Tuesday, November 29, 2016

Savage Rifts - Mark V APC (B&W V2)

Here is the Mark V APC Floor plan in progress. It is set to print on an 11x17 sheet of paper. It is not complete. It IS scaled to the Savage Worlds 1"=2 yards. So when you have your sheet sitting on the table, it is scaled to the miniatures. 

ok So work jumped up and kicked my arse, so I had to postpone this.

Will be finalizing it this week. Might have to make an index for the items next week.


UPDATED VERSION 2


The boxes in the vehicle bay are the SAMAS armor (wings stowed), Sky cycles, and SAMAS wings extended.

Next week I will be making colored versions.

Thursday, November 24, 2016

Savage Rifts - Titan Inbound

If you've played Titan Fall, you know what Titan Inbound means. You're going to kick ass in a mecha until you get taken out and have to eject.

This is a Techno Wizard version of of a Titan Pilot.

This is a Work in progress; but here's what it looks like so far!

Titan Pilots are a new breed of Techno-Wizard, part Magician, and part Robot Pilot. Using a customized Titan Beacon, they summon Magical Constructs to fight from within, or as an ally.

HERO’S JOURNEY (FIVE ROLLS)
Titan Pilots gain three rolls on any of the
following tables: Enchanted Items & Mystic
Gadgets, Education, Experience & Wisdom,
Magic & Mysticism, and Titan Pilot Loadout.
They also get two rolls on any table of
their choice, except for Psionics, or Cybernetics.

I CAN HEAR MACHINERY Technology sings to the eldritch engineers. They can hear the complex melodies of a machine in perfect working order as well as the discordant sour notes of equipment in dire need of tuning or repair. This is doubly true when dealing with tech converted to arcane processes infinitely more efficient and masterful in design. For some Techno-Wizards, this special relationship with technology manifests as the ability to see the inherent arcane symbols and runes on all devices, as well as power flows and digital signals as unearthly webs of energy interconnecting all things. Titan pilots create a specialized beason which utilizes a variant Summon Ally spell to summon a Titan, a TW Robot Armor. They are also highly trained in combat, shock troopers who can infiltrate and attack from within.  

FANTASY AND MICROCHIPS Techno-Wizards are the Weird Science maestros of Rifts Earth. Their Arcane Background grants them access to the following powers: armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/ obscure, pummel, quickness, slumber, smite, speed, stun, telekinesis, teleport, wall walker, and warrior’s gift.

They have access to all Trappings from Savage Worlds except Necromantic. Each of a Techno-Wizard’s devices has its own PPE pool. The skill they use for their art is called Techno-Wizardry, which is Smarts-based and counts as Weird Science for purposes of qualifying for Edges like Mr. Fix It. Techno-Wizards cannot take the normal Gadgeteer Edge, but they start with a variant for free (see below).

TECHNO-WIZARD ABILITIES AND BONUSES Though they do not begin as Masters of Magic (per the Edge), Techno-Wizards have a flexibility few wielders of arcane power ever experience. In a world dominated by rapid technological advancement across the globe and from beyond the Rifts, a TechnoWizard is a powerful and vital ally.
„„
Arcane Background (Weird Science): Techno-Wizards begin with three powers, each in a gizmo of their own design as with all Weird Science types. Unlike other Weird Scientists, TechnoWizards have 15 PPE of their own and their gizmos have none. Their PPE pool is used to activate all of their own gizmos, as well as use Techno-Wizard (TW) devices. These sorcerer-scientists start with the Techno-Wizardry skill at d8 (which is equivalent to the Weird Science skill). Anyone who can use a TW device (page 76) can also use a Techno-Wizard’s gizmo, but must spend PPE/ISP to power it as usual. Gizmos are unique items and cease to function after 2d6 days without attention from their creator. „„

Arcane Machinist: Techno-Wizards begin with a variant of the Gadgeteer Edge which grants enormous flexibility. As an action (instead of 1d20 minutes), the character produces a magical gizmo replicating any power available to Techno-Wizards. To make the device requires a successful Techno-Wizardry roll at −2 per Rank the power is above her own. The device has its own pool of PPE equal to half the Techno-Wizard’s normal maximum PPE pool (round down). With a raise, the device gets +5 PPE. The item can only be activated with its own PPE and once used up (or at the end of the session), the device burns out or otherwise becomes unusable. A Techno-Wizard can use Arcane Machinist up to half her Smarts die per session.

