SWADE EP Menu

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SWADE EP Menu

Post by Ndreare »

With SWADE Many EP options needs to go away. Lets clean it up. I am not including a poll because I think discussion is needed before votes.
Everythign in red text is a change I suggest. The stuff in the OOC bellow this is stuff I suggest removal of.
Also not sure about the Patreon item Permanence. I thought Lloyd agreed that was not needed?

Updated Ideas Here = viewtopic.php?p=58898#p58778

Show Stuff Rob Removed
These are all done mor efficiently by using bennies. No point in having them any more.
Driving on Empty
Sometimes you need just 1 more power points to get the job done. These rewards allow for emergency recovery of some power points, of course you cannot exceed your normal maximum.
(1 EP) Recover 5 PP
(3 EP) Recover 10 PP
(5 EP) Recover 15 PP
(7 EP) Recover 20 PP

These are well outside the power curve of SWADE, definitely not balanced with a 1 EP Benny
(1 EP) Twist of Fate: To add +4 to any Trait or Skill Roll (must be declared before rolling)
(2 EP) Fate's Chosen: Add the value of your Trait die to a Trait or Skill roll (must be declared before rolling)

(1 EP) Power Flexibility: Temporarily switch trappings on a power (can be maintained as normal).

(1 EP) Roll d54 for a random Adventure Card - Card List
(5 EP) Choose any Adventure card from the deck not already in use

Adventure Card Notes:
  • Max 4 draws per quarter.
  • Adventure Cards are held until used. Players can only hold one card per rank (Novice = 1, Seasoned = 2, Veteran = 3, Legendary =4). EP & Patron Cards do not count toward this limit.
  • There are a limited number of each card in the 'Community Deck", once all of each type are in play they are unavailable for use by another player.

Always a Hero!
All our characters are born a hero and most of them even stay that way. This purchase allows you to select an Edge above your current rank (subject to GM approval). Of course you must have an advance and all necessary prerequisites. Not applicable to Dragons and Ifs Mimicked from them.
(3 EP) Seasoned
(5 EP) Veteran
(7 EP) Heroic
(10 EP) Legendary


Potentially replaced by "The Rob"
(3 EP) Blow on the Dice: Move up or down any d20 table roll; +/- 1
(5 EP) Shake the Table: Move up or down any d20 table roll; +/- 2
(7 EP) Pound the Table: Move up or down any d20 table roll; +/-3
(10 EP) Flip the Table: Move up or down any d20 table roll; +/- 4
(4 EP) Blow on the Dice: Move up or down any d12 table roll; +/- 1
(6 EP) Shake the Table: Move up or down any d12 table roll; +/- 2
(8 EP) Pound the Table: Move up or down any d12 table roll; +/-3
(11 EP) Flip the Table: Move up or down any d12 table roll; +/- 4
Original Proposal
SavageRifts.com Explorer Points Menu

Good In a Pinch
Heroes seem to have that little je ne sais quois which allows them to do just the right thing, just in the nick of time. These rewards let your hero temporarily bend fate in their favour.
(1 EP) Power Efficiency: Use a power for 1/2 PP costs (one time only)
(3 EP) Inspiration: Temporarily use an Edge you qualify for (ignoring Rank) for the duration of the current scene (scene length is defined by GM)
(3 EP) Wild Thing: One time use of: Deadshot, Mighty Blow, or Power Surge when dealt a Joker.
(5 EP) Expanded Understanding: Your character adds a power to her power list that she would normally not have access to. This may only be selected once per Rank. Note: This does not give your character the power; it merely adds the power to her list. She must still learn the power as normal (typically via spending an Advance on the New Power Edge). (new, Q4 2018)

Pawn Shop
Our tech heroes are always on the lookout for a good deal on weapons and gear. These rewards let you acquire some normally unavailable gear. These rewards can be taken either at character creation or negotiated with the GM to be acquired by role play (i.e. an interlude describing how it was acquired, something given by the legion or benefactor for performance, purchased with credits, etc.).
(3 EP) Access Restricted Gear (Such as CS Armor, Power Armor, and Weapons) to replace a single gear choice.
(1 EP) Replace your starting gear from another Iconic Framework (excluding power armor, robots, and, vehicles - character creation only)
(5 EP) Roll on Body Armor Table
(5 EP) Roll on Close Combat Weapons Table
(5 EP) Roll on Ranged Weapons Table
(5 EP) Roll on Mystic Weapons and Enchanted Items Table
(5 EP) Roll on Cybernetics Table (new, Q4 2018)
(10 EP) Gain a Signature Item. This custom unique piece of gear could be an enchanted, TW, or Werid Science Super tech item that grants a benefit fitting with your character concept. This will be created using the TW creation rules or the Major Object Creation edge in discussion with your GM. For power level use a Heroic level as a guide for modifier limits and rank restrictions. Limit one per character.

Well Fudge
Sometimes bennies, extra effort, and all that just leaves you out to dry. For those times when you just have to succeed, these rewards give you one more kick at the can.
(1 EP) Have I Got a Backstory for You: At character creation, your character may make his allotted Hero’s Journey rolls on any table or combination of tables of his choosing (except on tables specifically prohibited by his Iconic Framework, if any). He does not gain extra rolls by purchase of this option.
(1 EP) Purchase 1 additional Benny for any character
(5 EP) Deus Ex Machina: Retroactively Spend a Benny to reroll a critical failure, you must still spend the Benny. When used this enacts the Dumb Luck Setting rules.
(5 EP) The Rob: Rather than rolling on a Hero's Journey or Fortune & Glory table, you may pick your result.


Account Unlocks
(3 EP) Inactive Character Slot
(5 EP) Second Character Account
(10 EP) Third Character Account
(20 EP) Fourth Character Account
(10 EP) Per Each Additional Character Account

I absolutely hate adventure cards and while i do not use them or allow them in my games. I understand some GMs would like them to stay.
  • 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: SWADE EP Menu

Post by Venatus Vinco »

(1 EP) Power Flexibility: Temporarily switch trappings on a power (can be maintained as normal).
Given this is a the Wizard edge now, and that greater smite no long allows choosing a trapping, I feel we should remove this one.

For Adventure cards: We can remove them as EP awards and GMs can choose to play with them or not.

VV
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Re: SWADE EP Menu

Post by Venatus Vinco »

Patron Permanence is a dumb expenditure...strike that one for sure.
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Re: SWADE EP Menu

Post by Venatus Vinco »

Always a Hero has seen very little use. I proposed we just strike it from the list.

VV
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Re: SWADE EP Menu

Post by Ndreare »

Great. I will make the edits
  • 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: SWADE EP Menu

Post by Pender Lumkiss »

Not a fan of always a hero and its exclusion of dragons. I frankly do not support sites that are this blatantly racist, might as well include white people as well as dragons.

Power flexibility can be dropped. Inspiration already does wild thing. Deux ex machina goes against the survival horror theme.
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Re: SWADE EP Menu

Post by Venatus Vinco »

(1 EP) Replace your starting gear from another Iconic Framework (excluding power armor, robots, and, vehicles - character creation only)
Given we now have standard starting gear this either needs to go or be changed...maybe swap out/add-in custom starting gear with GM permission or something....or just erase it altogether.
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Re: SWADE EP Menu

Post by Ndreare »

What do you think of the edits on Signature item and Dues ex Machina?
  • 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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Ndreare
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Re: SWADE EP Menu

Post by Ndreare »

Venatus Vinco wrote: Wed Aug 14, 2019 7:48 am
(1 EP) Replace your starting gear from another Iconic Framework (excluding power armor, robots, and, vehicles - character creation only)
Given we now have standard starting gear this either needs to go or be changed...maybe swap out/add-in custom starting gear with GM permission or something....or just erase it altogether.
I think full removal works. We already have the ability to purchase rolls on the Gear 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
User avatar
Ndreare
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Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: SWADE EP Menu

Post by Ndreare »

Pender Lumkiss wrote: Wed Aug 14, 2019 7:45 am Not a fan of always a hero and its exclusion of dragons. I frankly do not support sites that are this blatantly racist, might as well include white people as well as dragons.

