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The version I made of the Cat's Eye Dragon Hatchling is made by taking the discription of the Flame Wind Dragon, and substituting and swapping out a few features. If you like, i can try to break down the differences between The Flame Wind and the Cat's Eye.

The original should be in the Tomorrow Legion Player's Guide.


Ive run into differences in versions of the Players Handbook, and have seen differences between them. In my version, it says hatchlings get 2 rolls on the Heroes Journey. My version of the Cat's Eye Hatchling is different from the Flame Wind. I think i stated what the changes were from the original. I increased the Strength and the Toughness, as the Cats Eye has more MDC and a higher PS in the palladium version. I reduced the flying speed and the flame breath, and increased the AP on the claws a touch. And I switched the Flame Aura for the Enthralling gaze power.

I'm not bothered if you want to just reflavour the Flame Wind Dragon as a lightning dragon, that is very simple. You could just change the damage type and immunity, and leave everything else the same. Easy peazy.

I never ended up using the conversion I made, so I thought I'd suggest it, but I am not bothered any way you choose to go.


Ounce, I think those kind of changes make some sense, as dragons in Asia are usually more associated with air, and none of them breath fire (or anything else really).

In the Palladium version, the Cat's Eye was actually a little tougher, a little stronger, and has better melee stats, where the Flame Wind is obviously built around his fire abilities.

I actually like the idea of making a more culturally appropriate version of a Chinese dragon, but the further you get from the Flame Wind Stats, the tougher it will be to maintain balance (either way, to tough or too weak).

For my version, I basically ported it over as presented in the original book (though I forgot to address its At-Will invisibility power). I upped its Toughness a little, upped the Strength, added +2 to the AP of the claws, reduced its pace, restricted its flame breath to the short range version only, switched out the flaming aura for the beguiling gaze, and that was about it.


I checked it over with the current version, and adjusted a thing or two to bring it in line with SWADE rules.

Cats Eye Dragon Hatchling:

Creatures of unbridled magic and psionic potential, monstrous and mighty in their natural forms, dragons fascinated humanity for millennia as terrifying villains and inscrutable sources of knowledge. Their existence was considered entirely within the realm of fiction…until the Coming of the Rifts. It’s likely one or two may have made their way to Earth in ancient times (long before the Golden Age of Man), when it’s believed by many that magic was strong in the world. This would easily explain the images and stories. Dragons feed on magic, thriving where it flows freely. As the ley lines awakened and ripped holes in space and time, the billions of beings drawn to Earth included a huge number of dragons. By nature, most dragons don’t share territory— or anything else—well with others of their kind, so they scattered across the globe and staked out their territories. Of course, they also began to breed.

HERO’S JOURNEY (TWO ROLLS)
Due to their very young starting age, as well as their enormous raw power, Dragon Hatchlings only gain two rolls on the Hero’s Journey Tables. They are restricted to Education, Psionics, and Training, each of which represents something imprinted on the dragon’s psyche from a parent at birth.

HAPPY BIRTHDAY!

Playing a dragon in Savage Rifts® means starting out as a Dragon Hatchling. At most, the character is a few months old, and he may be only weeks, or even mere days from his hatching. He was born alone, left to incubate for years in an egg after his parents mated, then parted ways. Through an early psionic bond, he received an enormous amount of information and understanding (primarily from his mother), which enabled him to know a great many basic, important things as soon as he hatched. Within minutes of cleaning the last eggshell from his form, a Dragon Hatchling knows how to fly, use his breath as a weapon, and communicate effectively in Dragonese/Elven (and he even grasps basic math principles).

What a Dragon Hatchling does not know is anything about morals, ethics, or how to get along in the world. A newly hatched dragon seeks out other sentient, sapient beings to interact with, learn from, and firmly imprint upon. If he encounters those of truly selfish or evil intent, he becomes a force for great darkness in the world. If, however, he encounters those of nobler means and kindly demeanor, he grows into a being of good and benevolence—something the world desperately needs.

UNLIMITED GROWTH POTENTIAL
Dragon Hatchlings start life with an incredible array of natural gifts and powers, making them dangerous foes and tremendous allies. Their potential is even greater, however, as they grow both in size and capability. Though he does not begin with any other Arcane Backgrounds outside of Psionics, a dragon is one of the only creatures known to have the capacity for both magic and psionic abilities. Dragon Hatchlings begin with an enormous pool of natural PPE, which only increases when they inevitably take up a magical path of study. Dragons are also born with the ability to quickly learn many other special abilities, most of which are inherently magical in nature. Various species have their own range of powers; the ones presented here are for the Catseye Dragon Hatchling. Dragons can acquire additional abilities as Advances, just like taking a new Edge:

■Fast Regeneration: A dragon’s regenerative abilities can improve over time, allowing him to make a natural healing roll every round. He also gains +2 to recover from being Shaken. This ability may not be taken until Veteran Rank.
■Metamorphosis: At Veteran Rank, a dragon may change his shape and size at will, appearing as any living creature from the size of a house cat to anything his natural size and weight. He can maintain any such form indefinitely, even while sleeping. The dragon gains no special properties of what he mimics, only the size and appearance, but he retains all of his own abilities except those only usable in dragon form (marked with an *). Only gear carried in humanoid form (see Limited Metamorphosis below) is assumed into any new shape. Any other objects are dropped when transforming to a new body.
■Size Increase*: As they grow, dragons gain in size. At Seasoned, the Hatchling may take this Advance to increase his Size to +7. At Heroic, he can take it again to increase his size to +8, gain +4 Armor and +2 Toughness, increase Claw/Bite damage to Str+3d8 AP 8, and apply a −2 to Fear, but he replaces his Large ability with Huge. Each time he takes this Advance, he gains a die type in Strength.
■Teleportation: Dragons can learn to naturally use the teleport power, rolling their Spirit for the check and drawing on their PPE to fuel the power. This Advance may be taken at Seasoned Rank.

