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Preatori0us Veteran

Joined: 10 Jul 2006 Posts: 696 Location: Miskatonik U. Go Pods!
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Posted: Sat Aug 14, 2010 6:30 am Post subject: (HOE) Any conversions out there? |
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I've interested my Pathfinder group into playing Deadlands using SW, but they want post-apocalyptic flavor. I already have one player asking about cyborgs.
Since HOE Reloaded isn't out YET(hint), has anyone done a conversion? If not how would I do a cyborg? I just can't seem to wrap my head around it and I'd be a shame not to let him make a character if he really wants one.
I can always use the AI for fun later....
Any help would be much appreciated. _________________ When the stars themselves burn out three things will continue kicking a**: Faith, Hope and Love.
The greatest of these is Love, but Faith WILL jack you up mano y mano. |
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ScooterinAB Seasoned
Joined: 22 Nov 2005 Posts: 480
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Posted: Sat Aug 14, 2010 9:29 am Post subject: |
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I'd worked on some material last year when I was running Deadlands in Japan. I hadn't gotten to Cyborgs, but I think I've got an idea of how to handle it.
Personally, I'm partial to a gear based character type, rather than the often proposed powers based magic. It just doesn't sit right with me.
I've also figured out some material for Sykers, Templars, Doomsayers, and some basic gear. I've also got a small boot hill I'll be posting maybe tonight (some Combine forces, Headcases, Wormlings, and anything else I though of).
If you want, send me a PM, and we can talk in detail. I'll try and come up with a framework for it. _________________ 28/12/09 Scooter just bought a Deadlands book... In a Japanese Gaming store... And the clerk knew what it was. Awesome. |
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Preatori0us Veteran

Joined: 10 Jul 2006 Posts: 696 Location: Miskatonik U. Go Pods!
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Posted: Sat Aug 14, 2010 1:33 pm Post subject: |
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I will be sending you a pm soon! I was going to work the powers for Sykers, Doomsayers and Templars through the powers in the book (and maybe the fantasy companion) and just use a different trapping for each.
Edited for horrible grammar.... _________________ When the stars themselves burn out three things will continue kicking a**: Faith, Hope and Love.
The greatest of these is Love, but Faith WILL jack you up mano y mano. |
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Fuzyfeet Seasoned

Joined: 07 Sep 2005 Posts: 363 Location: Gilroy, Ca.
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Posted: Sat Aug 14, 2010 10:02 pm Post subject: |
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My HoE site use to be kinda duel-stated all you had to do was click a button and it was all SW or all Classic, but he is what I have/had on the site (you can still get to them by adding sw/ after the page= but that's a pain. I'll fix it at some point.):
Arcane Background (Doomsayer)
Arcane Skill: Faith (Spirit)
Starting Power Points: 10
Starting Powers: 3 (see below)
Masters, and slaves of radiation, the devoted Doomsayer is an example of zealot and prophet. The worshipers of the Glow (a Deitized concept of radiation) wield awesome power, but at a price they would gladly pay.
Doomsayers are one of the easiest Arcane Backgrounds Savage. Doomsayers use the rules for the Arcane Background (Magic) with two minor changes and one prerequisite. As noted above, Doomsayers use Faith as the skill to roll when casting a spell (which Doomsayers would call miracles). This may make you think that a Doomsayer would use the Miracles Arcane Background, but a Doomsayer, while called rad-priests, do follow a religious teaching that they prostalitize any chance they can, but do not suffer the folly of sin.
While Doomsayers do not have to worry about sin, they do have to be careful not to let their faith fail them. Like wizards, if a Doomsayer rolls a 1 on their Faith roll to cast a spell, they suffer the consequences of channeling radiation through themselves. While a wizard becomes Shaken, a Doomsayer’s body is mutated. This a blessing and curse to the Doomsayer, as they see mutation as evolution, it can be detrimental. Draw a playing card and compare it to the table on page 200 of Deadlands: Hell on Earth.
