Want to Work for Stuff?

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Want to Work for Stuff?

Post by RFT » Thu Jun 20, 2019 11:54 am

If someone wants to do something like ValhallaGH did and break down the Racial Build points of each of the Playtest Iconic Frameworks and MARS packages so we can compare balance I will fork over your choice of;
  • 5 EP
  • $20 drivethroughrpg coupon
  • $20 through paypal (your choice, but paypal charges 2.5%)

Here is how ValhallaGH did it: viewtopic.php?f=6&t=1054&hilit=ValhallaGH
Shaping Worlds Together (GM Benny Count)
The 99's Game Master Bennies 3
  • +8 Players
    -3 Puppet on Maggie (to kill her team in turn 03)
    -1 Soak roll for Hexlulk
    -1 Extra effort for Hexlulk to maintain control of Maggie versus L.C.s Dispel
Hexlulk (Neuron Beast)
  • 2 Starting Wild Card
    -2 Rerolls in turn 03

Nightbane Game Master Bennies 7
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0

Phase World - The Remorseless Game Master Bennies 6
  • +7 Players
    +1 Sidekicks
    -1 Wasted to reroll damage versus nothing.
    -1 Benny to Durrack reroll
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]Quick rerolls 20 or less
[*]Quickness with a Raise rerolls 28 or less
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]
Dynamic Backlash Table
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Re: Want to Work for Stuff?

Post by Sgt 86Delta » Thu Jun 20, 2019 12:14 pm

@RFT

This is based on the PLAYTEST document, correct?
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
[*]

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Re: Want to Work for Stuff?

Post by RFT » Fri Jun 21, 2019 12:30 pm

Sgt 86Delta wrote:
Thu Jun 20, 2019 12:14 pm
@RFT

This is based on the PLAYTEST document, correct?
Yes, basically to see how close the new re-balance is. And of course you can use the old one I linked above by Valhalla GH as a baseline to see who got gimped the most.


For example the Burster effectively no longer has super powers instead he is paying ISP for stuff and really just has the new power edge a couple of times.
Shaping Worlds Together (GM Benny Count)
The 99's Game Master Bennies 3
  • +8 Players
    -3 Puppet on Maggie (to kill her team in turn 03)
    -1 Soak roll for Hexlulk
    -1 Extra effort for Hexlulk to maintain control of Maggie versus L.C.s Dispel
Hexlulk (Neuron Beast)
  • 2 Starting Wild Card
    -2 Rerolls in turn 03

Nightbane Game Master Bennies 7
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0

Phase World - The Remorseless Game Master Bennies 6
  • +7 Players
    +1 Sidekicks
    -1 Wasted to reroll damage versus nothing.
    -1 Benny to Durrack reroll
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]Quick rerolls 20 or less
[*]Quickness with a Raise rerolls 28 or less
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]
Dynamic Backlash Table
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Re: Want to Work for Stuff?

Post by RFT » Mon Jun 24, 2019 3:24 pm

Looks like @Radecliffe did it and did not even ask for pay.
https://www.pegforum.com/forum/savage-r ... ehicle-ace

Jump in now and half the work is already done!
Shaping Worlds Together (GM Benny Count)
The 99's Game Master Bennies 3
  • +8 Players
    -3 Puppet on Maggie (to kill her team in turn 03)
    -1 Soak roll for Hexlulk
    -1 Extra effort for Hexlulk to maintain control of Maggie versus L.C.s Dispel
Hexlulk (Neuron Beast)
  • 2 Starting Wild Card
    -2 Rerolls in turn 03

Nightbane Game Master Bennies 7
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0

Phase World - The Remorseless Game Master Bennies 6
  • +7 Players
    +1 Sidekicks
    -1 Wasted to reroll damage versus nothing.
    -1 Benny to Durrack reroll
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]Quick rerolls 20 or less
[*]Quickness with a Raise rerolls 28 or less
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]
Dynamic Backlash Table
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Re: Want to Work for Stuff?

Post by Venatus Vinco » Mon Jun 24, 2019 5:41 pm

Working on the IFs

Burster
  • 2 HJ Rolls = 4 points
  • AB Psioncs = 2 points
  • Psionics d6 = 2 points
  • Major Psionics = 2 points
  • Everything Burns = 1 point (glorified power modifier)
  • Firey Aura Damage = 8 points (Damage Field, 6 points. Attack Melee 2 points)
  • Fire Aura Protection = 2 points (Armor 3 points. Limitation: Requires Activation -1)
  • Fire Mastery = 5 points (½ New Power Edge (elemental manipulation), 1 point. Innate 2 points. Free power Modifiers +4, require activation -2)
  • Fire Walker = 12 points (Resistance-Fire, 10. +4 vs. Heat Hazards +1. -4 Electricity 1)
  • Flame Bolt = 5 points (Attack Ranged, 4. Heavy Weapon 1)
  • Total: 42
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Re: Want to Work for Stuff?