Machine Maestro: A Techno-Wizard Titan Pilot does not gain the Machine Maestro ability as a normal Techno Wizard, They have focused on their combat abilities and interface with the titans they summon.

Titan Beacon: Titan Pilots have a special gizmo they have crafted, called a Titan Beacon. This Beacon stores 20 PPE when first created, This PPE is utilized by the Titan to power it’s special attack modes and to reload the TW weaponry. Summoning the Titan costs 5 PPE from the Battery. The Titan type is chosen when the Beacon is activated. When the entire charge has been spent, the beacon will begin to recharge at a rate of 1 PPE per minute, (double that on a Ley Line)

Required Knowledge: A combination of intense study, practical experience, and intuitive understanding makes the Techno-Wizard an expert in a number of fields.

They begin with the following skills for free: Athletics d6, Knowledge (Engineering) d6, Shooting d6, and the Robot Jock edge.

TECHNO-WIZARD COMPLICATIONS The unique nature of the Techno-Wizard’s abilities and practices provides her with some special challenges.

„„Device Dependent: As with any Weird Scientist, a Techno-Wizard must have her devices for her powers or some kind of parts to use the Arcane Machinist ability. She must have gear and tools within reach to make her magic work. They must have a charged Titan Beacon to activate their most powerful ability.
„„
Enemies: As with all practitioners of arcane or mystical arts, TechnoWizards are outlaws in Coalition States. Those who do not bow to Lord Dunscon’s ultimate authority in the True Federation—including those serving the Tomorrow Legion—are also deemed enemies of the state there. „„

Gearhead Geek: All Techno-Wizards have a special relationship with technology and machinery that results in some odd behaviors. Some talk to their gear while others hum or sing to it. Still others may insist on painting sigils, runes, and arcane diagrams all over the machines with which they work. However it manifests, every TechnoWizard has a Quirk Hindrance of some kind related to this.

TW Titan Pilot STARTING GEAR
Titan Pilot Light Armor, R-201 Carbine, ,Techno-Wizard Specialized Tool Kit, NG-S2 Survival Pack, 2d4 × 1,000 credits

General Titan Pilot Information
Control Range 100 feet
Mega Damage Structure: As magical constructs, all Titans are considered to be Mega Damage structures.
Preservation Mode: If the pilot is knocked out, the automaton will act to retreat from combat, or to collect and shield the Titan Pilot if not within the cockpit.
PPE Battery: The Titan Beacon is also a mystic battery which stores 20PPE

TITANS:  (Work in progress, not the final iteration)
Ronin Titan: Novice
Size 2, Crew 1,
Strength d12, Toughness 20 (8), Pace 16
Notes: M.D.C. Armor
Systems: Targeting system Basic Targeting System, Which may be upgraded later with the Advanced Targeting System edge.
Weapons:
Leadwall TK Shotgun [Range 50/100/200, Damage: 1-3d8+2, RoF 1, AP 0, Shots 4, Mods 2]
„„Magic Sword (Str+2d8, AP4 Mega Damage, Magical, Reach)
Spells:
(Arc Wave) (Cost 2) Cone Template Sword attack, which also causes Slow condition
Intangibility (Arc Dash) (Cost 2)
Deflection (Sword Block) (Cost 1) Electromagnetic field displaces incoming fire.
Boost Trait(Sword Core) (Cost 3) This ability boosts the Strength and Agility of the Titan

Northstar Titan: Seasoned

Tone Titan: Seasoned

Ion Titan: Seasoned

Scorch Titan: Veteran

Legion Titan: Veteran

TW Titan Pilot Edges
Improved Beacon: Requirements: Seasoned, Techno-wizardry d10
Titan Beacon stores +5 PPE (may be taken once per rank.)

Beacon Shield:
The beacon Titan Beacon generates a 10 Mega Damage Shield around the beacon which protects the pilot during Titanfall. The area protected is is a medium burst template.

Beacon Advanced Targeting System:
Upgrades the Targeting System which offsets up to 2 points of penalties when firing a Titan Weapon system.

Titan Upgrade: Unlocks additional titan type. (may be taken once per rank.)

