Proposed Race: In'Valian "Robo-Jockeys"

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Proposed Race: In'Valian "Robo-Jockeys"

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Reference: Rifts Dimension Book 3: Phase World Sourcebook (12-14)

PROS (15)
Ageless (1)
Attribute: Smarts, begins at a d8 (3)
Gifted (2)
Immune to Poison/Disease (2)
Neural Circuitry; Interface (2); Device, Self (-1); Limitation, Exoskeleton, Self (-2) (Total -1)
Rich Edge (2)
Filthy Rich Edge (2)
Skills: d6 in two K/Science, Science Related fields (2)

CONS (12)
Attribute: Strength, never advance beyond d6 (-3)
Attribute: Agility, never advance beyond d6 (-3)
Attribute: Vigor, requires two points per step at character creation (-2)
Cyber Resistant (-1)
Restricted Path: ISP (-1)
Restricted Path: PPE (-1)
Slow (4", 1d4 run die) (-1)
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Re: Proposed Race: In'Valian "Robo-Jockeys"

Post by Sgt 86Delta »

[*] Modified Interface with Device and Limitation Modifiers (01SEP2018)
[*] Added in the Rich and Filthy Rich Edges (01SEP2018)
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In'Valian Exoskeletons - Light

Post by Sgt 86Delta »

In'Valian Exoskeleton - Light
TLPG-Juicers wrote:THE BURN
Living life to its fullest takes on a special meaning for the Juicer. There’s an unreliable timer ticking away in his system, and when it goes off, the very chemicals and hormone-overdrive nanosystems that make him a demigod burst his heart or send his brain into a fatal stroke.
Until that time, however, the Juicer can often do more impossible things before breakfast than others accomplish in a lifetime.

Juicers have a special statistic called Burn. Burn measures both the short lifespan of a Juicer and his capacity for superhuman feats. As Burn decreases over time (there is no method known to replenish it), the Juicer senses his days growing closer to being truly numbered. At the same time, he can call upon this same quality—Burning Bright—in order to perform astounding, nigh-impossible exploits, explained later.

In a standard campaign, a Juicer’s Burn begins at 8. At the start of each session, the player rolls his Burn Die, a d10, and if the roll is equal to or greater than the Juicer’s current Burn (Bennies may not be spent on this), he must reduce his Burn by one point or he dies, irrevocably, by the end of the session. If he chooses to spend the Burn, he goes on normally until the next session, repeating the
process each time. If he chooses not to spend the Burn to keep on living, he’ll probably want to go out in a Blaze of Glory (see Setting Rules), Juicers have the ability to declare Blaze of Glory at any time, regardless of whether they’ve taken any damage or not.
TLPG-Juicers wrote: BURNING BRIGHT
For those willing to risk an even earlier death, Burn can be spent for rather amazing purposes. Spending Burn gives the Juicer a d10 Burn Die to add to any Trait or damage roll. This die can Ace like any other, and if a Benny is spent to re-roll anything a Burn Die was spent on, the Burn Die is re-rolled too.

Obviously, spending Burn means being able to make a huge impact in combat, but it also means hastening the process of completely burning out. The lower a Juicer’s Burn rating, the more likely the player is forced to spend Burn to avoid dying. Between the inevitable
rolls over the rating and the temptation to spend Burn for moments of greatness, a day comes when the player faces a fateful decision for his Juicer character.
TLPG-Juicers wrote:JUICER ABILITIES AND BONUSES
For the sacrifice of a long, normal life (or at least as close to one achievable in a post-Rifts world), the Juicer gains some rather amazing powers and gifts.

Internal Repair System: The bio-comp system managing the drugs and chemical processes of the Juicer’s body also works overtime
to ensure his continued health and good repair.
[*] The Juicer gains Slow Regeneration (a natural healing roll once per day).
[*] As well, there’s a continuously replenishing supply of nanites and chemical concoctions available for “emergency repairs.”
[*] As an action, the Juicer can make a natural healing roll at +2 to heal wounds; this costs one charge. The system holds a maximum of three charges and requires eight hours to recover one charge.

Super Endurance:
[*] Juicers begin with +2 Vigor die types, with no Trait maximum.
[*] They require only half the normal amount of sleep, and gain +2 on all Fatigue checks.

Super Reflexes:
[*] Juicers begin with +2 Agility die types, with no Trait maximum.
[*] They have Uncanny Reflexes, granting them −2 to be hit by all attacks.
[*] Finally, they begin with the Quick Edge.

Super Speed:
[*] Juicers cover enormous ground quickly, doubling their base Pace. They also have the Fleet-Footed Edge (meaning they have Pace of 16"
with a d10 running die).

Super Strength:
[*] Juicers begin with +2 Strength die types, with no Trait maximum.
[*] They also begin with the Brawny Edge.
JUICER STARTING GEAR
[*] Juicer Assassin Plate Armor,
[*] Wilk’s 320 Laser Pistol,
[*] JA-9 Variable Laser Rifle,
[*] Vibro-Sword,
[*] NG-S2 Survival Pack,
[*] 4d6 × 100 credits.

