SavageRifts.com Presents - Ask Me Anything with Sean Owen Roberson

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SavageRifts.com Presents - Ask Me Anything with Sean Owen Roberson

Post by Venatus Vinco » Sat Jul 20, 2019 5:12 pm

SavageRifts.com Presents - Ask Me Anything with Sean Owen Roberson

Hail Savages,

Great news for our fans here on savagerifts.com - Sean Owen Roberson, Line Editor and author for Pinnacle Entertainment Group's Savage Rifts product line will join us for a live ask me anything session on Wednesday July 24, 2019 at 9:30 PM EST.

Many of have backed the "American Armageddon" Kickstarter and are impatiently awaiting our three new books (and four existing books completed updated to Savage Worlds Adventure Edition). In the meantime we've been pouring over the playtest version of the Tomorrow Legion Player's Guide and have lots of lively discussions on our hangout. Well now the time is to take our questions to the source!

Can't wait until Wednesday to ask your question? No problem. Post you question here and I will make sure it gets asked.

To keep things simple we'll take questions during the live stream from the YouTube Live Chat available on the event page!

I can't wait to see us all together showing just how much we enjoy Savage Rifts.

Savagerifts.com the best gaming community in the MegaVerse!

YouTube Live Stream Link

VV
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Re: SavageRifts.com Presents - Ask Me Anything with Sean Owen Roberson

Post by Stoic » Sat Jul 20, 2019 5:18 pm

Will the Psi-Ghosts have an SPC type unlimited ability to turn intangible, or will it now be AB:Psionics with Intangibility as a core power?
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Re: SavageRifts.com Presents - Ask Me Anything with Sean Owen Roberson

Post by High Command » Sat Jul 20, 2019 5:38 pm

Due to Weird Science being neither magic nor psionics, will races unable to take both or either type of AB be allowed to take Weird Science? (i.e. Grackletooth, etc). Secondarily, will strain from cybernetics affect Weird Science? Given it's meant to cover the limits of technology (even if the specific technology need not be widespread technology), and not magic, these are valid questions.

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Re: SavageRifts.com Presents - Ask Me Anything with Sean Owen Roberson

Post by Pursuit » Sat Jul 20, 2019 8:06 pm

Can a Glitter Boy pilot use the Double Tap Edge with a Boom Gun? If so, why do you hate GMs? If not, why do you hate players? :D

On the subject of Glitter Boys, will they have any cool new Iconic Edges to give them more flavor as they advance?

Update: if you’re in the market for new GB Iconic Edges, something to make them Unstoppable could be fun. Or something that lets them access Edges they might not otherwise be able to use in their GB suits. Or maybe whatever cool thing you’ve got cooking for the PA/RA MARS pilots.

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Re: SavageRifts.com Presents - Ask Me Anything with Sean Owen Roberson

Post by RFT » Mon Jul 22, 2019 8:40 am

With Multiple AB being allowed, how would a character like a Sphinx or a Dragon PC who learns multiple PPE based arcane backgrounds work?

Would they have the single pool of energy just access to alternate lists with their different skill, or would they follow the SWADE guideline and have two separate pools of PPE?
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: SavageRifts.com Presents - Ask Me Anything with Sean Owen Roberson

Post by Pender Lumkiss » Mon Jul 22, 2019 12:41 pm

Design wise: what determines if an IF gets iconic edges?

What is one thing you regret not getting into the new books?

We need a True Atlantean race write up and tattoo magic. Who do we got to kill to make it happen? But also seriously can we expect these in phase three?
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Re: SavageRifts.com Presents - Ask Me Anything with Sean Owen Roberson

Post by Pender Lumkiss » Mon Jul 22, 2019 12:52 pm

What are two things you are most proud of that you have coming in the new books?

The juicer and burn introduced a really creative mechanic that translated the feeling of a OCC into Savage worlds. Do you guys have anything similar to that in the three books? Where you had to come up with something new in SR to translate the feeling of a OCC?

