, like Enchantments present on an item.
9
The PPE or ISP possessed by a target. Range: Smarts
Other information the GM allows. Duration: Instant
When used on a supernatural creature, Trappings: Waving hands, whispered
a raise on the Arcane Skill check reveals words.
any susceptibilities, Weaknesses, and Dispel allows a hero to negate enemy powers.
ways to bypass Invulnerability. It has no effect on permanent enchantments
GREATER CONCEAL ARCANA (+2): or innate abilities such as a dragon’s breath
The recipient is −2 (or −4 with a raise) or a banshee’s scream. Dispel affects arcane
to be seen or found with detect arcana, devices normally (see Arcane Devices in
divination, and other arcane abilities; Savage Worlds).
may not be used in combination with Dispel can be used on a power already
the power’s Strong modifier. in effect or to counter an enemy power
PRESENCE SENSE (+1): The caster is as it’s being used. The latter requires the
able to sense the presence and exact countering mage to be on Hold and interrupt
location of living beings within range his foe’s action.
like a radar; detect arcana activated with In either case, dispelling an opponent’s
Presence Sense no longer requires line power is an opposed roll of arcane skills
of sight to locate living beings. (with a −2 modifier if the rival’s power is
of another type such as magic vs. miracles,
Disguise psionics vs. weird science, etc.). Abilities
Rank: Seasoned with no arcane skill are opposed by Spirit.
Power Points: 2 If the dispelling character wins, the
Range: Smarts targeted power ends immediately (or fails
Duration: 10 minutes if it was countered with the usual results
Trappings: Malleable features, illusionary of failure). With a raise, the recipient of the
appearance, hair of new form. dispelled power is also Distracted.
Disguise allows the target to assume the
appearance of another person of the same MODIFIERS
Size and shape, including clothing. It does AREA OF EFFECT (+1/+2/+3): The
not confer any abilities, however. effect covers an area: +1 Power Point
Those who have reason to question the uses a Small Blast Template, +2 PPs
imposter’s identity make a Notice roll at −2 uses Medium, or +3 uses Large. The
to see through the disguise (−4 with a raise on caster makes one arcane skill roll and
the casting roll). This is a free action. chooses which power on each target
is affected. The caster of the affected
MODIFIERS power opposes with arcane skill. This
ADDITIONAL RECIPIENTS (+1): affects all targets in the area unless the
The power may affect more than one Selective modifier is used.
target for 1 additional Power Point MULTIPLE POWERS (+3): If successful,
each. Cannot be combined with any the caster dispels all the target’s
Mega Modifier. currently activated powers.
SIZE (+1): The recipient may assume
the shape of someone up to two Sizes MEGA MODIFIERS
larger or smaller than themselves. ANTI-MAGIC CLOUD (+9): Instead
of affecting a power at Range, this
MEGA MODIFIERS modifier creates an area of effect up to
ILLUSORY MASK (+2): The recipient the caster’s Spirit in inches centered on
looks and sounds like a specific person, the target with a Duration of 5. Magic
down to the smallest detail. items, effects, and powers have no effect
within the field. Summoned creatures
Dispel in the field must make a Spirit roll each
Rank: Novice round or take a Wound. Magically-
Power Points: 1 created objects are unaffected. Anti-
10
Magic Cloud has no effect on deities or rather than direct — they provide clues and
artifacts, and can’t be combined with guidance rather than spoilers that ruin a
any other modifiers. mystery or adventure.
DISENCHANT (+1): : The caster can The GM decides how much the spirit
target a magical item rather than an knows and how it communicates. Spirits in
individual or a power. This is a standard the netherworld tend to know only those
arcane skill roll, not an opposed things pertinent to their life and death —
roll (the GM may apply a penalty to and they may not even know the identity
disenchant powerful items or artifacts). of their killer if the person was masked
If successful, all the item’s magical or unseen. Likewise, nature spirits know
abilities are negated for one round, or only about their local environs, demons
two with a raise. The difficulty to do so know only about the affairs they’re directly
is –2 for enchanted, TW, Bio-Wizardry, involved in, and so on.
and Biomancy items and –4 for rune Once a spirit has been conversed with
weapons and powerful artifacts. it may not be contacted again for 24 hours.
SUPPRESS TRANSFORMATION The Game Master may extend this to a
(+4/+9): When cast at +4 Power Points, community of spirits in a single place, such
a victim inflicted with lycanthropy as water spirits in a babbling brook or
or some other transformative malady nameless spirits in a mass grave.
resists the change or halts its progress Sacred Ground: Contacting a spirit on
for the next 24 hours. When cast as a ground sacred to it (a deep forest for fey
Ritual at +9 Power Points, the victim creatures, a temple for deities, a volcano for
is permanently cured of whatever fire elementals or infernals, etc.) adds +2 to
affliction besets them. (This cannot the roll.
be done as a psionic Meditation.) This
Ritual requires the heart or other vital MEGA MODIFIERS
organ of a greater creature of the same SEANCE (+3): Seance lets a caster speak
type in addition to the usual Required to a specific departed spirit by casting
Materials, which are consumed whether divination as a Meditation or Ritual.
the Ritual is successful or not. The caster must either know the name
of the deceased or possess a personal
Divination item that belonged to them to attempt
Rank: Seasoned the seance. If successful, the caster may
Power Points: 5 ask three questions before the spirit
Range: Self returns to the void. With a Critical
Duration: A brief conversation of about Failure the entity (or some other being
five minutes. pretending to be the entity) manifests
Trappings: Séances, prayers, demonic nearby! Whether it attacks or is simply
interrogation. unhelpful depends on its personality,
Divination allows the caster to contact but the being must be bound and
otherworldly beings to gain information. exorcized to return it to the spirit realm.
Preparing the spell takes one uninterrupted Task (+3): The being is summoned
minute of prayer, coaxing or otherwise as described above, but rather than
communing with a spirit or deity. Once being asked questions it may be asked
that’s done, the caster makes her arcane skill to perform one relatively simple task
roll and asks a single question, which may it can complete in less than an hour
be broad or open-ended. (GM’s call)
Success means the entity answers the
question to the best of its ability, adding Drain Power Points
context as needed. A raise means the Rank: Veteran
spirit also volunteers additional related Power Points: 2
information that it thinks will be useful. Range: Smarts
Answers are typically vague and symbolic Duration: Instant
11
Trappings: Prayer, whispered words, gestures. using air to blow out a torch, fan a flame, or
Powerful mages, priests, psykers, and the cool someone down (reroll a Fatigue roll in
like can use this ability to drain arcane oppressive heat). The caster may use earth to
energy from their foes. They can sometimes cover tracks, fix breaks in stone or earthen
even leech the stolen energy for themselves. walls, or use fire to conjure flame about the
The power is opposed by the target’s size of a torch or spread existing flame. He
Spirit, and the caster suffers a −2 penalty to may use water to conjure a quart of water
her roll if the target has a different Arcane (not “inside” objects or people) or purify a
Background than her own. gallon of water per casting.
