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savage:powers:start [2024/04/23 14:57] lwelyksavage:powers:start [2024/04/23 23:39] (current) lwelyk
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 **Incapacitation:** A caster’s powers terminate instantly if she’s Incapacitated, knocked unconscious, put to sleep, or otherwise rendered unconscious.  **Incapacitation:** A caster’s powers terminate instantly if she’s Incapacitated, knocked unconscious, put to sleep, or otherwise rendered unconscious. 
  
-==== CASTING REQUIREMENTS ====+==== Casting Requirements ====
  
 A character must be able to see his target and cannot be [[savage/Bound]]. Unless the caster has the [[savage/edges/Silent Caster]] Edge, he must also be able to speak. If she’s gagged, underwater, affected by [[savage/powers/silence]], or otherwise can’t speak, she can’t cast.  A character must be able to see his target and cannot be [[savage/Bound]]. Unless the caster has the [[savage/edges/Silent Caster]] Edge, he must also be able to speak. If she’s gagged, underwater, affected by [[savage/powers/silence]], or otherwise can’t speak, she can’t cast. 
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 Casters must at least whisper their words of power, so if they don’t want to be heard they must beware of those with keen ears (Stealth versus Notice if the GM feels a wary character might hear the recitation).  Casters must at least whisper their words of power, so if they don’t want to be heard they must beware of those with keen ears (Stealth versus Notice if the GM feels a wary character might hear the recitation). 
  
-==== MAINTAINING POWERS ====+==== Maintaining Powers ====
  
 It costs 1 Power Point to maintain a power for an extension of its base Duration. If a power’s Duration is five rounds, for example, it can be maintained for another five rounds for 1 Power Point once the initial 5 rounds are over.  It costs 1 Power Point to maintain a power for an extension of its base Duration. If a power’s Duration is five rounds, for example, it can be maintained for another five rounds for 1 Power Point once the initial 5 rounds are over. 
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 Maintenance is per target but ignores other Power Modifiers, so renewing boost Trait on three allies costs 3 Power Points and extends the effect of each another five rounds. Unless a power says otherwise, the caster can terminate it as a free action.  Maintenance is per target but ignores other Power Modifiers, so renewing boost Trait on three allies costs 3 Power Points and extends the effect of each another five rounds. Unless a power says otherwise, the caster can terminate it as a free action. 
  
-==== RECHARGING ====+==== Recharging ====
 A character recovers 5 Power Points per hour spent resting, meditating, etc. What constitutes “rest” is up to the GM, but they do not recharge while powers are maintained, or during anything more than mild physical exertion, emotional stress, or mental distraction. A hero can rest while riding a horse, for example, unless the animal is restless, the road is terribly bumpy, traffic requires frequent concentration, etc.  A character recovers 5 Power Points per hour spent resting, meditating, etc. What constitutes “rest” is up to the GM, but they do not recharge while powers are maintained, or during anything more than mild physical exertion, emotional stress, or mental distraction. A hero can rest while riding a horse, for example, unless the animal is restless, the road is terribly bumpy, traffic requires frequent concentration, etc. 
  
 Heroes can also regain Power Points while walking if the conditions are generally favorable and the pace is leisurely.  Heroes can also regain Power Points while walking if the conditions are generally favorable and the pace is leisurely. 
  
-==== POWERS AS MULTI-ACTIONS ====+==== Powers as Multi-Actions ====
 Each power activated is its own action, and the same or different powers may be cast multiple times as a Multi-Action (see Savage Worlds). A wizard in a fantasy setting might open combat by invoking protection and deflection, for example, or a priest might attempt to banish a spirit while invoking smite on his mace.  Each power activated is its own action, and the same or different powers may be cast multiple times as a Multi-Action (see Savage Worlds). A wizard in a fantasy setting might open combat by invoking protection and deflection, for example, or a priest might attempt to banish a spirit while invoking smite on his mace. 
  
-==== SHORTING ====+==== Shorting ====
 A character may cast a power with fewer Power Points than it requires (whether she has them or not) by increasing the difficulty of her arcane skill roll. For every Power Point a character will short, she suffers a −1 penalty to the roll. Casting a 3-point healing with 0 Power Points, for example, inflicts a −3 penalty. Shorting is risky. If a character fails a shorted arcane skill roll, it’s considered a Critical Failure! A character may cast a power with fewer Power Points than it requires (whether she has them or not) by increasing the difficulty of her arcane skill roll. For every Power Point a character will short, she suffers a −1 penalty to the roll. Casting a 3-point healing with 0 Power Points, for example, inflicts a −3 penalty. Shorting is risky. If a character fails a shorted arcane skill roll, it’s considered a Critical Failure!
 +
 +===== Trappings =====
 +{{page> trappings&noheader}}