Showing posts with label Powers. Show all posts
Showing posts with label Powers. Show all posts

Wednesday, September 29, 2010

More Tooled Powers

Last week I posted an outline about "toolkitting" the stock Savage Worlds rules for Powers.  I just wanted to post a quick update with a few more powers built by tinkering around with those guidelines.



Superleap (Fly Variant)
Rank: Novice
Power Points: 2
Range: Touch
Duration: 3 (1/round)
Trappings: Spring Shoes, Concentration, Magic Slippers

Superleap greatly improves a character’s ability to jump. A success adds 1d6” to the distance a character normally can jump horizontally, doubling that total with a “run and go”. A raise increases the leaping die to a d10.

If Superleap is used while falling, then all normal falling distances should be quartered before determining if damage is to be taken. Characters leaping from moving vehicles while using this power may add +2 to their Agility rolls to reduce the total damage.

A Character jumping further than his Strength die plus Size in total inches, has to make an Agility roll to land on his feet. Failure means the character lands Prone and must make a successful Vigor roll to avoid being Shaken. A Character may opt to jump less than the rolled amount at his discretion.




Eldritch Blade (Burst Variant)
Rank: Seasoned
Power Points: 2
Range: Melee
Duration: 3 (1/round)
Trappings: Blazing Energy, Spectral Sword, Rod of Light

Eldritch Blade produces a roughly meter long rod or sword of some sort of blazing, damaging energy in the hand of the caster. This blade of energy may be wielded in Hand-to-Hand combat as if a melee weapon, using the caster’s Spellcasting Skill instead of Fighting. If a Raise is rolled when casting the spell, the wielder may add +1 to their Parry.

Target’s struck in combat suffer 2d10 damage. The Eldritch Blade is weightless and without mass, so a wielder’s Strength does not affect damage calculations. However, the damage rolls may ace normally, and a raise rolled when determining a hit result still grants an added d6 damage die. An Eldritch Blade is considered a Heavy Weapon, and any normal trapping (such as Fire or Acid) has a limited chance to elicit additional effects.

Once cast, an Eldritch Blade disappears when its duration has expired, is no longer extended with added Power points, or is Dispelled.




Charming Demeanor (Boost Trait)
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 3 Minutes (1/Minute)
Trappings: A supernaturally sparkling smile, Axe Body Spray, changing one’s name to “The Hoff”

This power allows a character to increase his or an ally’s Persuasion Skill. A successful casting improves the target’s die type by two, by four if a raise is rolled, for the duration of the power. The improved skill can exceed d12, with each step adding +1 to the Skill total. Thus if this spell is cast on a character with a d10 Persuasion, his skill will be increased to d12+1, or d12+3 with a raise.

Multiple castings of this power do not stack; however, they will extend the duration of the spell and the target may keep the highest total rolled (up to +4 Steps).




Zone of Silence (Obscure)
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 3 (1/Round)
Trappings: A cool breeze, a faint chime then quiet

This power creates an area of complete silence equal in size to a Large Burst Template, within which no sound may enter or escape. Any sound based Notice rolls are made at -4, and speech-based communication is rendered moot (mute?) within the Zone. At the GMs discretion, being present within the Zone of Silence may impair (-2 to Roll), inhibit (-4 to Roll), or preclude altogether the use of some types of powers (for example, Wizardry based on Words of Power).



Growth (Boost Trait)
Rank: Veteran
Power Points: 3/6
Range: Smarts
Duration: 3 Minutes (1/Minute)
Trappings: Mystic Aura, Physical Changes, Drinking an Elixir

This power allows a character to increase an ally’s Size by +2 for a standard success, and an additional +2 with each raise. Every level of Size grants +1 to the character’s Toughness in addition to the increased mass. If a character reaches +4 Size, they suffer the normal penalties for being considered Large Targets; on the rare chance a character reaches a +8 Size, they are considered Huge Targets.

Normally, Growth does not affect a character’s Strength. However, if double Power Points are spent, the target’s Strength will increase by one die for every point of Size increased, even if it takes the Trait past a d12. For example, a raise rolled on someone with d10 Strength would grant them a +4 Size and a d12+3 Strength, and they would be considered a Large Target.

A target’s equipment also grows in proportion to the character. Armor values improve by +1 and Weapon Damage dice increase by one step for every +2 Size increased by Growth. Any gear that leaves the character’s possession immediately returns to normal size. Thus, continuing the prior example, if target of Growth was wearing Chain Armor and wielding a Great Axe, his Armor protection would improve to +4 and his Axe would now do STR+1d12+1 Damage.

Multiple castings of this power do not stack; however, the Duration can be extended normally.

Tuesday, September 21, 2010

Tooling Around With Powers

I was playing around a little, and came up with some simple guidelines that allow a game master to use the standard Savage Worlds powers as a toolkit instead of a generic mash of powers.  I tend to prefer toolkit style mechanics anyway, so I find making changes like these to be intuitive enough.  However, I tried to keep things as simple as possible to maintain the FFF design philosophy.  By identifying the key aspects of a "standard" power, changes can be made that are either Major or Minor in scope, with each alteration having a general point value of +/- 1 or +/-3, respectively.  There are also a number of Neutral changes possible as well, superficial tweaks that should have very little impact except to add flavor. Using this method, a generic power can be tweaked into a specific power by trading positives and negatives in respect to the original, generic power until the balance returns to +/- zero.  Realistically, a net change of +1 or -1 wont break the game in most cases, so if something doesn't quite equal zero, don't worry about it.  Play it out and see how it works in actual game play.

