Temporal Magic

Locked

Is Temporal Magic ready to be added to player options (Remember only GMs can vote)

Approved (All Approved House Rules Are Subject to Play Pesting)
2
50%
Approved (For Limited Play Testing Only, Approval Required for Each Character)
2
50%
Needs Work
0
No votes
Disapproved
0
No votes
Abstain
0
No votes
 
Total votes: 4

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

Temporal Magic

Post by Venatus Vinco »

Savaging Temporal Magic
Wizards and Warriors who bend time and space to steal, raid, and pillage for their inhuman masters. Who wouldn't want to play one right?

In Palladium Rifts, Temporal magic is a powerful magic art that is only known by a few beings in the Megaverse. The most infamous is the Temporal Raider, these evil aliens marauder about the Megaverse using their magic to conduct daring raids and heists. To aid them in their work, Raiders train acolytes as Temporal Wizards and Temporal Warriors. These disciples serve their masters in exchange for access to temporal magic and wealth. After a period of servitude they are free to do what they wish. Unfortunately, years of seeing and experiencing the depravity of their masters most of these "free" beings continue with a life of inter-dimensional pirating. Yet some, despite their jaded outlook on things, end up serving the cause of good.

Revision Notes
Based on feedback:
  • I made the “Path to Temporal Magic” easier. It’s simply two Professional edges - one for warriors one for wizards. However, as a nod to the source material these edges require selecting an unstable psyche hindrance. The edges take their mechanical inspiration from Adept, Master of Magic, and Beyond the Limit
  • I kept the temporal magic version of every power. It just really makes things epic. These need serious scrutiny but the balance is usually a more focused effect than mega powers.
  • Temporal powers are high-powered expansions of existing Savage Worlds powers.
  • A character with the Temporal Wizard edge automatically has the Temporal Power option for each power she knows. This stacks with Master of Magic, since it is a prerequisite. That’s right, three power options: regular, mega, or temporal. Each with their own benefits and limitations.
  • Limited access to the temporal power options are also possible via the Temporal Power Edge and Temporal Warrior Edges (below) which grant access to the temporal power option for a single power.
  • Temporal powers are not greater than mega powers (in fact many times the damage, range or duration is lower). The design intent is for them to be equal in power but distinct in application. Essentially a super trapping.
  • We merged together temporal magic and phase powers from the source material. This unified two very similar ability sets and allows for future creation of other temporal or phase beings like Promethean Phase Adepts or an alien Phase Mystic.
Document

Download PDF Version
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Temporal Magic

Post by Venatus Vinco »

Temporal Trappings
Basic Temporal Trappings (Available to everyone)
Temporal Discordance: If the subject with this Temporal Trapping is touched the victim must make a Smarts roll or suffer Fatigue as their mind fails to make sense of the multiple times their attack or touch must cross. If the ability is a damaging attack that results in a Shaken or higher result, roll a d6. On a 6, any material affected by the power is ruined as entropy affects it destructively. It experiences Technical Difficulties (armor loses a point of protection instead).
Slow Time: A raise with a detrimental power (like bolt) results in the target’s movement counting as Difficult Ground while the power is active (or his next movement for Instant powers) due to the effects of time slowing down in regards to movement.
Fast Forward: Beneficial powers speed up the target. They cost +1 Power Point to cast, but on a success add +2 to Pace and on a raise increase Agility one die type for the duration of the power.

Temporal Iconic Trappings
Accelerated Healing: When using a beneficial power, the caster may spend 2 P.P.E. to grant accelerated healing. The target of the power can make a natural healing roll immediately and apply the effects of that roll. The caster then must roll spirit or gain a level of Fatigue as they literally steal bedrest and medical care from their own future or past.
Temporal Confusion: Harmful powers cause temporary muscle contraction if cast with a raise. The target has to make a Smarts roll or suffer a -2 penalty to all actions until the end of their next turn.

Basic Dimensional Trappings (Available to everyone)
Phase Shifted: By slipping slightly out of Phase with this reality, the hero can increase his ability to be stealthy. For beneficial powers, adding +1 Power Point to the cost increases Stealth by one die type, or two on a raise.
What is Seen Cannot Be Unseen: By showing even glimpses of the places man-is-not-meant-to-inhabit and the creatures that dwell there, a target briefly sees what unending torment looks like. All Shifters and Temporal Magic Users (defined as having access to Temporal Iconic Edges) are considered to have a level of Arcane Resistance versus the power, and all others must make Fear checks when hit with it.
Sensory Deprivation: The target is momentarily shrouded in opaque tendrils of dimensional energy. Targets of negative powers suffer a –1 penalty to all vision and hearing-based trait rolls while the power is active or until the end of their next turn.

Dimensional Iconic Trappings
Phasing: For direct damage powers, increase the base cost by 2 PPE to ignore all physical armor (including power and robot armor), but targets add half their Spirit to Toughness when determining the damage effect. Positive effects slightly obscure the character, making him –2 to be hit by ranged attacks for the duration, or until the end of their next turn for those with an instant duration.
Out of Sync: Due to a slight dimensional frequency change, the caster can make someone harder to target with spells and powers. For a beneficial power with a duration cast on someone, the caster gains Arcane Resistance for the duration in place of the normal raise effect.

New Exclusive Temporal Power (requires Access to Temporal Edges and Iconic Trappings)
Drain Years
Rank: Heroic
Power Points: 20
Range: Smarts
Duration: Permanent
Trappings: Aging quickly via temporal field
This vile spell causes one target to wither and age many years in an instant. The caster makes an arcane skill roll opposed by the victim’s Vigor. On a success, the victim ages rapidly and loses a permanent die of Strength and Vigor, or two die steps on a raise (both to a minimum of a d4).
If cast on an Elderly character, the victim dies of old age if he fails his Vigor roll.
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Temporal Magic

Post by Venatus Vinco »

Temporal & Dimensional Edges

Temporal Warrior [Iconic]
Requirements: ARES Iconic Framework, Cruel Master Origin, Temporal Magic Power and Greatness Option, Novice
You are a Temporal Warrior and an interdimensional thief. You favor disorientation and tricks in order to even the odds. You gain access to basic Temporal and Dimensional Trappings. You also gain +2 to stealth and lockpicking rolls. You can carry up Spirit pounds of gear in a pocket dimension, which you can access as an action. Your tricks can cause a wound. You also have access to Temporal and Dimensional Iconic Edges and have access to the Temporal and Dimensional Iconic Trappings if you have the Master of Magic Edge. You also have a flawless sense of time. Temporal warriors can get the following Ley Line Walker and Shifter abilities as advances:
  • (Ley Line Walker) Ley Line Sense, (Ley Line Walker) Ley Line Transmission, (Ley Line Walker) Expanded Awareness, (Ley Line Walker) Ley Line Regeneration, (Shifter) Dimension Sense, (Shifter) Rift Mastery
Temporal Wizard [Iconic]
Requirements: ARES Iconic Framework, Cruel Master Origin, Temporal Magic Power and Greatness Option, Novice
You are a Temporal Wizard and master interdimensional thief. Concealment, deception, and confusion are your tools of choice. You can carry up Spirit pounds of gear in a pocket dimension, which you can access as an action. You may reduce the power point cost of temporal and dimensional trapped spells you cast by one if you get a raise on the Spellcasting roll. This stacks with the Wizard Edge and the Hero’s Journey result. This cannot reduce a spell’s cost below one. You also have access to Temporal and Dimensional Iconic Edges and have access to the Temporal and Dimensional Iconic Trappings if you have the Master of Magic Edge. You also have a flawless sense of time, and you may spend 2 P.P.E. when rolling your Spellcasting skill when using a spell with a temporal trapping to gain a +1 to the roll, or 4 P.P.E. for +2. Temporal wizards can get the following Ley Line Walker and Shifter abilities as advances:
  • (Ley Line Walker) Ley Line Magic Mastery, (Ley Line Walker) Ley Line Sense, (Ley Line Walker) Ley Line Transmission, (Ley Line Walker) Expanded Awareness, (Shifter) Dimension Sense, (Shifter) Rift Mastery
Attune Object [Weird]
Requirements: Access to Temporal Edges, Novice
The master of temporal magic can biologically lock an object so that only he may use it. The chosen object only works for owner, but must be attuned by sacrificing 1 P.P.E. until the object is no longer attuned. This process takes one minute. The hero can end this effect with a free action. It also drops attunement when the character falls unconscious, including sleep. There is no known counter to this ability aside from unconsciousness.

