Super-Tech 2018 edition

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Venatus Vinco
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Super-Tech 2018 edition

Post by Venatus Vinco »

Item Creation: Experimental Super Technology Items
Rifts, by Sean Patrick Fannon’s definition, is an over the top kitchen sink setting. As a result we have multiple worlds and genres mashed together to create a setting where anything is possible. In addition to elements of magic and fantasy we also have science fiction - robots, power armor, laser weapons and more. Thus, occasionally, advanced alien races, Coalition Researchers, Triax facilities, or just a genius kid in her parents basement uncover the ability to create technological items that go well beyond the limit of current standards.

These rules provide a process for creating super advanced technology items. They are completely trapped in science and stand apart from technowizardry or Enchanted item construction rules. Most notably, these items do not make use of I.S.P. or P.P.E. and are not considered in anyway “arcane” .


Super Scientist (Professional Edge)
Prerequisites: Gadgeteer, K/Engineering or Science d10+, Repair d10+
These inventors can go well beyond the normal bounds of the technology of the day and create truly amazing, if somewhat quirky, devices.
  • Build Roll: The Super-Scientist makes a roll using the lower of Knowledge (Science), Knowledge (Engineering), or the Weird Science arcane skill; this is the standard roll for Super-tech Item design and is called a Build roll. On a failure, the time and parts are wasted, but on a success the Super-tech item is complete. If the Scientist gets a raise, he may add one Minor Upgrade (see below). Note these upgrades are "always on" for no additional power cost.
All items made with Super-Tech are subject to Technical Difficulties, have their weight reduced by 25%, are -2 to be repaired, and have a quirk or other minor hindrance attached to them.

Creation Process
Choose a base item to upgrade using Super Science. Increase the cost by 50% to account for unique parts and processes needed to make it function at a higher level.

Power Sources
Super science items do not use power points. For convenience sake, they are powered from whatever power source is used by the base item, or in absence of that, by standard e-clips.
  • Ranged Weapons. Generally use e-clips. As long as the clip is not empty any associated super-tech functions will continue to work. When the device is unpowered the item will no work and its abilities are unavailable.

    Close Combat Weapons. In Savage Rifts most tech-based Close Combat Weapons do not have a payload or duration. For super-tech assume they use e-clips that draw very slowly but can burn out. On a 1 on the Fighting die, the e-clip burns out and the weapon has no power until it is replaced, requiring an action. Being unpowered generally means the weapon is useless.

    Batteries. Some items and armor have a battery of some sort with a listed duration (e.g. armored exoskeleton like the NG Gladius). Battery duration and charging remain unchanged, however, when the battery is drained any associated super-tech will not work either. If none is listed use the rules for Close Combat Weapons above.
Minor Upgrade
Minor Upgrades add a small benefit to a super-tech item. Adding a Minor Upgrade to a super-tech item costs 5,000 credits in parts and requires 3d12 hours. Super-tech items are limited to a number of slots based on the super-scientist's rank, shown in the chart below.
  • Novice: Two Minor Qualities
    Seasoned: One Major Quality, Two Minor Qualities
    Veteran: Two Major Qualities, Two Minor Qualities
    Heroic: Three Major Qualities, Two Minor Qualities
    Legendary: Four Major, Two Minor Qualities
They may exchange Major Upgrade spaces for additional Minor Upgrades, but an item can only have the same upgrade twice. As above, a failure wastes the time and materials, a success installs the upgrade, and a raise grants a Minor Upgrade (as long as the item can take another).
  • +1 to a specific Trait roll appropriate to the item.
  • +1 damage to a weapon.
  • +2 armor to armor, shield, or clothing.
  • +1 Parry to a shield or close combat weapon.
  • Add one small energy cell that increases payload or duration by 25%
  • Halve the weight of the item (reduce to one quarter if taken twice; reduce to one eighth if the item got a raise during creation).
  • Apply a Trapping to the device (this also includes tech trappings such as Plasma, Ion, Laser, etc. if appropriate)
  • Other Minor Upgrades as allowed by the GM.
Major Upgrade
Starting at Veteran Rank, Super-Scientists can add more powerful abilities to super-tech items. Modification takes 2d6 days + 1d6 per 10,000 credit cost of the Major Upgrade. Cost depends on the specific upgrade (listed below). The Super-Scientists makes a Build roll (lowest of Knowledge (Electronics), Knowledge (Engineering), and the Weird Science arcane skill) but at −4 for a Major Upgrade. Failure wastes the time and parts; success installs the upgrade; on a raise, the Super-Scientists may choose to add a Minor Upgrade and then only if the Super-tech item has a space to add one.
  • Emulate a Power (Cost: 20,000 credits per Rank of power).* #
  • Add an Edge to device (Cost: 20,000 credits per Rank of Edge).* &
  • +1 die type to a specific Trait appropriate to the item (Cost: 10,000 credits).
  • Add one large energy cell that increases payload or duration by 50%. (Cost: 30,000 credits).
  • Add the equivalent of a personal weapon or piece of personal gear to a device. For every ten pounds (round down) add one die type to the device's minimum Str rating, and multiply the cost by 1.5 to get the implanted version cost. The weapon comes with it's own E-Clip or ammunition port, which may be logically located anywhere on the device.
    Other Major Upgrades as allowed by the GM (Cost: Varies).
* The Super-Scientist can only install Edges of his Rank or less. Edges and are considered “always on” while the device has power. Powers usually require a Trait roll for activation.
# Powers use the “No Power Points” rule.
For example a payload of 10 becomes 12 (minor) or 15 (major). Apply to base number each time (e.g. 10) and round to nearest whole number.