Mutation is seen as evolution to the Doomsayers, and to be part of the cult one has to be a mutant. As priests of the cult, Doomsayers must also be a mutant. This can be handled one of two ways. The first is, if you didn't receive a mutation in character creation the Marshal can simply give you a mutation (see House Rules). The second is to take the Hindrance 'Mutie' or the Edge 'Mutant'. Either way, you can’t be a Doomsayer without the Glow’s blessings.
New Edges
I’m a Pepper
Requirements: Novice, Arcane Background (Doomsayer)
All the info for this is on page 52 of Children o' the Atom. There is nothing to change, so have at it.
I’m a Pepper Too!
Requirements: Novice, I’m a Pepper
Just like above, have fun and read the House Rules for radiation and Dr. Pepper.
Powers
Bellow are the powers available to Doomsayers and their trappings. All of these powers (save for Sustenance) can be found in Deadlands: Reloaded.
Armor - Called Molecular Cohesion.
Barrier - Called Aegis.
Blast - Called Nuke.
Bolt - Called Atomic Blast.
Boost/Lower Trait - Called Altered States.
Burst - Called Microwave.
Curse - Causes the subject to Mutate in painful and deadly ways. Called Mutate!.
Deflection - Called Molecular bonding.
Detect/Conceal Arcana -Can see arcane and radiation. Called Geigor Vision.
Elemental Manipulation -Used to clean water. Called Purify.
Entangle - Called Greenthumb.
Environmental Protection -Makes the Doomsayer immune to Radiation. Called Tolerance.
Fear - The Doomsayer's voice becomes horrific. Called Voice o’ Doom.
Gambler - The Doomsayer glows as long as The Glow is on her side. Called The Glow's Favor.
Greater Healing -Called The Doomsayer's Mercy.
Healing - Called Touch of the Doomsayer.
Hunch - Called Questioning hand.
Inspiration - Called Sibilant Speech of Silas.
Light - Called The Glow.
Obscure - Called Toxic Cloud.
Protection - Called The Glow's Embrace.
Shape Change - Rank: Veteran, Power Points: 5. The Doomsayer becomes a hulking green giant (see bellow). Called Viridian Goliath.
Smite - The Doomsayer needs a control rod from a nuclear power plant. Called Glow Stick.
Stun - This is used in two ways (each bought seperatly), the first stun a subject like the power reads called Synaptic static. The second stuns electronics called EMP. The difficulty of the roll is chosen by the GM based on the device's complexity.
Sustenance - Survives off radiation. Called Sustenance.
Teleport - Called Quantum leap.
Telekinesis - Only works on metallic objects. Called Loadstone.
Windstorm - Called Nuclear Winter.
Zombie - Called Rad Zombie.
Viridian Goliath:
When the Doomsayer uses this power they grow several feet, their muscles ripple and their skin turns green. While this power is active, the Doomsayer cannot activate any new powers, but can maintain those already cast and use Harrowed Edges. The Doomsayer doesn't want to do much, other than smash things, and can't talk in more than short simple sentences. They gain the following changes:
* Increase Strength & Vigor one die type
* Add +2 to Toughness
* She can carry 8 times Strength instead of the normal 5
* Smarts, and all associated skills are lowered to d4
* Add the Hindrance Bloodthirsty
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Arcane Background (Templar)
Arcane Skill: Faith (Spirit)
Starting Power Points: 10
Starting Powers: 3 (see below)
In Hell on Earth, Simon's Holy Warriors are known for their courage as well as their power. Templar powers and internal, boosting the warrior's abilities beyond the norm. Their powers, known as rewards from the Saints, have levels of strength. Most Templars possess several powers, but few, if any, the greater rewards. In Savage Worlds the powers are generic in nature, specialized by the Arcane Background, and the player.
Creating a Templar
Playing a Templar is not like playing most other Arcane Background. Templars buy powers like any other Arcane Background, spend points to activate them and have power points to keep track of, but that's where they deviate. First to become a Templar, the character has to meet certain criteria (see minimum skill table to the side). Templars also adds two Hindrances, Vows of Poverty and Blood (see page 57 of Last Crusader for more details on the oaths), to their character sheet. Lastly, Templars rewards. A starting Templar gains three power/rewards, Armor of the Saints, Lay on Hands, and one of their choice. All the normal restrictions apply to the power chosen.