DRAGON HATCHLING
ABILITIES AND BONUSES

Most of a Dragon Hatchling’s special abilities can be used in either full dragon form or when he is changed into humanoid form. Exceptions are noted.
Arcane Background (Psionics): As a Minor Psionic, a Dragon Hatchling begins with three powers (from the Mind Melter list) and 10 ISP. He also has a beginning Psionic skill of d6.
■Armored Hide*: The Hatchling has +16 M.D.C. Armor and +8 Toughness in dragon form.
■Cat’s Eye Gaze: Those caught in the transfixing gaze are likely to fall under the beast’s mystic charm. The victim must look directly in the eyes of the dragon for this power to take effect. The power does not affect characters piloting robot vehicles, or seeing through a video monitor. However, most forms of power armour and helmets provide no protection. The dragon and the hatchling make a contested Spirit roll. If the dragon is the victor, the victim falls under the influence of the dragon, and automatically obeys commands that don’t directly harm himself or those he cares about. With a raise, the target is completely controlled, but gets an automatic Spirit roll as a free action to avoid directly harming himself or others. With success, he resists that particular action. With a raise, he resists and the power ends.
Commands are general, such as “attack that person” or “open that door.” The controller doesn’t get to dictate how many actions the victim uses in a turn, whether or not he uses his Sweep Edge, etc. The dragon must maintain concentration while controlling their Thrall, and suffers a Multi-Action Penalty to any other actions they wish to take while maintaining control. The power elapses after 5 rounds, if the dragon loses concentration, if the thrall is not given any instructions to act on for an entire round, or if the victim leaves the line of sight of the dragon.
■Claws/Bite*: Dragons can naturally attack with massive teeth and talons (Str+3d6 AP 6, Mega Damage).
■Fear*: In his natural form, a Dragon Hatchling is a terrifying creature to most folks, who must make a Fear check when first seeing him.
■Fire Breath*: Cats Eye Hatchlings can fire a 2d10, Mega Damage in a Cone Template starting from their mouths. Every target within the cone makes an Agility roll −2 to avoid the attack. Those who fail suffer 2d10 damage.
■Flight: The Hatchling has a Flying Pace of 10" and Climb 0. Unlike other Dragon hatchlings, Flight is not dependent on wings, and usable in any form.
■Fire and Cold Resistant: Neither Fire and heat (including plasma weapons) nor frost and cold affect the Catseye dragon much. Either inflicts only half damage.
■Nightvision: Catseye dragons see perfectly in anything but complete darkness, and suffer no penalties for poor lighting conditions.
■Inherently Magical: Hatchlings know no magic spells, but they have a natural pool of 15 PPE and can use any Techno- Wizard devices. A dragon who takes an Arcane Background adds his starting PPE to any gained from the Edge. Additionally, whenever he takes the Power Points
Edge, he gains +10 PPE instead of +5.
■Limited Metamorphosis: A dragon begins life able to adopt a single human or humanoid form for a limited amount of time each day. He can maintain this humanoid form for a number of hours equal to his Spirit die before needing at least six hours of rest. The dragon gains no special properties of what he mimics, only the size and appearance, but he retains all of his own abilities except those only usable in dragon form (marked with an *). Weapons and other
personal effects (up to body armor) are assumed into the dragon’s form and reappear when returning to humanoid form. Any other objects are dropped. The process does not work in reverse, all gear carried by the dragon is dropped when transforming into humanoid form.
■Mighty: Even Dragon Hatchlings are incredibly strong, beginning with a Strength of d12+6. They are also very resilient, starting with a d8 Vigor. Neither attribute has a maximum limit.
■Nigh-Immortality: Unless killed through violence or other means,dragons can live anywhere from 6,000 to 12,000 years. They require only magical energy to sustain themselves, eating and drinking simply for pleasure. They are immune to normal poisons and diseases.
■Size +6*: In their natural forms, Dragon Hatchlings are usually 15 –20 feet from snout to tail-tip, and weigh up to 7 tons. This means, when not using their Metamorphosis abilities, Hatchlings gain +6 Toughness.
■Slow Regeneration: These creatures can even regenerate lost limbs over time, making a natural healing roll once per day.
■Tail Lash*: The dragon can sweep all opponents in his rear facing in a 2" long by 4" wide rectangle. This is a Fighting
attack which ignores size penalties, doing Str+d8 (Mega Damage).

DRAGON HATCHLING COMPLICATIONS
For all their power, Dragon Hatchlings begin life with a number of limitations and difficulties.
■Cybernetics: Dragons cannot take cybernetics at any point. Their bodies reject such foreign implants.
■Enemies: Dragons are illegal and reviled by the Coalition. Any known dragon is immediately hunted with extreme prejudice.
■Form Limits: If a dragon transforms into a humanoid race with a restriction based on its body type (such as Non-Standard Physiology, see page 51), it suffers the same penalties as that race. The GM makes the final call on what counts as a body type restriction. In their natural form, dragons cannot wear any armor and can only use vehicular weapons specially adapted for their use at four times the normal cost. Most other gear can only be used in humanoid form (again, GM’s call).
■Hatched: Dragons are born not made. They do not choose a race.
■Large: When not shape shifted into a humanoid form, dragons make for very big targets. Normal-sized opponentsgain +2 on all attacks against them.
■Outsider : Dragon Hatchlings understand so little of the world, they inevitably cause socially awkward situations wherever they go, even in humanoid form. All Dragon Hatchlings have the Outsider Hindrance.
■Territorial: Dragons tend to dislike their own, and other dragons generally treat a newcomer as invading their territory unless great care is taken in interactions.
■Untested: Being so young and without any life experiences, Dragon Hatchlings have not had time to develop moral codes, physical limitations, or foibles. When creating a Dragon Hatchling character, the player selects no Hindrances to start (and, thus, doesn’t get the extra points to spend on character creation). Instead, he selects one Hindrance at the end of the first session. He may then select another Hindrance at the end of the second session, and a last one at the end of the third session. Only when all Hindrances are selected (one Major and two Minor, per normal rules), may the player spend the points on his character, working out what is appropriate with the Game Master. This represents imprinting and a “growth spurt” for the Dragon Hatchling.
■Very Young: Very Young: Dragon Hatchlings start out very young. They begin with only 3 points to adjust their attributes and only 10 skill points. Unlike the Young Hindrance (which they cannot take), this complication does not grant an extra Benny each session.

DRAGON HATCHLING STARTING GEAR
None. In human form they can use any weapons and armor, but Dragon Hatchlings set out into the world with only
their natural gifts.


