Convert or...?
Convert or...?
As mentioned in Hangout and Direct Message, I'm thinking this is the time to convert--you guys are about to have the ability to go on a major shopping spree, and limiting you to just the SWD books seems unfair, since Kingsdale has So. Much. Stuff. for sale. (Some of it is easier or harder to find, though.)
So, my thinking is that we put the plot on pause, here--you guys have the current scene you can continue to post in, and of course the Briefing Room is available for open RP.
During the bottom half of the month, y'all convert your characters. Or you can decide you want to go new, of course. If you opt for this, I will let you write yourself out--you can get called back to HQ on an emergency basis, get murdered in a back-alley brawl, I can probably even come up with something plot-specific, if you like.
Anyone making a new character has already been assigned as a liaison to Kingsdale, following the events of the 24th; they'll be ordered to join the Jokers because of short-handedness.
I'm hoping two weeks of relative downtime will be enough to do conversions; I'll try to assist anyone who needs it.
So, lemme know what you think. (Note that 1 or 2 are both votes for conversion per the plan. I'm just letting you SWADEphiles vent at the delay.)
Final note: ALL characters are eligible for conversion, including non-standard Races. We built 'em once, we can do it again. Sara should be doable with the rules for Intelligent Constructs, I think--they're shockingly flexible. Chok'lat is likely to be more old-school hands-on Race Building.
So, my thinking is that we put the plot on pause, here--you guys have the current scene you can continue to post in, and of course the Briefing Room is available for open RP.
During the bottom half of the month, y'all convert your characters. Or you can decide you want to go new, of course. If you opt for this, I will let you write yourself out--you can get called back to HQ on an emergency basis, get murdered in a back-alley brawl, I can probably even come up with something plot-specific, if you like.
Anyone making a new character has already been assigned as a liaison to Kingsdale, following the events of the 24th; they'll be ordered to join the Jokers because of short-handedness.
I'm hoping two weeks of relative downtime will be enough to do conversions; I'll try to assist anyone who needs it.
So, lemme know what you think. (Note that 1 or 2 are both votes for conversion per the plan. I'm just letting you SWADEphiles vent at the delay.)
Final note: ALL characters are eligible for conversion, including non-standard Races. We built 'em once, we can do it again. Sara should be doable with the rules for Intelligent Constructs, I think--they're shockingly flexible. Chok'lat is likely to be more old-school hands-on Race Building.
- Sara Turner
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Re: Convert or...?
Which books have the construct rules? Will they work with the TW kitbash we did on her?
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- Ndreare
- Savage Siri
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Re: Convert or...?
@Sara Turner Empires of Humanity, and yes a construct is totally allowed to be designed with AB and as a product of AB.
I know @Snake Eyes is not fully read up on SWADE, so I would be more than willing to convert @Chok'lat for him.
I am of course 100% eager to go to SWADE myself.
I know @Snake Eyes is not fully read up on SWADE, so I would be more than willing to convert @Chok'lat for him.
I am of course 100% eager to go to SWADE myself.
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Venatus Vinco
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Re: Convert or...?
Voted.
I was considering a change from Herra (although SWADE Mind Melters are awesome, especially since I'd be cranking her up to Veteran rank). However, I kind of want to test the elemental fusionist. Herra also has any easy out as she can return to the Moonhunter Tribe to be an elder.
Fusionist: https://savagerifts.com/sr/viewtopic.ph ... 492#p59968
VV
I was considering a change from Herra (although SWADE Mind Melters are awesome, especially since I'd be cranking her up to Veteran rank). However, I kind of want to test the elemental fusionist. Herra also has any easy out as she can return to the Moonhunter Tribe to be an elder.
Fusionist: https://savagerifts.com/sr/viewtopic.ph ... 492#p59968
VV
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- SnackHappy
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- Ndreare
- Savage Siri
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Re: Convert or...?
