Trapping: Damage compensation

Locked

Remember only GM's Can Vote

Approved (All Approved House Rules Are Subject to Play Pesting)
3
100%
Approved (For Limited Play Testing Only, Approval Required for Each Character)
0
No votes
Needs Work
0
No votes
Disapproved
0
No votes
Abstain
0
No votes
 
Total votes: 3

User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Trapping: Damage compensation

Post by Ndreare »

One of my players came up with a trapping I thought was good enough to share and get others opinions on. I plan on letting him use it for this application, but with some fine tuning I think everyone would appreciate it.
Erin Sol wrote:Damage Compensation: By sharing or enhancing a Techno-Wizard's connection to machinery the target subconsciously compensates for penalties inflicted by using damaged equipment.

For +1PPE the target can ignore 2 points of penalties to the affected skill from damaged equipment. As a replacement for the normal effects of a raise the amount of penalty ignored increases to 4 points.
Damage Compensation
By sharing or enhancing a Techno-Wizard's connection to machinery the target subconsciously compensates for penalties inflicted by using damaged equipment.
  • For +1PPE the target can ignore 2 points of penalties to the affected skill from damaged equipment. As a replacement for the normal effects of a raise the amount of penalty ignored increases to 4 points.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Trapping: Damage compensation

Post by Freemage »

I like it! (Of course I do, as a TW....)
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Trapping: Damage compensation

Post by Ndreare »

Funny, I forgot to add a poll, and I am the one who wants polls on everything.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Kuikku
Posts: 236
Joined: Sat Aug 19, 2017 10:20 am

Re: Trapping: Damage compensation

Post by Kuikku »

I don't see a problem with the trapping it just looks like a very niche trapping.

Vehicle damage caps a three (or wrecked) and unless you roll a crit-fail followed by a 6 on the effect die I don't see glitches being more than a -2. Unless there are other opportunities to develop penalties on equipment this just feels like wasted PP because every time you use the power you have to pay the cost. But if a player wants to put that onto a power I would be willing to let them.
Character
Kuikku
Parry: 8
Toughness: 14(6)
Toughness with Cyber-Armor active: 20(8) MDC
User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: Trapping: Damage compensation

Post by Hans Greuber »

Kuikku wrote:I don't see a problem with the trapping it just looks like a very niche trapping.

Vehicle damage caps a three (or wrecked) and unless you roll a crit-fail followed by a 6 on the effect die I don't see glitches being more than a -2. Unless there are other opportunities to develop penalties on equipment this just feels like wasted PP because every time you use the power you have to pay the cost. But if a player wants to put that onto a power I would be willing to let them.
I could see a TW or Gadgeteer using it for one of their temporary Gadgets, when the time was right... or with Greater Smite on a damaged weapon
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Trapping: Damage compensation

Post by Ndreare »

Which is exactly what the character is using it for
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Erin Sol
Diamond Patron
Diamond Patron
Posts: 76
Joined: Sun Aug 13, 2017 12:11 pm

Re: Trapping: Damage compensation

Post by Erin Sol »

I originally proposed it to RFT for a gadget while inside a damaged APC.
Erin Sol
Character Name: Erin Sol
Parry:6(8)*, Toughness: 13(7)[14(7)]*
* Increased abilities from TW device

Wounds: 0/3 Fatigue: 0/2
PPE: 15/15 Master of Magic
  • Quickness:
  • Dispel:
  • Warrior's Gift:
  • Speed: Missing
Gadgets 2/4 remaining
Current Gadgets Adventure Card
None



Bennies 5/3
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Trapping: Damage compensation

Post by Pender Lumkiss »

Love the trapping. I would approve if it was receive a level of fatigue for an hour that cannot be restored.
Field Team Six Bennies
3/6
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Trapping: Damage compensation

Post by Ndreare »

