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Grim & Dark Sci-Fi
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JackAce
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PostPosted: Tue Oct 07, 2008 9:37 am    Post subject: Reply with quote

What I posted above is not the Backlash. One of the listed side effects will occur every single time a power is used!

Here's my first draft for a Backfire list:

Roll a d20 and add the Psyker's Corruption Points**.

1-4 - Brain Drain: Unchanged from DL:R
5-8 - Spirit Sap: Unchanged from DL:R
9-12 - Backlash: The Psyker suffers 2d6 damage and is thrown d6 inches in a randon direction
13-16 - Psychic Eruption: Everyone under an LBT centered on the Psyker suffers 3d6 damage, ignoring Armor. Regardless of the damage result, the Psyker is always at least Shaken.
17-19 - Insanity: The Psyker developes a Dementia*
20+ - Demonic Possession: A demon takes control of the Psyker's body until the Psyker can beat it in an opposed Spirit roll. The demon's Spirit starts at d4 and increases by one die type on every consecutive round. For these rolls the Psyker sufferes a penalty equal to his current Corruption**. If the demon's Spirit reaches d12 and it is not defeated, its control over the Psyker is complete and the character becomes a villain under the GM's control. If the Psyker defeats the demon, he suffers a point of Corrution**.


*Anyone can (and will) develop Dementias over time. The most common surces of Dementia are Psychic Backfire and failed Fear checks. When a character gains a Dementia, the GM rolls on the Dementia table (the one from DL:R). After d6 days, the character makes a Spirit roll to snap out of it. If he fails, the Dementia is permanent. If the number of a character's permanent Dementias ever exceeds his Grit, the character is terminally insane and needs to be retired from active service.

**Anyone can (and will) accumulate Corruption over time. Every time a character gains a Corruption Point, he must make a Vigor roll or develop a Mutation as well. If a character's number of Corruption points ever exceeds his Grit, the character is irredeemably corrupted and becomes a villain under the GM's control.
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Last edited by JackAce on Tue Oct 07, 2008 10:23 am; edited 1 time in total
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dentris
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PostPosted: Tue Oct 07, 2008 9:42 am    Post subject: Reply with quote

Cool! I like that.

That is, in fact, a dangerous bargain now.

EDIT: I had a new idea to integrate the Tarot Deck as an optional rule...without making it overkill.

Instead of rolling a d20 and adding your corruption, take the Arcana number of the card (0 to 21) add your corruption and voila! If you used more than one Arcana, then add all the numbers together, plus your corruption. If the backlash occurs because your hand was just bad...roll a d20 as normal.

Some cards could have special effects, like the Emperor (no side effects or backlash of any kind since you are under the emperor's protection), the World (everyone in range is affected by the power), etc. But they should be kept at minimum to keep it fast and furious
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JamesDiGris
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Joined: 16 Oct 2008
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PostPosted: Wed Oct 22, 2008 3:10 pm    Post subject: Reply with quote

What level of Psychic ability are you looking for? Are we talking run of the mill humans or 100 year old genetically engineered super humans?

It seems to me that Deadlands is a good place to start building this whole system from given that only the "bad guys" have access to magic with out limitations.

I think that the huckster is probably the best basis for a normal human Psychic, as tarot reading is an important psychic tool in this universe.

I personally think that psychic failures need at least 2 tables:

1) Something similar to the Hucksters current card table that focus's more on the slow corruption of the user

2) A failure table for rolling a 1 on the skill die, representing something going horribly wrong during the casting process. Possibly based on the psychic's skill dice which can ace for more catastrophic results. I.E. the more powerful the user is the more likely he is to rip the time space continuum.

Some ideas along these lines -

Race -
Navigation Specialist
+ 2 to piloting checks made in warp space
Danger Sense
Quirk (third eye)

Edges -
Sanctified -
The second bad stuff roll only occurs only if the Wild Die and bonus against corruption

Telepath -
-2 to power check in to ignore distance when communicating telepathically with other telpaths.
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JackAce
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PostPosted: Wed Oct 22, 2008 4:14 pm    Post subject: Reply with quote

I think Telepaths are best represented as a variant of normal psykers.

They automatically benefit from the "Conviction" Edge (+2 to casting rolls) but have a very limited choice of powers - of course centered around telepathic tricks like mind reading, mind rider, confuse the mind, puppet, etc.