Dimensional Magic [Professional]
Requirements: ARES, Ley Line Walker, MARS or Shifter Iconic Framework, Master of Magic, Spirit d8+, Veteran
You have access to the Dimensional Iconic Trappings. You can carry up to Spirit pounds of gear in a pocket dimension, which you can access as an action.

Dimensional Pockets [Background]
Requirements: Temporal Warrior, Temporal Wizard, or Dimensional Magic, Spirit d8+, Novice
The hero increases his capacity in his pocket dimension to Spirit times three in pounds.

Dimensional Envelope [Background]
Requirements: Dimensional Pockets, Spirit d10+, Heroic
The hero increases his capacity in his pocket dimension to Spirit times five in pounds. Further, he can now remove items stored there as a free action.

Temporal Magic [Professional]
Requirements: ARES, Ley Line Walker, MARS or Shifter Iconic Framework, Master of Magic, , Spirit d8+, Veteran
You have access to Temporal Iconic Trappings. You also have a flawless sense of time. Additionally, you may spend 2 P.P.E. to gain +1 your Spellcasting roll when using a power with a temporal trapping or 4 P.P.E. for +2.

Time Stands Still [Wild Card]
Requirements: Wild Card, Access to Temporal Edges, Spellcasting d10+, Seasoned
Temporal Wizards and Warriors often find themselves living between the ticks of the clock. This Edge grants an extra action to the character. There is no multi-action penalty for this action, and it can be a repeat action, such as casting a spell, firing a gun, or swinging a sword again. You also double your existing pace.

Time Warp Send [Power]
Requirements: Access to Temporal Edges, Spellcasting d8+, Novice
Your future or past self sends an object just when you need it most. With this edge may act as if you have the Scavenger Edge by expending 2 P.P.E. and making a successful Spellcasting test. On a raise, you may pull an extra item, or the item pulled provides a one time +1 bonus to a single trait test (based on the item pulled, GM’s choice). Failure means one must wait five minutes before trying again. A critical failure locks access to this ability for 24 hours or until the end of the Session, whichever comes first.

Time & Space Warp [Iconic]
Requirements: Temporal Wizard or Temporal Warrior, Legendary
You can glimpse just ahead in the future and have an idea of how to stop it. Once per Session, you may spend 3 P.P.E. to interrupt another’s turn, as if you were on hold. During this state of awareness you double your base Pace for one round and gain +1 for any opposed actions that round. Otherwise it acts as if you were on Hold. You may not have taken your turn already the turn you use this ability.

Temporary Time Hole [Iconic]
Requirements: Wild Card, Temporal Wizard or Temporal Warrior, Seasoned
With an action, a successful Spellcasting roll, and 5 P.P.E., you may move the current encounter and all its participants from it’s current location to a featureless plain somewhere in the Megaverse. The terrain inside the Time Hole looks like a barren landscape of dry earth and the occasional boulder. They sky seems to be an endless ocean of flowing white clouds that move across the sky without the presence of wind. There are no additional people, buildings, vegetation, animals, food, or water. This does not change your opponents, or cause them any further distress, though it will change the nature of the battle in terms of terrain, cover, and proximity to a ley line. The Caster must make a Vigor check or suffer a Fatigue level.

Time Warp Fast Forward [Iconic]
Requirements: Veteran, Temporal Wizard
Some Temporal Wizards become so in tune with time that they are capable of skipping forward through time in the blink of an eye. Temporal Wizards with this Edge may take a full round to concentrate (taking no other actions, not even free actions), and on the next round they can fast forward by a few second, minutes, or even hours and reappear in the exact same spot. Note, this is the ability to move through time not space, the hero can only reappear in the same location. Although hours may have passed for everyone else it is only a moment for the Wizard meaning no existing conditions will have had time to recover (fatigue, power points, etc.). Though it costs no PPE, the Wizard must make a Vigor check or suffer a Fatigue level (requiring four hours to recover). Each subsequent use of this ability imposes a cumulative −2 penalty to the Vigor check until the Wizard has a full night’s rest. Time Warp Fast Forward cannot be used to transport others, but see Improved Time Warp Fast Forward below.

Improved Time Warp Fast Forward [Iconic]
Requirements: Heroic, Improved Time Warp Fast Forward
A truly powerful temporal ability. The hero can carry up to his Smarts die in passengers when he jumps forward in time. Carrying passengers, even just one, imposes an additional −2 penalty to his Vigor check to resist Fatigue.
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
User avatar
Kidemonas
Diamond Patron
Diamond Patron
Posts: 590
Joined: Fri Dec 09, 2016 2:09 pm

Re: Temporal Magic

Post by Kidemonas »

First: Instead of Mega trappings, which the term "mega" is already a trade dress for Master of Magic and armor.
Perhaps call them "Elite Trappings" this makes it clear they are special, but not confusing them with the term already used in the province of magic.



Second: currently unclear, do you have to be an ARES to be a Temporal Wizard? If so I don't feel that fits. They have all the powers of a LLW. If not cool.




I of course will continue reading and digest more.
User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Temporal Magic

Post by Venatus Vinco »

Kidemónas wrote:First: Instead of Mega trappings, which the term "mega" is already a trade dress for Master of Magic and armor.
Perhaps call them "Elite Trappings" this makes it clear they are special, but not confusing them with the term already used in the province of magic.

1) Renaming trappings is a good idea, elite might work or something else too
Second: currently unclear, do you have to be an ARES to be a Temporal Wizard? If so I don't feel that fits. They have all the powers of a LLW. If not cool.
2) If you are referring to the Professional Edge: temporal wizard. yes, the limitations as written would prevent a LLW from taking it. Most other edges listed are available to other IFs. I don't know how to make the Temporal Wizard edge avaiable to a LLW without them enduring the years of servitude per the original material
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Temporal Magic

Post by Pender Lumkiss »

Can we just put this all together in an IF, savage leyline walker or something. At 12 edges, I think this is IF territory. Don't get me wrong a ton of this looks great and well thought out and put together. But 12 edges to support a concept feels about 8 edges to much. If you just did an IF probably half of those should go into the IF and everything veteran and above could be Iconic edges.
Field Team Six Bennies
3/6
User avatar
High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: Temporal Magic

Post by High Command »

ARES is an IF.

As for it not fitting, you're right, that is WHY we used ARES. It's specifically for the square pegs we need to push in oblong holes. The only other option is yet another Savaged IF. Why create a multi-purpose IF that can replicate anything if we don't use it. ARES is not something Static, it fluctuates to represent the various concepts. We don't HAVE to savage every blasted OCC in Rifts, we have to create options that can accommodate what we need. Cruel Master is actually useful for any of a number of concepts. We could have used it for Wraith. It also happens to work perfectly for Temporal Magic.

Temporal Warrior? Go with Temporal Magic and one of the more combat oriented options in Power and Greatness. Temporal Wizard? Temporal Magic and True Prodigy.

