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[Savage Mojo] Quantum Sliders
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kreider204
Heroic


Joined: 19 Jun 2009
Posts: 1712

PostPosted: Mon Apr 09, 2012 8:15 pm    Post subject: Reply with quote

A great adventure, and a great start to the series!

A quick question: on page 7, it says "If the party
has made efforts to befriend/ally with the wizard
since saving his life or succeeds at a Persuasion
checked opposed by his Spirit of d8 ... "

Persuasion isn't usually an opposed roll. Is there a Suzerain setting rule of some kind at work here, or is this just an error?

Thanks!
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TommyBrownell
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PostPosted: Wed Apr 11, 2012 11:42 pm    Post subject: Reply with quote

kreider204 wrote:
A great adventure, and a great start to the series!

A quick question: on page 7, it says "If the party
has made efforts to befriend/ally with the wizard
since saving his life or succeeds at a Persuasion
checked opposed by his Spirit of d8 ... "

Persuasion isn't usually an opposed roll. Is there a Suzerain setting rule of some kind at work here, or is this just an error?

Thanks!


Checkin' with the folks who worked directly on the books to see what the intent was there. I'll get back with you just as soon as I'm able...=)
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Wolfson
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Joined: 20 May 2007
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Location: In front of my computer, madly typing...

PostPosted: Thu Apr 12, 2012 11:36 am    Post subject: Reply with quote

kreider204 wrote:
Persuasion isn't usually an opposed roll. Is there a Suzerain setting rule of some kind at work here, or is this just an error?


I haven't been able to get directly in touch with anyone, but I'll take a stab at the answer since I have something approaching credibility:

It's not a setting rule. However, you should note in Savage Worlds only basic Trait tests aim for a target of 4 - any time a character makes a Trait test that another character might resist it becomes an opposed test.

In this case I'd assume it's not a given that the Heroes can befriend the wizard - so rather than making it an easy target of 4, the assumption is they'll have to work at it - hence the opposed roll.

Sarah and I use similar mechanics when dealing with more 'complex' relationships in our games - after all, winning the love of the Fair Maiden should involve more than a single Trait roll.

Conversely, if simply rescuing the wizard allowed for friendship, I'd probably not have required any roll at all... So I'm pretty sure the thought was to make the Heroes work a bit for it.

If I can get any other take on it, though, I'll let you know. Cool
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Clint
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PostPosted: Thu Apr 12, 2012 12:30 pm    Post subject: Reply with quote

What does the roll do? Persuasion is not normally an opposed roll to change an NPC's attitude, but if the effect isn't to actually change his attitude level, then all bets are off.
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Wolfson
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PostPosted: Thu Apr 12, 2012 1:06 pm    Post subject: Reply with quote

As I told Tommy... I wasn't part and parcel of this adventure, and I haven't had the time to give it more than a cursory read, so I don't know for sure what is supposed to be going on.

My other response would be, if the way it's written doesn't work for you (generic you), then by all means run it the way you want. Wink

Still... Let me see if I can find out anything for certain - the guys who handled the rules for this one tend to be tough to reach sometimes.
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Wolfson
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PostPosted: Fri Apr 13, 2012 2:22 pm    Post subject: Reply with quote

Okay... I haven't talked to the rules guys that worked on this, but I think I see what's going on, and I'd have to agree with it if I'm correct.

Basically, the Heroes are getting a shot at getting some privileged information about the Sultan and the royal family from the wizard - ergo, they can make that persuasion check, but he's somewhat resistant to it because of the potentially 'sensitive' information he could give. So the Persuasion test is opposed by the wizard's Spirit.

At least, that's my take on it. Wink
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TommyBrownell
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PostPosted: Fri Apr 13, 2012 11:31 pm    Post subject: Reply with quote

Quick teaser time, and rather than cluttering up the licensee boards with an additional thread:

You're been to Karkadann...now your next journey will take you to a land of fairy tales...where you will be embroiled in a diplomatic struggle that will have ramifications across the realm of Uronia.

Are your heroes prepared for divine diplomacy on a realm-leveling scale?

The next Quantum Sliders adventure is right around the corner!
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TommyBrownell
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PostPosted: Sun Apr 15, 2012 10:34 pm    Post subject: Reply with quote



Some princesses are blessed at birth with grace,
beauty, and good sense. Mari of Tarag-Hih would be
so lucky! Instead, she was promised the love of all
the gods. When the agents of the besotted deities
invade her fairytale realm, it’s up to your band
of visiting heroes to make sure everyone leaves
happy - from Krona-Yig (the Eyeless Tyrant) to Pele,
Hawaiian goddess of volcanoes.

This Heroic rank tale for Savage Worlds* is set
in the god realms of the Maelstrom. It creates a
diplomatic burly brawl, where honor and humanity
are as scarce as seven-league boots. Will they fight
for what’s right, or for the deific suitor with the
deepest pockets? And whatever happened to the
Forgotten Forest, anyway?

* A copy of Savage Suzerain is also recommended to get the
best out of this book.[/img]
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Wolfson
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PostPosted: Sun Apr 15, 2012 11:00 pm    Post subject: Reply with quote

Okay... This one sounds just too entertaining. Laughing
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TommyBrownell
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PostPosted: Tue Apr 17, 2012 12:31 am    Post subject: Reply with quote

Blessed Child is available now at RPGNow!
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Billybuck Dancer
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Joined: 01 Apr 2005
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PostPosted: Tue Apr 17, 2012 1:51 am    Post subject: Reply with quote

Wolfson wrote:
Okay... This one sounds just too entertaining. :lol:

Thanks!

