Thursday, March 15, 2012

Rifts Archetypes #2: Juicers, Revised

After some back and forth, and a desire to clean some things up, here are the updated rules for Juicers.
You’ve chosen to trade your life for a few years of god-like power. Maybe you’ve made an arrangement with a local lord to protect his kingdom in exchange for wealth, fame, and the Bio-Comp Augmentation System.  Maybe you’re down on your luck, and need something to get you through this horrific world.  Or maybe you think it’s better to go out in a blaze of glory with the strength of twenty men, the speed of a cheetah, and the reflexes of a cobra.

Path of Enhancement (Juicer): You begin play with a Bio-Comp  Chemical Augmentation system installed in your body.  The drugs grant you great speed, stamina, and strength. 
Uppers: Your Class bonus to your Reflex defense increases by +1.  If you are trained in the Initiative Skill, you gain Skill Focus: Initiative as a bonus feat. 
Injection Hero: You start with a number of Juicer abilities equal to your Constitution Bonus plus your Wisdom bonus. 
You may not choose talents from the Cyborg or Crazy talent trees.

The drawback to this path is that you’re killing yourself for a few years of power.  For each character level, you recalculate your race’s age categories, reducing the upper end of each age category by 10% per 2 character levels (rounded down).  So a 10th level human Juicer is considered Middle Aged at 20, Old at 30, and Venerable at 40.  You only get the age penalties for this, the age benefits are still calculated based on your actual age.
       After 7 years (or level 20, whichever comes first), your Juicer’s time is up.  He’s only got a few weeks left, by this time, to get his affairs in order and go out in a blaze of glory, instead of keeling over dead due to a massive drug induced coronary or embolism, caused by years of constant drug use and an adrenaline-filled life.
 No real changes here.
JUICER AUGMENTATION Talent Tree
You must have the Juicer archetype to take Talents from this tree
Additional Juicer Abilities: You gain two additional Juicer abilities.  This talent may be taken up to five times.
Chemical Boost: Once per Encounter as a swift action you may move +2 steps along the condition track.
Combat Ready: During the Surprise round, you may make a full set of actions instead of only one Standard action, Move action, or Swift action.  In addition, you may “Take 10” on an Endurance check to Sleep in your Armor.
Pre-requisites: Uncanny Dodge I
Scrapper: Opponents attempting to target you with ranged attacks take an additional –5 penalty to their attack rolls while you are engaged in melee with their allies.  This penalty is in addition any other penalties for firing into melee, making the normal penalty to hit you –10.
Steroid Giant: Your size increases to Large.  Your Reflex Defense decreases by 1, your Stealth skill receives a –5 penalty, your Damage Threshold increases by +5, your carrying capacity doubles, you gain Damage Reduction 5/-, and all your unarmed attack dice increase by one step.
Pre-Requisite: Increased Strength (2), Super Endurance
I fixed Steroid Giant to require 2 purchases of the Increased Strength Juicer ability.  Brett pointed out a horrible cyclical typo that actually prevented anyone from taking Steroid Giant or Increased Strength 3 or more.
JUICER ABILITIES
Bio-Regeneration:  When you use Second-Wind, you heal an additional number of hit points equal to your character level. 
Pre-Requisite: Enhanced Healing
Enhanced Healing: When resting, you heal 2 times the normal amount of hit points per hour.
Enhanced Senses: You gain a +2 Equipment bonus to Perception checks, and gain low-light vision.  
Enhanced Stamina: Add your Constitution Bonus to your Damage Threshold.  You may also re-roll any Endurance check, but you must accept the second roll even if it’s worse. 
Heightened Reflexes: You gain Uncanny Dodge I, as per the Scout Talent.  This ability counts as having the Uncanny Dodge I talent for the purposes of meeting any pre-requisites.
Heightened Agility: You gain a +1 Equipment bonus to Dexterity checks, Dexterity-based Skills, Reflex Defense, and Ranged Attack Rolls.  This ability may be taken multiple times, increasing the bonus by +1 per time it’s taken.
Pre-Requisite: Heightened Reflexes  
Increased Speed: You gain a 2-square Equipment bonus to your Movement.  This ability may be taken multiple times; increasing the movement bonus by 2 squares per time it’s taken.
Increased Strength: You gain a +1 equipment bonus to Strength checks, Strength-based skills, Melee Attack rolls, and melee damage rolls.  This ability may be taken multiple times, increasing the bonus by +1 per time it’s taken.
Pre-Requisite: To take Increased Strength (3) or higher, you must have the Steroid Giant talent.
Super Endurance: You gain a +1 Equipment bonus to Constitution checks, Endurance checks, and Fortitude Defense.  This ability may be taken three times, increasing the Equipment bonus by +1 per time it’s taken. 
Pre-Requisite: Enhanced Stamina
 You'll notice that I changed everything from equipment bonuses to the Attribute score to to adding to things affected by that attribute.  This is rather key for qualifying for certain talents and feats, as well as odd powers that add to or subtract from equipment bonuses.