Juicer Assassin Plate Armor: The medium-weight non-environmental armor designed by and for Juicers. Its specific combination of materials and construction meshes ideally with a Juicer’s augmentations and combat styles.
[*] +6 Armor,
[*] +1 Toughness,
[*] Strength Minimum of d10 except for Juicers, who suffer no penalty.
(14 lb, 32,000 credits)
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In'Valian Exoskeleton - Armored

Post by Sgt 86Delta »

In'Valian Exoskeleton - Armored
TLPG - Combat Cyborg wrote: MORE MACHINE
Combat Cyborgs are also referred to as full-conversion ‘borgs. Their brain and a handful of organs—heart, lungs, possibly some part of the digestive system, not much else—are attached to a synthesis of bionic parts and cybernetic systems. The whole thing is encased in a metallic form capable of wrestling giant robots and dragons to the ground while withstanding direct missile impacts.

The net effect of this process is the ‘borg ignores most of the common foibles of being human—including getting sick, dealing with poisons, or suffering a paper cut. Instead of medicine or healing of any kind, he has to get repaired when he’s damaged. He still has to eat something to maintain his organic parts, and his brain requires sleep like everyone else’s.

The organic parts can get old and wear out, but developments in nano-technology and other areas mean most cyborgs live at least twice as long as humans, so long as they don’t get blasted apart. That’s a long time to be alone with one’s thoughts, which is why most ‘borgs go out of their way to explore the part of their being extending past what they might touch with human fingers or smell with human noses.
TLPG - Combat Cyborg wrote: COMBAT CYBORG ABILITIES AND BONUSES
Combat Cyborgs are exactly what the name implies—metal monstrosities with meat sensibilities, striding across the battlefield with huge guns, chain swords, and serious attitude. They aren’t quite as tough or devastating as a Glitter Boy, but they have a great deal more mobility and flexibility of action to make up for it.

Bionic Augmentation:
[*] Combat Cyborgs begin with Strength d12+2, Agility d10, and Vigor d12.
[*] These traits do not have an attribute maximum.

Cybernetic Enhancements: ‘Borgs have these cybernetic systems (already factored into starting stats):
[*] Armor Plating (1),
[*] Audio Package,
[*] Bionic Strength Augmentation,
[*] Core Electronics Package,
[*] Cyber-Wired Reflexes,
[*] Optics Package,
[*] Reinforced Frame (1),
[*] Synthetic Organ Replacement (see page 100).

High-performance Legs: Full-conversion ‘borgs begin with the Fleet-Footed Edge.

M.D.C. Armor: Cyborg construction provides
[*] +8 M.D.C. Armor and
[*] +3 Toughness,
which can be improved with additional cybernetics but does not stack with worn armor, use the higher value.

More Machine:
[*] ‘Borgs add +2 to recover from Shaken,
[*] ignore one level of wound modifiers,
[*] possess a self-contained breathing apparatus,
[*] and are immune to poison and disease.

Size +1: Combat Cyborgs are big and heavy, gaining +1 Toughness from their size.

Upgradable: ’Borgs start with the Upgradable Edge.

Unarmed Combat: Combat Cyborgs deal Str+d6 (Mega Damage) in unarmed combat and are considered armed.
TLPG - Combat Cyborg wrote: All Those Moving Parts: ‘Borgs cannot be healed or treated with medicine when they are hurt. Instead they must be repaired. Fixing a cyborg requires the Repair skill—which is used like the Healing skill, only with no Golden Hour.

Inhuman Appearance: ‘Borgs suffer −2 Charisma when dealing with most beings.

Loss of Dexterity: A Combat Cyborg’s systems are designed for combat excellence, not delicate work or even common use. A ‘borg suffers −2 to all Agility rolls and linked skills not directly related to combat.

Malfunctions: Cyborgs are subject to the same potential problems all tech items and gear face (see the Technical Difficulties Setting Rule on page 122).
COMBAT CYBORG STARTING GEAR
[*] NG-56 Light Ion Pistol,
[*] Mini Rail Gun,
[*] Chain Greatsword,
[*] 1d4 × 1,000 credits.
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In'Valian Exoskeleton - Combat

Post by Sgt 86Delta »

In'Valian Exoskeleton - Combat

[*] Combination of Glitter Boy and MARS Power Armor Soldier
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Re: Proposed Race: In'Valian "Robo-Jockeys"

Post by Ndreare »

The race at the top of this post does not look valid. It looks like it was created using the obsolete race creation rules from SWD. I would suggest starting over using the race creation rules in the tomorrow Legion player's guid
  • 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
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Re: Proposed Race: In'Valian "Robo-Jockeys"

Post by Ndreare »

Also if you create a cyborg you do not get a race on top of it. So it might need a little bit of polishing
  • 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
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Re: Proposed Race: In'Valian "Robo-Jockeys"

Post by Sgt 86Delta »

RFT wrote:The race at the top of this post does not look valid. It looks like it was created using the obsolete race creation rules from SWD. I would suggest starting over using the race creation rules in the tomorrow Legion player's guid
Used SWD and SPC. Did not realize that SWD was out dated.
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Re: Proposed Race: In'Valian "Robo-Jockeys"

Post by Sgt 86Delta »

Will look at Trimadore as a base and make some alterations.
TLPG - Trimadore wrote:
Trimadore stand seven to eight feet tall
with long, thick necks tapering off to
comparatively small heads. They have
almond-shaped eyes, thin, nearly lipless
mouths, and miniscule, rounded ears. Legs
and arms are thin and long and of equal
length. The feet have two large toes while
the hands have two thick fingers and a
thumb. In other words, Trimadore are very
alien in appearance to most humans.
The species has an extraordinary knack
for all things mechanical and technological.
They also tend to be very gentle by nature,
though remarkable individuals of the race
find themselves drawn to grand adventures.
Unsurprisingly, many Trimadore find the
life of an Operator or a Techno-Wizard to
their liking, and they’re exceedingly good
at those fields.

