Showing posts with label house rules. Show all posts
Showing posts with label house rules. Show all posts

Monday, October 29, 2012

Savage Odyssey Prime: Setting Rules...

Good Afternoon, All:

My Savage Odyssey Prime campaign will operate under a number of specific Setting Rules. These setting rules are detailed below:

Cheating Death
When a hero would normally die, they may spend a Bennie and are saved by a suitable coincidence or act of 'dumb luck.' The character returns at the beginning of the next session, no longer Incapacitated but still bearing the Wounds and Fatigue he suffered prior to his "near-death experience". In addition, the character starts that session with no Bennies, but may earn them during play as normal. (Such is the price of death.)

Defining Interests
At character creation, each character gains a number of defining interests equal to half their Smarts die type. These may be spent on languages or on a +1 bonus on checks related to specific fields of interest.

Dramatic Action
Actions are traditionally resolved at three general levels of difficulty: Average (+0), Challenging (-2) and Heroic (-4). Actions that promote plot, encourage cooperation, make the game fun for everyone and advance a sense of drama that complements the current storyline gain a +2 bonus. Actions that could be anticlimactic, detrimentally sidetrack the story, short-circuit the scenario prematurely or disrupt the flavor of the game, sending the session into the dead plots' equivalent of the Ninth Level of Hell, suffer a -4 penalty. Most actions are considered neutral.

Multiple Languages
As per the Setting Rule of the same name in Savage Worlds Deluxe Edition.

No Power Points (Under Consideration)
As per the Setting Rule of the same name in Savage Worlds Deluxe Edition. Magic, psionics and superpowers are going to be relatively rare in-game, but when I consider how things work in some of the settings I'll use as inspiration, this approach feels appropriate. Still, I'm on the fence, because I don't know how well it will fit. And really, is it even necessary?

Skill Specialization (Under Consideration)
As per the Setting Rule of the same name in Savage Worlds Deluxe Edition. I am torn on this particular one, because I love the concept, but it may add a little extra complication.

Tainted Joker
Traditionally, one joker in each deck of cards is red, while the other is black. Treat the red joker as normal. The black joker works exactly like the red joker, with just one little twist: the GM gets one extra Bennie. He can use this Bennie however he likes, although it is most thematic to apply it to the character who drew the doom. This represents a type of tainted luck, or jumping out of the frying pan and into the firing squad.



Knowledge Skills
The following are the most common examples of Knowledge skills used in this setting.
  • Admin: This skill indicates knowledge of administration, bureaucracy and official red tape.
  • Battle: This knowledge reflects a talent with techniques and strategies for disposing and maneuvering forces in combat.
  • Computers: This skill indicates an aptitude for working with computers, sensors and other technical equipment as an operator and/or programmer.
  • Demolitions: The ability to use demolition charges and other explosive devices, including assembling or disarming bombs.
  • Cultures: This knowledge represents an understanding of religious beliefs, cultural practices, taboos and similar matters.
  • History: This specialty deals with studies of the past, particularly famous events and people.
  • Occult: This skill focuses on miracles, magic and the supernatural, astrology, numerology, and similar topics.
  • Life Sciences: This skill encompasses the study of botany, ecology, xeno-medicine, zoology and other life sciences.
  • Physical Sciences: This skill encompasses the study of astronomy, chemistry, physics, planetology and other physical sciences.
  • Statecraft: This skill describes knowledge of politics, nobility, governments, laws, rules, regulations and other legal practices.

I like settling on my Setting Rules before a campaign begins, because it allows me to define the style of play for the game, and helps set expectations. Some of these are elements I've picked up from specific Savage Worlds settings. The Dramatic Action rules are derived from a conversion of those found in the original rule book for Odyssey Prime. All in all, it should be a fun campaign.

With Regards,
Flynn

Friday, October 26, 2012

Savage Odyssey Prime: Beyond Wild Cards and Extras...

Good Afternoon, All:

Under standard Savage Worlds rules, there are two types of characters. There are Wild Cards, who are like the player-characters: they get to roll a Wild Die with skill checks, they get Bennies of their own, and they can take three Wounds before becoming Incapacitated or Dead on the fourth Wound. Then, there are the Extras, who are like everyone else: they do NOT to roll a Wild Die with skill checks, and they can become Incapacitated or Dead on their first Wound, not their fourth. At first, that was enough, but over the years, some GMs have found a need to have more variance in their NPCs. Publishers came to the rescue, and now there are at least five character types: Extra, Wild Card, Henchman, Joker and Mook.

Henchmen are found in certain settings (such as Slipstream), and are very popular with Triple Ace Games products. Henchmen are Extras that can take three Wounds before becoming Incapacitated or Dead on the fourth Wound. They do not receive Bennies of their own (unless they are Lucky), nor do they get to roll a Wild Die with skill checks. Henchmen are generally great to use for the Big Bad Guy's lieutenants in a particular scene, as they have some staying power, but otherwise are just like the Extras that the players have come to know and love (or hate, as the case may be.)