No Power Points
Since they are not “magical” super-tech weapons are not powered by PPE or ISP. If a device emulates a power the user makes the activation Trait roll with a penalty based on the complexity of the power. The penalty to the roll is half the power’s usual Power Point cost (rounded down). Emulating the armor power (i.e. a force field), for example, which costs 2 Power Points, is an activation Trait roll at –1.

Once activated, check the results below:
  • Success: The power activates as usual.
    Raise: A raise on the roll grants any additional bonuses to the power stated in its description.
    Failure: All currently maintained powers are cancelled and the user is Shaken.
Overload: Tinkering with unstable technology comes with certain risks. If a users rolls a 1 on the activation die when using a device power it automatically fails and the e-clip overloads causing 2d6 Mega Damage

Maintaining Powers: Devices can maintain powers as long as as the e-clip or battery lasts, but each power maintained inflicts a –1 to any other actions with the device. Thus a weapon can be super-charged (smite) indefinitely, but suffers a –1 penalty to other Fighting or Shooting actions.

Interrupting Powers: If a character with an activated device power is Shaken or suffers a wound or Fatigue level, he must make a Smarts roll to maintain all his powers. If the roll is failed, all powers are instantly dropped. Powers shut down automatically if the device runs out of power.

Example Items

CP-29x CS Plasma Pulse Assault Rifle
An experimental anti-infantry weapon created by Coalition Military Technologies (CMT), this plasma rifle features an advanced Gyro-Stability System that automatically compensates for recoil and a smart gun system that adjusts aim to increase accuracy. Optionally, the operator can switch to blast mode in order to take out multiple armored targets at once - either in a medium or large burst template! Of course, CMT wants their weapon back. Any unauthorized personal using this weapon are considered to have the Wanted (CS) hindrance. As an experimental weapon, Repair all rolls are done at -2.
  • Plasma Pulse: 3d10+2 (Mega, Plasma. ROF: 3)
  • Anti-Infantry Blast: 2d6 or 3d6 damage extends over a Medium or Large Burst Template
  • Payload: 48
  • Weight: 70
  • Special: No recoil penalty and +2 to shooting if the user doesn't move in a turn.
  • Strength Minimum: d12
Augmentations
Augmentations: 3 Major, 2 Minor
Base Item
  • NG-E15 Pulse Plasma Ejector
  • 3d10 (Mega, Plasma. ROF: 3)
  • Payload: 48
  • Weight: 70
Major: Emulate a Power: Blast (-1 to -3 to Shooting when using Blast Mode)
Major: Gyro-stability System (Rock & Roll Edge)
Major: Smart Gun System (Marksman Edge)
Minor: Superheater, +1 damage
Minor: Superheater, +1 damage
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Daniel
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Re: Super-Tech 2018 edition

Post by Daniel »

Over all I very much like this. Well thought out and well done. Like the dangerous aspects and fun RP when one fails. Mentioned things to VV already in Hangouts. Reminder to fix the &

Love it. Will re-read again later. Letting it all soak in.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
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Freemage
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Re: Super-Tech 2018 edition

Post by Freemage »

I originally suggested the No Power Points rule for Enchanted items and was voted down. I like it even more for this one, and it addresses my other concerns nicely. So, yes, approved.
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)
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Hans Greuber
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Re: Super-Tech 2018 edition

Post by Hans Greuber »

Would a TW's modified Gadgeteer qualify?
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
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Freemage
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Re: Super-Tech 2018 edition

Post by Freemage »

I vote no on TW being able to build these--this is pure tech, not magically enhanced.

And speaking of magic, as I've noted, Psi-Operaters do get the Gadgeteer Edge, and I think they should be able to make use of this, but using their Power list, rather than the TW Power list that Weird Scientists get. Their build roll would also substitute Psionics for Weird Science. Still use the NPP rules.
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?)
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Re: Super-Tech 2018 edition

Post by Pursuit »

This is a more elegant solution than slapping in an e-clip and counting it as PPE. I like it.
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Re: Super-Tech 2018 edition

Post by Pursuit »

Freemage wrote:I vote no on TW being able to build these--this is pure tech, not magically enhanced.

And speaking of magic, as I've noted, Psi-Operaters do get the Gadgeteer Edge, and I think they should be able to make use of this, but using their Power list, rather than the TW Power list that Weird Scientists get. Their build roll would also substitute Psionics for Weird Science. Still use the NPP rules.
I think I'm in agreement with Freemage; TWs could repair super tech, but I don't think they need even more ability as an IF for game balance (insofar as it exists in Rifts), and a TW can't help but use magic when building.

I'd be fine with a traditional Weird Scientist taking the edge, though, or a Psi-Operator.
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Re: Super-Tech 2018 edition

Post by Icosa »

If this gets approved, can I re-jigger Alecto's armor to use these rules? :)
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Venatus Vinco
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Re: Super-Tech 2018 edition

Post by Venatus Vinco »

This year is already off to a better start.

1) I agree with others, this is not a TWs wheelhouse. So, don't see TWs having access for both narrative and out of game reasons.

2) I like the idea of this being available to psi-operators and weird scientists.

3) Alecto, start rebuilding your armor as a proof of concept (being aware that the process may uncover things that need to be adjusted in these rules).

