Friday, July 21, 2017

Power Word: Armor


So, you have the Armor power but you're kind of yawning that all it does is the core concept. Savage Worlds is a game that encourages the use of trappings and making tiny tweaks to make things unique and interesting. Perhaps you want a little help with that? Or perhaps you have stuff in mind, and this could serve as a jumping off point for your own material. Let's take a look at a few versions of the Armor power.

House Rule: Longevity

Using this house rule spells now last longer based on the rank of the character who casted or created the the spell or magical item. The duration bonus is shown below.

Rank
# of Bonus Rounds
Novice
+1
Seasoned
+2
Veteran
+3
Heroic
+4
Legendary
+5

Example: A Novice mage casts the 'Armor' spell. The base Duration is 3 rounds (with +1 duration increase for each 1 point spent). However, under this rule, he gains a bonus +1 round due to his rank. His spell, without bonus points used, will now last 4 rounds.

Not every mage casting unit should gain this bonus. It should be reserved for wild card types that are either player or non-player wildcards. 

Mage Armor
Points: 2
Range: Touch
Duration: 3 (1/round)

Effect: Mage Armor is considered something of the standard armor of the spell. Masters teach their apprentice this power early on when a student is learning the basics of protection magic, also known as Abjuration. This power grants +2 Armor or +4 Armor with a raise.

Bone Armor
Points: 2
Range: Touch
Duration: 3 (1/round)

Effect: A carapace of bone surrounds the target which is typically a necrotic type. The armor adds +2/+4 Armor depending on the caster's result. The armor upgrades to 3/5 (normal success and raised success respectively) when targeted by a necrotic spell. Bone armor tends to exude a bluish aura when in the presence of necrotic energy, such as a desecrated graveyard or a plane of dread.

Woodplate
Points: 2
Range: Touch
Duration: 3 (1/round)

Effect: A suit of tough ash wood armor appears around the character, protecting them against most attacks at a rate of +2/+4  (depending on caster's results). Fire spells and effects have +1 AP against the target. On a raise, the wood has a chameleon effect that grants a +2 Equipment bonus on Stealth rolls in natural settings (does not grant help in an urban environment)

Elementalchain
Points: 2
Range: Touch
Duration: 3 (1/round)

Effect: This spell creates what appears to be a type of chain male that alternates depending on energy chosen at the spell's creation. Typically the name 'Elemental' is replaced by whatever that element is, such as Firechain, Frosthauberk, or Acidchain. The effect is the same. The spell adds +2 or +4 Armor due the character's success rate. It also negates either 2 or 4 armor piercing of that spell if it is a matching energy type (thus, Firechain negates up to 2 AP from a Firespell). 

Also, on a raise, the character may sacrifice the bonus +2 AP negation (this leaves the base 2 AP negation from a success) for a different effect, such as Firechain damaging a target from heat with d4 points of damage. Other examples include: Cold possibly fatiguing a target, acid dealing d4 damage, electricity allowing the target to cling to walls due to magnetism and others.

Chronoarmor
Points: 2
Range: Touch
Duration: 3 (1/round)

Effect: The target is surrounded by a protective lair of time. This armor grants +2/+4 depending on success rate. Targets who fail will find their blades might have pierced their opponent, but the time magic that surrounds the subject has immediately reset that portion of the body to an earlier time, effectively knitting the flesh back to normal. It's quite a disconcerting effect.

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