I can't remember where I first saw the concept of the Joker NPC, but I tend to prefer them to Henchmen in my non-combat oriented "second tier" NPCs. Jokers are Extras that get to roll a Wild Die with skill checks. They do not receive Bennies of their own (unless they are Lucky), and they can become Incapacitated or Dead on their first Wound. Jokers are generally great to use for highly skilled specialists that still go down easily in a fight. This could include frail mages, a doctor or healer, or a sagely scholar. When you as a GM want the NPC to succeed more readily, without raising their skill die dramatically or making the NPC extra tough, then Joker is the best bet for you.

Finally, the concept of Mooks was introduced in Savage Mars, and fills a roll similar to Minions in 4E. Mooks are essentially Extras that become Incapacitated or Dead when they are Shaken. They do not receive Bennies of their own (unless they are Lucky, but then again, they are Mooks, so that isn't likely), nor do they get to roll a Wild Die with skill checks. These guys are basically fodder for your player-characters to wade through, so you can have that massive fight of a few men against hordes and hordes of creatures, until they find themselves standing before the Big Bad Evil Guy for a final showdown.

Table: NPC Types
NPC TypeWild DieBenniesIncapacitated/Dead
Wild CardsYESYESOn 4th Wound
HenchmenNONOOn 4th Wound
JokersYESNOOn 1st Wound
ExtrasNONOOn 1st Wound
MooksNONOOn Shaken

Personally, I'm not likely to use Mooks very often, but I'm more than willing to use Jokers and Henchmen to supplement my Extras. Too many Wild Cards creates a higher potential for character deaths and potential TPKs. These allow me more creative freedom, while varying the challenge of a given scene. What do you think?

Enjoy,
Flynn

Wednesday, October 24, 2012

Savage Odyssey Prime: New Edges...

Good Afternoon, All:

The core rulebook for Odyssey Prime describes a number of feats that are easily converted, at least conceptually, into Edges. What follows are a list of the new Edges I've developed for my Savage Odyssey Prime campaign:

Professional Edges


Airborne

Requirements: Novice, Agility d6+
Your hero has received extraordinary training, most likely from the military, in parachuting and skydiving techniques. Your hero receives a +2 bonus to all Agility trait checks related to parachuting. In addition, if your hero becomes entangled in his parachute, he can cut himself out of the entangled parachute as a free action on his turn.

Frogman

Requirements: Novice, Agility d8+, Swimming d6+
Your hero has been trained for advanced amphibious movement. He is able to hold his breath for double the usual duration, and may swim at twice the normal rate.

Hacker

Requirements: Novice, Smarts d6+, Knowledge (Computers) d6+
Your hero is especially talented at breaking computer codes and similar activities. He gains a +2 bonus on Knowledge (Computers) skill checks made to overcome computer security systems.

Impersonator

Requirements: Spirit d8+, Persuasion d6+, Stealth d6+
Your hero is skilled at studying and impersonating others. He gains a +2 bonus on any Persuasion or Stealth trait check related to impersonating someone he has studied for several hours in terms of appearance, mannerisms, speech and background.

Portal Operator

Requirements: Smarts d8+, Knowledge (Computers) d6+
Your hero is trained in the esoteric science related to the proper use of portal technology. He gains a +2 bonus on all Knowledge (Computers) trait checks related to operating portal technology.

Weird Edges


Empathic Communication

Requirements: Wild Card, Novice, Spirit d8+
Your hero can communicate with sentient beings through gestures, drawing, reading reactions, empathy, and guessing on both parties' part. This is limited to relatively simple words ("We friends," "Need food," "I am _____"). He can convey longer and more advanced ideas if he can establish a "point of reference," linking the target to a human equivalent he is familiar with and can relate to. For example, an Egyptologist would have an easier time communicating with people exhibiting characteristics of an Egyptian culture.

While the above seem fairly mundane, it is important to bear in mind that the characters of a Savage Odyssey Prime are, by and large, rather mundane people. They will rarely possess special abilities, and thus will often rely on technology and allies to accomplish the miracles that may be possible in other dimensions. However, within the context of their own homeworld, they can easily be among the best. After all, the future and survival of the American way of life depends on the success of the Odyssey Project.

Please note that this list doesn't include anything from Agents of Oblivion, particularly those Edges related to the Resource Management system. Perhaps I will cover them in a future post. By the time I organize my own game's "Player's Guide," they'll be in the list of approved choices, of course.

With Regards,
Flynn

Monday, October 22, 2012

Savage Odyssey Prime: Standard Loadouts...

