Now Recruiting The Hidden Wars - Urban Fantasy Horror Game

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Ndreare
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Now Recruiting The Hidden Wars - Urban Fantasy Horror Game

Post by Ndreare »

The world has always been a dangerous place. But things have been changing lately. For hundreds of years a cold war was fought between the rulers of the mortal world and the supernatural. With control of the masses as the prize sought.

But things are changing. The number of supernatural beings in the world has always been miniscule in population. But all things change. The ambient magic on the planet began increasing, initially it was only bumps beginning in the late 1930’s, enough extra magic for the supernatural population to grow. But as time went on these little bumps kept happening.

Then it happened on April 26, 1986 a threshold was crossed and people as a whole became aware of the supernatural. Political and religious turmoil accelerated, the government trying to respond, the supernatural beings with enough intelligence trying to form factions to resist and hide from those whom they once preyed.

It is now fall of 1987, a little more than a year after mass acceptance of the supernatural. The cold war previously run between mortals with awareness and the supernatural has spilled into the streets. Mortals now learning the arcane powers previously unavailable to them now have an edge. No longer limited to the traditional weapons of war the tides have turned.

A Bureau previously unknown within the United States Department of Justice came out and shared with the public their mission. Having been tasked with hunting down and eliminating supernal threats to mankind by any and all means necessary the Bureau of Inhuman Affairs (BIA) was granted total jurisdiction over all inhuman events in the United States.

Unfortunately, the kind of fanatics previously recruited to the BIA has led to an overly zealous force. Without care or remorse for the excuses of inhumans, BIA Agents hunt and eliminate all supernatural beings that can be found. Within the agency even humans who develop or learn arcane talents are often seen with suspicion and more than one ‘mistake’ has been made leading to the death of one of those humans.

As the heroes of this world you make your living by hunting and killing these monsters for bounties. This activity often puts you at odds with federal law enforcement. You may both want to eliminate the supernatural threats to mankind, but that does not make you allies. Some of you may even be the very supernatural beings the BIA will kill on sight.



WORK IN PROGRESS
I would love player feedback. If you plan on joining the game lets see if we can get this down so it feels as playable as possible.

Also are players interested in the Lodge rules from Horror Companion? Would that add to the game or just make it complex?



Character Creation
This is a world of the supernatural and only the toughest of heroes will survive.
Players may create their characters using of the following options;
  1. Create a Novice Human. Gain 4 bonus Hindrance Points (see SWADE page 9), begin with an additional $500 in resources ($1,000 total). Then advance the character to Seasoned.
  2. Create a Novice Monstrous character from Horror Companion. The character gains Hunted (Major) BAI at no additional benefit.
  3. Create a Novice Human + Custom Monster using SPC with 15/5 build points, and 3 points in hindrances at no additional benefit. The character gains no additional benefit from the hindrances selected. Custom monsters must be designed such that they fit the horror/conspiracy theme of the game.


Characters begin with $500 for purchasing gear and resources from SWADE or Horror Companion (realistic gear, no lasers and gizmos). After all purchases are made and the game begins, we will adjust to 1980’s values multiplying the cost listed in the books by 10.


Expectations
Please give me feedback on stuff.