VV
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Re: Super-Tech 2018 edition

Post by Pursuit »

I'd love to see a mechanic for non-AB characters to build things like this, but I'm dry on ideas. Anybody else have any?
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Re: Super-Tech 2018 edition

Post by Venatus Vinco »

1) The hanging "&" footnote is: & These devices can use the Power Mastery edge (see house rules) to access mega powers

2) I am okay with making the available to non-AB characters in some way just requires removing gadgeteer requirement. However, given earlier debate we may have to let that die on the altar of compromise.

VV
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Hans Greuber
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Re: Super-Tech 2018 edition

Post by Hans Greuber »

Venatus Vinco wrote:1) The hanging "&" footnote is: & These devices can use the Power Mastery edge (see house rules) to access mega powers

2) I am okay with making the available to non-AB characters in some way just requires removing gadgeteer requirement. However, given earlier debate we may have to let that die on the altar of compromise.

VV
Maybe have it require either Gadgeteer or McGyver
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
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Re: Super-Tech 2018 edition

Post by Freemage »

A MacGuyver variant that does not involve Powers, sure, just the ostensibly lesser mechanical upgrades. That's pretty much been my sticking-point in earlier debates.
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?)
.
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Corrigon
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Re: Super-Tech 2018 edition

Post by Corrigon »

If a lesser variant, then maybe lower the skill requirements to d8
GM bennies 6/8
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Re: Super-Tech 2018 edition

Post by High Command »

I see one potential double dip:

Super Scientist (Professional Edge)
Prerequisites: Gadgeteer, K/Engineering or Science d10+, Repair d10+

As written my Scathach could get this edge (druids are not backwards people and science and engineering is just part of the process) and have access to both Super-Tech and Enchanting. None of us want that. That's why I was so adamant about needing science and technology based trappings being a requirement. And given we're talking about the Psi-Operator, that just means they try to affect technology or give bonuses to using technology, or the application of science (psychology for charisma). It just takes a bit of creativity. If someone has a better version I'll take it.

Super Scientist (Professional Edge)
Prerequisites: Gadgeteer, K/Engineering or Science d10+, Repair d10+, 50% of all powers must have science or technology based trappings.

As for a completely Mundane option: We're mirroring TW here. So that usually means an AB user. You'd have to create a whole other mod scheme in my mind. It would take Powers off the table entirely.
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Re: Super-Tech 2018 edition

Post by Pursuit »

Ok, in the interest of not derailing the discussion on these rules (which was going rather well), I’ll write up an edge for non-AB tinkerers and post it in House Rules for approval and comment.
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Re: Super-Tech 2018 edition

Post by Pursuit »

Proposed Edge for non-AB characters to make modifications: Tinkerer
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Re: Super-Tech 2018 edition

Post by Ndreare »

I like where this is going, but I definitely disagree about excluding the TW. Yes they create perfect amalgams of magic and machine, but they are still the best of the best with machines themselves. The magic lets them cross the bounds.
However it is not a hanging point and i do not mind being right while everyone else is wrong. ;)


I think this is far enough along and needs little enough further commenting that a poll should be added.
  • 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!
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Re: Super-Tech 2018 edition

Post by Hans Greuber »

RFT wrote:I like where this is going, but I definitely disagree about excluding the TW. Yes they create perfect amalgams of magic and machine, but they are still the best of the best with machines themselves. The magic lets them cross the bounds.
I agree. The TW would still have to spend an Edge to mostly duplicate one of their core abilities, so many won't, but there is no reason to exclude them.
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Re: Super-Tech 2018 edition

Post by Pursuit »

Hans Greuber wrote:
RFT wrote:I like where this is going, but I definitely disagree about excluding the TW. Yes they create perfect amalgams of magic and machine, but they are still the best of the best with machines themselves. The magic lets them cross the bounds.
I agree. The TW would still have to spend an Edge to mostly duplicate one of their core abilities, so many won't, but there is no reason to exclude them.
That's not a bad point. So the TW Arcane Machinist ability would count as Gadgeteer in that scenario?
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Re: Super-Tech 2018 edition

Post by Ndreare »

Pursuit wrote:
Hans Greuber wrote:
RFT wrote:I like where this is going, but I definitely disagree about excluding the TW. Yes they create perfect amalgams of magic and machine, but they are still the best of the best with machines themselves. The magic lets them cross the bounds.
I agree. The TW would still have to spend an Edge to mostly duplicate one of their core abilities, so many won't, but there is no reason to exclude them.
That's not a bad point. So the TW Arcane Machinist ability would count as Gadgeteer in that scenario?
Yes I think so. It says right in the book it is a sort of super form of Gadgeteer. So it would be the qualifying edge.
  • 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!
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Re: Super-Tech 2018 edition

Post by Tribe of One »

I'm going to be the odd man out here and say I really dislike this system, although I suspect that has to do with different expectations/goals.

What I'm interested in seeing is a system for adding "mundane"/non-magic upgrades to gear, ie. providing toys for the non-AB kids. What this system does is create an avenue for incredibly unreliable, experimental super-tech. It does that quite well, but as a result doesn't hold much interest to me as a player or GM.

Why in the world would I trade in a perfectly good chain longsword for a Super-Tech one that fails approximately 10 percent of the time I try to use it ('cause the battery dies when I roll a 1 on my d10 Fighting), is harder to repair, and has an annoying quirk? Far better to burn some EP on HJ table rolls to grab some extra damage or AP and have a weapon that reliably works like it's supposed to.

