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smarttman Novice
Joined: 23 May 2010 Posts: 53
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Posted: Thu Jun 14, 2012 4:49 pm Post subject: Benefit of having two Arcane Backgrounds? |
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I'm working on a post-apocalypse setting, and I was thinking about allowing characters to be able to have two Arcane Backgrounds (which will be granted through an Edge, I think)
In this way, the character could have Cybernetics while also having mutations.
However, while I think this is cool from a story perspective (mutant bear with a cyborg arm!), I really don't see the benefit mechanically.
Both of the Backgrounds would probably have separate Power Point pools, and Powers couldn't be used interchangeably, most likely (So, the Bolt on your Super Science wouldn't be able to be used with Psionics.) Unless I make each background have exclusive powers they can take, which I don't REALLY plan on doing, it seems that multiple Arcane Backgrounds would just be a headache.
Does anyone have any suggestions on what to do? |
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robert4818 Heroic
Joined: 25 Jan 2009 Posts: 1044
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Posted: Thu Jun 14, 2012 5:58 pm Post subject: Re: Benefit of having two Arcane Backgrounds? |
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| smarttman wrote: | I'm working on a post-apocalypse setting, and I was thinking about allowing characters to be able to have two Arcane Backgrounds (which will be granted through an Edge, I think)
In this way, the character could have Cybernetics while also having mutations.
However, while I think this is cool from a story perspective (mutant bear with a cyborg arm!), I really don't see the benefit mechanically.
Both of the Backgrounds would probably have separate Power Point pools, and Powers couldn't be used interchangeably, most likely (So, the Bolt on your Super Science wouldn't be able to be used with Psionics.) Unless I make each background have exclusive powers they can take, which I don't REALLY plan on doing, it seems that multiple Arcane Backgrounds would just be a headache.
Does anyone have any suggestions on what to do? |
Some thoughts:
If you want to go this route, make the two systems inherently different from each other.
I'll let you decide how to do Cybernetics, but I would do the following with Mutations:
Arcane Background (Mutant)
PP - 15
Powers 1
Skill: Body Control (Vigor (smarts?))
Mutants are people and creatures who have been "Changed" by the contamination of the world. If this edge is taken at character creation the player may choose 1 power from the novice list as his starting power. From that point on, every time the character advances, they may make a vigor roll at -2. If they succeed, they gain a new mutation power, rolled at random on the following chart: Rank requirements do not apply to Mutant powers.
Backlash: If a character rolls a 1 on the body control die, he immediately gains a fatigue level that can only be removed by 12 hours of uninterrupted sleep.
[chart]
As for cleaning it up. You can always use the No-PP rules to simplify bookeeping.
Now you can look at it this way
Mutant: Pros - Not limited by rank, No edge for new powers.
Cons: No choice except for character creation in powers.
Cyber: Pro's - Tailoring your powers
Cons: Powers cost edges, limited by rank _________________ Aperture Science:
We do what we must, because we can. |
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shinryu Seasoned
Joined: 18 Jul 2011 Posts: 300
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Posted: Thu Jun 14, 2012 5:59 pm Post subject: |
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Well, there's any number of ways to look at this from the as written rules:
1) Separate power pools are a big deal, actually, as it quasi-doubles or quadruples your Power Point pool.
2) Different powers have severely different requirements in terms of outside investment (separate skills for super powers vs. a universal skill for everything else, for example).
3) You can share Weird Science and everything gets its own power point pool, which is a huge deal if that is how you emulate cyborgs.
In terms of other ways you could differentiate them, a distinct powers list is probably the best reason to do so, but you could declare that one background uses No Power Points (so it's harder to use but never runs out), for example; one could also decide certain backgrounds gain or lose effectiveness in certain environments (the radiation screws up cyborg parts but the mutants actually do better).
An alternate way to handle mutants and cyborgs might be to declare them "races"; a mutant or cyborg gives up his free edge but gets 4-6 points on the race creation table to play around, keeping in mind he needs to keep the points over +2 balanced with Hindrances. This seems especially appropriate for full-conversion type cyborgs (who probably should have Construct, say) or mutants since many of their mutations might really not be powers as such like that extra arm or the patagia (or the crippling hunchback or the constantly oozing sores and such). |
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Zetesofos Novice
Joined: 02 Jun 2012 Posts: 3
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Posted: Thu Jun 14, 2012 7:17 pm Post subject: |
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Interesting that is is a new thread, I'm having a similar problem in a campaign I'm working on myself. Currently, I 5 types of arcane backgrounds in my system (Magecraft, Mysticisim, Sorcery, Thaumaturgy, and Alchemy) - And I wouldn't be surprised if at some point, players might try to have cross disciplines.
What I"m trying to figure out is there a benefit I could construct out of having multiple arcane backgrounds AND, if so, should it be innate, or require an additional edge to access.
Because each background has different different backlashes, starting power limits, arcane skills, and other effects, I've thought about letting them choose the lesser of any negative effect, but...it doesn't feel to F.F.F.