Finally, here are the rules for Detox as a Juicer.  It's not something that's done lightly, but dependent on your character, you may want to take this way out of a short life.
DETOX: A CHANCE FOR SURVIVAL
A Juicer can elect to remove their bio-comp harness at any time.  The GM will make an attack roll against the Juicer’s Fortitude Defense, ignoring any Equipment bonuses.  This attack roll is d20 + 1 per Class Level of the Juicer +1 per time the Additional Juicer Abilities talent was taken.  If the roll fails to beat your Fortitude Defense, you immediately lose all Equipment bonuses from Juicer Abilities, and use of your Juicer Augmentation Talents.  The character is considered to be one age category higher for the purposes of determining age penalties (but not age bonuses).  You also spend a Destiny point to complete the Detox.
     You may spend a second Destiny Point anytime after completing your Detox and choose a new Archetype from the following list: Cyborg, Crazy, Headhunter, Robot Pilot, or Juicer (becoming a Juicer again).
     If the character ever decides to become a Juicer again, they regain access to their previous abilities and talents.  They also may not attempt to go through Detox again; the body can’t handle the stress and fails (you die).
 I have a hunch the Detox rules will need some work, but the intent is there.

Wednesday, March 14, 2012

Rifts Archetypes #2: Juicers

The second Archetype is the first of the "classic Rifts" characters to be shown, the Juicer.  Years before A-Rod, MacGuire, and Sosa juiced up for critical acclaim and accolades, Rifts introduced us to the pinnacle of the chemically enhanced warrior.  Here is the write up for the class that has a life expectancy only slightly longer than that of a Rifts campaign.
JUICER
You’ve chosen to trade your life for a few years of god-like power. Maybe you’ve made an arrangement with a local lord to protect his kingdom in exchange for wealth, fame, and the Bio-Comp Augmentation System.  Maybe you’re down on your luck, and need something to get you through this horrific world.  Or maybe you think it’s better to go out in a blaze of glory with the strength of twenty men, the speed of a cheetah, and the reflexes of a cobra.

Path of Enhancement (Juicer): You begin play with a Bio-Comp  Chemical Augmentation system installed in your body.  The drugs grant you great speed, stamina, and strength. 
Uppers: Your Class bonus to your Reflex defense increases by +1.  If you are trained in the Initiative Skill, you gain Skill Focus: Initiative as a bonus feat. 
Injection Hero: You start with a number of Juicer abilities equal to your Constitution Bonus plus your Wisdom bonus. 

The drawback to this path is that you’re killing yourself for a few years of power.  For each character level, you recalculate your race’s age categories, reducing the upper end of each age category by 10% per 2 character levels (rounded down).  So a 10th level human Juicer is considered Middle Aged at 20, Old at 30, and Venerable at 40.  You only get the age penalties for this, the age benefits are still calculated based on your actual age.
                After 7 years (or level 20, whichever comes first), your Juicer’s time is up.  He’s only got a few weeks left, by this time, to get his affairs in order and go out in a blaze of glory, instead of keeling over dead due to a massive drug induced coronary or embolism, caused by years of constant drug use and an adrenaline-filled life.
 The Juicer is also the first of the "Paths of Augmentation" Archetypes.  Each path (Cyborg, Crazies, or Juicer) gains access to a special talent tree.  We're still working out if this tree will definitely be in the Scout class, or if it can be taken with any Class Talent.
 JUICER AUGMENTATION Talent Tree
You must have the Juicer archetype to take Talents from this tree. 
Additional Juicer Abilities: You gain two additional Juicer abilities.  This talent may be taken up to five times.
Chemical Boost: Once per Encounter as a swift action you may move +2 steps along the condition track.
Combat Ready: During the Surprise round, you may make a full set of actions instead of only one Standard action, Move action, or Swift action.  In addition, you may “Take 10” on an Endurance check to Sleep in your Armor.
Pre-requisites: Uncanny Dodge I
Scrapper: Opponents attempting to target you with ranged attacks take an additional –5 penalty to their attack rolls while you are engaged in melee with their allies.  This penalty is in addition any other penalties for firing into melee, making the normal penalty to hit you –10
Steroid Giant:
Your size increases to Large.  Your Reflex Defense decreases by 1, your Stealth skill receives a –5 penalty, your Damage Threshold increases by +5, your carrying capacity doubles, you gain Damage Reduction 5/-, and all your unarmed attack dice increase by one step.
Pre-Requisite: Increased Strength (4), Super Endurance

 
You may be wondering what the Juicer abilities are.  Here's the list, which is also accessible to Crazies as well.

CRAZY/JUICER ABILITIES
Enhanced Stamina: A
dd your Constitution Bonus to your Damage Threshold.  You may also re-roll any Endurance check, but you must accept the second roll even if it’s worse. 
Super Endurance: You gain a +2 Equipment bonus to Constitution score.  This ability may be taken multiple times, increasing the Equipment bonus by +2 per time it’s taken. 
Pre-Requisite: Enhanced Stamina
Increased Strength: You gain a +2 equipment bonus to Strength score.  This ability may be taken multiple times, increasing the bonus by +2 per time it’s taken.
Pre-Requisite: To take Increased Strength (3) or higher, you must have the Steroid Giant talent.