Minimum Skills
Faith d6
Fightin' d6
Healin' d4
Survival d4
Rewards & Greater Rewards
Templar's rewards work a lot like most powers, but with a twist. Rewards are bought just like any other Arcane Backgrounds, but the reward is only the first level of a power. To use a Reward, the Templar rolls Faith and spends her power points. As long as the roll success, the power works. Should the Templar fail the roll they can’t seem to muster up the power, but unlike other power there is no backlash for rolling a 1, just failure.
Greater Rewards are one of the Saint's special gift for outstanding deeds. While individual Saints my look in on a particular Templar, the Greater Reward is an advancement of a power the Templar already has. In Savage Worlds, Greater Rewards are either an Edge (fitting with that power) or an increase in a Trait. The Templar receives the Edge regardless of whether or not they meet the requirements, luck them. While rewards are activated, the Greater Reward, like Edges, are ‘always on'. Greater Rewards are not bought like normal powers, they are earned. Any time a posse receives a Legendary Chip, the Templar my choose the Greater Reward for any power she already has. The Templar is limited to one Greater Reward after earning a single experience point, and one for every 10 points after that. This continues into the Rank of Legendary. If the Templar has reached their limit, they cannot gain a Greater Reward nor can they save it for later, this is a one time offer.
The one exception to all this is Healing, aka Lay on Hands. When a Templar chooses to gain the Greater Reward for Lay on Hands, she gains access to the power Greater Healing. She does not need to be a Veteran, and the power is not ‘always on.’ Like any other power, it must be activated and the power points spent.
Example:
Bob the Templar is a Novice, but he has 3 experience points under his belt. After he and his posse narrowly take down the local Servitor terrorizing the good people of Gilroy, they tell the story. The GM rewards them with a Legendary Chip for lowering the Fear Level. This entitles Bob to a Greater Reward. Bob has the two starting powers, Armor of the Saints and Lay on Hands, and the one he got to choose, Deadeye. He chooses the Greater Reward for Armor of the Saints, gaining him a +2 to his Toughness. He cannot gain another Greater Reward until he gets another 8 experience points, making his total 11.
New Edges
Anti-Templar
Requirements: Novice, Arcane Background (Templar)
Anti-Templars believe a little differently than the founder, Simon. Read page 60 of Last Crusaders, and if you still want to do it make a Templar as normal and then click here.
Blessing
Requirements: Novice, Arcane Background (Templar) or Companion
As spelled out on page 60 of Last Crusaders, some has noticed you. With your Marshal's approval, you can browse the Martyrs in the book (starting on page 88 of Last Crusaders), and find what changes need to be made here.
Warband
Requirements: Seasoned, Anti-Templar, Faith d8+
An Anti-Templar can acquire a warband much like on page 62 of Last Crusaders, the difference is it works like the Edge Flock for Blessed, with the exception that the "Townfolk" are wasteland scum, and your character isn't a priest.
Powers
Here are the Templar Rewards, and their Greater Reward in parentheses afterwards. Save for Disguise & Sustenance all of the powers bellow can be found in Deadlands: Reloaded. The Edges with an * can be found in Deadlands: Reloaded, the rest, in the Savage Worlds rule book.
Armor of the Saints - Armor (Permanent +2 to Toughness)
Beast Friend - Beast Friend (Beast Master Edge)
Celerity - Quickness (Quick Edge)
Command - Puppet (Command Edge)
Deadeye - Aim (Marksman Edge)
Endurance - Boost Trait [Vigor on self only] (Vigor raised one die type permanently)
Exalted Dead - Inspiration (Charismatic Edge)
Fury of the Saints - Smite (No Mercy Edge)
Guardian Angel - Deflection (Arcane Resistance Edge)
Guise - Disguise (Snakeoil Salesman* Edge)
Inner Strength - Boost Trait [Strength on self only] (Strength raised one die type permanently)
Lay on Hands - Healing (Greater Healing)
Mana - Sustenance (Soul Drain Edge)
Persuader - Hunch (Alertness Edge)
Pluck - Gambler (Fate's Favored* Edge)
Speed - Speed (Fleet-Footed Edge)
Survivor - Succor [can be used on self] (Hard to Kill Edge) _________________ Ju Ju
Just my $0.02
My Deadlands sites
The Lynchburg Journal
The Junkyard Intranet
The Temptation Reportl |
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Fuzyfeet Seasoned

Joined: 07 Sep 2005 Posts: 363 Location: Gilroy, Ca.