While Trimadore suffer the same
difficulties as many other D-Bees who
have non-standard physiologies, their
mechanical aptitudes often help to offset
those penalties. Most Trimadore wear
armor of their own customization,
and if given half a chance, modify
vehicles to allow for their
easier operation.

Distinctive D-Bee: Though
humanoid, Trimadore are
clearly inhuman. They
face prejudice from the
Coalition. They suffer −4
Charisma with such folks.

Long Arms: The Trimadore have a
Reach of 1.

Mechanical Savant: Trimadore
are born with an innate capacity
for working with and repairing
machines. They begin with the
Mr. Fix It Edge, ignoring any
requirements.

Non-Standard Physiology: The
unique physiology of a Trimadore
makes it difficult for him to find
armor he can use. Purchases
and repairs are at least
doubled in cost, and there’s
no way he can manage a
Glitter Boy suit or other power armor
built for a typical humanoid frame.
He also suffers −2 to checks made to
operate a vehicle or its weapons not
refitted for his race. Any gear gained
from an Iconic Framework is assumed
to be custom-built for the character.

Technically Savvy: Trimadore love
science and technology, studying all
they can about such things from birth.
Trimadore start with Repair d6 and
their choice of one of the following at d6:
Knowledge (Computers), Knowledge
(Cybernetics), Knowledge (Electronics),
or Knowledge (Engineering).
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Re: Proposed Race: In'Valian "Robo-Jockeys"

Post by Sgt 86Delta »

RFT wrote:Also if you create a cyborg you do not get a race on top of it. So it might need a little bit of polishing
Go with Cybernetic Techno-Warrior
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Re: Proposed Race: In'Valian "Robo-Jockeys"

Post by Sgt 86Delta »

Bad Reputation: The In'Valian are greeted with a mixture of pity and fear,
because nobody knows what they may do. They suffer –2 Charisma when dealing with the average
person in most towns and cities. (-1)

Distinctive D-Bee: Though humanoid, In'Valian are
clearly inhuman due to the effects of the Wasting Disease. When outside of their exoskeletons, they
face prejudice from the Coalition. They suffer −4 Charisma with such folks. (-1)

Mechanical Savant: In'Valian
are born with an innate capacity
for working with and repairing
machines. They begin with the
Mr. Fix It Edge, ignoring any
requirements. (2)

Survivor Acquisitions: Being one of a few million In'Valians currently surviving, he is extremely wealthy. Each survivor acquired a share of a mostly-empty planet, and was able to sell it for millions of credits. In'Valian start with the Rich Edge and the Filthy Rich Edge. (2* 2 = 4)

Technically Savvy: In'Valian are expressly adapt at
science and technology, studying all
they can about such things from birth.
In'Valian start with Repair d6 and
their choice of one of the following at d6:
Knowledge (Computers), Knowledge
(Cybernetics), Knowledge (Electronics),
or Knowledge (Engineering). (2)

Wasting Disease: The Wasting Disease does not kill; the afflicted live on, but are permanently disabled, unable to perform any heavy physical activity. Strength, Agility, and Vigor all suffer a -2 to all rolls. (-3 * 3 = -9).
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Re: Proposed Race: In'Valian "Robo-Jockeys"

Post by Sgt 86Delta »

Wasting Disease: Through a cruel trick of fate or a mighty curse the entire race has been stricken by a desiese that saps their health and strength. Curiously it also gives a longer life. His Pace is reduced by 1, and his Strength and Vigor drop a die type to a minimum of d4, and cannot be raised thereafter. On the plus side, the wisdom of his years grants the hero 5 extra skill points that may be used for any skills linked to Smarts.

Dependency: If they don’t have the required contact,
they become automatically Fatigued each day until they’re Incapacitated. A day
after that, they perish. Each hour spent recovering with the appropriate substance
restores a level of Fatigue.
(In this case, the Dependency is on their armor--which means that if it gets destroyed or suffers a complete TD, they're screwed until it gets replaced, if they live that long)
OOC Comments
(which is two points):
The creature must consume or have contact with some sort of
relatively common substance. Creatures from water-based worlds, for example,
might need to immerse themselves in water one hour out of every 24; plant people
might need an hour of sunlight a day.


Cyborg Loss of Dexterity: Their physically weak stature really hampers their fine motor skills giving −2 to all Agility rolls and linked skills not directly related to combat.
Soren wrote:Elderly (-2), Dependency (-2), Cyborg Loss of Dexterity (-4), Obvious D-Bee (-1 if not obvious when in their exoskeleton), No Cyber, No ABs (-3). That would be 12 points, allowing for 14 Advantages. Rich & Filthy Rich (4) Exoskeleton (2), Adaptable II (to represent their advanced age) (4), Technically Savvy (2), Mr Fix-It Edge (2).
Neural Circuitry: In'Valians are Cyber Resitant. Any and all available Strain is tied up in the Neural Circuitry which is the In'Valian's means for interfacing with their exoskeletons/power armor.