Pender Lumkiss wrote:Love the trapping. I would approve if it was receive a level of fatigue for an hour that cannot be restored.
You mean in addition to the extra PPE cost, or in place of it?
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Trapping: Damage compensation

Post by Pender Lumkiss »

RFT wrote:
Pender Lumkiss wrote:Love the trapping. I would approve if it was receive a level of fatigue for an hour that cannot be restored.
You mean in addition to the extra PPE cost, or in place of it?
Instead. This seems similiar to the mystics gift of life. I realize a +2 to a skill is different than ignore penalties. But much of what the gift of life does is let a healing roll ignore healing penalties up to a -2.
Field Team Six Bennies
3/6
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Trapping: Damage compensation

Post by Freemage »

Eh, the thing is, Pender, that directly undercuts the effect of the spell--lose a penalty on one set of rolls to gain a penalty on ALL rolls.

In addition, the comparison to the Mystic's effect misses a key difference--the Mystic's bonus is 'always on', whereas this only applies in situations where the equipment is already damaged. This is far more situational, as a result.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Trapping: Damage compensation

Post by Pender Lumkiss »

How is a +2 to healing not a situational bonus? Sure it is always on, but when do you use healing when there are no wound penalties? Sure if you only got 1 wound you get a plus 1 to your roll. But in some ways this trapping as an advantage as on a raise it ignores up to a -4 penalty. Like I said previously they are not the same, but the comparision is close enough. I would be fine if the fatigue came at the end of the duration of the power.

Just out of curiousity, if the trapping was against wound penalties, illumination penalties, cover, to hit, range penalties, would it be fine if it had a -2, -4 cadence. I realize wounds go to -3, but maybe it lets you ignore incap while the power is active. I also think a bonus of -2, -4 seems fairly high. If it were -1, -2 it would seem more cosmetic and more in line with a +1 ppt. Want to just go -1 sure seems cosmetic enough for no trade off. Or even just a -2 but only on a raise.
Field Team Six Bennies
3/6
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Trapping: Damage compensation

Post by Freemage »

Pender Lumkiss wrote:How is a +2 to healing not a situational bonus? Sure it is always on, but when do you use healing when there are no wound penalties? Sure if you only got 1 wound you get a plus 1 to your roll. But in some ways this trapping as an advantage as on a raise it ignores up to a -4 penalty. Like I said previously they are not the same, but the comparision is close enough. I would be fine if the fatigue came at the end of the duration of the power.

Just out of curiousity, if the trapping was against wound penalties, illumination penalties, cover, to hit, range penalties, would it be fine if it had a -2, -4 cadence. I realize wounds go to -3, but maybe it lets you ignore incap while the power is active. I also think a bonus of -2, -4 seems fairly high. If it were -1, -2 it would seem more cosmetic and more in line with a +1 ppt. Want to just go -1 sure seems cosmetic enough for no trade off. Or even just a -2 but only on a raise.
That's just it. If the Trapping was for everything, I'd agree with you that it would need to be halved, and even then get the Fatigue hit. But it's not--it's only against a very specific type of penalty, and a comparatively rare one at that. (Most folks don't walk around with damaged gear--they either repair it or find a replacement item as fast as feasible.) Meanwhile, you're always paying that extra cost. So the Trapping literally becomes a hindrance when you're NOT using damaged gear, which is going to be most of the time.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
Radecliffe
Diamond Patron
Diamond Patron
Posts: 489
Joined: Fri Mar 31, 2017 4:18 pm

Re: Trapping: Damage compensation

Post by Radecliffe »

Since I already typed it I'll just add this to what Freemage said.

I'm thinking the difference would be there is no power that directly relates to operating machinery so the whatever power you attached the trapping to would only benefit if used in conjunction operating damaged machinery. The rest of the time using the power would confer no useful bonus. In the case of healing the trapping is beneficial 100% of the time since you would only use it when actually healing. I think it would be different if there were powers that specific to this purpose but that is pretty much in the realm of edges such as Ace and Telemechanics (or Machine Maestro.)