Increased Speed: You gain a +2-square Equipment bonus to your Movement.  This ability may be taken multiple times; increasing the movement bonus by 2-squares per time it’s taken.
Heightened Reflexes: You gain Uncanny Dodge I, as per the Scout Talent.  This ability counts as having the Uncanny Dodge I talent for the purposes of meeting any pre-requisites.
Heightened Agility: You gain a +2 Equipment bonus to your Dexterity score.  This ability may be taken multiple times, increasing the bonus by +2 per time it’s taken.
Pre-Requisite: Heightened Reflexes
 
Enhanced Senses: You gain a +2 Equipment bonus to Perception checks, and gain low-light vision.  
Enhanced Healing: When resting, you heal 2 times the normal amount of hit points per hour.
Bio-Regeneration:  When you use Second-Wind, you heal an additional number of hit points equal to your character level. 
Pre-Requisite: Enhanced Healing
 There's still some work to be done, and this is likely not the final version, but this gives you an idea of the flavor.



Tuesday, March 13, 2012

Rifts: Setting Goals

I need a plan of attack, or at least a series of milestones to get the game to 1.0 release.  So here's where things are as far as the conversion goes.  As items are completed I can update my "Core Rulebook" and advance the version along.  This will also give me an idea of all the things I want to have in the game, and what still needs doing.

I picked a number out of a hat and said I was on the 0.5 release of the Rulebook.  Upon further review, I'm more likely on the 0.3 version of the rulebook, but very close to moving up the series.

The Dream List


Races
  • Minor tweaking and balance fixes
  • Stretch goal-Dragons
Backgrounds (Stretch Goal)
  • Decide if I want to use them
    • Would likely grant a +2 circumstance bonus to certain skill checks in certain situations
  • Military, celebrity, healer, city rat, doctor, scholar, etc.
Archetypes
  • First pass done
  • Tweak and balance fix
Classes
  • Determine Final Bonus Feat Lists
  • Determine Final Talent Tree Lists
Skills
  • Minor tweaking and balance fixes
Feats
  • Determine final feat list
Talents
  • Determine “OCC” talent locations
  • Determine what “other book” talents to include as Core Talents
  • Minor tweaking and balance fixes
Heroic Adventure
  • Rules for Action Points
    • Decide if I want to re-name Action Points
  • Stretch Goal - Rules for Destiny Points
    • Decide if I want to use Destinies or some other mechanic
Magic
  • Determine effect of “Taxing”
  • Increase ranges of spells
  • See what “Rifts Core” spells are missing and need inclusion
  • Review Magical Techniques
  • Review Magical Secrets
  • Review Magical Talents
  • Balance and Fix spells
  • Stretch Goal - Rules for Ritual Magic and Learning Spells
Psionics
  • See what "Rifts Core" powers are missing
  • Review Psionic Techniques
  • Review Psionic Secrets
  • Review Psionic Talents
  • Balance and fix psionics
Equipment
  • Basic write-ups for all weapon classes
  • Explosives
  • TW Weapons
  • Armor Tables
    • Armor Write Ups
  • Equipment lists
    • Equipment Write ups
    • TW Equipment
  • Stretch Goal - Decide if I want to use Templates (KoTOR CG style)
Cybernetics
  • Finish Cybernetics list
  • Finish Bionics list
Vehicles
  • Write-up rules (or rules reference)
  • Stat-blocks for all vehicles
    • Rifts Core 
    • Sourcebook One
    • Stretch Goal - some TW vehicles
Prestige Classes
  • Decide what Prestige classes to use
    • SWSE Core
    • SWSE Supplements
    • Legends
    • Decide if any need to be made from scratch
    • Tweak and modify to fit into Rifts Earth
Gamemastering (Stretch Goal)
  • References to Skill Challenges
  • Hazards
    • design Rifts-specific hazards
Allies and Adversaries
  • Write ups for Monsters
    • Neuron Beasts
    • Brodkil Demons
    • Elementals
    • Gargoyles
    • Dragons
    • Black Fairies
    • Witchlings
    • Rhino-bulls
    • Splugorth Slavers
    • Xiticix
  • Write-Ups for NPCs
    • Coalition Soldiers
      • Grunt
      • Officer
      • SAMAS/RPA Pilot
      • Officer
      • Psi-Stalker
      • Dog Boy
    • Mages
      • Generic spellcaster
    • Psychics
      • Generic Psychic
    • Cyborgs
    • Juicers
    • Mercs
      • Infantry
      • RPA Pilot
    • Cyber-Docs
    • Thugs
    • Simivan Raiders
    • Shemmerian Warriors

...wow, that's quite a list.  And here's a breakdown of what my version goals are.