Exoskeleton: The character starts with their choice of a Gladius or Triax T-11 Enhanced suit of Body Armor. If they are a MARS Power Armor Pilot, they may, instead, apply any rolls they choose to make on the Body Armor Table apply to their Power Armor unit."
Redundant
In'Valian MARS Power Armor Soldier: Can apply his HJ rolls from the "Body Armor Table" to his Power Armor (Gladius or Triax T-11 Enhanced). This includes the roll of 1 to 4 on the "Body Armor Table" that would allow the player to chose the Power Armor suit the character is wearing. (03SEP2018)
PS - Thanks Soren and Jon for the current input.
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Re: Proposed Race: In'Valian "Robo-Jockeys"

Post by Pender Lumkiss »

I think the loss of Dex is -2 to agility and link skills.

This is not needed:
In'Valian MARS Power Armor Soldier: Can apply his HJ rolls from the "Body Armor Table" to his Power Armor (Gladius or Triax T-11 Enhanced). This includes the roll of 1 to 4 on the "Body Armor Table" that would allow the player to chose the Power Armor suit the character is wearing.
Field Team Six Bennies
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Re: Proposed Race: In'Valian "Robo-Jockeys"

Post by Ndreare »

Looking at the Soren build...

I like the idea of this, but still have some reservations about a race with -13 in Traits and 15 in positive. That is a lot and more than any other race. This raises a lot of red flags of old school optimization.

However, I am not sure it is actually broken. I would have to see how it all stacks up.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Re: Proposed Race: In'Valian "Robo-Jockeys"

Post by Koshnek »

+15 isn't that far from Grackle's, Rob. I think Grackles are somewhere between +12 and +15.

Edit: What is the race's current iteration?
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Re: Proposed Race: In'Valian "Robo-Jockeys"

Post by Ndreare »

Koshnek wrote: Edit: What is the race's current iteration?
I am assuming this is the current rough draft.

http://savagerifts.com/sr/viewtopic.php ... 667#p41643
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Re: Proposed Race: In'Valian "Robo-Jockeys"

Post by Sgt 86Delta »

RFT wrote:
Koshnek wrote: Edit: What is the race's current iteration?
I am assuming this is the current rough draft.

http://savagerifts.com/sr/viewtopic.php ... 667#p41643
@Rob, you are correct on the current iteration.
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Re: Proposed Race: In'Valian "Robo-Jockeys"

Post by Koshnek »

It looks interesting to me. I dont know what youre gong for becuse im not familiar with Palladium, but I'm imagining a Quarian from mass effect right now.

I also don't see any problems? It seems well built. Defiitely some severe downsides.

What is Adaptable II?
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Re: Proposed Race: In'Valian "Robo-Jockeys"

Post by Ndreare »

It means you can pick any two edges he wants as long as they are novice edges.

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Re: Proposed Race: In'Valian "Robo-Jockeys"

Post by Sgt 86Delta »

Koshnek wrote:It looks interesting to me. I dont know what youre gong for becuse im not familiar with Palladium, but I'm imagining a Quarian from mass effect right now.

I also don't see any problems? It seems well built. Defiitely some severe downsides.

What is Adaptable II?
Though not familiar with Mass Effect, the references and inormation I have found, says that the Quarian and In'Valian are very close.

For the In'Valian to survive they need their exoskeletons. Those exoskeletons come in a unique variety from body armor to power armor. These aliens can rarely operate outside of their suits to physical wasting away of their bodies.
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Re: Proposed Race: In'Valian "Robo-Jockeys"

Post by Pender Lumkiss »

Sgt. Is there anyway you can repost the race. I am finding it confusing on what version we are looking it?
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Re: Proposed Race: In'Valian "Robo-Jockeys"

Post by High Command »

here's the original write up:
Page 1
In'Valian Robo Jockey 1.jpg
Page 2
In'Valian Robo Jockey 2.jpg
Page 3
In'Valian Robo Jockey 3.jpg
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Re: Proposed Race: In'Valian "Robo-Jockeys"

Post by Sgt 86Delta »

Thanks Patrick.

Technical difficulties on my end would not allow me to screen capture and thus share the information.
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Re: Proposed Race: In'Valian "Robo-Jockeys"

Post by High Command »

Here's my take on the In'Valians.

In'Valian Robo-Jockey

In'Valians are a brilliant blue skinned race struck by the worst luck. While experimenting with a completely technology based means of opening Rifts (traversable wormholes as they refer to them), the In'Valians opened up a super rift above their planet and something huge came through. Their defense forces slaughtered it, and then the being's "mother" peaked through the miles wide rift with a single eye. The psychic scream crippled and cursed their race.

Now unable to do any heavy lifting, and cursed by a wasting disease that does not kill them, but cripples them, the In'Valians survive because of their relative wealth due to selling their world (they are an endangered species). Doctors and Sorcerers have tried to help them, but no one can undo the curse that is upon them. The In'Valians are generally obsessed with their suits and put an insane amount of time into modifying them.

