Search found 57 matches

by Café Truck
Wed Mar 01, 2017 6:01 am
Forum: SW Pinnacle Original Settings & Companions
Topic: [NE:B] [SPC2] Copycat and Constructs
Replies: 6
Views: 108

Re: [NE:B] [SPC2] Copycat and Constructs

Thanks all! I think I have a good idea on how I'll handle this one for my game, depending on what my player ultimately decides his trappings will be.
by Café Truck
Tue Feb 28, 2017 8:03 pm
Forum: SW Pinnacle Original Settings & Companions
Topic: [NE:B] [SPC2] Copycat and Constructs
Replies: 6
Views: 108

Re: [NE:B] [SPC2] Copycat and Constructs

Trappings. It's all about Trappings. The copycat is working how? Shapeshifting? Magic? Muscle Memory? Something else entirely? Depending on the answer, the power will work differently. Remember that by RAW, Copycat works on construct, so if you take that away because of Trappings, you should consid...
by Café Truck
Tue Feb 28, 2017 12:55 pm
Forum: SW Pinnacle Original Settings & Companions
Topic: [NE:B] [SPC2] Copycat and Constructs
Replies: 6
Views: 108

[NE:B] [SPC2] Copycat and Constructs

I have a player who took the Copycat power, and I wondered if it should work on constructs. The power description already says it won't work on devices (without a modifier), and constructs seem basically like living devices. Have any of you run into this in your games? How did you handle it?
by Café Truck
Sun Feb 12, 2017 4:56 pm
Forum: SW Pinnacle Original Settings & Companions
Topic: [NE] Breakout Starting Funds
Replies: 2
Views: 123

Re: [NE] Breakout Starting Funds

Whelp, that seems easy enough to follow. :) Thanks!
by Café Truck
Sun Feb 12, 2017 11:26 am
Forum: SW Pinnacle Original Settings & Companions
Topic: [NE] Breakout Starting Funds
Replies: 2
Views: 123

[NE] Breakout Starting Funds

The original Necessary Evil campaign specified that each character would start with $1000, but I am not finding anything similar in Breakout. The default, then, is $500 or whatever the GM thinks is appropriate. How have you all handled the starting funds for that campaign setting? My inclination is ...
by Café Truck
Sat Feb 11, 2017 1:21 pm
Forum: SW Pinnacle Original Settings & Companions
Topic: [NE] [SPC2] First Time GM Looking For Maps
Replies: 4
Views: 161

[NE] [SPC2] First Time GM Looking For Maps

I'm getting set to run a campaign for the first time, and my group and I are excited to play Necessary Evil: Breakout. I was looking on Pinnacle's site and wasn't able to find any urban maps for the setting. Anybody have a good resource for maps they've used?
by Café Truck
Tue Jan 31, 2017 9:11 am
Forum: Official Answers on How the Core Rules Work
Topic: Healer, Medical Attention, and a Party's Natural Healing Rolls
Replies: 1
Views: 195

Healer, Medical Attention, and a Party's Natural Healing Rolls

The Healer edge grants a +2 to the natural healing rolls of up to 5 members of a Healer's party. Separately, SWEE provides that a character receiving Medical attention also gets a bonus to natural healing rolls (up to a +2 if the attention is of 2010 quality or beyond). My question is this: assuming...
by Café Truck
Tue Jan 24, 2017 9:12 pm
Forum: SW Pinnacle Licensed Settings
Topic: [SR] Bows, Arrows and Explosions
Replies: 25
Views: 536

[SR] Bows, Arrows and Explosions

In Palladium Rifts, characters who played OCCs like the Wilderness Scout would often choose a tricked out compound bow with MD arrows instead of a rifle. How would you suggest converting that to Savage Rifts? I was thinking using something like the Elven Bow from the Fantasy Companion as the base (f...
by Café Truck
Wed Jan 11, 2017 12:13 pm
Forum: SW Pinnacle Licensed Settings
Topic: [SR] Mods, Robot Armor and Dual-Linked Weapons
Replies: 14
Views: 325

Re: [SR] Mods, Robot Armor and Dual-Linked Weapons

Well to clarify a bit and hopefully avoid any confusion (my last post was a bit late and perhaps not as clear as it could be), the key is that the number of Mods used for linking weapons comes from the SFC not SR. The actual rules from the setting only allow for swapping out weapons Mod for Mod, no...
by Café Truck
Tue Jan 10, 2017 9:32 am
Forum: SW Pinnacle Licensed Settings
Topic: [SR] Mods, Robot Armor and Dual-Linked Weapons
Replies: 14
Views: 325

Re: [SR] Mods, Robot Armor and Dual-Linked Weapons

Being able to "buy almost anything" doesn't mean that thing exists to be bought. The players are surely never going to have the money of the Coalition or NGR to be able to fund the design and production of their own specialized suit of robot armor which has a bunch of dual-linked weapons....
by Café Truck
Mon Jan 09, 2017 3:11 pm
Forum: SW Pinnacle Licensed Settings
Topic: [SR] Mods, Robot Armor and Dual-Linked Weapons
Replies: 14
Views: 325