Post by Venatus Vinco » Mon Jun 24, 2019 6:14 pm

Combat Cyborg
  • Heroes Journey = 6 points
  • Bionic Augmentation (Strength) = 12 points
  • Bionic Augmentation (Agility) = 6 points
  • Bionic Augmentation (Vigor) = 8 points
  • Cybernetic Augmentation = 3 points (Audio Package (1), Core Electronics Package (1), Optics Package (1))
  • Harder Than Steel (Armor) = 7 points (Armor 3, Heavy 4)
  • Harder Than Steel (Toughness) = 3 points
  • High Performance Legs = 2 points (edge)
  • More Machine = 11 points (Nerves of Steel 2, Resistance 3 points, Adrenal System (2), Internal Life Support (4))
  • Size = 1 point (½ an edge/racial ability)
  • Upgradeable = 2 points (edge)
  • Unarmed Combat = 3 points (racial ability/edge, heavy +1)
  • Total = 64
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Re: Want to Work for Stuff?

Post by Venatus Vinco » Mon Jun 24, 2019 6:31 pm

Crazy
  • Heroes Journey = 6 points
  • Losing It = 3 points (Berserk 2, Fearless 2, Limitation: -1)
  • Bio-Regeneration = 4 (Regeneration 2, Regrowth 2)
  • Enhanced Attributes = 12 points
  • Enhanced Endurance = 4 points (Nerves of Steel 2, Half Sleep 1, +4 Fatigue checks 1)
  • Enhanced Speed = 4 points (Speed 2, Leaping 2)
  • Heightened Senses = 3 (Eagle Eyes 1, Super Sense 1, Tracking 1)
  • AB Psionics = 2 points
  • Psionics d6 = 2 points
  • Quick = 2 points
  • Uncanny Reflexes = 4 points
  • Total = 46
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Re: Want to Work for Stuff?

Post by Venatus Vinco » Tue Jun 25, 2019 7:31 pm

Cyberknight
  • Hero’s Journey = 6 points
  • Cyber Armor = 1 point (Toughness 2, requires activation -1)
  • Cybernetic Combat = 3 points (Uncanny Reflexes 4, Limitation (tech) -1)
  • First Into Battle = 2 points
  • Inner Light = 2 points
  • Intense Combat Training = 6 points (Super Edges 4, Super Skill 2)
  • Minor Psionics = 3 points (Edge, Skill 1 point)
  • Psi-Sword = 7 points (Attack Melee 4, Armor Piercing 4, One Arm -1)
  • Revered Protector = 2 points
  • Total = 32 points
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Re: Want to Work for Stuff?

Post by Venatus Vinco » Tue Jun 25, 2019 8:00 pm

Dragon Hatchling (Flame Wing)
  • Hero’s Journey = 3 points
  • Minor Psionics = 3 points (Edge 2, Skill 1)
  • Armored Hide = 16 points (Armor 8, Heavy 4, Toughness 6, Limitation -2)
  • Bite/Claw = 7 points (Attack Melee 6, Heavy 1, Armor Piercing 1, Reach 1, Limitation -2)
  • Expanded Awareness = 4 (½ Edge 1, Innate 1, Spatial Sense 2)
  • Fear = 2 points (Fear 3, Limitation -1)
  • Fire Breath = 4 points (Attack Ranged 3, Cone +1, Heavy 1, Limitation -1)
  • Flight = 3 points (Flight 4, Limitation -1)
  • Impervious to Fire = 10 points (Resistance 10)
  • Infravision = 1 point (Infravision 1)
  • Inherently Magical = 2 points (Edge 2)
  • Limited Metamorposis = 2 points (Chameleon 3, Limitation 1)
  • Mighty = 10 points (Strength 2, Vigor 2, No Cap 2)
  • Nigh-Immortality = 1 point (Ageless 1)
  • Size 6 = 19 points (Growth 18, Maintain Strength 2, Limitation -1)
  • Slow Regeneration = 2 points
  • Tail Lash = 2 points (Sweep 2, Attack Melee 2, Limitation -2)
  • Total = 91
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Re: Want to Work for Stuff?