Power flexibility can be dropped. Inspiration already does wild thing. Deux ex machina goes against the survival horror theme.
Do you think Dues Ex works when combined with Dumb Luck setting rule, or do you think it simply needs axed all together?
  • 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: SWADE EP Menu

Post by Tribe of One »

RFT wrote: Wed Aug 14, 2019 7:50 am
Pender Lumkiss wrote: Wed Aug 14, 2019 7:45 am Not a fan of always a hero and its exclusion of dragons. I frankly do not support sites that are this blatantly racist, might as well include white people as well as dragons.

Power flexibility can be dropped. Inspiration already does wild thing. Deux ex machina goes against the survival horror theme.
Do you think Dues Ex works when combined with Dumb Luck setting rule, or do you think it simply needs axed all together?
I like your edit. I think Rifts goes against the "survival horror" theme -- it's a superhero game, nevermind what KS or Roberson say -- so preserving a non-existent feel isn't a motivator for me.
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Re: SWADE EP Menu

Post by Venatus Vinco »

Tribe of One wrote: Wed Aug 14, 2019 9:19 am I like your edit. I think Rifts goes against the "survival horror" theme -- it's a superhero game, nevermind what KS or Roberson say -- so preserving a non-existent feel isn't a motivator for me.
Funny thing about Rifts, is it plays how you play it. Even under the old Palladium rules I had some great survival horror games and some great big damn heroes games...and some great murder hobo games.

What I intend to do, once the new GM Handbook is released, is give our GMs the flexibility to set-up the game they want to run: so, big damn heroes with extra HJ rolls...great. Want adventure cards...do it. Gritty survival in the 'Burbs do that.

Then players, in addition to finding openings, can find play styles they are looking for.

That being said, whether its supers or survival horror, getting out of critical failures removes some drama and I'd prefer this option erased...but RFT's approach works well enough.

VV
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Re: SWADE EP Menu

Post by Tribe of One »

I'm fine with all of the removals in your OCC note.

Was there a conversation a while back that "Buy a Benny" should be more expensive in SWADE? I can't recall the specifics, or my feelings on the idea.

One suggestion: Instead of a dozen options under "Shake the Table," why not condense it all into one:

(5 EP) The Rob: Rather than rolling on a Hero's Journey or Fortune & Glory table, you may pick your result.

EDIT: I like the above because it's simpler than all of the +1/-1, +2/-2 etc., doesn't add power (you're not getting extra rolls), but lets you avoid "wasting" rolls on 2-for-1. And with some of the changes/nerfs in SR2.0, losing even more rolls hurts, but certain concepts really need certain results to continue working in the new edition.
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Re: SWADE EP Menu

Post by Ndreare »

Tribe of One wrote: Wed Aug 14, 2019 9:25 am I'm fine with all of the removals in your OCC note.

Was there a conversation a while back that "Buy a Benny" should be more expensive in SWADE? I can't recall the specifics, or my feelings on the idea.

One suggestion: Instead of a dozen options under "Shake the Table," why not condense it all into one:

(5 EP) The Rob: Rather than rolling on a Hero's Journey or Fortune & Glory table, you may pick your result.

EDIT: I like the above because it's simpler than all of the +1/-1, +2/-2 etc., doesn't add power (you're not getting extra rolls), but lets you avoid "wasting" rolls on 2-for-1. And with some of the changes/nerfs in SR2.0, losing even more rolls hurts, but certain concepts really need certain results to continue working in the new edition.
I think this is a lot cleaner and easier to go with.


I do recall people wanting to raise the cost of a benny to 2. But I did not like the idea for myself. While some of us may have 40+ EP, not everyone does and it seems unfair to new players to penalize them because some of us (me) hoard like a dragon.


One I am unsure of and do not like is the option to add a power to your list.

I feel like their is a class ability for it and their are two HJ options for it. So the options is really stepping on the toes of those HJ results. Perhaps it should be 10 EP to make it a real big deal. I do not know.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

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

Post by Pursuit »

I agree that Bennies should be more costly.

Though I frequently used the 1 EP option to swap starting gear in SWD, I agree that has somewhat less utility now.

I think I missed the changes to sig items, which I think were mentioned somewhere.

I like Always a Hero and would prefer to see it stay. I used it on one of my characters to pick up a sidekick that made sense in game (turned his robot horse into a proper robot sidekick with an AI), and really enjoyed having that option.

With the removal of Extra Effort, I am okay removing the EP options that were essentially similar (i.e., added bonuses to Trait rolls).

100% agree with @Tribe of One that a “pick your table result” option should be on there.
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Re: SWADE EP Menu

Post by Pursuit »

RFT wrote: Wed Aug 14, 2019 10:08 am
One I am unsure of and do not like is the option to add a power to your list.

I feel like their is a class ability for it and their are two HJ options for it. So the options is really stepping on the toes of those HJ results. Perhaps it should be 10 EP to make it a real big deal. I do not know.
I love this option. I fought for it when it got added and I will happily fight for it again. If anything, I think this is more important now that Psionics power lists have been so trimmed down. If it needs to cost more, fine, but it should stay.
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Re: SWADE EP Menu

Post by Ndreare »

Pursuit wrote: Wed Aug 14, 2019 10:09 am I like Always a Hero and would prefer to see it stay. I used it on one of my characters to pick up a sidekick that made sense in game (turned his robot horse into a proper robot sidekick with an AI), and really enjoyed having that option.
I think in a cases like that Always a Hero needs to be for everyone or no-one. Also I would like a flat price.

In your specific case I know your GM would have simply allowed it without the EP option.
Pursuit wrote: Wed Aug 14, 2019 10:09 am With the removal of Extra Effort, I am okay removing the EP options that were essentially similar (i.e., added bonuses to Trait rolls).
I cannot tell you how much this option annoys the heck out of me. It makes success or victory cheap, and really does not fit in SWADE IMNHO. If it did stay I would expect the price to be huge. Like 5 EP as a base.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

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

Post by Pursuit »

RFT wrote: Wed Aug 14, 2019 10:13 am
Pursuit wrote: Wed Aug 14, 2019 10:09 am With the removal of Extra Effort, I am okay removing the EP options that were essentially similar (i.e., added bonuses to Trait rolls).
I cannot tell you how much this option annoys the heck out of me. It makes success or victory cheap, and really does not fit in SWADE IMNHO. If it did stay I would expect the price to be huge. Like 5 EP as a base.
Heh. I don’t feel as strongly as you, but I am glad to see EE gone and I would be happy to see EE lite go away, too.
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Re: SWADE EP Menu

Post by Venatus Vinco »

Tribe of One wrote: Wed Aug 14, 2019 9:25 am (5 EP) The Rob: Rather than rolling on a Hero's Journey or Fortune & Glory table, you may pick your result.
Do this.

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Re: SWADE EP Menu

Post by Venatus Vinco »

Pursuit wrote: Wed Aug 14, 2019 10:11 am I love this option. I fought for it when it got added and I will happily fight for it again. If anything, I think this is more important now that Psionics power lists have been so trimmed down. If it needs to cost more, fine, but it should stay.
Maybe lets make it more expensive but also make it useful...i.e. select a power not on your list or remove some of the restrictions for powers on your power list (i.e. self only or aspect that hamstrings some psychic builds).
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Re: SWADE EP Menu

Post by Venatus Vinco »

RFT wrote: Wed Aug 14, 2019 7:49 am What do you think of the edits on Signature item and Dues ex Machina?
Signature Items is fine.

Deus ex Machina is still being debated, my preference is get rid of it. I guess we could at least limit it to once per quarter.

Regarding benny costs, I would not mind an increase to 2 EP but am okay keeping it at 1.