Version 1.1: All Goals Met
Version 1.0: All Goals Met (except Stretch Goals)
Version 0.9: Allies and Adversaries complete
Version 0.8: Vehicle Chapter compelte
Version 0.7: Equipment & Cybernetics Chapter complete
Version 0.6: Magic and Psionics complete
Version 0.5: Talents, Feats, and Skills complete
Version 0.4: Races, Archetypes, Classes, and Heroic Adventure complete
Version 0.3: Current Version.

Time to get working on Races, Archetypes and Classes.  They need to get finished and put to bed.

Saturday, March 10, 2012

Rifts Archetypes #1: Shifters, Part 2

So with my last post, I gave you a look at the Shifter Archetype.  Here's a look at what I have currently for Shifter talent tree, and information on summoning a minion.
SHIFTER Talent Tree
Communication Rift: You can form a micro-rift, a rift big enough to communicate through, or send a message or familiar through (Tiny creatures and objects may pass through it).  You may attempt a Use Magic check DC 25 to contact a specific being or place.  If you fail the roll by 10 or less, it opens to the right dimension but the wrong location.
Pre-Requisites: Shifter
Dimensional Traveler: You can open a one-way dimensional gateway to any dimension you have visited.  You spend a full-round action to make the rift.  This rift will open to a random location in the desired dimension.  You may attempt to focus your arrival with a Use Magic check, DC 25.  Success means you arrive within 50 miles of your intended destination.  You may attempt this a number of times per day equal to your Wisdom bonus (minimum of 1).  You can spend an action point to bring a number of people through the rift equal to your Charisma bonus.
Pre-Requisites: Shifter
Redirect Rift: You can attempt to gain control and redirect any Teleport or other Dimensional Travel effect of an opponent.  If an opponent attempts to utilize such magics to escape, you make opposed Use Magic checks.  Whoever rolls higher has control of the spell (original caster wins if it’s a tie).  If the target is teleporting, the Shifter can have the target appear in front of themselves, in a locked room, or any other location within range that the character could occupy (No teleporting into a solid object, or into mid-air unless the opponent can fly).  A dimensional rift or teleport could be redirected to any Dimension the character has been to or studied through a rift, as long as the Dimension can support life.
Pre-Requisites: Shifter
The question I have is; would anyone choose these talents over the other talents they could pick up as part of their class?  Communications Rift is neat, but really limited in it's use.  I don't see anyone burning a talent on that.  Along the same lines, Dimensional Traveler and Redirect Rift is also limited in use, but very handy when needed.  I almost wonder if these three shouldn't be combined into one talent, and taking that one talent snags you all three of these effects.  Then it might be inciting enough for someone to take.

Shifters in Rifts were known for their mastery over the Rifts, but also for their tendency to summon minions through the Rift and bending them to their will.  To be able to try and contact an entity to control, you need to have the Communications Rift talent (or whatever Talent I come up with to get you that ability).
Summoning a minion: The Battle of Wills
When a Shifter attempts to get an extra-dimensional entity under their control, they must partake in a battle of wills with the entity.  The Shifter makes a Use Magic check against the entity’s Will Defense.  If it fails, the entity becomes angry and may attempt to come through the Communications Rift to attack the Shifter.  The Shifter can then respond one of two ways; first, he could make a Use Magic check to close the Rift (DC 20), or a second Use Magic Check against the creature’s Will Defense.  If this second check against the entity's Will Defense fails, he may then try to close the Rift (DC 25) or try a third time.  If the creature is still not subservient after the third try, it will come through the rift, appearing in front of the Shifter, and attack.
 
Once the entity is tamed, it will serve the Shifter for a time.  The Shifter can control the entity for a number of months equal to their Charisma bonus.  After that time, another battle of wills may be required to keep the entity under the Shifter’s control.  Some entities may remain with a Shifter out of loyalty, if the Shifter lets the creature enjoy themselves and treats them fairly.
 
A shifter can have a number of minions equal to his Wisdom bonus.  The Shifter can temporarily increase that number to twice his Wisdom bonus for one day.  Having more minions than that runs the risk of the entities banding together to take down the Shifter.
It's funny, the above write-up wasn't exactly as I remember it.  I originally had it being a Charisma check on the side of the entity vs the Shifter's Will defense, but upon further reflection that just doesn't make much sense to me.

This also may, and likely will, get a more detailed revision as soon as I have stats for the various things a Shifter can summon and dominate.  Then there's the issue of how to handle the minions.  The best option would be to have it run like the "Protocol Format of Droid control" from the Scavenger's Guide to Droids book for SWSE.  Basically, by sacrificing swift actions, you give orders to your minions.  But this may get pretty complex and powerful for a low-level Shifter, at least on paper.

I suppose one thing I could do is keep this whole "summoning minion" business out of the basic abilities and move it to a prestige class.  Many spell-casting archetypes could benefit from such a class, including Mystics and  Warlocks (elementalists).  And not all Shifters need to get into the whole summoning business, not unless they focus on it.

Hmmm...I may be onto something there.

Wednesday, March 7, 2012

Rifts Archetypes #1: Shifters

Each week I'm going to share one of the Archetypes I've made for Rifts SAGA.  The archetypes are selected during character creation and provide a series of bonuses and drawbacks that try to capture the flavor of that particular Rifts character class.  These archetypes also provide a gateway to additional abilities from that class.

