100% found this document useful (1 vote)
362 views

Savage Worlds Adventure Edition Conversion Guide

Titan Effect RPG to SWADE Conversion - Version 1.2

Uploaded by

DDTWilson
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
362 views

Savage Worlds Adventure Edition Conversion Guide

Titan Effect RPG to SWADE Conversion - Version 1.2

Uploaded by

DDTWilson
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 12

SAVAGE WORLDS

ADVENTURE EDITION
CONVERSION GUIDE
THE ROL E-PLAYING GAME

SAVAGE WORLDS ADVENTURE EDITION


CONVERSION GUIDE
Designed by: Christian L. Nommay & Ghislain Bonnotte
Edited by: Lynnea Taylor

Legal Information
©2019 Knight Errant Media. Titan Effect RPG, and all related marks and logos are trademarks of Knight Errant
Media. For more information, please visit us at: titaneffect.com
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.
peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment
Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability
for purpose of this product.
Material within this product is reproduced with permission from Pinnacle Entertainment Group from Savage
Worlds core rules, available at www.peginc.com.
This guide contains rules conversion for Titan
Effect RPG to Savage Worlds Adventure Edition TITAN EFFECT SKILLS
(SWADE), available from Pinnacle Entertainment
Group. Academics (Smarts)
Athletics (Agility)
Background Battle (Smarts)
The background of a character grants her now
Boating (Agility)
a +1 to Common Knowledge in area of expertise
or interests. Common Knowledge (Smarts)
Driving (Agility)
Example: An operative with the Law Enforcer Electronics (Smarts)
background will get +1 to Common Knowledge Fighting (Agility)
when it comes to knowing police or FBI procedures
Gambling (Smarts)
during a hostage situation.
Hacking (Smarts)
Hindrances Healing (Smarts)
The following hindrances are not used in Titan Intimidation (Spirit)
Effect or suitable for a SPEAR operative: Alien
Language (Smarts)*
Form*, Allergy*, Blind, Can't Swim, Dependency*,
Dependent*, Distinctive*, Doubting Thomas, Hard Notice (Smarts)
of Hearing, Monologuer*, One Arm, Outsider, Performance (Spirit)
Poverty, Power Negation*, Slow, Yellow, Young. Persuasion (Spirit)
*Super Powers Companion Piloting (Agility)
Psi Phenomena (Smarts)
Changes:
••Disgraced (Minor): The character subtracts 1 Repair (Smarts)
from Persuasion rolls (instead of –2 to Charisma) Research (Smarts)
involving people from the same background Riding (Agility)
(intelligence, law enforcement, military, etc.).
Science (Smarts)
••Trigger-Happy (Minor): is now replaced by
Shooting (Agility)
Impulsive (Major). See Hindrances in SWADE
for more information. Stealth (Agility)
Survival (Smarts)
Skills Taunt (Smarts)
To reflect their military training, characters
Thievery(Agility)
in Titan Effect start with the following core skills
at d4, instead of those mentioned in SWADE: Tradecraft (Smarts)
Athletics, Common Knowledge, Fighting, *Every character starts with his native
Notice, Shooting, Stealth. language skill at d8 and a number of languages
equal to half his Smart die for free at d6. A
Once the core skills are assigned, the characters character can later learn more languages by
have 14 additional points to buy or raise new skills spending a progression for each new language
(including core skills). or by taking the Linguist Edge.

The following skills are not allowed: Faith, Focus,


Occult (see below), Psionics, Spellcasting and
Weird Science.