Good Afternoon, All:

Using a format of standard equipment selections as presented in Green Ronin's Agents of Oblivion, I've provided similar thoughts on some standard loadouts for the Savage Odyssey Prime campaign, based on mission type. My initial thoughts on the subject are as follows:

Standard Loadouts

The following are considered standard loadouts for the following mission types:

Offworld Missions (Odyssey Team)
Backpack with first aid kit, sleeping bag, rations (10 days worth) [Counts as 2 Equipment Picks]
Digital audio recorder
Digital camera
Flare gun (lights up an area with dim light for 3 rounds, x2 with parachute; Dmg 2d6-1 fire; Rng 6/12/24; ROF 1; Shots 1; -1 on Shooting, -2 Shooting with parachute, fire trapping)
Frag or smoke grenades (x3)
Night vision goggles
Notebook computer or PDA/tablet computer
Portable Stove or Professional Kit or Tent
Survival knife (Dmg Str+d4; Rng 3/6/12; ROF 1)
Utility belt with compass, multipurpose tool, first aid kit, flashlight & extra batteries [Counts as 2 Equipment Picks]
Portal monitor, wrist unit

Loadout Template
3 Resource Points = 12 Equipment Picks (backpack, media recorders, flare gun, grenades, goggles, computer, survival knife, utility belt, 1 miscellaneous)
1 Resource Point = 1 SUD (portal monitor wrist unit)

Diplomatic Missions (Odyssey Team)
Digital audio recorder
Digital camera
Notebook computer
PDA/tablet computer
Surveillance Kit
Taser (Dmg special; Rng 2/4/8; ROF 1; Shots 1; Target makes Vigor check (Raise: No effect, Success: Shaken, Failure: Paralyzed 1d6 rounds), electricity trapping)
Utility belt with compass, multipurpose tool, first aid kit, flashlight & extra batteries [Counts as 2 Equipment Picks]
Portal monitor, wrist unit

Loadout Template
2 Resource Points = 8 Equipment Picks (media recorders, computers, surveillance kit, taser, utility belt)
1 Resource Point = 1 SUD (portal monitor wrist unit)
1 Resource Point = 1 Perk

Infiltration Missions (Odyssey Team or Dam Con)
Demolitions Kit
Digital audio recorder
Digital camera
Explosives, 8 lbs.
Suppressor for Auto-Pistol
Surveillance Kit
Taser (Dmg special; Rng 2/4/8; ROF 1; Shots 1; Target makes Vigor check (Raise: No effect, Success: Shaken, Failure: Paralyzed 1d6 rounds), electricity trapping)
Portal monitor, wrist unit

Loadout Template
3 Resource Points = 12 Equipment Picks (media recorders, demolition kit, explosives (x2), suppressor, surveillance kit, taser)
1 Resource Point = 1 SUD (portal monitor wrist unit)

Black Ops (Dam Con)
Assault Rifle with four clips of ammo (Dmg 2d10, AP 2; Rng 24/48/96; ROF 3; Shots 30)
Demolitions Kit
Explosives, 8 lbs.
Frag or smoke grenades (x3)
Multipurpose landmines, aka "SLAM" (x2) (Dmg 3d6 SBT, Heavy Weapon; set off by tripwire, pressure, remote or timer)
Night vision goggles
Survival knife (Dmg Str+d4; Rng 3/6/12; ROF 1)
Taser (Dmg special; Rng 2/4/8; ROF 1; Shots 1; Target makes Vigor check (Raise: No effect, Success: Shaken, Failure: Paralyzed 1d6 rounds), electricity trapping)
Utility belt with compass, multipurpose tool, first aid kit, flashlight & extra batteries [Counts as 2 Equipment Picks]
Portal monitor, wrist unit

Loadout Template
3 Resource Points = 12 Equipment Picks (assault rifle, demolition kit, explosives (x2), grenades, landmines (x2), goggles, survival knife, taser, utility belt)
1 Resource Point = 1 SUD (portal monitor wrist unit)

Assault (Dam Con)
Assault Rifle with four clips of ammo (Dmg 2d10, AP 2; Rng 24/48/96; ROF 3; Shots 30)
Demolitions Kit
Explosives, 8 lbs.
Frag or smoke grenades (x3)
Multipurpose landmines, aka "SLAM" (x2) (Dmg 3d6 SBT, Heavy Weapon; set off by tripwire, pressure, remote or timer)
Night vision goggles
Rocket launcher, aka "LAW" (Dmg 4d8+2 MBT, AP 30, Heavy Weapon; Rng 24/48/96; ROF 1; Shots 1; Snapfire, won't explode within 6 squares of launch)
Survival knife (Dmg Str+d4; Rng 3/6/12; ROF 1)
Utility belt with compass, multipurpose tool, first aid kit, flashlight & extra batteries [Counts as 2 Equipment Picks]
Portal monitor, wrist unit

Loadout Template
3 Resource Points = 12 Equipment Picks (assault rifle, demolition kit, explosives (x2), grenades, landmines (x2), goggles, rocket launcher, survival knife, utility belt)
1 Resource Point = 1 SUD (portal monitor wrist unit)

These loadouts will not survive contact with the players, of course. Within a few weeks, I'm sure each will end up overhauled, as the needs of the game in motion have impact on the realities behind these loadouts. If I remember, I'll post updates to this, should that come to pass.

Hope This Helps,
Flynn

Friday, October 19, 2012

Savage Odyssey Prime: Resource Management...

