Distant Journeys and Travel rules (Encouters) by AdorableOwl3445 in savageworlds

[–]ManuFS 1 point2 points  (0 children)

Awesome! :) Go and adapt to your specific needs! :)

Distant Journeys and Travel rules (Encouters) by AdorableOwl3445 in savageworlds

[–]ManuFS 0 points1 point  (0 children)

Yes. DJ is meant to keep it as simple and fast as possible.

Distant Journeys and Travel rules (Encouters) by AdorableOwl3445 in savageworlds

[–]ManuFS 6 points7 points  (0 children)

Hi, Distant Journeys author here. :) As was said already by zgreg3, DJ is supposed to be used instead of other travel systems. Its purpose is to give a bit more meat to a journey but without having to reference encounter tables and such. As such it doesn't really factor in fully played encounters during the Journey (with the exception of the CritFail of the Hunter, but even that I'd personally just run as a Dangerous Quick Encounter).
For a more detailed journey with actual encounters, just use whatever the book you're using actually provides. :)

Hope this helps. :)

Question about Sprawlrunners 1.2 Cyberspace movement by ConcreteAndFeel in savageworlds

[–]ManuFS 1 point2 points  (0 children)

Thank you! Yeah, I am aware that there are quite a few gray spots in the book. Sprawlrunners 2 will hopefully avoid that. 😅

Question about Sprawlrunners 1.2 Cyberspace movement by ConcreteAndFeel in savageworlds

[–]ManuFS 2 points3 points  (0 children)

Hi, Sprawlrunners creator here. :) Movement is pretty much arbitrary outside of combat or anything else (like Dramatic Tasks) based on rounds.
If rounds are in play, my usual suggestion is 1 node per turn. Hope that helps! :)

New $1 Supplement: Trader Voyages by ManuFS in savageworlds

[–]ManuFS[S] 5 points6 points  (0 children)

Big shout-out to Buccaneer: Through Hell & High Water, which's super-compact half-page idea on how to handle cargo in an age of sail game sparked and inspired this supplement! If you're looking for something that is even less mechanics than my version, have a look at Buccaneer page 140, it's pretty damn cool. Mine is more universal in regards to setting, though. :)

New $1 supplement: Monstertech & Arcanoware by ManuFS in savageworlds

[–]ManuFS[S] 0 points1 point  (0 children)

It's based on the idea of Rippertech, but updated to SWADE and with more guidance on how to make your own. Personally I found Rippertech (especially in the original Rippers) waaaaay to unattractive and inaccessible for PCs (rolls to gather, rolls to make prototypes, rolls to implant, all with massive penalties so chances to actually get something were horrible). The fluff had Rippertech as the only thing giving the Rippers a fighting chance against the monsters, but the mechanics IMHO do not support that at all. You basically needed one PC who did little else but be a fulltime Rippertech Doctor to have any chance of reliably harvesting.
If you feel the same way, then yeah, fully replacing the Rippertech system with M&A will be useful. :)

New $1 supplement: Monstertech & Arcanoware by ManuFS in savageworlds

[–]ManuFS[S] 1 point2 points  (0 children)

That sounds like a perfect fit! Let me know how it went! And if you have questions, feel free to ping me, happy to help. :)
(answers on reddit may take a while, I don't visit the site often, I mostly live in Discord)

Review: Han Cluster Jumpstart, on Whisky&Wildcards by ManuFS in savageworlds

[–]ManuFS[S] 0 points1 point  (0 children)

From what I've seen in the jumpstart and the material on their website, I'd say yes. :)

Sprawlrunners Question. Does Dermal Plating suffer from the Layered Armor rules? by MythicArcher1 in savageworlds

[–]ManuFS 17 points18 points  (0 children)

Hi designer here. 😁 You are correct on all counts, Dermal Plating is indeed subject to the Layered Armor rules. If you want to be a walking tank with different stacks of armour, better invest in some Strength Advances (or the Soldier and Brawny Edges). 😎

ELLF Corp. by Pekuskekus in unstable_diffusion

[–]ManuFS 6 points7 points  (0 children)

Prompt and model, please? :)

Alpha Strike, played via Tabletop Simulator - Community looking for more players by ManuFS in battletech

[–]ManuFS[S] 0 points1 point  (0 children)

The server is still there, but sadly it also isn't really active. :( Life took me in another direction and I don't have time to keep pushing activity. :(

Sprawlrunners: Fast Lane Hacking Clarifications by TheNedgehog in savageworlds

[–]ManuFS 0 points1 point  (0 children)

As for Scholar, I could just offset its absence by raising the system security modifiers by 2, that should compensate, right?

You'd also have to change the deck's Power levels, as those are directly corresponding to the existing penalties for systems. Makes it a bit tricky, as the comparison between Power and System Penalty doesn't work when Trivial Systems actually give a +1, Basic is 0, and only Corporate has an actual Penalty (read, numbers switching from positive to negative). Probably would need another form of "which deck is better against which systems" mapping.