Success drains 1d6 of the rival’s Power After activation, each additional use of the
Points (if any, and the die doesn’t Ace). effects above are an action. Roll a new arcane
With a raise, the caster adds the points to skill roll for Attack or Push (these rolls do
her own. This may take her above her usual not suffer Backlash for Critical Failures as
maximum! They last until used, and must they are not activation rolls).
be the first spent when casting.
Drain Power Points can also be used on an MEGA MODIFIERS
arcane device (the creator still resists with DU R AT ION (+1): T he power ’s
her arcane skill whether she wields it or not). Duration is measured in minutes
The device can’t lose more Power Points instead of rounds.
than it has. ELEMENTAL FURY (+2): Everyone
within Range (except the caster) is
MEGA MODIFIERS harassed by the elemental effect for the
POWER (+2): The caster drains 2d6 power’s Duration, suffering a −1 penalty
Power Points on a success. on all Trait rolls, or –2 with a raise.
GREATER MANIPULATION (+2):
Elemental The elemental effect lashes out at the
Manipulation caster’s opponents. Once per round the
Rank: Novice caster may Test a target within Range
Power Points: 1 using his arcane skill at no Multi-
Range: Smarts Action penalty.
Duration: 5 POWER (+3): The volume of air, earth,
Trappings: A few simple gestures. fire, or water affected is tripled, the
This power grants basic control over the target of Push suffers a −2 penalty to
four traditional elements: air, earth, fire, resist, and the damage of Attack is
and water (though this may vary, such as increased to 2d6 (3d6 with a raise).
for psionics). WEATHER (+5): Not available for
Upon activation, the caster may choose one psionics. The caster can summon or
of the following effects: dispel storms, bring a cooling rain,
AT TACK: The caster uses their scorch the earth with a heatwave, or
activation roll as an attack roll, dealing even bring snow to the hottest climes.
2d4 damage to a target (3d4 with a raise) The caster can bring or disperse rain,
within Range. snow, sun, and wind in about a five-
MOVE: The caster may move a cubic mile radius. The severity depends on
foot of air, earth (half that in stone), fire, the local environment — a harsh desert
or water up to the caster’s Smarts in any might receive gentle rain while a rain
direction as a limited action. forest gets a driving downpour. The
PUSH: The elements buffet and move effects take 10 minutes to create and
the target. The caster uses his activation last an hour.
roll in place of his Strength for a Push
(see Savage Worlds). Empathy
Special Effects: The caster may use the Rank: Novice
elements to create an additional effect with Power Points: 1
the GM’s approval. Some examples are Range: Smarts
12
Duration: 5 MODIFIERS
Trappings: Concentration, a warm or DISRUPTION FIELD (+2): The caster
sympathetic smile, exchanging a sabotages all electronic devices in
pleasantry. the area. All devices within Range
The caster forms an emotional bond are affected for the power’s Duration,
between himself and the target with a friend or foe, unless used with the
successful arcane skill vs Spirit roll. He Selective Power Modifier.
knows the target’s emotional state and
most basic surface thoughts, and gains +1 MEGA MODIFIERS
(+2 with a raise) to Intimidation, Persuasion, JA M M I NG (+1) : I n s t e ad of
Performance, or Taunt rolls against him. The affecting a specific target or area, all
bonus does not apply to skill rolls made to communications (radios, transmission
activate powers. lines, etc) and sensory (optics, targeting
Empathy also works on animals, adding +2 suites, radars, etc) equipment within
to Riding or other rolls used to interact with Range cease to function. Signals
the creature. traveling through the area are blocked.
GREATER (+3): Target electronic device
MEGA MODIFIERS (any Size), robot automaton, power
AREA OF EFFECT (+2/+3): The power armor, vehicle, or robot vehicle suffers
affects everyone in a Medium Blast the effect of a Critical Hit (vehicles) or
Template for +2 points, or a Large Blast a Technical Difficulty; with a raise the
Template for +3. caster chooses the result. With a vehicle
Charm (+2): If the target is Uncooperative Chassis hit its next maneuver check is
or Neutral, a successful casting makes made at −2. Can't be combined with
him Cooperative, or Friendly with a other power modifiers.
raise. The spell is instantly broken if
the caster or her allies attack the victim Entangle
or their allies. Rank: Novice
EMPATHIC TRANSMISSION (+2): Power Points: 2
The empath gains a +2 (+4 on a raise) Range: Smarts
bonus on rolls against the target. Duration: Instant
Truth (+2): The caster knows if the target Trappings: Glue bomb, vines, handcuffs,
believes he's telling the truth or not. webs.
Entangle allows the caster to restrain a target
Energy Disruption with ice, bands of energy, or other vine-like
Rank: Novice Trappings (Hardness 8). If successful, the
Power Points: 2 target is Entangled. With a raise, he’s Bound.
Range: Spirit Victims may break free on their turn as
Duration: 5 detailed under Bound & Entangled in
Trappings: Ion discharge, static hum, Savage Worlds.
ghostly energy, gremlins.
The caster sabotages an electronic device MODIFIERS
no greater than Size −1. All Trait rolls made AREA OF EFFECT (+2/+3): For +2
with the electronic or an electricity powered points the power affects everyone in a
item are made at −2, or −4 with a raise. Medium Blast Template. For +3 points
Energy Disruption has no effect on simple the area of effect is increased to a Large
tools such as hammers, knives, or most Blast Template.
firearms — only devices containing or TOUGH (+1): The entangling material
connected to electric/electronic components. is particularly resilient. Increase its
It also has no effect on cybernetic systems Hardness to 10.
due to their integration with a living being.
13
MEGA MODIFIERS Range: Smarts
GREATER ENTANGLE (+3): The Duration: 5
Hardness becomes 16 and can be Trappings: Invisibly marked targets,
broken only via Mega-Damage attacks. guiding winds, eagle eyes.
Farsight allows the recipient to see in detail
Environmental over great distances. She can read lips or
Protection read fine print up to a mile distant.
Rank: Novice With a raise, she also halves Range
Power Points: 2 penalties for Shooting, Athletics (throwing),
Range: Smarts or other abilities affected by Range.
Duration: One hour
Trappings: A mark on the forehead, MODIFIERS
potions, gills. ADDITIONAL RECIPIENTS (+1):
Adventurers sometimes travel beneath The power may affect more than one
the waves, in space, or other hazardous target for 1 additional Power Point
environments. This power protects them each. Cannot be combined with any
from crushing depths, scathing heat, intense Mega Modifier.
cold, and even radiation.
Environmental protection allows the target MEGA MODIFIERS
to breathe, speak, and move at his normal GREATER FARSIGHT (+2): Allows the
Pace in an otherwise fatal environment. recipient to ignore all Range penalties,
It protects him against intense heat, cold, and a raise doubles sight range.
radiation, atmospheric or fluid pressure, and
lack of oxygen. Generally, the adventurer Fear
can function normally underwater, in Rank: Novice
space, within the cone of a volcano, etc. It Power Points: 2
fails quickly (1d4 rounds) in the presence of Range: Smarts
super-intense conditions such as actual lava Duration: Instant
or the massive radiation of a melting nuclear Trappings: Gestures, eldritch energy, cold
core, for example. chills.