Burburk, you've mentioned two Cyber-Knights before, but I only see the one. If you're referring to Jingu, he's a Psychic Warrior, not a Cyber Knight.

As for the Cat's Eye, that's exactly what I did; took the Flame Wind Dragon, looked at it's Palladium stats, then compared those to the Cat's Eye Dragon's Palladium stats, and modified the abilities to fit.

Looking at what I wrote though, it looks like I started the conversion before the changeover to SWADE, so I'm going to have to look through and see if it is still accurate in SWADE.


Ha, I actually have a Psi-Slinger character I made for a game that fizzled. I was looking forward to playing him too.


I was way off; it was split 5 ways, but it was 800k, giving us 160k each. As far as I can recall, nobody spent any of it.

Here's the post for reference.


Burgurk - Yes the list is cannon. Its from the the Savage Rifts GameMaster Guidebook, pg 84.

SR Gamemaster's Guidebook (2019), pg 84 wrote:

LEGION PAY

STATUS PAYMENT
Novice 300/week
Seasoned 450/week
Veteran 600/week
Heroic 1,000/week
Legendary 2,000/week
Hazardous Mission Bonus +2,500 – 10,000
Special Success Bonus +5,000 – 25,000

MERCENARY PAY
JOB PAYMENT
Guard Duty 500 –2,000/week
Monster Bounties 5,000 –25,000/head
Retrieval (person or thing) 20,000 – 100,000
Armed Strike, Low-Level Target 50,000 – 250,000
Armed Strike, Mid-Level Target 500,000 – 2 million
Armed Strike, High-Level Target 5 million – 25 million

The 90000ish credits we had is what I remember each share being (it was something like 450k, split 5 ways {mostly departing characters and NPC's}). I'll see if I can track down the exact posts and proper amount.

Elton - I would totally play another Savage Rifts game if you were to start one up.


The other major thing to note in the pay scale is the inclusion of the last two. Considering most of what we do puts us directly in harms way, and almost always results in combat, I think we should getting pretty regular Hazardous Mission Bonuses, and several times we've pulled of pretty dramatic successes, so we probably should have received some Special Success Bonuses here and there as well.

STATUS PAYMENT
Novice 300/week
Seasoned 450/week
Veteran 600/week
Heroic 1,000/week
Legendary 2,000/week
Hazardous Mission Bonus +2,500 –10,000
Special Success Bonus +5,000 –25,000


We ended up pocketing a bit of cash that we never ended up spending after intercepting that weapon's shipment. I remember it was a thing we talked about for a while, that in any given downtime, Josie could whip up some TW items from the custom list. We never got around to it, so we still have the creds, which I think was about 90k?

As an aside, I do think the prices in Rifts are insane, at least in comparison to the wages. Given that by and large, recruits supply their own gear as well? The peanuts outlined in the book make no sense. In general, I think it is a mistake to assume that PC's would start as Privates in the army. Anyone that brings a Glitterboy, wields magic, or is a bloody dragon should be starting as an NCO, if not an officer. In most games, the assumption is usually that PC's are not the rank and file of the army. Those are just regular dudes, with no class archtype, that are given some basic training and a rifle. I feel like most PC's are going to be commissioned.


A killer GM with a killer smile.
VeeSix wrote:
@Hellion- Paradigm would have most certainly taken a lot of the credit, but then went about his agenda, as GM knows.

I'm sure his version had him ousting the V'sori on his own, despite the constant and near crippling interference of Meros and his cronies. A good megalomaniac never catches a break, does he?


A killer GM with a killer smile.
Kathrine 'Hellion' Mordonus wrote:
Oh I was looking back we get 3 extra skill points due to modern setting? I didn't account for that, are they locked to certain skills?

Yes, modern type skills, but that is relatively flexible; Common Knowledge, Driving, Science, Repair, Shooting, Academics, Electronics, Hacking, Piloting, Healing,and Research are probably all fair game, and you might be able to make a case for others, with GM approval. Athletics due to modern physical education and sports, Healing due to workplace CPR requirements, etc.


A killer GM with a killer smile.
GM_ZenFox42 wrote:

Fortune - SW changed Super Sorcery significantly from the last edition. Hopefully 5 Bennies will be enough in any given encounter...

Hellion - I don't have time to look thru all the inter-locking details of your PC, under what conditions is your Parry 8, 12, or 13?

Sorry for answering for you, but I can see issue; Super Parry is a device granted ability from her sword, so if disarmed or fighting with a different weapon it drops to 8. Lexicon is also the focus of the Favoured Weapon edge, which grants another +1 to parry. I believe that should mean her parry is 13 with Lexicon, 8 without, I don't think it would ever be 12, except I suppose in the very specific situation where she is holding Lexicon, but unable to parry with it (I guess where a monster has grabbed her sword by the blade with one hand and is trying to claw her with the other, but that is pretty specific.).


A killer GM with a killer smile.

Other than some fine tuning, Rashomon is ready too. The more the merrier! Welcome back Hellion!


A killer GM with a killer smile.

The power is skill bonus, not super skill. His shooting stat would be d8+4. Basicly, it is a different power to the one you are thinking of.


A killer GM with a killer smile.
GM_ZenFox42 wrote:

Rigor - I'm seeing 16 Skill Points in your build, ignoring the Shooting skill?

Yes, that's right. 12 points standard, 3 points from modern campaign, and 5 points from the Elderly Hindrance, for 20 altogether. He's definitely skills heavy, but it should be helpful overall.

GM_ZenFox42 wrote:

WhtKnt - or, [Str+3d6, AP 2, Charge] for 8 SPP, and with Martial Artist you'd be doing STR+4d6+d4 (using Charge), WAY better than a 4d6 Ranged Attack. Charge adds a -2 to your Fighting skill, but Martial Artist adds +1, so you'd be at d12-1, which has a 78% chance of rolling a 4 (but you'd be opposing Parry, which varies wildly). Or, drop the Charge, for 7 SPP, doing STR+3d6+d4, still better than 4d6, and no penalty to the skill roll. Either way, you could drop the Ranged Attack, giving you more SPP and Skill Points to use as you wish. Just something else to think about...

Another alternative:

Deadeye [2]
Skill Bonus +4 [4]
Super Skill: Shooting 4 [4]

With a blaster pistol would give you Shooting d12+6 for 5d6 damage. Probably excessively good targeting unless you see a point to giving people blaster assisted haircuts or drive-by vasectomies. Some of the points in said skills, with a few diverted to defense could also work.


