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Clint Site Admin

Joined: 13 May 2003 Posts: 16176
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Posted: Wed Jul 20, 2005 12:46 pm Post subject: |
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| redeucer wrote: | OK, Master Clint. We need your help in turning to the dark side.
In our discussion on the other thread, Mind Control was brought up as a neutralizer to the spike/munchkin/"Invisible Ninja"/etc. Under the NE rules it states:
| Quote: | | Active powers, such as attack, ranged, require a Shooting or Throwing roll as usual, and grant bonus damage for a raise as normal. |
Since Mind Control is an active power, wouldn't it also require a to hit roll of some kind? |
Nope. The specific text for the power supercedes that. It says exactly how Mind Control is used.
"...by making an opposed Smarts roll with the target. This counts as an action."
In general, specific mental powers don't require "to hit" rolls. It just doesn't make sense. Now if you have Attack, Ranged with psychic attack as the trapping, then you still have to hit (unless the GM actually alters the rules around your trapping).
| redeucer wrote: | Thank you from all of your padawan (or however you spell it).  |
I sense much fear in you.
Excellent.  _________________ Clint Black
Savage Worlds Core Rules Brand Manager
www.peginc.com |
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Clint Site Admin

Joined: 13 May 2003 Posts: 16176
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Posted: Wed Jul 20, 2005 12:51 pm Post subject: |
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| DarkEmperor040 wrote: | I saw this Modifier question answered before about an offensive power, but, I'm not sure how it would work with Deflection. If I were to have Deflection that was Limited to Kinetic damage at -4 to the shooting roll and required activation, how would the cost be figured?
4/2-1=1 or (4-1)/2=1.5? |
The modifier specifically says "(Half Total)," so that's how it's done. Get the total and halve it.
So it would be the second...
4-1 = 3
3/2 = 1.5
1.5 rounds up to 2
So you're better off taking 1 point more of Deflection at no higher cost, or one point less and saving a point. _________________ Clint Black
Savage Worlds Core Rules Brand Manager
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Redeucer Heroic

Joined: 26 May 2004 Posts: 1140 Location: Wherever the road leads me
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Posted: Wed Jul 20, 2005 2:14 pm Post subject: |
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| Clint wrote: | | redeucer wrote: | OK, Master Clint. We need your help in turning to the dark side.
In our discussion on the other thread, Mind Control was brought up as a neutralizer to the spike/munchkin/"Invisible Ninja"/etc. Under the NE rules it states:
| Quote: | | Active powers, such as attack, ranged, require a Shooting or Throwing roll as usual, and grant bonus damage for a raise as normal. |
Since Mind Control is an active power, wouldn't it also require a to hit roll of some kind? |
Nope. The specific text for the power supercedes that. It says exactly how Mind Control is used.
"...by making an opposed Smarts roll with the target. This counts as an action."
In general, specific mental powers don't require "to hit" rolls. It just doesn't make sense. Now if you have Attack, Ranged with psychic attack as the trapping, then you still have to hit (unless the GM actually alters the rules around your trapping). |
OK. Thank you. I did not think that it was necessarily clear from the text. Looking through the powers, I can see how it can be inferred, but not implicitly.
To be clear then, does that mean the same for Malfunction too? All they have to do is see the device, roll a Spirit roll and see if they succeed or not? How about Whirlwind? No roll with a target of 4 to hit the location you want it? What about using Matter control for distraction over an area? Or Energy Control to cover a specific area?
| Clint wrote: | | redeucer wrote: | Thank you from all of your padawan (or however you spell it).  |
I sense much fear in you.
Excellent.  |
Fear? No. Anger? Yes.  _________________ a trai en pace,
Redeucer
Darth Squirellious, Dark Rodent of the Sith!
"Mediocrity has never been so EPIC!"
- SlasherEpoch |
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Clint Site Admin