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Posted: Sat Aug 14, 2010 10:03 pm Post subject: |
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Arcane Background (Syker)
Arcane Skill: Blastin' (Smarts)
Starting Power Points: 10
Starting Powers: 3 (see below)
Psychic warriors trained to be the ultimate weapons for the militaries of the world. Sykers work exactly as the Arcane Background (Psionics) in Savage Worlds. There is no change needed save for the trappings (found bellow).
New Edges
Fortitude
Requirements: Novice, Arcane Background (Syker), Fought on Faraway
So this isn’t really a new Edge, but a renaming of an existing Edge from the core rules of Savage Worlds. This Edge works just like Soul Drain, but you can take it at the Rank of Novice.
Overkill
Requirements: Novice, Arcane Background (Syker), Fought on Earth
Unlike Fortitude, this Edge isn't a renaming, but does need one simple change to be used in Savage Worlds. The Chips can be used just the same as on page 42 of Brainburners, and the Spirit roll made just the same, the only change is the out come of failing the roll should be that the character is Shaken and takes a wound to the head.
Powers
All of these powers (save for Disguise) can be found in Deadlands: Reloaded.
Aim - Called Clairvoyance.
Armor - Simmering field of energy. Called Force Field.
Beast Friend - Called Here Doggie!
Blast - Hurling a fireball. Called Arson.
Bolt - Called Brain Blast.
Boost/Lower Trait - Called Body Control.
Burst - Called Brain Wave.
Curse - Causes chest pains the eventually desroys the subject's heart. Called Heartstopper.
Deflection - Called Missed Me!
Detect/Conceal Arcana - A transusive eye apears on the Syker's forehead alowwing she to see the arcane. Called Third Eye.
Disguise - Insatnt physical metamorphasis. Called Skinwalker.
Dispel - Called Negatator.
Elemental Manipulation - Fire only. Called Pyro.
Environmental Protection - Makes the Syker immune to fire. Called Fireproof.
Fear - Makes the subject hallucinate their worst fear. Called Hallucination.
Healing - Called Medic.
Hunch - Called Psychometry.
Invisibility - Called Preditor.
Mind Rider - Do I really need to spell this out?
Protection - Called Back Off.
Puppet - Called Meatputtet.
Speak Language - The Syker does this mentally, not vocaly. Called Psychic Link.
Stun - Called Brain Slammer.
Succor - Called Band-Aid.
Telekinesis - No Change.
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Deadlands: Reloaded includes new Edges and Hindrances, and excludes a few from the core rules. While most are available, some need to be looked over to see if they fit. The Profession Edges in particular have only a few that fit the setting, so read them and check with your Marshal before taking one.
Hindrances
Mutie
So you character didn’t get a mutation during character creation, or maybe you just like being messed up, well here is your chance to be a certified mutant. Just not in a good way.
Draw two cards from a fresh standard deck, and tell the Marshal what you got. The Marshal will look in Deadlands: Hell on Earth core book (page 200) or Children o’ the Atom (page 109) and which ever one comes out the least beneficial, that’s your mutation. Congratulations you are one of the Glow's least liked children, but at least your one of the "Chosen"!
Edges
Librarian
Requirements: Novice
This Edge works the same as is does in Wasted West (page 11) with one minor change. The obligation Hindrance is treated as the Vow Hindrance but the pluses are otherwise the same for everything else.
Omega Man
Requirements: Novice
This is another Edge that works the same as is does in Wasted West (page 11). Since there are no rolls or modifiers, there is no change to the way it works. Congrats you old fart!
Companion
Requirements: Seasoned
As spelled out in Last Crusaders (page 60), while not a Templar, your in good with the group. Lucky there isn’t much to change to this Edge, so just follow what is says and when your ready for a Martyr check out the Templar page for the Edge Blessed then click here.