Powers as a Major upgrade seem worse than worthless. The risk of trying to activate one (probably using a skill like Kn: Electronics or similar that isn't a core skill for the character, in contrast to TW item users who generally get to use their prime casting stat), with a significant penalty (overpowering for most Mega powers), is far too great when the penalty for failure is losing every other active power and being Shaken. And if I do succeed, I'm taking a -1 penalty to everything else I do with the item while the power is active?

Why would I ever do that, when I can take an Enchanted item and avoid every one of those drawbacks, plus Technical Difficulties, and reliably be able to activate any powers about once per combat, due to the on-board PPE?

My first inclination here is to just leave the Super-Tech rules for those who want them and are willing to gamble on such long odds, then push for a separate system for adding minor, mundane upgrades to gear. I mean, we have scopes, etc., it shouldn't be too hard to price out Precision Barrels (+1 Shooting) and Over-Charged Emitters (+2 AP, payload reduced by 25 percent) and High-Density Plating (+2 Armor), etc.

There still might be a way to marry the two, I suppose, by associating more of the Super-Tech penalties with the Major upgrades, allowing Minors to do the work of more reliable, less experimental modifications. In that case, changes to the above could include:
  • Rather than the blanket "-2 to Repair and a Quirk or Hindrance," instead: For every Major upgrade, a Super-Tech item gains a cumulative -1 to Repair or a Quirk or other appropriate Hindrance.
  • For CCW Super-Tech items, modify the "loses all power on a 1" to "on a roll of 1, the weapon's charge is almost depleted. It will function normally for another 3 rounds (reduced by 1 round for each Major upgrade installed), after which it loses power and ceases to function until a new power source is inserted."
  • Eliminate the additional consequence for Failures on the activation roll; reduce the penalty for rolling a 1 to loss of active powers and Shaken; save the exploding for Crit Fails
  • Modify the maintaining powers penalty to only apply to activating additional device powers.
With all of the above, I'd still be leery of adding Major powers, because I'm personally willing to sacrifice a little bit of power potential for reliability. But they might be of interest to some. And the system would be generally useful for anyone just looking to add mundane Minor upgrades to weapons.
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Re: Super-Tech 2018 edition

Post by Pursuit »

Tribe of One wrote:I'm going to be the odd man out here and say I really dislike this system, although I suspect that has to do with different expectations/goals.

What I'm interested in seeing is a system for adding "mundane"/non-magic upgrades to gear, ie. providing toys for the non-AB kids. What this system does is create an avenue for incredibly unreliable, experimental super-tech. It does that quite well, but as a result doesn't hold much interest to me as a player or GM.

Why in the world would I trade in a perfectly good chain longsword for a Super-Tech one that fails approximately 10 percent of the time I try to use it ('cause the battery dies when I roll a 1 on my d10 Fighting), is harder to repair, and has an annoying quirk? Far better to burn some EP on HJ table rolls to grab some extra damage or AP and have a weapon that reliably works like it's supposed to.

Powers as a Major upgrade seem worse than worthless. The risk of trying to activate one (probably using a skill like Kn: Electronics or similar that isn't a core skill for the character, in contrast to TW item users who generally get to use their prime casting stat), with a significant penalty (overpowering for most Mega powers), is far too great when the penalty for failure is losing every other active power and being Shaken. And if I do succeed, I'm taking a -1 penalty to everything else I do with the item while the power is active?

Why would I ever do that, when I can take an Enchanted item and avoid every one of those drawbacks, plus Technical Difficulties, and reliably be able to activate any powers about once per combat, due to the on-board PPE?

My first inclination here is to just leave the Super-Tech rules for those who want them and are willing to gamble on such long odds, then push for a separate system for adding minor, mundane upgrades to gear. I mean, we have scopes, etc., it shouldn't be too hard to price out Precision Barrels (+1 Shooting) and Over-Charged Emitters (+2 AP, payload reduced by 25 percent) and High-Density Plating (+2 Armor), etc.

There still might be a way to marry the two, I suppose, by associating more of the Super-Tech penalties with the Major upgrades, allowing Minors to do the work of more reliable, less experimental modifications. In that case, changes to the above could include:
  • Rather than the blanket "-2 to Repair and a Quirk or Hindrance," instead: For every Major upgrade, a Super-Tech item gains a cumulative -1 to Repair or a Quirk or other appropriate Hindrance.
  • For CCW Super-Tech items, modify the "loses all power on a 1" to "on a roll of 1, the weapon's charge is almost depleted. It will function normally for another 3 rounds (reduced by 1 round for each Major upgrade installed), after which it loses power and ceases to function until a new power source is inserted."
  • Eliminate the additional consequence for Failures on the activation roll; reduce the penalty for rolling a 1 to loss of active powers and Shaken; save the exploding for Crit Fails
  • Modify the maintaining powers penalty to only apply to activating additional device powers.
With all of the above, I'd still be leery of adding Major powers, because I'm personally willing to sacrifice a little bit of power potential for reliability. But they might be of interest to some. And the system would be generally useful for anyone just looking to add mundane Minor upgrades to weapons.
Tribe, take a look at this: http://savagerifts.com/sr/viewtopic.php?f=57&t=1903. I’m trying to come up with a non-acrane version there, and your feedback would be welcome.
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Re: Super-Tech 2018 edition