Joined: 13 May 2003 Posts: 16176
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Posted: Wed Jul 20, 2005 2:55 pm Post subject: |
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| redeucer wrote: | | To be clear then, does that mean the same for Malfunction too? All they have to do is see the device, roll a Spirit roll and see if they succeed or not? |
As long as it is within 12", yes.
| redeucer wrote: | | How about Whirlwind? No roll with a target of 4 to hit the location you want it? |
No, you just create it, and then move it. Although as an Area Effect kind of attack with a visible effect, I'd allow the Agility roll to dive for cover. Not like you can't see the darn thing coming.
| redeucer wrote: | | What about using Matter control for distraction over an area? |
Matter control doesn't allow Distraction over an area. The use of the Distraction ability of Matter Control is specifically defined in how it's used. It's Spirit vs. Agility with an additional -1 modifier to the character's roll for each additional target he'd like to affect.
| redeucer wrote: | | Or Energy Control to cover a specific area? |
The Nullify use does not require an attack roll , but the Damage use (which is stated to be an attack) would.
By the way, there's no reason not to run it the other way. As long as the rule applies to the PC's and NPC's, it's fair. So don't feel like you have to run it this way.
| redeucer wrote: | | Clint wrote: | I sense much fear in you.
Excellent.  |
Fear? No. Anger? Yes. |
Your path to the Dark Side is now complete. Now, arise and take you place beside me as...
Darth Squirellious, Dark Rodent of the Sith!
 _________________ Clint Black
Savage Worlds Core Rules Brand Manager
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Clint Site Admin

Joined: 13 May 2003 Posts: 16176
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Posted: Sat Jul 23, 2005 7:23 pm Post subject: |
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| da Wookiee wrote: | First question.
Duplication power. Does each duplicate also have duplicates of all gear(weapons and armor) that the original character has? As long as it dissappears when the dupes do, that wouldn't be too bad, but the book was unclear on that point. |
Duplicates have everything minus the Duplication power.
| da Wookiee wrote: | Second Question
I was wondering how other NE GMs are handling knockback. Say Hulk hits Cage for one wound and knockback of 6 squares. Iron Fist is in Cage's line of knockback. Does Iron Fist get an agility roll to avoid Cage, Strength check to keep from going with Cage, or would he also take damage from Cage hitting him? I could see each happening in a comic book, but I'm looking for the most F!F!F! solution here. |
Knockback isn't that accurate. First, I require a Called Shot at -4 to "aim" knockback so one character will hit another behind them. Otherwise, it simply isn't an issue.
If they successfully use that manuever, then the target gets an Agility roll to avoid. If he fails, he takes the same damage as the first character, and they both continue along for any remaining KB distance..
| da Wookiee wrote: | Third Question
Mind Control does the character get an action in addition to controlling the character(s) he has mind controlled that round? If yes, that would be with a -2 for multiaction penalty, correct? |
If you make giving orders an action, you can, but generally, no. Setting up Mind Control is an action, but simply giving orders to someone who is already controlled is as simple as saying, "Hey you, do this."
Of course, the target gets another opposed roll before their action anytime they are asked to do something contrary to their nature (which is generally anything asked in combat).
| da Wookiee wrote: | | fourth question Does anyone have any suggestions for dealing with invisible, intangible mind controllers that see no good reason to become either tangible or visible during combat? Opponents with better Smarts along with undead and constructs will show up eventually, but for in the meantime any ideas? |
"The character...<snip>...cannot affect the physical world while intangible."
Just because they can be affected by magical and psychic attacks (including the other attack forms they must be vulnerable to) while intangible does not mean that their magical and psychic attacks can affect the physical world.
Intangibility is pure defense with no attack possible.
Hope this helps. _________________ Clint Black
Savage Worlds Core Rules Brand Manager
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Mindseye Seasoned

Joined: 13 Dec 2003 Posts: 431 Location: Wichita, Kansas
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Posted: Sat Jul 23, 2005 8:09 pm Post subject: |
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Yes, Clint, that helps quite a bit. On all counts!
da Wookiee |
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grendel2175 Seasoned