When I ran it the first time, the group really embraced the genre-spanning flavor of Suzerain. Half of them were Viking warriors who showed up late for Ragnarok. They hooked up with the other half of the group, a band of contemporary rockers who were hired to perform at the End of All Things.

Tarag-Hih wasn't quite ready for Viking rock, even the acoustic version. That said, the "minstrels from afar" did solve (most of) their problems.
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Savage_Mask
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PostPosted: Fri Apr 20, 2012 8:01 pm    Post subject: Reply with quote

I'm loving all that mojo!

I plan on running Arabian Nights in the near future. I want to make pre-gens for it. I was thinking about a gunslingers from deadlands, a mutant scavenger from Darwin's World, a ruizologist from Noir Knights, an intrepid treasure hunter from the 30's pulp series and a couple more to round out the cast. What I'm not sure about is their gear. Being of heroic rank these PC's would have had the opportunity to get their hands on some sort of artefacts. I know this isn't D&D where it unbalances the game if the PC's don't hold X number of magic items of Y level. But would it do Suzerain justice for these characters not to have any? Any guidelines?

And what about suggestions from the community? Pre-gens that would round out this cast of four? Wacky/cool/nifty artefacts for them?
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TommyBrownell
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PostPosted: Fri Apr 20, 2012 8:06 pm    Post subject: Reply with quote

Savage_Mask wrote:
I'm loving all that mojo!

I plan on running Arabian Nights in the near future. I want to make pre-gens for it. I was thinking about a gunslingers from deadlands, a mutant scavenger from Darwin's World, a ruizologist from Noir Knights, an intrepid treasure hunter from the 30's pulp series and a couple more to round out the cast. What I'm not sure about is their gear. Being of heroic rank these PC's would have had the opportunity to get their hands on some sort of artefacts. I know this isn't D&D where it unbalances the game if the PC's don't hold X number of magic items of Y level. But would it do Suzerain justice for these characters not to have any? Any guidelines?

And what about suggestions from the community? Pre-gens that would round out this cast of four? Wacky/cool/nifty artefacts for them?


I love the world mixing. Please share those characters (and the actual play) with us when you can.

I'll give the other two spots (as well as artifacts for them) some thought this weekend.
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Billybuck Dancer
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PostPosted: Tue May 01, 2012 3:37 am    Post subject: Reply with quote

Savage_Mask wrote:
I'm loving all that mojo!

I plan on running Arabian Nights in the near future. I want to make pre-gens for it. I was thinking about a gunslingers from deadlands, a mutant scavenger from Darwin's World, a ruizologist from Noir Knights, an intrepid treasure hunter from the 30's pulp series and a couple more to round out the cast. What I'm not sure about is their gear. Being of heroic rank these PC's would have had the opportunity to get their hands on some sort of artefacts. I know this isn't D&D where it unbalances the game if the PC's don't hold X number of magic items of Y level. But would it do Suzerain justice for these characters not to have any? Any guidelines?

And what about suggestions from the community? Pre-gens that would round out this cast of four? Wacky/cool/nifty artefacts for them?


Has the near future happened yet? If not, I'd suggest adding someone who's focused on dealing with the Spirit World. A lot of Suzerain encounters can be tackled from a different angle if you have one of the Sighted at your back. A jaded teenager from the modern day who "sees dead people" and learned a few rituals from a Barnes & Noble faux Necronomicon? A dwarf who communes with the spirits of the earth and eats special rocks like many shamans use hallucinogens? A shifty grifter who's trying to weasel out of a bargain with a higher power? Shamanic power's one thing, but after a while it doesn't seem worth an eternity of servitude.

Alternately, the Ghost Calcifier from Deadlands could be jury-rigged to serve a similar purpose, I reckon. Smith & Robards has some good artifact ideas... of course, finding Ghost Rock in a different realm might get sticky.

I'm not familiar with Darwin's World, but anyone with an interest in high technology would probably appreciate a piece of magitech that can convert Pulse into more conventional energy. A laptop battery only lasts so long when there's nowhere for a thousand years to recharge it.
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Savage_Mask
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PostPosted: Thu May 03, 2012 7:58 am    Post subject: Reply with quote

Thanks for the great ideas Billybuck! You are right they need a Sighted character. I'm gonna have to check out the Ghost Chalcifier. I like your idea of an item that converse Pulse into battery life too.
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kreider204
Heroic


Joined: 19 Jun 2009
Posts: 1712

PostPosted: Thu May 03, 2012 8:45 am    Post subject: Reply with quote

Savage_Mask wrote:
I'm loving all that mojo!

I plan on running Arabian Nights in the near future. I want to make pre-gens for it. I was thinking about a gunslingers from deadlands, a mutant scavenger from Darwin's World, a ruizologist from Noir Knights, an intrepid treasure hunter from the 30's pulp series and a couple more to round out the cast. What I'm not sure about is their gear. Being of heroic rank these PC's would have had the opportunity to get their hands on some sort of artefacts. I know this isn't D&D where it unbalances the game if the PC's don't hold X number of magic items of Y level. But would it do Suzerain justice for these characters not to have any? Any guidelines?

And what about suggestions from the community? Pre-gens that would round out this cast of four? Wacky/cool/nifty artefacts for them?


A little off-topic, but related to the Big Picture aspect of such a campaign:

Though it's not in a published SW setting, the Suzerain universe contains an area for which Darwin's World is quite suitable, and from which a mutant scavenger might easy come, called the Wilderlands:

http://www.suzerain.info/tiki-index.php?page=Wilderlands

Deadlands might work as an alternate take on 19th century America in the Timeline realms, as a segue into the early 20th century of Noir Knights.
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