@Freemage I would suggest character swaps be at the same earned XP as the character being retired. Likewise I suggest a new player coming in be allowed to make a character within 4 ranks of the rest of the team (if not the same rank).
For remaking characters I need to see what @Ozzati/@Sgt 86Delta does. If he remakes and is still a TW then no biggy, but if he goes another rout then I will go full on alchemist with Roy.
Alternately I have a dragon (whom you know well) named @Kidemonas who was in a game that died (likewise as you know well). I would maybe ask to remake him as a Great Horned and bring him in.
For remaking characters I need to see what @Ozzati/@Sgt 86Delta does. If he remakes and is still a TW then no biggy, but if he goes another rout then I will go full on alchemist with Roy.
Alternately I have a dragon (whom you know well) named @Kidemonas who was in a game that died (likewise as you know well). I would maybe ask to remake him as a Great Horned and bring him in.
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Sgt 86Delta
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Re: Convert or...?
I know that I am ahead of the next set of world books, specifically the South America book.
Ozzati was my attempt at an Amaki Stone Man (Rifts - World Book 9 - South America 2 (154-5). Still planning to TW.
Only other consideration was a First Nation T-Man.
Both require some work.
Ozzati was my attempt at an Amaki Stone Man (Rifts - World Book 9 - South America 2 (154-5). Still planning to TW.
Only other consideration was a First Nation T-Man.
Both require some work.
Sarge's Roles _
Re: Convert or...?
I will be making my Mouseling Mystic. If needed, he can be a mutant animal, but I would prefer him to be a DB.
Growler
- Ndreare
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Re: Convert or...?
Cool,Sgt 86Delta wrote: ↑Wed Dec 18, 2019 5:48 pm I know that I am ahead of the next set of world books, specifically the South America book.
Ozzati was my attempt at an Amaki Stone Man (Rifts - World Book 9 - South America 2 (154-5). Still planning to TW.
Only other consideration was a First Nation T-Man.
Both require some work.
Then no need for me to take item creation as you will have them both free included in your IF
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Ndreare
- Savage Siri
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- Joined: Tue Aug 08, 2017 12:55 pm
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Re: Convert or...?
What do we use for Starting Rank?
I have 58 Experience, but we are about to award XP and I have 19 posts, and will likely make two more. So will I be making a Heroic 12 advance character or a Heroic 13 advance character?
I have 58 Experience, but we are about to award XP and I have 19 posts, and will likely make two more. So will I be making a Heroic 12 advance character or a Heroic 13 advance character?
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Re: Convert or...?
Everyone should take their current, then an Advance for this Quarter. *nods* So H2 for you. (I refuse outright to use the level nomenclature that requires me to do algebra to figure out the actual Rank. I am prepared to die upon this hill.)
- Ndreare
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Re: Convert or...?
Great,
Thanks.
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Sgt 86Delta
- Game Master
- Posts: 822
- Joined: Sun Oct 15, 2017 4:47 pm
Re: Convert or...?
I will go ahead with Amaki Stone Man Techno-Wizard.
Figured he traveled to North America via a Pyramid conduit to former Oklahoma City..
Sarge's Roles _
- Sara Turner
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Re: Convert or...?
Hm. The Intelligent Construct rules could work, but certain things don't fit Sara. Core Directive and Inorganic are problems. She was designed to be upgraded using a mash up of TW/cyber rules (TW, but with Strain=1 for minor, 2 for major). Also her susceptibility to Dispel, Drain, and Banish.
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Re: Convert or...?
@KahlessNestor I'm going to recopy what I posted in the Hangout as a possible Feature for Sara:
+1 Modular Design (Cannot have Form-Locked Physiology)
Some rare Intelligent Constructs were designed to be modified over time. While the total number of points must remain the same, the Intelligent Construct can swap out some Features for others. Doing so requires assistance from a Gadgeteer (Technological System), Techno-Wizard (TW System) or Spellcaster with Major Item Creation (Arcane System).
