SWADE EP Menu

The place for proposals for Custom Races, Edges, Hindrances, Trappings, TW Modifications, and Iconic Frame Works

Also See Community Projects.
Forum rules
New Procedures

1. Have all the lead-up discussion and inquiry in the "Community Projects" Forum. If general agreement is reached there, formalize the idea as a proposal.
2. All GMs will vote yay or nay. Administrator has veto rights and also breaks ties.
3. Even proposals that are allowed are subject to editing by the Administrator or GMs.
4. Anyone may comment on a proposed rule.
5. Less is more: Players are reminded that when in doubt, renaming or retrapping is always better than new rules.
6. If the proposal only applies to a very limited case (one PC/player) then take it up with your GM. This forum is for rules which will be adopted site wide. Frame proposals with that in mind.
7. New rule: Disagree but propose an alternative. People work hard to write these things and think them through, it is up to those of us with alternate views to present them with as much consideration.
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RFT
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SWADE EP Menu

Post by RFT » Wed Aug 14, 2019 7:33 am

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?
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

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.
Shaping Worlds Together
.
The 99's Game Master Bennies 4
  • +8 Players
    -3 Puppet on Maggie (to kill her team in turn 03)
    -1 Soak roll for Hexlulk
Hexlulk (Neuron Beast)
  • 2 Starting Wild Card
    -2 Rerolls in turn 03
Nightbane Game Master Bennies 6
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0
Phase World - The Remorseless Game Master Bennies 6
  • +7 Players
    +1 Sidekicks
    -1 Wasted to reroll damage versus nothing.
    -1 Benny to Durrack reroll
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]
Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]Quick rerolls 20 or less
[*]Quickness with a Raise rerolls 28 or less
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]
Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Re: SWADE EP Menu

Post by Venatus Vinco » Wed Aug 14, 2019 7:42 am

(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 » Wed Aug 14, 2019 7:43 am

Patron Permanence is a dumb expenditure...strike that one for sure.
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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 Venatus Vinco » Wed Aug 14, 2019 7:44 am

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

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 RFT » Wed Aug 14, 2019 7:45 am

Great. I will make the edits
Shaping Worlds Together
.
The 99's Game Master Bennies 4
  • +8 Players
    -3 Puppet on Maggie (to kill her team in turn 03)
    -1 Soak roll for Hexlulk
Hexlulk (Neuron Beast)
  • 2 Starting Wild Card
    -2 Rerolls in turn 03
Nightbane Game Master Bennies 6
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0
Phase World - The Remorseless Game Master Bennies 6
  • +7 Players
    +1 Sidekicks
    -1 Wasted to reroll damage versus nothing.
    -1 Benny to Durrack reroll
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]
Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]Quick rerolls 20 or less
[*]Quickness with a Raise rerolls 28 or less
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]
Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Re: SWADE EP Menu

Post by Pender Lumkiss » 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.
13th GM bennies GM Bennies
1/3
Vampire Kingdoms GM Bennies
4/4
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Re: SWADE EP Menu

Post by Venatus Vinco » 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.
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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 RFT » Wed Aug 14, 2019 7:49 am

What do you think of the edits on Signature item and Dues ex Machina?
Shaping Worlds Together
.
The 99's Game Master Bennies 4
  • +8 Players
    -3 Puppet on Maggie (to kill her team in turn 03)
    -1 Soak roll for Hexlulk
Hexlulk (Neuron Beast)
  • 2 Starting Wild Card
    -2 Rerolls in turn 03
Nightbane Game Master Bennies 6
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0
Phase World - The Remorseless Game Master Bennies 6
  • +7 Players
    +1 Sidekicks
    -1 Wasted to reroll damage versus nothing.
    -1 Benny to Durrack reroll
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]
Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]Quick rerolls 20 or less
[*]Quickness with a Raise rerolls 28 or less
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]
Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
RFT
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Posts: 3025
Joined: Tue Aug 08, 2017 12:55 pm
Location: Black Company

Re: SWADE EP Menu

Post by RFT » Wed Aug 14, 2019 7:49 am

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
Shaping Worlds Together
.
The 99's Game Master Bennies 4
  • +8 Players
    -3 Puppet on Maggie (to kill her team in turn 03)
    -1 Soak roll for Hexlulk
Hexlulk (Neuron Beast)
  • 2 Starting Wild Card
    -2 Rerolls in turn 03
Nightbane Game Master Bennies 6
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0
Phase World - The Remorseless Game Master Bennies 6
  • +7 Players
    +1 Sidekicks
    -1 Wasted to reroll damage versus nothing.
    -1 Benny to Durrack reroll
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]
Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]Quick rerolls 20 or less
[*]Quickness with a Raise rerolls 28 or less
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]
Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
RFT
Diamond Patron
Diamond Patron
Posts: 3025
Joined: Tue Aug 08, 2017 12:55 pm
Location: Black Company