Want to play a MARS, LLW, or Shifter with temporal and dimensional magic? You can do that! All you need is Temporal Magic and/or Dimensional Magic and BOOM, you have access to the Iconic Trappings of a Temporal Wizard. You should really pick up some Hindrances to accommodate for the fact that you're playing with forces that man should not. The basic trappings are available to all though. Only six of those edges are limited to ARES with Cruel Master and Temporal Magic. The rest are wide open as long as you have Master of Magic and aren't a Dragon or Mystic. And yes, that was intentional.
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.
User avatar
Kidemonas
Diamond Patron
Diamond Patron
Posts: 590
Joined: Fri Dec 09, 2016 2:09 pm

Re: Temporal Magic

Post by Kidemonas »

Pender Lumkiss wrote:Can we just put this all together in an IF, savage leyline walker or something. At 12 edges, I think this is IF territory. Don't get me wrong a ton of this looks great and well thought out and put together. But 12 edges to support a concept feels about 8 edges to much. If you just did an IF probably half of those should go into the IF and everything veteran and above could be Iconic edges.
It would end up being a hybrid of LLW and Shifter sharing many Iconic Edges between the three.
User avatar
High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: Temporal Magic

Post by High Command »

As a note, the four edges that require the two exclusive ARES Professional Edges are formerly level 10-15 spells in Palladium.
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.
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Temporal Magic

Post by Pender Lumkiss »

High Command wrote:ARES is an IF.

As for it not fitting, you're right, that is WHY we used ARES. It's specifically for the square pegs we need to push in oblong holes. The only other option is yet another Savaged IF. Why create a multi-purpose IF that can replicate anything if we don't use it. ARES is not something Static, it fluctuates to represent the various concepts. We don't HAVE to savage every blasted OCC in Rifts, we have to create options that can accommodate what we need. Cruel Master is actually useful for any of a number of concepts. We could have used it for Wraith. It also happens to work perfectly for Temporal Magic.

Temporal Warrior? Go with Temporal Magic and one of the more combat oriented options in Power and Greatness. Temporal Wizard? Temporal Magic and True Prodigy.

Want to play a MARS, LLW, or Shifter with temporal and dimensional magic? You can do that! All you need is Temporal Magic and/or Dimensional Magic and BOOM, you have access to the Iconic Trappings of a Temporal Wizard. You should really pick up some Hindrances to accommodate for the fact that you're playing with forces that man should not. The basic trappings are available to all though. Only six of those edges are limited to ARES with Cruel Master and Temporal Magic. The rest are wide open as long as you have Master of Magic and aren't a Dragon or Mystic. And yes, that was intentional.
Makes Sense, thanks man.
Field Team Six Bennies
3/6
User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: Temporal Magic

Post by Hans Greuber »

Due to so many of these edges being Background or Professional edges, the HJ table might allow someone to take them without the prerequisites. If this is not intended, switch those ones to Iconic Edges.
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
High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: Temporal Magic

Post by High Command »

Good point, the six that are part of the ARES concept are listed as Iconic. Thanks for the feedback.
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.
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Temporal Magic

Post by Daniel »

Guess I'll stop trying to create anything temporal :) I will try out the new ARES Temporal stuff.
EDIT: re-reading my post that sounds almost sarcastic, it's not, it relief.

One thing...

You have: DRAIN YEARS

I think that...you might consider adding in...

MIRROR SELF / ID SELF


DRAINING TOUCH / TIME WARP: FATIGUE


LEGERDEMAIN / D-SHIFT TWO LOCATIONS

Off to build a ARES Temporal Warrior
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:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: Temporal Magic

Post by High Command »

Some of those are really just existing powers. Id Self is literally Summon Ally: Mirror Self. Give it a temporal trapping and voila, ID Self.

There are several Fatigue based trappings for any of a number of powers, intentionally. But I'll look at VV's list again.

BTW, Either Vagabond or Close Combat or Ranged Sharpshooter would be my suggestions for your second power. Though Shadow might be interesting.
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.
User avatar
Kidemonas
Diamond Patron
Diamond Patron
Posts: 590
Joined: Fri Dec 09, 2016 2:09 pm

Re: Temporal Magic

Post by Kidemonas »

You may also want to add that like line Walker's and shifters they are more easily able to operate Rifts and give them a +4 to offset the -4 all non line Walker's get
User avatar
High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: Temporal Magic

Post by High Command »

Good idea. Rather than giving them as part of the package, we'll open them up as options they can get with advances. It keeps the packages succinct but opens up the possibility they can have that.
Temporal Warrior [Iconic]
Requirements: ARES Iconic Framework, Cruel Master Origin, Temporal Magic Power and Greatness Option, Novice
You are a Temporal Warrior and an interdimensional thief. You favor disorientation and tricks in order to even the odds. You gain access to basic Temporal and Dimensional Trappings. You also gain +2 to stealth and lockpicking rolls. You can carry up Spirit pounds of gear in a pocket dimension, which you can access as an action. Your tricks can cause a wound. You also have access to Temporal and Dimensional Iconic Edges and have access to the Temporal and Dimensional Iconic Trappings if you have the Master of Magic Edge. You also have a flawless sense of time. Temporal warriors can get the following Ley Line Walker and Shifter abilities as advances:
  • (Ley Line Walker) Ley Line Sense, (Ley Line Walker) Ley Line Transmission, (Ley Line Walker) Expanded Awareness, (Ley Line Walker) Ley Line Regeneration, (Shifter) Dimension Sense, (Shifter) Rift Mastery
Temporal Wizard [Iconic]
Requirements: ARES Iconic Framework, Cruel Master Origin, Temporal Magic Power and Greatness Option, Novice
You are a Temporal Wizard and master interdimensional thief. Concealment, deception, and confusion are your tools of choice. You can carry up Spirit pounds of gear in a pocket dimension, which you can access as an action. You may reduce the power point cost of temporal and dimensional trapped spells you cast by one if you get a raise on the Spellcasting roll. This stacks with the Wizard Edge and the Hero’s Journey result. This cannot reduce a spell’s cost below one. You also have access to Temporal and Dimensional Iconic Edges and have access to the Temporal and Dimensional Iconic Trappings if you have the Master of Magic Edge. You also have a flawless sense of time, and you may spend 2 P.P.E. when rolling your Spellcasting skill when using a spell with a temporal trapping to gain a +1 to the roll, or 4 P.P.E. for +2. Temporal wizards can get the following Ley Line Walker and Shifter abilities as advances:
  • (Ley Line Walker) Ley Line Magic Mastery, (Ley Line Walker) Ley Line Sense, (Ley Line Walker) Ley Line Transmission, (Ley Line Walker) Expanded Awareness, (Shifter) Dimension Sense, (Shifter) Rift Mastery
New ARES Superior Arcane Power Option - Temporal Magic
Temporal Magic Specialist: Trained by a master of temporal and dimensional magic, your character has Arcane Background (Magic), 15 P.P.E., Spellcasting d6, the Rapid Recharge Edge, the Shifter Dimensional Sense Feature, and Survival d8. Use the Ley Line Walker Power List.

True Prodigy:
Temporal Magic: The Temporal Wizard Edge, the Time Stands Still Edge, or one of the following Ley Line Walker or Shifter features: (Ley Line Walker) Ley Line Magic Mastery, (Ley Line Walker) Ley Line Sense, (Ley Line Walker) Ley Line Transmission, (Ley Line Walker) Expanded Awareness, (Shifter) Rift Mastery
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.
User avatar
Kidemonas
Diamond Patron
Diamond Patron
Posts: 590
Joined: Fri Dec 09, 2016 2:09 pm

Re: Temporal Magic

Post by Kidemonas »

A little more is needed: I would like to see the D-Pocket upped to Spirit x5 in pounds. As they are normally so much more. Spirit in pounds will often not be enough for even basic weapons as a Spirit of d8 (considered noticeably high) is only 8 pounds.