Something that will make my brother happy, here is the first of the Archetypes players can choose from when they make a character in Rifts SAGA.  Keep on exploring those rifts, "Anthony of Yeomanville"!


SHIFTER
You are a Shifter, a master of dimensional travel.  You see the Rifts not as a threat, but as an opportunity to expand your knowledge and powers.  You may be a dimensional explorer, or a magical scholar learning the secrets of the rifts, or a diabolical summoner bending the free-will of entities from other dimensions.
 
Familiar: You have the option to forge a mental and physical link with an animal from your home dimension, or from a creature from a Rift.  The creature’s base intelligence must be 3 or less. 
Benefits: The Familiar gains a bonus to all defenses equal to the Shifter’s Heroic level while adjacent to the Shifter.  In addition, both gain the Toughness feat as a bonus feat. 
When the Shifter moves, he may make a free action to have his familiar move with him at its speed, but must end its move adjacent to the Shifter.  Alternately, as a swift action the Shifter can direct his familiar to move its speed or make an attack. 
Finally, the familiar and Shifter are linked, and can use the other’s senses.  The Familiar grants the Shifter a +2 competence bonus to all Perception checks.
Disadvantages: Due to the nature of the familiar link, any time the familiar or Shifter moves down the condition track, the counterpart does as well.  If the familiar is ever killed, the Shifter moves two steps down the condition track as a persistent condition that can only be removed after 8 hours of rest.  If this causes the Shifter to move to the bottom of his condition track, he is knocked out and lapses into a coma for those 8 hours.
If the current familiar is ever killed, the Shifter must spend a Destiny Point to be able to form a link with another animal.
 
Rift Expert: You automatically detect any active rift within 100 miles.  You are also able to detect any teleport or dimensional anomaly within 50 miles.  You can make a Use Magic check to sense details about a dimension you are currently in, or a dimension on the other side of a rift.  The DC of the check is 20, and if successful you can tell the type of dimension (Infinite, Parallel, or Pocket), how permeable the dimensional fabric is (weak, permeable, strong, or impenetrable), if the dimension can support human life, whether it’s rich or poor in magic, artificially created, and any type of unusual characteristics.
 
Rift Home: Once per day you can spend a Standard action to Rift yourself, your familiar, and any belongings you are carrying (no beings/creatures).  You appear within 50 miles of your desired location when you use this ability.

Tuesday, March 6, 2012

Fragments from the Rim 89: The Progression of Dune (Expanded & With Stats)

DarthGM here for the 89th Episode of Fragments from the Rim.  I’m going to break from my review of the various lightsaber forms and talk about my character from Star Wars: The Old Republic.  My big, blue Twi’lek Jedi Shadow hit level 50 today, and I thought it would be a fun experiment to track how his progression could be replicated in SAGA Edition.

Starting with Stats, Dunne’s been rather insightful and charismatic.  He’s also been something of a physical beast, with high Strength.  We’ll put his Constitution at average.  He’s going to grow into his role as a tank, so he won’t quite have the staying power at low levels.  His backstory is that he comes from a long line of Jedi, so I have him take the Jedi Heritage feat exclusive to Twi’leks.

On Tython, Dunne learns how to throw things around, hit people with his lightsaber, and get folks to do what he wants.  He learns Ballistakinesis, Move Object, Repulse, and Mind Trick for his force powers.  He also picks up Block and Deflect, talents to help him survive in his eventual role as a tank.

Dunne                                                  CL 4
Medium Twi’lek Jedi 4
Init +3; Senses low-light vision; Perception +4
Languages Basic, Dosh, Lekku, Ryl
Defenses Ref 16 (flat-footed 15), Fort 17, Will 17
hp 51; Threshold 17
Speed  6 squares
Melee lightsaber +6 (2d8+4) or
Melee lightsaber +6 (2d8+6) with both hands or
Melee lightsaber +4 (3d8+6) with Rapid Strike
Ranged  by weapon +5
Base Atk +4; Grp +6
Atk Options Rapid Strike
Force Powers Known (Use The Force +9) ballistakinesis, mind trick, move object, Repulse
Abilities Str 14, Dex 13, Con 10, Int 12, Wis 14, Cha 14
Special Qualities deceptive
Talents Block, Deflect
Feats Force Sensitivity, Force Training, Jedi Heritage, Rapid Strike, Skill Training (Acrobatics), Weapon Proficiency (lightsabers, simple weapons)
Skills Acrobatics +8, Deception +4 (may reroll but must keep the result of the reroll even if worse), Mechanics +8, Pilot +8, Use the Force +9
Possessions encrypted long-range comlink with holo capability, lightsaber, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser)

While adventuring on Coruscant, Dunne elects to become a Jedi Shadow, and learns the Clear Mind and Force Haze talent as well as Dual Weapon Mastery I.  He puts points into Dexterity and Constitution, he’s going to need both to use the double-bladed lightsaber well and survive tanking for his allies.  For Force Powers, Dunne picks up more uses of Ballistakinesis and Move Object, but also learns Surge and Force Stun.