Racial Traits
  • Advanced Civilization: Start with a d6 in Knowledge (Computers), Knowledge (Electronics), and Repair. In'Valians are an advanced race with a high technology base. They also start with a free Novice or Seasoned Edge of their choice (and must meet all the Edge’s Requirements).
  • Smarter than Galactic Average: Start with a d8 in Smarts. This increases the trait’s maximum to d12+1.
  • Wasting Curse: Due to the ravages of the curse they suffer, In'Valians have reduced strength. Their Strength starts at d4 and can never rise above a d4.
  • In'Valian Exoskeleton: All In'Valians start with a custom exoskeleton detailed below. Alternately, if the character gets a power armor through their iconic framework instead, they can get the In'Valian Combat Power Armor. Both of these options are further modified by a single Hero's Journey Body Armor roll. Any Iconic Framework gear, Hero's Journey result, or Fortune and Glory result that would replace their starting armor are ignored. Hero's Journey results that offer replacements should be rerolled, and the Strong Suit of Armor Fortune and Glory result offers three rolls on the body armor table instead of the normal benefit.
    The custom suits of the In'Valians are not simply armor, but the character's home. All bodily functions, their comfort, and all but long term medical care are handled by the armor. With direction from the pilot, it can bathe them, clothe them, and move them in and out of the armor itself. It has only basic robotic intelligence (similar to a skelebot) and can act as a computerized personal assistant to the In'Valian. All In'Valians count as Rich and cannot take that edge, though they can take Filthy Rich. All perks for Rich are used up in their Exoskeleton, including the extra starting funds.
  • Inconveniently Sized: At seven or eight feet tall, In'Valian exoskeletons are ill-suited to riding in most robot vehicles and many smaller vehicles. Purchases and repairs are at least tripled in cost, and there’s no way he can manage a Glitter Boy suit or any other power armor built for a normal-sized humanoid frame. He also suffers a −2 to any checks made to operate a vehicle or its weapons not refitted for size one characters. Any gear gained from an Iconic Framework is assumed to be custom-built for the character.
  • Mentally Unstable: The character has experienced a seriously traumatic experience and it touches all members of the race in different ways. Choose one result from the psyche degradation table on page 17 of TLPG.
  • Restricted Path: In'Valians are unable to access PPE and ISP. The selection means the race cannot take any Arcane Background or an Iconic Framework which includes such an Arcane Background.
Accounting
12 pt race with 10 pts of negatives
(3+1+1+1) Advanced Civilization
(2) Smarter than Galactic Average
(-3) Wasting Curse
(2+2) In'Valian Exoskeleton
(-1) Inconveniently Sized
(-2) Mentally Unstable
(-4) Restricted Path
In'Valian Custom Light Exoskeleton
In'Valian Light Exoskeleton.png
In'Valian Light Exoskeleton.png (73.6 KiB) Viewed 13207 times
In'Valian Custom Light Exoskeleton: The In'Valian is in an open cockpit. They have neural controls that allow them to use the exoskeleton without extensive fatigue, though they can get it from all the normal sources. Using the Neural controls, the pilot can have the robotic exoskeleton put him into the chest/cockpit. The cockpit has a retractable glassteel dome that provides full environmental protection.
The Custom Light Exoskeleton provides +7 Armor and +2 Toughness, as well as providing Full Environmental Protection. It also has built-in hand held computer for basic functions (better than a normal suit's computer); a communications system with a 10 mile range; a public-address loudspeakers; a laser distancer; and a nightvision mode for vision. The exoskeleton grants the wearer d12+2 Strength and 8 Pace. The armor, while powered, ignores the d8 Strength Minimum for physical actions but not arcane skill rolls. (40 pounds, 242,000 credit value)
The suit is powered by a small nuclear battery, similar to that of power armor and has similar endurance. It also has a full medical suite on board equivalent to the IRMSS system. It provides the same properties as the system on page 104 of the TLPG. Additionally, the armor gets two rolls on the Hero's Journey Body Armor Table. Also, a sidearm (such as the one the character gets from their starting gear) can be built into each arm of the exoskeleton or one rifle (not heavy weapons like plasma weapons) can be built into one arm only. These weapons are powered by the suit itself and require no E-Clip and have unlimited ammunition. Weapons using ballistic ammunition require external magazines and ammo drums (as normal). The armor can also use weapons in its hands, normally.
Alternately, if the Iconic Framework chosen provides for power armor, the In'Valian can instead take the In'Valian Custom Combat Power Armor.
In'Valian Custom Combat Power Armor
In'Valian Combat Exoskeleton.png
In'Valian Combat Exoskeleton.png (179.04 KiB) Viewed 13206 times
In'Valian Custom Combat Power Armor: The In'Valian is in an open cockpit. They have neural controls that allow them to use the exoskeleton without extensive fatigue, though they can get it from all the normal sources. Using the Neural controls, the pilot can have the robotic exoskeleton put him into the chest/cockpit. The cockpit has a retractable glassteel or megasteel dome that provides full environmental protection. Either way, the pilot has access to a full Heads Up Display.
In addition to the systems intrinsic to all power armor, the In'Valian suit also has a full medical suite on board equivalent to the IRMSS system. It provides the same properties as the system on page 104 of the TLPG. (450 lb, 942,000 Credit Value)
In'Valian Custom Combat Power Armor: Size 1, + 10 M.D.C. Armor, +2 Toughness, Strength d12+3, Pace 10 (Run d10).
Weapons:
  • Reinforced Knuckle Plates (Str+d4, Mega Damage)
  • In addition one Mod slot is available to add a vehicle scale weapon (usually arm or shoulder mounted). Check with your GM to see what is available.
  • Additionally, a energy sidearm can be built into each arm of the power armor or one energy rifle (including personal heavy weapons like plasma weapons) can be built into one arm only. These weapons are powered by the suit itself and require no E-Clip and have unlimited ammunition. Weapons using ballistic ammunition require external magazines and ammo drums (as normal). The armor can also use weapons in its hands, normally.
  • The power armor also has storage built into each leg equal to a backpack. Alternately, one can be fitted with a mechanics tool kit (much like the Grease Monkey Power Armor - must be purchased separately).
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Re: Proposed Race: In'Valian "Robo-Jockeys"