Environmental protection reduces damage This power causes overwhelming dread and
from like sources by 4 (6 with a raise). If horror. The affected make a Fear roll. Extras
protecting against intense heat, for example, who fail are Panicked and Wild Cards roll
it protects against a flamethrower or bolt on the Fear Table. If the power is cast with
with a fire Trapping. a raise, the Fear roll is at −2 and Wild Cards
add +2 to Fear Table results.
MODIFIERS
ADDITIONAL RECIPIENTS (+1): MODIFIERS
The power may affect more than one AREA OF EFFECT (+2/+3): For +2
target for 1 additional Power Point points the power affects everyone in a
each. Cannot be combined with any Medium Blast Template. For +3 points
Mega Modifier. the area of effect is increased to a Large
Blast Template.
MEGA MODIFIERS
LIFE SUPPORT (var): The power MEGA MODIFIERS
protects against an additional hostile GREATER FEAR (+2): Fear rolls are
environ ment for each +1 Power made at −2, or −4 if cast with a raise.
Point spent, or against all hostile
environments for +3 Power Points. Fly
Rank: Veteran
Farsight Power Points: 3
Rank: Seasoned Range: Smarts
Power Points: 2 Duration: 5
14
Trappings: Gusty winds, wings, Arcane skill is used to make fury's
broomsticks. melee attack rolls; Parry is unaffected.
Fly allows a character to soar at Pace 12″, or NATURE'S FURY (+1): Fury confers
twice that with a raise (he may not Run). the effects of one of the following
Natural Weapons (see Savage Worlds)
MODIFIERS for its duration: Bite, Claws, or Horns.
ADDITIONAL RECIPIENTS (+2): Reach (+1): Fury's melee attacks
The power may affect more than one gain Reach +1.
target for 2 additional Power Points
each. Cannot be combined with any MEGA MODIFIERS
Mega Modifier. GREATER FURY (+4): Fury’s melee
attacks deal Str+2d10 Mega Damage, or
MEGA MODIFIERS Str+2d12 with a raise. In addition, the
LEVITATE FOE(+3): The caster can Armor Piercing Power Modifier now
target a foe with an arcane skill roll adds 4 AP per +1 PP (maximum AP 12).
opposed by the victim’s Spirit. If the
foe fails he flies upward at Pace 1” for Growth/Shrink
the Duration, to a maximum height Rank: Seasoned
of 10” and will likely get caught in a Power Points: 2 per point of Size change
tree, drift away in heavy winds, or Range: Smarts
take falling damage when the power Duration: 5
ends (depending on the circumstances, Trappings: Gestures, words of power,
Game Master’s call); see Falling in potions.
Savage Worlds. The caster has no control Growth increases the recipient’s Size by 1 for
over the target’s Movement. every 2 Power Points spent. Each increase
SWIFT FLIGHT (+5): The base flying
Pace increases to 24” (60 MPH), or 48”
(120 MPH) with a raise.
Fury
Rank: Novice
Power Points: 3
Range: Touch
Duration: 5
Trappings: Claws, horns, fangs,
tentacles, etc. of arcane power; an
ethereal weapon.
Fury arms the recipient with damaging
melee implements formed of arcane
energy; usually manifesting as an
extension of his body, a held weapon, or
ethereal limbs and weapons.
The recipient is no longer considered
an Unarmed Defender. The damage of
the melee attacks is Str+1d6, or Str+2d6
with a raise.
MODIFIERS
DAMAGE (+2): Fury’s melee attacks
deal Str+2d6 dmg, or Str+2d8 dmg
with a raise.
MYSTIC BLADE (+1): Self only.
Instead of using Fighting, the caster's
15
in Size grants the target a one-step increase MODIFIERS
to Strength and 1 point of Toughness (see AREA EFFECT(+1): Havoc affects a
Savage Worlds for more on Size.) This does Large Blast Template.
not increase Wounds regardless of change STRONG (+1): Strength rolls are
to Scale. made at −2.
Shrink reduces the Size of the subject
one step for every 2 Power Points spent to MEGA MODIFIERS
a maximum of Size −2 (approximately the GREATER HAVOC (+2): Targets are
size of a cat). Each step reduced decreases knocked back a total of 3d6" and take
Strength one die type (minimum of d4) and 2d6 damage if they strike a hard object.
Toughness by 1 (minimum of 2).
For unwilling targets, the caster’s arcane Healing
skill roll is opposed by Spirit. Rank: Novice
Power Points: 3
MEGA MODIFIERS Range: Touch
DU R AT ION (+2): T he power ’s Duration: Instant
Duration is measured in minutes Trappings: Laying on hands, touching the
instead of rounds. victim with a holy symbol, prayer.
POWER (+2): The target of shrink Healing removes Wounds less than an hour
may retain her normal Strength and old. A success removes one Wound, and
Toughness while small. a raise removes two. The power may be
cast additional times to remove additional
Havoc Wounds within that hour and as long as the
Rank: Novice healer has enough Power Points.
Power Points: 2 For Extras, the GM must first determine
Range: Smarts if the ally is still alive (see Aftermath in
Duration: Instant Savage Worlds). If so, a successful arcane skill
Trappings: Whirlwind, chaotic poltergeists, roll returns the ally to action (Shaken if it
repulsion field. matters.)
This ability creates chaos and mischief for
all those within its area of effect, hurling MODIFIERS
debris and rivals in all directions. GREATER HEALING (+10): Greater
With success, the caster places a Medium healing ca n restore a ny Wou nd,
Blast Template anywhere within Range, or including those more than an hour old.
a Cone Template emanating from the caster CRIPPLING INJURIES (+20): The
(see Area Effect Attacks in Savage Worlds). power can heal a permanent Crippling
Anyone touched by the template is Injury (see Incapacitation in Savage
Distracted and must then make a Strength Worlds). This requires an hour of
roll (at −2 if the caster got a raise). Those preparation and only one casting is
who fail are hurled 2d6″ — directly away permitted per injury. If it fails, this
from the caster if using the Cone Template caster cannot heal that particular injury
or directly away from the center if using a (but someone else may try). If successful,
Blast Template (the caster chooses for those the subject is Exhausted for 24 hours.
in the dead center). NEUTRALIZE POISON & DISEASE
Victims who strike a hard object (such as (+1): A successful healing roll negates
a wall) take 2d4 damage (nonlethal unless any poison or disease. If the poison
it’s a spiked wall or other more dangerous or disease has a bonus or penalty
hazard). associated with it, the modifier applies
Airborne Targets: Flying or airborne to the arcane skill roll as well.
targets suffer an additional −2 to their
Strength rolls as they have no ground to MEGA MODIFIERS
brace themselves on. MASS HEALING (+2/+3): For +2 Power
Points, healing affects all allies within a
16
Medium Blast Template centered on the of the caster’s arcane skill versus the
caster (or a Large Blast Template for +3). target’s Smarts (at −2 if the power was
activated with a raise). If the caster
Illusion wins, the target is Shaken (this cannot
Rank: Novice cause Incapacitation). With a raise, the
Power Points: 3 target suffers a Wound (this can cause
Range: Smarts Incapacitation). The caster may attack
Duration: 5 additional foes as Multi-Actions. She
Trappings: Magical spells, holograms, may not use other combat maneuvers,
“ethereal materializers.” such as Called Shots or Wild Attacks —
One of the greatest powers is the ability to though it may look that way!
create something from nothing — even if it’s DURATION (+2): The Duration is
not real! measured in minutes.