Mutant
Requirements: Novice
Didn't get a nifty mutation or want another? Well this is your Edge. Just like the Hindrance Mutie you draw a card and the Marshal will compare it to one of the tables on either Deadlands: Hell on Earth (page 200) or Children o’ the Atom (page 109) books. Unlike Mutie, you only draw once, but your less likely to get a 'detrimental' mutation. Ya you!
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New Powers
Disguise
Rank: Novice
Power Points: 5
Range: Self
Duration: Instant
Whether it's passing yourself off as the gas man, dressing up for Halloween, or your a cross-dresser disguises are hard to do, and take forever.
With a successful roll, the character's looks can radicaly change. Anything from skin, hair and eye color to facial features can be altered. The character can even apear to be as much a 6" taller or shorter. She gains a +2 (+4 with a raise) to any Persuasion rolls regarding the new look.
Trappings:
Doomsayers: Not available.
Sykers: Insatnt physical metamorphasis. Called Skinwalker.
Templars: The change is ilusionary. Called Guise.
Witch: Not available.
Sustenance
Rank: Novice
Power Points: 5
Range: Self
Duration: Instant
Be it Faith or something else, the character finds a way to survive on nothing.
On a successful roll the character does not need food or water for 24 hours.
Trappings:
Doomsayer: Survives off radiation. Called Sustenance.
Syker: Not available.
Templar: Called Mana.
Witch: Available. _________________ Ju Ju
Just my $0.02
My Deadlands sites
The Lynchburg Journal
The Junkyard Intranet
The Temptation Reportl |
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ScooterinAB Seasoned
Joined: 22 Nov 2005 Posts: 480
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Posted: Sun Aug 15, 2010 1:25 am Post subject: |
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What he said.
At a quick glance (mostly at the Templar section), that's kind of what it looks like. Doomsayer and Syker are very easy to include. My Templar rules were likewise based on the simple success of the power (the non-Raised version). However, I included the option for buying a higher power level to get the Raise effect. Still not sure about Blessings, but they will probably be a chip/benny activated power as normal.
I have some thoughts on Junkers, but not a consistent system. Personally, I feel that Junkers are far more active that Mad Scientists, but their devices are far more unstable. The powers are also more varied, allowing for a greater range of possibilities within a single power. As such, I don't feel that a simple bought power per device works for Junkers. Last I was working on it, I was playing with a very simply creation system that allows you to impart bought powers into devices. There was a size-based limit on the number of powers you could include (1-2 for small arms, maybe 5 for a vehicle, etc). It's all still theory though. _________________ 28/12/09 Scooter just bought a Deadlands book... In a Japanese Gaming store... And the clerk knew what it was. Awesome. |
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R2Q2 Novice
Joined: 28 Sep 2008 Posts: 51
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Posted: Sun Aug 15, 2010 9:15 am Post subject: |
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I am working on a SW version for cyborgs.
The base idea is to use the supers rules from Necessary Evil. So cyborgs get a number of PP to buy their powers.
Most of the powers from DL Reloaded and (a few) the Fantasy Companion can be used for cyborg systems, by just simply changing their trapping. Another thing is that I am playing with the idea that cyborgs need to overload their system to get raise effects. |
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ScooterinAB Seasoned
Joined: 22 Nov 2005 Posts: 480
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Posted: Sun Aug 15, 2010 12:35 pm Post subject: |
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| R2Q2 wrote: | I am working on a SW version for cyborgs.
The base idea is to use the supers rules from Necessary Evil. So cyborgs get a number of PP to buy their powers.
Most of the powers from DL Reloaded and (a few) the Fantasy Companion can be used for cyborg systems, by just simply changing their trapping. Another thing is that I am playing with the idea that cyborgs need to overload their system to get raise effects. |
Ya.. As I mentioned, I prefer a gear-based system rather than a powers-based on. While some of the magic trappings (like PP, and spells as the basis of some systems) can be used, a powers-based system means that cyborgs can randomly manifest new 'borg systems. That doesn't make any sense. With gear-base, they have to find new system, which is less likely to happen. I do like the idea though of basically making them as Weird Science gizmos.