Joined: 07 Sep 2004 Posts: 269 Location: Columbus, OH
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Posted: Mon Jul 25, 2005 8:43 am Post subject: |
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Question about 50 Fathoms...
In the description of Chain Shot (pg 27 50 F) states: If chain shot hits with a raise, it tears the sails and rigging, automatically reducing the ship's Top Speed by 1"
The question that came up during our last game was does the hit and a raise apply to the shooting roll or the damage roll?
I ruled that it applied to the shooting roll. Reflecting the well placed shot and the relative vulnerability of sails and rigging.
Although with the chase rules a -1" to top speed doesn't change much at all.
Just wondering if anyone came across this? _________________ Grendel |
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Clint Site Admin

Joined: 13 May 2003 Posts: 16176
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Posted: Mon Jul 25, 2005 11:13 am Post subject: |
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| Grendel2175 wrote: | Question about 50 Fathoms...
In the description of Chain Shot (pg 27 50 F) states: If chain shot hits with a raise, it tears the sails and rigging, automatically reducing the ship's Top Speed by 1"
The question that came up during our last game was does the hit and a raise apply to the shooting roll or the damage roll?
I ruled that it applied to the shooting roll. Reflecting the well placed shot and the relative vulnerability of sails and rigging. |
You did it right. When you see the term "hits," it refers to attack rolls. Damage rolls are usually referenced with the self-explanatory, "damage."
| Grendel2175 wrote: | | Although with the chase rules a -1" to top speed doesn't change much at all. |
With the chase rules, you could run it like the "Engine" critical hit where it reduces the speed and acceleration by a certain fraction. But that would get tricky since you're deling with sails as opposed to masts.
Another option would be to reduce speed by 1d3 inches. That would be faster and would cover the varying effect of chain shot. _________________ Clint Black
Savage Worlds Core Rules Brand Manager
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Mindseye Seasoned

Joined: 13 Dec 2003 Posts: 431 Location: Wichita, Kansas
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Posted: Tue Jul 26, 2005 9:04 pm Post subject: NE Surviving High-Tech Manufacturing infrastructure |
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This probably falls in the category of "however much the GM wants to have survived," but I thought I'd gather opinions.
Most of the Major cities were levelled. That kills lots of people and a number of corporate offices and other such places of research. Anything that was left is controlled by the V'sori now. My question is, in your version of NE, what firms, plants and etc did survive, and how do they currently function. I know about the one lab in Westpoint, and some other V'sori research stations scattered about Star City. I'm more concerned with Stark Enterprises, LexCorp, S. T. A. R. Labs, A.I.M., Waynetech, Secret Government installations, others like that.
My personal take, is that the companies are still intact, V'sori just are the big customers for new High-Tech stuff. Various prominent corporate figures are probably MIA after the sneak attack, but the researchers that did the heavy lifting were probably so scattered, they were still able to function. You probably had those that objected, but V'sori don't seem to have any problem dealing with such labor problems directly.
it's also mentioned that most of the major cities were rubbled. What qualifies as a major city? Do we have a quantity of population that wasn't worth the V'sori's time to decimate? I'm just wanting to send my crew out of town for a session or two, and want an idea on what they should expect to find out there.
da Wookiee |
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Ian Seasoned
Joined: 25 May 2005 Posts: 420 Location: in a Glasgow(Scotland) library
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Posted: Wed Jul 27, 2005 5:51 am Post subject: |
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In Evernight, there is the weapon, Thieves' claws, which come as a pair.
If a character takes the edge, Trademark weapon, with the thieves' claws does the +1 apply to both claws? I have a character with them and the two-fisted edge. Ian |
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jblittlefield Legendary
Joined: 13 May 2003 Posts: 7472
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Posted: Wed Jul 27, 2005 7:47 am Post subject: |
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| Ian wrote: | In Evernight, there is the weapon, Thieves' claws, which come as a pair.
If a character takes the edge, Trademark weapon, with the thieves' claws does the +1 apply to both claws? I have a character with them and the two-fisted edge. Ian |
I'd allow it so long as the hero attacks different targets (i.e., if you attack two opponents then each attack is at +1; however, if you only attack one opponent, you only get a +1 bonus NOT +2). In other words, the bonus is tied to a single weapon (which in this case just happens to come as a pair of claws).
That's my take on it.  |
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Clint Site Admin