Wednesday, November 23, 2016

Savage Rifts - CSLNGR 3

„CSLNGR 3 “The Gringo” Cyborg Gunslinger
175051.jpg

As always the original source material and a copy of Savage World’s Deluxe and the Savage Rifts Tomorrow Legion Player’s Guide

The Gringo is a pretty standard Combat Cyborg, but with built-in weapon systems. I slightly tweaked the Strength/Vigor down/up by 1. I didn’t charge the Strain for the mini-missile launchers as they are an exterior system (and I’ve been looking at the Warlords of Russia borgs, and they are going to be a bit rougher to convert, so much weapons)

Bionic Augmentation: Cyberslingers begin with Strength d12+1, Agility d10, and Vigor d12+1. These traits do not have an attribute maximum.

„„Cybernetic Enhancements: All Gringo Cyberslingers begin with the following cybernetic systems: Audio Package, Bionic Strength* Augmentation, Core Electronics Package, Cyber-Wired Reflexes*, Optics Package, Synthetic Organ Replacement* (see page 78 for details). Built-in Weapon systems: Retractable Vibro-blades(Arm sheath). Mini Missile launcher (shoulder mounted). Ion Blaster (chest mounted). *These are already factored into the Cyborg’s starting Traits.
„„
High-performance Legs:
Full-conversion ‘borgs possess powerful legs and actuators; they begin with the Fleet-
Footed Edge. This can be enhanced with additional cybernetics.
„„
M.D.C. Armor: A Gringo Cyberslinger alloy structure provides +8 M.D.C. Armor.
This cannot be combined with body armor.
„„
More Machine: Standard.

„„Unarmed Combat: Standard


Complications:
„„All Those Moving Parts: ‘Borgs cannot be healed or treated with medicine when they are hurt. Instead they must be repaired. Fixing a cyborg requires the Repair skill—which is used like
the Healing skill, only with no Golden Hour.
„„
Gray Matter: Gringo Cyberslingers only start with two points (instead of the normal five) for attributes and these may only be spent on Smarts and Spirit. Points from Hindrances and Advances may be used to raise any attribute.
„„
Inhuman Appearance: Gringo Cyberslingers suffer −2 Charisma when dealing with most beings.

„„Loss of Dexterity: While a Gringo Cyberslinger’s systems and parts are specifically designed for combat excellence, little attention is given to anything else one might want to use his hands for. The lack of real feeling or delicacy of construction in the hands (the exception being specific sensors installed to interact with weapon triggers), as well as the “run through the battlefield” focus of the legs and feet, means the ‘borg suffers −2 to all Agility rolls and linked skills not directly related to combat.

„„Malfunctions: Cyborgs are subject to the same potential problems all tech items and gear face (see the Technical Difficulties Setting Rule on page 122). For example, a critical failure
on a Strength check means penalties until the ‘borg’s strength systems are repaired.
„„Spiritually Numb: All that metal and so little meat means no Arcane Backgrounds are available to a Gringo Cyberslinger.

„„Total Conversion: The process of becoming a Gringo Cyberslinger uses all of a character’s personal Strain and a portion of the Upgradeable edge.. A Gringo Cyberslinger starts with 2 Strain after applying the Upgradable Edge.

Weapon Systems:
Vibro Blades (Str+d10 MD, AP 4)
Mini Missile Launcher [Range 100/200/400 Damage 5d6MD SBT, ROF 1 AP6, Shots 12]
Ion Blaster [Range 30/60/120 Damage 3d8MD SBT, ROF 1 AP4]

Sunday, November 20, 2016

Savage Rifts - CSLNGR 1

Next chapter in Conversion is the Cyberslinger Cyborgs from Rifts New West.

The other two Cyberslingers should be done before Turkey Day.

First up is the CSLNGR 1 Cyborg Gunslinger...The Kid
175051.jpg

As always the original source material and a copy of Savage World’s Deluxe and the Savage Rifts Tomorrow Legion Player’s Guide are also needed for play.
 
„CSLNGR 1 “The Kid” Cyborg Gunslinger

THE CSLNG 1 CYBERSLINGER HERO’S JOURNEY (THREE ROLLS)
‘Borgs gain two rolls on any of the following
tables: Body Armor Cybernetics, Close Combat
Weapons, Ranged Weapons, and Training.
They gain a third roll on any table
except those dealing with magic, or psionics.

