Showing posts with label Edges (Savage Worlds). Show all posts
Showing posts with label Edges (Savage Worlds). Show all posts

Monday, January 11, 2010

Savage Boomerang

I have a player in my irregular Savage Worlds fantasy campaign whose character uses a boomerang. Just for flavor reasons, the boomerang is her main weapon. I think it's rather cool, in a Road Warrior sort of way.

In the previous session, in which she made the character on-the-spot and dove right in to the game-in-progress, I just used the same stats as a throwing knife. Which, not surprisingly, is a little wimpy. Chances are, those stats will result in her feeling underpowered, and eventually swapping to a better ranged weapon, like a bow. That would be a shame.

She's a new player, with no previous tabletop experience, so rewarding her flavorful decisions is the right thing to do. My hope is that it will encourage her to experiment and invent, and overcome any shyness or awkwardness about the game. It's always best to make someone's first couple of gaming experiences positive and welcoming, so I've spent a tiny bit of energy figuring out ways to make it a feasible weapon choice in the long run.

First, I'm pumping up the range to match that of a sling: 4/8/16 (instead of a daggers 3/6/12). That's a pretty minor boost, and something I can do without any worries about balance, but of course it still makes it inferior to a bow.

So, to pump it up a notch, I made up the following edge for her.
Boomerang (Combat Edge)
Requirements: Agility d8, Notice d8
When you make a Throwing attack with a Boomerang (the weapon), you may pick a secondary target, which must be a different character than the primary one. If your attack misses against the primary target, you may immediately make another attack roll against the second target. Only one target can be hit per round - if you hit against the primary target, you do not roll against the secondary one. You're only throwing one boomerang per action, but the circular flight path "buzzes" past more than one target.
It's not terribly realistic, admittedly, but it catches the proper cinematic feel of someone using a boomerang weapon. More importantly, the the second attack roll will help compensate for the low damage rating, making it a good mook-killing weapon even in the later stages of the campaign. The secondary attack will take some of the sting out of bad dice rolls, which is something that can be very frustrating for new players.

Saturday, October 25, 2008

New Professional Edges for Savagepunk 2020

New Professional Edges for use with Savage Worlds games trying to emulate the feel of Cyberpunk 2020.



Badge (Professional Edge)
Requirements: Novice, Vigor d8+, Guts d8+,
You don’t just have police connections, you’re actually a part of the force. A character with this edge is a cop or a member of a licensed security service with the legal right to use deadly force. It functions like the Connections edge, but if you use these connections to commit a crime, the GM is free to make you the target of a nasty Internal Affairs investigation. In addition, you have a fancy badge you can waive around to make the riff-raff get into line. The authority and power invested in you by your law-enforcement credentials gives you a +2 bonus to rolls of Intimidate and Persuasion whenever the target of your rolls is afraid of being arrested.


Sway Audience (Professional Edge)
Requirements: Novice, Spirit d6+, Artistry d8+, a positive Charisma modifier
Your artwork has been known to move people to action. While performing (or via a gallery show or other large exhibition) you can sway the crowd to your way of thinking. With a successful die roll, you can affect larger than normal groups of people. A success on an Artistry roll can affect up to 20 people, a raise brings that up to 100 people. Each additional raise doubles the size of audience you can affect.
You can get people to sing along, inspire the crowd to feel a strong emotion, or even provoke them to riot. Getting more precisely controlled action requires not only an Artistry roll, but also a Persuasion roll. The lower of the two rolls determines the maximum number of people influenced, following the scale sited above.
In order to have this impact, you must have an audience. If no one can see or hear your art or message, it will fail to move them. This is not magic.


Jacked In (Professional Edge)
Requirements: Novice, Smarts d6+, Computer d8+, CyberEnhanced
You’ve undergone the necessary cybersurgery and neuroaugmentation to directly interface with computers. You have neural plugs and/or a short-range wireless interface. The upshot of this that you may give commands to computers via thought, rather than keyboard or mouse. You may interact with computers from several feet away, not needing to sit in front of a monitor, and you have an internal heads-up-display of any computer you’re interacting with. What’s more, your reaction speed is much faster than those archaic hardware systems would ever have allowed.
You may take one extra action every round without penalty, but only if that action involves giving a command to a computer or rolling your Computer skill. Therefore you can monitor two computer programs at once, or even search a database while dodging bullets.