Post by Freemage »

I am very much against it being a TW thing. The non-magic version we're also putting forward would be one thing. But this Edge is specifically about imbuing objects with magical power on a permanent basis--based of of principles learned from the Gadgeteer Edge. TWs have a technique for imbuing objects with permanent power, and the result of that process is Techno-Wizardry. While there are similarities between Arcane Machinist and Gadgeteer, in the end, they are not quite identical, and there should be some distinction maintained.
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Re: Super-Tech 2018 edition

Post by Fizzwaite Zipwidget »

If a TW would want this as an option this seems to indicate that the objective isn't being achieved. That being that TW is the pinnacle of combining magic and technology and doing it a bit better than both enchanting and super science. I agree that there is a rationalization for TW's being able to do this but I disagree that justifies giving them access to this. TW's have their toybox. My understanding this is supposed to be granting other character types a similar but somewhat lesser toybox of their own.

I guess I also don't see what this grants a TW that he does not get from his own IF? I guess there is the ability to build a device that a mundane could use but then aren't we just back to Clint's unofficial suggestion of a house rule for a major mod that allows a mundane to use TW devices?

It does seem that among the GM's that not everyone wants the same thing from this but I hope a compromise can be reached. This is too cool to abandon. ;)
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Re: Super-Tech 2018 edition

Post by High Command »

TW Item creation is a setting rule that TWs get to access. In no way is it paid for by the IF itself.

Also, I am VERY against TWs having access to anything but their own standard defining process; yes that includes this and yes that includes the variant posed by Pursut.
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Re: Super-Tech 2018 edition

Post by Pursuit »

Freemage wrote:I am very much against it being a TW thing. The non-magic version we're also putting forward would be one thing. But this Edge is specifically about imbuing objects with magical power on a permanent basis--based of of principles learned from the Gadgeteer Edge. TWs have a technique for imbuing objects with permanent power, and the result of that process is Techno-Wizardry. While there are similarities between Arcane Machinist and Gadgeteer, in the end, they are not quite identical, and there should be some distinction maintained.
High Command wrote:TW Item creation is a setting rule that TWs get to access. In no way is it paid for by the IF itself.

Also, I am VERY against TWs having access to anything but their own standard defining process; yes that includes this and yes that includes the variant posed by Pursut.
I don’t feel as strongly as you two, but I would be fine excluding TWs from taking this. It’s meant to fill a different niche, and, as pointed out, TWs are already pretty great at putting powers in things.
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Re: Super-Tech 2018 edition

Post by Fizzwaite Zipwidget »

Add the equivalent of a personal weapon or piece of personal gear to a device. For every ten pounds (round down) add one die type to the device's minimum Str rating, and multiply the cost by 1.5 to get the implanted version cost. The weapon comes with it's own E-Clip or ammunition port, which may be logically located anywhere on the device.
Other Major Upgrades as allowed by the GM (Cost: Varies).
I think that vehicular weapons should be exempted from the increase to the min strength rating. This would only apply to hand held varieties anyway. Partly because these weapons are already so heavy adding 10-20 pounds to them shouldn't affect their overall weight by much and also once you get past d12 you are in super strength territory and the strength rating doubles with each step. So increasing the min strength from d12+1 to d12+2 is a lot more significant than d10 to d12.
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Re: Super-Tech 2018 edition

Post by High Command »

I think at this point, with the Tinkerer being a purely scientific way of adding stuff to tech, and with a formal introduction of a mod that allows non-AB users to use TW, and ideally some sort of edge that allows Gadgeteers (WS and Psi-Operators alike) access to a reskin of TW Item creation (with a psionic bent), we can drop Super-tech entirely. If you want Powers, you need to work on making it into an item.

VV, I'm sorry.
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Re: Super-Tech 2018 edition

Post by Venatus Vinco »

High Command wrote:I think at this point, with the Tinkerer being a purely scientific way of adding stuff to tech, and with a formal introduction of a mod that allows non-AB users to use TW, and ideally some sort of edge that allows Gadgeteers (WS and Psi-Operators alike) access to a reskin of TW Item creation (with a psionic bent), we can drop Super-tech entirely. If you want Powers, you need to work on making it into an item.

VV, I'm sorry.
Agreed.
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Re: Super-Tech 2018 edition

Post by Tribe of One »

I really don't think it needs to be that complicated:

A) Create a new Edge, AB: Super Science. It's functionally identical to Weird Science, but the trappings are utterly non-magical. Associated skill if Kn: Engineering or a made-up skill like Mega-Engineering, whatever. Instead of PP we call them Battery Points. Since it's an AB, no existing AB-users (TWs, psionics, etc.) can use it, so no worries about mixing the streams. Just like with Enchanted Items and TW Items, you gotta be one or the other, even if many of the upgrades are the same.

B) Use built-in "Battery Points" just like you use built-in Power Points on Enchanted Items. You start with 5 per Power and they regenerate 1/hr, or 2/hr if you've added a Major Battery Power upgrade.

C) Super Tech gets 2 Minor and 3 Major upgrades. That's one better than Enchanted because effectively, every Super Tech item takes a Hindrance -- call it "Technological" or whatever: Suffers from Technical Difficulties, is -2 to Repair and does not count as magic for the purposes of resistances and immunities.