The Kid's  Abilities & Bonuses


Bionic Augmentation:
Cyberslingers begin with Strength d10, Agility d12+2, and Vigor d12. These traits do not have an attribute maximum. Strength is considered Supernatural due to the powerful full-body mechanics and hydraulics powering the borg.

„„Cybernetic Enhancements: All Cyberslingers begin with the following cybernetic systems: Audio Package, Embedded Combat Coding, Core Electronics Package, Cyber-Wired Reflexes*, Optics Package, Synthetic Organ Replacement* (see page 78 for details). *These are already factored into the Cyborg’s starting Traits.

„„High-performance Legs: Full-conversion ‘borgs possess powerful legs and actuators; they begin with the Fleet-Footed Edge. This can be enhanced with additional cybernetics.

M.D.C. Armor: The Kid’ Cyborg ‘slinger does not gain MDC armor, but may wear armor.

Alloy Structure: The ‘Kid’ gains a +2 Toughness bonus based upon their internal structures.

More Machine: Standard

„„Unarmed Combat: Standard

Quick Draw Computer: The ‘Kid’ has Embedded Combat Coding to give it the edge in the draw. Gain the Quick Draw edge.

Complications:
„„All Those Moving Parts: ‘Borgs cannot be healed or treated with medicine when they are hurt. Instead they must be repaired. Fixing a cyborg requires the Repair skill—which is used like
the Healing skill, only with no Golden Hour.

Gray Matter: Cyberslingers only start with two points (instead of the normal five) for attributes and these may only be spent on Smarts and Spirit. Points from Hindrances and Advances may be used to raise any attribute.

Human Appearance: The Kid does not suffer the standard Cyborg penalties due to Inhuman appearance, as the Kid comes with human like skin and the face of the original person being augmented.

„„Loss of Dexterity: The Kid, having a more intricate hand builds, does not suffer a loss of dexterity as a Standard Combat Cyborg.

Overconfidence: Being a wired gunfighter tends to make these hard coded gunfighters real sure of themselves. Gain the Overconfident Hindrance.

„„Malfunctions: Cyborgs are subject to the same potential problems all tech items and gear face (see the Technical Difficulties Setting Rule on page 122). For example, a critical failure on a Strength check means penalties until the ‘borg’s strength systems are repaired.

„„Spiritually Numb: All that metal and so little meat means no Arcane Backgrounds are available to a Cyberslinger.

„„Total Conversion: The process of becoming a Cyberslinger uses all of a character’s personal Strain. A Cyberslinger starts with 0 Strain before applying the Upgradable Edge.

Cyborg Gunslinger STARTING GEAR
Bandito Lightweight Personal Armor(as Huntsman),
BB6 Six-Shooter, Vibro Knife, NG-S2 Survival Pack,
2d6 × 100 credits.








Saturday, November 19, 2016

Savage Rifts - CSLNGR 2

Next chapter in Conversion is the Cyberslinger Cyborgs from Rifts New West.

Second up is the CSLNGR 2 Cyborg Gunslinger...Super Slinger. This, this is my favorite cyborg. Enjoy!
175051.jpg

As always the original source material and a copy of Savage World’s Deluxe and the Savage Rifts Tomorrow Legion Player’s Guide are also needed for play.


„CSLNGR 2 “Super Slinger” Cyborg Gunslinger

THE CSLNG 2 CYBORG HERO’S JOURNEY (THREE ROLLS)
‘Borgs gain two rolls on any of the following
tables: Cybernetics, Close Combat
Weapons, Ranged Weapons, and Training.
They gain a third roll on any table
except those dealing with body armor, magic, or psionics .

Super Slinger Abilities & Bonuses

Bionic Augmentation: Cyberslingers begin with Strength d10, Agility d12+1, and Vigor d12. These traits do not have an attribute maximum. Strength is considered Supernatural

„„Cybernetic Enhancements: All Cyberslingers begin with the following cybernetic systems: Audio Package, Core Electronics Package, Cyber-Wired Reflexes*, Optics Package w/Targeting Eye, Extra Set of Arms, Synthetic Organ Replacement* (see page 78 for details). *These are already factored into the Cyborg’s starting Traits.
„„
High-performance Legs: Full-conversion ‘borgs possess powerful legs and actuators; they begin with the Fleet-Footed Edge. This can be enhanced with additional cybernetics.
„„
M.D.C. Armor: A 'Super Slinger' Cyberslinger's alloy structure provides +4 Mega Damage Armor. This cannot be combined with body armor. Additional levels may be added for additional strain. A
„„
More Machine: Standard.