When folks are play testing what kind of feedback is really constructive for you and the team?
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Re: SavageRifts.com Presents - Ask Me Anything with Sean Owen Roberson

Post by RFT » Mon Jul 22, 2019 12:57 pm

Pender Lumkiss wrote:
Mon Jul 22, 2019 12:52 pm
When folks are play testing what kind of feedback is really constructive for you and the team?
Likewise, what types of feedback are useless or counter productive?
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: SavageRifts.com Presents - Ask Me Anything with Sean Owen Roberson

Post by Pender Lumkiss » Mon Jul 22, 2019 1:06 pm

I love that you reminded me about the survival horror and thinking man’s aspects of Rifts. The horror side bar is super fun. Will there be other tips, mechanics, advice, to help run those types of themes within a game? Possibly in the GM guide?
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Re: SavageRifts.com Presents - Ask Me Anything with Sean Owen Roberson

Post by Jim1 » Tue Jul 23, 2019 6:33 am

Are there any plans to bring Master of Magic back to Techno-Wizards and/or Weird Scientists in any form, say, in the Arcana & Mysticism book?

If not, is there going to be a rule added anywhere as to whether Techno-Wizard devices with built-in powers have access to the Mega Power Modifiers?

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Re: SavageRifts.com Presents - Ask Me Anything with Sean Owen Roberson

Post by Pursuit » Tue Jul 23, 2019 6:49 am

Some Psi-Stalker Questions:
  • How does their racial Fleet Footed Edge stack with the Fleet Footed Edge from the Wilderness Scout MARS framework?
  • Does feeding on the PPE/ISP of a mage who is Incapacitated/killed need to occur in the same round as the mage is Incapacitated/killed, or can it be done the round after Incapacitation/death?
  • Does feeding on the PPE/ISP of a mage who is Incapacitated/killed require an opposed Spirit roll?
  • Is the Psi-Stalker's Psychic Sense (i.e., detect arcana) supposed to be treated as an Innate Ability, which would give the players the option to spend ISP on modifiers (including mega modifiers)?
  • Are there any plans for new Psi-Stalker Edges? Something like a "Fast Feeder" Edge to allow a Psi-Stalker to use his Psychic Vampire ability as a free action (or otherwise cancel out the multi-action penalty for using it in the same round as an attack) would be awesome.
Some Psionics Questions:
  • How close does a psionic character need to be to a ley line to take advantage of the boost to duration, range, and effect of psionic abilities? Touching the ley line? Within Spirit inches of the ley line?
  • Same question for Dynamic Backlash.
  • If players take the Major Psionic or Master Psionic Edges for their characters, are there any plans to allow them to expand their power lists?
  • If a Major Psionic spends a Benny for Power Points, can he get 10 back instead of 5?

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Re: SavageRifts.com Presents - Ask Me Anything with Sean Owen Roberson

Post by Pender Lumkiss » Tue Jul 23, 2019 10:41 am

Jim1 wrote:
Tue Jul 23, 2019 6:33 am
Are there any plans to bring Master of Magic back to Techno-Wizards and/or Weird Scientists in any form, say, in the Arcana & Mysticism book?

If not, is there going to be a rule added anywhere as to whether Techno-Wizard devices with built-in powers have access to the Mega Power Modifiers?
Playtest WS says they have access to mega powers automatically.
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Re: SavageRifts.com Presents - Ask Me Anything with Sean Owen Roberson

Post by RFT » Tue Jul 23, 2019 10:50 am

Pender Lumkiss wrote:
Tue Jul 23, 2019 10:41 am
Jim1 wrote:
Tue Jul 23, 2019 6:33 am
Are there any plans to bring Master of Magic back to Techno-Wizards and/or Weird Scientists in any form, say, in the Arcana & Mysticism book?