As a GM who often forgets to give bennies I see this as a legitimate avenue for my players to use RP awards (post rates/other contributions to the game that earn EP)to gain bennies I neglect to give them.

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Re: SWADE EP Menu

Post by Ndreare »

Venatus Vinco wrote: Wed Aug 14, 2019 11:33 am
Pursuit wrote: Wed Aug 14, 2019 10:11 am I love this option. I fought for it when it got added and I will happily fight for it again. If anything, I think this is more important now that Psionics power lists have been so trimmed down. If it needs to cost more, fine, but it should stay.
Maybe lets make it more expensive but also make it useful...i.e. select a power not on your list or remove some of the restrictions for powers on your power list (i.e. self only or aspect that hamstrings some psychic builds).
@Pursuit and @Venatus Vinco

I know I said it should go, but I would be happy if we could leave it but change the cost to 10?

I would be happy with this option. Of course I would also be willing to work with a player for a custom list such as a Necromancer not using the LLW list, but having his own.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

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

Post by Ndreare »

Because people keep asking.
SWADE pg. 138 wrote:Dumb Luck
Dumb Luck allows a player to spend a Benny even after a Critical Failure. The failure still happens in some way, but the character can spend one Benny (and only one) for one more roll. The hero still drops her weapon, flubs her Taunt, or otherwise “fails” the attempt—but if the reroll from the Benny is actually successful, it somehow still results in whatever success the new roll provides.
A character trying to pick a lock might break the lock on a Critical Failure, for example, but only after cracking the lock. Or a warrior who fumbles a Fighting roll might hit a foe as if he’d thrown the weapon!
The player and Game Master should work together to describe the scene in some fun or bizarre way that explains how the mishap ultimately results in success.
Example: Red fires three shots from her submachine gun (Rate of Fire 3). She rolls a 1 on her Wild Die and two of her Shooting dice—a Critical Failure! The GM decides the sudden recoil makes her drop her gun.
Red’s player, Emily, calls on Dumb Luck and spends a Benny. The reroll results in two hits (one with a raise!). The GM says the weapon bounces on the ground and sprays randomly, hitting two of Red’s foes!

PS: Once per session is okay, i would just like it to still be a bad thing even if you EP out of it.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

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

Post by KahlessNestor »

I'm fine with the changes. I don't think I have ever used EP for anything on the list.

If we do get rid of Sig Item Permanence, can we get our 5 EP we spent on it refunded?
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Re: SWADE EP Menu

Post by Pursuit »

RFT wrote: Wed Aug 14, 2019 12:31 pm
Venatus Vinco wrote: Wed Aug 14, 2019 11:33 am
Pursuit wrote: Wed Aug 14, 2019 10:11 am I love this option. I fought for it when it got added and I will happily fight for it again. If anything, I think this is more important now that Psionics power lists have been so trimmed down. If it needs to cost more, fine, but it should stay.
Maybe lets make it more expensive but also make it useful...i.e. select a power not on your list or remove some of the restrictions for powers on your power list (i.e. self only or aspect that hamstrings some psychic builds).
@Pursuit and @Venatus Vinco

I know I said it should go, but I would be happy if we could leave it but change the cost to 10?

I would be happy with this option. Of course I would also be willing to work with a player for a custom list such as a Necromancer not using the LLW list, but having his own.
10 is pretty overpriced to me. The 3-5 range seems more appropriate.
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Re: SWADE EP Menu

Post by Freemage »

For Good In A Pinch, a new suggestion:
Power Surge (x EP): Gain the ability to cast a Power with a Mega-Power Modifier.
(This is essentially a one-round granting of access to Master of Magic/Master Psionic, without having to meet the pre-reqs, so it is a little different than the 'one Edge for the remainder of a scene' we currently have. I think the option of pulling a Dresden--tapping a well of normally inaccessible power--seems suitable for a dramatic moment. I priced it as 'x' because I'm a concept guy, not a numbers guy.)

On the issue of Expanded Understanding: I dislike this one, much like I dislike Always a Hero. For a MARS AB-user, I'm fine with a customized Power List that makes sense for the character, being negotiated with the GM at creation. But for the "name" IFs, I'd rather see the restrictions play out ain accord with the existing rules. Besides, if you really want a Power, you can acquire it through a piece of TW gear or a Major Item (are there any Powers that someone couldn't make an Item to wield?).
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Re: SWADE EP Menu

Post by Ndreare »

I like power surge and see it all the time in fiction.

Perhaps 1 EP? It is about like using a benny for high adventure
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

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

Post by Pursuit »

I'm cool with power surge. Seems like a cool add-on.

As stated above, I am for keeping Expanded Understanding.
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Re: SWADE EP Menu

Post by Pender Lumkiss »

All tables should be eligible to roll on.
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Re: SWADE EP Menu

Post by Ndreare »

Pender Lumkiss wrote: Wed Aug 28, 2019 3:15 pm All tables should be eligible to roll on.
With reference to what?

Are you saying if you pay EP, you should be allowed to roll on any HJ 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!

,
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: SWADE EP Menu

Post by Pursuit »

RFT wrote: Wed Aug 28, 2019 3:32 pm
Pender Lumkiss wrote: Wed Aug 28, 2019 3:15 pm All tables should be eligible to roll on.
With reference to what?

Are you saying if you pay EP, you should be allowed to roll on any HJ table?
This has consistently been Jon’s position re: the HJ tables.
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Re: SWADE EP Menu

Post by Pender Lumkiss »

Some of the gear tables give edges and other benifits that are like edges. Even if they did not have edge like benifits, I firmly believe if we allow ep HJ table rolls we should allow it for all tables regardless of their skin color. With the rebalancing of tables we should reconsider. Some of those gear rolls are damn skippy.

Also just general questions, why EP menu at all(beyond character slots). Savage worlds has a meta currency already. Can we run a game on this site without access to the ep menu?
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Re: SWADE EP Menu

Post by Ndreare »

Pender Lumkiss wrote: Wed Aug 28, 2019 5:16 pm Also just general questions, why EP menu at all(beyond character slots). Savage worlds has a meta currency already. Can we run a game on this site without access to the ep menu?
Honestly I do not know?

I have restricted what is available from the EP menu before in my savage dimensions games. But I do not know if that is legit, or just me saying, "No I do not want Signature Items, and you cannot add your trait to a roll" and the players buying into it.
Heck Shaintar an Nightbane both had their own EP tables.

I think Lloyd created to EP system to reward the community members who participate and contribute to the community. But I am not sure about just turning it off for a game. I can imagine if the players buy into it a GM can do whatever.

@Venatus Vinco is there a prohibition on this?
  • 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: SWADE EP Menu

Post by High Command »

RFT wrote: Thu Aug 29, 2019 7:29 am@Venatus Vinco is there a prohibition on this?
It depends on VV, tbh. I know on EU no GM can opt out of EP altogether. A DM (Dimensional Master) can modify it for his dimension, with Lloyd's oversight, but opt out entirely is completely disallowed. Its meant as a meta reward for players and as a means of limiting folks so they don't overextend without putting in the time to show they can handle it (limiting extra character slots, etc).

To Jon's point though - SW has an in game currency for changing the game, in the form of bennies. But that is seperate from a reward for players keeping at what is a rather tough medium to follow and follow through on. For anything Bennies can do, let bennies do, but if a player wants to spend months of effort to give themselves a few extra bennies, why is that a bad thing? Obviously they've burnt through the benny resources the GM has offered them.

Specific Feedback:
Expanded Understanding is basically getting to choose the result on a HJ table for your power set. The table result gives the New Power Edge and allows you to pick it from any power. If you are paying for the edge and the EP menu item simply allows you choice, there is no need to effectively pay for a roll on the Arcana or Psionics Table AND choose your result to get the one you want. So 10 (5 for the table roll and 5 for choice) is not appropriate. Leave it at five since they have to spend the advance either way.