2
Changes: target with a ranged attack while in melee (see
••Knowledge (Battle): is replaced by Battle. Ranged Weapons In Melee in SWADE).
••Knowledge (Computers): is replaced by
Hacking. Gear
••Knowledge (Demolition): is replaced by For the Sentinel use the following stats: Size
Repair, that covers now the use of explosives. –3, Handling +2, Top Speed 70 MPH, Toughness
••Knowledge (Psi Phenomena): is replaced by 2. To fly the drone, use the highest skill between
Psi Phenomena (see below). Electronics, Hacking or Piloting.
••Knowledge (Tradecraft): is replaced by
Tradecraft (see below). The Tech Kit gives a bonus to Electronics and
Hacking.
New Skills
Psi Phenomena For armors, keep only the highest value
The operative knows a lot about the history of (example: Body Armor +2/+4 becomes just +4).
psychics and everything linked to them (secret Armor marked with an asterisk doesn't reduce the
societies, ancient traditions, the secret war). He damage from bullets by 4.
also has knowledge about psychic threats and
how psychic powers work in general. Semi-Auto and Auto don’t exist anymore, use
Rate of Fire (RoF) instead.
This skill replaces Occult and Knowledge (Psi
Phenomena). Setting Rules
Titan Effect uses the following setting rules:
Tradecraft ••Born A Hero
Tradecraft is a series of methods and techniques ••Creative Combat (optional)
used in modern espionage such as: document ••Demolition**
forging, coded message creation, counter- ••Hacking**
surveillance, use of dead drops, interrogation ••More Skill Points
techniques, etc. ••Multiple Languages
••Psychic Surge**
Edges ••Power Stunts*
The following Edges are not used in Titan Effect: ••Power Tricks*
Arcane Resistance, Brave, Fame, Followers, Giant ••Synergy*
Killer, Power Edges (except Mentalist and Power *Super Powers Companion
Points—See the Rising Stars rule in the Super **Titan Effect RPG
Powers Companion), Sidekick, Weird Edges (except
Danger Sense and Scavenger). Changes:
••A few skills have been changed for Titan Effect
Changes: SWADE. If a Setting Rule requires one of the
••Alternate Identity: Requires Persuasion deleted skills, use the replacement instead.
instead of Streetwise. ••Demolition: The operative cannot make
••Demolitionist: Doesn’t require Knowledge homemade explosives anymore. Instead use
(Demolition) anymore. Bonus applies to Repair the McGyver edge.
instead and requires Repair at d8.
••Hacker: Knowledge (Computers) is replaced Old-Timer Table
by Hacking. The following card results have changed:
••Improved CQB: In addition to the other ••Seven (Damaged): Lame is replaced by Slow.
benefits, the operative doesn't become ••Jack (Burned): Replace –4 to Charisma by –2
Vulnerable when attacking a non-adjacent to Persuasion rolls.

3
KATE "WHISPER" MACMILLAN

Concept: Team leader


Nationality: USA
Background: Kate is a former CIA Special
Psychic Operations Group operative. She
idealistically followed in her father’s footsteps
(during the 1970s, Kate’s dad was a member of
the late Project STARGATE, a US military program
aimed at studying psychic phenomena) much to
the latter’s pride. Kate’s destiny, however, took
a turn when she started to investigate a corrupt
politician. Unfortunately, this man was in league
with the Olympians. They framed Kate with spying
for a foreign power and had her "burned" by the
CIA. She was not only blacklisted by her agency,
but her father disavowed her, believing she was a
traitor; that day she lost everything that mattered
to her. The SPEAR, noticing the involvement of
the Olympians, contacted Kate and offered her a
position. Kate has been with the SPEAR since, and
the only thing she wants now is to clear her name
and expose the Olympians.
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Battle d4, Common Knowledge d6, Fighting d6, Notice d8, Persuasion d6, Shooting
d6, Stealth d6, Tradecraft d8
Languages: English d8, Arabic d6, Japanese d6, Russian d6, Spanish d6
Pace: 6; Parry: 5; Toughness: 9 (4)
Hindrances: Curious, Death Wish (clear her name), Disgraced
Edges: Arcane Background (Super Powers), Mentalist, New Power
Gear (10 EP): Armored stealth suit (+4, +2 to Stealth rolls), combat knife (Str+d4), encrypted smartphone,
subvocal commlink, 3 HE grenades (Range 5/10/20, Damage 3d6, MBT, HW), SIG P226 (9mm, Range
12/24/48, Damage 2d6, RoF 1, Shots 15, AP 1) + 2 extra ammo mags, Tavor TAR-21 (5.56, Range 24/48/96,
Damage 2d8, RoF 3, Shots 30, AP 1, reflex sight, suppressor) + 2 extra ammo mags.
Super Powers (Telepathy):
••Mind Control (5): One target. Range 12". (Telepathy).
••Mind Reading (3): Advanced telepathy.
••Speak Language (1): Surface mind reading.
••Stun (2): Smarts roll each round to revive. (Mental surge).
••Telepathy (4): Switchboard. (Telepathic link).