Setting Rules
The world of the BIA is one of supernatural horror, pain and death. Those with supernatural heritage have abilities above and beyond most mortals.
The following setting rules and changes will be used for this game.
  • Conviction: Heroes may gain conviction in limited situations. (SWADE pg 136)
  • Creative Combat: Successful Tests gain special benefits on a Raise. (Tester's choice, SWADE pg 137)
  • Desperate Attack: Is allowed in this game. (HC pg 38)
  • Difficult Healing: A caster only has one chance to heal a given wound. (HC pg 39)
  • Dynamic Backlash: The use of the Arcane is a dangerous thing. (SWADE pg 138)
  • Fear: Fear has more of an effect and relevance in this game. (HC pg 43)
  • Gritty Damage: When Wild Cards take a Wound, they roll on the Injury Table and apply the results. (SWADE pg 139)
  • Hard Choices: Your GM starts with 0 Bennies. However he gains one when you use one. (SWADE pg 139)
  • It's All Magic: SPC and other racial abilities that are not purely physical in nature are treated as Arcanebackground (Gifted) for dispels and interacting with powers. (Custom)
  • More Skill Points: Begin with d4 in Core Skills and 15 skill points.
  • Mortal Magic: All Arcane Backgrounds have Power Skill d6 added to Requirements. All powers within an Arcane Background must have a unified trapping and all powers selected must fit within that trapping. Alternatively if the player has Fantasy or Horror Companion he may use the Arcane Backgrounds, edges and rules presented in one of those books for their Arcane Backgrounds, but not both. (Custom)
  • No Power Points: Those with arcane backgrounds don’t track Power Points but instead subtract half the listed Power Point cost (round up) from their skill roll to activate the ability. Powers may be maintained as desired at a −1 penalty to all further Arcane Skill activation rolls. (SWADE pg 140)
  • No Power Points & Artificer: The Artificer edge is normally not compatible with No Power Points. Artifacts may be created by rolling with a penalty equal to the base cost of the power or the highest modifier cost. Artifacts then suffer a cumulative -1 penalty after each successful use and continue to function until a critical failure, or a roll with a total less than 1 is rolled. Powers in artifacts may be maintained as a Free Action requiring a new Trait roll each duration interval. (Custom)
  • Stream Template: Is allowed in this game when we choose to use a map. (HC pg 38)
  • Untapped Potential: This is the High Adventure setting rule renamed. May spend a benny to gain limited use of a combat edge you qualify for. May also be used for an arcane edge or a single power if the character has an arcane background. Refer to Hard Choices. (SWADE pg 140, with custom change.)
  • Villainous Conviction: Villains gain and may use Conviction. (FC pg 79)
  • Wards & Binds [Testing this one]: Supernatural creatures can sometimes be bound with Occult knowledge. We will play fast and lose with this one. So while not in effect as a hard rule, I think a player should be able to ask for opportunities to use that occult skill. (HC 45)
  • Wound Cap: The heroes and villains of the hidden wars are too powerful to die from a simple lucky blow. The wound cap for this game is 2. (Custom)



MYSTIC POWERS This is what I am thinking, I am open to feedback.
  • Power Trait = Spirit
  • Active Self Targeting Power at Base Level = No roll required.
  • Active Self Targeting Power at Base Level with Raise Effect = Spirit-2 roll required .
  • Activate power with Modifiers = NPP rules
  • Activate power targeting others = NPP rules



[OOC=Influences
I am drawing heavily on modern urban fantasy such as (but not limited to) Dresden Files, Mercy Thompson, Monster Hunter International and the RPG setting BTS and Nightbane. I chose not to go pure Nightbane because I felt we could do something like a Nightbane setting without requiring players to read my 20 page document. [/OOC]
  • 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!

,

We do not reroll duplicates. To make up for this and ensure Jokers come up for players there are four Jokers. If two wild cards on oposing sides have duplicate cards their actions will happen in order of whoever posts first.
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, Player Jokers can go first.
54 = Jokers = They are equal, Player Jokers can go first.
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal, Player Jokers can go first.
56 = Jokers = They are equal, Player Jokers can go first.
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: The Hidden Wars - Urban Fantasy Horror Game

Post by Beowulf85 »

I just got back on the boards after many years away and this sounds pretty cool. It's like we're starting out where a lot of low fantasy eventually ends up, with the general populace aware of the supernatural and at odds with it.

I have all the companions so I'd probably work from them to roll up a human who was aware of the supernatural beforehand but trying to keep things in check and keep people safe. I'd likely base my ideas off of The Dresden Files as I'm a big fan of that series.
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Re: The Hidden Wars - Urban Fantasy Horror Game

Post by Ndreare »

Beowulf85 wrote: Sun Sep 03, 2023 4:54 pm I just got back on the boards after many years away and this sounds pretty cool. It's like we're starting out where a lot of low fantasy eventually ends up, with the general populace aware of the supernatural and at odds with it.

I have all the companions so I'd probably work from them to roll up a human who was aware of the supernatural beforehand but trying to keep things in check and keep people safe. I'd likely base my ideas off of The Dresden Files as I'm a big fan of that series.
You are the first taker so concepts are wide open. As you have all the companions, Fantasy has a lot of great magic options in it and the setting does allow taking more than one AB. (Though I normally find it less effienct than mastering one AB.)

Let me know if you have questions.
  • 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!

,

We do not reroll duplicates. To make up for this and ensure Jokers come up for players there are four Jokers. If two wild cards on oposing sides have duplicate cards their actions will happen in order of whoever posts first.
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, Player Jokers can go first.
54 = Jokers = They are equal, Player Jokers can go first.
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal, Player Jokers can go first.
56 = Jokers = They are equal, Player Jokers can go first.
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: The Hidden Wars - Urban Fantasy Horror Game

Post by Imperator »

That's neat. Yup pencil me in too please.

I'm thinking a demoted crossroads demon. He kept a deal with a mortal screwing over a fellow demon and was brought low for it. Now he wants to be powerful again, and since he's persona non grata with his own kind he needs allies somewhere. And maybe he has a deal or owes a debt to another PC.