Good Afternoon, All:

The core rulebook for Odyssey Prime details specific equipment selections based on mission type. Given the "Fast, Fun, Furious!" nature of Savage Worlds, I am much more inclined to an approach similar to the Resource Management system introduced in Green Ronin's Agents of Oblivion. The basics of the approach I will most likely use would be as follows:

Resource Management

Every character starts a mission with 4 Resource Points, +1 per Rank over Novice. Resource points are spent requisitioning items, as follows:
  • 1 Resource Point = 4 Equipment Picks
  • 1 Resource Point = 1 Perk
  • 1 Resource Point = 1 Single Use Device (SUD)
  • 2 Resource Points = 1 Spytech/ Special Training

Standard Equipment
Regardless of other equipment selections, all team members are given the following when on missions:
  • Standard Uniform: Sky blue (on base) or per environment (off world). Dam Con teams posing as members of other agencies will wear uniforms appropriate to that agency.
  • Radio: With throat microphone (off base).
  • Auto-Pistol: Auto-pistol (Dmg 2d6, AP1; Rng 12/24/48; ROF 1; Shots 15; SA) and four clips of ammo.
  • Ranger Armor: Given on missions where combat is possible, this is equivalent to Kevlar armor (+2 Armor, +4 vs bullets; covers torso).
  • Tactical Helmet: Offers some protection to the head (+1 Armor; 50% chance vs. head shot).

Equipment Picks
Each Equipment Pick may be spent on one "standard issue" of specific civilian or military equipment, subject to the Director’s approval.
  • Weapons: Each Equipment Pick spent on a weapon gives the team member one weapon and four spare clips of ammunition as appropriate.
  • More Ammo: Each Equipment Pick provides 4 clips of ammunition.
  • Explosives: Team members with Knowledge (Demolitions) d6+ may requisition four pounds of C4/Semtex explosive as an Equipment Pick. One pound of C4/Symtex deals 4d6 in a MBT; this damage counts as a Heavy Weapon. Adding more gives +1d6 damage per additional pound, and increases the range to LBT.
  • Grenades: Each Equipment Pick provides the agent with three standard grenades of their choice. Common types include frag (Dmg 3d6, MBT; Rng 5/10/20; ROF 1; Shots --), smoke (Dmg obscurement, MBT; Rng 5/10/20; ROF 1; Shots --; -4 Notice and attacks) and thermite (Dmg 6d6, fire; Rng 5/10/20; ROF 1; Shots --; only damages the item or creature it rests on). Stun grenades are considered Single Use Devices, because they derive from Builder technology, and so are not included in this selection.

Perks
Perks are primarily useful for Dam Con teams. The list found in Agents of Oblivion will do for starters, although there will likely be adjustments.

Single Use Device (SUD)
Most Single Use Devices will be based on Builder technology or other technologies (possibly even magic) retrieves from other dimensions beyond the Sherman Ring. The list from Agents of Oblivion will significantly altered, but it's a good place to start for inspiration.

Spytech/Special Training
The list of Spytech and Special Training that is found in Agents of Oblivion will serve as the basis for these requests, although I imagine I'll have a final list once I'm ready for the game.

I'll likely follow this up with another post on the typical "loadouts" for team members by mission type and team role. That way, it's easy to simply say, "I go with the usual," and get on with the game, instead of spending time shopping at the beginning of a mission.

Hope This Helps,
Flynn

Wednesday, October 17, 2012

Savage Odyssey Prime: New Hindrances, Part Two...

Good Afternoon, All:

This list of hindrances continues the list that was started previously. These will see use in my Savage Odyssey Prime campaign, and probably other Savage Worlds campaigns to come.

Hopeless Romantic (Minor)
Your character is a hopeless romantic. He believes in love and fairy tales. He dreams of roses and candlelight, walking on the beach at sunset, and dancing in the rain. He knows that somewhere out there is a beautiful princess waiting to be carried off into the sunset. In short, he believes in true love; the eternal bliss that comes from being united with one's soulmate is what he craves most. Your character makes romance into an art form. Unlike lust, romance involves genuine interest and commitment. If your character is alone, he may be searching for true love. If he has a prospective partner, he is always trying to foster or strengthen the relationship. Hopelessly romantic characters earn a Bennie after any scene in which their quest for true love places them at a significant disadvantage.

Lustful (Minor)
Lust is the sin of uncontrolled desire. A lusty individual is driven by a passion for something (usually sex, but it can be a craving for virtually any experience or activity) that he acts upon without consideration for the needs or feelings of others, often in a way that victimizes others. A lusty individual uses any means at his disposal to indulge his desires, from deception to manipulation to acts of violence. Lustful characters earn a Bennie after any scene in which their lust places them at a significant disadvantage.

Obsessive (Minor)
There is something your character likes, loves or is fascinated by to the point where he often disregards common sense to cater to this drive. He reacts positively to anything related to his obsession, even if it's not in his best interests. For example, if he is obsessed with supernatural creatures, he will go out of his way to talk to and befriend vampires, werewolves and stranger things, and find out as much as he can about them, disregarding all warnings. If your character is obsessed with Elvis, he has his house decorated with velvet paintings and annoys his friends with his constant talk about the King. He doesn't necessarily believe that Elvis is still alive, but your character buys every supermarket tabloid that carries an article about him anyway. There are many other obsessions, including British Royalty, guns, knives, football, roleplaying games... you know the type. Obsessive characters earn a Bennie after any scene in which their obsession places them at a significant disadvantage.