Modification requires two steps:
First, the new mod must be built. This requires parts equal to 20,000 Credits x the point-cost of the new Feature. It also requires a Build Roll, as follows:
Tech System: Lowest of Engineering and Repair
TW System: Lowest of TW, Occult and Repair
Arcane System: Lowest of Occult and Spellcasting
This roll is at a penalty equal to the point cost of the Feature, and takes 1d6 days +2 days/point. It is further penalized by Obxcure Construction.
Failure means the time is lost, as are half the materials. A Critical Failure destroys all of the materials.
Second, the item needs to be installed. This takes 1d6 hours, +1 hour/point, and requires an installation roll. This roll is identical to the Build Roll. A failure wastes the time in the attempt, while a Critical Failure also destroys the built mod.
During Installation, the Construct is completely shut down (treat as Incapacitated by Fatigue).
When a new Feature is installed, old Features of equal point-cost must be removed. These removed features are then considered 'built' for purposes of re-installation at a later time; thus, over time, the Construct can have a selection of options available for being able to adapt to specific situations.
I will also say that if you take Obscure Construction, and Kim Black survives the last arc of the New West game, so long as you are wherever she is located, she does not suffer the Obscure Construction penalties while fixing you or making/installing new mods.
It's not quite the same, but basically it assumes that she is already at 'max strain' in her design features right now (or rather, upon conversion), and thus is just changing out gear. The cost was meant to approximate the cost of similar TW gear without making it too clunky to figure out a price. And if you don't take Obscure Construction, then any TW would be able to do the mod-building and installation rolls.
+1 Modular Design (Cannot have Form-Locked Physiology)
Some rare Intelligent Constructs were designed to be modified over time. While the total number of points must remain the same, the Intelligent Construct can swap out some Features for others. Doing so requires assistance from a Gadgeteer (Technological System), Techno-Wizard (TW System) or Spellcaster with Major Item Creation (Arcane System).
Modification requires two steps:
First, the new mod must be built. This requires parts equal to 20,000 Credits x the point-cost of the new Feature. It also requires a Build Roll, as follows:
Tech System: Lowest of Engineering and Repair
TW System: Lowest of TW, Occult and Repair
Arcane System: Lowest of Occult and Spellcasting
This roll is at a penalty equal to the point cost of the Feature, and takes 1d6 days +2 days/point. It is further penalized by Obxcure Construction.
Failure means the time is lost, as are half the materials. A Critical Failure destroys all of the materials.
Second, the item needs to be installed. This takes 1d6 hours, +1 hour/point, and requires an installation roll. This roll is identical to the Build Roll. A failure wastes the time in the attempt, while a Critical Failure also destroys the built mod.
During Installation, the Construct is completely shut down (treat as Incapacitated by Fatigue).
When a new Feature is installed, old Features of equal point-cost must be removed. These removed features are then considered 'built' for purposes of re-installation at a later time; thus, over time, the Construct can have a selection of options available for being able to adapt to specific situations.
I will also say that if you take Obscure Construction, and Kim Black survives the last arc of the New West game, so long as you are wherever she is located, she does not suffer the Obscure Construction penalties while fixing you or making/installing new mods.
It's not quite the same, but basically it assumes that she is already at 'max strain' in her design features right now (or rather, upon conversion), and thus is just changing out gear. The cost was meant to approximate the cost of similar TW gear without making it too clunky to figure out a price. And if you don't take Obscure Construction, then any TW would be able to do the mod-building and installation rolls.
Re: Convert or...?
And she'd lose the susceptibility to Drain, et al.
Re: Convert or...?
Dragon Rod
Does Strength + 3d6 MD in melee combat
Blue-Grey Metal
Weapon has a personality--in this case, that of a somewhat arrogant, though noble and courageous dragon--and can communicate telepathically with one who holds it.