4
JOI "GHOST" LAU

Concept: Infiltration specialist


Nationality: Chinese (Hong Kong)
Background: Joi studied martial arts from
an early age and developed incredible physical
abilities from his training, unknowingly unlocking
his biokinetic abilities. One day, his school was
targeted by the Triad for racket. He soundly beat
the gangsters but failed to have them arrested as
he was not a police officer. He decided to join the
Hong Kong Police Force in order to get the legal
authority to dispense justice.
Impressed by his skills and dedication, his
superiors recruited Joi for a special task force with
the mission to infiltrate and disband the triads in
Hong Kong. Working undercover on the Triads’
activities for a couple of years, he discovered the
existence of the secret war. Before he was able to
learn too much, he was betrayed by a corrupt cop
and forced to leave Hong Kong to save his life. His
contacts arranged for him to join the SPEAR so he
could pursue his mission.
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d8, Common Knowledge d6, Electronics d6, Fighting d8, Notice d6, Shooting d6, Stealth
d8, Thievery d6
Languages: Cantonese d8, English d6, Mandarin d6, Vietnamese d6
Pace: 12; Parry: 6; Toughness: 7 (2)
Gear (10 EP): Encrypted smartphone, FN P90 (5.7x28mm, Range 12/24/48, Damage 2d6, RoF 3, Shots
50, AP 2, 3RB, suppressor) + 2 extra ammo mags, infiltration kit, karambit (Str+d4), Maxim 9 (9mm, Range
12/24/48, Damage 2d6, RoF 1, Shots 12, AP 1, integrated suppressor) + 2 extra ammo mags, 3 Sleeping
gas grenades (Range 5/10/20, Vigor roll at –4 or be Knocked out for 2d6 hours), stealth suit (+2, +2 to
Stealth rolls), subvocal commlink, 4 throwing blades (Range 3/6/12, Damage Str+d4).
Hindrances: Enemy (Minor—Triads), Impulsive, Quirk (chews toothpicks)
Edges: Arcane Background (Super Powers), Martial Artist, Thief
Super Powers (Biokinesis):
••Chameleon (4): Voice. Minor Limitation (doesn’t affect clothes). (Cellular alteration).
••Extra Action (3): One extra action per round. (Adrenaline surge).
••Leaping (1): Can leap 2" vertically and 4" horizontally. (Powerful legs).
••Speed (2): Pace 12. (Accelerated metabolism).

5
ORISA "SOLO" ONI

Concept: Tech specialist


Nationality: Nigerian
Background: Despite being the granddaughter
of a renowned marabout in her small village
in Nigeria, Orisa had always been wary of
superstition, being more interested in computers
and technology.
Realizing her potential, her teachers arranged
for her to receive a scholarship in computer
engineering in Lagos, much to her grandfather’s
disappointment. Undeterred by his disapproval,
the rebellious Orisa moved on to follow her
dreams.
However, she had to interrupt her studies
when Olympians’ agents, who identified her
grandfather’s abilities as authentic, tried to kidnap
him. Orissa was there, visiting her family when
the Olympians arrived, throwing her into danger.
The SPEAR fortunately intervened and saved both
of them. During that event, Orisa discovered she
actually inherited some of the old man’s ESP abilities. Shocked by her own affinity with the psychic
world, the young woman decided to join the SPEAR and learn how to control her abilities as a way to
reconnect with her roots.
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d4, Common Knowledge d6, Electronics d6, Fighting d4, Hacking d8, Notice d6, Repair
d6, Shooting d6, Stealth d6, Thievery d6
Languages: Yoruba d8, English d6, French d6, Mandarin d6, Russian d6
Pace: 6; Parry: 4; Toughness: 9 (4)
Gear (10 EP): Armored stealth suit (+4, +2 to Stealth rolls), encrypted smartphone + hacking upgrade,
subvocal commlink, SIG P226 (9mm, Range 12/24/48, Damage 2d6, RoF 1, Shots 15, AP 1) + 2 extra ammo
mags, KRISS Vector (.45, Range 12/24/48, Damage 2d6+1, RoF 3, Shots 25, AP 1) + 2 extra ammo mags,
Sentinel.
Hindrances: Heroic, Loyal, Stubborn
Edges: Arcane Background (Super Powers), Hacker, Level Headed
Super Powers (ESP):
••Danger Sense (2): ESP.
••Remote Viewing (5): Extended Range +1, Subtle. (Astral projection).
••Retrocognition (3): Impregnation, Overwhelming. (Psychometry).

