r/savageworlds

Super Power Companion, Contingent Power Modifier Question

Howdy Yall, I have a question to those who've used SPC for Savage Worlds. When exactly do you use the base abilities roll to determine whether the secondary power is successful? Like for Negation: Contingent on melee attack, does that mean they roll fighting first to hit with their attack, after which they make a focus roll to see if Negation activates? Or do you use the fighting roll for both powers?

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u/Croptrot — 16 hours ago
▲ 1 r/savageworlds+1 crossposts

Random encounter idea: The frozen man.

I have an idea I want to explore as a GM in an upcoming seafaring adventure. Random encounter in roughly the Caribbean tropics, a life boat is spotted. They pull aboard a sun baked man barely clinging to life. If the party helps him he is eternally grateful, and willing to repay however he can. He claims though that he is cold, while it seems he is burning up.

At night one of the crew is found frozen to death in their hammock. Investigation will lead to the rescued man, who has sapped every ounce of warmth from the crewman to stay warm.

And…. That’s what I got. I’m not sure what to offer the players for resolution, an intended solution, or reward. What would you do with this idea.

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u/jayjester — 12 hours ago

How much damage can a 9-meter club inflict?

Excuse the question, but being hit by a 9-meter-tall flaming club, how much damage would that do in your opinion? Discounting the damage caused by the user's strength, of course. Well, in the next session, if my players fail in a negotiation, they may face a size 10 enemy. So most attacks are from top to bottom, however three players can fly at movement pace 6, which means some attacks will be evenly matched. Which would also be terrible, imagine being hit and falling from a height of 20 meters.

Art by: @snekyson1

u/OwlSeparatio — 20 hours ago

Was the phoenix supposed to endure so many wounds?

Logically, since a size 10 creature can withstand 2 more wounds and a Wild Card can only withstand 3 injuries, shouldn't the Phoenix only withstand 5 wounds instead of 7?

u/OwlSeparatio — 1 day ago

Sci-Fi companion, what are dev level 1

So in my book the star from dev level I and dev level II are identical, how do i know id something is dev level I or dev level II?

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u/Mozartoon — 3 days ago

SPC: Intangible (permanent) but incapacitated

I have a villain who is intangible with the permanent modifier.

If she becomes incapacitated, then what?

I first figured she'd become corporeal on incapacitation or even mundane sleep, but the last caveats under that modifier makes it pretty clear (to me at least) that's not the intention:

>She can only be healed via natural healing or supernatural means (such as the healing power).

>The Permanent modifier allows the super to ignore the Power Down rules.

I'm imagining a scenario where the heroes might want to incapacitate her and put her in their base brig (which, by its nature, negates her powers so I'd say she would then be tangible and maybe in some kind of extreme discomfort).

How would y'all rule on this? Thanks!

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u/Doctor_Mega — 3 days ago

Supernatural Modern Day Setting inspired by World of Darkness

Hello friends, it has been a minute but I wanted to share a series of posts I put up recently which is basically a setting for SWADE i made that was inspired by World of Darkness. It isn't meant to be a 1 to 1 emulation and has some of my own stuff and other inspirations tied into it. The post below is an index post that leads to all the entries. Hope people enjoy.

https://substack.com/@daedalusthered/note/c-312691654?r=77s4kh

u/TheRedDaedalus — 4 days ago

One more questions about guns...

So, SWADE says "Reloading a...single bullet so that it’s ready to fire (chambered, cocked, etc.) is an Action."

But, if none of your Actions use Skill rolls, they can't invoke MAPs.

So, if I do nothing else, can I re-load my six-shooter all in one Turn?

Knowing how literal SW is, it seems to me that if they meant only "one bullet per Turn", they would have said it's a Limited Action...

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u/Zenfox42 — 5 days ago

Rule of Cool....squared

Last night I was running some Deadlands at my local gaming store. I was running a prolonged dramatic task.  I didn't even have a set number of successes for them, just a set number of turns. More about the action and creativity than the actual task.

One of the tasks was climbing some scaffolding that was damaged and on fire.

One of the players says, I'm going to do something stupid that will probably kill me.

I take my dynamite, put it under a large bucket and light it, blasting myself up and onto the platform.

OK, how do I begin to adjudicate that level of cool?  Automatic success!  I don't even know what to make him roll for that.

Then the next player followed up with Ammo Whammy, using the effect, Sacramento Surprise:  This shot surges with POWER.  This was a little more of a stretch, but it was the end of the night and once again, cool/ She had two guns and wanted to be Iron Man.  Shooting both guns simultaneously to propel her up, each pair of shots pushing her ever higher.  Once again, how do I say no to that?  

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u/jcayer1 — 6 days ago

(Foundry- Deadlands) Broken initiative help!