A killer GM with a killer smile.
GM_ZenFox42 wrote:

Rigor - just checking in, no rush.

WhtKnt - ANGEL looks ok. Her low Toughness may cause her some problems in combat tho.... But I'm curious - why a d12 to hit vs. Parry for an attack that does only d12+d4 damage (if I figured that right), but only a d8 to hit vs. a 4 (typically) for an attack that does 4d6 damage? You might want to consider swapping some skill points...

I agree with Zen on this point. Also, while range attack powers could be pretty powerful in SPCII, in SWADE they are significantly nerfed, and potentially not a great return on investment. For instance, Rashomon is using a standard Pulse Pistol for $500, which also does 4d6 damage (on overcharge setting - acceptable is you don't mind the risk of it blowing up on occasion). Half your starting money vs. a quarter of your Power Points is a big difference in return on investment for something functionally equivalent. Perhaps you could switch the power to a Melee damage attack and take the Thrown Weapon modifier. It would apply to improvised projectiles too, I would imagine, like desks, cars, and dumpsters.

For example:

Melee Attack Str+3d6 (AP2, Charge, Thrown Weapons) [10]

Later on, once the habit becomes ingrained, a small handbag full of lead or tungsten shot bean-bags, would make wonderful non-lethal ammunition, and an easily transported accessory. A few solid tungsten ball bearings in the bag would serve for when lethal force was needed. Of course, with your throwing arm, grenades would be pretty deadly blunt objects too, and that's before they go off...

The other option is to redirect the points into other areas like defense, and just use a blaster.


A killer GM with a killer smile.
WhtKnt wrote:
It's in SWADE p. 140, about three quarters of the way down.

I forgot about that. I'd vote in favour. There's never enough skill points to do everything I want to do. I'm a big fan of the Larger than Life rule as well. Not only does it help you out with a non-super-powers related boost, it also gives more opportunities for Role-Playing.

I've just about got my space/time themed character stated out; I'll post the build shortly.


A killer GM with a killer smile.

Sorry for the absence. I've been busy and distracted with a few things lately. I am about though, and I'll try to make a post shortly.


A killer GM with a killer smile.

I've unfortunately been pretty busy and haven't had much time to work on my submission. Add to that, I'm going to be travelling the next two days, and may not have time to work on it then either. Sorry for the delays.


A killer GM with a killer smile.
GM_ZenFox42 wrote:

Rigor - a -1 overall is fine with me. You could get 4 copies total (including the original), right?

That's right.


A killer GM with a killer smile.

Thinking of an idea that works with the duplication power, with a custom modifier.

I'm thinking of a guy who has discovered some sort of secret of space-time, allowing him to teleport/open portals, but has also allowed him to figure out how to be in multiple places at once. In essence, he is not duplicating himself, because he is physically translocated, and independently interacting with several locations at once.

This would be like duplication, with something like (but not) the Equipped and No-Tell mods, but with the disadvantage that all the versions are actually him, in real time. This would mean that all of them have the same gear, the same bennies, etc. If one gains a condition (Shaken, Stunned, etc.) they all get it, and if one is wounded, all the versions also get wounded. If any of them gets killed, they all die. They are all the real him, at the same time. Since he is also a teleporter, the trick of handing something to one of him, just for another of him to hand it to someone else near another of his locations would be thematically appropriate, and a fun trick to pull if given the opportunity. It would probably make him an amazing shoplifter...

Seems like an interesting mix of advantages and disadvantages, but has some really fun flavour.

Anyway, I'm thinking of something like this for the modifier:

Just for the text box wrote:

Duplication

Simultaneous Location (-1): Rather than creating duplicates, the Hero has the ability to be in multiple places at once, and act independently at each location. This functions just as the duplication power, with the exception that there is no visible difference between the duplicates, and no original. All have the same equipment, but any items that are used up or expended are expended from the inventory of all the duplicates. While all version of a hero may physically possess a Super Device, only one can access the powers provided in any single round. Anything that ends up in the possession of the hero is likewise possessed by all existing versions of the hero, and anything lost or taken from one version is lost by all of them. Any injuries or conditions gained by any of the duplicates is experienced by all extant versions of the hero. Should the hero be killed or incapacitated, the power ends, and the hero becomes restricted to a single location, determined by a random roll to determine which current location becomes primary.

To determine the cost of the modifier, I've thought of the following:

No-Tell is that opponents have difficulty determining which is the original hero, making harder to take out the Main. Since all of the bodies are the real hero in this case, enemies can target any of them and manage to take out all; Promotion definitely doesn't apply, as that allows you to lose your original and just switch to another. This is the opposite, loose any and you loose all. Since Promotion is +2, -2 would seem appropriate, though I think a case could be made for -3 since being disposable is usually the main draw of Duplication, and all being viable targets is the opposite of No-Tell.

Equipped probably applies, though it is slightly limited by the fact all their inventories get used up simultaneously (including weapon payloads). I added in the blurb about not all using powered items to make sure it wasn't an unintended exploit, and my character will probably deal with it by simply not using any Device based powers. The all versions possessing an item is probably an advantage, though an item being able to be taken from any of them is an equal disadvantage, so I think this is mostly a quirk that balances out.

Total modifier ends up around -1.

This is another idea I've had kicking around for a while. The main issue I've had with it is coming up with a good story, background, and character concept that makes it interesting to play. The most obvious is probably having him be a nerdy, hard science guy with no prior combat experience, but seeing a need for heroes and doing his best with the discoveries he's made. A little on the nose, but I'd be interested to hear other ideas of concepts that could use this idea, if anyone has any.


A killer GM with a killer smile.
Shadow Bloodmoon wrote:

That and I originally imagined him picking up random items and swinging them around as weapons. On top of that , I don’t think I can take Bruiser yet, as we’re just starting, unless we’re using Born a Hero.

Super Edge. Any non-legendary edge, presuming you meet the other qualifications. You already have Brawler, so if you can afford the 2pp...

Alternatively, 2pp would get you Melee Attack at a 1d6, which might also apply to your staff... Make it force amplifying wristbands (Device -1), and you could get it for 1pp.


