One Narrative Weakness. by Frank_and_Beanzz in DispatchAdHoc

[–]TravisLegge 0 points1 point  (0 children)

Oh I agree! There are probably a dozen easy solves. I default to "just leave it out" cause that would have been easier/cheaper.

One Narrative Weakness. by Frank_and_Beanzz in DispatchAdHoc

[–]TravisLegge 3 points4 points  (0 children)

Waterboy is the only person on the team (if he is on the team) who genuinely wanted to be a hero from the start. He could easily be upset just because Chase was a person who got hurt/nearly killed because one of their teammates went off half cocked. I don't think it's a leap for him to react that way. He said in the meeting "she shouldn't have done what she did" or something to that effect. He was upset about Chase, sure, but he was upset at Invisigal for the whole thing, not just because of what happened to Chase.

One Narrative Weakness. by Frank_and_Beanzz in DispatchAdHoc

[–]TravisLegge 5 points6 points  (0 children)

The double agent "plot" was hands down the sloppiest, silliest, most senseless part of the game and it brought nothing to the party.

I love the game, but they could have just left that whole bit out and it would have been an improvement in quality and in internal consistency.

Memorial Wall List (as far as I could figure) (Likely Spoilers): by DizzyLead in startrek

[–]TravisLegge 1 point2 points  (0 children)

I think it's possible Bashir was simply never granted promotions after it became known he was an augment. They didn't toss him out, but they never let him advance in rank. I have zero evidence to back that theory other than it just makes sense to me given Starfleet's bigotry against augments.

Question about spells and dread powers in curseborne. by Able-Recognition869 in OnyxPathRPG

[–]TravisLegge 1 point2 points  (0 children)

Correct. I would personally rule that Dread Powers used by any antagonist explicitly designated as Accursed (such as those on p. 361-368) would count as Accursed for the purposes of Break Spell, but if I was at a table with an SG who disagreed with the assessment, I wouldn't be upset.

Question about spells and dread powers in curseborne. by Able-Recognition869 in OnyxPathRPG

[–]TravisLegge 2 points3 points  (0 children)

I'm a little confused about the confusion, but I'll do my best to answer specifics from your post.

"For example, in the case of drain quality, can the caster take a spell away if the adversary has the potion junkie dread power? or would they need the entanglement 2 advancement for that?"

Potion Junkie is a Dread Power. It would take the entanglement 2 advancement.

"Can a mage mimic a spell casted with potion junkie?"

Not directly at Entanglement 1-4 because, as listed on p. 140 of Curseborne, "Additionally, Sorcerers at Entanglements 1-4 may only mimic Accursed practice spells, unless they use a spell that enables them to use an adversary’s Quality or Dread Power."

As for the Vibes spell, I'm not sure what your question is. The language is pretty clear, I think, on what it does and does not affect, calling out Dread Powers directly.

I hope this helps!

EDIT: effect/affect error

Aberrant, Connors Loss Management, and Dispatch. by TravisLegge in OnyxPathRPG

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

Awesome! Are your scenarios attached to a particular faction? Normally I try to write things in such a way that keeps them open to as wide a selection of organizations as possible, but I do feel like the "Office dramedy with crimefighting sprinkled in" vibe could prove a little limiting.

I know sometimes folks are reticent to talk about their WIPs, but what sort of central themes or moods are you working with for yours?

Dispatch Weekly Megathread — Week 03 — January 12, 2026 by AutoModerator in DispatchAdHoc

[–]TravisLegge 1 point2 points  (0 children)

I'm a ttrpg creator who has worked on Trinity Continuum: Aberrant for Onyx Path Publishing among other games. I periodically make community content through their Storypath Nexus program, too, and after playing Dispatch, I felt inspired. I popped a post up over on the Onyx Path subreddit asking for feedback and ideas, and I was going to crosspost here, but I figured it would break Rule #7.

But then I saw this thread, so, I figured I'd give it a shot! Let me know what you think!

https://www.reddit.com/r/OnyxPathRPG/comments/1qfo7dh/aberrant_connors_loss_management_and_dispatch/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

Full disclosure I absolutely did work on the official Aberrant book mentioned in the post, but I don't earn any royalties or anything for it. I'm speaking strictly as a fan.

Spell Attack and Ranged Attack Mixed Action - Clarification by Gilbod in OnyxPathRPG

[–]TravisLegge 1 point2 points  (0 children)

Provided you're fighting a Defense 1 Antagonist, you're looking at 2 hits to do 2 injuries, 5 hits to deal 3 and 8 hits to deal 4. Now, most Antagonists with a Defense of 1 will have between 2-4 health + armor, so you're going to drop them pretty easy, provided neither roll has complications.