Illusion can be used to create a visual REACH (+1/+2): The illusion can stretch
scene or replica of most anything the caster or reach beyond its usual diameter. For
can imagine, but it is silent, intangible, and +1 Power Point it has a Reach of 12", and
incapable of affecting the real world. For for +2 it has a Reach of 24". This may
example, illusionary weapons pass through be used in conjunction with the Deadly
foes, one cannot sit in an illusionary chair, Illusion modifier to simulate a lashing
and an illusionary dog has no audible bark. tentacle, power, or ranged attack
Those who contact an illusion or doubt it’s emanating from the illusion itself.
real make a Smarts roll as a free action (at
−2 if the power was activated with a raise). Intangibility
If successful, that individual is no longer Rank: Veteran
subject to this casting. Power Points: 5
The GM should make group rolls for Range: Smarts
Extras as they point out the illusion’s Duration: 5
inconsistencies to each other. Trappings: Ghost form, body of shadow,
The volume of the illusion must fit within a gaseous transformation.
sphere the size of a Medium Blast Template With a successful arcane skill roll, whoever
(4″ or eight yards in diameter). receives this power becomes incorporeal. He
is unable to affect the physical world, and
MODIFIERS it cannot affect him. He can travel through
AREA EFFECT (+1): The illusion’s area walls, and non-magical weapons pass
of effect is increased to the size of a straight through him. Any items carried at
Large Blast Template. the time of casting are also incorporeal.
MOBILITY (+1/+2): For +1 Power Point, While incorporeal, the character may
the illusion can move at a Pace of 12, or affect other incorporeal beings (including
24 for +2 Power Points. himself), and he is still susceptible to
SOUND (+1): The power generates supernatural attacks, including powers
sound appropriate to the illusion. and enchanted items. With a raise on the
Illusionary allies may talk, illusionary activation roll, reduce the damage from
crows caw, and so on. It may not mask supernatural attacks by 4.
or mute existing sound, however. The being becomes corporeal when
STRONG (+2): Smarts rolls to disbelieve the power ends, but if within someone or
the illusion are made at −2. something he’s shunted to the nearest open
space and Stunned.
MEGA MODIFIERS If cast on an unwilling target, the victim
DE A DLY I LLUSION (+3): T he resists with Spirit. If affected, he shakes off
illusion may attack or otherwise cause the effect with a Spirit roll as a free action at
harm. The caster may use her actions the end of his following turns.
to make the illusion to “attack” an
individual. This is an opposed roll
17
MEGA MODIFIERS Darkness blocks illumination in an area
ADDITIONAL RECIPIENTS (+3): The the size of a Large Blast Template, making
power may affect more than one target the area Dark, or Pitch Darkness with a raise
for 3 additional Power Points each. (see Illumination in Savage Worlds).
Double cost (+6 per target) if combined If light and darkness overlap, they create a
with Duration. patch of Dim light (−2).
DURATION (+3): Duration is measured
in minutes instead of rounds. MODIFIERS
ILLUMINATE (+1): Light only. The
Invisibility light forms around a target of Size 1
Rank: Seasoned or less, illuminating it in a dull glow
Power Points: 5 that eliminates 2 points of penalties
Range: Smarts from invisibility, darkness, or similar
Duration: 5 conditions. With a raise, the glow
Trappings: Powder, potion, iridescent eliminates up to 4 points of penalties.
lights. MOBILE (+1): The caster can move the
With a success, the character and his area of effect up to his arcane skill die
personal items are transparent except for type each round after casting, or attach
a vague blur or outline. Any action taken it to an inanimate object when first cast.
against him that requires sight is made at −4,
or −6 with a raise. The same penalty applies MEGA MODIFIERS
to Notice rolls to detect the unseen presence. AREA EFFECT (+2): The light expands
Reduce the penalty by 2 if the invisible to the caster’s Smarts in radius, with a
character’s position is given away, such as Range of Smarts ×2. The light is sunlight
moving in water, hit with mud or another and considered holy in nature, having
substance that reveals her form, outside in the same effect on certain creatures
the rain, etc. (such as vampires) as natural sunlight.
TRUE DARKNESS (+2): Darkness only.
MODIFIERS The darkness blocks Infravision, Low
ADDITIONAL RECIPIENTS (+3): Light Vision, Darkvision, and Night
The power may affect more than one Vision. It has no effect on magical sight
target for 3 additional Power Points such as detect arcana.
each. Cannot be combined with any
Mega Modifier. Mind Link
Rank: Novice
MEGA MODIFIERS Power Points: 1
DURATION (+2): Duration is measured Range: Smarts
in minutes instead of rounds. If the Duration: 30 minutes
character attempts a damage-causing Trappings: Headpieces, talismans of Tao or
attack or targets an unwilling character other gods, crystals.
with a power, the effect terminates Mind link creates a telepathic connection
immediately.. between two individuals (which does not
necessarily have to include the caster). The
Light/Darkness link accommodates only willing subjects
Rank: Novice and communication — thoughts that aren’t
Power Points: 2 consciously transmitted aren’t relayed.
Range: Smarts Once activated, the Range between all
Duration: 10 minutes linked minds is one mile, or five with a raise.
Trappings: Illusionary torch, sunlight, If any of the linked charac ters suffers a
darkness, thick fogs. Wound, all others must make a Smarts roll
Light creates bright illumination in a Large or be Shaken (this cannot cause a Wound).
Blast Template. With a raise, the light can be The speed of communication is that of
focused into a 5″ (10 yard) beam as well. normal speech, but with a raise members
18
may communicate up to 30 seconds or so of emotional conflict for the target — may
speech on a single combat turn. call for an additional contested roll
(GM’s call).
MODIFIERS MIND WALK (+2): The caster has
ADDITIONAL RECIPIENTS (+1): greater access to the target’s mind and
The power may affect additional memories. They may still only ask
individuals for 1 additional Power Point one question, but the answer unlocks
each. Cannot be combined with any an entire scene or chain of related
Mega Modifier memories (GM’s call).
19
(or Difficult Dramatic Task for Wild information she’s looking for, from the
Cards), where the caster’s Arcane Skill object’s creation forward. A raise grants her
rolls are opposed by the target’s Spirit more specific information.
(with bonuses or penalties as the GM If the caster uses object reading on a
sees fit). If the caster fails, they become bloody knife to investigate a murder, for
Exhausted. With a success the caster is example, success might tell her the wielder
only Fatigued and the victim — though was a human and that the attack happened
they retain all skills and abilities — at night. With a raise, she might get a
completely forgets who they are glimpse of the killer’s face or some other
or any details of their previous life. clue that reveals his identity.
The 'Edit' Power Modifier (see mind
wipe in Savage Worlds) costs +5 Power MEGA MODIFIERS
Points when used in tandem with DEEP READING (+2): The character
Exalted Mind Wipe. Cannot be used can see anything that occurred within
in combination with the Fast Cast line of sight of the object.
standard Power Modifier. PSYCHOMETRIC PROJECTION (+2):
The caster may broadcast the vision,
Object Reading projecting it out into a space the size of
Rank: Seasoned a small room. Anyone present may see
Power Points: 2 and hear the events and examine the
Range: Touch projection from all angles.
