Want to Work for Stuff?

OOC commentary and whatever else you want to chime in with.
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Ndreare
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Want to Work for Stuff?

Post by Ndreare »

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
  • 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."
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Re: Want to Work for Stuff?

Post by Sgt 86Delta »

@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 Ndreare »

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.
  • 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: Want to Work for Stuff?

Post by Ndreare »

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!
  • 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: Want to Work for Stuff?

Post by Venatus Vinco »

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 »

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 »

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 »

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 »

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 »

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.
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Re: Want to Work for Stuff?

Post by Venatus Vinco »

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 »

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 »

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 »

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 »

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 »

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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Re: Want to Work for Stuff?

Post by Venatus Vinco »

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 Ndreare »

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.
  • 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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