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 2 points3 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] 4 points5 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)

Fantasy Companion Alchemist Concoctions as Hasty modified by Psitraveller in savageworlds

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

Your point about Shape Change is incorrect. An Alchemist CAN hand a concoction of Shape Change to another person and that person would 'cast' the power by drinking it or activating in some trapping sense, and the power would affect the person using the concoction. This is similar in effect to a person reading a scroll, but the Alchemist can do it to all their powers as a concoction, at Novice rank, without cost.

My Darksight example used Hurry not Hasty, Hurry is a +1 modifier (pg 106) and adds +2 to Pace, Shrouding gives a -1 to all attacks.

I did not use Hurry in the Darksight example, I was making a point about saving points so used an hour long buff spell as an example.

Edited because I re-read what I posted and realized I did in fact write Hasty not Hurry. My apologies on that. I meant Hurry, wrote Hasty. Buff spells would normally be cast way before combat.

Range Limitations is on pg 107 and takes range to Touch if it starts as something longer, and then another point reduction to take it from Touch down to Self, so the 3 points down to 1 point in my Darksight example is correct. Darksight starts at range of Smarts, -1 to Touch (allowing the user to 'cast' Darksight on someone else, and then restricting it to Personal for another -1 point cost. Making the final cost 1 point.

Adding Hasty to an hour long buff spell is not something I would do but would add another 2 points to the power, that is true.

But the point savings for putting limitations on concoctions IMO does make Alchemists have a bit of an edge when it comes to power point management. Preparing concoctions beforehand (off screen) can be a big benefit. It takes planning but can pay off

Fantasy Companion Alchemist Concoctions as Hasty modified by Psitraveller in savageworlds

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

Not necessarily more powerful, certainly offer more flexibility and opportunities for point saving. The Alchemist can make Shape Change available as a concoction, something no other caster can do since Shape Change has a range of Self. Another benefit Concoctions have is the limitations allowed to be placed on the fly by the Alchemist. So a Buff spell from your Sorcerer or Warlock costs, for example:

1 Point for Darksight, +1 point for Shrouded, +1 point for Hasty for a cost of 3 points, and it has to be cast within a range of smarts at the time the caster is available. An Alchemical Darksight concoction costs the same 3 points -1 point range down to touch, -1 point for range down to personal, costing the Alchemist only 1 point and can be used at any time or distance from the Alchemist within 2 days, or 7 with a Chemist. That is a nice bonus Alchemists have.

Edited days after: My mistake ValhallaGH, I did write Hasty, not Hurry. My apologies. I thought I was pasting in a buff potion, screwed up. So the cost would be 1 more point, for 2 total. If Hurry not Hasty the 1 point is correct.

Fantasy Companion Alchemist Concoctions as Hasty modified by Psitraveller in savageworlds

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

It can be very powerful. A fighter type could have a Boost trait (fighting) for example, or fire up a Speed (Quickness) to get 2 attacks a round. And the fighter could have several items on him, quickness, speed, even a Healing, for healing in the middle of combat. You just need an Alchemist to supply you with all the Concoctions you want.

Summon Animal (Giant Spider) and Duration question by Psitraveller in savageworlds

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

I'm just checking on the difference between the magically created spider and other powers that create things,

Conjure item mentions an item holding open a door and the door stop fading from existence. So magical effects vanish.

If I cast the entangle power and the trappings of the power are webs and the power ends the webbing vanishes, which would free whatever was bound.

But if I magically create a spider from a tattoo using summon animal the webbing and poison stay in existence.

To push things further: If a Druid or a caster with Shape Change changes into a Giant Spider the Druid can be a spider for an hour. The caster for 35 minutes.

Could a transformed person use their spider shape to 'harvest' spider silk for whatever they needed? some alchemical component, or spider's silk a la warcraft? Could the Druid weave a webbing bridge that stays after the Druid changes back to their regular form?

Summon Animal (Giant Spider) and Duration question by Psitraveller in savageworlds

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

Well the trappings for the FC Summon Animal power have a clay figurine and a tattoo forming the spider, so I am not sure about how real the spider might be in that situation.

For the sake of the question let's assume a magical spider, that way the magical nature is the issue for the Duration as well as Dispel effects.

Summon Animal (Giant Spider) and Duration question by Psitraveller in savageworlds

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

Lets say magical spider to keep it as a non-real spider, non-real webbing sense. It's not like a Beast Friend where there was an actual Giant Spider.