Post by Tribe of One » Wed Jun 26, 2019 1:40 pm

I'm doing calculations here, with some pretty different results from VV: viewtopic.php?p=54977#p54977

The biggest difference is that I'm trying to account for the relative difference in value of power lists (compared to what the base ABs get), Iconic Edge access and starting gear. I also think VV (and ValhallaGH) severely undervalues the CK's Psi-Sword.

Wherever possible, I'm defaulting to SWADE racial costs (ie. regen+regrow is 3 pts, not 4) rather than SPC.

Also, no way are HJ rolls worth 3 pts each now, as they've pretty much all been nerfed down to an Edge, with the randomness offsetting any small boost to that.
GM Bennies: 6/8

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Re: Want to Work for Stuff?

Post by Venatus Vinco » Wed Jun 26, 2019 4:05 pm

Continuing with the spec given in the original request (Use ValhallaGM methodology). Valuing at HJ at 3 per RFT's instructions.

Glitter Boy
  • Hero’s Journey = 6 points
  • Fully Trained = 4 points (Edge, +2 skill points)
  • Heroic Legacy = 2 points (Basically an edge)
  • Many Have Fallen = 0 points (this is only valuable in that it gives plot protection to the armor)
  • GB Size = 5 points (Growth 6 (+2 Toughness, +2 Strength), Limitation Device -1)
  • GB Armor = 11 points (Armor 5, Heavy, Limitation Device -1)
  • GB Toughness = 8 points (Toughness, 8, Limitation Device -1)
  • GB Pace = 4 points (Speed 5, Limitation Device, -1)
  • GB Strength = 11 points (Super Attribute 6, Limitation Device, -1)
  • GB Laser Resistance = 4 points (Resistance 5, Limitation Device -1)
  • GB Language Translator = 2 (Speak Language 2, Limitation Device -1)
  • GB Depth Gauge = 1 point (Heightened Senses 1, Limitation Device -1)
  • GB Jet Boosters = 1 points (Leaping 2, Limitation Device, -1)
  • GB Attack Melee = 1 points (Attack Melee 2, Limitation Device -1, Limitation Die Type -1)
  • GB Boom Gun = 37 (Attack Ranged 6, Armor Piercing 15, Enhanced Damage 8, Range 8, Limitation Device -1)
  • Total: 97
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Re: Want to Work for Stuff?

Post by Venatus Vinco » Wed Jun 26, 2019 4:25 pm

Juicer
  • Hero’s Journey = 6 points
  • Burn Die = 5 points (Total guess, is more playable but still has baked in limitations)
  • Internal Repair System = 6 points (Regeneration 2, Healing 5, Healer Edge 2, Limitation (Self) -1, Limitation (Wounds only) -1, Limitation (Charges) -1)
  • Super Endurance = 7 points (Super Attribute 4, Doesn’t Sleep 1, Edge 2)
  • Super Reflexes = 6 points (Super Attribute 4, Edge 2)
  • Super Speed = 6 points (Speed 2, Leaping 2, Edge 2)
  • Super Strength = 6 points (Super Attribute 4, Edge 2)
  • Uncanny Reflexes = 4 points (Uncanny Reflexes 4)
  • Total = 46
Depends on value or Burn Die but stacks up against Crazy well.
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Re: Want to Work for Stuff?

Post by Venatus Vinco » Wed Jun 26, 2019 4:40 pm

Ley Line Walker
  • Hero’s Journey = 6 points
  • Arcane Academic = 4 points (2 Edges)
  • Arcane Background (Magic) = 12 points (Edges 10, Skills 2)
  • Expanded Awareness = 3 points (Awareness 3)
  • Ley Line Mastery = 2 points (Edge)
  • Ley Line Rejuvenation = 1 points (Regeneration 2, Limitation -1)
  • Ley Line Sense = 3 points (Heightened Sense 1, Spatial Sense 2)
  • Ley Line Transmission = 2 points (Broadcast 2)
  • Ley Line Walking = 3 points (Flight 4, Limitation -1)
  • Total = 36
Arcane Academic could be valued higher but it’s value is limited by needing to spend edges (Power Points, New Powers) to get the benefits.
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Re: Want to Work for Stuff?