The actual long-range telepathy which is their primary function in the Empire works a little different, though.

The Psyker makes a Psionics roll to establish psykic contact with another Telepath. The time necessary to make contact, and the modifier to the casting roll, depend on the distance between the two characters involved:

Code:
Distance               Time         Mod.
less then 1 mile     1 round        +2
less then 100 miles  1 minute       +1
on the same planet   d6 minutes      0
(includes ships in orbit)
in the same system   d6x10 minutes  -1
in a nearby system   d6 hours       -2


Telepathy does not cost any PP and does not require a Deal with the Devil, but a 1 in the Psionics roll still causes a roll on the Backfire table.

Once contact is established it can be maintained for as long as both Telepaths can concentrate. At less then one mile of distance, the message can be transmitted at a rate of one sentence per Round, and two-way conversations are possible. At any longer distance, the rate of transmittance is one sentence per minute, making ongoing conversations rather difficult and cumbersome.

Messages intended for recipients further away then a nearby star system are relayed through a network of Telepaths, so no single Telepath evere needs to make contact over such distances.
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DaRealJudas
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Location: Officially Bremen, Germany but mostly my own little world inside my head (soo peaceful & pretty)

PostPosted: Wed Oct 22, 2008 5:11 pm    Post subject: Re: Grim & Dark Sci-Fi Reply with quote

JackAce wrote:
A few day ago, I had a discussion in my FLGS about Savaging a certain Grim & Dark Sci-Fi setting (the name of which I can't tell you for copyright reasons, but it's got a melee weapon and a pretty large number in it).


Oh my God! It took me nearly an hour to realize what you meant! So much for Smarts d6 on my character sheet… Embarassed
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Wendigo1870
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PostPosted: Thu Oct 23, 2008 4:57 am    Post subject: Re: Grim & Dark Sci-Fi Reply with quote

DaRealJudas wrote:
JackAce wrote:
A few day ago, I had a discussion in my FLGS about Savaging a certain Grim & Dark Sci-Fi setting (the name of which I can't tell you for copyright reasons, but it's got a melee weapon and a pretty large number in it).


Oh my God! It took me nearly an hour to realize what you meant! So much for Smarts d6 on my character sheet… Embarassed

10.000 B(ig)C(lub)? Razz
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Harboe
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PostPosted: Mon Nov 17, 2008 10:16 am    Post subject: Reply with quote

Yes, Bigclub 10,000 Wink

I was hoping to find a topic like this one, actually.

Myself, I'm not happy with the traditional mechanics presented in the rulebook of the setting in question, as the difference between being über-powerful and a wimp is purely in the hands of the Dice Gods at the time of character creation.

Thus, I thought: "Savage it!"

Personally, my take on it would be to take the Psionics Background. It is based on Smarts and I was thinking that perhaps Spirit would be a better fit for Psykers, but decided to leave that headache alone.

Whenever a 1 is rolled on the skill dice, you become shaken and a non-mechanical effect happens (the room cools, people hear voices, you start screaming "it's alive! it's alive!").
If the wild dice was too a 1, then you get a Phobia (minor or major) or lose (control of?) a part of your body (One Eye, One Leg, One Arm, Lame and so on).
Note: The Phobias can be "cured" with in-game actions and if XP is spent on it (a minor hindrance can be bought for the cost of a skill point, a major one for the cost of an edge).
The physical changes must be replaced with bionic implants.

***

As for the Techpriests, I'm thinking taking Weird Science, adding a couple of powers and call it a day.
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Wendigo1870
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PostPosted: Mon Nov 17, 2008 4:36 pm    Post subject: Reply with quote

For Psykers I'd suggest taking something from DL:R. You start at more PP's (20 I think) (and Psykers most definitely have A LOT of power in '10.000 B.C.'), but there's also a lot more risk involved.

There's also a nice Background Edge to be made:
'Non-Touched'
You're a psychic blank; there's no way psychic powers can have any influence on you (directly). However, your unnatural aura is very disturbing, and gives you a -2 Charisma Penalty.
You cause fear to psykers as well.

And its advanced Edges:
'Soulless Aura' (req. Non-Touched, Seasoned, Spirit DCool
Through training, your Non-touched Edge affects those within a Medium Burst Template as well, giving them psychic immunity too. Psykers can't use their powers inside the aura. You cause fear to Psykers with a -2 penalty.