Duration: Special
Trappings: Touching the object, Protection
glowing hands Rank: Novice
Object reading is the ability Power Points: 1
to get visions of the past Range: Smarts
from an object. With a Duration: 5
successful casting, Trappings: A mystical glow, hardened skin,
she gains a vague ethereal armor, a mass of nanites.
impression of Protection creates a field of energy or armor
whatever around a character, giving him +2 Armor.
This stacks with other standard (non-MDC)
armor, natural or worn, and is negated
by AP as usual. With a raise, the bonus is
applied to Toughness instead.
Whether the protection is visible or
not depends on the Trapping — this is
entirely up to the caster.
Protection stacks with all other
armor, natural or worn, and is
negated by AP as usual.
MODIFIERS
ADDITIONAL RECIPIENTS (+1): The
power may affect additional targets at
a cost of 1 Power Point each. Cannot
be combined with any Mega Modifier
except Enhanced Protection.
MEGA MODIFIERS
ENHANCED PROTECTION (+1):
Success grants +4 Armor (or +4
Toughness with a raise). This Mega
20
Modifier can be combined with control of him to any distance, even out
Additional Recipients. of her sight.
GR E AT E R P ROT EC T ION (+3):
Success grants +6 MDC Armor which Quickness
stacks with other MDC armor, but not See Sloth/Speed, page 24.
standard armor. On a raise, the recipient
instead gains +6 Toughness and has the Rebuke
benefits of MDC protection (immunity Rank: Novice
to standard damage and to the effects of Power Points: 2
Gritty Damage). Range: Touch
Duration: 5
Pummel Trappings: Words or sigils of power, holy/
See Havoc, page 16. unholy symbol, light/dark aura.
Rebuke protects the recipient with a holy (or
Puppet unholy) aura against area effect attacks, Tests,
Rank: Veteran powers, and even ranged attacks that would
Power Points: 3 affect her. Any evil (or good if an evil caster)
Range: Smarts creature that attempts to directly target the
Duration: 5 caster or recipient in a negative way must
Trappings: Glowing eyes, trance-like state, make a Spirit roll as a free action (at −2 if cast
a swinging pocket watch, voodoo dolls. with a raise). If the roll fails, the attempt fails
Puppet is an opposed roll of the character’s and the creature loses that action.
arcane skill versus the target’s Spirit. With Rebuke works both ways, however. If
success, the victim automatically obeys anyone under the effects of the power
commands that don’t directly harm himself attempts to harm another creature (evil or
or those he cares about. otherwise), the power instantly terminates
With a raise, the target is completely for everyone.
controlled, but gets an automatic Spirit roll Rebuke trumps any simple ward the
as a free action to avoid directly harming caster may be holding or protected by. If
himself or those he cares about. If the the creature overcomes the rebuke power, it
puppet’s resistance succeeds, he doesn’t carry ignores any simple wards that turn as well.
out that particular command but doesn’t
otherwise resist his master. With a raise, he MODIFIERS
breaks the controller’s hold and the power Area Effect (+2/+3): For +2 points
ends. the power affects all allies within a
Commands are general, such as “attack Medium Blast Template centered on the
that person” or “open that door.” The recipient. For +3 points the area of effect
controller doesn’t get to dictate how many is increased to a Large Blast Template.
actions the victim uses in a turn, whether or
not he uses his Sweep Edge, etc. MEGA MODIFIERS
Strong (+1): Spirit rolls by the creature
MODIFIERS are made at −2 (−4 with a raise).
ADDITIONAL RECIPIENTS (+2): The Greater Rebuke (+1): Creatures that
caster may affect others at the cost of 2 fail the Spirit roll become Distracted, or
Power Points each. Cannot be combined Stunned with a Critical Failure.
with any Mega Modifier.
Relief
MEGA MODIFIERS Rank: Novice
MIND CONTROL (+3): Spirit rolls to Power Points: 1
resist commands are at −2 ( – 4 with a Range: Smarts
raise). If the caster has and uses mind Duration: Instant/One Hour
link on the target, she may extend her Trappings: Prayer, tonics.
Select one of the options listed below:
21
Recover: The caster removes one of the Power Points: 3
following negative conditions: Shaken, Range: Self
Distracted, or Vulnerable. A raise on the Duration: 5
arcane skill roll removes two conditions. Trappings: Astral projection, images on a
If affecting more than one target (via the reflected surface, a crystal ball.
Additional Recipients modifier), the caster The caster spies on a distant item, creature,
may choose which condition(s) to remove or location. Casting takes one minute,
for each ally. during which she’s Vulnerable, cannot take
Relief can’t remove negative conditions other actions, and fails if she is Shaken or
caused by ongoing effects (Bound or Stunned.
Entangled, Stunned, etc.) unless the source If targeting an unwilling person, they
of the effect is removed. oppose with Smarts. With a failure, those in
Numb: Reduces the recipient’s total the target area able to sense the supernatural
penalties from Wounds and Fatigue by are aware of the attempted intrusion.
one with success, or two with a raise. An A caster is −2 to scry targets she hasn't seen
Exhausted (−2) hero with three Wounds (−3), before in person, and –4 to scry targets at
for example, reduces her total −5 penalty to a location she's never visited (it fails if she
−4 with success, and −3 with a raise. doesn’t know the place exists). Scrying a
This effect lasts one hour. It doesn’t remove different region of the world imposes a –2
the Wounds or the Fatigue, it just allows penalty, or –4 for another dimension. Conceal
the recipient to ignore the penalties. If the arcana and similar abilities impose penalties
target would be Incapacitated by Wounds to this roll. All modifiers stack.
or Fatigue, she’s still Incapacitated as usual. Success lets the GM reveal to the caster
what they see as if standing nearby. With a
MODIFIERS raise the caster can see, hear, and smell.
ADDITIONAL RECIPIENTS (+1):
The power may affect more than one MODIFIERS
target for 1 additional Power Point GROUP SIGHT (+1): The caster
each. Cannot be combined with any may share her perception with allies
Mega Modifier. within a Range of Smarts for the
STUNNED (+1): If using the Recover power’s Duration.
option, the caster may also affect the
Stunned condition. This completely MEGA MODIFIERS
removes the effects of being Stunned. STRONG (+2): The caster ignores
two points of penalties to her arcane
MEGA MODIFIERS skill roll.
AREA EFFECT (+2/+3): For +2 Power
Points relief affects all allies within a Resurrection
Medium Blast Template centered on the Rank: Heroic
caster (or a Large Blast Template for +3) Power Points: 30
C R E AT E FO OD A N D WAT E R Range: Touch
(Varies): Instead of the usual effects, Duration: Instant
every 1 Power Point creates enough Trappings: Elaborate ceremonies, rare
food and water to sustain a Size 0 plants, magical amulets, divine
humanoid for one day. The nourishing intervention
food is permanent (doesn’t disappear Perhaps the greatest power of all is the
after you eat it), though it decays and is ability to bring someone back from the dead.
inedible after 24 hours if not consumed. It can restore lost loves, bring solace to the
The water is just like clean rainwater grieving, and topple kingdoms.
and does not spoil. Returning the dead to life requires a
reasonably complete corpse no more than
Remote Viewing a year old. The caster then prays, meditates,
Rank: Veteran chants, or otherwise concentrates on
22
mending the body and pulling the spirit Very Resilient, or Unstoppable, or extra
back to it for four hours. Wounds from Large or Huge Scale creatures.