A little less is needed: I would be very opposed as a GM to tricks causing wounds. There are too many ways to get free tricks and I have multiple characters that take advantage of that to do Smarts Tricks at d8+4 followed by Agility Tricks at d12+6. It is easy to get a build like that only taking 4 edges.
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Temporal Magic

Post by Daniel »

Few thoughts:


Something that lets you be in two locations at once for one round, not Mirror Self: Id Self which involves the id being there for longer periods of time. A one action, action/attack, where you occupy two points of space in the same time, such as:

New Exclusive Temporal Power (requires Access to Temporal Edges and Iconic Trappings)
D-Shift two locations / or Greater Legerdemain (Or a twist on Burrow?)
Rank: Novice
Power Points: 3
Range: Smarts x10
Duration: Instant
Greater Legerdemain allows the character to perform a single action at range he would normally be capable of doing in person. By jumping a few seconds forward in time for one round the caster does the action then goes away. If the action would require a Trait roll, then the caster rolls the lower of that Trait or his arcane skill to both activate the power and determine the results of the action. If the action does not require a Trait roll, then his arcane skill is used normally.
Casting legerdemain is a normal action, but the action performed through the use of it is considered a free action (existing free actions
like speaking are unchanged). However the caster is still limited to not duplicating the same action in a round, so it is impossible to cast another spell via legerdemain.
The power does not create or duplicate the effects of any gear or magical effects upon the caster, but in all other ways, the action is treated exactly as if the caster were performing the action himself at the location.
For example, a Fighting attack does his normal unarmed Strength damage, even if the caster is holding a dagger with smite on it.

Something not as powerful as Drain Life, that causes the victim to be pushed forward in time and becoming worn out, causing fatigue levels, such as:

New Exclusive Temporal Power (requires Access to Temporal Edges and Iconic Trappings)
Time Distortion / Greater Draining Touch
Rank: Seasoned
Power Points: 4
Range: Self
Duration: 3 (1/round)
Mages have more ways to kill a foe than blasting him with balls of fire. The most insidious mages can kill with a casual touch. This spell makes the touch of the caster deadly. After casting the spell, the mage delivers his draining touch on a successful touch attack (+2 Fighting). Victims must make a Vigor roll at –2 (or -4 if the mage scored a raise when casting) or suffer a level of Fatigue.
Victims are subjected to time distortion, sleep or rest is the only way to recover these Fatigue levels, and they recover at one per 1 hour.


Also...

D-Envelopes: Do away with weight restraints? D-Envelope - A dimensional envelope is the creation of a small area of a limbo-like dimension about the size of a walk-in-closet. The envelope has an invisible door that only its creator and others with temporal magic powers can see and open. The closet/envelope is approximately 10x10x6 feet (3 X 3 X 1.8 m) and can store quite a quantity of materials. Likewise, the character can step inside the envelope, provided there is room, and seemingly vanish into thin air (there's enough oxygen in the envelope for one or two people to breathe for about two hours). Time within the envelope passes at the same rate as outside the envelope. Everything inside the dimensional envelope is physically removed from one dimension and placed inside another. Most means of detection will not reveal the presence of this dimensional anomaly, including detect arcana. Likewise, the things inside the envelope cannot be detected, heard, smelled or sensed by any means until they are removed from the other dimension. Temporal raiders are supernatural energy beings who are masters of temporal magic and can see dimensional anomalies, such as envelopes, pockets, and rifts automatically. Shifters can sense dimensional rifts, including the comparatively tiny envelope and pockets, only the sensing range is limited. A Shifter can sense a dimensional envelope when he is within 50 feet (15.2 m) of it. By concentrating and walking around the area he can usually see the envelope (30%+ 5% per level of experience: change to Notice Roll at -2?) within 2D6 minutes. As for dimensional pockets, he can sense one within 5 ft (1.5 m) and recognizes it when he sees and looks directly at/into it with a Notice Roll.

D-Pockets: Do away with weight restraints? A very special application of the combination of the invisibility and teleport powers which allows them to designate a single carried container (backpack, satchel, suitcase, etc.) or clothing (pocket) and create a Permanent dimensional pocket in it. Anything located in the pocket is invisible and undetectable. This spell is similar to dimensional envelope except that the dimensional pocket/area is much smaller and portable, hence the reference to "pockets." The character can reach into a dimensional "pocket," another limbo dimension, to retrieve items that he has placed there earlier. Items can be just about anything that could fit in a back-pack, clothing, handguns, energy clips, diary, bottle of aspirin, etc. The dimensional pocket spell requires a psychological orientation, which means the person really does seemingly pull impossibly large or numerous items from his pocket(s), back-pack, bag, box, purse, or sack. Without a physical sack, bag, or pocket the power cannot work! The character will typically select one favorite pocket or bag as his focus of orientation. To anybody else the pocket is just an ordinary pocket or container that holds the usual amount of stuff. The ordinary looking pocket/bag will appear to be empty unless the character investigating can see dimensional anomalies. The pocket itself is hard to detect, a Detect Arcane roll at -2. There is no maintenance cost however the creation process costs 10 PP.
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:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Kidemonas
Diamond Patron
Diamond Patron
Posts: 590
Joined: Fri Dec 09, 2016 2:09 pm

Re: Temporal Magic

Post by Kidemonas »

Lars wrote:Few thoughts:....
To Edit What Lars said and Keep it Savage and not staying true to source!



Temporal Warriors: Instead of, Your tricks can cause a wound, temporal warriors can take two additional action per round with no multi-action penalty! The wounds causing bit can be replaced with the spell: Time Distortion / Greater Draining Touch.

This is Huge, and I am not a fan. 2 additional actions without a MAP and without PPE cost is the equivalent of 3 edges. When stacked with Quickness would mean the character is getting 8 actions per round (unless they have four arms, frenzy or two fisted because they could go up to 12 actions without MAP).
Perhaps a good compromise, but that would maintain balance as a single edge is "The Temporal Warrior adds Quickness to their list of Powers. Now the game mechanics are defined and no risk of stacking effects.


The above Temporal Characters have D-Pocket and D-Envelope added to their list of allowed powers for their arcane type.


D-Envelopes (I do not think this is really an edge, but more of a power)
Cost: 10 [20 for Mega]
Range: Touch [Touch for Mega]
Duration: 1 Minute (1/minute) [Permanent for Mega]
D-Envelope - A dimensional envelope is the creation of a small area of a limbo-like dimension. The envelope has an invisible door that only its creator and others with temporal magic powers can see and open. The closet/envelope is a cube measured in Spirit on each side in feet and can store quite a quantity of materials. Likewise, the character can step inside the envelope, provided there is room, and seemingly vanish into thin air (there's enough oxygen in the envelope for one or two people to breathe for about two hours). Time within the envelope passes at the same rate as outside the envelope. Everything inside the dimensional envelope is physically removed from one dimension and placed inside another. Most means of detection will not reveal the presence of this dimensional anomaly. Likewise, the things inside the envelope cannot be detected, heard, smelled or sensed by any means until they are removed from the other dimension. A character with this power may have no more than Smarts/2 in Dimensional Envelopes active at any given time.


D-Pockets (I do not think this is really an edge, but more of a power)
Cost: 3 [10 for Mega]
Range: Touch [Touch for Mega]
Duration: 1 Minute (1/minute) [Permanent for Mega]
The caster is able to create a small pocket dimension Spirit/3 in feet diameter. The opening to the pocket dimension must be tied to a physical opening and objects placed in the pocket must be able to physically fit inside the pocket dimension. Objects may be placed in or drawn out of the pocket as an action (free action for Temporal Raiders, Warriors, and Wizards). A character with this power may have no more than Smarts/2 in Dimensional Pockets active at any given time.



A Trapping/Aspect for dimensional spells.

Detecting Dimensional breaks and tears.
Most beings are completely unable to detect dimensional anomalies. However beings or creatures with Detect Arcana or See Aura can roll at -6 (same modifier as greater invisibility) to detect one. If the character has reason to suspect the presence of the dimensional anomaly the penalty is reduced to -4 however only 1 roll can be made.
Some beings are naturally more aware of dimensional energies than other. Shifters, and any being with Temporal Edges may ignore -2 in these penalties. Reducing them to -4 and -2 respectively.


[/quote]
User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: Temporal Magic

Post by Hans Greuber »

Kidemónas wrote:
Lars wrote:Few thoughts:....
The above Temporal Characters have D-Pocket and D-Envelope added to their list of allowed powers for their arcane type.


