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21:59, 16th April 2024 (GMT+0)

General Chat II.

Posted by Cripple XFor group 0
Samus Aran
player, 17 posts
Sat 15 Jul 2017
at 08:50
  • msg #166

Re: Savage Worlds

How would you construct an acid blood power for a xenomorph enemy?
bashful_batrean
player, 36 posts
Sat 15 Jul 2017
at 11:22
  • msg #167

Re: Savage Worlds

Depends on how deadly you want it and how you want it to look.  Does it spray out over a large area, or only effect the person drawing blood?

Treat it like poison, but in reverse.  If the creature is Shaken, then the attacker needs to make an Agility check (possibly at -2 if the acidic quality of the blood is unknown at the time) or suffer 2d6 Acid damage.  Success may deal 1d6 or affect the weapon instead, with a Raise avoiding the acid altogether.

A wound being inflicted could cause a spray of Acid doing 2d6 to a small area like SBT, reduced length Cone or a Jet (or possibly all adjacent like a Sweep).  Agility at -2 for all in the area to avoid 2d6 (or 3d6?) Acid damage.
This message was last edited by the player at 11:24, Sat 15 July 2017.
Samus Aran
player, 18 posts
Sat 15 Jul 2017
at 20:30
  • msg #168

Re: Savage Worlds

That works pretty well. I don't need anything too complex, just wanted to capture the general power: when wounded, the Alien sprays acid blood in a small area (1-2 meters at most) that douses usually their melee attacker or anyone in melee with them. The acid is super-concentrated and eats through almost anything.
The Stray
player, 52 posts
Tue 8 Aug 2017
at 20:41
  • msg #169

Re: Savage Worlds

So the Pinnacle Forums are back up, after being down all summer: https://www.pegforum.com/

It's a brand-new set-up (the old posts are now in an archive) so you'll have to re-register if you were there previously.
locojedi
player, 8 posts
Tue 8 Aug 2017
at 21:06
  • msg #170

Re: Savage Worlds

Ahhh, thanks for the notice Stray, I was afraid it was just gone...
GreenTongue
player, 82 posts
Tue 8 Aug 2017
at 21:24
  • msg #171

Re: Savage Worlds

In reply to Samus Aran (msg # 168):

That could be effective against them as well with careful targeting.
=
StalkThis
player, 12 posts
Fri 11 Aug 2017
at 18:19
  • msg #172

Re: Savage Worlds

Was reviewing  some old rules threads and saw discussion about the Incapacitation table that referenced a Spirit roll. Neither my book nor my pdf nor the Screen inserts note a Spirit check during Incapacitation. Am I outdated or was the conversation?
The Stray
player, 53 posts
Fri 11 Aug 2017
at 18:27
  • msg #173

Re: Savage Worlds

I think Spirit rolls during Incapacitation was a thing from the Explorer's Edition of Savage Worlds.
Strickland5
GM, 228 posts
I'm in a few games
Fri 11 Aug 2017
at 18:29
  • msg #174

Re: Savage Worlds

StalkThis:
Was reviewing  some old rules threads and saw discussion about the Incapacitation table that referenced a Spirit roll. Neither my book nor my pdf nor the Screen inserts note a Spirit check during Incapacitation. Am I outdated or was the conversation?

My SW Deluxe says

SWD pg 68 Incapacitation:
Incapacitated characters aren’t necessarily dead, but are generally too beaten, battered, or bruised to do anything useful. They may not perform actions and are not dealt Action Cards in combat. Incapacitated Extras are removed from play.

Wild Cards are Incapacitated if they suffer more than three wounds (cumulatively or all at once). When a Wild Card becomes Incapacitated, make an immediate Vigor roll:

  • Total of 1 or Less: The character dies.
  • Failure: Roll on the Injury Table. The Injury is permanent and the victim is Bleeding Out (see below).
  • Success: Roll on the Injury Table. The Injury goes away when all wounds are healed.
  • Raise: Roll on the Injury Table. The Injury goes away in 24 hours, or when all wounds are healed.


So sounds out dates.




The Stray:
I think Spirit rolls during Incapacitation was a thing from the Explorer's Edition of Savage Worlds.

SWEX pg 75:
Incapacitation
An Incapacitated hero must make an immediate Vigor roll, applying wound modifiers as applicable. This does not count as an action.

This message was last edited by the GM at 18:31, Fri 11 Aug 2017.
GreenTongue
player, 83 posts
Fri 1 Dec 2017
at 18:41
  • msg #175

Re: Savage Worlds

Have most discussions moved to Facebook?
=
bashful_batrean
player, 42 posts
Fri 1 Dec 2017
at 18:52
  • msg #176

Re: Savage Worlds

no idea *shrugs*  no Facebook account *likes peace n quiet*  ;)
Strickland5
GM, 230 posts
I'm in a few games
Fri 1 Dec 2017
at 19:40
  • msg #177

Re: Savage Worlds

What would you like to talk about?
GreenTongue
player, 84 posts
Sat 2 Dec 2017
at 21:11
  • msg #178

Re: Savage Worlds

In reply to Strickland5 (msg # 177):

Just noticed no talking lately.
no big deal
=
jamat
player, 26 posts
Sun 3 Dec 2017
at 04:53
  • msg #179

Re: Savage Worlds

I've lost track of sw lately just wondering what's coming soon for the game
The Stray
player, 55 posts
Mon 4 Dec 2017
at 02:14
  • msg #180

Re: Savage Worlds

Well, they finished up Kickstarters for The Goon (mutant pulp) and Fear Agent (sci-fi special agent) settings a while back, and just finished a Kickstarter for Flash Gordon. RIFTS is also out now.