D) Add a few appropriate upgrades - Cyber can be treated adding the Upgrade Edge. By default, the user suffers the associated Strain unless you take a penalty (like increase Min Str on armor by +1d for every point of Strain, or buy it off with a Minor or something). Trappings must be tech in nature.

And that's it. You're using existing systems that have been tested and found balanced. Existing AB users can't create this stuff. They could use it, but it's probably not as attractive to them as TW because they can't use their own PP to power it in a pinch, it doesn't count as magic and can take one fewer upgrades. Enchanted items still have a niche for total reliability and getting past magic resistances.

EDIT: And there's really no reason you can't allow AB: Weird Science or Psi-Operators to use this system.
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Re: Super-Tech 2018 edition

Post by Venatus Vinco »

Tribe,

Your proposal is the proposal that got rejected despite being most simple (Weird Science called tech with a different type of power points). It slightly pisses me off to see it brought forward again since I spent some of my Christmas vacation trying to find an alternative.

Power points as battery points is a non-starter. When it comes to powers there are only psionics and magic in this setting.

Remove power points and we end up with the limits of no power points rules and we end up with all your comments about those limitations.
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Power Points are split into two versions, ISP (Inner Strength Points) for psionics and PPE (Potential Psychic Energy) for all other Arcane Backgrounds."

Also referenced under Mega Powers, "Remember that in Savage Rifts®, Power Points are either PPE or ISP, depending on the character’s Arcane Background."

So there is no Arcane Background that does not use ISP or PPE in the setting. Since AB (Weird Science) isn't psionic, it uses PPE in Savage Rifts®.

Hope that helps and clarifies.
Given that, the easiest thing to do is give people Enchanted items or add a major mod to TW that let's mundane users use TW (basically the same thing).

VV
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Re: Super-Tech 2018 edition

Post by High Command »

What he said. :D
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Re: Super-Tech 2018 edition

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Venatus Vinco wrote:Given that, the easiest thing to do is give people Enchanted items or add a major mod to TW that let's mundane users use TW (basically the same thing).

VV
I think I addressed the other part of your post in Hangouts.

As for this: It's fine with me. Let me build an Enchanted Item, give it the "Super Tech" Hindrance (suffers Technical Difficulties, -2 Repair, and doesn't count as magic for resistances) in exchange for an extra Major upgrade, and I'm happy. Or add a TW upgrade that lets anyone use the item ("wasting" the fourth Major upgrade) and I'm happy. Although the latter would probably need to provide some automatic installed PPE, like Enchanted Items do.

It still leaves a question of who can craft the stuff, but I'm mostly looking at this from the perspective of a player who would want to buy an item, either in character or via EP for a Signature Item.
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Re: Super-Tech 2018 edition

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Venatus Vinco wrote:Item Creation: Experimental Super Technology Items
Rifts, by Sean Patrick Fannon’s definition, is an over the top kitchen sink setting. As a result we have multiple worlds and genres mashed together to create a setting where anything is possible. In addition to elements of magic and fantasy we also have science fiction - robots, power armor, laser weapons and more. Thus, occasionally, advanced alien races, Coalition Researchers, Triax facilities, or just a genius kid in her parents basement uncover the ability to create technological items that go well beyond the limit of current standards.

These rules provide a process for creating super advanced technology items. They are completely trapped in science and stand apart from technowizardry or Enchanted item construction rules. Most notably, these items do not make use of I.S.P. or P.P.E. and are not considered in anyway “arcane” .


Super Scientist (Professional Edge)
Prerequisites: Gadgeteer, K/Engineering or Science d10+, Repair d10+
These inventors can go well beyond the normal bounds of the technology of the day and create truly amazing, if somewhat quirky, devices.
  • Build Roll: The Super-Scientist makes a roll using the lower of Knowledge (Science), Knowledge (Engineering), or the Weird Science arcane skill; this is the standard roll for Super-tech Item design and is called a Build roll. On a failure, the time and parts are wasted, but on a success the Super-tech item is complete. If the Scientist gets a raise, he may add one Minor Upgrade (see below). Note these upgrades are "always on" for no additional power cost.
All items made with Super-Tech are subject to Technical Difficulties, have their weight reduced by 25%, are -2 to be repaired, and have a quirk or other minor hindrance attached to them.

Creation Process
Choose a base item to upgrade using Super Science. Increase the cost by 50% to account for unique parts and processes needed to make it function at a higher level.

Power Sources
Super science items do not use power points. For convenience sake, they are powered from whatever power source is used by the base item, or in absence of that, by standard e-clips.
  • Ranged Weapons. Generally use e-clips. As long as the clip is not empty any associated super-tech functions will continue to work. When the device is unpowered the item will no work and its abilities are unavailable.

    Close Combat Weapons. In Savage Rifts most tech-based Close Combat Weapons do not have a payload or duration. For super-tech assume they use e-clips that draw very slowly but can burn out. On a 1 on the Fighting die, the e-clip burns out and the weapon has no power until it is replaced, requiring an action. Being unpowered generally means the weapon is useless.