Hi all,

New SWADE GM here needing help desperately. I was fiddling with the dueling macro trying to figure it out, and initiative broke completely. Whenever I try to draw initiative in Foundry/Forge, I get the following error message: The _id[xo0gDkQrrYW9nQMU] already exists within the parent collection: Cards [wVfT1iDjCzEZowKQ] cards

It's not letting me draw initiative now. If anyone knows how to fix this your help would greatly be appreciated!

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u/Stunning-Ad9453 — 5 days ago

Feedback on Two Adventures for SWADE

​

Hey everyone!

I’ve been writing a couple of adventures for SWADE, and I’d really love to get some feedback from people who play or are familiar with the system.

I should also mention that the two adventures are connected in a timeline—the outcome of the first directly becomes the background and setup for the second. I also intend to expand this into a longer arc, with five additional adventures that bridge the gap and connect the final story back to the first one, forming a larger continuous narrative.

I’m mainly looking for feedback on two things:

Are they actually good adventures?

Do they sound fun to play?

I’d especially appreciate feedback on the story, encounters, pacing, player choices, atmosphere, and overall fun factor. I’m also interested in knowing if anything feels boring, confusing, overly complicated, or like it wouldn’t work well at the table.

I’m happy to share both adventures here. I’m not necessarily looking for detailed proofreading—I’d much rather know whether, as a player or GM, you’d actually want to play/run them.

Be as honest and critical as you want. I’d rather find the weak points now than discover them after putting them in front of a group!

Thanks in advance!

1st adventure: https://homebrewery.naturalcrit.com/share/YaFhc5aYSrwC

2nd adventure: https://homebrewery.naturalcrit.com/share/xduoAdNAPz\_P

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u/Alternative-Mood5661 — 6 days ago

Out-of-combat / narrative crit fails

Crit fails in combat are generally pretty prescriptive: Your gun jams, you drop your weapon, etc. Same for crit fails for physical tasks like climbing or athletics (assuming there's some kind of pressure element). But I struggle with things like out-of-combat crit fails on notice or common knowledge (I tend to fall back on these maybe more often than I should) when there are stakes but failure doesn't bring the game to a screeching halt. Stuff like finding a secret room with treasure or lore or what not.

I use the house rule that the crit-failer gets a benny, then I try to come up with something at least inconvenient, but sometimes on something like a notice or knowledge roll I just end up saying they're distracted for the remainder of the non-combat scene, which effectively just means the rest of the party has to carry the scene so I don't love it.

Anyway I searched this forum for some ideas and added them to my own burgeoning list but I'd love to hear some other ideas for out-of-combat crit fail inconveniences.

  1. Lose a mundane item (walkie talkie, flashlight, lockpicks, etc); guess you just dropped it somewhere today?
  2. Lower your wealth die a step (we’re using the wealth die system); you dropped your wallet or credit card or something
  3. GM also gets a benny (this is often what I do when I can’t think of anything)
  4. Player decides what happens - if I use that instead of what I come up with, they get a benny but otherwise no free crit fail benny (found this on an old thread)
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u/Doctor_Mega — 8 days ago
▲ 56 r/savageworlds+1 crossposts

New Deadlands Kickstarter: Brave the Maze is Live

NOW LIVE ON KICKSTARTER!

Quakes. Floods. Famine. Fortune.

The Weird West’s most formidable frontier is calling!

From the shattered waterways of the Great Maze to the lonely trails of Donner Pass and Death Valley, California remains a land transformed by disaster, greed, and unrelenting FEAR. Vast veins of the mysterious superfuel known as ghost rock lie hidden beneath the ruins, ruthless barons vie for control of the railroads, and living nightmares stalk the shadowy spaces between isolated settlements.

As we continue to celebrate the 30th anniversary of Deadlands: The Weird West, this Kickstarter brings the legendary Maze to Savage Worlds Adventure Edition with an all-new campaign collection featuring:

💀 The Mysterious Maze
A massive regional sourcebook packed with new locations, Savage Tales, monsters, cryptids, relics, and dark secrets from across California and the Great Maze. Old-school Deadlands™ players who might recall our original source material for the Great Maze from back in the day will find a wealth of all-new information here to bring the fractured coast up to date in the Weird West. ⛏️

💀 Curse of the Maze Queen
A full Plot Point Campaign boxed set where heroes board the luxurious paddle-wheeler Maze Queen to compete for the most valuable—and most cursed—gemstone in the Weird West. 💎

💀 Red Tide
A deadly campaign for Veteran heroes that pits the Twilight Legion against the most infamous bloodsucker in history. The one and only Dracula has arrived in the Weird West! And if the posse can’t stop him, the entire Pacific Coast may drown beneath a crimson tide. 🦇

Saddle up and ride over to the Kickstarter page right now to pledge your support for this all-new Savage Worlds sourcebook, epic adventure, and boxed campaign set for Deadlands: The Weird West.