Bond after six months of regular contact; once this is established, the owner and gun can sense one another within four miles, and the gun can use telepathy to communicate as well
Only someone who aligns with the weapon's personality can wield it, and it can sense whether or not the would-be owner has the proper traits; in this case, it requires Heroic (must-have), and after that seeks Code of Honor, Loyal and Overconfident characters. It will not work with Greedy, Bloodthirsty or Mean characters.
Limited Powers (3/day each, using modified No Power Points rules below):
Limited Powers may be cast using Arcane Skill die, or Spirit die.
Circle of Fire (Barrier, Fire trapping): (Creates a 5” long, 1” high wall of fire at Smarts Range, in a circle formation. This wall is solid, but does 2d4 Mega-damage to anyone coming into contact with it, and has Hardness 10. The wall lasts for 5 rounds, and may be maintained after that by adding a -1 penalty to all subsequent rolls to activate the Rod’s Powers. No Penalty; for a Penalty of -1, the circumference of the circle becomes 10”, and it goes 2” high.
Metamorphosis: Human (Disguise, Flesh-morph Trapping): 10 minute duration, which can be maintained by taking a -1 Penalty to other casting rolls; makes target(s) appear as someone else. Includes clothing. This disguise is perfect, including voice and smell, and impossible to discern physically. The new form can be up to 2 sizes different from the target’s original Size. This is cast at no Penalty. The wielder may increase the penalty by -1 for every two additional targets they wish to include in the effect.)
Fly (Fly: Winds Trapping, self only): Gusts of wind carry the caster along at up to 24”, or up to 48” with a Raise, at no Penalty, for a duration of 5 rounds; this may be maintained by taking a -1 on other casting rolls.
Metamorphosis: Animal (Shapechange, Flesh-morph Trapping): The wielder may assume the form of any non-humanoid creature for up to 5 minutes (this may be maintained by suffering a -1 to other rolls with the rod). The new form gains any innate abilities, as well as the Agility, Strength, Vigor and linked Skills; on a Raise, the wielder also gains +1 Die-type to Vigor and Strength. Up to Size 0, there is no Penalty. At Size 1 or 2, the Penalty is -1; Sizes 3-4, the Penalty is -2; Sizes 5-10, the Penalty is -3. This highest class can only be invoked by a Legendary wielder.
Magic Pigeon (Mind Link, Pigeon Trapping, cast as Ritual): Summons a magical, nigh-invincible pigeon that flies unerringly to the target to deliver a message at 30 mph. The communication is one-way, and if the bird cannot reach the target within 30 minutes, then the spell must be maintained (adding -1 to other uses of the Rod) until the bird gets to its destination—if the maintenance is dropped early, the bird pops out of existence. If the target is within 15 miles, no ritual is needed, this is just a casting roll. If the target is within 180 miles, then it is a Challenging Task—the wielder must get 4 tokens over 3 rolls. If the target is within 1500 miles, it is a Difficult Task (6 tokens in 4 rounds). And if the target is over 1500 miles away, but still on Rifts Earth, then it is a Complex Task, requiring 8 tokens in 5 rounds. These rolls suffer no Penalty.
Unlimited Powers (using modified No Power Points rules below):
Unlimited Powers may be cast with Arcane Skill or Shooting Skill
Energy Bolt (Bolt, Eldritch Energy Trapping): Shoots a single bolt of eldritch energy Smarts x2” for 3d6 MD (4d6 on a Raise), AP 2. No Penalty. Range may be increased to Smarts x6” for an additional -1 Penalty.
Lightning Blast (Bolt, Electrical Trapping): Shoots one bolt that does 4d6 (5d6 on a Raise) Electrical Mega-Damage, AP 2, at a Penalty of -1, at a Range of Smarts x2”. At a Penalty of -2, the attack is RoF 2, with no recoil. Range may be increased to Smarts x6” for an additional -1 Penalty.