Once done, the healer makes a casting roll
at −8. If successful, the victim returns to life MODIFIERS
with three Wounds and is Exhausted. With DURATION(+1): The power’s Duration
a raise, she returns merely Exhausted. is now measured in minutes instead
This power cannot be taken until Heroic of rounds.
Rank and ignores the Born a Hero setting rule. SPEECH (+1): The caster retains the
In addition, the power must be performed as ability to speak (and use powers)
a Ritual requiring a Challenging Dramatic regardless of the animal form.
Task for no added benefit; see Rituals and
Meditations in the Tomorrow Legion Player’s MEGA MODIFIERS
Guide. POLYMORPH (+3): The caster may, at
a Range of Touch, transform a living
MEGA MODIFIERS being of Size −4 to Size 3 into a form
POWER (+5): The hero can raise a spirit of her choice. The spell is resisted by
dead up to a decade for +5 Power Points. Spirit, and the new form must be able
to survive in its current environment.
Shape Change Gear is absorbed into the creature’s
Rank: Novice form. With success, the victim retains
Power Points: Special his Smarts. With a raise, his Smarts is
Range: Self transformed into Animal Smarts and
Duration: 5 he cannot attempt to recover (see below)
Trappings: “Morphing,” talismans, tattoos. for one hour. Victims attempt to recover
This power allows the caster to take the at the end of their turn by making a
form of other living creatures. She can only Spirit roll at −2 (−4 if the caster got a
turn into the base form of such beings, not raise). This is a free action.
elite or alternative versions (so a goblin is GREATER SHAPE CHANGE (+2):
allowed but a goblin shaman is not). With a The caster can take on the form of any
raise, the caster can increase the creature’s type of creature: humans, humanoids,
Strength and Vigor by one die type each. and even magical monsters and beings.
The size of the new form is limited by Only natural, inherent abilities to the
the caster’s Rank (see table) Held and worn form are gained, not those derived from
items are assumed into the new form and technology or training.
reappear when the power ends. TRANSFORM (+2/+3): The power
While transformed, the character retains may affect a willing target at a Range
his Edges and Hindrances, and his Smarts, of Touch for +2 or Smarts for +3 (the
Spirit, and their linked skills. He gains Range modifier may further increase
the creature’s Agility, Strength, Vigor, and the latter).
linked skills, as well as any powers common
to that creature (fire breathing for dragons,
flight for pegasi, etc). The caster does not SHAPE CHANGE
gain a target’s Power Points if it has them — RANK COST SIZE
he retains his own.
Novice 3 Size –4 to Size –1
H i s abi l it y to u s e dev ic e s a nd
communicate is limited to those of his form Seasoned 5 Size 0
— goblins can speak and therefore cast spells Veteran 8 Size 1 to 2
but bears and tigers cannot. The caster may Heroic 11 Size 3 to 4
maintain powers cast before the shape
change regardless of form. Legend. 15 Size 5 to 10
Wound Effects: The caster cannot benefit
from a creature’s additional Wounds or
Wound reduction abilities like Resilient,
23
Sloth/Speed Slumber
Rank: Seasoned Rank: Seasoned
Power Points: 2 Power Points: 2
Range: Smarts Range: Smarts
Duration: Instant (sloth); 5 (speed) Duration: One hour
Trappings: Slowing time, blurred motion, Trappings: A lullaby, blowing powder or
a slippery patch of oil or ice. sand at targets.
Sloth lessens celerity and coordination while Those who favor stealth or want to avoid
speed increases it. It halves the target’s total harming their foes are drawn to this spell,
movement each round (round up). With which puts its victims into a deep and
a raise, movement is also an action. The restful sleep.
target automatically attempts to shake off Anyone affected by slumber must make a
the effects of sloth at the end of each of his Spirit roll (at −2 if the caster got a raise on
next turns by making a Spirit roll. her arcane skill roll). Those who fail fall
Success with speed doubles the target’s asleep for the Duration of the spell. Very
movement (basic Pace and running). With loud noises or attempts to physically wake a
a raise the character also ignores the −2 sleeper (by shaking him, for example), grant
running penalty. another Spirit roll.
MODIFIERS MODIFIERS
ADDITIONAL RECIPIENTS (+1): AREA OF EFFECT (+2/+3): For +2
Speed only. The power may affect more points the power affects everyone in a
than one target for 1 additional Power Medium Blast Template. For +3 points
Point each. Cannot be combined with the area of effect is increased to a Large
any Mega Modifier. Blast Template.
AREA OF EFFECT (+2/+3): Sloth only.
For +2 points the power affects everyone MEGA MODIFIERS
in a Medium Blast Template. For +3 STRONG (+1): The penalties to resist
points the area of effect is increased to increase to −2, or −4 with a raise.
a Large Blast Template. NIGHTMARE (+2): Those affected
QUICKNESS (+2): Speed only. The are Fatigued once they awaken, until
character’s total Multi-Action penalty they next sleep. This cannot cause
each turn is reduced by 2 (she can Incapacitation. Cannot be combined
do two actions at no penalty or three with the Fatigue Modifier.
at −2 each).
STRONG (+1): Sloth only. The Spirit roll Smite
to shake off sloth’s effects is made at −2. Rank: Novice
Power Points: 2
MEGA MODIFIERS Range: Smarts
GREATER SLOTH (+2): Sloth only. The Duration: 5
target cannot run. With a raise their Trappings: A colored glow, runes, sigils,
Pace is reduced by 2. crackling energy, barbs grow from the
GREATER SPEED (+2): Speed only. blade.
The recipient ignores the effect of This power is cast on a weapon of some
Difficult Terrain and triples jumping sort. If it’s a ranged weapon, it affects one
distances (horizontal and vertical). On entire magazine, 20 bolts, shells, or arrows,
a raise, don’t roll their Run die; they or one full “load” of ammunition (the GM
automatically gain the maximum die determines the exact quantity for unusual
result possible when running. weapons). While the power is in effect, the
weapon’s damage is increased by +2, or +4
Slow/Speed with a raise.
See Sloth/Speed, above. Limitations: In the case of smite with
a Personal Limitation (see Savage Worlds),
24
“Self” refers to a weapon wielded by the of warning populations of impending
caster instead. danger. Doing so also adds +2 to one
Intimidation Test as long any subjects
MODIFIERS are within 12” (24 yards).
ADDITIONAL RECIPIENTS (+1): GREATER SOUND/SILENCE (+1):
The power may affect more than one The Smarts roll made to resist a Test
target for 1 additional Power Point (or Targeted silence) is made at −2.
each. Cannot be combined with any Silenced magic users cannot activate
Mega Modifier. new powers.