Investigative Reporter (Professional Edge)
Requirements: Novice, Smarts d8+, Spirit d6+, Guts d8+, Image d6+, Artistry d4+
You’ve established your reputation as a hard-hitting reporter and champion of truth. Your regular column or special reports pull no punches in exposing corruption, incompetence, and evil amidst governments and corporations alike.
This gives you a +1 bonus on Persuasion, Intimidate, Streetwise and Taunt rolls. In order for the bonus to apply, you must be using the name that you publish under – you can’t be entirely anonymous and use your reputation at the same time. Should you make a public statement that is later proven false, you lose this benefit for about a month.
The other benefit of this Edge is that your editor or publisher has great confidence in you. You get a +2 bonus to any rolls you (or they) make to resist pressure to censor your work or pull you off of a case.

Friday, October 24, 2008

Savage Cyberware

Update/Edit: This post is a nightmare. You'd be far better to use my new system, which is far more elegant, and doesn't add all this unnecessary complication to the character creation process. I'm leaving this old post here for posterity, but the new Cyber Die system is a huge improvement. It puts Cybernetics into Savage Worlds without adding ridiculous numbers of Edges to your typical character, as the system below did...

Context: Cybernetics system for Savagepunk 2020.
CyberneticEdges are only available as bonus edges via the Cyber-Enhancedbackground edge. Because they can be made inaccessible by damage(until repaired), they should be marked or recorded on a different partof the character sheet. Other Edges may be taken as Cybernetic Edges, provided a good rationale explains them as such. If taken as a Cybernetic Edge, the Edge is treated as Cyberware from then on, and is vulnerable to being damaged.

The following tend to be a little bit better than normal Edges, which hopefully is balanced/mitigated by restricted access (unless the PCs are rich, they can only get these at the start of the campaign) and the vulnerability of being shut down when damaged.


Cyberarm
Cybernetic Edge
Requirements: Novice, Cyber-Enhanced
Oneof your arms (your choice) has been replaced by a cybernetic limb thatis stronger and harder than organic flesh. This gives +1 to yourdamage for Fighting attacks made via that arm, +1 to any Strength rollsmade predominantly via that arm, and grants +1 parry.


Cyberlegs
Cybernetic Edge
Requirements: Novice, Cyber-Enhanced
Yourlegs have been replaced with cybernetic models that are faster,stronger, and harder than organic flesh. This gives +1 to your Pace, +1to your damage when kicking, and +1 to any Strength rolls made torepresent things you’re doing with your legs.


Cybersenses
Cybernetic Edge
Requirements: Novice, Cyber-Enhanced
Oneor more of your sensory organs have been replaced by cybernetic devicesthat with superhuman capabilities. This gives you +2 on rolls of Noticeand Tracking where such a sense would be useful.


Expanded Sensory Data
Cybernetic Edge
Requirements: Novice, Cyber-Enhanced, Cybersenses, Notice d8+
Yourcybersenses are augmented to not only outperform human senses, but toextend to frequencies that humans don’t normally perceive. You may seeinfrared or ultraviolet, hear ultra- or sub-sonics, etc. You may ignorepenalties for darkness or other environmental distractions to yourNotice, Tracking, and attack rolls. This also opens up possibilities ofsecret communication via those expanded frequencies, should equipment,some other Cybernetic Edge, or player ingenuity come up with a means.