You can get Rifts in physical copies, while Fear Agent and The Goon are available on PDF. I think only backers currently have access to Flash Gordon.
bashful_batrean
player, 43 posts
Mon 4 Dec 2017
at 09:28
  • msg #181

Re: Savage Worlds

Flash Gordon just has a 1-sheet out, nothing more aside from what's been previewed in Savage Insider.

Seven Worlds sci-fi setting is out now after completing it's Kickstarter as is Sector Asgard Kappa.

I think Beasts & Barbarians Steel Edition will hit soon along with Shaintar anthology collections and Thundering Skies campaign.

Monster Hunter's Club and Monster Hunter International Kickstarters both wrapped up so books should hit next year I would think.

PEGINC mentioned another Rifts Kickstarter for next year.

Triple Ace Games has a revised All for One: Regime Diabolique 2e in Kickstarter that's targeted for release to general public late next year.

I probably missed something somewhere...
GreenTongue
player, 85 posts
Tue 5 Dec 2017
at 11:37
  • msg #182

Re: Savage Worlds

Anyone still use the Explorer Edition since Deluxe was released?
If so, what advantage does it provide?
=
luke_poa
GM, 17 posts
Tue 5 Dec 2017
at 15:14
  • msg #183

Re: Savage Worlds

GreenTongue:
Anyone still use the Explorer Edition since Deluxe was released?
If so, what advantage does it provide?
=


They are quite similar, and I believe the changes are for the better. My group never looked back.

I don't even think of them as different “editions”. I see Deluxe as a newer printing with some small rules changes. And even Deluxe is out-of-date now after the change to Shaken works (https://www.peginc.com/shocking-shaken-shake-up/).
The Stray
player, 56 posts
Tue 5 Dec 2017
at 20:33
  • msg #184

Re: Savage Worlds

Same here. Unlike, say, D&D, the core rules haven't really had a ton of changes over the years, and most of them are for the better. I'm currently running a game with the older version of the Shaken rules, but that's in place specifically as a Setting Rule to make that particular game harsher.

There's talk of a new version of the core rules coming out fairly soon (probably in the next two years), which I'll certainly look into, but the Deluxe is mostly an expansion, rather than a rewrite, and I can use older stuff perfectly well.
bashful_batrean
player, 44 posts
Tue 5 Dec 2017
at 21:12
  • msg #185

Re: Savage Worlds

New rules are being introduced/incorporated in Flash Gordon according to Shane, and the 2017/2018 releases teaser poster from PEGINC referenced new black-bordered Core & Companion books, so it'll be interesting to see.  (Does sort of make me regret picking up multiple copies of SWDE for the table though....  :(  )
luke_poa
GM, 18 posts
Tue 5 Dec 2017
at 21:17
  • msg #186

Re: Savage Worlds

The Stray:
Same here. Unlike, say, D&D, the core rules haven't really had a ton of changes over the years, and most of them are for the better. I'm currently running a game with the older version of the Shaken rules, but that's in place specifically as a Setting Rule to make that particular game harsher.

There's talk of a new version of the core rules coming out fairly soon (probably in the next two years), which I'll certainly look into, but the Deluxe is mostly an expansion, rather than a rewrite, and I can use older stuff perfectly well.


I think the last big “break” in the system was when they moved weapons damage from Strength + number (like in Evernight) to Strenght + die type (like in Deadlands Reloaded). Everything after that was minor and easily made compatible (with only a few exceptions, like the Martial Arts Edge).
GreenTongue
player, 86 posts
Tue 5 Dec 2017
at 23:10
  • msg #187

Re: Savage Worlds

What about Wounds?
That seemed to make a pretty big change.
=
bashful_batrean
player, 45 posts
Tue 5 Dec 2017
at 23:21
  • msg #188

Re: Savage Worlds

I don't think they actually changed Wounds?  Just the way melee/thrown weapon damage & Armor values (and Raises on Damage now did +1d6 period instead of flat +2 per Raise).  (Per the 2003 printing from Great White Games...)
luke_poa
GM, 19 posts
Wed 6 Dec 2017
at 02:35
  • msg #189

Re: Savage Worlds

GreenTongue:
What about Wounds?
That seemed to make a pretty big change.
=


What did they choose when moving from Explorer's to Deluxe? If I remember correctly, the Incapacitation rules were changed, becoming simpler. But that is also what I consider a minor change. I know it impacts the game, but, when explaining to player's, you just have to say "the table changed".
bashful_batrean
player, 46 posts
Wed 6 Dec 2017
at 09:49
  • msg #190

Re: Savage Worlds

I only looked at the wound levels and damage calculations which were unchanged (4+ "wound" = incapacitated).

I've never understood why Fatigue was on a separate scale... (3+ levels Fatigue = incapacitated).  Suzerain setting home-brewed 3 levels of Fatigue & then incapacitated just to stay consistent with Wound levels).
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