„„Unarmed Combat: Standard

Complications
All Those Moving Parts: ‘Borgs cannot be healed or treated with medicine when they are hurt. Instead they must be repaired. Fixing a cyborg requires the Repair skill—which is used like
the Healing skill, only with no Golden Hour.
„„
Gray Matter: Cyberslingers only start with two points (instead of the normal five) for attributes and these may only be spent on Smarts and Spirit. Points from Hindrances and Advances may be used to raise any attribute.
„„
Inhuman Appearance: Cyberslingers suffer −2 Charisma when dealing with most beings.

„„Loss of Dexterity: While a Cyberslinger’s systems and parts are specifically designed for combat excellence, little attention is given to anything else one might want to use his hands for. The lack of real feeling or delicacy of construction in the hands (the exception being specific sensors installed to interact with weapon triggers), as well as the “run through the battlefield” focus of the legs and feet, means the ‘borg suffers −2 to all Agility rolls and linked skills not directly related to combat.

„„Malfunctions: Cyborgs are subject to the same potential problems all tech items and gear face (see the Technical Difficulties Setting Rule on page 122). For example, a critical failure
on a Strength check means penalties until the ‘borg’s strength systems are repaired.
„„Spiritually Numb: All that metal and so little meat means no Arcane Backgrounds are available to a Cyberslinger.

„„Total Conversion: The process of becoming a Cyberslinger uses all of a character’s personal Strain. A Cyberslinger starts with 0 Strain before applying the Upgradable Edge.

Selective Targeting System: The Super Slinger’s targeting system is designed for one thing; gunfights. The four arms may each carry 1 pistol, but only a single target may be targeted. Each pair of pistols acts as twin linked. Obviously while holding a pistol in each and fanning the hammer is impossible. If however the Cyberslinger is holding two revolvers, she can fan both hammers, which then function as twin-linked weapons. 

Cyborg Gunslinger STARTING GEAR
2x BB6 Six-Shooter, NG-S2 Survival Pack,
2d6 × 100 credits.

Thursday, November 17, 2016

update

Just having a busy week, and feeling under the weather...I'll be back on it with more fun stuff soon.

Wednesday, November 9, 2016

Savage Rifts - Spell Conversions

This will be the location for Spell Conversions: It will be a living post, continuously updated.

Presentation Spells are presented with the Base Spell then the (Rifts Spell Trapping). In some cases, spells are combination spells. and will be listed as Armor/Fear (Armor Bizarre). These combination spells may be cast only if both base spells are known.

Bolt (Electric Arc)
Bolt spell with Electric trapping.

Invisibility (Chameleon)
Instead of being invisible, the recipient blends with the environment.

Invisibility (Concealment)
Rank: Novice
Power Points:3
Range:Touch
Duration: 3 (1/round)
   This use of invisibility only affects a small object. Otherwise it works exactly like invisibility.  Grants a +4 versus detection to the object.

Detect Arcana (Detect Concealment)
Rank: Novice
Power Points:2
Range: Smarts
Duration: 3 (1/round)
   Counter to Invisibility (Concealment). Opposed test to detect an object concealed by (Concealment)

Invisibility/Burrow (Shadow Meld)
Rank: Novice
Power Points:4
Range: Smarts x 2
Duration: 3 (2/round)
    The caster dissolves into a shadow. This use does not allow burrowing into the earth. Grants invisibility while within the shadow. (As Invisibility spell). May move within the shadow as burrow.

Damage Field (House of Glass Trapping)
Rank: Seasoned
Power Points: 4
Range:LBT
Duration: 3 (2/round)
   The damage field does no damage by itself. Any attacks which hit the target will also damage the attacker on a point for point basis with the same type of damage. For example, if the target is hit for 12 points of mega damage, the attacker will be damaged for exactly the same amount. The field has an effective range of a Large Burst Template centered on the recipient.

Fear (Heavy Breathing)
Rank: Novice
Power Points: 3
Range: Smarts x 2
Duration: 3 (2/round)
   Heavy Breathing affects a medium burst template area. 

Illusion (Reflection)
Rank: Novice
Power Points: 3
Range: Smarts
Duration: 3 (1/round)
   Creates a stationary Illusion which is visiable by all. This illusion is limited as a visual only illusion which may not attack. 