The other issue is integrating being a 'borg with being Harrowed. I don't want 'borgs to just be another Arcane Background, because that doesn't really make sense with Harrowed. Harrowed already have "magic," and adding another magic to that would just be confusing and repetitive. _________________ 28/12/09 Scooter just bought a Deadlands book... In a Japanese Gaming store... And the clerk knew what it was. Awesome. |
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Preatori0us Veteran

Joined: 10 Jul 2006 Posts: 696 Location: Miskatonik U. Go Pods!
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Posted: Mon Aug 16, 2010 3:15 am Post subject: |
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All this stuff is really great, thanks a ton guys!
| ScooterinAB wrote: | | The other issue is integrating being a 'borg with being Harrowed. I don't want 'borgs to just be another Arcane Background, because that doesn't really make sense with Harrowed. Harrowed already have "magic," and adding another magic to that would just be confusing and repetitive. |
I think I'd use the idea of buying/finding parts and using the gizmo rules from NE like you said. The fluffy bit would still be the spirit fetter and I think I'll just ignore the damaged spirit fetter hindrance. _________________ When the stars themselves burn out three things will continue kicking a**: Faith, Hope and Love.
The greatest of these is Love, but Faith WILL jack you up mano y mano. |
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ScooterinAB Seasoned
Joined: 22 Nov 2005 Posts: 480
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Posted: Mon Aug 16, 2010 10:36 am Post subject: |
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I punched up some really dodgy looking Cyborgs draft note last night when I wasn't studying. I've converted all of the Edges and Hindrances, made notes for the missing Harrowed powers (the first to be done will be the Cyborg ones), and started converting each system. Interestingly, about 1/3 of the systems require almost not conversion at all, and another 1/3 only needed minor notes about TN's and skill modifiers. What I have is very rough right now, and would be interested to see how it works out.
Basically, cyborgs are still cyborgs. You pick your package and buy the systems as normal. You still have rules of engagement, and AI, and a fetter. What I did was convert all of the numbers and simplify some of the rules. For example, the Spirit Bank Capacitor stores 1 PP (drain) every 10 minutes, up to 10. The SRU uses a single component instead of 3 different ones, and is simplified a little for ease of use.
I'll have another look at them after my class ends on Wednesday, and try to post the draft results. Be warned though. I'm using a rough conversion, so some of the modifiers and TN's are a little off.
I also punched up a weapon and armor list for the rulebook and Wasted West. SOme of those numbers might need a little tweaking though, but that's pretty much done (except adding Waste Warriors and other random books). _________________ 28/12/09 Scooter just bought a Deadlands book... In a Japanese Gaming store... And the clerk knew what it was. Awesome. |
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Yondalor Seasoned

Joined: 16 Aug 2010 Posts: 132
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Posted: Mon Aug 16, 2010 11:59 am Post subject: |
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Glad to see there are others working on this stuff as well!
I've tried converting Templar Rewards into Edges, like they did with the Harrowed powers. Here's some of my drafts:
Arcane Background (Templar)
Requirements: Knowledge (Occult) D6, Faith D8, Fighting D10, Healing D6, Survival D6
Armor of the Saints
Requirements: Arcane Background (Templar)
The Saints look after their own. The templar gains one point of armor that stacks with mundane armor.
Greater reward: Damage rolls against the templar are reduced by a die type (min D4)
Command
Requirements: Arcane Background (Templar)
Templars are stern taskmasters. Your templar gains +2 on Intimidation and Persuasion rolls.
Greater reward: Same as in Classic.
The Arcane Background is a straight conversion, but I think the requirements may be a little too harsh when starting characters have less skill points than they did in Classic. I considered having Armor of the Saints give +2 armor, but since normal heroes only get +1 toughness at Legendary level, I reined my enthusiasm in. What do you think of the greater reward?
| Fuzyfeet wrote: | Powers
Here are the Templar Rewards, and their Greater Reward in parentheses afterwards. Save for Disguise & Sustenance all of the powers bellow can be found in Deadlands: Reloaded. The Edges with an * can be found in Deadlands: Reloaded, the rest, in the Savage Worlds rule book.