A killer GM with a killer smile.
GM_ZenFox42 wrote:

Rigor - I looked thru the old SPC, and Switchable costs 2 SPP *per Power* to use. It sounded to me like you wanted entirely different power sets, so if each build has, say, 6 Powers, wouldn't you have to pay 12 SPP per added build (or 24 SPP for three builds)? I couldn't find any reference to "power sets" in the old SPC (except with regard to Switchable).

In the new system, you'd only pay 8 SPP for a completely different set of powers, no matter how many (or 16 SPP for three sets). This sounds like a better deal to me. Or am I missing something? I never did understand Switchable and Power Sets very well...

No, it was entirely different, though the example was still the same. Here's a screenshot.

Basically, you spend 2pp, and you can design two full 38pp power profiles, with as many different powers as you wish. For example: This set includes combat powers and skills, and then I transform non-combat form with all my communication and investigative powers.

The classic example is Iron Man: This is my stealth suit for infiltration jobs, this is my underwater suit, this is my outer space suit, here's one for melee, here's one for fighting hulks, etc. Each is slightly diminished because of the divided attention, but manageable because of the ability to specialize. Sure, each suit only has 32 PP instead of 40, but I can afford to concentrate on making it really good at its specialized role, and have 5 to choose from (in this example).

Switchable is different, but still useful, as it is basically just a different expression of the same power. If I have Ranged Attack 5d6 as a power, and say that is my fireblast, I can use 1pp for switchable, and design an exploding fireball for the same PP as the fireblast. Spend one more pp and I can had a third version I can fire in a cone for a flame thrower. 1pp more and I can use an ultra concentrated heat beam with Armour Piercing, etc.

This version of Power Sets is... ill conceived. I cannot imagine any circumstance where a character would benefit from using it.

Spoilered due to rant:

Power sets are supposed to allow you to build in variation to be able to adapt to different situations. With the new set of rules, that kind of Iron Man is impossible. He gets one suit period. Two suits, and both have only 32 pp instead of 38, and, to add insult to injury, the power limit is dropped to 12 vs. 15, guaranteeing that neither suit can do even one thing well. The entire point of having different power sets is to be able to specialize. Either change makes the mechanic a victim of diminishing returns, and unusable. Both is calling in a nuclear strike on someone you've already run through a woodchipper.

As I said, they've taken an interesting and useful mechanic, and made it completely unusable. I think it was well balanced, in that the more Power Sets you had, the more specialized each had to be due to the reduced pp total.

I'm noticing the irony of being the one that was advocating for just following the rules, as it's been playtested, only to get betrayed by an obvious mangling of rules, probably instituted by some committee that doesn't understand the mechanics of the game.

Anyway, rant over. I won't be using this version of Power Sets.


A killer GM with a killer smile.

Bought the full version of the Super Heroes companion. They nerfed a ton of stuff. The version of power sets is completely unusable, I can't imagine why anyone would ever take it as it is now. An option that is utterly useless shouldn't even take up space in the book. They also removed the option for minions to have full power points, so that option is gone as well. Guess I'll have to come up with a new concept, or stick with the single Requires Activation version.

I'll read through the book and see if anything speaks to me.


A killer GM with a killer smile.

I'm using the SWADE version that is available for free online. There have been changes since, but I downloaded the errata and thought that would show any differences. I've been wanting to buy the real book, but didn't have an excuse, since I wasn't using it in any games. That change wasn't listed in the errata, but I'll review it once I get the real thing. I'm sure there are other subtle changes here and there as well, though that one is pretty dramatic. It makes power sets pretty much useless, unless there is some fine print somewhere explaining exceptions and workarounds. Like I said, I'll review when I have the real thing. If the concept becomes unworkable, I have other ideas.


A killer GM with a killer smile.

The idea of this character is a guy who is the most unlikely hero possible. Overweight, shy, physically infirm (I'm picturing a cane or wheelchair), smart and probably successful on paper, but insecure and probably still living with his mother. He has always wanted to be something great, and it has bothered him that there are no heroes left. At some point, his psychic powers emerged and he discovers the power to wish things into reality. He'd be a tragic idealist, envisioning heroes the way he thinks they should be. Since there aren't many heroes around, he creates them in his mind; a few, to fill all the different roles. Of course, he can only be one of them at a time, but he does his best.

I like the idea of taking stereotypes and turning them around. So the idea for this character was what if a mother's basement, fedora wearing, obese neck beard was actually the bravest and most pure hearted guy on earth, and had only lacked the chance to try to make things better.

The way the character worked in M&M was that he basically had the power to affect reality, and imagine things into existence - like if a character had the Force Control and Illusion powers combined; create an illusion, and make it solid with force fields. In SWADE it would have to be slightly different given the mechanics, but would work in a similar way, by wishing or imagining them into reality.

There are a few different ways it can be done mechanically. The simplest is to use Power Sets, where each different set costs 2pp, so 4 personas, if I went with that many, would leave 34pp per. Each would be more specialized than a typical character, and therefore able to get by on a smaller budget, because if faced with a situation they could not handle, he could switch to an alternate. Only one would be good in a melee, one good at range, one good at sneaking, etc.

My preferred idea is to use a Summonable Minion, taking over the body with the Possession power. Minion, with the Summonable add on, allows him to imagine his hero body into existence. The default stats of a minion can be tweaked, and his would have no independent mind, as he is only imagining them. He then uses Possession to inhabit the minion body, which can have a specific set of powers. His real body would be left uninhabited back at home base. Switchable allows him to imagine a different minion, with a different power set, though only one at a time, for 1pp per persona.

The third option would be to use the minions, give them Resilience to make them tougher (as without Possession, they wouldn't be Wildcards), and then use the Telepathy power Mind-Rider to follow along with the minion, helping them out with long distance telepathy powers as much as possible. This is the weakest option of course, because it leaves the Wild Card character as the guy in the chair for his own heroes, though he could potentially field all his persona's at once via this method, so the power level might balance out. With Common-Bond, or something similar, he'd be able to spend Bennies on their behalf.