In regards to rolling on any table, not just gear, I'm going to go with it depends. I'm actually not a fan of including extra rolls at all. I'd rather the GM do that. They are the ones that have to balance their group against it. But if we do allow it (and I'd be okay following the choice of the community here), then it should be open to all tables, not just gear. Also, "the Rob" should be with the HJ tables.

Replace your starting gear from another Iconic Framework: Remove this. With standardized gear lists this is unnecessary. Any alterations are ostensibly balanced within the class (Cyber-Knight aside).

Suggested Edit:
SavageRifts.com Explorer Points Menu
Good In a Pinch
Heroes seem to have that little je ne sais quois which allows them to do just the right thing, just in the nick of time. These rewards let your hero temporarily bend fate in their favour.
(1 EP) Power Efficiency: Use a power for 1/2 PP costs (one time only)
(3 EP) Inspiration: Temporarily use an Edge you qualify for (ignoring Rank) for the duration of the current scene (scene length is defined by GM)
(3 EP) Wild Thing: One time use of: Deadshot, Mighty Blow, or Power Surge when dealt a Joker.
(5 EP) Expanded Understanding: Your character adds a power to her power list that she would normally not have access to. This may only be selected once per Rank. Note: This does not give your character the power; it merely adds the power to her list. She must still learn the power as normal (typically via spending an Advance on the New Power Edge).

Well Fudge
Sometimes bennies, extra effort, and all that just leaves you out to dry. For those times when you just have to succeed, these rewards give you one more kick at the can.
(1 EP) Have I Got a Backstory for You: At character creation, your character may make his allotted Hero’s Journey rolls on any table or combination of tables of his choosing (except on tables specifically prohibited by his Iconic Framework, if any). He does not gain extra rolls by purchase of this option.
(1 EP) Purchase 1 additional Benny for any character
(3 EP) Access Restricted Gear (Such as CS Armor, Power Armor, and Weapons) to replace a single gear choice.
(5 EP) Deus Ex Machina: Retroactively Spend a Benny to reroll a critical failure, you must still spend the Benny. When used this enacts the Dumb Luck Setting rules.
(5 EP) Roll on any Hero's Journey Table your GM approves.
(5 EP) The Rob: Rather than rolling on a Hero's Journey or Fortune & Glory table, you may pick your result.
(10 EP) Gain a Signature Item. This custom unique piece of gear could be an enchanted, TW, or Werid Science Super tech item that grants a benefit fitting with your character concept. This will be created using the TW creation rules or the Major Object Creation edge in discussion with your GM. For power level use a Heroic level as a guide for modifier limits and rank restrictions. Limit one per character.

Account Unlocks
(3 EP) Inactive Character Slot
(5 EP) Second Character Account
(10 EP) Third Character Account
(20 EP) Fourth Character Account
(10 EP) Per Each Additional Character Account
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Re: SWADE EP Menu

Post by Pursuit »

I’d like to propose making “access restricted gear” cheaper, or else dropping it altogether. I don’t believe I’ve seen it used, as CS gear is better, but it’s not generally 3 EP better.
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Re: SWADE EP Menu

Post by High Command »

so:
(2 EP) Access Restricted Gear (Such as CS Armor, Power Armor, and Weapons) to replace a single gear choice.
or
(1 EP) Access Restricted Gear (Such as CS Armor, Power Armor, and Weapons) to replace a single gear choice.
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Re: SWADE EP Menu

Post by Pursuit »

High Command wrote: Thu Sep 05, 2019 12:40 pm so:
(2 EP) Access Restricted Gear (Such as CS Armor, Power Armor, and Weapons) to replace a single gear choice.
or
(1 EP) Access Restricted Gear (Such as CS Armor, Power Armor, and Weapons) to replace a single gear choice.
I would vote 1, personally.
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Re: SWADE EP Menu

Post by Tribe of One »

I have no issue with spending EP for extra gear rolls (at a relatively expensive 5 per HJ roll) but very much draw the line at allowing the purchase of rolls on other HJ tables. Gear is by its nature somewhat transitory -- it can be destroyed or suffer Technical Difficulties. Bonus Edges last forever.

As for Accessing Restricted Gear, 1 or 2 EP per item seems way too cheap if you don't have to pay the difference in credits. Even at 3 EP it's a steal, compared to paying 5-10 EP for HJ rolls to get your choice of a (probably less powerful) non-restricted weapon or armor.
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Re: SWADE EP Menu

Post by High Command »

Tribe of One wrote: Thu Sep 05, 2019 1:32 pm I have no issue with spending EP for extra gear rolls (at a relatively expensive 5 per HJ roll) but very much draw the line at allowing the purchase of rolls on other HJ tables. Gear is by its nature somewhat transitory -- it can be destroyed or suffer Technical Difficulties. Bonus Edges last forever.
Well my answer was none at all if you'll recall, but I recognize that is not very popular. You do make a good point about the gear being transitory, though.
Tribe of One wrote: Thu Sep 05, 2019 1:32 pmAs for Accessing Restricted Gear, 1 or 2 EP per item seems way too cheap if you don't have to pay the difference in credits. Even at 3 EP it's a steal, compared to paying 5-10 EP for HJ rolls to get your choice of a (probably less powerful) non-restricted weapon or armor.
No one starts with enough money to pay the difference in anything. If they do, then they don't need the table, just GM ok.
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Re: SWADE EP Menu

Post by Pender Lumkiss »

I am fine with no extra rolls. I would request We grandfather in those that have dropped ep to do this already.

For the restricted gear, do you need to be able already have something of the same type to take something comparable on the restricted list? Like can my CK drop ep to trade in his armor for some CS PA?

@Venatus Vinco definitely weigh in if GMs can pick and choose ep menu items to allow in their game or if they can just not use it at all. I saw HCs response.

Annnnd... How much EP per quad should we be extracting from our players? Like should we just stop giving bennies?
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Re: SWADE EP Menu

Post by Tribe of One »

As written, it's replace a current gear choice, but that still allows quite a bit of latitude (ie replace that junky NG laser rifle with the new-style CS plasma rifle, etc.).

We've handled "turn off certain EP options" with gentlemen's agreements in certain campaigns (ie., no Signature Items in Shattered Dreams) but I'd be afraid of going too overboard with that. Otherwise what's the point of having an EP system? Although, I think the player market will sort that out: GMs that get too restrictive may find themselves short of player (or not, if players don't really care).

As for "extracting" EP from players: I don't think it's something the GM should be worrying about. The Benny economy is the GM's purview, while EP is supposed to be a meta currency that lets the players exert some control outside the GM's sphere, to some extent. If the GM starts treating EP as a player resource they're supposed to "drain" it ceases being a reward as intended and becomes a competitive necessity.
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Re: SWADE EP Menu

Post by Pursuit »

My point on the gear swap option is that I don't think I've ever seen anyone use it. I have thought about it multiple times, but it always seemed too pricey - though I did assume it would be a like-for-like swap (laser rifle for laser rifle, light body armor for light body armor, etc.)
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Re: SWADE EP Menu

Post by Pender Lumkiss »

Tribe of One wrote: Fri Sep 06, 2019 3:03 pm As written, it's replace a current gear choice, but that still allows quite a bit of latitude (ie replace that junky NG laser rifle with the new-style CS plasma rifle, etc.).

We've handled "turn off certain EP options" with gentlemen's agreements in certain campaigns (ie., no Signature Items in Shattered Dreams) but I'd be afraid of going too overboard with that. Otherwise what's the point of having an EP system? Although, I think the player market will sort that out: GMs that get too restrictive may find themselves short of player (or not, if players don't really care).