Post by Venatus Vinco »

"The results of this roll modify the exoskeleton instead. Alternately, if the In'Valian character gets a power armor instead, they can get the Combat Exoskeleton instead and apply any Body Armor Table results to that instead"
There appears to be some editing/cut and paste issues with this section.
this roll - which roll is "this" referring to?

instead - using instead four times in two sentences is a bit confusing

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Re: Proposed Race: In'Valian "Robo-Jockeys"

Post by High Command »

Reworded to: All In'Valians start with a custom exoskeleton detailed below. Alternately, if the character gets a power armor through their iconic framework instead, they can get the In'Valian Combat Power Armor. Both of these options are further modified by a single Hero's Journey Body Armor roll. Any Iconic Framework gear, Hero's Journey result, or Fortune and Glory result that would replace their starting armor are ignored. Hero's Journey results that offer replacements should be rerolled, and the Strong Suit of Armor Fortune and Glory result offers three rolls on the body armor table instead of the normal benefit.
The custom suits of the In'Valians are not simply armor, but the character's home. All bodily functions, their comfort, and all but long term medical care are handled by the armor. With direction from the pilot, it can bathe them, clothe them, and move them in and out of the armor itself. It has only basic robotic intelligence (similar to a skelebot) and can act as a computerized personal assistant to the In'Valian. All In'Valians count as Rich and cannot take that edge, though they can take Filthy Rich. All perks for Rich are used up in their Exoskeleton, including the extra starting funds.
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Re: Proposed Race: In'Valian "Robo-Jockeys"

Post by Freemage »

Advanced Civilization: Start with a d6 in Knowledge (Computers), Knowledge (Electronics), and Repair. In'Valians are an advanced race with a high technology base. They also start with a free Novice or Seasoned Edge of their choice (and must meet all the Edge’s Requirements).
The Free Edge being 'Novice or Seasoned', to me, is huge. I'd say either count it as 4 points, or limit to Background, Professional, Social or Leadership Edges. (Ie, I don't see how being from an advanced society teaches you how to Block.)
Smarter than Galactic Average: Start with a d8 in Smarts. This increases the trait’s maximum to d12+1.
Start with a d6 is +2; start with a d8 is +4 (remember, you only start with a d4 in any trait, and then get five free die-bumps to spread around however you want). Given that you say the max is meant to be a d12+1, I'm assuming you actually meant, "Gain a free bonus die-type to Smarts, raising their trait maximum to d12+1".
Wasting Curse: Due to the ravages of the curse they suffer, In'Valians have reduced strength. Their Strength starts at d4 and can never rise above a d4.
No. Sorry, this isn't a drawback at all for this race. They get the d12+2 replacement from their suit; the real effect of this 'disadvantage' is to remind the player to min/max their attribute points (since starting at a d4 anyway just means an extra die someplace else). Just use the standard racial drawbacks, please. If a particular player really wants to invest advances and creation points to crank up to a d12-2 outside their armor for some reason, despite the 5,698 better ways to game the system, I say let 'em. (Also, what happens in your version if the player is doing MARS and gets Strong and Tough F&G?)
In'Valian Exoskeleton: All In'Valians start with a custom exoskeleton detailed below. Alternately, if the character gets a power armor through their iconic framework instead, they can get the In'Valian Combat Power Armor. Both of these options are further modified by a single Hero's Journey Body Armor roll. Any Iconic Framework gear, Hero's Journey result, or Fortune and Glory result that would replace their starting armor are ignored. Hero's Journey results that offer replacements should be rerolled, and the Strong Suit of Armor Fortune and Glory result offers three rolls on the body armor table instead of the normal benefit.
The custom suits of the In'Valians are not simply armor, but the character's home. All bodily functions, their comfort, and all but long term medical care are handled by the armor. With direction from the pilot, it can bathe them, clothe them, and move them in and out of the armor itself. It has only basic robotic intelligence (similar to a skelebot) and can act as a computerized personal assistant to the In'Valian. All In'Valians count as Rich and cannot take that edge, though they can take Filthy Rich. All perks for Rich are used up in their Exoskeleton, including the extra starting funds.
Leaving the discussion of the armor aside for now, since you and Jon seem to be going around about it.
Inconveniently Sized: At seven or eight feet tall, In'Valian exoskeletons are ill-suited to riding in most robot vehicles and many smaller vehicles. Purchases and repairs are at least tripled in cost, and there’s no way he can manage a Glitter Boy suit or any other power armor built for a normal-sized humanoid frame. He also suffers a −2 to any checks made to operate a vehicle or its weapons not refitted for size one characters. Any gear gained from an Iconic Framework is assumed to be custom-built for the character.
Mentally Unstable: The character has experienced a seriously traumatic experience and it touches all members of the race in different ways. Choose one result from the psyche degradation table on page 17 of TLPG.
Restricted Path: In'Valians are unable to access PPE and ISP. The selection means the race cannot take any Arcane Background or an Iconic Framework which includes such an Arcane Background.
These are all fine.
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Re: Proposed Race: In'Valian "Robo-Jockeys"

Post by Pender Lumkiss »

I agree with everything Freemage said above.

