Wednesday, October 12, 2011

First Set of Savage World House Rules

Added Trait - Fate/Destiny/Luck
Wild Die is set off of this trait. 
A one on the Wild Die is always a sort of misfortune, if other dice cause the action to succeed, you still succeed, just with an unlucky side effect. 

Draw your Fate
Draw one card from a deck of cards per trait
Clubs - d6, Diamonds - d8, Hearts - d10, Spades - d12, Joker - d8 max d12+2

Skill Modification
Reduce Starting Number of Skills to 10 (from 15)
Adding skill selections.  - Long description forthcoming.

Skills no longer have a die type, nor a source trait.

Attempting a task without a relatable skill results in a -2 penalty to the roll.

Training in a skill gives you proficiency and removes the penalty.
At each additional rank you may increase your proficiency with an advance, increased proficiency gives you an extra die rolled, but not kept, of the appropriate die type for the check.

Experience/Bennies
Bennies system stays the same at the core but there are two  additional types of bennies. In addition, bennies are utilized to calculate Experience earned at the end of a session.  You start each session with 3 Lesser Bennies.  Greater bennies are earned for completing important events, like side quests, and do not have to be cashed in at the end of a session, but are cashed in at the end of the story.  Legendary Bennies are rewarded for taking major in character risks, playing heavily into your hindrances, and adding flavor and depth to the game.  Legendary Bennies never have to be cashed in.

Lesser - Reroll, Remove Shaken, or Roll Soak 1 Xp
Greater - Add 1d6 to a roll, before the roll is made, or Remove one Wound (Even Incapacitated) 3 Xp
Legendary - Take an additional action on a second initiative, Cheat Death 5 XP
My project is on its way once more.  I've been in wait for obtaining the most recent edition of Savage Worlds to start off from.  Why wait for another's system to create my own?  

To begin play-testing each mechanic that I add, I need a core system to work off of. Not to mention Savage Worlds is a wonderful system with a large amount of resources to draw upon.

Many of the previous systems mentioned on here transition quite simply.

Saturday, April 23, 2011

Tools of the Trade

To be Detailed out further later.

Instead of shaping up every possible weapon and accessory, a point based table to build up custom weapons to fit the player's need.

It's Not Just What You Know.

Sub Stats exist that represent the availability of Contacts and Supplies.

Knowing the right person or being able to get the right item is treated similar to an attribute check. The TN is set by the Narrator in reference to how hard the item or person would be to find.

Threat Scale

Threat Scale adjusts the health system to represent the difficulty or severity of the scene. It is set at the start of a scene, but it can change mid scene.

Standard Threat - Number of Endurance Points per Wound Box

High Threat - Damage Directly to Wound Boxes

Death Threat - Failed skill challenges can result in immediate death.

Tokens of Fate

Three types of tokens are issued out both at the start of each session and as rewards during the story.

Minor - A number of these are issued out at the start of each session. The number is based upon the characters Fate attribute. Minor Tokens may be expended to add one kept die to any roll.

Major - One major token is issued out at the start of each session. This token may be expended to take an additional action in a round, or take your action out of turn.

Legendary - These tokens are only awarded out by the Narrator. A Legendary token may be spent to complete a major game altering action, automatically succeed a roll, or alter something about the current scene.

Friday, April 22, 2011

Open Source Skills

The standard gaming skill system is a set of limiters defining available actions. For the purposes of my current project, I find this lacking.

All skills are rated on a 1-10 scale. These skills add a number dice rolled to the dice pool for appropriate checks. Skills are defined by the player, the more focused the skill the better the trait options.
Ex. Firearms, Small Arms, Hand Guns, Revolvers
Engineering, Electrical Engineering, Computer Construction

Skill Traits
Every 3 ranks in a skill the player may select a trait. These traits are short phrases that define a special ability or aptitude relating to the skill.

Ex. Firearms - Immaculate Gun Care; Hand Guns - Always Has a Concealed Gun; Revolvers - I Drew First