As for "extracting" EP from players: I don't think it's something the GM should be worrying about. The Benny economy is the GM's purview, while EP is supposed to be a meta currency that lets the players exert some control outside the GM's sphere, to some extent. If the GM starts treating EP as a player resource they're supposed to "drain" it ceases being a reward as intended and becomes a competitive necessity.
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Re: SWADE EP Menu

Post by Tribe of One »

Pursuit wrote: Fri Sep 06, 2019 5:00 pm My point on the gear swap option is that I don't think I've ever seen anyone use it. I have thought about it multiple times, but it always seemed too pricey - though I did assume it would be a like-for-like swap (laser rifle for laser rifle, light body armor for light body armor, etc.)
See, you're not thinking big enough! I always assume it will be used to swap out a generic rifle for one of the top of the line CS guns (Dragonfire, which is SR1.0 is the best Wilk's laser rifle + and underbarrel GL, the super-light 3d10+4 plasma rifle, or the P-beam cannon). Normal body armor becomes CA-7 SpecForce armor (which I've seen on a couple of PCs); power armor gets swapped for Super SAMAS; vehicles get traded out for a Mark V or Spider Skull Walker.

It may not end up as big a deal in SR2.0, but I wouldn't lower it just yet.
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Re: SWADE EP Menu

Post by High Command »

I think that depends on what the GM is willing to allow. I would rule it like Timmy expects it to be ruled, not how you expect it to be abused. That said, it's not really an issue for my game. :D Only PC I know of with CA-7 was VV's character from my game on EU, John Freeman. Now I've seen folks get stuff as loot, but none I know of (outside of my commandos) that actually have it. But I hardly go looking everywhere too - so I can hardly say you're wrong.
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Re: SWADE EP Menu

Post by Pursuit »

Tribe of One wrote: Fri Sep 06, 2019 7:06 pm
It may not end up as big a deal in SR2.0, but I wouldn't lower it just yet.
But does it get used at all as-is? If it’s not being used, I’d still say the cost ought to be lowered, otherwise why have it as an option?
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Re: SWADE EP Menu

Post by Pursuit »

Freemage wrote: Tue Aug 27, 2019 10:32 pm
On the issue of Expanded Understanding: I dislike this one, much like I dislike Always a Hero. For a MARS AB-user, I'm fine with a customized Power List that makes sense for the character, being negotiated with the GM at creation. But for the "name" IFs, I'd rather see the restrictions play out ain accord with the existing rules. Besides, if you really want a Power, you can acquire it through a piece of TW gear or a Major Item (are there any Powers that someone couldn't make an Item to wield?).
I realize I never responded to this point directly, but there are very real limitations to acquiring powers via items, especially in SWADE SR. Besides the PP maintenance costs, items do not have access to modifiers unless said modifiers are built in - and even if modifiers are built in, they cannot be changed on the fly like they can be with known powers. Furthermore, for AB magic users, the Wizard Edge does not seem to apply to powers embedded in items. I actually kind of like the item -power limitations from a roleplaying perspective, as it emphasizes the importance of learning powers, but it also makes Expanded Understanding more important in my view even than it was in SR 1.0.
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Re: SWADE EP Menu

Post by Ndreare »

Pender Lumkiss wrote: Thu Sep 05, 2019 3:11 pm I am fine with no extra rolls. I would request We grandfather in those that have dropped ep to do this already.

For the restricted gear, do you need to be able already have something of the same type to take something comparable on the restricted list? Like can my CK drop ep to trade in his armor for some CS PA?

@Venatus Vinco definitely weigh in if GMs can pick and choose ep menu items to allow in their game or if they can just not use it at all. I saw HCs response.

Annnnd... How much EP per quad should we be extracting from our players? Like should we just stop giving bennies?
I would be sad to see access to all that sweet gear I bought for Gill and Thomas, but I can see the point in making them go away.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

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

Post by Ndreare »

Perhaps the minimum is EP can always be used for a Benny. The rest a GM can toggle off and on. But that could be a bare bones minimum.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

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

Post by Freemage »

One other issue with Expanded Understanding, that's going to get a lot more significant in SWADE, with all the item-crafters coming out now: As worded, it not only expands a caster's list, but it also effectively eliminates the "must use a power from your list" limitation on what sort of devices you can pass around. The more I think about this, the more I'm overcoming my innate resistance to the idea of changing EP menus for specific games--much as I prefer the site's economies to be congruent, I really, really dislike EU.
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Re: SWADE EP Menu

Post by Ndreare »

Freemage wrote: Mon Sep 09, 2019 11:18 pm One other issue with Expanded Understanding, that's going to get a lot more significant in SWADE, with all the item-crafters coming out now: As worded, it not only expands a caster's list, but it also effectively eliminates the "must use a power from your list" limitation on what sort of devices you can pass around. The more I think about this, the more I'm overcoming my innate resistance to the idea of changing EP menus for specific games--much as I prefer the site's economies to be congruent, I really, really dislike EU.
It also represents with EP the benefits of an Iconic Framework (Ley Line Walker).
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

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

Post by Venatus Vinco »

RFT wrote: Tue Sep 10, 2019 6:56 am [quote=Freemage post_id=58048
It also represents with EP the benefits of an Iconic Framework (Ley Line Walker).
I assume this is an argument against?

VV
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Didn't have a signature but wanted the 1 EP for using OOC tags!
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Re: SWADE EP Menu

Post by Ndreare »

Venatus Vinco wrote: Tue Sep 10, 2019 1:38 pm
RFT wrote: Tue Sep 10, 2019 6:56 am [quote=Freemage post_id=58048
It also represents with EP the benefits of an Iconic Framework (Ley Line Walker).
I assume this is an argument against?

VV
It was intended to be an argument against it.
  • 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: SWADE EP Menu

Post by Pursuit »

@Venatus Vinco, has anyone (other than me) used the Expanded Understanding EP option that you are aware of?

If it's just me that wants it and it's going to cause excessive consternation amongst the collective GMs, then I'll live without it.

I also don't think we settled on a price for the "restricted gear" option. I'm still in the camp that 3 EP is too much and would like to see it lowered at least to 2, if not all the way down to 1.
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Re: SWADE EP Menu

Post by Pender Lumkiss »

Do what you will with EP. Spending it on rolls, gear, and other tweaks just does not do it for me. Character slots sure I get that, bennies sure I get that (to some degree). I have no plans to run more games after Jan 1st at the moment. So do what you will with it. All previous objections and comments withdrawn.
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Re: SWADE EP Menu

Post by Tribe of One »

I don't feel strongly about Expanded Understanding either way. Even if it goes away, The Rob for 5 EP would let you use an HJ roll to get a Novice power.

For the same reason, I'm okay if the option to buy additional HJ gear rolls goes away. Before, it was mainly valuable (to me) in order to 2-for-1 those tables, but The Rob serves the same function, without actually adding anything.
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Re: SWADE EP Menu

Post by Pursuit »

Please do not take away the gear tables. Besides character slots and sig items, that’s where I spend all my EP.
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Re: SWADE EP Menu

Post by Ndreare »

We really need a way to encourage people to use their EP.

I know a lot of the time to use it feels like doing something shady.

But if everyone universally agrees EP for Bennies is okay, then it would be much easier to do it.

After all some users have 25 or more EP and nothing to use them on.
  • 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: SWADE EP Menu

Post by High Command »

I definitely agree that EP for Bennies is a thing we should allow and definitely destigmatize.

Thing is we also need to decide on Patron Items (including the new ones)

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Heroes seem to have that little je ne sais quois which allows them to do just the right thing, just in the nick of time. These rewards let your hero temporarily bend fate in their favour.
(1 EP) Power Efficiency: Use a power for 1/2 PP costs (one time only)
(3 EP) Inspiration: Temporarily use an Edge you qualify for (ignoring Rank) for the duration of the current scene (scene length is defined by GM)
(3 EP) Wild Thing: One time use of: Deadshot, Mighty Blow, or Power Surge when dealt a Joker.