MODIFIERS Stun
MOBILE (+1): The caster can move the Rank: Novice
area of effect up to his arcane skill die Power Points: 2
type each round. Range: Smarts
TARGETED (+0): Instead of casting Duration: Instant
silence in an area of effect, the caster may Trappings: Bolts of energy, stun bombs,
instead target individuals in Range for sonic booms, burst of blinding light.
1 Power Point each. Unwilling targets Stun shocks a target with concussive force,
resist with Spirit (at −2 if the caster sound, light, magical energy, or the like.
gets a raise). A successful casting means the victim
must make a Vigor roll (at −2 with a raise
MEGA MODIFIERS on the arcane skill roll) or be Stunned (see
BELLOW (+1): Sound only. The Savage Worlds).
character’s voice booms out, carrying
over one mile distant — a useful way
25
MODIFIERS differently based on the caster’s trappings.
AREA OF EFFECT (+2/+3): For +2 It materializes anywhere in Range, and with
points the power affects everyone in a a raise on the arcane skill roll, it’s Resilient
Medium Blast Template. For +3 points as well.
the area of effect is increased to a Large The ally acts on its creator’s Action Card
Blast Template. and follows her commands to the best of its
ability. It has no personality, creativity, or
MEGA MODIFIERS emotions. When the power ends or the ally
GREATER STUN (+2): Resistance rolls is Incapacitated, it fades into nothingness,
are made at −2, or –4 with a raise. leaving no trace behind.
The type of servant that can be sum
Succor moned depends on the caster’s Rank. With
See Relief, page 21. the GM’s approval, the player may swap
abilities. If a hero wants an attendant in the
Summon Ally form of a wolf, for example, the caster might
Rank: Novice exchange the Shooting skill for Survival so
Power Points: 1+ that the “animal” can track its foes.
Range: Smarts SUMMON ALLY
Duration: 5
Trappings: Clay figure that grows into a RANK COST SERVANT
servant, a tattoo that comes to life. Novice 1 Magic Attendant
This power allows the character to summon
Seasoned 3 Magic Bodyguard
a magical servant from nothing. The ally
typically takes the form of a basic humanoid Veteran 5 Magic Warrior
of the appropriate Size but can appear Heroic 7 Magic Sentinel
Legendary 10 Mirror Self
26
MODIFIERS
BITE/CLAW (+1): The ally can bite or MAGIC ATTENDANT
claw at Str+d6. Attributes: Agility d6, Smarts d6, Spirit d6,
COMBAT EDGE (+1): The ally has Strength d6, Vigor d6
a Combat Edge (it must meet the Skills: Athletics d6, Fighting d6, Intim-
Requirements as usual). You may take idation d6, Notice d6, Shooting d6,
this modifier up to three times per ally. Stealth d6
FLIGHT (+1): The ally can fly at its Pace: 6; Parry: 5; Toughness: 7 (2)
base Pace. Special Abilities:
INCREASED TRAIT (+1): The caster Claw: Str+d4.
can increase a Trait one die type for Construct: +2 to recover from being
one Power Point. She may do this for as Shaken; ignore 1 point of Wound
many Traits as she likes, but only once penalties; doesn’t breathe, immune to
per Trait. poison and disease.
MIND RIDER (+1): The caster can Fe a rle s s : I m mu ne to fea r a nd
communicate and sense through the ally Intimidation
R A NGE D AT TAC K(+1): R a nge Thick Hide: +2 Armor..
12/24/48, Damage 2d6.
MAGIC BODYGUARD
MEGA MODIFIERS Attributes: Agility d8, Smarts d6, Spirit d6,
GOLEM: See Atlantis and the Demon Strength d8, Vigor d8
Seas for this special Power Modifier Skills: Athletics d8, Fighting d8, Intim-
which cannot be used without the idation d8, Notice d8, Shooting d8,
Create Golem Edge. Stealth d8
GREATER SUMMON ALLY (Varies): Pace: 6; Parry: 6; Toughness: 11 (4)
When cast using double the normal Edges: First Strike
Power Point cost the summoned ally is Gear: Melee attack (Str+d6).
Resilient, or Very Resilient with a raise. Special Abilities:
Heavily Armed (+2): The ally has a Lightly Armored: +4 Armor and +1
potent weapon (or equivalent integrated Toughness
ability). Choose either a melee weapon Construct: See Attendant.
(Str+d8 MD, AP 8) or a ranged weapon Fea rless: Immu ne to fear a nd
(Range 24/48/96, 4d6 damage, AP 2, RoF Intimidation.
1, Heavy Pulse).
MAGIC WARRIOR
Telekinesis Attributes: Agility d10, Smarts d6, Spirit
Rank: Seasoned d8, Strength d10, Vigor d10
Power Points: 5 Skills: Athletics d10, Fighting d10,
Range: Smarts ×2 Intimidation d10, Notice d10, Shooting d10,
Duration: 5 Stealth d10
Trappings: A wave of the hand, magic Pace: 8; Parry: 7; Toughness: 15 (5)
wand, steely gaze. Edges: Arcane Resistance, Frenzy
Telekinesis is the ability to move objects Gear: Melee weapon (Str+d8)
or creatures (including oneself) with Special Abilities:
arcane will. It has a Strength of d10, or d12 Armored: +5 Armor and +2 Toughness.
with a raise. On activation, the caster may Construct: See Attendant.
immediately perform one of the “uses” Fea rless: Immu ne to fear a nd
below. Subsequent uses are actions and use Intimidation.
the arcane skill (but are not activation rolls Size 1: Magic Warriors are tall and
and therefore not subject to Backlash from broad-shouldered.
Critical Failures). CONTINUED NEXT PAGE...
Unwilling beings targeted by telekinesis
resist the caster’s arcane skill with an
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CONTINUED FROM opposed Spirit roll when first targeted, and
PREVIOUS PAGE... at the start of each of their turns thereafter
until they’re released. Successful resistance
MAGIC SENTINEL does not mean the spell fails — the caster
Attributes: Agility d12, Smarts d6, Spir- may try again on his next turn.
it d10, Strength d12, Vigor d12 Uses:
Skills: Athletics d12, Fighting d12, Intim- BASH: The target may be bashed into the
idation d12, Notice d12, Shooting d12, floor, ceiling, or walls for Str+d6 damage.
Stealth d12 CHANGE TARGETS: The caster may
Pace: 8; Parry: 8; Toughness: 20 (7) release a victim or tool as a free action.
Edges: Arcane Resistance (Imp), Frenzy Picking up a new weapon is a free action.
(Imp) Selecting a new unwilling target is an action
Gear: Melee weapon (Str+d8) and is resisted as above.
Special Abilities: MANIPULATE: The caster may use tools
Construct: See Attendant. or wield a weapon, using the caster’s arcane
Fe a rle s s : I m mu ne to fea r a nd skill. (This doesn’t alter the caster’s Parry
Intimidation. if wielding a weapon if his arcane skill is
Heavily Armored: +7 Armor and +3 different from his Fighting skill.)
Toughness. MOVE: The target or tool may be moved
On Guard: Once per combat turn, when up to the caster’s Smarts as a limited free
the caster or his ally is hit by a successful action.
attack and the Sentinel is within half its
Pace (4”) of the target, it may leap in front MEGA MODIFIERS
of attack and take the damage or effect Power (+3): The Strength of telekinesis
instead. is d12, +2 Strength with each raise.