Possessing the bodies would be my favourite option, since it keeps the wildcard in the field, doing the work. Possession or the minion option also allow him to maintain the fiction that the minions are real heroes, presumably with secret identities and the whole deal. The Power Set option is probably my least favourite, as while it fills the same function, the ability to switch from one hero to another on the spot ruins the fiction, as this character would want all the heroes to be seen as real, in order to give people hope. Batman going to the bathroom just long enough for Superman to come out of nowhere to lift the bus, just to fly off and have Batman reenter to continue tracking the villain would not fool anyone for long. That kind of build would actually work fine for another concept though, the extradimensional being that thinks our reality is a video game, and can just respawn in as a different character type. He'd always be the same guy, just wearing different suits.

Last idea I guess would be to just have a single hero persona, probably the Paladin type, and have it be a Requires Transformation Hindrance, or a single alternative power set so he could keep both at 38pp. That way he could be the mental, psychic investigator type at HQ, but the warrior in the field.


A killer GM with a killer smile.
Karma NE wrote:
Over the weekend, I viewed an exhibit at our local art museum that had many examples of Samurai armor. Makes me curious what kind of Super Samurai I might be able to develop.

The idea I'm working with is a physically infirm guy who projects an idealized form of himself as a psychic manifestation. The main form I was working on so far was a winged paladin in plate armour. Given I was thinking of having multiple personas, one idea I had for differentiating them was using different styles of armour; a greek hoplite, a viking berserker, and a samurai, for instance.

In practice, I think all would basically come out as melee fighters, so the variations would probably be mostly flavour. Maybe he should do D&D classes instead? His other personas could be a Wizard, a Rogue, and a Ranger?

The idea with the different manifestations is to be adaptable, and reinforce the group's main need, so variations like a Tank, a Melee fighter, a blaster, and an infiltrator would probably make the most sense.


A killer GM with a killer smile.

I noticed that Object Read was at range ability (within 6" {12 yards}) in the rules that thought that was a bit unusual. Object Reading and Psychometry show up in all sorts of systems, and it is always a Touch based ability. It actually stuck in my memory as odd that in this system you only need to be close.

Requires Touch (-2) is actually listed with the power as a option. Even weirder is that it is a yes/no type of power with no additional levels you can add.

It is possible they fixed that in later printings. Nope, checked the Errata, and it is not listed. Curious.


A killer GM with a killer smile.

Playing a villain could still work. I would imagine that a pardon would be issued for every villain that fought with the resistance. Your character could simply be a member of a different cell. The pardon would only be for past actions of course, meaning every villain out there would have to decide whether to go straight, return to villainy, or pretend to have gone straight as long as possible, as a cover for a return to villainy.


A killer GM with a killer smile.

What would the android's power set be (if any)? Just a Data type (Stronger, faster, more durable, with a photographic memory, and processing ability), or something else? Just wondering about covering the classic group roles... The Paragon, the blaster, the speedster, the stealthy one, the investigator, etc.


A killer GM with a killer smile.
DM ShadowBloodmoon wrote:
I can see taking those maximums for my Paragon, as he is meant to be tough and then spend the rest on Super Strength and other minor abilities. I will play around with the numbers later, but my question is, are you meaning that total for Armor, Toughness and Force Field can’t be more than 13 or is that for each one? I’ll probably just use Toughness, but we’ll see.

The rule is in the RAW for SWADE Super Power Companion. You may only spend a maximum of 13 pp on Armour and Toughness combined. It does not limit your actual end stats, just how many power points you can spend. You could still bump it up by also increasing your Vigor, your size (or by taking Growth), as well as by taking edges that increase your Toughness directly, such as Brawler and Bruiser. You could also put all the points into Toughness, and then wear conventional armour.


A killer GM with a killer smile.
GM_ZenFox42 wrote:

Also, one of three of you has said they'd like to open Recruitment (others have just speculated about it).

If you don't mind, please let me know whether you're for or against opening Recruitment if you haven't already, thanks!

I am Pro-recruitment.


A killer GM with a killer smile.

I would say stick with the default rules. The problem with limiting the maxes or enforcing an average is that you force everyone into similar builds. Everyone is Captain America, but no one is Spiderman or the Hulk. The points are supposed to be the limits. The default rules allow for an Agility based, low toughness character; or high toughness, low agility character.

I would caution strongly against enforcing everyone to be:

Medium | Medium | Medium

Sometimes its fun to do:

Medium | Low | High

Sure you can shoot me, but make it good or I'll shake it off. Or, hit me and you'll put me down, but just try to hit me.

The point restrictions mean that you have to choose where to put them, but the choice is the point. Limiting the maxes and mins just means we all end up with very similar characters without much uniqueness. If I want to make the ultimate unkillable guy, max out armour, toughness, parry, and dodge, I could, but I'd have nothing left I could do against the enemy, and the only role I could play would be to draw fire. That might actually be a worthwhile role, but that character is almost never going to take anyone down, because he is pure defense.

I think the point of the power limits is that you could never afford to have max armour/toughness, max defense, max force field and regeneration, and max attack power. You have to ration them, pick an approach and stick to it.

Speaking of Force Fields, it sucks that they got rid of Force Control. Green Lantern would need about 5 different powers now to do what one did in the old system.


A killer GM with a killer smile.
DM ShadowBloodmoon wrote:
As for Paradigm, he has a lot of work to do and would probably help Enkidu with his research, possibly taking him on as an apprentice scientist once he is healed as well. He would also want to recruit Doxy too. Becoming the ultimate BBEG, I could see that, once his powers have increased, but it would be ala Mr. Freeze, where all of his evil schemes have to do with increasing his knowledge and power for research purposes. To save Enkidu and then whoever he deemed worthy of his time.

Given the way things played out on that battlemoon when Paradigm tried to kill Midos, I think Enkidu is convinced that Paradigm is a megalomaniac and a psychopath. He'd be very unlikely to trust him, even for medical help, as he would suspect Paradigm would be the type to try ensure loyalty, by installing a control device during surgery, encoding an essential syrum only paradigm can provide into the gene therapy, etc.

Midos also presents a much better opportunity. He has access to far greater resources, Atlantean technology is cutting edge, not to mention they also have magic. Enkidu will almost certainly attempt to get closer with the Atlanteans, and given the opportunity for pardon, will probably go straight.


A killer GM with a killer smile.
GM_ZenFox42 wrote:
Rigor - the android you statted out - was that in SWD or SWADE Supers? Either way, I'd caution WhtKnt about creating an OP android PC if you could do it.