Illusion (Multiple Image}
Rank: Novice
Power Points: 3
Range: Smarts
Duration: 3 (1/round)
  Creates the illusion of 3 identical images, visible to all. Attacks suffer -1 to -3 penalty to hit on ranged attacks (equal to the number of active images). In melee the attacker counts as 4 attackers, gaining a gang up bonus equal to the number of active images. A missed attack will destroy an image, a blast template will destroy all images. These illusions may not be used to make attacks.

Summon Ally (Phantom Mount)
Rank: Novice
Power Points:3
Range: Smarts
Duration: 3 (1/round)
  Summons a phantom mount, a supernatural construct which will fight or serve as a mount for the character.
As a Horse, but can inflict Mega Damage in combat.

Deflection/Summon Ally (Spinning Blades)
Rank: Novice
Power Points:3+
Range: Smarts x 2
Duration: 3 (1/round)
  Bladed weapon rises into the air to defend the spellcaster. One additional blade may be summoned per 2 power points spent. The blades provide +2 and the caster is -1 to be hit by ranged attacks.
  Buzzsaw attack, the blades may be launched as a Medium Blast Template which inflicts 3d6+1 per blade damage. Once the blades hit, they dissipate.
 The blades may also be launched individually, each blade inflicting 2d6 damage.

Telekinesis (Ricochet Strike)
Rank: Seasoned
Power Points: 5
Range: Smarts x 3
Duration: Instant
 A single thrown melee weapon can make 3 attacks, or 2 attacks and a return ricochet. If any of the attacks miss the weapon does not make the next attack or return. The first target may also be targeted after the second target. This only works on normal one-handed melee weapons up to 10 pounds in weight.

Monday, November 7, 2016

Savage Rifts Tab update

Added links to my Drive Documents for my simple to read  Statblocks and A Compiled list of weapons and conversions, including the BigBore weapons having a knockdown rule.

Thursday, November 3, 2016

Savage Rifts - Battle Magus (Work in Progress)

Battle Magus conversion. (Note that instead of separate OCCs for the Controller and High Magus, those will be presented as Advancement Edges)

Rifts World Book 16 - Federation of Magic



In Dweomer, The Battle Magus form the front line spell-caster troops. Years of training have honed the Battle Magus into a fearsome battle mage.

HERO’S JOURNEY (FIVE ROLLS)
Battle Magi gain three rolls on any of the
following tables: Enchanted Items & Mystic
Gadgets, Education, Experience & Wisdom,
and Magic & Mysticism.
They also get two rolls on any table of
their choice, except for Psionics.

One with the Body
The Battle Magus must purchase a minimum of d6 in the following skills: Fighting, Shooting, Throwing, and Athletics.
+1 die bonus to Vigor

One with the Mind
Gain the Arcane Resistance and Level-Headed edge.

One with Magic
Arcane Background (Magic)
Battle Magi are arcane wielders. They begin with three powers
from the list above, 10 PPE, and a d8 Spellcasting skill.

TRAINED IN COMBAT MAGIC
Battle Magus as practitioners of combat magic have the following powers available to choose from:

armor, banish, barrier, blast, blind, bolt, boost/lower Trait,
burrow, burst, confusion, damagefield, darksight, deflection, 

entangle, environmental protection, farsight, fear, fly, 
growth/shrink, havoc, light/obscure, pummel, quickness, 
slow, smite, speed, stun, summon ally, telekinesis, teleport,
wall walker, and warrior’s gift.

Master of Weapons
The Battle Magus trains with a pair of one-handed weapons (Swords, Pistols, . With these two weapons, the Battle Magus gains Quick Draw and Two-Fisted. One of the weapons, can actually be the one of the bolded spells.

Battle Magus Edges
Automaton Pilot: Requirements: Seasoned, Battle Magus, d8 Agility
Gain +2 to piloting rolls with Automatons.

Controller Requirements: Veteran, Battle Magus, Automaton Pilot
Become Bonded with Earth Thunder and Infiltrator automatons.

Journeyman Controller  Requirements: Heroic, Controller
Become Bonded to Battlelord or Fire Demon automaton (May be taken twice)

Master Controller:  Requirements: Legendary, Journeyman Controller, d10 spellcasting
Become Bonded to Kilairgh or Ice Drake automaton (May be taken twice)

High Magus: Requirements: Heroic, Battle Magus, Controller, d12 spellcasting
Gain access to full list of Spells (See Ley Line Walker spell List)
Become bonded to Colossus automaton.