Pacifist (Minor/Major)
As per Savage Worlds Deluxe Edition. Pacifistic characters earn a Bennie after any scene in which their pacifism places them at a significant disadvantage.

One Arm (Major), One Eye (Major), One Leg (Major)
As per Savage Worlds Deluxe Edition. Characters with a physical limitation earn a Bennie after any scene in which their disability places them at a significant disadvantage.

Redemption Seeker (Minor)
Not every character has a past clear of misdeeds and accusations. Indeed, some come from very dark places. Your character is one such person, and now wants to redeem himself from a past sin or mistake, real or perceived. Struggling under this burden, your character seeks to make amends, presumably through heroic deeds to absolved him of his guilt. His singleminded quest to prove himself worthy again often blinds him to facts and reason. Characters with a physical limitation earn a Bennie after any scene in which their quest for redemption places them at a significant disadvantage.

Thrill-Seeker (Minor)
Your character likes living life "on the edge" by participating in extreme sports and other activities involving physical risk, such as bungee jumping, parachuting, illegal drag racing, etc. He is an adrenalin junkie, risking himself (and often others) constantly just for the thrill of it. He does not mind endangering his body, as long as it gives him an exhilarating rush. He does not have a death wish, although his actions may cause others to feel that way; for him, it's all about the thrill of the moment. Thrill-seeking characters earn a Bennie after any scene in which their quest for adrenalin places them at a significant disadvantage.

Vengeful
As per Savage Worlds Deluxe Edition. Vengeful characters earn a Bennie after any scene in which the pursuit of vengeance places them at a significant disadvantage.

I'm hopeful that the information found it would prove useful for other Savage Worlds campaigns beyond this one; not just mine but perhaps in some of my readers' games as well. I know that I'll be integrating many of them into my personal collective documents for other campaigns going forward.

Enjoy,
Flynn

Monday, October 15, 2012

Savage Odyssey Prime: New Hindrances, Part One...

Good Afternoon, All:

The core rulebook for Odyssey Prime details an alternate Experience system in Chapter 6. In addition to Teamwork, you choose two different character traits, and you get experience when you've exhibited Teamwork and these two traits over the course of a session. In Savage Worlds, this isn't a viable option. I like the concept of capturing character traits like that, though, and have decided to create a list of Hindrances from which each character must choose at least one. Of course, since I can't give them experience for role-playing, I can give them the next best thing in Savage Worlds, Bennies. While the list below begins a conversion of all of the character traits listed in the core rulebook, there are a few that may not make obvious choices for heroic characters. Still, I kept the questionable traits on the list simply for the opportunities for role-playing that could come from exploring such characters.

Altruistic (Minor)
Altruistic characters puts the welfare of others before his own. By sharing gifts and taking on the role of the Samaritan, they hope to cultivate goodwill in others, and the gifts they give will eventually return to them in their hour of need. Altruistic individuals often help another at the risk of loss or harm to themselves. It isn't enough to share what your character has in abundance. They will make a real sacrifice in terms of time, possessions or energy, and he will risk life and limb to help another. Altruistic characters earn a Bennie after any scene in which their altruism places them at a significant disadvantage.

Ambitious (Minor)
They say that power corrupts, and absolute power corrupts absolutely. Your character may or may not believe that, but he definitely seeks personal power. He is ambitious to an extreme. Anything that can give him more control over others he tries to get, by hook or by crook. Ambitious characters earn a Bennie after any scene in which their ambition places them at a significant disadvantage.

Code of Honor (Major)
As per Savage Worlds Deluxe Edition. Such chivalrous characters earn a Bennie after any scene in which their Code of Honor places them at a significant disadvantage.

Comic Relief (Minor)
Not every character is a hero. Comic relief characters exist for wisecracks, pratfalls, or visual gags. He can be either a prankster or a victim. A character driven to perform comic relief will usually comment on the absurdity of the heroes' situation and make comments that would be inappropriate for a character who is to be taken seriously. Sometimes, characters may use comic relief as a means to irritate others or keep themselves confident. Comic relief characters earn a Bennie after any scene in which their comedic actions place them at a significant disadvantage.

Crusader Mentality (Minor)
Your character is devoted to a cause, which you must specify when selecting this Hindrance. His is a campaign of passion, and he fanatically attempts to convert others, while fighting wholeheartedly for the cause— to the point of martyrdom if necessary. This does not always work out well, as most people are resistant to such conversion efforts. Characters with a crusader mentality earn a Bennie after any scene in which their conversion efforts places them at a significant disadvantage.

Curious (Major)
As per Savage Worlds Deluxe Edition. Curious characters earn a Bennie after any scene in which their curiosity places them at a significant disadvantage.

Emotionally Distraught (Minor)
Your character is prone to emotional distress. Something is always keeping him emotional distraught, whether it is family problems to job-related stress, or even something worse. Sadly, even when one issue becomes resolved, the character will fixate on another. Emotionally distraught characters earn a Bennie after any scene in which their reactions to their current distress places them at a significant disadvantage.