Dunne                                                  CL 8
Medium Twi’lek Jedi 7/Jedi Knight 1
Init +5; Senses low-light vision; Perception +6
Languages Basic, Dosh, Lekku, Ryl
Defenses Ref 21 (flat-footed 20), Fort 22, Will 22; Block [Core p.41], Deflect [Core p.41]
hp 79; Threshold 22
Speed  6 squares
Melee double-bladed lightsaber +11 (2d8+6) or
Melee double-bladed lightsaber +11 (2d8+8) with both hands or
Melee double-bladed lightsaber +9 (3d8+8) with Rapid Strike or
Melee double-bladed lightsaber +7 (2d8+6) and double-bladed lightsaber +7 (2d8+6) or
Melee double-bladed lightsaber +5 (3d8+6) and double-bladed lightsaber +5 (3d8+6) with Rapid Strike
Ranged  by weapon +9
Base Atk +8; Grp +10
Atk Options Dual Weapon Mastery, Rapid Strike
Special Actions Force Haze
Force Powers Known (Use The Force +11) ballistakinesis (2), Force stun, mind trick, move object (2), repulse, surge
Abilities Str 14, Dex 13, Con 11, Int 13, Wis 14, Cha 14
Special Qualities build lightsaber, deceptive
Talents Block, Clear Mind, Deflect, Force Haze, Multiattack Proficiency (lightsabers)
Feats Dual Weapon Mastery I, Force Sensitivity, Force Training (2), Jedi Heritage, Rapid Strike, Skill Training (Acrobatics), Weapon Proficiency (lightsabers, simple weapons)
Skills Acrobatics +10, Deception +6 (may reroll but must keep the result of the reroll even if worse), Mechanics +10, Pilot +10, Use the Force +11 (may reroll to avoid detection by other Force users but must keep the result of the reroll even if worse)
Possessions encrypted long-range comlink with holo capability, lightsaber, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser), 3 Noetikons

As he moves through Chapter One, Dune becomes a Jedi Knight, gaining further mastery of the Force.  He takes Improved Move Light Object to help harass opponents, as well as Improved Ballistakinesis.  He continues to grow with his skill with the Double-bladed lightsaber taking Multi-attack Proficiency: Lightsabers.  He also improves his skill with the Force, taking Skill Focus: Use the Force.  New Force Powers include Cloak, Rebuke, and Force Shield.  At the end of Chapter One, he completes his first Destiny; Redemption.

Dunne                                                  CL 12
Medium Twi’lek Jedi 7/Jedi Knight 5
Init +7; Senses low-light vision; Perception +8
Languages Basic, Dosh, Lekku, Ryl
Defenses Ref 25 (flat-footed 24), Fort 27, Will 26; Block, Deflect, Soresu
hp 119; Threshold 27
Speed  6 squares
Melee double-bladed lightsaber +15 (2d8+8) or
Melee double-bladed lightsaber +15 (2d8+10) with both hands or
Melee double-bladed lightsaber +13 (3d8+10) with Rapid Strike or
Melee double-bladed lightsaber +12 (2d8+8) and double-bladed lightsaber +12 (2d8+8) or
Melee double-bladed lightsaber +10 (3d8+8) and double-bladed lightsaber +10 (3d8+8) with Rapid Strike
Ranged  by weapon +13
Base Atk +12; Grp +14
Atk Options Dual Weapon Mastery, Melee Defense, Rapid Strike, Twin Weapon Style
Special Actions Force Haze
Force Powers Known (Use The Force +13) ballistakinesis (2), cloak, Force shield, Force stun, mind trick, move object (2), rebuke, repulse, surge, draw closer
Force Techniques Improved Ballistakinesis, Improved Move Light Object
Abilities Str 14, Dex 13, Con 12, Int 13, Wis 15, Cha 14
Special Qualities build lightsaber, deceptive
Talents Block, Clear Mind, Deflect, Force Haze, Multiattack Proficiency (lightsabers), Soresu, Twin Weapon Style
Feats Dual Weapon Mastery I, Force Sensitivity, Force Training (3), Jedi Heritage, Melee Defense, Rapid Strike, Skill Training (Acrobatics), Weapon Proficiency (lightsabers, simple weapons)
Skills Acrobatics +12, Deception +8 (may reroll but must keep the result of the reroll even if worse), Mechanics +12, Pilot +12, Use the Force +13 (may reroll to use Block or Deflect but must keep the result of the reroll even if worse; may reroll to avoid detection by other Force users but must keep the result of the reroll even if worse)
Possessions encrypted long-range comlink with holo capability, lightsaber, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser)

Moving into Chapter two, Dunne is now a Jedi Master and picks White Current Adept as one of his Master talents, allowing him to make Use the Force checks for Stealth checks.  He needs more protective abilities, so he picks up more uses of Force Shield and Rebuke to stand up to all the Dark-Siders and Sith he keeps facing.  He’s tougher now, and stronger too, really able to wallop his opponents with his Rapid Strikes, but he’s smarter with his defenses too, picking up Melee Defense.  He also fulfills his second Destiny; Discovery.