Joined: 13 May 2003 Posts: 16176
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Posted: Wed Jul 27, 2005 9:49 am Post subject: Re: NE Surviving High-Tech Manufacturing infrastructure |
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| da Wookiee wrote: | | This probably falls in the category of "however much the GM wants to have survived... |
Oh good, this question comes pre-answered!
| da Wookiee wrote: | | Most of the Major cities were levelled. |
Actually, the term was "rubbled" not leveled, but even that is probably overstated, and I apologize. Most of the major cities just have a lot of damage that has simply been left unrepaired. The point that should come across to the players is how Star City is virtually untouched in comparison to every other major city, which all show obvious signs of the war.
The only cities that were really "leveled" to a certain extent were Tokyo and Atlantis. And before anyone asks, the reason why Tokyo took so much more damage than any other city...
...is because we wanted the V'sori to do what Godzilla never did, do permanent damage to Tokyo.
Or for a related but more understandable reason in game, that's what happens when the aliens are fighting gigantic monsters "protecting" the city. Toyko probably still has Godzilla's corpse lying in the middle of it, being studied by a team of V'sori scientists.
| da Wookiee wrote: | | My personal take, is that the companies are still intact, V'sori just are the big customers for new High-Tech stuff. Various prominent corporate figures are probably MIA after the sneak attack, but the researchers that did the heavy lifting were probably so scattered, they were still able to function. You probably had those that objected, but V'sori don't seem to have any problem dealing with such labor problems directly. |
Yeah, odds are good that the structures survived the war. The ones that don't simply serve as a story within the game (LexWayneCorp S.T.A.R.K. Labs in New York was working on a prototype McGuffin Device when it was crushed during the war. We believe the information may still be available in a sub-level of the building. We also believe there is a 2% chance that the survivors haven't become super-powered psychotic predators waiting to rip you to shreds, so we think those odds are good.)
Whether the structure survived is less important compared to whether the facility provided a service the V'sori felt they needed. Lot's of businesses were shut down, and the people transferred to do jobs the V'sori placed at higher importance.
That's why things like armor, weapons, and ammo are so much more expensive; the production has dried up to a relative trickle.
| da Wookiee wrote: | | it's also mentioned that most of the major cities were rubbled. What qualifies as a major city? Do we have a quantity of population that wasn't worth the V'sori's time to decimate? I'm just wanting to send my crew out of town for a session or two, and want an idea on what they should expect to find out there. |
They should expect to see functioning cities with varying degrees of damage and reduced population. The key is to play up the war damage. Common Knowledge of a city post-war should be hugely important as getting through the cities is like getting through a maze. Streets should be blocked by shattered buildings. Turn down the wrong way, and you're facing a deadend that was once a major street. Of course, it doesn't bother the V'sori any as their repulsorlift vehicles can go over any terrain or rubble.
Hope this helps. _________________ Clint Black
Savage Worlds Core Rules Brand Manager
www.peginc.com |
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Clint Site Admin

Joined: 13 May 2003 Posts: 16176
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Posted: Wed Jul 27, 2005 10:11 am Post subject: |
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| Ian wrote: | In Evernight, there is the weapon, Thieves' claws, which come as a pair.
If a character takes the edge, Trademark weapon, with the thieves' claws does the +1 apply to both claws? I have a character with them and the two-fisted edge. |
Well, obviously, it's the GM's decision ultimately. By the rules, Trademark Weapon applies to one specific weapon. That would mean one claw.
Personally, I'd be more lenient and do it one of two ways.
The first is to simply allow the bonus with both claws. It's not that big of a deal in my mind, but it could be an issue with other players who might feel the other person was getting more from the Edge.
The second would be to allow the character to choose. It can affect one weapon, or it could affect both. Now, the question would be, "why would the player not choose both every time?"
Because the character's "Trademark Weapon" is tied to using both. His bonus comes from using both gloves at the same time. If he doesn't have one for whatever reason, then he no longer gets the bonus with the other.
This might seem more balanced for some people. However, it could lead to some players wanting to claim other two-weapon combinations as a single Trademark Weapon, which could be an ugly kettle of fish.
I stand by my first statement, GM's call, with an addendum of "officially" it would only be one. _________________ Clint Black
Savage Worlds Core Rules Brand Manager
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Mindseye Seasoned