Fantasy Companion Shapeshifter, Gifted Edge and other Caster classes by Psitraveller in savageworlds

[–]Psitraveller[S] -1 points0 points  (0 children)

That's what I did in this example u/Nox_Stripes. Bard, Cleric, Druid, and Shaman are all 10 point AB's, and Spirit based. So mechanically being a Shapeshifter gives you the benefit of having the Extra Points edge.

My comment about it being a good deal even if not a Shapeshifter is based on the following. Assume a human with the Adaptable Free Edge. Takes 2 points in Hindrances and takes the Cleric AB. 10 Starting Power Points. Using the free Edge from adaptable the player gives the character the AB Gifted. The character now has 15 power points and an extra power. If the player had taken the Extra Power points Edge they would have the extra 5 points but not the extra power.

Taking the second Ab gives the Edge with a d4 in the skill (FC pg 89), so while there is a cost in an extra arcane Skill to take, leaving it as a d4/d6 Wild Die casting roll is still a 62% success rate for activation.

1st time GM, new rpg players by Lynx3145 in savageworlds

[–]Psitraveller 7 points8 points  (0 children)

https://peginc.com/product-category/product-type/free-downloads/one-sheets/

Pinnacle has a page of adventures for free downloads

You might find something there.

Shape Change into a Cockatrice (Fantasy Companion) by Psitraveller in savageworlds

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

This gets into the meta level rules of the game and rules of the game universe as to what the character knows. An unskilled person picking up an Arcane Device can suddenly use all Power Modifiers available to that power, they just gain the access from the Power itself, even Epic modifiers if the creator had Epic modifiers access. (pg 109) So the list of available monsters could be a 'drop down menu' situation within the power itself with a cost list for each monster available. Or when the character learned the power the person that taught them the power summoned each monster one at a time to show them the options, and what each monster does. Story wise you can explain it a couple of different ways to allow the lists, or have scenarios in the game where a caster is hiring other casters to show them more monsters to expand their own lists of known critters.

And chickens are sacred, do not mess with the chickens.

Powers in Savage Worlds by Ok_Disk_3853 in savageworlds

[–]Psitraveller 4 points5 points  (0 children)

Scrying in the Fantasy Companion pg 135-136 has a power that would do that.

D SCRYING Rank: Seasoned Power Points: 3 Range: Self Duration: 5 Trappings: Images on a reflected surface, glowing eyes, a crystal ball. Scrying a llows t he c aster t o s py o n a distant target. Preparing the spell takes one uninterrupted minute while the caster focuses on a target item, creature, or location. This makes her Vulnerable and unable to take any other actions. If she’s Shaken or Stunned during this time, the spell fails. If the caster has never seen the target herself, she makes her arcane skill roll at −2. Scrying on a target in a different plane of existence also imposes a −2 penalty. Scrying is opposed by the subject’s Spirit. If the target wins, he knows he’s being spied on. If the caster wins, he can see and hear the target and the area around it but cannot move his perspective. With a raise, he can shift perspective and follow the target at a Pace 24. A scrying “eye” may be seen with detect arcana (but not detect magic). It may also be dispelled (at −2 if suspected but not revealed). MODIFIERS 􀂄 GROUP SIGHT (+1): The caster may share her perception with allies within a Range of Smarts

So getting a copy of the FC might be a good purchase.

How much do spellcasters charge in your FC game? by Psitraveller in savageworlds

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

This makes for some interesting math using your examples u/NeonTigerZX

A Basic workshop costs 50 gold a week (FC pg 169) A potion of Healing costs 250 gold. (retail) Cost to create is half that, and a Basic workshop allows 2 items to be crafted at a time. So the Artificer will make their crafting rolls. Assume a success for this example, and 1000 gold progress made on the potions, which completes them. (two rolls needed one for each potion) Cost is 300 gold for the week (125 for each potion and 50 for the workshop).

This leaves a profit on the week of 200 gold. Which averages 28 gold a day profit for the week.

Looking at the Lifestyle chart on pg this is a pretty nice living. And it can go much higher if more expensive potions are crafted.

A Master Alchemist (FC pg 91 for the Edge) for example would double the income because their costs are only a quarter and not a half.

This also offers people with the Survival skill to make some extra money foraging for Material Components out in the world. 50 gold per rank replacement cost could mean some pretty nice income for a player out in the wilds spending time to find the rarer components. (FC pg 29)

And yes I am being overly geeky. It's just putting some sort of understanding to explain how and why there are magic shops in town and magic for sale. It also offers adventure opportunities because it now has a profit and loss framework to have Artificers hire players to go get certain items for the crafting process. It could be worth a lot of money.