Lord Magus: Legendary, Battle Magus (May not possess the High Magus edge), d12 smarts, d12 spellcasting, Improved Recharge
The Lord Magus becomes a creature of magic. He gains the following abilities and will advance at each Advance along the Lord Magus path. Should become an NPC in service to Dweomer.
Become Invisible at will. Gains Fast Regeneration and Doubles the range of spells.
Advance 1:+10 PPE, Immunity to Possession, ages 1 year in five.
Advance 2: Magic Heat, Fire, and Cold do half damage, becomes MDC Creature
Advance 3: May cast two spells as a single action, See invisible, +1 to Spellcasting.
Advance 4: Supernatural Strength, Double Duration of spells, Immune to Illusion magic.

BATTLE MAGUS COMPLICATIONS
Battle Magi have trained for so long they have become
distanced from regular humanity. Their power makes them greatly feared and hated
by the Coalition.

Cybernetics: Such technology creates havoc for the flow of energy a Battle Magus relies upon, imposing −1 to the Spellcasting skill for each point of Strain.

Disconnected: Battle Magi constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Warlock has a −2 Charisma penalty in most social situations outside of Dweomer.

Enemies: As with all wielders of magic, Warlocks are “shoot-on-sight” targets for Coalition forces. Those who break the oath fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.

Vow: The Battle Magus is a member of the Dweomer Defense Force, he has a duty to the city, though, often Battle Magi are allowed to leave in order to learn and better themselves.

   
BATTLE MAGUS STARTING GEAR
Battler Light Armor, NG-33 Laser Pistol, 
NG-S2 Survival Pack,
1d4 × 1,000 credits.


Automatons
Automatons are magical piloted automatons, the equivalent of robot armor but made by the high Magi of Dweomer.  The term automaton is misused as the massive creations are not actually in control of themselves. The most common of these Automaton is the Earth Thunder.

General Information
Control Range 200 feet (Infiltrator 500 feet)
Mega Damage Structural: As magical creations, all automatons are considered to be Mega Damage structures.
Supernatural Strength
Regeneration: Fast Regeneration activated by the pilot, PP Cost = size of the automaton. (Minimum of 2 Power points)
Preservation Mode: If the pilot is knocked out, the automaton will act to retreat from combat.
PPE Battery: Each automaton has a mystic battery of Power Points which regenerates as the edge.

Earth Thunder Automaton: Size 3, Crew 1,
Strength d12+2, Toughness 26 (12), Pace 14
Notes: M.D.C. Armor
Weapons:
„„Magic Sword (Str+2d8, AP4 Mega Damage, Magical, Reach)

Systems: Eyes magical eyes see invisble, farsight, darksight and Detect arcana
Spells: A Bonded Magus can utilize the Automaton's Battery (20 PPE) to cast the following spells:
pummel,  blast (fire trapping),  bolt (power bolt), barrier (stone), summon ally(spinning blades), invisibility (chameleon),deflection, telekinesis (throwing stones). If the battery is empty, the Magus may use his own PPE to cast the spells.
Regeneration: The automaton has Quick regeneration (1 heal check per 4 rounds) which can be activated by the controller for 2 PP.

Roll on the Robot Armor critical table for damage inflicted on the automaton.

„„
(In work)
Infiltrator Automaton: Size 0, Crew 0,
Strength d10, Toughness 12 (4), Pace 14
Notes: M.D.C. Armor
Weapons: None, though many carry weapons.


Systems: A Bonded Magus may see through the eyes of the Infiltrator. Eyes magical eyes see invisble, farsight, darksight and Detect arcana.
Spells: A Bonded Magus can utilize the Automaton's Battery (25 PPE) to cast the following spells:
bolt (electric arc), invisibility/burrow (Shadow meld), invisibility (chameleon), invisibility (concealment) detect arcana (detect concealment), negate mechanics, damage field (house of glass), deflection, frequency jamming, summon ally (phantom mount),teleport (mystic portal) If the battery is empty, the Magus may use his own PPE to cast the spells.

Regeneration: The automaton has Quick regeneration (1 heal check per 4 rounds) which can be activated by the controller for 2 PP.