D-Envelopes (I do not think this is really an edge, but more of a power)
Cost: 10 [20 for Mega]
Range: Touch [Touch for Mega]
Duration: 1 Minute (1/minute) [Permanent for Mega]
D-Envelope - A dimensional envelope is the creation of a small area of a limbo-like dimension. The envelope has an invisible door that only its creator and others with temporal magic powers can see and open. The closet/envelope is a cube measured in Spirit on each side in feet and can store quite a quantity of materials. Likewise, the character can step inside the envelope, provided there is room, and seemingly vanish into thin air (there's enough oxygen in the envelope for one or two people to breathe for about two hours). Time within the envelope passes at the same rate as outside the envelope. Everything inside the dimensional envelope is physically removed from one dimension and placed inside another. Most means of detection will not reveal the presence of this dimensional anomaly. Likewise, the things inside the envelope cannot be detected, heard, smelled or sensed by any means until they are removed from the other dimension. A character with this power may have no more than Smarts/2 in Dimensional Envelopes active at any given time.


D-Pockets (I do not think this is really an edge, but more of a power)
Cost: 3 [10 for Mega]
Range: Touch [Touch for Mega]
Duration: 1 Minute (1/minute) [Permanent for Mega]
The caster is able to create a small pocket dimension Spirit/3 in feet diameter. The opening to the pocket dimension must be tied to a physical opening and objects placed in the pocket must be able to physically fit inside the pocket dimension. Objects may be placed in or drawn out of the pocket as an action (free action for Temporal Raiders, Warriors, and Wizards). A character with this power may have no more than Smarts/2 in Dimensional Pockets active at any given time.



A Trapping/Aspect for dimensional spells.

Detecting Dimensional breaks and tears.
Most beings are completely unable to detect dimensional anomalies. However beings or creatures with Detect Arcana or See Aura can roll at -6 (same modifier as greater invisibility) to detect one. If the character has reason to suspect the presence of the dimensional anomaly the penalty is reduced to -4 however only 1 roll can be made.
Some beings are naturally more aware of dimensional energies than other. Shifters, and any being with Temporal Edges may ignore -2 in these penalties. Reducing them to -4 and -2 respectively.

[/quote]

Maybe have D-Envelope be the Mega version of D-Pocket
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
Kidemonas
Diamond Patron
Diamond Patron
Posts: 590
Joined: Fri Dec 09, 2016 2:09 pm

Re: Temporal Magic

Post by Kidemonas »

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

Re: Temporal Magic

Post by Venatus Vinco »

Good points so far,

I was trying to avoid creating additional powers. This is mostly because how many times I've seen the savage community (no one here) hand slap people who propose new powers. The refrain is always "That's just a retrapped version of x"

I am moving off of this position. For example, I think Temporary time hole is better served as a power. I also feel this way about time warp fast forward (based of teleport) although it is built on the LLW phasing edge.

On the matter of d-pockets/envelopes. There are not many (any?) Powers that are permanent. If something is to have permanent effect it must also have enduring cost. For example a permanent pocket would also have to reduce total PPE to sustain it indefinitely. Another option might be more along the lines of a TW item requiring a PPE point per hour to sustain it, two for a larger envelope. This is annoying but do able, especially with rapid recharge edges.

I will look up the ledgermain power in Fantasy Companion. There must be a reason it didn't make it into SWD. If we did allow a person to be "in two places at once" I think multi-action penalties would still apply.


Keep it up, good fodder for a new draft.

VV
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
User avatar
Kidemonas
Diamond Patron
Diamond Patron
Posts: 590
Joined: Fri Dec 09, 2016 2:09 pm

Re: Temporal Magic

Post by Kidemonas »

6 months per level is close to permanent as matters when you stack on my limitation of how many can be active. But how about the following. This duration will allow a character to potentially get long lasting enchantments, but they are still not indefinite.
(NOTE: Durations based on Necromancer & Master Necromancer from Horror companion)



D-Pockets
Cost: 3/10
Range: Touch
Duration: 1 Minute (1/minute)/Special see description
The caster is able to create a small pocket dimension Spirit/3 in feet diameter. The opening to the pocket dimension must be tied to a physical opening and objects placed in the pocket must be able to physically fit inside the pocket dimension. Objects may be placed in or drawn out of the pocket as an action (free action for Temporal Raiders, Warriors, and Wizards).
A character with this power may spend 10 minutes and 10 Power Points to create a loner lasting dimensional pocket. The Duration increases to 2d6 hours with a success, 2d6 days with a raise, or 2d6 months with two raises.


D-Envelopes - Mega Power for D-Pocket
Cost: 10/30
Range: Touch
Duration: 1 Minute (1/minute)/Special
D-Envelope - A dimensional envelope is the creation of a small area of a limbo-like dimension. The envelope has an invisible door that only its creator and others with temporal magic powers can see and open. The closet/envelope is a cube measured in Spirit on each side in feet and can store quite a quantity of materials. Likewise, the character can step inside the envelope, provided there is room, and seemingly vanish into thin air (there's enough oxygen in the envelope for one or two people to breathe for about two hours). Time within the envelope passes at the same rate as outside the envelope. Everything inside the dimensional envelope is physically removed from one dimension and placed inside another. Most means of detection will not reveal the presence of this dimensional anomaly. Likewise, the things inside the envelope cannot be detected, heard, smelled or sensed by any means until they are removed from the other dimension. A character with this power may have no more than Smarts/2 in Dimensional Envelopes active at any given time.
Like Dimensional pocket a character with this power may spend 10 minutes and 30 Power Points to create a loner lasting dimensional pocket. The Duration increases to 4d6 hours with a success, 4d6 days with a raise, or 4d6 months with two raises.


I know this means most will either need to be at a ley line or need to be veteran to actually have the power points to make long term pockets.
User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: Temporal Magic

Post by Hans Greuber »

Kidemónas wrote:6 months per level is close to permanent as matters when you stack on my limitation of how many can be active. But how about the following. This duration will allow a character to potentially get long lasting enchantments, but they are still not indefinite.
(NOTE: Durations based on Necromancer & Master Necromancer from Horror companion)



D-Pockets
Cost: 3/10
Range: Touch
Duration: 1 Minute (1/minute)/Special see description
The caster is able to create a small pocket dimension Spirit/3 in feet diameter. The opening to the pocket dimension must be tied to a physical opening and objects placed in the pocket must be able to physically fit inside the pocket dimension. Objects may be placed in or drawn out of the pocket as an action (free action for Temporal Raiders, Warriors, and Wizards).
A character with this power may spend 10 minutes and 10 Power Points to create a loner lasting dimensional pocket. The Duration increases to 2d6 hours with a success, 2d6 days with a raise, or 2d6 months with two raises.


D-Envelopes - Mega Power for D-Pocket
Cost: 10/30
Range: Touch
Duration: 1 Minute (1/minute)/Special
D-Envelope - A dimensional envelope is the creation of a small area of a limbo-like dimension. The envelope has an invisible door that only its creator and others with temporal magic powers can see and open. The closet/envelope is a cube measured in Spirit on each side in feet and can store quite a quantity of materials. Likewise, the character can step inside the envelope, provided there is room, and seemingly vanish into thin air (there's enough oxygen in the envelope for one or two people to breathe for about two hours). Time within the envelope passes at the same rate as outside the envelope. Everything inside the dimensional envelope is physically removed from one dimension and placed inside another. Most means of detection will not reveal the presence of this dimensional anomaly. Likewise, the things inside the envelope cannot be detected, heard, smelled or sensed by any means until they are removed from the other dimension. A character with this power may have no more than Smarts/2 in Dimensional Envelopes active at any given time.
Like Dimensional pocket a character with this power may spend 10 minutes and 30 Power Points to create a loner lasting dimensional pocket. The Duration increases to 4d6 hours with a success, 4d6 days with a raise, or 4d6 months with two raises.


I know this means most will either need to be at a ley line or need to be veteran to actually have the power points to make long term pockets.
What happens to the stored goods when the pocket expires?
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
High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: Temporal Magic

Post by High Command »

I've got to say, I can't stand adding yet another power. Temporary time hole makes sense - and we already have that added. Also, it would suck for this to be one of three things you can do.