It was in SWD. I think when SWADE Supers came out I checked to see if the build would work in SWADE should a game ever some along and saw that it wouldn't. One thing in SWADE is that direct damage abilities seem to be much more limited. In SWD you could increase your d6 damage abilities to d8s or d10s with add ons, but that doesn't exist in SWADE except as a power stunt.

I could see right off it would have been even more disruptive than Enkidu, so I abandoned the build. I still like the concept and backstory I had for him, and the same OP exploits don't exist in SWADE, but it would be hard to tweak to a heroic style of game. He was more of a combat robot than an android as well.

GM_ZenFox42 wrote:
The only two things in SWADE Supers I'd like to say are not available are the Mind Control Power and The Best There Is Edge. Everyone should use some of their SPP to boost their Parry and Toughness up to *about* 10 and 20, respectively. It would also be a good idea to increase your RATN up to about 10 as well. But, please don't go too high above these values, either (you could get +26 Armor with the 13 SPP limit). Offhand, I don't know how many SPP that would take from your 40, but I'll look at that soon.

I think Toughness is 1pp/level and Armour is 1pp/2 levels. The combined expenditure can't be beyond the power limit (13 in this case). I think if somebody wants to be the Hulk or the Thing type of tank, maxing it out is fine, but it should be thematically appropriate.

Agreed with Mind Control; hard to excuse for a hero anyway. The Best There Is I have never seen in action. Given that it requires an edge, and still uses up all the points you put into the power, I'm not sure it is the issue some think it might be, but never having seen it used, I can't be sure. I prefer generalists to one trick ponies, so I'm not sure I would use it anyway.


A killer GM with a killer smile.

I've always liked Android characters. A while back I stated one up as a potential replacement for Enkidu. I dropped the idea after discovering I had made him capable of inflicting twice as much damage per round as Enkidu, and with a ranged weapon at that. It didn't really help reduce the OP problem.

I think I had a character similar to the second idea way back in my teens. I called him Snowfire, and similarly shot blasts of either freezing cold or flames. I like the image, but the origin doesn't have the usual logical outgrowth of super hero origins... what is her power? To produce and expel fluids? That might be interesting, especially if she has to wear igniters on her wrists to turn the jets of bio-deisel into flame throwers (which could lead to a quirk when captured, and desperately needing to generate a spark). Or perhaps temperature control, where she expels H20, but can do it as shards of ice, liquid water, boiling jets of steam, or perhaps even ionized plasma. Steam jets have the advantage of rarely starting secondary fires or causing property damage. She can go full on plasma when needed to damage robots and vehicles. I could also see possibilities for area effect powers, like remotely boiling off the water in someone's coffee thermos, or even throwing an iceball, and then converting it to steam from the inside, creating an ice-shard grenade.

The simpler version of a power, but maintaining a single theme would be temperature control. Freeze blasts or flames, but no physical matter involved.

That's my take anyway.


A killer GM with a killer smile.

Sounds good. 40pp is in between the Level II (Streetlevel/New Heroes) and the Level III (Four Colour/Established Heroes) level. It would give us a Power Level max of 13 (which is a little bit of an awkward number, but manageable).

Should there be a time skip involved here to allow for some backstory elements, or do we want to pick up in real time? Did the V'sori withdraw a year ago, or did their leadership disappear yesterday, leaving Chaos?

Following on that question is the other of should we continue in this forum, or start a fresh one. And, should we try to recruit new players?

I like most of the changes in SWADE, though there are some that I dislike as well. Super Tech and Super Sorcery now require a Power Stunt any time they want to use them, so Variable powers are harder to come by. However, they've added a Power Stunt mechanic which was sorely needed, so anyone can now improvise a new effect with a power they already have. Shape Change is tweaked a little, but functionally unchanged. I can wholeheartedly say I am very bored of that power and wont be touching it.

I like some adaptability/variability in my characters, but the variable powers have been nerfed in SWADE, so my first thought for a character is some sort of Power-Suit character, with different suits intended for different roles (a heavy suit, a stealth suit, a battlefield control suit, etc.). Those can be built as a Power Set in the SWADE Rules. I'm trying to think of interesting variations on the theme he could use instead of being a typical Iron Man rip off. Maybe a mystic that makes different golems, or a psychic that creates astral projections. I'll sit on it and see if I can't come up with an interesting concept. The Psychic idea has potential; I had a character like that in Mutants and Masterminds once; an disabled morbidly obese man, but with a heart of gold, who truly wanted to be a hero. His concept was that if he imagined it strongly enough, he could project super-powered Avatars that appeared real and could interact with the world.

I remember I also had an idea for a character that was an extra dimensional being that discovered a device that allowed himself to project himself into the game world. He would start out convinced that our world was a video game simulation. The device would allow him to chose a role each time he logged on, so he could choose to play as The Tank, The Blaster, The Ghost, etc each time he "logged on."


No questions right this moment. I got busy this week and wasn't able to make much progress on a character concept. I bought the books way back, but haven't actually played. Forgot how underwelming the mechanics are. I've been used to playing Rifts and Supers with Savage Worlds, and characters have so many features and elements that make them so individualized. The Pathfinder version reduces each class down to about the level of a single edge, which is very lackluster.

That said, I am trying not to judge based on just that impression, and come at it with an open mind. I have an idea or two and will see if I can put one together shortly.


Poor Wandering GM wrote:
Rigor Rictus wrote:


What I liked about guns and Alchemists was the Exploding Missile feat, that let you shoot your bombs. ....

Ya, it allowed you to turn the projectile, like an arrow, musket ball, sling stone, or whatever, into a bomb, so it not only gave you the range of the weapon, it would hit, do regular damage for the weapon, and then explode, doing bomb damage. It is a pretty awesome move with a lot of flavour.

But as I said, it is no big deal, and I don't mind coming up with something inside the current rules. In early days with a new setting/system, it is generally best to keep things simple as possible and get comfortable before you start messing with things.

I will probably go Oracle or Cleric with a focus on healing/buffing, but I'm looking at other options too.

Some mechanics are odd in the SW conversion; Monks get no bonus to Parry or Toughness to make up for their lack of armour? The way Arcane Background works is pretty OP as well. Multiclassing isn't really a thing, but you can essentially become a full caster for the price of an Edge.