Joined: 13 Dec 2003 Posts: 431 Location: Wichita, Kansas
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Posted: Wed Jul 27, 2005 9:00 pm Post subject: Armor Ratings on Shark Troopers |
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On the Fin Warriors, their Toughness indicates an Armor of 4. Their Gear lists a Fin Combat Suit (Armor +2, Heavy Armor). Their Special Abilities indicates an Armor +2 from thick skin. Are these supposed to stack? In d20, they have something called natural armor that stacks with worn armor, but my understanding was that in SW, you just took the better number regardless of what the armor came from.
da Wookiee |
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Clint Site Admin

Joined: 13 May 2003 Posts: 16176
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Posted: Thu Jul 28, 2005 10:17 am Post subject: Re: Armor Ratings on Shark Troopers |
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| da Wookiee wrote: | | On the Fin Warriors, their Toughness indicates an Armor of 4. Their Gear lists a Fin Combat Suit (Armor +2, Heavy Armor). Their Special Abilities indicates an Armor +2 from thick skin. Are these supposed to stack? In d20, they have something called natural armor that stacks with worn armor, but my understanding was that in SW, you just took the better number regardless of what the armor came from. |
You do. We must have missed that in final edits.
The Fin Warriors should have Toughness 11(2). _________________ Clint Black
Savage Worlds Core Rules Brand Manager
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Mindseye Seasoned

Joined: 13 Dec 2003 Posts: 431 Location: Wichita, Kansas
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Posted: Mon Aug 01, 2005 8:09 pm Post subject: |
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I have a character that is going to be a vampire. Vampires in NE take a wound for crossing running water. My question is on any of the various missions that require the team to go underwater, would the vampire constantly be suffering from a wound, or would you ignore the ocean for Running Water purposes?
da Wookiee |
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Clint Site Admin

Joined: 13 May 2003 Posts: 16176
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Posted: Mon Aug 01, 2005 10:37 pm Post subject: |
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| da Wookiee wrote: | | I have a character that is going to be a vampire. Vampires in NE take a wound for crossing running water. My question is on any of the various missions that require the team to go underwater, would the vampire constantly be suffering from a wound, or would you ignore the ocean for Running Water purposes? |
Well, unless he's leaving Star City and popping up in France, he really isn't "crossing" the ocean; he's just in it.
Seriously, that's one way the GM could run it. And it really depends on the GM here I think. See, there are not too many other occasions where that disadvantage comes into play, so if these are ignored, it may not be a disadvantage at all.
I'd just say the character suffers a wound as soon as they cross the edge of the water (in whatever manner they do so). But they can then heal that wound normally or through other powers. In other words, if someone heals them or they spend a day in/on the water (or less if they have Regeneration), they can heal the wound, and it won't return just because they are in/on the water.
So, crossing the edge of the water causes the wound.
Being in or on the water doesn't.
Make sense? _________________ Clint Black
Savage Worlds Core Rules Brand Manager
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Mindseye Seasoned

Joined: 13 Dec 2003 Posts: 431 Location: Wichita, Kansas
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Posted: Tue Aug 02, 2005 7:47 am Post subject: |
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| Works for me, thanks! |
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Crimson Devil Seasoned
Joined: 13 Apr 2004 Posts: 101
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Posted: Tue Aug 02, 2005 12:39 pm Post subject: NE Ammo |
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How much is the ammunition for the M-2 Hero killer pistol? I just want to verify that it really is $1000 for 50 shells at character creation and $10,000 after that.
Thanks _________________ "People using flintlock pistols shouldn't fire warning shots." -- Badmovies.org |
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razorwise Legendary

Joined: 08 Jul 2004 Posts: 2954 Location: Hither and Yon
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