I personally like the armor or PA. I am going to just say I do not like how they are getting it. I need it simpler.

Rich Exoskeleton Advanced Armor: They have access to their races special exoskeleton personal armor or Power Armor. They atart with the exoskeleton personal armor suit. OR ALTERNATIVLY, they gain 2 HJ body armor rolls if their exoskeleton suit and or PA is given as part of their IF. As a special bonus these two rolls can be used to modify their PA.

I really do like the elderly retrap of the wasting curse. I also like the dependency deal on the suit itself to survive. Lets please add those back in.
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Re: Proposed Race: In'Valian "Robo-Jockeys"

Post by Sgt 86Delta »

Pender Lumkiss wrote: Sat Sep 08, 2018 6:30 am I agree with everything Freemage said above.

I personally like the armor or PA. I am going to just say I do not like how they are getting it. I need it simpler.

Rich Exoskeleton Advanced Armor: They have access to their races special exoskeleton personal armor or Power Armor. They atart with the exoskeleton personal armor suit. OR ALTERNATIVLY, they gain 2 HJ body armor rolls if their exoskeleton suit and or PA is given as part of their IF. As a special bonus these two rolls can be used to modify their PA.

I really do like the elderly retrap of the wasting curse. I also like the dependency deal on the suit itself to survive. Lets please add those back in.
Been in more of a thinking mode on this, but I agree with Freemage and Pender's comments above.

I will say that one thought I had had in regards to the species was actually having a bio-mechanical suit, that could have effectively been cybernetics retrapped.
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Re: Proposed Race: In'Valian "Robo-Jockeys"

Post by High Command »

The in'Valian power suit is LITERALLY their defining trait aside from the crippling wasting disease.

I don't get how "pick a suit and pick add two HJ rolls to it" is complex, but whatever floats your boat. If you're referring to the instructions on what to do in case you get this predictable result, you can move it to a FAQ if you like. The point is In'Valians have these suits, period. They are also modified.

As for limiting it to Background, Professional, Social or Leadership Edges - that sounds reasonable.


Yes, it's a d6, typo. Also, none of the book races say a free die type increase, so why would we use that terminology?

Wasting Curse: Due to the ravages of the curse they suffer, In'Valians are constantly exhausted when doing any kind of physical exertion. When completing any task outside of, or without the benefit of, their exoskeleton, they suffer a -2 to all rolls from fatigue. This can include delicate work the suit is not ideal for.
  • In'Valian Robo-Jockey

    In'Valians are a brilliant blue skinned race struck by the worst luck. While experimenting with a completely technology based means of opening Rifts (traversable wormholes as they refer to them), the In'Valians opened up a super rift above their planet and something huge came through. Their defense forces slaughtered it, and then the being's "mother" peaked through the miles wide rift with a single eye. The psychic scream crippled and cursed their race.

    Now unable to do any heavy lifting, and cursed by a wasting disease that does not kill them, but cripples them, the In'Valians survive because of their relative wealth due to selling their world (they are an endangered species). Doctors and Sorcerers have tried to help them, but no one can undo the curse that is upon them. The In'Valians are generally obsessed with their suits and put an insane amount of time into modifying them.

