Show Summary
This episode sponsored by Roll20.net!
Let’s talk powers in Savage Worlds…
Powers aren’t “spells”, “technological gizmos”, “super powers”, or “psionic abilities”; except when they are. Confused? Don’t be. Powers, like everything else in Savage Worlds, provide a framework for the mechanical effects they have on the game. What they are, and how they operate are left to the player and Game Master.
Most powers emulate existing non-magical mechanic. The bolt power, for example, is not much different than making a Shooting roll with a modern firearm. The advantage of the power is the ability to gain the auto-fire effect without the penalty, tack on additional effects based on the trapping, and no need to track ammunition.
Deflection may be the result of a ‘force field’, a ring of of illusory fire around the caster, or the illusion of multiple clones of the character. The point of the power is not ‘what’ it looks like, or how it is cast. Regardless of the trappings, it causes foes to suffer a -2 to any attack roll. It may be due to poor visibility, or confusion; it’s up to you.
The gang discusses the ‘basics’ and moves in to more advanced ‘alternate’ uses of powers in your Savage Worlds games. Of course, your milage may vary depending on the flavor or setting world of your game. We also take a few moments to discuss creating New Powers, or adding Edges for Powers to gain additional effects and functionality; things like cantrips and Trick maneuvers.
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Links
Savage Worlds Deluxe, G+Savage Worlds GM Community, Happy Jack’s RPG Podcast,