Well Fudge
Sometimes bennies, conviction, and all that just leaves you out to dry. For those times when you just have to succeed, these rewards give you one more kick at the can.
(1 EP) Have I Got a Backstory for You: At character creation, your character may make his allotted Hero’s Journey rolls on any table or combination of tables of his choosing (except on tables specifically prohibited by his Iconic Framework, if any). He does not gain extra rolls by purchase of this option.
(1 EP) Purchase 1 additional Benny for any character. Use them or lose them, because when the GM resets Bennies, they go away.
(2 EP) It Takes Conviction! If you do not already have it, gain Conviction. Must be used immediately.
(2 EP) Access Restricted Gear (Such as CS Armor, Power Armor, and Weapons) to replace a single gear choice. Note this must be a like for like replacement. No exchanging body armor for power armor or a vibro-knife for a Battle Fury Blade or what not. But switching out your starting Huntsman Armor for a suit of CA-1 Heavy Body Armor because your background was as a soldier in CS Arkansas, then that is fine. GM approval is needed, regardless.
(5 EP) Deus Ex Machina: Retroactively Spend a Benny to reroll a critical failure, You must still spend the Benny. When used this enacts the Dumb Luck Setting rules.
(5 EP) Roll on any Hero's Journey Table your GM approves.
(5 EP) The Rob: Rather than rolling on a Hero's Journey or Fortune & Glory table, you may pick your result.
(10 EP) Gain a Signature Item. This custom unique piece of gear could be an enchanted, TW, or Weird Science Super tech item that grants a benefit fitting with your character concept. This will be created using the TW creation rules or the Major Object Creation edge in discussion with your GM. For power level use a Heroic level as a guide for modifier limits and rank restrictions. Limit one per character.

Account Unlocks
(3 EP) Inactive Character Slot
(5 EP) Second Character Account
(10 EP) Third Character Account
(20 EP) Fourth Character Account
(10 EP) Per Each Additional Character Account
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Re: SWADE EP Menu

Post by Pender Lumkiss »

Ep for bennies are awesome. I love account unlocks.
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Re: SWADE EP Menu

Post by Ndreare »

Not a big fan of conviction for only 2EP. That's will basically bring extra effort back into the game the way it was when it was broken. Perhaps if it was allowed but at a more expensive 3EP. Although either way I think this one would fall under the game master discretion side of the bench
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

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

Post by Venatus Vinco »

On the question of legitimizing spending EP for bennies, is there something that can be done to do that?

I don't like EP spamming for bennies but don't mind players using them as they don't get awarded as regularly in this medium.

Part of me just wants to say "Your EP are like extra bennies" spend 'em!" in my game descriptions.

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Re: SWADE EP Menu

Post by Venatus Vinco »

Setting Context
In this system I propose that GMs set certain parameters of their game so that players know what they are joining. These “table rules” by the GM may supersede some EP selections below (with the exception of buying bennies). Player and patrons invested something of themselves to earn EP and it should be fun and easy to spend. Limiting should be done sparingly in cases where EP items would contradict the agreed upon play style, e.g. no sig items in the Shattered Dreams games to maintain the desired power level or no gear tables in a military game where gear is assigned or arcane items in a CS game etc.

By posting these expectations players also will know what they're getting into and can choose whether or not to invest a valuable character slot in a certain game.

Table Rules would be a sticky topic in each forum. For example:
  • Game Style: Type of Game (e.g. Tomorrow Legion, Survival Horror, or Exploration/Sandbox)
  • Power Level: Per GM Guide (Wasterlanders to Cosmic Avengers)
  • Adventure Cards: Yes/No
  • EP Restrictions: List any
  • Character Restrictions: Any types not allowed (e.g. CS Only or No Necromancers, No Vampires, etc.)
  • Bennies: Describe how players can earn bennies in this game (e.g. Remind the GM by including an ooc note anytime you feel like you've used a Hindrance in play
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Good In a Pinch
Heroes seem to have that little je ne sais quois which allows them to do just the right thing, just in the nick of time. These rewards let your hero temporarily bend fate in their favour.
  • (1 EP) Power Efficiency: Use a power for 1/2 PP costs (one time only)
  • (3 EP) Inspiration: Temporarily use an Edge you qualify for (ignoring Rank) for the duration of the current scene (scene length is defined by GM)
  • (3 EP) MEGA!: Gain the one time ability to cast a Power with a Mega-Power Modifier (Weird Science has no mega modifiers available, so this option does not apply).
  • (3 EP) Expanded Understanding: When taking the New Powers Edge may instead take any one power chosen from the Mind Melter (Psionics) or Ley Line Walker (Magic) list.
Well Fudge
Sometimes bennies, conviction, and all that just leaves you out to dry. For those times when you just have to succeed, these rewards give you one more kick at the can.
  • (1 EP) Have I Got a Backstory for You: At character creation, your character may make his allotted Hero’s Journey rolls on any table or combination of tables of his choosing (except on tables specifically prohibited by his Iconic Framework, if any). He does not gain extra rolls by purchase of this option.
  • (1 EP) Anyone Got a Bennie? Purchase 1 additional Benny for any character! Site Rule: Useable in any game regardless of other GM restrictions.
  • (5 EP) Deus Ex Machina: Retroactively Spend a Benny to reroll a critical failure, you must still spend the Benny. When used this enacts the Dumb Luck Setting rules.
The Stylish Adventurer
To really stand out in a crowd you need to customize your look or pick just the right accessories for your character. Use these selections when you simply must have gear or certain results to complete a character concept.
  • (3 EP) Gun Bunny: Select one result from the Body Armor, Close Combat Weapons, or Ranged Weapons tables and apply it to a new or existing piece of equipment (this includes the “Choose Any” results)*.
  • (3 EP) Arcane Accessories: Select any one result from the Enchanted Items & Mystic Gadgets table or add one minor TW Upgrade or Enchantment to a new or existing piece of equipment (an item may only be upgraded this way 2 times. Already magical items cannot be converted or upgraded in this manner. These items cannot be further upgraded by TWs or Enchanters)
  • (5 EP) The Rob: Choose the result of one roll on a Hero's Journey or the Fortune & Glory table.
  • (10 EP) Gain a Signature Item. This custom unique piece of gear could be an enchanted, TW, or Weird Science Super tech item that grants a benefit fitting with your character concept. This will be created using the TW creation rules or the Major Object Creation edge in discussion with your GM. For power level use a Heroic level as a guide for modifier limits and rank restrictions. Limit one per character.
*If choosing option 17 on the Ranged Weapons table the Trademark Weapon edge is connected to the item not the character. The edge is lost if the item is lost, stolen, destroyed, etc.

Account Unlocks
  • (5 EP) Second Character Account
  • (10 EP) Third Character Account
  • (25 EP) Fourth Character Account
  • (15 EP) Per Each Additional Character Account
  • (I intentionally bumped these after 3 because EP is given more often and because we’ve seen a number of people get over stretched (myself included) by too easy access to accounts. All existing accounts purchase will remain.)
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Re: SWADE EP Menu

Post by High Command »

I don't care at all for 2 EP for a benny. It's too expensive for something we go through a lot.

Can we some clear guidance from GMs on when they will give bennies? Call it Benny Philosophy, along with some acceptable suggestions so players know what to expect - have it be part of the Setting Context for each game. I ask this as a GM and a Player - I feel Bennies are either a feast or famine type of thing. Either they are coming whether you're doing cool RP or not. Same for Conviction.
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Re: SWADE EP Menu

Post by Koshnek »

Not sure I agree with 2 EP either. New Players are already spread thin (assuming they are interested in unlocking additional slots). Asking them to dunk 2 EP for a Benny feels off.

The Rob: I assumed this meant you can choose all your results, it reads to me like you can only choose one result. Which is accurate?
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Re: SWADE EP Menu

Post by Pursuit »

For 5 ep, I'd like to see "Expanded Understanding" be decoupled from power lists. It would be a great way to grab the shape change power, for example, which doesn't appear on either of the power lists mentioned.