Now, I'm not about to break down every power right here.  However, after a list illustrating Major/Minor changes, I will post a few sample specific powers and note the general powers on which they are based.

[POWER ADJUSTMENTS]

Major Positive [+3]
  • Power is more effective against a broad range of targets
  • A power that is very specific in scope may affect a broad range of targets or exhibit a broadened range of effects
  • Power is otherwise improved in a major, consistent way
Minor Positive [+1]
  • Power is more effective against something relatively specific
  • A very specific ability may affect a limited range of targets
  • Power may have its full effects broadened by spending more Power Points
  • Power is otherwise improved in a minor, but definite and quantifiably consistent way
Neutral Adjustments [+0]
  • Power is resisted by a different trait than normally listed
  • Power affects a different range of similarly common effects
  • Power has its effects otherwise adjusted in a way that neither overly empowers or restricts it.
Minor Negatives [-1]
  • A multifaceted ability is restricted in one way (Boost/Lower Traits can only be used to Boost traits, Conceal/Detect Arcana can only be used to Detect Arcana, Tiered Power loses a Tier), etc.).
  • Power only works against a broadly general range of targets (only versus humanoids, only versus males, etc.)
  • Power only works at certain periods of time or placed (only at night, only on holy ground)
  • Power requires a specific focus object to work
  • Power is otherwise restricted in a minor way
Major Negatives [-3]
  • A multifaceted ability is restricted in two or more ways (Adjustable Targets, Adjustable Effects, Tiered Power loses two or more Tiers, etc.).
  • Power only works against something relatively specific (only versus Magic, Only versus extra-planar Evil, etc)
  • Power only works at restrictive times or places (only on Thursdays, only under the light of the waxing moon, only within the Sanctum of Hwang Di, etc).
  • Power requires an extensive array of ritual objects to be prepared in order to work
  • Power is otherwise significantly restricted


[SAMPLE POWERS]

Suppress Fire (Dispel)
Rank: Seasoned
Power Points: 3
Range: Smarts
Duration: Instant
Trappings: Incantations, Hand Waving

Suppress Fire allows a hero to negate any Fire effect, spell, ability, or power. It may even affect innate abilities such as a Dragon’s Breath or a Demon’s infernal flames. Magic items and permanent enchantments so targeted may also be affected, but may be restarted normally. Persistent, permanent enchantments will automatically restart within one minute unless the hero spends an additional Power Point every minute to maintain the suppression.

Suppress Fire can be used on a power already in effect, and also may be used to counter a power as it is being used. The latter requires the countering hero to be on Hold and interrupt his opponent’s action as usual. In either case, dispelling the opponent’s power requires an opposed Skill roll between the hero’s arcane skill and whatever relevant skill is being employed by his foe.

Attempts to suppress Heat (generated without an open or accessible flame) may be made, but the hero suffers a -2 modifier to the roll.




Uncontrollable Shiver (Boost/Lower Trait, balanced against Entangle)
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 3 (1/Round)
Trappings: Glowing aura of cold

This power allows a character to lower an opponent’s Agility and Agility Skills by forcing their body to become wracked with uncontrollable shivering and the feeling of being icy cold. An opposed roll against the target’s Spirit is required. Success lowers the target’s Agility and Agility Skill dice by one step and a raise lowers them by two steps. No trait can be lowered below a d4.

Multiple castings of this power stack. As usual, the caster must keep track of when each casting expires.




Shadow Stepping (Burrowing)
Rank: Seasoned
Power Points: 3
Range: Smarts x 2
Duration: 3 (2/Round)
Trappings: Melting into the shadows and reappearing elsewhere

Shadow Stepping allows a person to literally meld themselves into the shadows. The caster may remain there in a shadowy limbo, or they may step through to any other shadow within the spell’s range, without regard to any intervening terrain. A caster with a smarts of d10, for example, could move up to 20” (40 yards) on the first round, maintain the spell, and step up to another 20”.

A wily Shadowstepper may attempt to surprise a foe, even one who saw the caster step into the shadows, by succeeding with an opposed Stealth (versus Notice) Skill roll. If the caster wins, he gains +2 to attack and damage that round. A raise grants +4 to attack and damage. If a target is on Hold, then he may attempt to interrupt the action normally.

A caster maintaining in the shadows is not a valid target for attacks. However disrupting the shadows (via bright lights, a light spell, etc) will force the Shadowstepper back into the physical world. The sudden shift back from shadows to physicality can be disorienting, and requires a successful Vigor roll lest the caster become Shaken (at -2 if the caster was the victim of the dreaded power, Light). Similarly, if a caster has become the recipient of a Light spell, he cannot Shadowstep so long as the Light remains in effect, since his luminous presence disperses any shadows into which he might hope to step.




Zone of Mystic Impedance (Boost/Lower Trait)
Rank: Veteran
Power Points: 3/6
Range: Touch (Burst Template)
Duration: 3 Minutes (1/Minute)
Trappings: Sigils of Power, Mystic Words

Zone of Mystic Impedance creates an area of reduced magical efficacy in which all spellcasting use becomes more difficult. This area is equal in size to a Medium Burst Template, though for an additional three Power Points the Area of Effect may be increased to a Large Burst Template. Any spellcaster within the effect, or who later enters the area of the Zone, must reduce all Spellcasting Skill rolls by -2, or by -4 if a raise was rolled when the Zone was set. The duration of the spell can be extended by spending 1 additional Power Point per Minute of extension.

Persons stepping outside of the Zone are no longer subject to its effects. The Zone may be Dispelled normally. The caster of this spell is not immune to its effects.