6
JEFF "CYPH3R" RUIZ

Concept: Marksman
Nationality: USA
Background: Born in California, from a Cuban-
American family, Jeff grew up in the mountains
near Lake Tahoe. Physically gifted from a young
age, Jeff quickly became one of the top biathletes
of his county, and later, of the state.
Jeff wanted to use his athletic abilities to earn
a scholarship but a medical test revealed some
unexplained biochemical anomalies in his body,
leading to the assumption that he was using
steroids. Despite his denials, and much to his
surprise and disbelief, Jeff was expelled from his
team. Bitter and disappointed by the injustice, Jeff
sank into despair and started to sell his shooting
skills to some disreputable people.
Fortunately, before things went too far, the
SPEAR, tracking his medical records, understood
Jeff was a psychic and asked him to join the
organisation. Jeff accepted more for the challenge
and thrills than for real commitment.
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Notice d8, Shooting d8, Stealth d8, Survival
d6
Languages: English d8, German d6, Russian d6, Spanish d6
Pace: 6; Parry: 5; Toughness: 5
Gear (10 EP): Cloaking suit (+4 to Stealth rolls, invisible to infrared), combat knife (Str+d4), encrypted
smartphone, 4 GPS tracker rifle rounds, HK USP (.45, Range 12/24/48, Damage 2d6+1, RoF 1, Shots 12,
AP 1) + 2 extra ammo mags, M24 (7.62, Range 30/60/120, Damage 2d8+1, RoF 1, Shots 5, AP 2, scope,
suppressor) + 4 extra ammo mags, smoke grenade (Range 5/10/20, LBT), subvocal commlink.
Hindrances: Loyal, Overconfident, Quirk (cynical)
Edges: Arcane Background (Super Powers), Alertness, Marksman
Super Powers (ESP):
••Awareness (3): Ignores all obscurement penalties. (ESP).
••Danger Sense (2): Sixth sense.
••Heightened Senses (1): Eagle Eyes. (Enhanced senses).
••Uncanny Reflexes (4): –2 to hit. (Enhanced danger sense).