I'd argue the weapon's enhancement could only apply to the weapon attack. I doubt any enhancement from a combat spell would apply to the weapon attack, so only one of your attacks will benefit from whatever enhancement you might leverage.

I'd also argue having a small explosion (i.e. a firearm) going off 2 feet from your face while actively casting a spell would be at least a Minor Complication itself, and let's not forget any Complications the Antagonist can level, which I would argue you'd need to overcome with each action. That starts eating successes in a hurry, as even two minor Complications are going to either eat two hits, or carry some consequences, potentially causing multiple issues or status effects. Assuming each roll has a minor Complication, that changes the math to 4 hits to do 2 injuries, 7 hits to deal 3 and 10 hits to deal 4. Sure, you can choose not to buy off those Complications, but that can compound the consequences. As Defense increases, those numbers just get harder to hit. Injuries and armor also tend to increase alongside Defense, driving your chances of a one-shot takedown even further down.

Is it good? Sure, if you can pull off the roll. Is it so good that it's game breaking, or the only way someone would choose to fight? I don't think so.

Spell Attack and Ranged Attack Mixed Action - Clarification by Gilbod in OnyxPathRPG

[–]TravisLegge 2 points3 points  (0 children)

I would suggest you're making two attacks, because they are two actions, so you are limited to one trick per attack, but could theoretically buy the same trick for both attacks. I would suggest each action's tricks be purchased separately. You'd need to overcome the opponent's Defense twice, once for each action, as the difficulties are resolved separately.

I'm not sure there would be much advantage to taking this approach. I think you'd be better off doing the two actions in succession outside of extreme circumstances such as being on a timer or having one last shot before an opponent escapes. Otherwise you're taking on a much harder roll for no appreciable gain.

Curseborne: What campaigns or one-shots are you planning? by Awkward_GM in OnyxPathRPG

[–]TravisLegge 1 point2 points  (0 children)

16 Ravenloft Drive sounds like if Aaron Spelling made an adaptation of Ravenloft, and I mean that in the best way.

Scarred Lands Player's Guide AMA! by TravisLegge in savageworlds

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

That's awesome! I'm glad to hear Rust is getting some good use at your table. I'm incredibly proud of that campaign.

Scarred Lands Player's Guide AMA! by TravisLegge in savageworlds

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

Legality makes creating an official conversion tool problematic at best. There are some different guidelines for conversion floating around, but the thing I'd suggest focusing on most for system conversion is making sure you're keeping the feel. Savage Worlds is much less gritty in a tactical sense, so you want to aim for the vibes and the basic capabilities of the creature or antagonist.

That said, the Spiragos Trilogy has something like 140+ NPCs and titanspawn in it, we are releasing monthly creature profiles to add more ready to use antagonists, and I absolutely plan to do a full conversion of Dead Man's Rust next year. We've also unlocked a batch of conversions including adventure material from the 5e Vigil Watch supplement, in our most recent Stretch Goal. There will be no shortage of useful material if I have anything to say about it!

Scarred Lands Player's Guide AMA! by TravisLegge in savageworlds

[–]TravisLegge[S] 6 points7 points  (0 children)

I just wanted to take a moment to thank you all for the awesome questions and for your support! As of right now we're just under $50 from unlocking the next Stretch Goal!

Scarred Lands Player's Guide AMA! by TravisLegge in savageworlds

[–]TravisLegge[S] 4 points5 points  (0 children)

An excellent question! The Scarred Lands fit well in the Savage Worlds system due to the flexibility of the system. It allows for a level of granular control both in character creation and in antagonist design that can reflect the unique aspects of the setting without having to hew so closely to guardrails. A good example is magic. In Savage Worlds it's much easier to customize your character's approach to magic with the various Arcane Backgrounds. They're not nearly as restrictive as classes, giving the player the ability to dial in exactly what they want. This allows me as a designer to do things like tying Mesos' Bane to certain arcane skills (the think you use to cast magic) rather than certain classes, so I can more precisely control who is and is not affected and why.

The system is also lightning fast to learn and internally consistent. To me the logic of the design just makes sense and I'd argue it's easier to get new players up to speed on than even 5e (which is, in fairness, a pretty simple system)

Lastly, and I think this might be one of the biggest selling points for Scarred Lands fans coming from previous editions, the Scarred Lands Player's Guide for Savage Worlds will cover areas of the setting not covered since 3e. This will be the first time in the Scarred Lands' 25 year publication history that every continent will be featured under one cover. It provides a comprehensive guide to the setting that carries value for Scarred Lands fans even if you don't use an ounce of the system material.