Questions. If an AB is in both the FC and HC I take it use the HC power list? Is the Veteran of The Dark World available? If so can I spend for The Rob on the table roll? What is the air speed velocity of an unladen sparrow?
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Characters Imperator (GM account)Action Stan, Antipas, Xiang,
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Re: The Hidden Wars - Urban Fantasy Horror Game

Post by Ndreare »

Imperator wrote: Tue Sep 05, 2023 8:33 pm That's neat. Yup pencil me in too please.

I'm thinking a demoted crossroads demon. He kept a deal with a mortal screwing over a fellow demon and was brought low for it. Now he wants to be powerful again, and since he's persona non grata with his own kind he needs allies somewhere. And maybe he has a deal or owes a debt to another PC.

Questions. If an AB is in both the FC and HC I take it use the HC power list? Is the Veteran of The Dark World available? If so can I spend for The Rob on the table roll? What is the air speed velocity of an unladen sparrow?
1) If an AB is in both books, you must chose one of the two to be authoritative for your character. That would include the power lists and edges from that book. (Example if you are a HC Witch you would have access to the Witch form HC, the witch edges and the cool HC powers on her list. But would not be able to use the Witch edges from FC or the Wish spell.)

2) I am okay with the Veteran of the Dark World. The roll would happen after the character creation is finished and advances applied.

3) I am okay with spending on The Rob for the roll. But no cheesy 'non hindrance.'



AS a note, I will look through the archives and see how many EP Gail's account had before it was deleted, so I will ask VV if we can get @Beowulf85 his EP back.

Edit: I looked through https://savagerifts.com/sr/viewtopic.php?t=39 and could not find an account.
  • 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!

,

We do not reroll duplicates. To make up for this and ensure Jokers come up for players there are four Jokers. If two wild cards on oposing sides have duplicate cards their actions will happen in order of whoever posts first.
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, Player Jokers can go first.
54 = Jokers = They are equal, Player Jokers can go first.
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal, Player Jokers can go first.
56 = Jokers = They are equal, Player Jokers can go first.
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
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Re: The Hidden Wars - Urban Fantasy Horror Game

Post by Vixa »

Ndreare wrote: Wed Sep 06, 2023 11:23 am AS a note, I will look through the archives and see how many EP Gail's account had before it was deleted, so I will ask VV if we can get @Beowulf85 his EP back.

Edit: I looked through https://savagerifts.com/sr/viewtopic.php?t=39 and could not find an account.
That's because your Search Fu is weak. :D

https://www.savagerifts.com/sr/viewtopi ... orm#p13651
"Don't Panic"

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Active Alts: Sparkmort Zipwidget, John Reid
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Re: The Hidden Wars - Urban Fantasy Horror Game

Post by Beowulf85 »

Thanks for the help!

To be fair, it has been five or six years and everything is buried.

Edited: I'll probably grab a signature item straight out of The Dresden Files after I look at character creation, and save 5 EP for a second character in case a Rifts game opens up.
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Re: The Hidden Wars - Urban Fantasy Horror Game

Post by Beowulf85 »

Imperator wrote: Tue Sep 05, 2023 8:33 pm That's neat. Yup pencil me in too please.

I'm thinking a demoted crossroads demon. He kept a deal with a mortal screwing over a fellow demon and was brought low for it. Now he wants to be powerful again, and since he's persona non grata with his own kind he needs allies somewhere. And maybe he has a deal or owes a debt to another PC.

Questions. If an AB is in both the FC and HC I take it use the HC power list? Is the Veteran of The Dark World available? If so can I spend for The Rob on the table roll? What is the air speed velocity of an unladen sparrow?
I like this concept! It could be a fun dynamic with my character. Should we work out a shared history?

By the way, if we want to make a group chat I have the same name on Discord.
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Re: The Hidden Wars - Urban Fantasy Horror Game

Post by Vixa »

I see you went with No Power Points. How will that jive with those monstrous creatures that have Mystic Powers? Or will those just be disallowed?
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Re: The Hidden Wars - Urban Fantasy Horror Game

Post by Ndreare »

Beowulf85 wrote: Wed Sep 06, 2023 7:24 pm Thanks for the help!

To be fair, it has been five or six years and everything is buried.

Edited: I'll probably grab a signature item straight out of The Dresden Files after I look at character creation, and save 5 EP for a second character in case a Rifts game opens up.
Your 15 EP has been restored.

We don't have signature items for this game (characters are much weaker than rifts guys). But the generic options like Bennies will work.
  • 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!