7
JEREMY "SEELEY ONE" SEELEY

Concept: Demolition expert


Nationality: United Kingdom
Background: Jeremy is English but born in
Northern Ireland, from a loyalist Protestant family.
His father was a police officer and Jeremy learned
early in his life that dedication to the country, honor
and duty were everything to a man. Shocked by
the violence on both sides of the Irish conflict, he
decided that he would try to make a difference for
the common people and joined the British Army.
Jeremy became an explosive disposal specialist
operator for the 321 EOD squadron RLC, with
the goal of protecting people. Destiny had other
plans for him. His powers manifested, exactly at
the right time to save him from a bomb he failed
to disarm. The story of his "miraculous survival"
attracted attention from the SPEAR. Wanting to
make a difference, Jeremy agreed to become one
of their field agents.
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Driving d4, Electronics d6, Fighting d6, Notice d6, Repair
d8, Shooting d6, Stealth d6
Languages: English d8, French d6, German d6, Irish d6
Pace: 6; Parry: 5; Toughness: 9 (4)
Gear (10 EP): Armored stealth suit (+4, +2 to Stealth rolls), Benelli M4 (12 gauge, Range 12/24/48,
Damage 2d10, RoF 1, Shots 7, slugs) + 14 extra slugs, 2 Breaching charges (Damage 2d6, AP 10 vs doors,
HW), demolition kit, encrypted smartphone, 2 HE Grenades (Range 5/10/20, Damage 3d6, MBT, HW),
multi-tool, subvocal commlink, SIG P226 (9mm, Range 12/24/48, Damage 2d6, RoF 1, Shots 15, AP 1) + 2
extra ammo mags.
Hindrances: Heroic, Loyal, Quirk (makes jokes all the time)
Edges: Arcane Background (Super Powers), Demolitionist, Luck
Super Powers (Psychokinesis—Kinetic):
••Deflection (2): –3 to hit with ranged attacks. Requires Activation. (Kinetic shield).
••Explode (6): Level 2, Damage 3d8, HW, LBT. Heavy Weapon, Large Template. Switchable (telekinesis).
(Telekinetic burst).
••Telekinesis (8): Level 3, Strength d12+1. Switchable (Primary with explode).

8
KUNAL "AGNI" SINHA

Concept: Scientific specialist


Nationality: Indian
Background: Kunal is born near Chennai, India
in a wealthy, influential family. Kunal grew up
in a comfortable environment although, as the
youngest of five sons, he would never inherit
the family business. Kunal turned his interest to
science instead.
Kunal discovered he had supernatural abilities
in his adolescence after an incident during a yajna
(a Hindu ritual involving fire) left him unharmed
despite being engulfed in flames.
At first, his keen logical mind kept telling him
there was a rational explanation, but a local priest
managed to convince him that he was "blessed by
Agni". The story fortunately caught the attention
of the SPEAR before the Olympians.
The SPEAR was able to explain the nature of
psychic powers to Kunal and recruited him as
a science operative. Despite understanding his
abilities, however, Kunal still thinks they are evidence that he is somehow "chosen"; which causes inner
conflict between his reason and his faith.
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d8, Vigor d6
Skills: Athletics d4, Common Knowledge d4, Fighting d4, Healing d6, Notice d6, Psi Phenomena d8,
Research d8, Science d8, Shooting d6, Stealth d4
Languages: Hindi d8, English d6, Bengali d6, French d6, Sindhi d6
Pace: 6; Parry: 4; Toughness: 9 (4)
Gear (10 EP): Advanced first-aid kit (Healing +1), armored stealth suit (+4, +2 to Stealth rolls), encrypted
smartphone, HK USP (.45, Range 12/24/48, Damage 2d6+1, RoF 1, Shots 12, AP 2) + 2 extra ammo mags,
HK MP5SD (9mm, Range 12/24/48, Damage 2d6, RoF 1, Shots 30, AP 1, 3RB, suppressor) + 2 extra ammo
mags, restraints x10, smart binoculars, subvocal commlink.
Hindrances: Delusional (Minor—believes he is chosen by Agni, the Hindu fire god), Loyal, Overconfident
Edges: Arcane Background (Super Powers), Power Points, Scholar (Science)
Super Powers (Psychokinesis—Fire):
••Attack, Ranged (4): Range 12/24/48 or Cone Template, Damage 3d6, RoF 1, Lethal. (Fire bolt).
••Heightened Senses (1): Infravision.
••Energy Control (5): Fire.
••Resistance (5): Fire. +4 to resists effects, direct attacks cause half damage.