Dark Secret (Minor)
Some terrible secret haunts your character, one that could affect many lives around him, in addition to his own, should it be discovered. He wants to reveal it, but he struggles internally for the best, most gentle way to do so. Characters with a dark secret earn a Bennie after any scene in which their struggle to deal with their revelation places them at a significant disadvantage.

Depressed (Minor)
Your character has suffered a personal misfortune that haunts him. He is visibly troubled, and may not be willing to discuss the event openly. His solemn somberness makes him all "gloom and doom". He experiences little pleasure from almost all activities and life itself. Your character often suffers from feelings of worthlessness, guilt or helplessness regarding the misfortune he has suffered, as well as a general lack of energy. Indeed, he may experience difficulty concentrating, remembering details, and making decisions. Depressed characters earn a Bennie after any scene in which their depression places them at a significant disadvantage.

Diplomatic (Minor)
The character is silky smooth. He seldom handles obstacles and problems (especially hostile confrontations) with brute force but depends on his wits and je ne sais quoi. As such, he is unlikely to take an aggressive action in the first round of any combat, unless he has been personally attacked. Instead, he is more likely to attempt persuasion, intimidation or outright taunting in an effort to resolve a conflict without combat. Diplomatic characters earn a Bennie after any scene in which their diplomacy places them at a significant disadvantage.

Greed (Minor/Major)
As per Savage Worlds Deluxe Edition. Greedy characters earn a Bennie after any scene in which their greed places them at a significant disadvantage.

This was originally a rather lengthy post, but I decided to break it down into two parts. Please enjoy this, and make sure you catch Part Two as my next post.

Enjoy,
Flynn

Monday, June 11, 2012

Isles of the Saharan Sea: Exploring Hexes...

Good Afternoon, All:

The basics of moving around a sandbox setting of islands requires a little bit of attention, so that I know the ground rules by which the players will be operating. I'm taking a cue from Pathfinder's Kingmaker Adventure Path, modified somewhat for a seafaring setting, and converted to Savage Worlds, of course.

Travel Times
Travel Times for ships are based on their Travel Speed rating. A ship with a Travel Speed of 1 covers one regional hex in a day (or one hex every six watches), 2 indicates two hexes in a day (or one hex every three watches), and 3 indicates three hexes in a day (or one hex every two watches).

Note: If a water hex is obstructed by seaweed or excessive debris, such that it is thick enough to hinder ship movement, Travel Speed is halved. If a ship spends time exploring a hex for either standard or hidden sites, then Travel Speed is also halved.

Order of Exploration
Just like in land-based campaigns, characters may explore unknown regions. The order of operations for such efforts should probably occur in the following order of operations:
  1. Entering The Hex: When entering the hex, the characters should become aware of any landmark sites. These are sites that can be seen at a great distance, such as cities, sizable geographic landmarks or minor local weather patterns. The landmark site can be avoided or explored at the explorers' desire. Remember that the World Within is a hollow world scenario, and so there is no horizon to block view of major elements such as severe weather patterns, etc.
  2. Random Encounter Check: The GM should check for Random Encounters upon entering a hex, as well as every six watches spent exploring or "camping" in a given hex. (Survival skill checks may influence the potential for an encounter with such checks.)
  3. Exploring The Hex: If the characters take the time to explore the hex, the characters should automatically become aware of any standard sites. Standard sites are somewhat secluded, but are immediately identifiable when the explorers come within bow shot range, if not sooner.
  4. Searching For Hidden Sites: If the characters succeed in a Notice skill check while searching the hex for hidden sites, they discover any hidden sites that might exist in the hex. Hidden sites are those that are very secluded or hidden, and thus not immediately obvious, even when within bow shot range.

Random Encounter Checks
For random encounter checks, I am currently considering the use the system outlined in Martin Rayla's A Lightweight System for Random Encounters: d10+d10 article on Gnome Stew. In this article, he proposes a simple 2d10 table that, with modifiers, can determine the number of random encounters (if any) that a party might have in a given day. If one or more encounters are called for, I can always use the regional encounter tables to determine what the characters run into, as well as 1d6 roll to determine the Watch in which they occur. For the sake of convenience, I will replicate the table here:

Table: Random Encounter Checks
RollEncounter(s)
15 or lessNone
16-191
20-232
24 or more3

Enjoy,
Flynn

Friday, March 30, 2012

Fantasy Friday: Some Thoughts on Domain Management...

Good Afternoon, All:

For today's Fantasy Friday post, I wanted to take a few minutes to collect some thoughts on domain management. I've recently been reading An Echo Resounding by Sine Nomine Publishing, and that sparked a thought in me to return to the concept of players involved in the original "end game" pursuit of developing lands and acting on a regional scale. I like a lot of the basic approach behind An Echo Resounding. Given that I'm an itinerant rules tinker, and that I'm currently playing Savage Worlds, I can't help but consider how I would approach such an issue. That has sent me in a mad scurry to read other domain management systems, such as Birthright and Kingmaker. Below are some of my initial thoughts:

First, I want a system that's fast and easy to use, particularly for the players. If it's easy for me, too, then that's even better. This pretty much means a system with one action per round (or multiple actions if you are willing to take a penalty to your efforts, in standard Savage Worlds fare.)