    Batteries. Some items and armor have a battery of some sort with a listed duration (e.g. armored exoskeleton like the NG Gladius). Battery duration and charging remain unchanged, however, when the battery is drained any associated super-tech will not work either. If none is listed use the rules for Close Combat Weapons above.
Minor Upgrade
Minor Upgrades add a small benefit to a super-tech item. Adding a Minor Upgrade to a super-tech item costs 5,000 credits in parts and requires 3d12 hours. Super-tech items are limited to a number of slots based on the super-scientist's rank, shown in the chart below.
  • Novice: Two Minor Qualities
    Seasoned: One Major Quality, Two Minor Qualities
    Veteran: Two Major Qualities, Two Minor Qualities
    Heroic: Three Major Qualities, Two Minor Qualities
    Legendary: Four Major, Two Minor Qualities
They may exchange Major Upgrade spaces for additional Minor Upgrades, but an item can only have the same upgrade twice. As above, a failure wastes the time and materials, a success installs the upgrade, and a raise grants a Minor Upgrade (as long as the item can take another).
  • +1 to a specific Trait roll appropriate to the item.
  • +1 damage to a weapon.
  • +2 armor to armor, shield, or clothing.
  • +1 Parry to a shield or close combat weapon.
  • Add one small energy cell that increases payload or duration by 25%
  • Halve the weight of the item (reduce to one quarter if taken twice; reduce to one eighth if the item got a raise during creation).
  • Apply a Trapping to the device (this also includes tech trappings such as Plasma, Ion, Laser, etc. if appropriate)
  • Other Minor Upgrades as allowed by the GM.
Major Upgrade
Starting at Veteran Rank, Super-Scientists can add more powerful abilities to super-tech items. Modification takes 2d6 days + 1d6 per 10,000 credit cost of the Major Upgrade. Cost depends on the specific upgrade (listed below). The Super-Scientists makes a Build roll (lowest of Knowledge (Electronics), Knowledge (Engineering), and the Weird Science arcane skill) but at −4 for a Major Upgrade. Failure wastes the time and parts; success installs the upgrade; on a raise, the Super-Scientists may choose to add a Minor Upgrade and then only if the Super-tech item has a space to add one.
  • Emulate a Power (Cost: 20,000 credits per Rank of power).* #
  • Add an Edge to device (Cost: 20,000 credits per Rank of Edge).* &
  • +1 die type to a specific Trait appropriate to the item (Cost: 10,000 credits).
  • Add one large energy cell that increases payload or duration by 50%. (Cost: 30,000 credits).
  • Add the equivalent of a personal weapon or piece of personal gear to a device. For every ten pounds (round down) add one die type to the device's minimum Str rating, and multiply the cost by 1.5 to get the implanted version cost. The weapon comes with it's own E-Clip or ammunition port, which may be logically located anywhere on the device.
    Other Major Upgrades as allowed by the GM (Cost: Varies).
* The Super-Scientist can only install Edges of his Rank or less. Edges and are considered “always on” while the device has power. Powers usually require a Trait roll for activation.
# Powers use the “No Power Points” rule.
For example a payload of 10 becomes 12 (minor) or 15 (major). Apply to base number each time (e.g. 10) and round to nearest whole number.

No Power Points
Since they are not “magical” super-tech weapons are not powered by PPE or ISP. If a device emulates a power the user makes the activation Trait roll with a penalty based on the complexity of the power. The penalty to the roll is half the power’s usual Power Point cost (rounded down). Emulating the armor power (i.e. a force field), for example, which costs 2 Power Points, is an activation Trait roll at –1.

Once activated, check the results below:
  • Success: The power activates as usual.
    Raise: A raise on the roll grants any additional bonuses to the power stated in its description.
    Failure: All currently maintained powers are cancelled and the user is Shaken.
Overload: Tinkering with unstable technology comes with certain risks. If a users rolls a 1 on the activation die when using a device power it automatically fails and the e-clip overloads causing 2d6 Mega Damage

Maintaining Powers: Devices can maintain powers as long as as the e-clip or battery lasts, but each power maintained inflicts a –1 to any other actions with the device. Thus a weapon can be super-charged (smite) indefinitely, but suffers a –1 penalty to other Fighting or Shooting actions.

Interrupting Powers: If a character with an activated device power is Shaken or suffers a wound or Fatigue level, he must make a Smarts roll to maintain all his powers. If the roll is failed, all powers are instantly dropped. Powers shut down automatically if the device runs out of power.

Example Items

CP-29x CS Plasma Pulse Assault Rifle
An experimental anti-infantry weapon created by Coalition Military Technologies (CMT), this plasma rifle features an advanced Gyro-Stability System that automatically compensates for recoil and a smart gun system that adjusts aim to increase accuracy. Optionally, the operator can switch to blast mode in order to take out multiple armored targets at once - either in a medium or large burst template! Of course, CMT wants their weapon back. Any unauthorized personal using this weapon are considered to have the Wanted (CS) hindrance. As an experimental weapon, Repair all rolls are done at -2.
  • Plasma Pulse: 3d10+2 (Mega, Plasma. ROF: 3)
  • Anti-Infantry Blast: 2d6 or 3d6 damage extends over a Medium or Large Burst Template
  • Payload: 48
  • Weight: 70
  • Special: No recoil penalty and +2 to shooting if the user doesn't move in a turn.
  • Strength Minimum: d12
Augmentations
Augmentations: 3 Major, 2 Minor
Base Item
  • NG-E15 Pulse Plasma Ejector
  • 3d10 (Mega, Plasma. ROF: 3)
  • Payload: 48
  • Weight: 70
Major: Emulate a Power: Blast (-1 to -3 to Shooting when using Blast Mode)
Major: Gyro-stability System (Rock & Roll Edge)
Major: Smart Gun System (Marksman Edge)
Minor: Superheater, +1 damage
Minor: Superheater, +1 damage
Please provide PR page numbers and books with flavor text of what is being translated.
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Re: Super-Tech 2018 edition

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Pender Lumkiss wrote:Please provide PR page numbers and books with flavor text of what is being translated.
Not helpful right now, Pender. Nothing in the forum rules at the top of this page mandate that House Rules be based on a specific thing in PR.
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Re: Super-Tech 2018 edition

Post by Pender Lumkiss »

Tribe of One wrote:
Pender Lumkiss wrote:Please provide PR page numbers and books with flavor text of what is being translated.
Not helpful right now, Pender. Nothing in the forum rules at the top of this page mandate that House Rules be based on a specific thing in PR.