For example if the trapping were added to the Armor power then the trapping would only be useful if casting Armor (or activating an Armor gadget for TW) then trying to operate the damaged machine. The rest of the time you are getting fatigue for no gain.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

User avatar
Radecliffe
Diamond Patron
Diamond Patron
Posts: 489
Joined: Fri Mar 31, 2017 4:18 pm

Re: Trapping: Damage compensation

Post by Radecliffe »

Though I have to admit this trapping smacks of metagaming to me. This is basically a trapping and a power that have nothing to do with each other and its only purpose is to provide an in game benefit without any sort of in game rationalization. Electricity provides energizing benefits and shocking penalties. Darkness and stealth are logical pairings and fit in with a number of defensive type powers. So what is the rationale for this trapping?
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Trapping: Damage compensation

Post by Pender Lumkiss »

Radecliffe wrote:Though I have to admit this trapping smacks of metagaming to me. This is basically a trapping and a power that have nothing to do with each other and its only purpose is to provide an in game benefit without any sort of in game rationalization. Electricity provides energizing benefits and shocking penalties. Darkness and stealth are logical pairings and fit in with a number of defensive type powers. So what is the rationale for this trapping?
I think it is a limited use of telemechanics meant to overcome technical difficulties.
Field Team Six Bennies
3/6
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Trapping: Damage compensation

Post by Pender Lumkiss »

Freemage wrote:
Pender Lumkiss wrote:How is a +2 to healing not a situational bonus? Sure it is always on, but when do you use healing when there are no wound penalties? Sure if you only got 1 wound you get a plus 1 to your roll. But in some ways this trapping as an advantage as on a raise it ignores up to a -4 penalty. Like I said previously they are not the same, but the comparision is close enough. I would be fine if the fatigue came at the end of the duration of the power.

Just out of curiousity, if the trapping was against wound penalties, illumination penalties, cover, to hit, range penalties, would it be fine if it had a -2, -4 cadence. I realize wounds go to -3, but maybe it lets you ignore incap while the power is active. I also think a bonus of -2, -4 seems fairly high. If it were -1, -2 it would seem more cosmetic and more in line with a +1 ppt. Want to just go -1 sure seems cosmetic enough for no trade off. Or even just a -2 but only on a raise.
That's just it. If the Trapping was for everything, I'd agree with you that it would need to be halved, and even then get the Fatigue hit. But it's not--it's only against a very specific type of penalty, and a comparatively rare one at that. (Most folks don't walk around with damaged gear--they either repair it or find a replacement item as fast as feasible.) Meanwhile, you're always paying that extra cost. So the Trapping literally becomes a hindrance when you're NOT using damaged gear, which is going to be most of the time.
Fair enough. Approved.
Field Team Six Bennies
3/6
User avatar
Radecliffe
Diamond Patron
Diamond Patron
Posts: 489
Joined: Fri Mar 31, 2017 4:18 pm

Re: Trapping: Damage compensation

Post by Radecliffe »

Pender Lumkiss wrote:
Radecliffe wrote:Though I have to admit this trapping smacks of metagaming to me. This is basically a trapping and a power that have nothing to do with each other and its only purpose is to provide an in game benefit without any sort of in game rationalization. Electricity provides energizing benefits and shocking penalties. Darkness and stealth are logical pairings and fit in with a number of defensive type powers. So what is the rationale for this trapping?
I think it is a limited use of telemechanics meant to overcome technical difficulties.
Ok, I can see how adding this trapping to telepathy could function as a limited version of Telemechanics. So a psionic with this trapping and Telemechanics, do the bonuses stack?
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Trapping: Damage compensation

Post by Freemage »

Radecliffe wrote:
Pender Lumkiss wrote:
Radecliffe wrote:Though I have to admit this trapping smacks of metagaming to me. This is basically a trapping and a power that have nothing to do with each other and its only purpose is to provide an in game benefit without any sort of in game rationalization. Electricity provides energizing benefits and shocking penalties. Darkness and stealth are logical pairings and fit in with a number of defensive type powers. So what is the rationale for this trapping?
I think it is a limited use of telemechanics meant to overcome technical difficulties.
Ok, I can see how adding this trapping to telepathy could function as a limited version of Telemechanics. So a psionic with this trapping and Telemechanics, do the bonuses stack?
As a general rule, bonuses and penalty negation do stack
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Trapping: Damage compensation

Post by Ndreare »

I would allow them to stack myself.