Fireball (Blast (Fire Trapping): Smarts x2” Range, LBT, 4d6 MD fire damage (5d6 with Raise), burns for one round after, doing 4d4 fire damage on round 2. Cast with a -2 Penalty. Range may be increased to Smarts x6” for an additional -1 Penalty.
Magic Net (Entangle, Net Trapping): Smarts Range, Single target, Hardness 10, -4 to rolls to break free. Success = Entangled; Raise = Bound. No Penalty
Carpet Of Adhesion (Entangle, Glue Trapping): Smarts x2” Range, LBT, Hardness 5. Success = Entangled; Raise = Bound. No Penalty.
Wind Rush (Havoc, (Wind Trapping): Blast of wind in the form of a Cone emanating from the wielder. Targets caught in Area of Effect must roll Strength -2 (-4 if cast with a Raise), or be knocked back 3d6”, taking 2d6 Damage. The wielder can choose to allow some targets to escape the effect untouched. No Penalty.
Rules for Powers on Rune Weapons:
No Power Points
Instead of using Power Points, characters with a Rune
Weapon simply choose the power they want to activate
and make an arcane skill or Spirit roll (sometimes another
Skill is acceptable, as well). The penalty to the roll is half
the power’s usual Power Point cost (rounded down). Casting
the armor power, for example, which costs 2 Power
Points, is an arcane skill roll at –1. Rune weapons
reduce this penalty by 1, and Greater Rune Weapons reduce
it by 2, and Greatest Rune Weapons reduce it by 3.
Once cast, check the results below:
• Success: The power activates as usual.
• Raise: A raise on the roll grants any additional bonuses
to the power stated in its description.
• Failure: All currently maintained powers are cancelled
and the caster is Shaken
• Critical Failure: Backlash--suffer 2d6 damage.
Does Strength + 3d6 MD in melee combat
Blue-Grey Metal
Weapon has a personality--in this case, that of a somewhat arrogant, though noble and courageous dragon--and can communicate telepathically with one who holds it.
Bond after six months of regular contact; once this is established, the owner and gun can sense one another within four miles, and the gun can use telepathy to communicate as well
Only someone who aligns with the weapon's personality can wield it, and it can sense whether or not the would-be owner has the proper traits; in this case, it requires Heroic (must-have), and after that seeks Code of Honor, Loyal and Overconfident characters. It will not work with Greedy, Bloodthirsty or Mean characters.
Limited Powers (3/day each, using modified No Power Points rules below):
Limited Powers may be cast using Arcane Skill die, or Spirit die.
Circle of Fire (Barrier, Fire trapping): (Creates a 5” long, 1” high wall of fire at Smarts Range, in a circle formation. This wall is solid, but does 2d4 Mega-damage to anyone coming into contact with it, and has Hardness 10. The wall lasts for 5 rounds, and may be maintained after that by adding a -1 penalty to all subsequent rolls to activate the Rod’s Powers. No Penalty; for a Penalty of -1, the circumference of the circle becomes 10”, and it goes 2” high.
Metamorphosis: Human (Disguise, Flesh-morph Trapping): 10 minute duration, which can be maintained by taking a -1 Penalty to other casting rolls; makes target(s) appear as someone else. Includes clothing. This disguise is perfect, including voice and smell, and impossible to discern physically. The new form can be up to 2 sizes different from the target’s original Size. This is cast at no Penalty. The wielder may increase the penalty by -1 for every two additional targets they wish to include in the effect.)
Fly (Fly: Winds Trapping, self only): Gusts of wind carry the caster along at up to 24”, or up to 48” with a Raise, at no Penalty, for a duration of 5 rounds; this may be maintained by taking a -1 on other casting rolls.
Metamorphosis: Animal (Shapechange, Flesh-morph Trapping): The wielder may assume the form of any non-humanoid creature for up to 5 minutes (this may be maintained by suffering a -1 to other rolls with the rod). The new form gains any innate abilities, as well as the Agility, Strength, Vigor and linked Skills; on a Raise, the wielder also gains +1 Die-type to Vigor and Strength. Up to Size 0, there is no Penalty. At Size 1 or 2, the Penalty is -1; Sizes 3-4, the Penalty is -2; Sizes 5-10, the Penalty is -3. This highest class can only be invoked by a Legendary wielder.