Smartgun Link
Cybernetic Edge
Requirements: Novice, Cyber-Enhanced, Cybersenses, Shooting d4+
Yourgun is wired directly into your brain, with a targeting reticle in yourfield of vision or heads-up-display, and the ability to fire by simplythinking “shoot”. When wielding a Smartgun, you add +1 to your Shootingrolls. Nearly any shooting weapon may be purchased in a smartgunversion. Smartguns cost double dollar value of a “normal” version, andtypically must be special-ordered from gun stores. They cannot be firedby anyone who doesn’t have a Smartgun Link. A smartgun must be pluggedin and/or turned on before it can be fired, so drawing one requires anAgility roll. Should a Smartgun be broken or damaged, the difficultyto repair it is 2 higher than for the normal version.


Cyber-Armor
Cybernetic Edge
Requirements: Novice, Cyber-Enhanced
Whethervia covert subdermal armor, Kevlar fibres woven into the skin, or moreobvious external plating, your body is protected by a layer of armorthat can’t be removed. You gain +2 armor to your entire body, and itnegates 2 points of AP from bullets. You may wear normal armor overthis with no penalty.


Improved Cyber-Armor
Cybernetic Edge
Requirements: Seasoned, Cyber-Enhanced, Cyber-Armor
Thebonus armor from the Cyber-Armor edge is improved by +4, to +6 total.The AP negation to bullets is increased from 2 to 4. However, thisarmor is too bulky to hide (though it may still look flashy, it doesn’thave to scream “armor”), and you can no longer combine it with externalarmor (such as helmets or kevlar jackets).


State-Of-The-Art
Cybernetic Edge
Requirements: Novice, Cyber-Enhanced
Viaadvances in miniaturization, power systems, polymers, and otherscientific breakthroughs, an amazing new marvel of technology has beenpacked into your alloy-and-organic chassis. When you chooseState-Of-The-Art, pick one other Cybernetic Edge (or non-cyberneticEdge being taken as a Cybernetic Edge) you are purchasing at the sametime. You may reduce any one requirements of that Edge by up to twosteps. For example, if the Edge normally requires Fighting at d10, youcould take it with a Fighting of just d6. If it’s normally a LegendaryEdge, you could take it while at Veteran Rank. However, you can'treduce two different requirements - only one.
You may takeState-Of-The-Art multiple times, but only once per Rank, and only onceper affected Edge. Subsequent State-Of-The-Art edges must apply todifferent (new) Edges.


Weapon Arm
Cybernetic Edge
Requirements: Novice, Cyber-Enhanced, Cyberarm, Strength d6+
Yourcyberarm has a built-in weapon. It may be any type of gun or meleeweapon you can afford, provided that you are strong enough to carry it.As an extra restriction, your Strength code must be higher than anysingle die in the weapon’s damage code. So, a character with d8Strength could have a shotgun, knife, or most pistols built-in to theirarm, but not a Molecular Sword, since that weapon’s damage codeincludes a d8. Note that the +1 damage bonus of the Cyberarm adds tothe damage of the Weapon Arm if it’s a strength-based weapon, but hasno impact on what size of weapon can be built into the arm.
If theweapon is a small one that normally requires only one hand to use, itmay be somewhat concealed in the arm, requiring a Notice check to spotit when not deployed. Larger weapons, however, are obvious to even acasual observer.


I've got lots more ideas for CyberneticEdges, and the above is just rough drafts. The design goal is basicallyto convert the feel of Cyberpunk 2020's various cyberwear into SavageWorlds without going to the painstaking detail that CP2020 dictates.

Remember,they work just in the context of the proposed system from a few postsago, so they can be a little bit better than some non-Cybernetic Edges.I'm also toying with a lifepath system, a bit like Cyberpunk 2020,which would make characters a little more random than in normal SavageWorlds, so putting slightly more power in these Edges isn't a horriblething. That said, I do still have to be careful about power creep.

I'll be posting more (and possibly revising some of the above) between now and when I run the first session.

Update/Edit: This post is a nightmare. You'd be far better to use my new system, which is far more elegant, and doesn't add all this unnecessary complication to the character creation process. I'm leaving this old post here for posterity, but the new Cyber Die system is a huge improvement. It puts Cybernetics into Savage Worlds without adding ridiculous numbers of Edges to your typical character.