Size 2: Sentinels are 8’ tall and very Bashing victims inflicts Str+d8 damage.
dense. Objects weighing 500 pounds or more
inflict Mega Damage
MODIFIERS
ADDITIONAL RECIPIENTS (+1):
The power may affect more than one
target for 1 additional Power Point
28
each. Cannot be combined with any Wall Walker
Mega Modifier. Rank: Novice
TELEPORT FOE (+2): Foes may be Power Points: 2
targeted by a Touch attack (see Savage Range: Smarts
Worlds). This is an action, so the casting Duration: 5
must be the second part of a Multi- Trappings: Spider-like visage, prickly hairs
Action if the attack is successful. The on hands and feet.
foe resists the casting with an opposed Wall walker allows the recipient to walk on
Spirit roll against the arcane skill total vertical or horizontal surfaces. With success,
and is sent up to 12″ away with success she moves at half her normal Pace. With a
and 24″ with a raise. Foes may not be raise, she may move at full Pace and even
teleported into solid objects. run.
If forced to make an Athletics roll to climb
MEGA MODIFIERS or hang on to a surface, she adds +4 to the
Greater Teleport (+13): The caster (only) total.
can teleport much farther, but must
concentrate on her destination for at MODIFIERS
least one round, taking no other actions. ADDITIONAL RECIPIENTS (+1): The
This makes her Vulnerable; if Shaken or caster may affect others at the cost of 1
Stunned, the spell fails. Power Point each. Cannot be combined
For one round of concentration, the caster with any Mega Modifier.
can teleport up to 100 miles. For two rounds,
she can travel 500 miles. For three rounds, MEGA MODIFIERS
she can travel 1000 miles. GREATER WALL WALKER (+2): With
If the caster has physically been to the success the target moves at her normal
desired location previously, there is no Pace, and with a raise she gains +6 on
penalty to her roll. With success she arrives Athletics rolls to climb or hang onto a
within 2d6 × 10 feet of her target, or on target surface and resist the Push maneuver
with a raise. or being moved by havoc, telekinesis, and
If the caster has a detailed map or has seen other similar powers or effects.
it through a power or device, she suffers −2
to the roll. With success, she arrives within Warrior’s Gift
2d6 × 100 feet, or on target with a raise. Rank: Seasoned
If the caster has a crude map or a general Power Points: 4
notion of the place on a regional or world Range: Smarts
map, she suffers a −4. She arrives within Duration: 5
2d10 miles with success, or within 2d6 × 100 Trappings: Gestures, prayer, whispered
feet with a raise. In the absence of such words, concentration.
information, teleporting is not possible. With a successful arcane skill roll, the recip
A Critical Failure transports the caster to ient gains the benefits of a single Combat
a random location (GM’s call) on the same Edge chosen by the caster. The caster (not
planet in the same dimension. the recipient) must have the same Rank or
M YSTIC PORTAL (+8): Instead higher as the Edge’s Requirements. With
of teleporting, the caster opens a a raise, the recipient gains the Improved
temporary portal connecting her version of the Edge (if there is one, and even
current location and the destination. if he doesn’t meet the Rank Requirement).
Creatures and objects can travel
through this gate from either side for MODIFIERS
5 rounds. Cannot be combined with ADDITIONAL RECIPIENTS (+1):
Greater Teleport. The power may affect more than one
target for 1 additional Power Point
each. Cannot be combined with any
Mega Modifier.
29
MEGA MODIFIERS
ZOMBIE CREATURES POWER (+4): The recipient gains two
Combat Edges at once.
Animals and other creatures can also Zombie
be raised with this foul ability! The Rank: Veteran
cost is 2 for a creature of Size −1 or −2, Power Points: 3 (See sidebar for large
3 for Size 0, and 1 for a Small Swarm, creatures)
2 for a Medium Swarm, or 3 for a Range: Smarts
Large Swarm. Duration: One hour
Larger creatures cost 3 + Size Trappings: Carving symbols on corpses,
in Power Points. For example, an throwing bones, graveyards, “leather”
undead grizzly (Size 2) costs 5 Power books.
Points to raise. Zombie grants animation and basic intelli
Magical or supernatural Special gence to the remains of a once-living being.
Abilities aren’t conferred to the The summoned horror is obedient but
undead form, but those inherent to literal-minded in its duties. It isn’t telepathic,
the creature are, such as Improved and must be controlled by voice.
Frenzy, Reach, a swarm’s attack, etc. The being has the physical skills it had in
Additional zombie creatures cost life, but its Smarts, Spirit, and related skills
half their base cost if raised at once, are reset to d4. A raise on the casting roll
instead of the +1 listed for Additional increases any one of their Traits by one die
Zombies (round up, minimum of 1). type (caster’s choice).
See the opposite page for the basic
profile of a human zombie. Corpses aren’t
summoned by this ability, so there must
actually be a supply of bodies in Range
(GM’s call).
An undead Incapacitated by damage can’t
be raised with this power again.
ZOMBIE
Zombies are strong and tough, but slow. MODIFIERS
Attributes: Agility d6, Smarts d4, Spirit d4, ADDITIONAL ZOMBIES (+1): A
Strength d6, Vigor d6 larger horde can be raised in a single
Skills: Athletics d4, Fighting d6, Intimida- casting by paying an additional 1 Power
tion d6, Notice d4, Shooting d6 Point for each extra zombie raised.
Pace: 4; Parry: 5; Toughness: 7 A R MED & A R MORED (+1 per
Edges: — Zombie): The dead rise with +2
Special Abilities: armor and weapons common to their
Bite/Claws: Str. background or environment. Choose
Fearless: Zombies are immune to Fear either a hand weapon (Str+d6) or ranged
and Intimidation. weapon (Rng 12/24/48, Dmg 2d6).
Undead: +2 Toughness; +2 to recover MIND RIDER (+1): The caster can
from being Shaken; no additional communicate and sense through one
damage from Called Shots; ignores of the undead he’s conjured. If it’s
1 point of Wound penalties; doesn’t destroyed, he may jump to any of the
breathe; immune to disease and poison. others currently under his control.
Weakness (Head): Called Shots to a PERMANENT (0): The zombie is
zombie’s head do the usual +4 damage. given unlife until Incapacitated by
Wounds. The Power Points used to
raise it are “invested” and unavailable
until it’s destroyed. The necromancer
may terminate his creations’ unlife at
30
any time, regardless of sight, distance,
or other factors. His Power Points
then begin recharging normally. UPDATES
Permanent zombies remain animated
even if their creator is slain!
EXPERT BLASTER:
R e q u i r e me n t s : Ve t e ra n , A r c a n e
Background (Any), Blaster, Smarts d8+,
Spirit d8+, , Arcane Skill d10+
Your blaster is an expert at improving the
lethality of her arcane attacks.
MASTER BLASTER:
Requirements: Heroic, Expert Blaster,
Arcane Skill d12+, Occult d10+
Your blaster is a master at creating the
very deadliest manifestation of her arcane
attacks.
31