Re: SWADE EP Menu

Post by RFT » 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?
Shaping Worlds Together
.
The 99's Game Master Bennies 4
  • +8 Players
    -3 Puppet on Maggie (to kill her team in turn 03)
    -1 Soak roll for Hexlulk
Hexlulk (Neuron Beast)
  • 2 Starting Wild Card
    -2 Rerolls in turn 03
Nightbane Game Master Bennies 6
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0
Phase World - The Remorseless Game Master Bennies 6
  • +7 Players
    +1 Sidekicks
    -1 Wasted to reroll damage versus nothing.
    -1 Benny to Durrack reroll
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]
Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]Quick rerolls 20 or less
[*]Quickness with a Raise rerolls 28 or less
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]
Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

Post by Tribe of One » Wed Aug 14, 2019 9:19 am

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 » Wed Aug 14, 2019 9:25 am

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.

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Re: SWADE EP Menu

Post by Tribe of One » 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.
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Re: SWADE EP Menu

Post by RFT » Wed Aug 14, 2019 10:08 am

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.
Shaping Worlds Together
.
The 99's Game Master Bennies 4
  • +8 Players
    -3 Puppet on Maggie (to kill her team in turn 03)
    -1 Soak roll for Hexlulk
Hexlulk (Neuron Beast)
  • 2 Starting Wild Card
    -2 Rerolls in turn 03
Nightbane Game Master Bennies 6
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0
Phase World - The Remorseless Game Master Bennies 6
  • +7 Players
    +1 Sidekicks
    -1 Wasted to reroll damage versus nothing.
    -1 Benny to Durrack reroll
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]
Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]Quick rerolls 20 or less
[*]Quickness with a Raise rerolls 28 or less
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]
Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

Post by Pursuit » Wed Aug 14, 2019 10:09 am

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 » Wed Aug 14, 2019 10:11 am

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 RFT » Wed Aug 14, 2019 10:13 am

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.
Shaping Worlds Together
.
The 99's Game Master Bennies 4
  • +8 Players
    -3 Puppet on Maggie (to kill her team in turn 03)
    -1 Soak roll for Hexlulk
Hexlulk (Neuron Beast)
  • 2 Starting Wild Card
    -2 Rerolls in turn 03
Nightbane Game Master Bennies 6
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0
Phase World - The Remorseless Game Master Bennies 6
  • +7 Players
    +1 Sidekicks
    -1 Wasted to reroll damage versus nothing.
    -1 Benny to Durrack reroll
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]
Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]Quick rerolls 20 or less
[*]Quickness with a Raise rerolls 28 or less
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]
Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
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Re: SWADE EP Menu

Post by Pursuit » Wed Aug 14, 2019 10:33 am

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 » Wed Aug 14, 2019 11:32 am

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.

VV
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Re: SWADE EP Menu

Post by Venatus Vinco » 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).
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Re: SWADE EP Menu

Post by Venatus Vinco » Wed Aug 14, 2019 11:41 am

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 RFT » 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.
Shaping Worlds Together
.
The 99's Game Master Bennies 4
  • +8 Players
    -3 Puppet on Maggie (to kill her team in turn 03)
    -1 Soak roll for Hexlulk
Hexlulk (Neuron Beast)
  • 2 Starting Wild Card
    -2 Rerolls in turn 03
Nightbane Game Master Bennies 6
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0
Phase World - The Remorseless Game Master Bennies 6
  • +7 Players
    +1 Sidekicks
    -1 Wasted to reroll damage versus nothing.
    -1 Benny to Durrack reroll
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]
Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]Quick rerolls 20 or less
[*]Quickness with a Raise rerolls 28 or less
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]
Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Re: SWADE EP Menu

Post by RFT » Wed Aug 14, 2019 12:34 pm

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.
Shaping Worlds Together
.
The 99's Game Master Bennies 4
  • +8 Players
    -3 Puppet on Maggie (to kill her team in turn 03)
    -1 Soak roll for Hexlulk
Hexlulk (Neuron Beast)
  • 2 Starting Wild Card
    -2 Rerolls in turn 03
Nightbane Game Master Bennies 6
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0
Phase World - The Remorseless Game Master Bennies 6
  • +7 Players
    +1 Sidekicks
    -1 Wasted to reroll damage versus nothing.
    -1 Benny to Durrack reroll
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]
Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]Quick rerolls 20 or less
[*]Quickness with a Raise rerolls 28 or less
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]
Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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KahlessNestor
Posts: 342
Joined: Thu Feb 15, 2018 4:02 am

Re: SWADE EP Menu

Post by KahlessNestor » Fri Aug 16, 2019 1:19 am

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?
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

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Pursuit
Game Master
Posts: 691
Joined: Thu Jan 04, 2018 9:21 am

Re: SWADE EP Menu

Post by Pursuit » Fri Aug 16, 2019 5:54 am

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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