How would that not be helpful? Translating from PR to SR is essential in any house rule. It does not need to be a rule because it is inherent to the setting.

If a page or pages cannot be pointed to then it does not need to be part of SR. It is called translating your favorite rift ideas. It needs to have a solid foundation in PR to accurately translate it into SR.
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Re: Super-Tech 2018 edition

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Pender Lumkiss wrote:
Tribe of One wrote:
Pender Lumkiss wrote:Please provide PR page numbers and books with flavor text of what is being translated.
Not helpful right now, Pender. Nothing in the forum rules at the top of this page mandate that House Rules be based on a specific thing in PR.

How would that not be helpful? Translating from PR to SR is essential in any house rule. It does not need to be a rule because it is inherent to the setting.

If a page or pages cannot be pointed to then it does not need to be part of SR. It is called translating your favorite rift ideas. It needs to have a solid foundation in PR to accurately translate it into SR.
I disagree with most of those statements, but I'm not going to engage while you do the devil's advocate thing. Sometimes that's useful, not so much here.

Just like ARES, it's a system meant to handle a whole range of items and conversions from PR.
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Re: Super-Tech 2018 edition

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Its fine, you guys go have fun.
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Re: Super-Tech 2018 edition

Post by Tribe of One »

Here's how I'd do powers:

Add this Minor Upgrade option:
[*]+5 stored PP, only usable to activate emulated powers †[/color]

Add these as Major Upgrade options:

[*]Emulate a power (Cost: 20,000 credits per Rank of power).* † &
[*]+10 stored PP, only usable to activate emulated powers (Cost: 30,000 credits).†


* A Tinkerer can only install powers of his Rank or less. Emulated powers are not restricted to a particular list, but must include a reasonable (super-)scientific trapping. By default, items use an appropriate Knowledge skill for activation (typically Electronics, Engineering or Science, chosen at creation). For five times the cost, the power activates as part of another action (such as an attack roll for a weapon, or an Agility roll for a trick) using the Trait result of the primary action as its own. The user must still spend Power Points before making the roll, and a failure on the primary action means the power fails as well. Upgrading an item with an emulated power automatically includes a super cell battery or other appropriate reservoir with 5 PP, which can only be used to activate emulated powers (major and minor improvements can add more Power Points). These Power Points are purely technological in nature and are not interchangeable with PPE, ISP or other arcane Power Points; otherwise, emulated powers interact with arcane powers normally.
† Super Tech items that include a built-in Power Point battery recharge automatically over time, but the battery cannot otherwise be swapped out. Used Power Points recharge at a rate of 1 per hour. If the item includes at least one "+10 stored PP" Major Upgrade, the item recharges 1 PP per 30 minutes.
& Although Master of Magic cannot be added to Super Tech items, the Power Mastery Edge (see house rules) can be added as a Major Upgrade to gain access to the Mega version of an emulated power.[/color]


And I'd rework the Cybernetics option like so:

[*] Add a built-in cybernetic system appropriate to the device. Prerequisite systems can be ignored. For cybernetics with Strain 1, Strain may be ignored but the system adds 10 lbs. to Weight. If the system is not integrated into an item with an existing power source, a battery pack must be added, adding a further 5 lbs. to Weight and providing, in general, 96 hours of use before requiring 2 hours of charging time. Cybernetic systems with higher Strain are subject to GM approval and should include additional complications, such as an increase in the Minimum Strength required (in the case of systems installed in body armor) or an appropriate Major Hindrance for each additional level of Strain. (Cost: 150 percent of the cost of the associated cybernetic system).[/color]

For reference, the high Strain cyber systems are:
[*] (Strain 2)[/b] - Adrenal System, Internal Life Support, Nano-Repair System, Embedded Combat Coding, Expanded Detection & Security Array, Leg Upgrades, Mining Drill Apparatus, and larger integrated weapons systems.
[*] (Strain 3)[/b] - Extra Arms.

Since they're subject to GM approval, I didn't add this in, but a simple fix for the Extra Set of Arms that Patrick and I discussed is to add the caveat that the additional non-movement action gained can not be used to activate powers granted by an Arcane Background. (I think it's fine for casters who actually install the cybernetic system and eat the Strain to get it, though.)

On first blush, what strikes me as the most-abusable cybernetic system to do as an upgrade would be the Wired Skill Port and Subject Matter Expert Port, which let you add up to +4d to a skill. But the WSP specifies it can't be used on casting skills, which takes care of the most concerning thing for me ... If people think it's a problem, one possibility would be to include a note saying that, if another Tinkerer upgrade option covers the bonuses provided by a given cybernetic system, use the non-cybernetic option instead. So you have to pay 10k credits and a Major Upgrade for each +1d increase, rather than using a cyber chip port as a shortcut to +4d.
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