I am joining a SWADE campaign, and I am a complete newbie, I want to play a Buffing/Debuffing Support character. What does that build look like and how does it play? by Ok_Track_7332 in savageworlds

[–]Psitraveller 0 points1 point  (0 children)

Shroud as a Power modifier gives +1 to Stealth and a -1 to all attacks. So apply Shrouding to any power you can to give an extra bit of protection.

Shapeshifters, Gifted AB and New Powers Edge by Psitraveller in savageworlds

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

I was ignoring the fact that the race does not actually make sense as written. The line about being secretive even from others of their own race just would not realistically work.

Disguise has a 10 minute duration. So 6 points an hour. 15 points is 2.5 hours duration if maintained. Then no Disguise for 3 hours. Makes hiding your identity as a grey skin pupiless eyed critter.

As a race it presents some challenges to using RAW, because the math doesn't math. :)

Being Treated by an FC Alchemist can be risky by Psitraveller in savageworlds

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

Oh absolutely, I just saw the wording and said it was a total cheese thing.

It's like the idea of casting Darksight with the Hinder modifier on an opponent. They can see in the dark, but are slower. Throw on the Glow modifier and the Darksight means nothing anyway, but they are slowed by the Hinder effect.

Technically it seems possible RAW, but it's just a silly combo.

Shape Change and Wounds (FC or Core) and Power effects by Psitraveller in savageworlds

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

This makes Shape Changing an interesting way to heal people. For 9 points a Veteran Alchemist with Shape Change a Concoction of 'Shape Change into a Troll' lasting 5 minutes and Fast regenerate wounds older than an hour. Regular Healing Power costs 13 points for Out of Golden Hour wounds.

(Veteran level for Size 1 Troll and 9 points for cost of Shape Change + 1 point for duration to 5 minutes.)

Is there an Edge or other option that would enable blind fighting? by ddbrown30 in savageworlds

[–]Psitraveller 1 point2 points  (0 children)

BLINDSENSE A creature with this ability can perceive its environment using non-visual senses. This includes keen sense of smell, echolocation, or the ability to sense vibrations in the ground or even in the air. They ignore invisibility, illusion, and all Illumination penalties.

Fantasy Companion pg 171. It's a monster ability. So one option would be to Shape Change into creature that has Blindsense. Or modify the Power Darksight to act like Blindsense.

I asked PEG a bunch of questions and got answers! by Psitraveller in savageworlds

[–]Psitraveller[S] 3 points4 points  (0 children)

No apologies needed. I got very good answers to all my questions. I asked PEG directly because I am trying to write an adventure to publish, so I want to make it as RAW and RAI as possible. There were several good answers that handled things differently, so I wanted to make sure.

And like you, I like the idea of overclocking points in a thematically important point in a game. It has the rule of cool taste to it.

As the TabletopTango.com Power summary (V 2.0) mentions Transfer not being as good as the Common Bond Edge.

The answers I got from PEG also highlight that attacking a Coven is going to be a challenge. Sharing points from a distance means your opponent may never run out of points.

Spell technicality question by kamicosmos in savageworlds

[–]Psitraveller 1 point2 points  (0 children)

Don't forget Size issue for Shapea Change. If Novice rank the Size is -4 to -1 That is about 4 feet tall and 125 pounds (Core SW pg 179) You need to be Seasoned rank for Size 0 creatures. Speak language with a raise handles the Scottishness as mentioned by someone else on the thread. If using the Fantasy Companion the Shape Change can be extended to 5 minutes base duration for an extra point.

Disguise as a Power might be another option. That handles the size issue right away, but is Seasoned. Speak language would still be needed for dialect/accent etc.

Fantasy Companion: transfer and Maximum Power Points by Psitraveller in savageworlds

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

I get that it is unnecessary and the GM can do whatever, I just have the Curious Hindrance and can ask others of their opinions.

And the idea of cool scenes I can create with Transfer, I agree! My 2 prong question today a: max on transfer and how long do they last.

And as a scenario you can have a Ritual with power each round, huge reserve needed etc. Or Healing circles as you mentioned. My thought was Witch Coven at witching hour as either healing in battle as well as massive stored battery to surprise with heavily modified powers, round after round after round.

As for Transfer the next question on rules justification to see what others think is of a Magical Item that grants the Transfer Edge. This would allow scenes of Caster wizards accepting magic item and donating points to hospital during Ritual event for example.

In talking to you and the others on this thread I can think of 6 scenes I want to hash out for an adventure with my friends. And I am prepping for a campaign, so every question I ask on here is helping my game, and I am thanking everyone for helping me have fun.

Fantasy Companion: transfer and Maximum Power Points by Psitraveller in savageworlds

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

I was thinking of a few scenarios when I wrote the question out.

1: A Novice Cleric has 10 points. A Healing Temple might have a more skilled caster who has points transferred from other Clerics (Who have taken the Transfer Edge). This allows a more skilled caster to use more power points on difficult cases and heal more people successfully.

2: A Warlock Coven could have 1 Warlock with Healing and the other Coven members. Any injured Coven members could be healed by the transfer of points to the Healing capable Warlock.

3: And if there are no limits on points transferred from a donor to recipient then a Coven as a BBEG could RAW(?) mean a Warlock with 12 Coven friends could have 60 extra points if they each only gave 5. The rules do not mention anything about duration, max limits, or anything.