If not, is there going to be a rule added anywhere as to whether Techno-Wizard devices with built-in powers have access to the Mega Power Modifiers?
Playtest WS says they have access to mega powers automatically.
that is how i read it. The general rules for Weird Science say they start with mega mods and the previous ruling was unless stated otherwise the general rules for an AB apply to the IF ABs.
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: SavageRifts.com Presents - Ask Me Anything with Sean Owen Roberson

Post by Pender Lumkiss » Tue Jul 23, 2019 10:59 am

RFT wrote:
Tue Jul 23, 2019 10:50 am
Pender Lumkiss wrote:
Tue Jul 23, 2019 10:41 am
Jim1 wrote:
Tue Jul 23, 2019 6:33 am
Are there any plans to bring Master of Magic back to Techno-Wizards and/or Weird Scientists in any form, say, in the Arcana & Mysticism book?

If not, is there going to be a rule added anywhere as to whether Techno-Wizard devices with built-in powers have access to the Mega Power Modifiers?
Playtest WS says they have access to mega powers automatically.
that is how i read it. The general rules for Weird Science say they start with mega mods and the previous ruling was unless stated otherwise the general rules for an AB apply to the IF ABs.
I think the only weird thing is that it is a pretty deep dive to get to where you(Rob) and I are at. IF does not mention it, Master of Magic edge does not list weird science, and you got to pay close attention to the changes in the WS AB which sets itself apart from a magical AB to get to where we arrived. Some clarification in the IF could not hurt. “ Has access to Mega Modifiers” is all it needs.
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Re: SavageRifts.com Presents - Ask Me Anything with Sean Owen Roberson

Post by Radecliffe » Tue Jul 23, 2019 1:15 pm

Just something that Sean said on the Peg Forums. It may or may not mean that TW should get mega modifiers for free but I do think it means that you can't assume that just becuase Weird Science does something that Techno-Wizardry will work the same way.
PEGRoberson wrote:Non-TW Weird Science is covered under the entry of the same name on page 58.

Please give me some hard feedback on what is specifically unclear from page 58 or the TW entry in the TLPG, since it was basically written as a standalone Arcane Background. Thanks, I want to get it right and clarified while we have the chance, and sometimes I am too close to it to see it the same way as yall do, if that makes any sense.
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Re: SavageRifts.com Presents - Ask Me Anything with Sean Owen Roberson

Post by Imperator » Tue Jul 23, 2019 9:06 pm

Do they know in what order the other new books will be released?

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Re: SavageRifts.com Presents - Ask Me Anything with Sean Owen Roberson

Post by Osgood » Wed Jul 24, 2019 11:39 am

What is the status of an updated Foes of NA? Running something with the playtest players guide, but outdated enemies means serious imbalances or a lot of extra work for the GM. It's tough to provide real in-play feedback without both. (Selfishly, I'm going to be starting a campaign in about a month and I'd really like to know what to expect by then.)

Recognizing that exact dates are impossible to say, what is the approximate pace you expect to release new books? Every 2 weeks? 1 a month? Will we see staggered release of updated originals alternating with the new expansions?

I heard that one of the new books will have a Rifts-specific version of the elf. Can we expect to see any other races from the core rules updated (dwarves, half-folk, etc.)? Or perhaps guidelines for updating them ourselves (such as how to offset Distinctive D-Bee)? A list of new races in the new books would be nice.

Can a non-mega damage weapon penetrate MDC armor if it has a sufficient AP value? For example a TX-11 rifle (AP 6) vs. Gladius Armor (+6 Armor, MDC).