Any more general benefits that might work if you gained multiple backgrounds? |
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robert4818 Heroic
Joined: 25 Jan 2009 Posts: 1044
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Posted: Thu Jun 14, 2012 7:34 pm Post subject: |
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| Zetesofos wrote: | Interesting that is is a new thread, I'm having a similar problem in a campaign I'm working on myself. Currently, I 5 types of arcane backgrounds in my system (Magecraft, Mysticisim, Sorcery, Thaumaturgy, and Alchemy) - And I wouldn't be surprised if at some point, players might try to have cross disciplines.
What I"m trying to figure out is there a benefit I could construct out of having multiple arcane backgrounds AND, if so, should it be innate, or require an additional edge to access.
Because each background has different different backlashes, starting power limits, arcane skills, and other effects, I've thought about letting them choose the lesser of any negative effect, but...it doesn't feel to F.F.F.
Any more general benefits that might work if you gained multiple backgrounds? |
Some options for generic combination:
1. Arcane Background (XXX) is the edge you use when you first gain a background. (usually, but not always at Creation). When you decide to grab a second one, you need the edge "Secondary AB: (XXX)"
Secondary AB:(XXX)
Seasoned
[Casting skill] (not gained with edge)
Powers 1
Power Points 5pp
You gain access to (XXX) as a secondary Arcane background. Treat your rank as one lower than it is for the purposes of spell selection. (This is eliminated after your second advance after gaining legendary.) You must choose which AB you apply PP to when you gain the Power Points edge, but its limit of 1 per rank still stands. When gaining a new power, you must state which discipline it falls under if it is shared by both disciplines. Powers shared between disciplines DO NOT cross over to the new discipline, they must be re-bought. If you have one spell in multiple disciplines you must state which discipline you are using.
You suffer backlash as normal. _________________ Aperture Science:
We do what we must, because we can. |
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kronovan Veteran
Joined: 01 Mar 2011 Posts: 678
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Posted: Fri Jun 15, 2012 10:57 am Post subject: |
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Clint Black proposed a solution for dual AB's that I really liked in this thread about a year ago. I just happened upon it a few weeks ago when I was searching for something else. Here's the contents of his reply in that post:
| Quote: | Dual Arcane Training and Dual Arcane Mastery
The character already has the AB Edge, the effect is just gaining access to powers, activation, and trappings only allowed to another style under that Edge.
So it's a modification of an existing Edge, which is handled in Savage Worlds by a new and different Edge. I'd do it more like...
Dual Arcane Training
Requirements: Novice, Arcane Background (Magic, Miracles, or Psionics), Arcane Skills d6+
The character has access to a second type of Arcane Background from those listed in the requirements. For instance, if he has AB (Magic), he can choose Miracles or Psionics as his secondary choice.
He gains one power of the new type and activates it using the normal rules for that type of arcane power, but at a -1 penalty. He uses the same pool of Power Points (using one type of arcane power drains the ability to use the other equally), but powers for the secondary type cost +1 PP to activate as well.
Henceforth, when he takes the New Power Edge, he may choose to take a power from either arcane type, but must note which arcane activation applies.
Dual Arcane Mastery
Requirements: Veteran, Dual Arcane Training, Arcane Skills d10+
Powers for the secondary arcane type ignore the -1 penalty and no longer cost +1 PP to activate. |
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Rerun941 Novice
Joined: 26 Apr 2011 Posts: 37 Location: Upstate NY
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Posted: Fri Jun 15, 2012 11:21 am Post subject: |
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Wouldn't it just be easier to use Arcane Background (Super Powers) and use "Mutations" and "Cybernetics" as trappings?
And if you need a spell caster, there are rules in the Super Powers Companion for making the Sorceror Supreme archetype. |
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Clint Site Admin

Joined: 13 May 2003 Posts: 16157
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Posted: Fri Jun 15, 2012 3:06 pm Post subject: |
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| shinryu wrote: | | Well, there's any number of ways to look at this from the as written rules: |
Well, by the written rules, having two Arcane Background is impossible since you can't take the same Edge twice.
| Rerun941 wrote: | | Wouldn't it just be easier to use Arcane Background (Super Powers) and use "Mutations" and "Cybernetics" as trappings? |
I like this solution! Just make an Arcane Background (Cyber-Mutant!).
| Rerun941 wrote: | | And if you need a spell caster, there are rules in the Super Powers Companion for making the Sorceror Supreme archetype. |
Now be careful of this. The powers in the SPC are their own system and not intended to be used with the system in the core book at all.
That said, switching to the other system entirely would make it pretty simple to do what you want. Since each power is bought individually with its own trappings, the character could say some have the mutant trapping and others have the cyborg one.
Probably need to tone it down to the Street Level rules and possibly also apply one of the other power level options, but possible. _________________ Clint Black
Savage Worlds Core Rules Brand Manager
www.peginc.com |
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