My general impression is that I like the proposed results and the reworked values. Good job overall, VV!
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Re: SWADE EP Menu

Post by Venatus Vinco »

OP updated per comments and hangouts discussion

EDIT: I am still ruminating with the benny cost of 1 v 2

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Re: SWADE EP Menu

Post by High Command »

This is my example game setting for the CS 17th SOG

Game Style: Coalition Army Commandos (Think US Marine Recon or US Army Rangers)
Power Level: Big Damn Heroes (+2 HJ rolls, +1 Advance, Wealth is ignored escept as something you save for after retirement or send back to your family).
Adventure Cards: Yes
EP Restrictions: Gun Bunny, Arcane Accessories, Have I Got a Backstory for You (Talk to the GM about this, no need for EP)
Character Restrictions: CS Only. Vanguard not appropriate.
Additional Game Setting Rules: Requisition and Fire Support.
Benny Philosophy:
  • Every New Mission the Bennies reset.
  • Everyone starts with Conviction.
  • Player Nominated Conviction Refresh: Once per Mission, each player may nominate another player to gain conviction if they have done something worthy of it in a post. Link the noteworthy post and post it in OOC. The nominated player also gets a Benny.
  • Player Nominated Benny Refresh: Once per Mission, each player may nominate another player to gain an additional benny. Link the noteworthy post and post it in OOC.
  • The GM may note a post as earning a Benny for RP, Hindrance play or other reason. It is up to the player to keep track of Bennies.
Character Creation: Characters will use the Home Front character creation rules, and the additional edges and options in the Old Chicago mini-Setting.

Were I converting my EU Game, this is what I would use for it
Game Style: Coalition Army Special Forces (Think US Navy Seals or Ghost Recon teams from the video game of the same name)
Power Level: Big Damn Heroes (+2 HJ rolls, +1 Advance, Wealth x2 - usually used for personal gear not owned by the military).
Adventure Cards: Yes
EP Restrictions: Gun Bunny, Arcane Accessories, Have I Got a Backstory for You (Talk to the GM about this, no need for EP)
Character Restrictions: CS Only. Vanguard okay with GM approval.
Additional Game Setting Rules: Requisition
Benny Philosophy:
  • Every New Mission the Bennies reset.
  • Everyone starts with Conviction.
  • Player Nominated Conviction Refresh: Once per Mission, each player may nominate another player to gain conviction if they have done something worthy of it in a post. Link the noteworthy post and post it in OOC. The nominated player also gets a Benny.
  • Player Nominated Benny Refresh: Once per Mission, each player may nominate another player to gain an additional benny. Link the noteworthy post and post it in OOC.
  • The GM may note a post as earning a Benny for RP, Hindrance play or other reason. It is up to the player to keep track of Bennies.
Character Creation: Characters will use the Home Front character creation rules, and the additional edges and options in the Old Chicago mini-Setting.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Re: SWADE EP Menu

Post by Ndreare »

Not a fan of restricting weird science from mega options. But I like the list.
Glad the Conviction was pulled.

I want to see EP flying around everywhere!
  • 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: SWADE EP Menu

Post by High Command »

Weird Science is restricted by the Setting Rules - it's not like they are allowed to use them at all.
Tales of the 17th SOG
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Re: SWADE EP Menu

Post by Venatus Vinco »

OP Updated.

Lowered the EP cost of bennies but attached a string. You can pay 2 EP for no strings attached.

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Re: SWADE EP Menu

Post by Venatus Vinco »

Updated OP related to bennies
viewtopic.php?f=57&t=4218&p=58778#p58778

VV
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Re: SWADE EP Menu

Post by Pender Lumkiss »

Love the Benny thing.
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Re: SWADE EP Menu

Post by Ndreare »

Hum, how about...

(2 EP) Not Now, Not Ever!: The GM must discard a benny from his pool. (Does not affect NPC wild card bennies.)
(1 EP) No, I don't think so!: Stop the GM from spending a benny on a roll, must be declared ahead of time.


You just rolled a 14 on Puppet and do not want the GM to benny out of it? Well here is your chance, he gets one roll and one roll only!
  • 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: SWADE EP Menu

Post by Pender Lumkiss »

RFT wrote: Wed Oct 02, 2019 7:56 am Hum, how about...

(2 EP) Not Now, Not Ever!: The GM must discard a benny from his pool. (Does not affect NPC wild card bennies.)
(1 EP) No, I don't think so!: Stop the GM from spending a benny on a roll, must be declared ahead of time.


You just rolled a 14 on Puppet and do not want the GM to benny out of it? Well here is your chance, he gets one roll and one roll only!
No
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3/6
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Re: SWADE EP Menu

Post by Hans Greuber »

Pender Lumkiss wrote: Wed Oct 02, 2019 8:55 am
RFT wrote: Wed Oct 02, 2019 7:56 am Hum, how about...

(2 EP) Not Now, Not Ever!: The GM must discard a benny from his pool. (Does not affect NPC wild card bennies.)
(1 EP) No, I don't think so!: Stop the GM from spending a benny on a roll, must be declared ahead of time.


You just rolled a 14 on Puppet and do not want the GM to benny out of it? Well here is your chance, he gets one roll and one roll only!
No
I agree... No
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Re: SWADE EP Menu

Post by High Command »

I'm not a fan of the benny restrictions, but I can live with it. I will never take a benny from the players in my game. Everything else works a-ok.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Re: SWADE EP Menu

Post by Ndreare »

High Command wrote: Thu Oct 03, 2019 1:39 pm I'm not a fan of the benny restrictions, but I can live with it. I will never take a benny from the players in my game. Everything else works a-ok.
Funny you say that. I think i have taken like 10 bennies from the players in Nightbane. It is strangely satisfying.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

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

Post by Sparky »

With the Gun Bunny option is it restricted on how many times you can apply an upgrade to a particular item? The book now has an option to allow buying up to 2 upgrades from a table for close combat weapon or a ranged weapon. Just wanted to check if this applied to using Gun Bunny to do the same.

Also, is the "only apply result once unless specified otherwise" rule from the tables apply to Gun Bunny?

Just wondering if I use Gun Bunny multiple times on a weapon if there are restrictions.

Thanks.
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Re: SWADE EP Menu

Post by Ndreare »

Armor, Close Combat and Ranged Weapons are all limited to 2 upgrades per the HJ rules in SWADE.

What i am curious is what will happen to characters like Thomas who I spent 35 EP on, or Gill who I spent 25 EP on?
  • 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: SWADE EP Menu

Post by Pender Lumkiss »

RFT wrote: Thu Oct 03, 2019 2:04 pm Armor, Close Combat and Ranged Weapons are all limited to 2 upgrades per the HJ rules in SWADE.

What i am curious is what will happen to characters like Thomas who I spent 35 EP on, or Gill who I spent 25 EP on?
Dead! I got a few folks I dropped gear ep into, I imagine they will be grandfathered in.
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Re: SWADE EP Menu

Post by Ndreare »

@Venatus Vinco I think we should edit the original post with the current version being weighed. Any objections, and is that your's or Patrick's?
  • 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: SWADE EP Menu

Post by Venatus Vinco »

RFT wrote: Thu Oct 03, 2019 2:37 pm @Venatus Vinco I think we should edit the original post with the current version being weighed. Any objections, and is that your's or Patrick's?
My post (posted above) is edited and up to date.

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Re: SWADE EP Menu

Post by Ndreare »

Cool, I updated the original post to get us there then.
  • 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: SWADE EP Menu

Post by Pursuit »

I’d like to propose that “Inspiration” cost 2 EP instead of 3, making it the same price as a Benny (which is the equivalent of the Luck Edge).
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Re: SWADE EP Menu

Post by High Command »

RFT wrote: Thu Oct 03, 2019 1:44 pm
High Command wrote: Thu Oct 03, 2019 1:39 pm I'm not a fan of the benny restrictions, but I can live with it. I will never take a benny from the players in my game. Everything else works a-ok.
Funny you say that. I think i have taken like 10 bennies from the players in Nightbane. It is strangely satisfying.
I find it a terrible disincentive that makes the players feel like they are cheating or hurting themselves to use a resource they've earned. In fact I think I've swung back to "I hate it" but that isn't likely to change anything. I just find it disingenuous to say "we want you to feel free to use EP for bennies" and then say "But we're going to give them to your GM unless you overpay for them!"