Second, I want something that mimics the general way that combat works, or at least how mass combat works, so that it is easy for the players to pick up. The more concept in common with existing rules mechanics, the better.

Third, I want something reasonably generic, so I don't have to generate a list of parts to buy, and add to it every time a player gets a wild idea. If they want a holding or asset that helps with trade, for example, they describe it and then we assign a category (such as Trade) and a rating (such as Medium) to determine how it integrates with the basic framework.

Fourth, I want enough options to provide flavor, but not so many that I drown in them. Too many options leads to Option Paralysis, which stalls the game. That's not good.

Fifth, I want a way that adventuring can integrate into the rules, so that I can replace a specific action with the results of an adventure, if the players decide they want to play something out. Everyone likes to see that their efforts impact the outcome, and that opportunity should be supported by the system I'm creating.

As you can probably guess, I've already got the majority of a system outlined, but not yet formalized. When it is ready, I'll post it here for your thoughts. Still, I thought I'd at least give you some insight into what's recently been bouncing around in my head.

Enjoy Your Weekend,
Flynn

Monday, October 18, 2010

MyD20 Lite: Ability Score Increases...

Good Evening, All:

For a while now, I've been considering whether I wanted to add automatic ability score increases to MyD20 Lite in a manner similar to 3E or Fantasy Concepts. It's not "Old School" rules, but I like having that as an option. On the other hand, it is an added complication.

Then an idea hit me: why not leave it up to the player as another choice they can make? I could create new talents that allow players the opportunity to increase a specific ability score instead of gaining another special ability. I don't know how well it would fly, but I figure that I should at least ask about it here and seek the input of my readers. My initial thought was to limit these talents to any class with a prime attribute in that ability score or race with a minimum required score in that particular ability score. As an exception, I can see allowing humans access to all of the improvement talents, because of their adaptability. I can also see opening Charisma improvement up to all races and classes, simply because it isn't a prime attribute for any of the core classes and it doesn't serve as a minimum requirement for any of the core races.

With that in mind, please feel free to read the six new talent write-ups below, and let me know your thoughts on the matter.

Improved Strength: The character gains a +1 to Strength. This talent allows characters to obtain ability scores over 18, but characters are still restricted by any maximums due to race. This talent can be selected multiple times. Prerequisite: 4th level; Warrior, Human or Orc.

Improved Dexterity: The character gains a +1 to Dexterity. This talent allows characters to obtain ability scores over 18, but characters are still restricted by any maximums due to race. This talent can be selected multiple times. Prerequisite: 4th level; Rogue, Halfling or Human.

Improved Constitution: The character gains a +1 to Constitution. This talent allows characters to obtain ability scores over 18, but characters are still restricted by any maximums due to race. This talent can be selected multiple times. Prerequisite: 4th level; Dwarf or Human.

Improved Intelligence: The character gains a +1 to Intelligence. This talent allows characters to obtain ability scores over 18, but characters are still restricted by any maximums due to race. This talent can be selected multiple times. Prerequisite: 4th level; Mage, Elf or Human.

Improved Wisdom: The character gains a +1 to Wisdom. This talent allows characters to obtain ability scores over 18, but characters are still restricted by any maximums due to race. This talent can be selected multiple times. Prerequisite: 4th level, Priest or Human.

Improved Charisma: The character gains a +1 to Charisma. This talent allows characters to obtain ability scores over 18, but characters are still restricted by any maximums due to race. This talent can be selected multiple times. Prerequisite: 4th level; any race or class.

With Regards,
Flynn

Friday, October 08, 2010

The World Within: The Passage of Time...

Good Evening, All:

In a world where the sun never sets and the passage of time is difficult at best to track, if not impossible, tracking such things can be a challenge to the Referee. The concept of the regular and routine passage of days is thrown out the window when it's perpetually noon outside. Nocturnal races exist in cavern systems below the surface, where the eternal darkness of underground creates much the same problem. Obviously, people will eat when they get hungry, drink when they are thirsty and sleep when they are fatigued. In the World Within, a person's endurance determines their own internal clock, and so that becomes how we will likely track time within the game.

In essence, I think that you can look at a day as six blocks of four hours each. In a regular campaign, characters spend approximately two blocks sleeping, two blocks travelling or working hard before having to worry about fatigue, and two blocks on various and sundry tasks, such as cooking, eating and partying at the local inn or tavern if you happen to be in civilization. If hard labor is twice as difficult as sundry tasks, you could effectively say that most people get six blocks worth of light activity time before they begin to feel fatigue. Performing heavy activity counts twice, so that one block of heavy activity counts as two blocks of light activity. I imagine that a particularly high or low Constitution score would affect the number of blocks of light activity a person can perform before feeling the impact of fatigue, but I have yet to iron out that part of the rules. Fatigue is removed by two blocks of time spent sleeping.