So as it stands we have two in favor and two on the fence?
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Trapping: Damage compensation

Post by Pender Lumkiss »

I only see approved
Field Team Six Bennies
3/6
Erin Sol
Diamond Patron
Diamond Patron
Posts: 76
Joined: Sun Aug 13, 2017 12:11 pm

Re: Trapping: Damage compensation

Post by Erin Sol »

Radecliffe wrote:Though I have to admit this trapping smacks of metagaming to me. This is basically a trapping and a power that have nothing to do with each other and its only purpose is to provide an in game benefit without any sort of in game rationalization. Electricity provides energizing benefits and shocking penalties. Darkness and stealth are logical pairings and fit in with a number of defensive type powers. So what is the rationale for this trapping?
On this one aspect I can comment. The trapping was presented as part of a Boost Trait gadget with the penalty reduction only applying to the affected skill i.e. shooting, driving, piloting etc. Which is a pretty easy connection between getting better with a skill and overcoming hindrances to that skill. Also because of the specific power choice that raise replacement is really replacing a one die increase with ignoring two more points of penalties which is only a benefit on equipment with -4 or greater penalties and only kinda breaks even on equipment with 3pts in penalties. On some powers it would make less sense and that is why Pinnacle says that Trappings are always a GM call.
Erin Sol
Character Name: Erin Sol
Parry:6(8)*, Toughness: 13(7)[14(7)]*
* Increased abilities from TW device

Wounds: 0/3 Fatigue: 0/2
PPE: 15/15 Master of Magic
  • Quickness:
  • Dispel:
  • Warrior's Gift:
  • Speed: Missing
Gadgets 2/4 remaining
Current Gadgets Adventure Card
None



Bennies 5/3
User avatar
Radecliffe
Diamond Patron
Diamond Patron
Posts: 489
Joined: Fri Mar 31, 2017 4:18 pm

Re: Trapping: Damage compensation

Post by Radecliffe »

Erin Sol wrote:
Radecliffe wrote:Though I have to admit this trapping smacks of metagaming to me. This is basically a trapping and a power that have nothing to do with each other and its only purpose is to provide an in game benefit without any sort of in game rationalization. Electricity provides energizing benefits and shocking penalties. Darkness and stealth are logical pairings and fit in with a number of defensive type powers. So what is the rationale for this trapping?
On this one aspect I can comment. The trapping was presented as part of a Boost Trait gadget with the penalty reduction only applying to the affected skill i.e. shooting, driving, piloting etc. Which is a pretty easy connection between getting better with a skill and overcoming hindrances to that skill. Also because of the specific power choice that raise replacement is really replacing a one die increase with ignoring two more points of penalties which is only a benefit on equipment with -4 or greater penalties and only kinda breaks even on equipment with 3pts in penalties. On some powers it would make less sense and that is why Pinnacle says that Trappings are always a GM call.
Fair enough.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Trapping: Damage compensation

Post by Venatus Vinco »

I think this trapping is balanced overall.

Its specificity (really focused around a particular power, narrow scope of utility, etc.) probably means it's good for a an individual character but not "general use". My gut reaction was, this is really an edge or power being jammed into a trapping.

VV
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
User avatar
High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: Trapping: Damage compensation

Post by High Command »

It'd be a really cool edge though.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
Locked

Return to “Archived Discussions”