No one else feels that way, I get it. but I do feel that way.
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Re: SWADE EP Menu

Post by Pursuit »

This seems to be a matter of perspective. If you see 2 EP as overpriced, I can see why you’d dislike the 1 EP option.

If you see 2 EP as the right price, then an option for an even cheaper Benny with an in-game twist becomes fun.
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Re: SWADE EP Menu

Post by Freemage »

"(3 EP) Expanded Understanding: When taking the New Powers Edge may instead take any one power chosen from the Mind Melter (Psionics) or Ley Line Walker (Magic) list."

Query: As written ("any one Power"), this would allow you to pick a Power above your Rank. I hope this is an oversight--if so, proper wording would be, "When taking the New Powers Edge may instead take any one power of appropriate Rank, chosen from the Mind Melter (Psionics) or Ley Line Walker (Magic) list."

Secondly, can AB: Miracles benefit from this, and if so, should they be using the Mystic's Spell list? Or does a MARS Miracle-man get to tap into the LLW list?

Finally, I'll note I still am not overly fond of this one.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Re: SWADE EP Menu

Post by Sparky »

Freemage wrote: Thu Oct 03, 2019 10:53 pm "(3 EP) Expanded Understanding: When taking the New Powers Edge may instead take any one power chosen from the Mind Melter (Psionics) or Ley Line Walker (Magic) list."

Query: As written ("any one Power"), this would allow you to pick a Power above your Rank. I hope this is an oversight--if so, proper wording would be, "When taking the New Powers Edge may instead take any one power of appropriate Rank, chosen from the Mind Melter (Psionics) or Ley Line Walker (Magic) list."

Secondly, can AB: Miracles benefit from this, and if so, should they be using the Mystic's Spell list? Or does a MARS Miracle-man get to tap into the LLW list?

Finally, I'll note I still am not overly fond of this one.
Technically both the base AB(Magic) and AB(Miracles) do not have defined lists. Both say to use the LLW(Magic) and Mystic(Miracles) as a starting point. Only the base AB(Psionic) has a specifically restricted list to the best of my knowledge. The only other miracles users I can think of are the Shaman which already has access to both LLW and Mystic spell lists and the Spirit Warrior which does have a limited list though they both have the nifty Totem Warrior edge to get some cool powers added to their list.

So the main beneficiary to adding Miracles would be the Spirit Warrior as far as I can see. Also, looking A&M the only AB(Magic) user that doesn't have access to the LLW list already is the Battle Magus.

If you are building a custom AB(Magic) or AB(Miracles) character using MARS you should be able to build a power list to suit without having to spend EP.

On a side note I will say that there is one power I wish Weird Science and Techno-Wizardry had access to and that's Summon Ally. Being able to whip up a clockwork or robotic henchman as needed would be super cool. I'd totally pay EP to get access to that power. :)
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Re: SWADE EP Menu

Post by High Command »

Muted
Pursuit wrote: Thu Oct 03, 2019 10:07 pm This seems to be a matter of perspective. If you see 2 EP as overpriced, I can see why you’d dislike the 1 EP option.

If you see 2 EP as the right price, then an option for an even cheaper Benny with an in-game twist becomes fun.
A benny has been 1 EP since the site started and we implemented EP. I see no evidence that it needs to go up. And YOU may find it fun. I do not.

My base objection to this is the GM is benefiting from the EP expenditure of a player. Maybe you like that. I do not. The GM did not earn my EP. I did not earn his. I have no right to his EP or its fruits any more than he does to mine.

If a GM wants to give everyone a benny in his game, including himself - he can do that. As a player you do not have control over the benny economy. If the benny's are not flowing fast enough for what *you* need, then why should you reward the GM for holding out on Bennies? I don't get how that sounds appealing.
Short version, I don't care for 2 EP for a benny at all or 1 EP with a restriction. But as I am being way too vehement about my objection. Sorry.
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Re: SWADE EP Menu

Post by Venatus Vinco »

FINAL VERSION

Went back to 1 EP for a bennie, mainly on the cost for a new player argument. Changed some lingo around Expanded understanding. It may change a little once I see the final magic and mysticism table.

SavageRifts.com Explorer Points Menu

Good In a Pinch
Heroes seem to have that little je ne sais quois which allows them to do just the right thing, just in the nick of time. These rewards let your hero temporarily bend fate in their favour.
  • (1 EP) Power Efficiency: Use a power for 1/2 PP costs (one time only)
  • (3 EP) Inspiration: Temporarily use an Edge you qualify for (ignoring Rank) for the duration of the current scene (scene length is defined by GM)
  • (3 EP) MEGA!: Gain the one time ability to cast a Power with a Mega-Power Modifier (Weird Science has no mega modifiers available, so this option does not apply).
  • (3 EP) Expanded Understanding: When taking the New Powers Edge may instead take any one power of current rank or lower chosen from the Mind Melter (Psionics), Mystic (Miracles), or Ley Line Walker (Magic) list, relative to your Arcane Background.
Well Fudge
Sometimes bennies, conviction, and all that just leaves you out to dry. For those times when you just have to succeed, these rewards give you one more kick at the can.
  • (1 EP) Have I Got a Backstory for You: At character creation, your character may make his allotted Hero’s Journey rolls on any table or combination of tables of his choosing (except on tables specifically prohibited by his Iconic Framework, if any). He does not gain extra rolls by purchase of this option.
  • (1 EP) Anyone Got a Bennie? Purchase 1 additional Benny for any character! Site Rule: Useable in any game regardless of other GM restrictions.
  • (5 EP) Deus Ex Machina: Retroactively Spend a Benny to reroll a critical failure, you must still spend the Benny. When used this enacts the Dumb Luck Setting rules.
The Stylish Adventurer
To really stand out in a crowd you need to customize your look or pick just the right accessories for your character. Use these selections when you simply must have gear or certain results to complete a character concept.
  • (3 EP) Gun Bunny: Select one result from the Body Armor, Close Combat Weapons, or Ranged Weapons tables and apply it to a new or existing piece of equipment (this includes the “Choose Any” results)*. Can only be applied twice, does not stack with previous HJ upgrades.
  • (3 EP) Arcane Accessories: Select any one result from the Enchanted Items & Mystic Gadgets table or add one minor TW Upgrade or Enchantment to a new or existing piece of equipment (an item may only be upgraded this way 2 times. Already magical items cannot be converted or upgraded in this manner. These items cannot be further upgraded by TWs or Enchanters)
  • (5 EP) The Rob: Choose the result of one roll on a Hero's Journey or the Fortune & Glory table.
  • (10 EP) Gain a Signature Item. This custom unique piece of gear could be an enchanted, TW, or Weird Science Super tech item that grants a benefit fitting with your character concept. This will be created using the TW creation rules or the Major Object Creation edge in discussion with your GM. For power level use a Heroic level as a guide for modifier limits and rank restrictions. Limit one per character.
*If choosing option 17 on the Ranged Weapons table the Trademark Weapon edge is connected to the item not the character. The edge is lost if the item is lost, stolen, destroyed, etc.

Account Unlocks
  • (5 EP) Second Character Account
  • (10 EP) Third Character Account
  • (25 EP) Fourth Character Account
  • (15 EP) Per Each Additional Character Account
  • (I intentionally bumped these after 3 because EP is given more often and because we’ve seen a number of people get over stretched (myself included) by too easy access to accounts. All existing accounts purchase will remain.)
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