People become hungry after sleeping, and after three blocks of light activity. This gives us a meal after waking, a meal in the middle of a day of travel, and a meal at the end of the day. Remembering the Rule of Three for Survival, it takes three days to die of dehydration. After two days of dehydration, characters begin to suffer 1d6 damage every two blocks of activity, until they become hydrated again or until they die from dehydration damage. It takes three weeks to die of starvation. After two weeks of starvation, characters begin to suffer one hitpoint of damage per six blocks of activity, until they become satiated with food or until they die from starvation damage. If a character has suffered either dehydration or starvation damage, they do not regain hitpoints from rest.

This system is simply my first thoughts on the subject. With this, I simply have to track blocks of time, and let hours roll into days without creating an awareness of time passing that is external to the milieu itself. After a while, time becomes what you make of it, and the perception of its passage will be based on a person's activities. I think it will lend itself well to the flavor of the setting. What do you think? Any suggestions?

With Regards,
Flynn

Wednesday, May 05, 2010

House Rules: Determining NPC Levels...

Good Morning, All:

How do you set the levels of your NPCs? Personally, I tend to base the levels of NPCs on population. Small villages tend to have a maximum of 4th level NPCs, while townships can support up to 7th level characters. Cities typically harbor up to 10th level characters, and you can typically find NPCs of up to 13th level in a thriving metropolis. As a rough rule of thumb, I assume that there are either one or two characters of the highest level in the settlement, and double that for each level down.

Why do I do this? Because I want to create a world where characters, even low level characters, stand out. The smaller the community, the lower level you can be and still stand head and shoulders above your peers. Likewise, in bigger communities, you shouldn't stand out unless you are significantly talented, as there are a much broader selection of talent to compete against when there are more people to choose from. This models my perceptions of the Real World, and I find that this assumption lends itself well to common gaming experiences, making my worlds easier to accept for suspension of disbelief.

For the leaders of a community, I assign character levels manually, so to speak. However, I use the following table when I'm trying to determine the level of a character randomly. I typically cap the results based on the local area, but it is not uncommon to have some high-level NPC in the region to serve as a patron or contact for the party (or to represent the Big Bad Guy's interests). I typically limit results above the cap to only one or two characters per region, though.

Table: NPC Level
d20Level
1-111
12-152
16-173
184
19-20Roll again, add 4 to the result

You can also reflect the relative rarity of a given class by imposing a penalty to the resulting level (treating all results of less than one as 1st level). For example, many campaigns assume that clerics are rarer than fighting-men, and magic-users are rarer than clerics. When determining the level of a cleric NPC, you could subtract one from the generated value above. For a magic-user, subtract two. Doing this also makes such player-characters more accomplished in the setting, because they achieve levels above the locals more readily than their peers. After all, if 7th level magic-users are rarer than 7th level fighting-men, then a magic-user PC will likely get more attention from the community than a fighting-man PC of the same level, for better or for worse.

While I offer this suggestion for Swords & Wizardry, it can be used for almost any level-based game. I've been using it (or a variant thereof) since my AD&D 2nd Edition days, and it has served me well.

Hope This Helps,
Flynn

Friday, April 16, 2010

Swords & Wizardry: Suggested House Rules for Saving Throws...

Good Afternoon, All:

It seems to me that it would be pretty easy to house rule saving throws in Swords & Wizardry to reflect other retroclone and D20 System gaming experiences. I offer the following as a quick rule of thumb for doing so, in case it serves your interests. The key to this approach is simply the use of situational modifiers to the Swords & Wizardry saving throw, based on the circumstances surrounding the saving throw itself.

Labyrinth Lord Style Saves
The first type of saving throws I'll chat about here focus on the old-style saving throw categories from Labyrinth Lord. For this, I'd take a look at Delta's Original Edition Delta rules. Inspired by his suggestions, I would note that you gain the following bonuses, should the circumstances of the saving throw require it:

Clerics
Spells +1
Breath Attacks +0
Petrify or Paralysis +2
Wands +4
Poison or Death +5

Fighting-Men
Spells +0
Breath Attacks +1
Petrify or Paralysis +2
Wands +3
Poison or Death +4

Magic-Users
Spells +2
Breath Attacks +0
Petrify or Paralysis +3
Wands +3
Poison or Death +3

D20 System Style Saves
The second type of saving throws I'll mention here derive from the D20 System. Following the example above, I would note that you gain the following bonuses, should the circumstances of the saving throw require it:

Clerics
Fortitude +2
Will +2

Fighting-Men
Fortitude +2

Magic-Users
Will +2

MyD20 Lite/Fantasy Concepts Style Saves
The last type of saving throws I'll mention here derive from MyD20 Lite and Fantasy Concepts, which in turn were inspired by Star Wars Saga Edition. These use the same categories as the D20 System above, but with a few changes that might be more fitting to your game style:

Clerics
Fortitude +1
Will +2

Fighting-Men
Fortitude +2
Reflex +1

Magic-Users
Reflex +1
Will +2

Hope This Helps,
Flynn