Dunne                                                  CL 16
Medium Twi’lek Jedi 7/Jedi Knight 5/Jedi Master 4
Init +9; Senses low-light vision; Perception +10
Languages Basic, Dosh, Lekku, Ryl
Defenses Ref 31 (flat-footed 30), Fort 33, Will 33; Block, Deflect, Soresu
hp 151; Threshold 33
Immune fear effects
Speed  6 squares
Melee double-bladed lightsaber +19 (2d8+10) or
Melee double-bladed lightsaber +19 (2d8+12) with both hands or
Melee double-bladed lightsaber +17 (3d8+12) with Rapid Strike or
Melee double-bladed lightsaber +18 (2d8+12) and double-bladed lightsaber +18 (2d8+12) or
Melee double-bladed lightsaber +16 (3d8+12) and double-bladed lightsaber +16 (3d8+12) with Rapid Strike
Ranged  by weapon +17
Base Atk +16; Grp +18
Atk Options Dual Weapon Mastery, Melee Defense, Rapid Strike, Twin Weapon Style, Whirlwind Attack
Special Actions Force Haze, serenity
Force Powers Known (Use The Force +15) ballistakinesis (2), cloak, Force shield (2), Force stun, mind trick, move object (2), rebuke (2), repulse, surge, circle of shelter, draw closer
Force Techniques Improved Ballistakinesis, Improved Move Light Object
Force Secrets Devastating Power, Enlarged Power, Quicken Power
Abilities Str 15, Dex 13, Con 13, Int 13, Wis 16, Cha 14
Special Qualities build lightsaber, deceptive
Talents Block, Clear Mind, Deflect, Force Haze, Multiattack Proficiency (lightsabers) (2), Soresu, Twin Weapon Style, White Current Adept
Feats Dual Weapon Mastery I, Force Sensitivity, Force Training (3), Jedi Heritage, Melee Defense, Rapid Strike, Skill Training (Acrobatics), Weapon Proficiency (lightsabers, simple weapons), Whirlwind Attack
Skills Acrobatics +14, Deception +10 (may reroll but must keep the result of the reroll even if worse), Mechanics +14, Pilot +14, Stealth +9 (may Use the Force +15 instead), Use the Force +15 (may reroll to use Block or Deflect but must keep the result of the reroll even if worse; may reroll to avoid detection by other Force users but must keep the result of the reroll even if worse)
Possessions double-bladed lightsaber, encrypted long-range comlink with holo capability, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser)

Now into Chapter Three, Dunne faces the strongest foes and the highest stakes he’s ever faced.  He has Whirlwind attack to strike all foes around him.  His mastery of the Force is the strongest it’s ever been, learning powerful Force Secrets that increase his damage and effectiveness of his Force Powers.  He also picks up the Soresu Talent, and the associated Lightsaber Form Power to protect his allies who are near him.  Dunne is well on his way to completing his third and final Destiny; which may be Destruction or Rescue, depending on how Chapter three ends.

Dunne                                                  CL 20
Medium Twi’lek Jedi 7/Jedi Knight 9/Jedi Master 4
Init +11; Senses low-light vision; Perception +12
Languages Basic, Dosh, Lekku, Ryl
Defenses Ref 34 (flat-footed 33), Fort 37, Will 35; Block, Deflect, Soresu
hp 203; Threshold 37
Immune fear effects
Speed  6 squares
Melee double-bladed lightsaber +24 (2d8+13) or
Melee double-bladed lightsaber +24 (2d8+16) with both hands or
Melee double-bladed lightsaber +22 (3d8+16) with Rapid Strike or
Melee double-bladed lightsaber +23 (2d8+16) and double-bladed lightsaber +23 (2d8+16) or
Melee double-bladed lightsaber +21 (3d8+16) and double-bladed lightsaber +21 (3d8+16) with Rapid Strike
Ranged  by weapon +21
Base Atk +20; Grp +23
Atk Options Dual Weapon Mastery, Melee Defense, Rapid Strike, Twin Weapon Style, Whirlwind Attack
Special Actions Force Haze, serenity, Vigilance
Force Powers Known (Use The Force +22) ballistakinesis (2), cloak, Force shield (2), Force stun, mind trick, move object (2), rebuke (2), repulse, surge, circle of shelter, draw closer
Force Techniques Force Point Recovery, Improved Ballistakinesis, Improved Force Stun], Improved Move Light Object
Force Secrets Devastating Power, Enlarged Power, Quicken Power
Abilities Str 16, Dex 13, Con 14, Int 13, Wis 16, Cha 14
Special Qualities build lightsaber, deceptive
Talents Block, Clear Mind, Deflect, Force Haze, Multiattack Proficiency (lightsabers) (2), Sheltering Stance, Soresu, Twin Weapon Style, Vigilance, White Current Adept
Feats Dual Weapon Mastery I, Force Sensitivity, Force Training (3), Jedi Heritage, Melee Defense, Rapid Strike, Skill Focus (Use the Force), Skill Training (Acrobatics), Weapon Proficiency (lightsabers, simple weapons), Whirlwind Attack
Skills Acrobatics +16, Deception +12 (may reroll but must keep the result of the reroll even if worse), Mechanics +16, Pilot +16, Stealth +11 (may Use the Force +22 instead), Use the Force +22 (may reroll to use Block or Deflect but must keep the result of the reroll even if worse; may reroll to avoid detection by other Force users but must keep the result of the reroll even if worse)
Possessions double-bladed lightsaber, encrypted long-range comlink with holo capability, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser)