Post by Venatus Vinco » Wed Jun 26, 2019 4:51 pm

Mind Melter
  • Hero’s Journey = 6 points
  • Alter Aura = 4 points (Innate 1, ½ Edge 1, Chameleon 3, Limitation -1)
  • Arcane Background (Psionics) = 12 points (Edges 10, Skills 2)
  • Expanded Awareness = 3 points (Awareness 3)
  • Master of Psionics = 6 points (Edge 2, Versatility 4)
  • Mental Resistance = 1 point (Resistance 1)
  • Total = 32
Many edges in SWADE give a free re-roll when using a skill but he Psionics skill is so versatile I gave this ability the value of three edges
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Re: Want to Work for Stuff?

Post by Venatus Vinco » Wed Jun 26, 2019 5:00 pm

Mystic
  • Hero’s Journey = 6 points
  • Unique Power Modifiers = 4 points
  • Arcane Background (Miracles) = 8 points (Edges 6, Skills 2)
  • Arcane Background (Psionics) = 4 points (Edge 2, Skill 2)
  • Cosmic Confluence = 2 points (Edge)
  • Expanded Awareness = 3 points (Awareness 3)
  • Mystic Senses = 6 points (Edges 6)
  • Spiritual Channel = 1 points (½ Edge with Limitations)
  • Total = 34
Valuing the unique power modifiers is a stretch. This IF seems to have lost more than otters in terms of starting powers and edges. Especially if you give no value for the modifiers.
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Re: Want to Work for Stuff?

Post by Venatus Vinco » Wed Jun 26, 2019 5:09 pm

Techno-Wizard
  • Hero’s Journey = 6 points
  • Arcane Background Techno Wizardy = 4 points (Edge 2, Skill points 2)
  • Arcane Machinist = 12 points (Invent 5, On the Fly 3, Limitation -1)
  • Machine Maestro = 3 points (Professional Edge 2, TW Bonus 1)
  • Required Knowledge = 8 points (Skills 8)
  • Total = 33 points
Machine Maestro is toned down significantly. No value given to item creation which is what makes TWs so fun.
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Venatus Vinco
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Re: Want to Work for Stuff?

Post by Venatus Vinco » Wed Jun 26, 2019 5:14 pm

Since Radecliffe did the MARS packages I'll leave those be for now.

Overall impressions:
- The Mind Melter, Ley Line Walker, Mystic, and TW are pretty closely matched. I think the Mystic could use a little extra sauce, the unique power modifiers by themselves don't do it. The Ley Line Walker feels great and is a beast on a ley line but not as OP compared to others as it might first seem.

- The cyberknight psi-sword could probably be valued higher and their iconic edges are generally considered among the best. Reduction in free action abilities helps bring the insanity down a little. Valuing their edges and psi-sword higher would probably bring them inline with Crazy/Juicer/Burster.

- Not all ABs are created equal in Savage Rifts. Therefore, Power lists matter a bit when comparing the crazy to the cyberknight I would consider expanding the Crazy list to include some combat powers.

- I didn't account for complications, just did benefits, as per VallhallGMs original. I think the Crazy has escalating complications that might warrant extra benefit over time.

- Overall point totals were down a bit vs. ValhallaGMs numbers mainly from reduced HJ rolls. However there are some instances were abilities have been curbed (e.g. Machine Maestro)

VV
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Re: Want to Work for Stuff?

Post by RFT » Thu Jun 27, 2019 7:11 am

Tribe of One wrote:
Wed Jun 26, 2019 1:40 pm

Also, no way are HJ rolls worth 3 pts each now, as they've pretty much all been nerfed down to an Edge, with the randomness offsetting any small boost to that.
Heroes Journey typically give a Edge and a related skill. Unless you are rolling on gear they are worth ~3, if you roll on Magic and Mysticism or Psionic they are worth ~2 (providing an edge), if you roll on gear they are a waste.

I asked VV to use 3 assuming most people could chose to use the useful tables.
Shaping Worlds Together (GM Benny Count)
The 99's Game Master Bennies 3
  • +8 Players
    -3 Puppet on Maggie (to kill her team in turn 03)
    -1 Soak roll for Hexlulk
    -1 Extra effort for Hexlulk to maintain control of Maggie versus L.C.s Dispel
Hexlulk (Neuron Beast)
  • 2 Starting Wild Card
    -2 Rerolls in turn 03

Nightbane Game Master Bennies 7
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0

Phase World - The Remorseless Game Master Bennies 6
  • +7 Players
    +1 Sidekicks
    -1 Wasted to reroll damage versus nothing.
    -1 Benny to Durrack reroll
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]Quick rerolls 20 or less
[*]Quickness with a Raise rerolls 28 or less
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]
Dynamic Backlash Table
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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