I think both a power and no weight limits is a mistake; though I may steal the bit on how to detect it. As for the specific amount of the dimensional pockets, that is definitely mutable. But that is VV's call. I did the heavy lifting in terms writing the crunch based on existing features, edges, and powers, but at heart this is 100% VV's baby. The man wants to play a Time Lord, so by God, I'll help a brother out. I could see perhaps increasing the progression from x3, x5, and x8 - but that call is ultimately VV's and we know how conservative he prefers things. It's a nearly undetectable place to stash weapons and stolen goods. There needs to be limits.

Lars, the majority of what you did there was a trapping on an existing power. If you want to write up some more trappings, I'm all ears (err...eyes :P ), but trapping out every power just doesn't make sense.
To Edit What Lars said and Keep it Savage and not staying true to source!
No. You can do both, and I intend to. I now that infuriates some folks, and I am sorry, but it's an achievable goal.
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.
User avatar
Kidemonas
Diamond Patron
Diamond Patron
Posts: 590
Joined: Fri Dec 09, 2016 2:09 pm

Re: Temporal Magic

Post by Kidemonas »

Hans Greuber wrote:



What happens to the stored goods when the pocket expires?
They cease to exist along with the pocket dimension itself!
Is added "The creator always knows the exact measure of the pockets stability and when it will expire."


D-Pockets
Cost: 3/10
Range: Touch
Duration: 1 Minute (1/minute)/Special see description
The caster is able to create a small pocket dimension Spirit/3 in feet diameter. The opening to the pocket dimension must be tied to a physical opening and objects placed in the pocket must be able to physically fit inside the pocket dimension. Objects may be placed in or drawn out of the pocket as an action (free action for Temporal Raiders, Warriors, and Wizards).
A character with this power may spend 10 minutes and 10 Power Points to create a loner lasting dimensional pocket. The Duration increases to 2d6 hours with a success, 2d6 days with a raise, or 2d6 months with two raises. The creator always knows the exact measure of the pockets stability and when it will expire.


D-Envelopes - Mega Power for D-Pocket
Cost: 10/30
Range: Touch
Duration: 1 Minute (1/minute)/Special
D-Envelope - A dimensional envelope is the creation of a small area of a limbo-like dimension. The envelope has an invisible door that only its creator and others with temporal magic powers can see and open. The closet/envelope is a cube measured in Spirit on each side in feet and can store quite a quantity of materials. Likewise, the character can step inside the envelope, provided there is room, and seemingly vanish into thin air (there's enough oxygen in the envelope for one or two people to breathe for about two hours). Time within the envelope passes at the same rate as outside the envelope. Everything inside the dimensional envelope is physically removed from one dimension and placed inside another. Most means of detection will not reveal the presence of this dimensional anomaly. Likewise, the things inside the envelope cannot be detected, heard, smelled or sensed by any means until they are removed from the other dimension. A character with this power may have no more than Smarts/2 in Dimensional Envelopes active at any given time.
Like Dimensional pocket a character with this power may spend 10 minutes and 30 Power Points to create a loner lasting dimensional pocket. The Duration increases to 4d6 hours with a success, 4d6 days with a raise, or 4d6 months with two raises. The creator always knows the exact measure of the pockets stability and when it will expire.
User avatar
High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: Temporal Magic

Post by High Command »

Please explain to me how adding yet another power (keeping in mind they have the Ley Line Walker Power list) is going to make this Fast, Furious, and Fun? Cause all I see is book keeping and headache there.
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.
User avatar
Kidemonas
Diamond Patron
Diamond Patron
Posts: 590
Joined: Fri Dec 09, 2016 2:09 pm

Re: Temporal Magic

Post by Kidemonas »

High Command wrote:I've got to say, I can't stand adding yet another power. Temporary time hole makes sense - and we already have that added. Also, it would suck for this to be one of three things you can do.

I think both a power and no weight limits is a mistake; though I may steal the bit on how to detect it. As for the specific amount of the dimensional pockets, that is definitely mutable. But that is VV's call. I did the heavy lifting in terms writing the crunch based on existing features, edges, and powers, but at heart this is 100% VV's baby. The man wants to play a Time Lord, so by God, I'll help a brother out. I could see perhaps increasing the progression from x3, x5, and x8 - but that call is ultimately VV's and we know how conservative he prefers things. It's a nearly undetectable place to stash weapons and stolen goods. There needs to be limits.

Lars, the majority of what you did there was a trapping on an existing power. If you want to write up some more trappings, I'm all ears (err...eyes :P ), but trapping out every power just doesn't make sense.
To Edit What Lars said and Keep it Savage and not staying true to source!
No. You can do both, and I intend to. I now that infuriates some folks, and I am sorry, but it's an achievable goal.

Sometimes you have to break away from source. What I was breaking away from was the bad editing practices Palladium considers a required addition to every book, specifically in this case inclusion of racial abilities in power descriptions.

I will confess the Temporal Wizard has been my favorite character OCC since I first touched England when it came out and I have a very strong bias to it being done right. As I do not see it being done 'right' as I see it, I think it can still be close enough.


As to new powers, I am 100% of the group that says most of the stuff we do on site should be trappings of powers or Frameworks already in existence. But in the case of our little bags of holding there is no other power that does what it does, so a new one is definitely appropriate.
Extreme Trapping Biased Guy Here
Abomination I know, but I even feel tattoo magic could have been done as a trapping on Miracles with you Sins being a measure of armor worn. They do not backfire, you normally only have two, and almost all their general mechanics can be done with powers published in the various books.
User avatar
Kidemonas
Diamond Patron
Diamond Patron
Posts: 590
Joined: Fri Dec 09, 2016 2:09 pm

Re: Temporal Magic

Post by Kidemonas »

High Command wrote:Please explain to me how adding yet another power (keeping in mind they have the Ley Line Walker Power list) is going to make this Fast, Furious, and Fun? Cause all I see is book keeping and headache there.
  • It is a spell.
    It has short term and long term uses
    It require PPE to make (most casters cannot even afford it)
Quite simply it fits the cannon in every way. The only difference between an edge and a power is the use of PPE, and durations. Both of which apply to these powers.
User avatar
High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: Temporal Magic

Post by High Command »

Temporal Warrior, Temporal Wizard, and the Dimensional Magic edges all offer (currently) Spirit pounds of stored material. One edge bumps it to x3, then another to x5. It doesn't require upkeep, rolls, or complexity, just some basic weight accounting.

So what about Spirit x3 pounds with the three initial edges, Spirit x5 with the first additional edge, and Spirit x8 for the third edge. That puts it up in the range with Brawny, and at the third edge it's a free action to pull from it. There are too many powers on the LLW list that are juicy fun that we don't need another power.

I also have some ideas about D-Envelope, but I need to develop them.
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.
User avatar
Kidemonas
Diamond Patron
Diamond Patron
Posts: 590
Joined: Fri Dec 09, 2016 2:09 pm

Re: Temporal Magic

Post by Kidemonas »

I tend to fall in line with SWD page 150 & 151.

Most of the time new edges are not good.

Perhaps with FFF something works. But the edges you are proposing do not allow the Temporal Wizard to sell some pockets when in need (usually maintaining duration until the foolish customer leaves).

You also have three edges for one thing.

If the rules as written say avoid creating new edges. Why are we favoring that over a single new power? But you feel we need 6 or more, this tells me sooner if those are not needed. Some may be Trappings and some may be powers.
In the end it is a design philosophy.

PS: I still am having trouble understanding the source for the free action.
User avatar
High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: Temporal Magic

Post by High Command »

A limited version of quick draw to replace the toughness boost of Brawny.

I'd rather have new edges over new powers - every day of the week. I don't care if they can't sell it. They are for carrying loot out of a place, not settling down and selling a service. Never forget, they are thieves, raiders, and bandits while working for the Temporal Raider.

Those three edges do three different things. The D-Pockets are simply one aspect of those things. Two are limited in scope to handle a specific concept, and one is very general to allow other concepts to work. All are optional.