Armor of the Saints - Armor (Permanent +2 to Toughness)
Beast Friend - Beast Friend (Beast Master Edge)
Celerity - Quickness (Quick Edge)
Command - Puppet (Command Edge)
Deadeye - Aim (Marksman Edge)
Endurance - Boost Trait [Vigor on self only] (Vigor raised one die type permanently)
Exalted Dead - Inspiration (Charismatic Edge)
Fury of the Saints - Smite (No Mercy Edge)
Guardian Angel - Deflection (Arcane Resistance Edge)
Guise - Disguise (Snakeoil Salesman* Edge)
Inner Strength - Boost Trait [Strength on self only] (Strength raised one die type permanently)
Lay on Hands - Healing (Greater Healing)
Mana - Sustenance (Soul Drain Edge)
Persuader - Hunch (Alertness Edge)
Pluck - Gambler (Fate's Favored* Edge)
Speed - Speed (Fleet-Footed Edge)
Survivor - Succor [can be used on self] (Hard to Kill Edge) |
Some of these look good, but I'm not sure if using edges as greater rewards is a good idea. Where's that feeling of holy awesomeness when everyone can have them? |
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ValhallaGH Legendary
Joined: 25 Apr 2010 Posts: 4568
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Posted: Mon Aug 16, 2010 12:24 pm Post subject: |
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| Yondalor wrote: | | I considered having Armor of the Saints give +2 armor, but since normal heroes only get +1 toughness at Legendary level, I reined my enthusiasm in. What do you think of the greater reward? |
Can AP ammo blast through Armor of the Saints? As written, yes, so +2 would be fine (most guns have AP 1 already).
I do like the greater reward, but I doubt it will be very useful or popular. The increased chance of Acing really balanced out the psychological comfort of seeing smaller dice.
So, besides access to Templar edges, what does your AB: Templar do for the character? Because if it's just an Edge tax then that's pretty damn lame. _________________ "Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die." |
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Yondalor Seasoned

Joined: 16 Aug 2010 Posts: 132
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Posted: Mon Aug 16, 2010 1:44 pm Post subject: |
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Hehe, I told you they're drafts. Very rough ones, at that.
Seriously speaking, at first I thought I'd just copy-paste the rules for AB (Templar) from the Classic rulebook, but I'm not sure anymore. I think it could grant access to the Healing power, since that's the Templar's most iconic ability.
Now that I think of it, AB (Templar) needs a complete make-over. They don't need power points like the Blessed in DL:R, and their abilities are passive like the Harrowed Edges.
*heads back to the drawing board*
EDIT: One more thing. I've been thinking of a system similar to ScooterinAB's suggestion for the Junkers. Several of the powers in the core book have stronger effects on a raise, so a system where the Junker can install several powers in a gizmo at varying power levels could work. Somebody just has to do the math for component requirements, instability and drain. |
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ScooterinAB Seasoned
Joined: 22 Nov 2005 Posts: 480
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Posted: Mon Aug 16, 2010 2:46 pm Post subject: |
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I am the world's worst student. Just before class, I was thinking about Junkers. A previous attempt wasn't working, and I've been stumbling since. Then it hit me; construction rules based on frame rather than slots. I started scratching down some good looking notes, but then I had to leave for class. We'll see if I finally hit it.
As for Templars, maybe a super powers type approach would work. Their powers were always active iirc. I'm still at a blank for blessings though. Maybe edges, given how common edges are in reloaded. _________________ 28/12/09 Scooter just bought a Deadlands book... In a Japanese Gaming store... And the clerk knew what it was. Awesome. |
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Fuzyfeet Seasoned

Joined: 07 Sep 2005 Posts: 363 Location: Gilroy, Ca.