Re: [SR] Mods, Robot Armor and Dual-Linked Weapons

No the total mod cost is 4. That's based on the Scifi Companion. Just to comprehend--dual linked weapons take up no more mods than the original weapon? I'm trying to comprehend, in that case, why you wouldn't have ALL dual-linked weapons (or quad-linked, assuming the math continues in that vein), s...
by Café Truck
Mon Jan 09, 2017 1:14 pm
Forum: SW Pinnacle Licensed Settings
Topic: [SR] Mods, Robot Armor and Dual-Linked Weapons
Replies: 14
Views: 325

Re: [SR] Mods, Robot Armor and Dual-Linked Weapons

Brickulos wrote:Linked systems are half of the total number of mods of the constituent weapons.


So, a dual-linked Medium Rail Gun system would be 6 mods (4 for the first + 2 for the linked), correct?

Which book is that in?

Thanks!
by Café Truck
Mon Jan 09, 2017 12:13 pm
Forum: SW Pinnacle Licensed Settings
Topic: [SR] Mods, Robot Armor and Dual-Linked Weapons
Replies: 14
Views: 325

[SR] Mods, Robot Armor and Dual-Linked Weapons

How does one go about determining how many mods a dual-linked weapon system uses up? For instance, the Gunwolf Robot Armor has dual-linked Medium Rail Guns. A single Medium Rail Gun is 4 mods. How many is a dual-linked system? Surely not 8 mods, which seems like a high price for a comparatively mode...
by Café Truck
Sat Jan 07, 2017 8:49 am
Forum: Official Answers on How the Rules In Other Pinnacle Products Work
Topic: [SR] Robot Armor, Combat Edges, and Cybernetics
Replies: 1
Views: 183

[SR] Robot Armor, Combat Edges, and Cybernetics

A couple of (hopefully) quick questions on Robot Armor: 1. Does a Robot Armor Pilot get the benefit of edges like Marksman or Rock and Roll when firing weapons mounted to his Robot Armor? I know the book says fighting-based maneuvers may be attempted, but Edges may not. Does that apply to only activ...
by Café Truck
Sat Dec 24, 2016 7:42 am
Forum: Official Answers on How the Rules In Other Pinnacle Products Work
Topic: [SR] Rail Guns and Snapfire
Replies: 1
Views: 178

[SR] Rail Guns and Snapfire

Do all railguns (except those that specifically note otherwise) impose a Snapfire penalty when mounted to a vehicle, or does Snapfire only appply to hand-carried railguns?

Thanks!
by Café Truck
Tue Oct 18, 2016 9:47 pm
Forum: Official Answers on How the Rules In Other Pinnacle Products Work
Topic: [SR] Robot/Power Armor Resistance to "Ballistics"
Replies: 1
Views: 143

[SR] Robot/Power Armor Resistance to "Ballistics"

What qualifies as a ballistic weapon in Savage Rifts? Your post here says that projectile weapons are ballistics: http://www.pegforum.com/viewtopic.php?f=62&t=50625&p=451256&hilit=Ballistic#p451256 My confusion stems from the relative dearth of projectile weapons in the game. Besides rai...
by Café Truck
Tue Oct 18, 2016 8:40 pm
Forum: Official Answers on How the Rules In Other Pinnacle Products Work
Topic: [SR] Robot Armor Dual Linked Weapons Mechanics and Mods
Replies: 1
Views: 124

[SR] Robot Armor Dual Linked Weapons Mechanics and Mods

Dual linked vehicle weapons fired from robot armor get a +1 to the Shooting roll and +2 to damage, but I'm a little unsure how those mechanics work in practice. Using dual-linked medium ion cannons as a test case, does that mean: 1) roll one Shooting die at +3 (+1 for linking, +2 for ion cannon at c...
by Café Truck
Sat Oct 01, 2016 7:23 am
Forum: SW Pinnacle Licensed Settings
Topic: Armor Degrading Houserule
Replies: 7
Views: 214

Re: Armor Degrading Houserule

One thing I don't like about Savage Rifts is that people who don't have a reasonable chance to overcome their opponents toughness with damage can't really do much. In Palladium Rifts, a group of people could combine their fire to eventually take down even the toughest foe, that isn't so true in thi...
by Café Truck
Tue Sep 20, 2016 12:04 pm
Forum: SW Pinnacle Licensed Settings
Topic: Why be a GB when you can be a M.A.R.S. PA Soldier?
Replies: 240
Views: 6384

Re: Why be a GB when you can be a M.A.R.S. PA Soldier?

Techno-Wizards have the capacity to convert almost any technological device into a Techno-Wizardry (or, more commonly, TW) device. This has the advantage of powering such items via ISP/PPE instead of a normal energy source or even ammunition. That seems like a pretty explicit statement that a TW co...

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