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Wendigo1870 Veteran

Joined: 18 Apr 2007 Posts: 962 Location: Gym-Wood, Belgium
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Posted: Sat Oct 11, 2008 7:30 pm Post subject: Extras with WC Edges and other WC 'abilities' |
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I've asked this in the official rules Forum as well, but maybe you guys can give me your own versions of how you did this, and if you've found other such conflicting rules with some creatures.
I've noticed that some of the Extras in official settings have Edges they can't use (game-technically).
2 Examples I remember right now:
Rippers => Hydes have the Hard as Nails Edge to ignore 1 level of wound penalties, but they're extras so they go down on their first 'wound', (regardless of actually being able to ignore the effects of the wound).
Low Life => Wankers have Regeneration (fast), and so roll for Natural Healing every round. But, again, they're normally actually down and out of the fight as soon as they can start to regenerate their 'wound'.
Please, give me your ideas ! _________________ He who fights with monsters should look to it that he himself does not become a monster. And when you gaze long into an abyss the abyss also gazes into you.
— Friedrich Nietzsche, Beyond Good and Evil |
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Snate56 Legendary

Joined: 11 Jun 2006 Posts: 3629 Location: Monroe, Washington
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Posted: Sat Oct 11, 2008 9:45 pm Post subject: |
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Unless those are actual typos, I would just put the Hydes down on the second wound, and as for Wankers, I would let them attempt to heal once first, and if they don't, down they go.
It's kinda like Henchmen, who get three wounds and no Wild die; it just adds variety and spice to the game!
SteveN _________________ "We've got a blind date with destiny... and it looks like she's ordered the lobster." <The Shoveller> |
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luisto Seasoned
Joined: 08 May 2007 Posts: 245
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Posted: Sat Oct 11, 2008 10:56 pm Post subject: |
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| Snate56 wrote: | | It's kinda like Henchmen, who get three wounds and no Wild die; it just adds variety and spice to the game! |
Actually, in Pirates of the Spanish Main a Henchman is defined as an Extra with a Wild Die. I saw the "three-wound" definition of Henchman in the Daring Tales of Adventure #1 series (by the way: Wiggy, why the change? Did you change your mind on what constitutes a Henchman? Or are the two definitions for different purposes?).
As to Wankers and Hydes, I totally agree with SteveN. It makes Extras a bit more interesting!
Luis |
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Clint Site Admin

Joined: 13 May 2003 Posts: 16157
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Posted: Sun Oct 12, 2008 12:03 am Post subject: Re: Extras with WC Edges and other WC 'abilities' |
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| Wendigo1870 wrote: | | Rippers => Hydes have the Hard as Nails Edge to ignore 1 level of wound penalties, but they're extras so they go down on their first 'wound', (regardless of actually being able to ignore the effects of the wound). |
The question on Hydes was answered here...
http://www.peginc.com/forum/viewtopic.php?p=120874&highlight=hydes#120874
| Wendigo1870 wrote: | | Low Life => Wankers have Regeneration (fast), and so roll for Natural Healing every round. But, again, they're normally actually down and out of the fight as soon as they can start to regenerate their 'wound'. |
I don't have the book with me to look at the specific creature, but why would Regeneration stop working when a character is Incapacitated just because it is an Extra? As the ability says in the core rulebook, it works "...even after it has be 'killed.'" _________________ Clint Black
Savage Worlds Core Rules Brand Manager
www.peginc.com |
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Wiggy Legendary

Joined: 03 Sep 2003 Posts: 5597 Location: TAG me. I dare you!
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Posted: Sun Oct 12, 2008 7:52 am Post subject: |
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| luisto wrote: |
Actually, in Pirates of the Spanish Main a Henchman is defined as an Extra with a Wild Die. I saw the "three-wound" definition of Henchman in the Daring Tales of Adventure #1 series (by the way: Wiggy, why the change? Did you change your mind on what constitutes a Henchman? Or are the two definitions for different purposes?).
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For pulp, that allows for minor villains to last a little longer, and thus make better use of any Leadership Edges. A Henchman has the resilience of a Wild Card, yet without the Wild Die it's not as skilled. Plus, it allows them to use Wild Card Edges like Nerves of Steel for added stamina. _________________ Wiggy
Creative Director Triple Ace Games
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Wendigo1870 Veteran

Joined: 18 Apr 2007 Posts: 962 Location: Gym-Wood, Belgium
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Posted: Sun Oct 12, 2008 7:59 am Post subject: Re: Extras with WC Edges and other WC 'abilities' |
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They should be Wild Cards? I don't really think so, because | Quote: | | Dr. Jekyll/Mr.Hyde's Stats are described as those of a regular Hyde, but count him as a Wild Card. (So this implies the Hydes were meant to be Extras, with Jekyll (the "Über"-Hyde) as WC.) | But the offered solution of changing Hard as Nails to Hardy would work fine too, so no problem.
| Clint wrote: | | Wendigo1870 wrote: | | Low Life => Wankers have Regeneration (fast), and so roll for Natural Healing every round. But, again, they're normally actually down and out of the fight as soon as they can start to regenerate their 'wound'. |
I don't have the book with me to look at the specific creature, but why would Regeneration stop working when a character is Incapacitated just because it is an Extra? As the ability says in the core rulebook, it works "...even after it has be 'killed.'" | Allright. So it can take a while to actually go down, by failing a Vigor roll after he's been killed? That will do. _________________ He who fights with monsters should look to it that he himself does not become a monster. And when you gaze long into an abyss the abyss also gazes into you.
— Friedrich Nietzsche, Beyond Good and Evil |
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