,

We do not reroll duplicates. To make up for this and ensure Jokers come up for players there are four Jokers. If two wild cards on oposing sides have duplicate cards their actions will happen in order of whoever posts first.
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, Player Jokers can go first.
54 = Jokers = They are equal, Player Jokers can go first.
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal, Player Jokers can go first.
56 = Jokers = They are equal, Player Jokers can go first.
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: 4453
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: The Hidden Wars - Urban Fantasy Horror Game

Post by Ndreare »

Vixa wrote: Wed Sep 06, 2023 8:36 pm I see you went with No Power Points. How will that jive with those monstrous creatures that have Mystic Powers? Or will those just be disallowed?
I will need to think on this. My kneejerk responce is to say thru have and track power points. Give me a couple days to think/ play with 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!

,

We do not reroll duplicates. To make up for this and ensure Jokers come up for players there are four Jokers. If two wild cards on oposing sides have duplicate cards their actions will happen in order of whoever posts first.
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, Player Jokers can go first.
54 = Jokers = They are equal, Player Jokers can go first.
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal, Player Jokers can go first.
56 = Jokers = They are equal, Player Jokers can go first.
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Re: The Hidden Wars - Urban Fantasy Horror Game

Post by Imperator »

Beowulf85 wrote: Wed Sep 06, 2023 8:11 pm

I like this concept! It could be a fun dynamic with my character. Should we work out a shared history?

By the way, if we want to make a group chat I have the same name on Discord.
Sounds good, my loose grasp of him so far is that he wasn't so interested in corrupting the innocent but in just offering temptation to the tempable. "The best thing about most mortals is given the opportunity they'll corrupt themselves." being a big part of his philosophy. The worse a person is that he's dealing with, the more harshly things end up for them when the worm eventually turns.

As for role I'm thinking face is a natural fit for a demon based on making deals. On the fence if I'm gonna take an AB. Don't envision him a bookish sort so maybe blighted powers to reflect something inherent rather than studied. I did like a few of them like demonologist/diabolist, fortune teller, or Occultist and could see them working for me. But really I'm flexible in the build ideas and can shift things around to fill roles. Let me know what direction your thinking.

As for a discord, yeah not the Rob's got recruitment going someone should harass the site discord mods to hook us up.
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Re: The Hidden Wars - Urban Fantasy Horror Game

Post by Beowulf85 »

I just double checked lodge rules and they look great. If I roll up Harry Dresden I could use the rules to recreate his basement/sub basement from before they were destroyed.
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Re: The Hidden Wars - Urban Fantasy Horror Game

Post by Vixa »

Beowulf85 wrote: Wed Sep 06, 2023 10:50 pm I just double checked lodge rules and they look great. If I roll up Harry Dresden I could use the rules to recreate his basement/sub basement from before they were destroyed.
Pretty sure lodges are a group HQ thing rather than every PC getting their own. They did the same thing in the new SPC for supers teams.
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Re: The Hidden Wars - Urban Fantasy Horror Game

Post by Vixa »

@Ndreare so how do you feel about Rich/Filthy Rich? Asking for a friend. :)
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Re: The Hidden Wars - Urban Fantasy Horror Game

Post by Ndreare »

Vixa wrote: Thu Sep 07, 2023 9:26 am @Ndreare so how do you feel about Rich/Filthy Rich? Asking for a friend. :)
Sure, no problem at all.
  • 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!

,

We do not reroll duplicates. To make up for this and ensure Jokers come up for players there are four Jokers. If two wild cards on oposing sides have duplicate cards their actions will happen in order of whoever posts first.
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, Player Jokers can go first.
54 = Jokers = They are equal, Player Jokers can go first.
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal, Player Jokers can go first.
56 = Jokers = They are equal, Player Jokers can go first.
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Re: Now Recruiting The Hidden Wars - Urban Fantasy Horror Game

Post by Tiny Tim »

I am interested in playing a mundane Human in this game... he just has a Toughness of 9 before any armor, with Arcane Resistance, and Brave... with a d12 Fighting and a d8 Shooting... without being a Veteran of The Dark World
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
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Re: Now Recruiting The Hidden Wars - Urban Fantasy Horror Game

Post by Ndreare »

Tiny Tim wrote: Thu Sep 07, 2023 3:15 pm I am interested in playing a mundane Human in this game... he just has a Toughness of 9 before any armor, with Arcane Resistance, and Brave... with a d12 Fighting and a d8 Shooting... without being a Veteran of The Dark World
Sure, sounds like a fitting idea.

The last Nightbane game had Sgt86 playing Gravely who was just a dead hard killer kind of like you describe.
  • 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!