So we end up with a 20th level Jedi Master who has skill with the Double-Bladed lightsaber, is incredibly stealthy, and can stand toe-to-toe with a host of foes while protecting his allies.  Not bad for a pudgy twi’lek who like his bantha steaks and Chandrillian fondues as much as he does protecting the Republic.

If you really like how your character in The Old Republic plays, take a moment and see how they can be replicated in SAGA.  Or drop me a line, and I’ll take a stab at a favorite build in an upcoming Fragments from the Rim.  Until next time Gamer Nation; 20 side up, 1 side down.

Monday, March 5, 2012

Rifts: Mind and Magic, Bonus Preview One

After last post's discourse on how magic will work, I wanted to throw a couple spells at you to see how they look.  Most of these are copies of GM Chris's work on Legends, but they translate well.
Battle Strike
Time: Swift Action. Target: You.
Make a Use Magic check: The result of your check determines the effect, if any:
DC 15: Gain a +1 Magical bonus on your next attack roll made before the end of your next turn, and deal an additional 1d6 points of damage if the attack hits.
DC 20: As DC 15, except you deal an additional 2d6 points of damage.
DC 25: As DC 15, except you deal an additional 3d6 points of damage.
Special: Casting this spell does not provoke an Attack of Opportunity. You do not have to have a free hand to cast this spell, but at least one hand must be holding the weapon you will make your next attack with. You may choose to spend an Action Point to deal an additional 2d6 of damage on your next attack.
Simple, basic; a nigh-direct port of Battle Strike from SWSE, but with the included caveat that you need to be holding the weapon you want to use Battle Strike with; which if you think about it is a no-brainer anyway.

Teleport
Time: Standard action. Target: You.
Make a Use Magic check: The result of your check determines the effect, if any:
DC 20: You instantly transport yourself to an unoccupied square up to 6 squares away. You must have line of sight to this square.
DC 25: As DC 20, except you may transport up to 12 squares away.
DC 30: As DC 20, except you may transport up to 18 squares away.
DC 35: As DC 20, except you may transport up to 24 squares away.
DC 40: As DC 20, except you may transport up to 30 squares away.
Special: When transporting yourself with Teleport, any carried or worn items or gear transport with you, as long as you are not encumbered. If you are encumbered, this spell automatically fails. You may choose to spend an Action Point when you cast this spell to transport an adjacent, willing creature of Medium size or smaller (whom you are able to touch) along with yourself. The same restrictions on carried and worn items and gear apply to the secondary target. Both squares transported to must be unoccupied and within line of sight.
Now here's a spell that's very "Rifts", and a nice home-brew from GM Chris.  I really like how this spell looks and could play out on paper.  It allows for a lot of mobility on the map, and if you're willing to spend an Action Point to boost it can move your team around really well.  I can also see a "Magical Technique" that allows you to use this on a larger scale, moving miles with your teleport at the cost of an Action Point or a Destiny Point.

Let's move on to a power that I've outlawed in SWSE...
Sever Magic [Taxing]
Time: Full-Found Action. Target: One creature with the Magical Sensitivity feat that is within 12 squares and line of sight.
Make a Use Magic check: If your Use Magic check equals or exceeds the target’s Will Defense, the effect (if any) is determined by your check result:
DC 25: The target cannot spend Action Points for the next three rounds.
DC 30: As DC 25, plus the target moves -1 step down the condition track each time it casts a Spell during that timeframe.
DC 35: plus the target moves -2 steps down the condition track each time it casts a Spell during that timeframe.
Special: Casting this taxing spell moves you -1 step down the condition track. You may choose to spend an Action Point when casting this spell to double its duration.
Ah yes, the Sever Force analogue.  I hate this power in SWSE, but in GM Chris's Legends game this Spell looks very balanced.  First of all, it can be used on anyone who has the Magical Sensitivity feat, not just on someone who has Force Sensitivity and a Dark Side Score of 1 or higher.  It's also not a Light Side Only power.  This means I can have NPCs using this spell too, instead of my PCs chain-Severing my Big Bad Evil Sith until it takes hold. 

The fact it's a "Taxing" spell mean a toll is placed upon the caster as well as the target, even if you miss your roll.  Finally, it doesn't last for the remainder of the encounter, although with a potential of it lasting 6 rounds it very well could last the rest of the encounter.

Just a teaser of three spells a spellcaster can choose from.  More will likely follow...