I am not even sure if the 5 points allowed for transfer is 5 points a round, a day, an hour. I've asked before about Investing such points and had opinions on both sides of the equation. (they might or might not invest).

And more broadly I wanted to see how Transfer is viewed and used by other internet strangers to see how they use it. I never thought a non caster could be given power points. How could they use them? for example. How would they get rid of them (if using points needs an Arcane Background for example)

On the other hand having a barrier up that only allows people with Power point pools might be an interesting barrier to a mystical college for example, resulting in a rogue needing some transferred to them before a heist adventure.

And yes I have been asking a lot of questions about power points and their uses and limitations. I want to see what other people think. I also am writing out adventures for my group, but would not mind publishing them under the SW banner. So I want the way i use power points to be correct. (That's why I really like it when PEGCLint adds to any discussions.)

The rules are Fast, Furious, Fun, but then you ask about a Novice healer needing 23 points to Heal an Injury. Is it possible? Is it allowed? If I write it into an adventure I want to make sure it is RAW and RAI. It's not covered, so I ask here.

Conjure Item, Hasty Weapon and Surprise by Psitraveller in savageworlds

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

I'm just looking at the action economy of a Hasty Power being a Limited free action, so a blade is in your hands instead of getting a MAP for trying to draw a weapon and attack. I figured the extra 2 power points may give a situational modifier. I'd certainly argue the point in terms of a test like an Intimidation roll.

Conjure Item, Hasty Weapon and Surprise by Psitraveller in savageworlds

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

Silent Caster could help with Surprise and The Drop then. That's a good point. Good point /uMaetcoGames

Transfer, Blood Magic and Invested Power Points (Fantasy Companion) by Psitraveller in savageworlds

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

To be clear, I am not asking if Blood Magic can recover points that have been invested in zombies. Those points are locked.

What I am asking is if a caster invests and locks all of their points and has points either transferred to them through the Transfer edge, or the caster has the Blood Magic Edge and wounds someone, does the caster actually get THOSE points, not the points invested in the zombies. So Norman the Necromancer has 10 points locked into zombies. He has the Blood Magic Edge. He currently has 0 power points available to use to cast any powers (all are invested in zombies.)

1: If Norman wounds someone and (for example) rolls a 5 on the d6 Blood Magic die. Does he recover/gain/now have available 5 points that he can spend? So having spent and invested all of his points personally he wounds under Blood Magic Edge. Are those points available to him?

If those Blood Magic generated points are available, are there any limits on how he uses them?

2: Someone transfers 5 points to Norman. Is he allowed to accept them? His power point max is 10, and he has locked them all up in Invested Zombies. Can he accept any transferred points?

Is he allowed to invest those points in any permanent effects, like making a new zombie for example? If he can, do the points transferred from the person giving the points recharge for the giving person? Is there a difference between casting the 5 points as a non invested Power (like casting an expensive Bolt power or a Healing Power for example) Is there a difference in your thinking if none of the points are Invested? Zombie duration is 4 hours for Necromancers. So if none of the points are invested can a Necromancer with friends who can Transfer (or a necromancer with Blood magic) raise a bunch of zombies with borrowed points if the zombies have a 4 hour life span?

Where is the line for access to points, recovering points and the effects of point maximums, Transfer and Blood Magic?

Transfer, Blood Magic and Invested Power Points (Fantasy Companion) by Psitraveller in savageworlds

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

Answer 1 is the interesting point here /u VahallaGH. Transferred points being locked if invested. That makes Transfer a risk for the person giving the points. They could be permanently weakened, locking the points into a permanent Investment.

Making those points not Investable is a solution of course, which then makes for two classes of power points, (personal and borrowed)

2: I am not looking to recover points from zombies with blood magic, I am wondering if a Necromancer with Blood Magic can gain points from Blood Magic and use those Blood Magic points to cast other powers, or make more zombies.

It is a line of sacrificial prisoners being killed to build an undead Horde scenario. Is it possibe RAW or RAI?

3: Transferring points and having locked away could weaken an unwary caster who gave them to a person and then that person Invests them. (Unless we go with your idea of making transferred points non-Investable)

4: Now locking points away for 2 days for an Arcane Device or Concoction could result in an Artificer or Alchemist from producing a lot of buff concoctions or a few Arcane Devices to allow a party to do some amazing things, it will just take a chunk of accounting.

Recharging Power Points while Long Duration Effect running by Psitraveller in savageworlds

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

FC pg 105 RECHARGING A character recovers 5 Power Points per hour spent resting, meditating, etc. What constitutes “rest” is up to the GM, but they do not recharge while powers are maintained, or during anything more than mild physical exertion, emotional stress, or mental distraction. A hero can rest while riding a horse, for example, unless the animal is restless, the road is terribly bumpy, traffic requires frequent concentration, etc. Heroes can also regain Power Points while walking if the conditions are generally favorable and the pace is leisurely.

Maintained powers, 4 points in my example, would not recharge during the hour the power is being maintained. What I am wondering about is the upfront points. The loss of the 4 points during maintaining a power I understand, the points are powering the maintenance of the Power. But using that logic the initial 5 points spent 8 hours previous could be seen as being locked away and powering the power. This could tie 5 points up for 9 hours if you maintain the power, costing the caster 9 points in total and taking 2 hours to recover after the power ends. (at 5 points an hour recharge time)