Would it be ok to ask for input from the group on the Discussion forum?


No trouble, if you want to stick with published material that is no problem. I'll keep looking through the material till I find another concept that works.

What I liked about guns and Alchemists was the Exploding Missile feat, that let you shoot your bombs. Doesn't look like there are options for that in this system, so best to look at another option anyway.


Sounds good. Reading through the options, as while I've played a lot of Savage Worlds, I haven't actually had a chance to try out Pathfinder for Savage Worlds yet.

Looks like the group could use a Cleric/Oracle, as most groups can, though I'm tempted to see if my favourite Pathfinder concept might be possible, an Android Alchemist. Since it is mostly just core material listed so far, I'll probably have to go with something more vanilla, but I'll take a look all the same.

I don't see gunslinger in any of the options, so I'm presuming it hasn't been converted over the Savage Worlds yet? Are guns a part of your setting? My favourite Archtype was always the Grenadier Alchemist. If they are available, I'll look at building a concept around it, if they are not, no problem, I'll come up with something else. Doesn't look like Androids are converted either, but that could be an easy fix, if allowed.


I'd be up to join. I've been lurking this board, but I can't remember if I've posted or not. Let me know if you'd like me to pitch a character, what the group is currently comprised of, and how many advances they're at.


A killer GM with a killer smile.

I'll get my alias together shortly.


They can be pretty cool, though as I said a while back, they can be hard to make unique. Their abilities are pretty established. You can pick a direction and specialize though, which is probably what I would do; I've thought of a dragon for the Slave campaign if my construct doesn't come together.

If you try to advance things evenly, you end up pretty generic, so I'd probably specialize on something, like fire, magic, psionics, melee, or maybe even focus on Metamorphosis and live like an insanely tough humanoid in armour with hand held weapons. Go all in on an option and be really good at one thing, rather.


Think I have my merc mostly done. He got a vehicle on one of his MARS rolls, so we'll need to work out what kind. Honestly, I've always wanted something like an Avengers Quin-jet. There is nothing like that in the books that I can find (a massive oversight for a sci-fi game I think). May need to convert the NGR Dragonfly to Savage stats, or maybe use a reflavoured helecopter.

Psi-Stalker-Slinger:
Framework: MARS: Psi-Slinger
Race: Psi Stalker

Agility d8
Smarts d8
Spirit d8
Strength d6
Vigor d6

Toughness 5
Wearing Armour: 12 (5)
Parry 4

Abilities: Psychic Sense
Psychic Vampire (Contested Spirit roll)

Edges:
Ambidextrous
Fast
Quick
Danger Sense
Marksman
Steady Hands
Ace
Major Psionics
Master Psionics

Hindrances:
Heroic
Racial Enemy: Simvan
Mutant
Code of Honour
Ruthless (Minor)
Coalition Exile
Vengeful

Powers:
*Bolt
*Telekinesis
*Protection
*Smite
Boost/Reduce

Skills:
D6 Athletics 1pp
D4 Common Knowledge
D8 Notice 2pp
D4 Persuasion
D4 Stealth

Academics
Battle
D4 Driving 1pp
D4 Electronics 1pp
D4 Fighting 1pp
Gambling
Hacking
Healing
Intimidation
Occult
D10 Pilot 3pp+2d
D12 Psionics 1pp
D6 Repair 2pp
Research
Riding d6
Science
D12 Shooting 3pp+2d
Survival

15pp

Honor and Glory
2 Reach out and Touch someone
4 Way to get around

Heroic Journey
Hook 8 - Juicer uprising
Psionics 12: Gain Raise Effect
20: Demon Sea: Talo Mind Worms
2: Armour: Any suit

Advances:
5 Increase Vigor
10 Sharpshooter
15 Ace
20 Increase strength

TW Starfire Pistol 2d12 AP 4 15/30/60
Red Dot
+2 Shooting (and an additional +1 or ignore -4)

Still need finalize some choices and choose some gear, but he's mostly done.

Fortune and Glory:
Mars Fortune and Glory: 1d20 ⇒ 2 Reach out And Touch Someone
Mars Fortune and Glory: 1d20 ⇒ 4 Way to get around
Hero's Journey:

Plot Hook: 1d20 ⇒ 8 Juicer Uprising
Heroic Journey: Psionics: 1d20 ⇒ 12 Automatic Raise Effect
Heroic Journey: Devil Sea: 1d20 ⇒ 20 Choose Any result
Heroic Journey: Armour: 1d20 ⇒ 2 Switch out armour for another set

Bioborg insanity: 1d20 ⇒ 12 Vengeful

Money:
Money: 4d6 ⇒ (4, 1, 5, 2) = 12
Gear: 2d4 + 1d4 ⇒ (3, 4) + (3) = 10


I don't think I'd want an actual Shemmenarian, and I think it would be unlikely Archie would send one. He wouldn't want anyone getting a close enough look to determine they're all synthetics, or even have anyone wondering why this Shemmenarian was a gynoid. Better to send a one-off, that if discovered, wouldn't spill the beans on an entire project.

Besides which, most of the fun in the Intelligent Construct is that you can make them exactly how you want them.


Hey, I remember earthworm Jim. The funny thing to do would be to make a PC that was a suit of sentient power armour, and have the worm occupy a space inside. One could handle locomotion and conventional weapons, while the other cast buffs and battlefield control powers... could be a tough combo...

Probably better handled as a single player with the Sidekick edge though.


EltonJ, any interest in running both campaigns, Mercenary and slave?

Thinking I will go ahead with my Psi-Slinger for the Merc campaign, and my idea for the slave campaign is presently an Intelligent Construct (Empires of Humanity), sent as a spy to gather information about Atlantis and Sluggorth. Archie and Titan has been known to use such synthroid spies, but I think I'd go with another builder, such as the Neruni. He'd function a bit like a light borg, but with Power Armour Jock, and the intention to capture a suit of some sort eventually.


Gadgeteer is pretty sweet, but with the max cost of 3 isp, it is a lot more limited than the TW ability. That one comes with 10 ppe for every device, instead of costing any. You do lose out on the MARS advances and the Fame and Glory table, but I still think I might weight that trade in favour of the Techno-Wizard.

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