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Posted: Mon Aug 16, 2010 6:42 pm Post subject: |
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| Yondalor wrote: | | Some of these look good, but I'm not sure if using edges as greater rewards is a good idea. Where's that feeling of holy awesomeness when everyone can have them? |
I had thought that maybe a permanent raise to the power activation would be the way to go with Greater Rewards, but I went with those Edges for two reasons: 1) While everyone can have them the Templar my be able to get them sooner, 2) they are free Edges, meaning that they get these above and beyond what anyone else would get... _________________ Ju Ju
Just my $0.02
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Yondalor Seasoned

Joined: 16 Aug 2010 Posts: 132
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Posted: Tue Aug 17, 2010 2:41 am Post subject: |
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| ScooterinAB wrote: | I am the world's worst student. Just before class, I was thinking about Junkers. A previous attempt wasn't working, and I've been stumbling since. Then it hit me; construction rules based on frame rather than slots. I started scratching down some good looking notes, but then I had to leave for class. We'll see if I finally hit it.
As for Templars, maybe a super powers type approach would work. Their powers were always active iirc. I'm still at a blank for blessings though. Maybe edges, given how common edges are in reloaded. |
The powers in the SW core book need to be activated with a roll. Don't know how they work in Necessary Evil, though. I'll re-read the frame rules in The Junkman Cometh when I get off work, and share my thoughts on that later.
| Fuzyfeet wrote: | | I had thought that maybe a permanent raise to the power activation would be the way to go with Greater Rewards, but I went with those Edges for two reasons: 1) While everyone can have them the Templar my be able to get them sooner, 2) they are free Edges, meaning that they get these above and beyond what anyone else would get... |
I guess you have a point. Having more edges than mundane heroes definitely boosts the Templar's natural talents, which is what the original Rewards did. While I admit I never had a chance to actually play HoE, I get the feeling Rewards were subtle bonuses to rolls and such, and Greater Rewards were these flashy abilities, like the impossible shot in Deadeye, or the supernatural authority of Command. So maybe the Greater Rewards could be the powers and the Rewards could be the edges?
Moreover, I'm sure the Arcane Background (Templar) should give access to the Healing power. The changes I'd make are to remove the power point cost, but limit it to one use per person per day.
Then again, that's almost a straight copy-paste from the Classic rulebook.  |
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Fuzyfeet Seasoned

Joined: 07 Sep 2005 Posts: 363 Location: Gilroy, Ca.
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Posted: Tue Aug 17, 2010 3:56 am Post subject: |
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| Yondalor wrote: | | I guess you have a point. Having more edges than mundane heroes definitely boosts the Templar's natural talents, which is what the original Rewards did. While I admit I never had a chance to actually play HoE, I get the feeling Rewards were subtle bonuses to rolls and such, and Greater Rewards were these flashy abilities, like the impossible shot in Deadeye, or the supernatural authority of Command. So maybe the Greater Rewards could be the powers and the Rewards could be the edges? |
Save for maybe Command (never was happy with that one), the Edges (or +2 to Ability) are about as powerful as the power with a raise, and always on.
Just read NE and that is a lot more like Templar powers as well as Cyborg implants. _________________ Ju Ju
Just my $0.02
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steelbrok Veteran
Joined: 07 Aug 2005 Posts: 795 Location: UK
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Posted: Tue Aug 17, 2010 6:37 am Post subject: |
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| NE has an inventor type power that might do for junkers too |
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Sitting Duck Legendary

Joined: 15 May 2003 Posts: 4603 Location: Podunk Junction, State of Confusion
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Posted: Tue Aug 17, 2010 7:58 am Post subject: |
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| Yondalor wrote: | Arcane Background (Templar)
Requirements: Knowledge (Occult) D6, Faith D8, Fighting D10, Healing D6, Survival D6 |
You'll pardon me for saying so, but those are some onerous requirements for a Background Edge. The ones Fuzyfeet came up with are a bit more reasonable, though the Knowledge (Occult) should be added in. _________________ The rabbit is cuddly. Kids like little cuddly sidekicks. I mean... The rabbit... It's a time-tested... Okay, the rabbit bites.
Blog: http://sittingduck1313.livejournal.com
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The Geezer Seasoned
Joined: 18 Nov 2003 Posts: 165 Location: Odense, Denmark
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Posted: Tue Aug 17, 2010 11:06 am Post subject: |
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I agree with Duck on that one.
Maybe dropping Faith to d6 and Fighting to d8, would be a little more fair to a Novice player (11-12 building points versus 13-16) _________________ [Insert pretentious quote here] |
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