'Soulless Void' (Req. Soulless Aura, Veteran, Spirit D10)
Only intense training can create such a big aura. The aura extend to a Large Burst Template. You cause fear to Psykers with a -4 penalty.

'Unnatural Existence'(Req. Soulless void, Legendary, Assassin training)
Ordinary sentients can't even see the Non-touched unless they succeed at a Spirit roll at -4 (they can't accept its existence). Psykers can see them just fine; which won't make them happier though as they're at a hefty -6 penalty on their Fear checks.
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Demonicuss Krinn
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PostPosted: Mon Nov 17, 2008 9:25 pm    Post subject: Reply with quote

I always thought a cleverer title for "that game" was BattleMallet Umpty-Billion.

But reading through the ideas for Savaged Psykers, I dunno, the ideas posted here seem so tough, who'd want to play? I mean, having it so a random bad/weird effect happened everytime a psyker did a spell? Even the original DH rules weren't that bad. Side effects (both weird and bad) happened rarely, much like the random chance a Huckster got a Joker in his hand.

I like Need a Life's post; in DH's Fantasy counterpart, the side effects happened when doubles were rolled. His post "Side effects happen on 1, On snake-eyes the BAD STUFF happens" looks like it retains the most flavor from DH. I figure you can set up two tables, one for weird stuff, and one for bad stuff, and roll on them when the Stuff happens.
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Harboe
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PostPosted: Wed Dec 10, 2008 8:44 am    Post subject: Reply with quote

[BUMP]Hello again!
I've had my first BattleMalletUmptyBillion session in Savage Worlds recently. As a GM, naturally.

The plot was simple, so to introduce the players to both the setting and the game system without overwhelming them.
There was a newly-discovered psyker, who lived in a village on a feudal planet and they had to go and get her, so that the Black Ships could pick her up next time they passed through the area.
They got to use:
Weird Science: The Techpriest wanted to use the scanners of the flier they used to get there.
Streetwise: Asking around about "this strange woman who makes things fly." [I had actually given them her full name in their briefing, but the one player who remembered it didn't care to remind anyone]
Investigation: Trying to find out where this "Rhia Thorns" lived.
Intimidation: Scaring the living daylights out of the psyker's parents [Rolled a 14 on an Intimidate check and flashing their Inquisitorial Rosettes #1eek1 ]

There's a "brute" [Brawny, Frenzy; Bloodthirsty, Overconfident] and a Techpriest [Arcane Background (Weird Science) [Speak Language], Gadgeteer; Enemy (major)] and the next adventure is going to be a slightly modified Terra Ariel (SW-adventure) and then they'll go to a Hive World for all kinds of fun Twisted Evil


So, any other input that I might be able to stea-- get inspired by from this thread?[/BUMP]
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Demonicuss Krinn
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PostPosted: Wed Dec 10, 2008 5:32 pm    Post subject: Reply with quote

Coming back to BMUB, I figure you can always make a Gorkamorka-esque setting for a change of pace from the typical GRIMDARK. Have everyone be Orks, with different "starting packages" (like the training packages from Necromund - sorry, Necropolis), perhaps have Weird Science (Needs More Dakka!) and Psychics (for da Weird Boyz!) for ABs, have 'em go wild. Maybe think up a system for building their own gear, weaponry, vehicles 'n such.
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Harboe
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PostPosted: Fri Dec 19, 2008 5:14 pm    Post subject: Reply with quote

Okay, so my campaign is coming along nicely... used the "Terra Ariel" Savage Worlds adventure, which my players seemed to love.

Although, I made some minor changes to make things fit, obviously. The "drug" for example is of a more sinister nature *cough*corruption*cough*
Also, the "Hover-Bot" (I think it was called) was quickly disabled by the Tech priest, who'll now want to reprogram it to do his bidding. Cool

Not that I complain. They spent all of their bennies in the final fight of the session, and one of them still had three wounds.
Not my fault, I promise. I reminded them several times about double-tapping and three-round bursting, though they didn't want to because they were afraid of having to change mags during combat #1eek13

Oh, well... such things never bothered me.

***

Anyway, the plot from hereon will take them to a Hive World. One of the things they'll have to do there will be to set up a permanent base of operations and I was wondering how much I should say a house costs?

I'm thinking: 1,000/month*(number of rooms)?
Modified for location, obviously.

Does this seem fair?

Also, are there any tips for running a SW game in a sprawling metropolis?
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