Magic Pigeon (Mind Link, Pigeon Trapping, cast as Ritual): Summons a magical, nigh-invincible pigeon that flies unerringly to the target to deliver a message at 30 mph. The communication is one-way, and if the bird cannot reach the target within 30 minutes, then the spell must be maintained (adding -1 to other uses of the Rod) until the bird gets to its destination—if the maintenance is dropped early, the bird pops out of existence. If the target is within 15 miles, no ritual is needed, this is just a casting roll. If the target is within 180 miles, then it is a Challenging Task—the wielder must get 4 tokens over 3 rolls. If the target is within 1500 miles, it is a Difficult Task (6 tokens in 4 rounds). And if the target is over 1500 miles away, but still on Rifts Earth, then it is a Complex Task, requiring 8 tokens in 5 rounds. These rolls suffer no Penalty.
Unlimited Powers (using modified No Power Points rules below):
Unlimited Powers may be cast with Arcane Skill or Shooting Skill
Energy Bolt (Bolt, Eldritch Energy Trapping): Shoots a single bolt of eldritch energy Smarts x2” for 3d6 MD (4d6 on a Raise), AP 2. No Penalty. Range may be increased to Smarts x6” for an additional -1 Penalty.
Lightning Blast (Bolt, Electrical Trapping): Shoots one bolt that does 4d6 (5d6 on a Raise) Electrical Mega-Damage, AP 2, at a Penalty of -1, at a Range of Smarts x2”. At a Penalty of -2, the attack is RoF 2, with no recoil. Range may be increased to Smarts x6” for an additional -1 Penalty.
Fireball (Blast (Fire Trapping): Smarts x2” Range, LBT, 4d6 MD fire damage (5d6 with Raise), burns for one round after, doing 4d4 fire damage on round 2. Cast with a -2 Penalty. Range may be increased to Smarts x6” for an additional -1 Penalty.
Magic Net (Entangle, Net Trapping): Smarts Range, Single target, Hardness 10, -4 to rolls to break free. Success = Entangled; Raise = Bound. No Penalty
Carpet Of Adhesion (Entangle, Glue Trapping): Smarts x2” Range, LBT, Hardness 5. Success = Entangled; Raise = Bound. No Penalty.
Wind Rush (Havoc, (Wind Trapping): Blast of wind in the form of a Cone emanating from the wielder. Targets caught in Area of Effect must roll Strength -2 (-4 if cast with a Raise), or be knocked back 3d6”, taking 2d6 Damage. The wielder can choose to allow some targets to escape the effect untouched. No Penalty.
Rules for Powers on Rune Weapons:
No Power Points
Instead of using Power Points, characters with a Rune
Weapon simply choose the power they want to activate
and make an arcane skill or Spirit roll (sometimes another
Skill is acceptable, as well). The penalty to the roll is half
the power’s usual Power Point cost (rounded down). Casting
the armor power, for example, which costs 2 Power
Points, is an arcane skill roll at –1. Rune weapons
reduce this penalty by 1, and Greater Rune Weapons reduce
it by 2, and Greatest Rune Weapons reduce it by 3.
Once cast, check the results below:
• Success: The power activates as usual.
• Raise: A raise on the roll grants any additional bonuses
to the power stated in its description.
• Failure: All currently maintained powers are cancelled
and the caster is Shaken
• Critical Failure: Backlash--suffer 2d6 damage.
- Snake Eyes
- Game Master
- Posts: 617
- Joined: Wed Feb 07, 2018 2:16 pm
Re: Convert or...?
I was told there would be no maths.
Beware the mesmerizing eyes of the snake!
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