    Racial Traits
    • Advanced Civilization: Start with a d6 in Knowledge (Computers), Knowledge (Electronics), and Repair. In'Valians are an advanced race with a high technology base. They also start with a free Novice or Seasoned Background, Professional, Social or Leadership Edge of their choice (and must meet all the Edge’s Requirements).
    • Smarter than Galactic Average: Start with a d6 in Smarts. This increases the trait’s maximum to d12+1.
    • Wasting Curse: Due to the ravages of the curse they suffer, In'Valians are constantly exhausted when doing any kind of physical exertion. When completing any task outside of, or without the benefit of, their exoskeleton, they suffer a -2 to all rolls from fatigue. This can include delicate work the suit is not ideal for.
    • In'Valian Exoskeleton: All In'Valians start with a custom exoskeleton detailed below. Alternately, if the character gets a power armor through their iconic framework instead, they can get the In'Valian Combat Power Armor (detailed below).
      The custom suits of the In'Valians are not simply armor, but the character's home. All bodily functions, their comfort, and all but long term medical care are handled by the armor. With direction from the pilot, it can bathe them, clothe them, and move them in and out of the armor itself. It has only basic robotic intelligence (similar to a skelebot) and can act as a computerized personal assistant to the In'Valian.
      Any Iconic Framework gear, Hero's Journey result, or Fortune and Glory result that would replace their starting armor are ignored. Hero's Journey results that offer replacements should be rerolled, and the Strong Suit of Armor Fortune and Glory result offers three rolls on the body armor table instead of the normal benefit.
    • Inheritance: The remaining In'Valians sold or leased their vast planet and now all of them are well off. All In'Valians count as Rich and cannot take that edge, though they can take Filthy Rich. The table rolls for Rich are used up in their Exoskeleton. They start with 5,000 credits, in addition to funds from their Iconic Framework.
    • Inconveniently Sized: At seven or eight feet tall, In'Valian exoskeletons are ill-suited to riding in most robot vehicles and many smaller vehicles. Purchases and repairs are at least tripled in cost, and there’s no way he can manage a Glitter Boy suit or any other power armor built for a normal-sized humanoid frame. He also suffers a −2 to any checks made to operate a vehicle or its weapons not refitted for size one characters. Any gear gained from an Iconic Framework is assumed to be custom-built for the character.
    • Mentally Unstable: The character has experienced a seriously traumatic experience and it touches all members of the race in different ways. Choose one result from the psyche degradation table on page 17 of TLPG.
    • Restricted Path: In'Valians are unable to access PPE and ISP. The selection means the race cannot take any Arcane Background or an Iconic Framework which includes such an Arcane Background.
    Accounting
    12 pt race with 10 pts of negatives
    (3+1+1+1) Advanced Civilization
    (2) Smarter than Galactic Average
    (-3) Wasting Curse
    (2+2) In'Valian Exoskeleton
    (-1) Inconveniently Sized
    (-2) Mentally Unstable
    (-4) Restricted Path
    In'Valian Custom Light Exoskeleton
    In'Valian Custom Light Exoskeleton: The In'Valian is in an open cockpit. They have neural controls that allow them to use the exoskeleton without extensive fatigue, though they can get it from all the normal sources. Using the Neural controls, the pilot can have the robotic exoskeleton put him into the chest/cockpit. The cockpit has a retractable glassteel dome that provides full environmental protection.
    The Custom Light Exoskeleton provides +7 Armor and +2 Toughness, as well as providing Full Environmental Protection. It also has built-in hand held computer for basic functions (better than a normal suit's computer); a communications system with a 10 mile range; a public-address loudspeakers; a laser distancer; and a nightvision mode for vision. The exoskeleton grants the wearer d12+2 Strength and 8 Pace. The armor, while powered, ignores the d8 Strength Minimum for physical actions but not arcane skill rolls. (40 pounds, 242,000 credit value)
    The suit is powered by a small nuclear battery, similar to that of power armor and has similar endurance. It also has a full medical suite on board equivalent to the IRMSS system. It provides the same properties as the system on page 104 of the TLPG. Additionally, the armor gets two rolls on the Hero's Journey Body Armor Table. Also, a sidearm (such as the one the character gets from their starting gear) can be built into each arm of the exoskeleton or one rifle (not heavy weapons like plasma weapons) can be built into one arm only. These weapons are powered by the suit itself and require no E-Clip and have unlimited ammunition. Weapons using ballistic ammunition require external magazines and ammo drums (as normal). The armor can also use weapons in its hands, normally.
    Alternately, if the Iconic Framework chosen provides for power armor, the In'Valian can instead take the In'Valian Custom Combat Power Armor.
    In'Valian Custom Combat Power Armor
    In'Valian Custom Combat Power Armor: The In'Valian is in an open cockpit. They have neural controls that allow them to use the exoskeleton without extensive fatigue, though they can get it from all the normal sources. Using the Neural controls, the pilot can have the robotic exoskeleton put him into the chest/cockpit. The cockpit has a retractable glassteel or megasteel dome that provides full environmental protection. Either way, the pilot has access to a full Heads Up Display.
    In addition to the systems intrinsic to all power armor, the In'Valian suit also has a full medical suite on board equivalent to the IRMSS system. It provides the same properties as the system on page 104 of the TLPG. (450 lb, 942,000 Credit Value)
    In'Valian Custom Combat Power Armor: Size 1, + 10 M.D.C. Armor, +2 Toughness, Strength d12+3, Pace 10 (Run d10).
    Weapons:
    • Reinforced Knuckle Plates (Str+d4, Mega Damage)
    • In addition one Mod slot is available to add a vehicle scale weapon (usually arm or shoulder mounted). Check with your GM to see what is available.
    • Additionally, a energy sidearm can be built into each arm of the power armor or one energy rifle (including personal heavy weapons like plasma weapons) can be built into one arm only. These weapons are powered by the suit itself and require no E-Clip and have unlimited ammunition. Weapons using ballistic ammunition require external magazines and ammo drums (as normal). The armor can also use weapons in its hands, normally.
    • The power armor also has storage built into each leg equal to a backpack. Alternately, one can be fitted with a mechanics tool kit (much like the Grease Monkey Power Armor - must be purchased separately).
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.
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Luke
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Re: Proposed Race: In'Valian "Robo-Jockeys"

Post by Luke »

Any further insights on this?
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Pace: d4 [d8]; Parry: 5 Toughness: 6 (0) [18 (3)]
Combat-Relevant Edges & Abilities:
  • List of Abilities
  • Elan & Brave
Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP/PPE: N/A
Bennies: 4 / 4
Adventure Cards:
  • [2] Peace:
    Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • [25] Hidden Stash:
    Your hero scrounges up a generic type of item of your choosing, such as food and water, shelter, a box of ammo, enough money for a room, etc.
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Ndreare
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Re: Proposed Race: In'Valian "Robo-Jockeys"

Post by Ndreare »

Not really.

I say put the final version up for a vote and make it official.
  • 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
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