As the player of a Shifter there is no way in hell I want another useless power that I "need." One edge gets me access to some neat Iconic Trappings and mini-Pocket dimensions that I can stuff things into. No accounting, no PPE Upkeep (I have plenty of that, thank you), no hassle. It's a free weightless backpack. Amazing!

That said, it's up to VV. I've more than said my piece, as have you Rob. :D
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.
User avatar
Kidemonas
Diamond Patron
Diamond Patron
Posts: 590
Joined: Fri Dec 09, 2016 2:09 pm

Re: Temporal Magic

Post by Kidemonas »

High Command wrote:A limited version of quick draw to replace the toughness boost of Brawny.
For clarity: I did not feel it was unbalanced, I honestly think it was fine. I was curious about inspiration source.

I thought this was your baby? I could have sworn you where the one chatting with us on Hangout and sharing the ideas. But I guess it may have been VV.

High Command wrote:I've more than said my piece, as have you Rob. :D
I guess that is the official shut down. I guess we will have to see what direction this goes.
User avatar
High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: Temporal Magic

Post by High Command »

I told you before, don't listen to me, I'm just mouthy. :) But I do feel we've both bashed this particular horse to death. We're two or three posts from effectively repeating ourselves. Because honestly we both have good points, and both approaches are valid. At this point, we need VV to decide which direction he likes. Then we can move forward.

No I have a knack for mechanics and the in depth Palladium knowledge to make both work, Jon is the one with the hammer over my head going "bad panda, only the bamboo." VV's the boss, always is. He wants to play a time lord, and I seriously doubt we're getting temporal magic anytime soon.
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.
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Temporal Magic

Post by Daniel »

Power. Trapping. Spell. Whatever. Point was, thought that having a Ability of some kind that let you occupy two points in space at same time seemed like a idea. As I shoot here I also jump ahead or back and do whatever over there. Nvm.

However you guys create the D-Pockets....it's your call. I'm not a Savage Rules expert.

But weight seems wrong to me. I think space is more accurate. I should be able to slip a 100 lb bar of gold in my D-Pocket. Be limited by size of Pocket, not a weight. The pocket is a different dimension. Should weigh nothing to user. What I wrote above on D-Pockets was not mine... I adjusted it slightly but it's out of England book.

Shrug, I too want to play a Time Mage (Warrior). Has been my favorite since England book.

Thanks for building it.
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:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: Temporal Magic

Post by High Command »

We are currently examining options. Please bear with us.
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.
User avatar
Kidemonas
Diamond Patron
Diamond Patron
Posts: 590
Joined: Fri Dec 09, 2016 2:09 pm

Re: Temporal Magic

Post by Kidemonas »

I knew it was not yours it was from England.
That is why I took the opportunity to criticize the poor editing and layout.
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Temporal Magic

Post by Ndreare »

Any progress on this project?
  • 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
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Temporal Magic

Post by Ndreare »

Added a poll.

I cannot tell where this is at, I feel like it still needs a little work, but do not know if it is abandoned or still something people are actively interested in.
  • 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
High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: Temporal Magic

Post by High Command »

It still needs work, but I'm personally waiting for VV to have time to devote to it before we dive in again.
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.
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Temporal Magic

Post by Ndreare »

Okay, good to know. Thanks
  • 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
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Temporal Magic

Post by Venatus Vinco »

I kind of lost steam on it.

I think the feedback we got is easy enough to incorporate but I am just trying to decide if it's worth pursing.

VV
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Temporal Magic

Post by Ndreare »

Well yes it is worth finishing.
Temporal Wizards are the coolest class in the world.
  • 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: Temporal Magic

Post by Pender Lumkiss »

Any thought to posting three temporal powers, and getting feedback, then retooling the powers and submitting for approval. I was just thinking it might be easier to look at a few powers at a time.
Field Team Six Bennies
3/6
User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Temporal Magic

Post by Venatus Vinco »

Savaging Temporal Magic
Wizards and Warriors who bend time and space to steal, raid, and pillage for their inhuman masters. Who wouldn't want to play one right?

In Palladium Rifts, Temporal magic is a powerful magic art that is only known by a few beings in the Megaverse. The most infamous is the Temporal Raider, these evil aliens marauder about the Megaverse using their magic to conduct daring raids and heists. To aid them in their work, Raiders train acolytes as Temporal Wizards and Temporal Warriors. These disciples serve their masters in exchange for access to temporal magic and wealth. After a period of servitude they are free to do what they wish. Unfortunately, years of seeing and experiencing the depravity of their masters most of these "free" beings continue with a life of inter-dimensional pirating. Yet some, despite their jaded outlook on things, end up serving the cause of good.

Revision Notes
Based on feedback:
  • I made the “Path to Temporal Magic” easier. It’s simply two Professional edges - one for warriors one for wizards. However, as a nod to the source material these edges require selecting an unstable psyche hindrance. The edges take their mechanical inspiration from Adept, Master of Magic, and Beyond the Limit
  • I kept the temporal magic version of every power. It just really makes things epic. These need serious scrutiny but the balance is usually a more focused effect than mega powers.
  • Temporal powers are high-powered expansions of existing Savage Worlds powers.
  • A character with the Temporal Wizard edge automatically has the Temporal Power option for each power she knows. This stacks with Master of Magic, since it is a prerequisite. That’s right, three power options: regular, mega, or temporal. Each with their own benefits and limitations.
  • Limited access to the temporal power options are also possible via the Temporal Power Edge and Temporal Warrior Edges (below) which grant access to the temporal power option for a single power.
  • Temporal powers are not greater than mega powers (in fact many times the damage, range or duration is lower). The design intent is for them to be equal in power but distinct in application. Essentially a super trapping.
  • We merged together temporal magic and phase powers from the source material. This unified two very similar ability sets and allows for future creation of other temporal or phase beings like Promethean Phase Adepts or an alien Phase Mystic.

Document

Hangout
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Temporal Magic

Post by Daniel »

I volunteer to play a Temporal Character in the 1st (if the ol’Juicer Fell dies. The Folks in Newtown got a Phoenix chip they claim will made a Juicer nigh immortal).

So. I play Fell as a Murder Wraith Or I play a new character, a Temporal wielding character.

Whatcha think?

I read over the document again and it looks good. Will read it more.
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:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

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

Re: Temporal Magic

Post by Venatus Vinco »

Lars wrote: So. I play Fell as a Murder Wraith Or I play a new character, a Temporal wielding character.
If that's an ultimatum :) then I have to choose temporal since Murder Wraith would be pretty unbalanced as a player.

You just worked really hard on Silas, ready to abandon him already?

I'd be game as a playtest - although technically we'd need a couple more GMs to sign off.

VV
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: Temporal Magic

Post by Hans Greuber »

I am just disappointed the Temporal Power Edge does not work for TW's
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
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Temporal Magic

Post by Venatus Vinco »

Hans Greuber wrote:I am just disappointed the Temporal Power Edge does not work for TW's
Wouldn't TWs just build the temporal power edge into a device? Just like they would Master of Magic or the (new) Mega Power edge.

Other opinions?

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: Temporal Magic

Post by High Command »

well the device could use temporal powers then - though I'll note that was EXCEEDINGLY rare in Classic.
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.
User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: Temporal Magic

Post by Hans Greuber »

Venatus Vinco wrote:
Hans Greuber wrote:I am just disappointed the Temporal Power Edge does not work for TW's
Wouldn't TWs just build the temporal power edge into a device? Just like they would Master of Magic or the (new) Mega Power edge.

Other opinions?