,

We do not reroll duplicates. To make up for this and ensure Jokers come up for players there are four Jokers. If two wild cards on oposing sides have duplicate cards their actions will happen in order of whoever posts first.
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, Player Jokers can go first.
54 = Jokers = They are equal, Player Jokers can go first.
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal, Player Jokers can go first.
56 = Jokers = They are equal, Player Jokers can go first.
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Re: Now Recruiting The Hidden Wars - Urban Fantasy Horror Game

Post by Beowulf85 »

If we are still getting things together and there's no rush, I'll try to throw my character together when I start my text shift, Wednesday or later. I'll have to figure out the formatting rules for character creation on the site again. Where do we want characters posted?
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Re: Now Recruiting The Hidden Wars - Urban Fantasy Horror Game

Post by Ndreare »

Beowulf85 wrote: Sat Sep 09, 2023 4:18 pm If we are still getting things together and there's no rush, I'll try to throw my character together when I start my text shift, Wednesday or later. I'll have to figure out the formatting rules for character creation on the site again. Where do we want characters posted?
You do not have to use the method I like to use. But if you do I will award you an extra Benny.

https://savagerifts.com/sr/viewtopic.php?t=7410

PS; We have a discord channel and I added you to group
  • 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!

,

We do not reroll duplicates. To make up for this and ensure Jokers come up for players there are four Jokers. If two wild cards on oposing sides have duplicate cards their actions will happen in order of whoever posts first.
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, Player Jokers can go first.
54 = Jokers = They are equal, Player Jokers can go first.
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal, Player Jokers can go first.
56 = Jokers = They are equal, Player Jokers can go first.
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Re: Now Recruiting The Hidden Wars - Urban Fantasy Horror Game

Post by Imperator »

Beowulf85 wrote: Sat Sep 09, 2023 4:18 pm If we are still getting things together and there's no rush, I'll try to throw my character together when I start my text shift, Wednesday or later. I'll have to figure out the formatting rules for character creation on the site again. Where do we want characters posted?
There are copy/paste character sheet pages here... https://savagerifts.com/sr/viewtopic.php?t=935

They have a few things that are Rifts based on em but easy to fix
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Re: Now Recruiting The Hidden Wars - Urban Fantasy Horror Game

Post by Ndreare »

Imperator wrote: Sun Sep 10, 2023 1:46 am
Beowulf85 wrote: Sat Sep 09, 2023 4:18 pm If we are still getting things together and there's no rush, I'll try to throw my character together when I start my text shift, Wednesday or later. I'll have to figure out the formatting rules for character creation on the site again. Where do we want characters posted?
There are copy/paste character sheet pages here... https://savagerifts.com/sr/viewtopic.php?t=935

They have a few things that are Rifts based on em but easy to fix
Those are terrible, over complicated characters sheets. So while yes, you can use them. You don't get an extra benny for it..

:P
  • 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!

,

We do not reroll duplicates. To make up for this and ensure Jokers come up for players there are four Jokers. If two wild cards on oposing sides have duplicate cards their actions will happen in order of whoever posts first.
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, Player Jokers can go first.
54 = Jokers = They are equal, Player Jokers can go first.
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal, Player Jokers can go first.
56 = Jokers = They are equal, Player Jokers can go first.
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Imperator
Posts: 229
Joined: Tue May 28, 2019 6:42 pm

Re: Now Recruiting The Hidden Wars - Urban Fantasy Horror Game

Post by Imperator »

Ndreare wrote: Sun Sep 10, 2023 9:17 am
Imperator wrote: Sun Sep 10, 2023 1:46 am
Beowulf85 wrote: Sat Sep 09, 2023 4:18 pm If we are still getting things together and there's no rush, I'll try to throw my character together when I start my text shift, Wednesday or later. I'll have to figure out the formatting rules for character creation on the site again. Where do we want characters posted?
There are copy/paste character sheet pages here... https://savagerifts.com/sr/viewtopic.php?t=935

They have a few things that are Rifts based on em but easy to fix
Those are terrible, over complicated characters sheets. So while yes, you can use them. You don't get an extra benny for it..

:P
But they are already set up with BB codes and easy to cut/paste to taste.
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Characters Imperator (GM account)Action Stan, Antipas, Xiang,
Beowulf85
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Posts: 384
Joined: Wed Nov 23, 2016 3:21 pm

Re: Now Recruiting The Hidden Wars - Urban Fantasy Horror Game

Post by Beowulf85 »

Thanks for the help, but if there is an extra benny for using the preferred sheets, I will use the preferred sheets. 😅
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