[SR] Mitigating magic-required resistance

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Argus McCray
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[SR] Mitigating magic-required resistance

#1 Postby Argus McCray » Tue Apr 11, 2017 12:03 pm

After running my players through the Garnet Town Gambit, I came to the conclusion that poor planning has resulted in a party sorely unprepared for enemies resistant to non-magical sources of damage. The party composition is a LLW, Combat Cyborg, a Burster, an Operator, a Crazy, and a Mystic. On the first round of combat on the last battle, the LLW was incapacitated and the Mystic is not well built for combat, leaving the party stuck doing half-damage to the boss. What options are there for non-magic users to mitigate these issues? TW devices don't seem to work for those without PP, so those are off the table for them. Smite does not really work here as the casters either did not have it or they were bleeding out. What options/workarounds would you suggest?

Freemage
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Re: [SR] Mitigating magic-required resistance

#2 Postby Freemage » Tue Apr 11, 2017 12:35 pm

Argus McCray wrote:After running my players through the Garnet Town Gambit, I came to the conclusion that poor planning has resulted in a party sorely unprepared for enemies resistant to non-magical sources of damage. The party composition is a LLW, Combat Cyborg, a Burster, an Operator, a Crazy, and a Mystic. On the first round of combat on the last battle, the LLW was incapacitated and the Mystic is not well built for combat, leaving the party stuck doing half-damage to the boss. What options are there for non-magic users to mitigate these issues? TW devices don't seem to work for those without PP, so those are off the table for them. Smite does not really work here as the casters either did not have it or they were bleeding out. What options/workarounds would you suggest?


Smite is still their best bet. One option would be for them to hunt down a Techno-Wizard who can build a TW device for them that can cast Smite on weapons. Then, it's not a matter of one caster going down--it's a matter of all of them going down. You've got four supernaturally powered characters there--that's enough for one of them to grab the thing and toss the effect on the Combat Cyborg's weapon of choice. (It should probably be carried by the Crazy as a default, since she can use it AND get use out of the effect herself.)

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Alrik_vas
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Re: [SR] Mitigating magic-required resistance

#3 Postby Alrik_vas » Tue Apr 11, 2017 12:45 pm

Ah yes, the answer to "how do I do this without magic?"

is basically always, "use magic."

Though Freemage's idea is pretty spot on. The difficulty is getting a guy to make it for you, having the money, etc. Though if you want it to happen for your game, it should be accessible to them.

There are other options, however. In the source material, a lot of creatures are harmed by certain (and sometimes sacred) substances. For instance, in old Rifts, all demons are MDC, but there are some that will take damage as if it were MD if the weapon striking them is silver, for instance.

There's also certain bone weapons that kill anything. It's all about studying until you find the answers, or just making it up.

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Re: [SR] Mitigating magic-required resistance

#4 Postby Freemage » Tue Apr 11, 2017 2:57 pm

For a demon or vampire, I'd say pouring holy water over a weapon should make it do normal damage for, say, 3 rounds. The Mystic could even bless the water ahead of time, and give everyone a canteen full.

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SavageGamerGirl
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Re: [SR] Mitigating magic-required resistance

#5 Postby SavageGamerGirl » Tue Apr 11, 2017 4:04 pm

Your Burster and Crazy can use Techno-Wizard devices. They have an arcane background, and can use ISP in place of PPE. That won't help the Operator or the Cyborg, but it is an option to add a bit more magical attack power to the party. See the sidebar on pg. 76 of the TLPG.
'But I don't want to go among mad people,' Alice remarked.
'Oh, you can't help that,' said the Cat: 'we're all mad here.'
The Order of the Dice... OF DOOM!

Phasma Felis
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Re: [SR] Mitigating magic-required resistance

#6 Postby Phasma Felis » Tue Apr 11, 2017 8:53 pm

Alrik_vas wrote:There are other options, however. In the source material, a lot of creatures are harmed by certain (and sometimes sacred) substances. For instance, in old Rifts, all demons are MDC, but there are some that will take damage as if it were MD if the weapon striking them is silver, for instance.

There's also certain bone weapons that kill anything. It's all about studying until you find the answers, or just making it up.

Yeah, this. Palladium Rifts is full of wacky weapons designed to exploit specific supernatural weaknesses--stake drivers, silver-plated railgun slugs, water guns (made for vampires, but good for demons too if you fill 'em with holy water), and so forth. Most* supernatural beings can't regenerate wounds caused by radioactive uranium railgun slugs. D&D-style self-powered flaming swords and lightning spears seem entirely in-theme, if perhaps rare; I'd go ahead and give them Mega-Damage even, since they'll still be playing catch-up with the base stats of chainswords and vibroblades. Let them buy a special Techno-Wizard device that can be activated by non-arcane characters off an internal PPE battery. Let the Operator gin up grenades packed with iron and silver shrapnel and holy water-soaked wood chips.

And, once she's got an Advance free, encourage the Mystic to take Smite with the Celestial Silver trapping. Magic+holy+silver will cover most of your resistance problems by itself. :) Or let her find a scroll/spellbook/whatever and learn it for free, if that seems like fun.

*92%, specifically. No, it doesn't say which 8% are exempt. Palladium, everybody.
Last edited by Phasma Felis on Wed Apr 12, 2017 12:07 am, edited 1 time in total.

JurneeJakes
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Re: [SR] Mitigating magic-required resistance

#7 Postby JurneeJakes » Tue Apr 11, 2017 9:51 pm

There are some cool, mundane items in the Savage Worlds Horror Companion as well.

Ndreare
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Re: [SR] Mitigating magic-required resistance

#8 Postby Ndreare » Thu Apr 13, 2017 6:00 pm

Also while a non Arcane character cannot use a TW device. There is no reason they could not use a traditional magic item.
A simple long sword enchanted with smite may cost a lot more, but it will do the trick.

Mad Paladin
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Re: [SR] Mitigating magic-required resistance

#9 Postby Mad Paladin » Fri Apr 14, 2017 9:26 am

This is Rifts, the answer can also be "get a bigger gun." In facing the demon at the end of Garnet Town, the group's Glitter Boy was actually doing more damage (even after the half damage from non-magical sources) than the Cyberknight or the Dragon (owing to the demon's high parry).

The cyborg is a big weapon platform, and the operator is a not-quite-mad scientist type. I'm not sure how this would play out rules-wise, but from this experience I could see them putting their heads together with the mages to work up something. Maybe a Hellboy-style revolver/grenade launcher that can be loaded with special, anti-demon or anti-vampire rounds.


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