VV
They cannot get the Edge because it required AB: Magic as part of the Edge chain, and Edge and IF pre-requisites and are the only ones that a TW item cannot ignore. Also, since Master of Magic requires only a PPE based AB as a prerequisite (for Edges), the only way it makes sense for putting the new Mega Power Edge into a TW device is for a ISP based AB user to avoid adding/taking Major Psychic before adding/taking Master Psychic, and instead take the Mega Power Edge for the one Power they think it is worth it.
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
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Temporal Magic

Post by Pender Lumkiss »

Wow, these temporal powers are just so much fun! They have given the 13th set a tone of fun rp moments.
Field Team Six Bennies
3/6
User avatar
High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: Temporal Magic

Post by High Command »

I'm 90% certain I want to approve this, but can you update the initial post with the version we're voting on please?
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.
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Temporal Magic

Post by Ndreare »

I am opposed to this in every way for no particular reason mostly just because I haven't read the latest version. And as far as I'm concerned it's valid to vote on something without being informed this is America!
  • 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
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Temporal Magic

Post by Venatus Vinco »

Updated OP.

VV
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Temporal Magic

Post by Ndreare »

I am starting to go through this (because some one asked me to) and I have some questions.
Temporal Warrior wrote:As a free action, a Temporal Warrior can spend 2 Power Point to allow a disorienting trick to cause a level of Fatigue to an already shaken target. In addition, upon taking this Edge, and at each new Rank
This needs a mechanic. It should be a trait roll such as Targets Smarts versus Temporal Warriors Spellcasting.
Temporal Wizard wrote:Temporal wizards can take the following Ley Line Walker and Shifter abilities as advances (if not already available from their Iconic Framework):
  • (Ley Line Walker) Ley Line Magic Mastery, (Ley Line Walker) Ley Line Sense, (Ley Line Walker) Ley Line Transmission, (Ley Line Walker) Expanded Awareness, (Shifter) Dimension Sense, (Shifter) Rift Mastery
Ley Line Magic Mastery: I would not include Ley Line Mastery. It is not iconic to the Temporal Wizard and steels some of the thunder for the Ley Line Walker. I suggest if you want Ley Line Mastery then taking a IF that includes it and using and Edge for Temporal Wizard.


Phase Field: I would argue that other than 4d transformation Temporal and Phase abilities are not MD and neither should this ability be.

Phase Pulse: Did you consider leaving the damage at 2d6 just saying it ignores all armor except magical or force fields?
Sensory Deprivation (Blind)
Range: 18/36/72
Duration: Instant
Adding +4 to the casting cost of blind denies targets of all sensory input, not just sight. Victims are Shaken and unaware until they recover from being Shaken. S-Dep victims suffer a –6 penalty to all Trait rolls that require vision and have their Parry reduced to 2. On a raise, victims are -2 to Spirit rolls to unshake.
May want to remove comment about "That require vision" and replace it with "that require sensory input".


Unavailable Powers included in list: Fountain of Youth (Greater Healing), Multi-Phase (Illusion), 4D Transformation (Shape Change), Communication Rift (Telepathy)
. These powers are not available to Temporal Wizards as they are not allowed for AB Magic. While they can still be accessed by Enchanted objects it is something to consider.


ID Self (Summon Ally): I am not sure, but this feels really cheep, perhaps 9 PPE is the right price, but an extra card with -2 to everything is 7 PPE. I think perhaps 12-15 PPE is the right place for this incredibly powerful version of Summon Ally

Quantum Acceleration (Telekinesis): Not allowing bennies on this roll does not fit with either game balance or feel. I would remove that restriction.

Retroactive Continuity (Warrior’s Gift): For the increased version (10 PPE), why not let them add any Background edge? Perhaps they where an acrobat, had cosmetic surgery or some other awesomeness.


As feedback outside of mechanics. I think the temporal raider should have Sidekick in addition to followers. The followers are the normal schmucks he is using, but the sidekick will be the senior students.
  • 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
High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: Temporal Magic

Post by High Command »

RFT wrote:I am starting to go through this (because some one asked me to) and I have some questions.
Temporal Warrior wrote:As a free action, a Temporal Warrior can spend 2 Power Point to allow a disorienting trick to cause a level of Fatigue to an already shaken target. In addition, upon taking this Edge, and at each new Rank
This needs a mechanic. It should be a trait roll such as Targets Smarts versus Temporal Warriors Spellcasting.
Its based on a trick, so there is already a mechanic. it needs a double mechanic?
RFT wrote:
Temporal Wizard wrote:Temporal wizards can take the following Ley Line Walker and Shifter abilities as advances (if not already available from their Iconic Framework):
  • (Ley Line Walker) Ley Line Magic Mastery, (Ley Line Walker) Ley Line Sense, (Ley Line Walker) Ley Line Transmission, (Ley Line Walker) Expanded Awareness, (Shifter) Dimension Sense, (Shifter) Rift Mastery
Ley Line Magic Mastery: I would not include Ley Line Mastery. It is not iconic to the Temporal Wizard and steels some of the thunder for the Ley Line Walker. I suggest if you want Ley Line Mastery then taking a IF that includes it and using and Edge for Temporal Wizard.
Actually it is iconic to the concept. But I can see why you'd say that.

RFT wrote:As feedback outside of mechanics. I think the temporal raider should have Sidekick in addition to followers. The followers are the normal schmucks he is using, but the sidekick will be the senior students.
Nasty - I like it!
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.
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Temporal Magic

Post by Ndreare »

High Command wrote:
RFT wrote:I am starting to go through this (because some one asked me to) and I have some questions.
Temporal Warrior wrote:As a free action, a Temporal Warrior can spend 2 Power Point to allow a disorienting trick to cause a level of Fatigue to an already shaken target. In addition, upon taking this Edge, and at each new Rank
This needs a mechanic. It should be a trait roll such as Targets Smarts versus Temporal Warriors Spellcasting.
Its based on a trick, so there is already a mechanic. it needs a double mechanic?
Cool, that works. However as it is a Trick mechanic then it needs to be capitalized or italicized to signify that.
  • 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
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Temporal Magic

Post by Ndreare »

High Command wrote:
RFT wrote:
Temporal Wizard wrote:Temporal wizards can take the following Ley Line Walker and Shifter abilities as advances (if not already available from their Iconic Framework):
  • (Ley Line Walker) Ley Line Magic Mastery, (Ley Line Walker) Ley Line Sense, (Ley Line Walker) Ley Line Transmission, (Ley Line Walker) Expanded Awareness, (Shifter) Dimension Sense, (Shifter) Rift Mastery
Ley Line Magic Mastery: I would not include Ley Line Mastery. It is not iconic to the Temporal Wizard and steels some of the thunder for the Ley Line Walker. I suggest if you want Ley Line Mastery then taking a IF that includes it and using and Edge for Temporal Wizard.
Actually it is iconic to the concept. But I can see why you'd say that.
Rereading, I literally see nothing in the source that could infer that.

(Also nothing in the Shifter Source to infer it and when pointed out to Clint and Sean they said they are NPC's so it does not matter. Then they made them PC's, so yes it did matter.)
  • 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: Temporal Magic

Post by Freemage »

Temporal Warrior wrote:As a free action, a Temporal Warrior can spend 2 Power Point to allow a disorienting trick to cause a level of Fatigue to an already shaken target. In addition, upon taking this Edge, and at each new Rank
RFT wrote:
High Command wrote:
RFT wrote: This needs a mechanic. It should be a trait roll such as Targets Smarts versus Temporal Warriors Spellcasting.
Its based on a trick, so there is already a mechanic. it needs a double mechanic?
Cool, that works. However as it is a Trick mechanic then it needs to be capitalized or italicized to signify that.
New wording: "Once per round, a Temporal Warrior can spend 2 Power Point to perform a Trick as a Free Action; if the target of the Trick is already Shaken, and the Temporal Warrior gets a Raise, then the target also suffers a level of Fatigue."

Is this what was being meant? Or was the Fatigue level supposed to kick in even if the TempWar only got a Success (against a Shaken foe)?
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: Temporal Magic

Post by Ndreare »

You captured it perfectly.

Thanks

(If the England game was not Core books only I would totally jump on the Temporal Wizard it is well done.)
  • 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: Temporal Magic

Post by Freemage »

I took Greater Skill Focus: Gamespeak as a Feat back in my 3.x days.
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
High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: Temporal Magic

Post by High Command »

On hold until after Wave Two
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”