----

Copied the text from PEG Website :)

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u/koraldon — 9 days ago

SPC: one of my players found an exploit

One of my players, an unabashed power gamer and rules lawyer who loves super-optimized and OP character builds, told me he discovered a possible exploit in the Super Powers Companion.

Let's say for this example we're Level III heroes with 45 PP and a cap of 15.

Purchase Minions (1 PP per Minion) with Super Powers (+3 PP per minion) and Summonable (+2 PP per minion), that's 6 PP per minion. You can acquire 2 minions for 12 PP. Each Minion has 15 PP in super powers (must be the same power). That leaves you remaining 33 PP to buy other stuff.

Each Minion then purchases the Vehicle super power (1 PP) with Super Powers (+5 PP). That gives each vehicle the CAMPAIGN Power Level of 45 PP! (no power greater than 15 PP, per usual)

You now have 33 remaining PP to spend on powers.

Your two minions each have 7 remaining PP to spend on whatever powers they want

And each minion has their own vehicle with:

  • 7 PP in speed (pace 90, -1 to hit)
  • d8 Focus + wild die
  • 45 PP to spend on powers

That's the functional equivalent of 85 PP of powers and three actions (six if the PC and each minion purchase Additional Actions for 5 PP).

Heck, the PC can spend 15 of their 33 PP on three Additional Actions, leaving 18 PP remaining, and each minion can spend 5 PP on one Additional Action. Giving the player EIGHT actions and essentially 63 PP for powers.

As a GM, I could rule that minions can't purchase the vehicle power for the same reason they can't purchase minion or duplication. But RAW, as far as I can tell, it's legal.

Luckily, my player usually only uses his power gamer abilities for good and told me about the exploit and said he'd never try to use it. He just found it amusing as a thought exercise.

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u/Zealousideal-Log2431 — 9 days ago

Is Absorption overpowered?

it’s my first time DMing savage worlds (specifically the super powered companions manual) and one of my players decided to make a super who absorbs attacks to become stronger. The main problem is that this power is so powerful that i have no idea how to actually hurt her. From my understanding she only needs a 4 on an absorption check to absorb a wound and she usually does at least and 8. i could also just do higher damage, but the other characters would get oneshotted every turn, so at the moment i really have no idea how to make her feel in danger. my tactic right now has been to immobilise her so that she can’t protect the other players or attack my minions, but she’s never in actual danger. any advice? THANKS

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u/Francesco_Baguniii — 10 days ago

"I understood that reference." Void Wardens pre-launch now on Kickstarter

We printed this as a large-ish poster for Gen Con. Sadly, very few people got the reference. It made me and about two other people chuckle. Here it is, for your viewing pleasure. Do you get the reference?

Void Wardens is the retro, sci-fi, anime-inspired setting for Savage Worlds.

Our Kickstarter pre-launch page is live, and we are posting updates (including art) for the game there: https://www.kickstarter.com/projects/23c/void-wardens?ref=6jurri

u/BLWarmonger — 8 days ago

Deciding between Super Powers vs Power Points

Hello, I'm preparing to be a first time GM for a custom campaign, and I've spent a lot of time trying to decide on which system to stick with between the Core PP or Super's Powers. A lot of it is probably just rambling in my head and not having the right "mindset" but still stuck at this crossroads after reading many opinions.

The Campaign is in short, modeled after Pokemon (not trainers, as in the players are Pokemon themselves). Makes it easy to create unique enough creatures without being overwhelming. Obviously they do moves and attacks during combat, so I'd want to be decisive on how it's handled (trappings nonwithstanding).

Powers:

  • Relatively balanced compared to "normal" non-fighters and standard weapons. More modifiers too
  • Have a better sense of progressions through advancements
  • Power Points provide some level of "resource management", though I have heard in practice players will rarely run out of PP, and even if they do they will spend a Benny to replenish what they need.

Supers:

  • Much more powers and ideas to work with, making conversion easier.
  • Easier to decide at the start, but has a worse sense of progression (even with Rising Star)
  • More bombastic and easier to narrate the cool awesome/terrifying moments happening from and to players.
  • Lack of power points means one less resource to manage, but on the other hand there's little to no reason I can see to not use your big attacks whenever possible.

I guess this is less a "new GM advice" (though is always appreciated), but is more help me decide or if there's anything to help my mindset.

(Oh by the way if I do use Supers, the power level would likely be 2, maybe 3 at absolute end game)

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u/Impossible_Web_9858 — 9 days ago

Spellcasting/Focus etc rolls aside from activating powers

Has anyone here dabbled with using spell casting skills narratively? as in besides activating a specific power? I am working on house rules for the Force from Star Wars in my game and would like to add a little more flavor to the skill. It will still be used to activate powers and powers will function the same way.

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u/Final_Cup1075 — 9 days ago