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Re: SavageRifts.com Presents - Ask Me Anything with Sean Owen Roberson

Post by Tribe of One » Wed Jul 24, 2019 11:45 am

Original Rifts (tm) featured a disparate range of power levels (to put it mildly), making it awkward to have characters like Glitter Boys, dragons and demigod magi in the same party as "normal" rogue scholars, city rats and saddle tramps. Savage Rifts 1.0 largely embraced the superhero power level but brought MARS and other lower-powered OCCs up to that level (one of its greatest strengths, IMO). The newest playtest doc dials down the power level, purposefully, per Sean's previous comments. Can you expand a little bit on the reasoning for those changes, and what you see as the intended power level of starting characters? Scroungers and Novices? Competent professionals? Big damn heroes?

EDIT:

Second question: How much metaplot/campaign advancement will we see in the news books? Mostly rehashing what has come before in Palladium Rifts books, or will there be new/unique narrative developments like the introduction of the Tomorrow Legion?

EDIT 2:

Also: Why do you hate crazies/TWs/MARS/cybernetics? How many of your/your friends'/significant others' characters are cyber-knights?
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Re: SavageRifts.com Presents - Ask Me Anything with Sean Owen Roberson

Post by RFT » Wed Jul 24, 2019 12:32 pm

Tribe of One wrote:
Wed Jul 24, 2019 11:45 am
Original Rifts (tm) featured a disparate range of power levels (to put it mildly), making it awkward to have characters like Glitter Boys, dragons and demigod magi in the same party as "normal" rogue scholars, city rats and saddle tramps. Savage Rifts 1.0 largely embraced the superhero power level but brought MARS and other lower-powered OCCs up to that level (one of its greatest strengths, IMO). The newest playtest doc dials down the power level, purposefully, per Sean's previous comments. Can you expand a little bit on the reasoning for those changes, and what you see as the intended power level of starting characters? Scroungers and Novices? Competent professionals? Big damn heroes?
I think this would be a great question for him. i saw his answer and agree with it 100%. But not everyone follows the boards.

He basically said because it is easy as a GM to say 'Hey this will be higher powered, everyone take and extra couple rolls on the HJ table, or have some bonus. but it is real hard to take something away and dial back'.



Tribe of One wrote:
Wed Jul 24, 2019 11:45 am
EDIT:

Second question: How much metaplot/campaign advancement will we see in the news books? Mostly rehashing what has come before in Palladium Rifts books, or will there be new/unique narrative developments like the introduction of the Tomorrow Legion?
I am also totally interested in this. Will we see an advancing plot like Rifts or will it be a static world. Great question, because I did not realize how much i wanted assumed advances until you asked.

Tribe of One wrote:
Wed Jul 24, 2019 11:45 am
EDIT 2:
Also: Why do you hate crazies/TWs/MARS/cybernetics? How many of your/your friends'/significant others' characters are cyber-knights?
:mrgreen:
lol

I do not think this maintains the 'tone' solicited. But I may be missing something in the text.

Perhaps asking him if why he is a bully to those with mental disabilities would be better?
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."
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Re: SavageRifts.com Presents - Ask Me Anything with Sean Owen Roberson

Post by Imperator » Wed Jul 24, 2019 6:28 pm

When can we expect to hear more about the SWADE update for the super powers companion?

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Re: SavageRifts.com Presents - Ask Me Anything with Sean Owen Roberson

Post by Venatus Vinco » Wed Jul 24, 2019 8:28 pm

Thanks everyone who joined us,

In case you missed it:
https://www.youtube.com/watch?v=lGCFbzgoJ9A

VV
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Re: SavageRifts.com Presents - Ask Me Anything with Sean Owen Roberson

Post by RFT » Wed Jul 24, 2019 9:12 pm

Thanks for this @Venatus Vinco I think it went real well and you allowed him plently of time to answer and chat.

A couple spots where your sound was louder than his, but overall great in that both you and he where 100% clear and easy to hear.
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: SavageRifts.com Presents - Ask Me Anything with Sean Owen Roberson

Post by Pender Lumkiss » Wed Jul 24, 2019 9:15 pm

Super fun! Loved his just listing everything going into the arcana and mystiscim book at the end. It sounded like a whole ton, and if there are three books... wow.
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