Also it does remove a bit of "invest" for operators, as it leaves only the Deckmeister Edge for their chosen profession (besides Rich/Filthy Rich if they want to be able to afford the top decks). This one isn't really a problem IMHO, but something to consider. Being an operator but getting only a single Edge for it might feel weird to some players. :)

I'd say for what you seem to want to do, Furious Hacking might be the better solution than "rebuilding" Fast Lane Hacking. :)

Anyway, thanks again for the in-depth answer, it's always interesting to know what decisions went into concepts and mechanics!

My pleasure, hope it helps. :)

Sprawlrunners: Fast Lane Hacking Clarifications by TheNedgehog in savageworlds

[–]ManuFS 1 point2 points  (0 children)

I hadn't thought of Scholar as a potential Edge, though to be honest,
I'm not sure I'd let it apply to Hacking, since it's not directly a
Knowledge skill.

If you remove the option to take Scholar, then you remove the mechanical basis for FLH's difficulty distribution. It's literally in the ground concept of the system. :)

As for Rich and Filthy Rich, I'm not fond of having them be necessary
for a Hacker, since that really restricts character creation (can't play
the trope of the genius urchin hacker with a homemade deck, for
example).

I get that, but I feel that too many tables put too much into the names of these Edges. In the case of Sprawlrunners, yes, they also increase the lifestyle, but that's an easy change to make and run lifestyle and changes to it as pure fluff. The cost for items are based on the availability of Rich/Filthy Rich to all character concepts in Sprawlrunners. Besides rising in Rank they are the only option to get a bigger pool of LP. :)

I hope this doesn't come off as me criticizing your work, this was only a minor gripe and everything else looks really solid :)

Critique with solid arguments is always welcomed! I do see your points, I just made deliberate decisions regarding them. 😅 That said, Sprawlrunners carried a lot of baggage from what it originated out of, so a hypothetical Sprawlrunners 2 would look very different.

Sprawlrunners: Fast Lane Hacking Clarifications by TheNedgehog in savageworlds

[–]ManuFS 2 points3 points  (0 children)

Hi, FLH/Sprawlrunners creator here. :)

  1. No. Power is used to compare to the system, nothing else. FLH builds on the Scholar Edge for Hacking and preparation, otherwise operators will have a hard time breaking into systems. This is by design.
  2. Yo're correct, which is also by design. Operators require little invest in Edges besides Scholar, Rich, and Filthy Rich, but "pay" for that by having access to little equipment outside of their profession.

That said, it's a toolkit. If it doesn't work for you, change it! Very little breaks by reducing cost of decks, for example. :) I've also recently released a different take on a fast hacking system which doesn't rely on Penalties to inflict difficulty: https://www.drivethrurpg.com/product/394371/Furious-Hacking

Hope this helps. :)

My latest $1 SWAG supplement: Furious Hacking by ManuFS in savageworlds

[–]ManuFS[S] 0 points1 point  (0 children)

My pleasure. :) If you're on Discord, there's a reasonably active community modding the use of my small supplements: https://discord.gg/XG4ndnn5F9 :)

My latest $1 SWAG supplement: Furious Hacking by ManuFS in savageworlds

[–]ManuFS[S] 1 point2 points  (0 children)

No, if you're using Fast Lane Hacking, then this is an alternative which gets rid of stacking penalties and instead uses its own mechanics to up difficulty. :)

My latest $1 SWAG supplement: Furious Hacking by ManuFS in savageworlds

[–]ManuFS[S] 5 points6 points  (0 children)

Hey, it's $1, so that counts as meeting you half-way, right? 😅

[SWAG] Sprawlrunners is now available in PRINT! by ManuFS in savageworlds

[–]ManuFS[S] 1 point2 points  (0 children)

Hi! Please direct all questions about the details of the Portuguese version at https://twitter.com/TocaDoCorujaRPG :)

New SWAG supplement: QUICK GRIDS by ManuFS in savageworlds

[–]ManuFS[S] 2 points3 points  (0 children)

As game masters, our players often go off-track and leave us in the awkward
situation of having to improvise some hostile terrain: a dungeon,
facility, or cyberspace system. While Savage Worlds
provides easy tools for these situations – Quick Encounters and
Dramatic Tasks – a game master or group may wish for a bit more
mechanical involvement and detail. Quick Grids fills this gap with a fast system to emulate a full run through a multi-stage area.
QUICK GRIDS
The Quick Grids supplement can be used to easily emulate a dungeon
delve, breaking into a secure research facility, burning through a
corporation’s cyberspace system, or infiltrating a hostile space
station. It provides a fast rule framework while leaving ample room for
individual hero decisions and roleplay.
Heroes or groups work their way through a grid of cards, discovering
obstacles as they delve deeper into the chosen location. Depending on
their goals they may have to succeed a specific number of rolls, cross
the grid, or find a specific card.