9
TAKESHI "STRIKER" KUZE

Concept: Point man


Nationality: Japanese
Background: Takeshi’s grandmother had just
arrived in Tokyo to see her grandson when she
took the metro the fateful day of the sarin gas
attacks in 1994. She survived but was left crippled
for life. From that day on, Takeshi grew up with
guilt, feeling responsible for his grandmother’s
now failing health, and also a deep hatred for
terrorists of any kind. He decided to dedicate his
life to fighting them by becoming an operator in
the Japanese Special Forces Group.
He quickly rose through the ranks due to his
peak physical abilities and skills, despite his show-
off attitude on the field. Soon, he was assigned to
counter terrorist missions outside Japan despite
the commitment of the Japanese army not to
operate abroad.
He met the SPEAR (who had heard of him before)
during one of these missions in southern Asia. He
discovered there were things out there more dangerous than mere terrorists. So he joined the SPEAR
out of sympathy for their cause.
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Athletics d8, Common Knowledge d6, Driving d6, Fighting d8, Healing d4, Notice d6, Piloting d6,
Shooting d8, Stealth d8, Survival d6
Languages: Japanese d8, English d6, French d6, Mandarin d6
Pace: 6; Parry: 6; Toughness: 10 (4)
Gear (10 EP): Armored stealth suit (+4, +2 to Stealth rolls), combat knife (Str+d4), encrypted smartphone,
3 HE grenades (Range 5/10/20, Damage 3d6, MBT, HW), SIG P226 (9mm, Range 12/24/48, Damage 2d6,
RoF 1, Shots 15, AP 1) + 2 extra ammo mags, subvocal commlink, Tavor TAR-21 (5.56, Range 24/48/96,
Damage 2d8, RoF 3, Shots 3, AP 1, reflex sight, suppressor) + 2 extra ammo mags.
Hindrances: Code of Honor, Loyal, Notoriety (Kuze has made a name for himself in the field and as
someone who likes to show off )
Edges: Arcane Background (Super Powers), Close-Quarters Battle
Super Powers (Biokinesis):
••Super Skill (4): Athletics +1, Fighting +1, Shooting +1, Stealth +1. (Reflex memory).
••Thermal Adaptation (1): Metabolism control.
••Toughness +1 (1): Reinforced bones.
••Uncanny Reflexes (4): –2 to hit. (Enhanced danger sense).

10
ALICIA "BOLT" REYES

Concept: Operator
Nationality: Mexican
Background: Little is known of Alicia before
she was found by the SPEAR in Mexico City a
few years ago after a massive blackout. A special
intervention team found her amnesiac in a tank,
half drown and surrounded by charred corpses.
She had apparently been abducted by the Cartels
and used as some sort of bait or war spoil.
One of the team officers, a veteran named Reyes,
took the girl under his wing and nurtured her
back to health. The SPEAR taught "Alicia" how to
control her abilities and trained her to become a
skilled fighter. However, the SPEAR, despite all its
technology and contacts, was unable to assess the
true identity of Alicia as all biometric data from her
had somehow been erased from official records.
Alicia stays with the SPEAR out of gratitude and
because she still hopes they can help her find out
who she really is.
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Driving d6, Electronics d6, Fighting d6, Notice d6, Shooting
d8, Stealth d6, Thievery d6
Languages: Spanish d8, Arabic d6, English d6, Portuguese d6
Pace: 6; Parry: 5; Toughness: 11 (6)
Gear (10 EP): Combat knife (Str+d4), encrypted smartphone, FN Five-seveN (5.7x28mm, Range
12/24/48, Damage 2d6, RoF 1, Shots 20, AP 2) + 2 extra ammo mags, 2 HE grenades (Range 5/10/20,
Damage 3d6, MBT, HW), HK 416 (5.56, Range 24/48/96, Damage 2d8, RoF 3, Shots 30, AP 2) + 2 extra
ammo mags, subvocal commlink, tactical body armor (+6, torso only), tactical sling (416).
Hindrances: Amnesia (Major), Loyal, Phobia (Minor—water)
Edges: Arcane Background (Super Powers), Close-Quarters Battle, Combat Reflexes
Super Powers (Psychokinesis—Electricity):
••Attack, Ranged (5): Range 12/24/48, Damage 3d6, RoF 1, Heavy Weapon. (Lightning strike).
••Deflection (1): –3 to hit by ranged attacks. Minor Limitation (only affects metallic projectiles),
Requires Activation. (Electromagnetic shield).
••Malfunction (3): Electromagnetic pulse.
••Resistance (1): Electricity. +4 to resists effects.

11

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy