Setting Rules

GM: Technospawn
Savage High Fantasy
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Technospawn
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Setting Rules

Post by Technospawn »


Savage Realms.

Game starts when full.
War has come to the Silver Marches. Who will answer the call? Who will fight off the massing hordes of Many Arrows. Soldiers, heroes, and mercenaries all have been called. The High Lady of Silverymoon has sent a call far and wide. She needs a group of brave adventures that will tip the balance of the war. The party will help locate lost magics and powerful artifacts. Hopeful it will be in time to turn the tide of war for the orcs and their allies are vast.


The following setting rules will be used for Savage Realms.
Genre: High Fantasy
Setting: SWPF in Forgotten Realms

Hindrances: Blood Thirsty and Vengeful are inappropriate for the style of play desired.


Creative Combat: A raise on a test rolls on the Creative Combat table.
Fanatics: Enemy thugs take the damage for their masters.
Multiple Languages: Characters know half their Smarts die type in different languages at d6.
All in it Together: Players may share normal bennies with each other.
Critical Failures (retrapped Dynamic Backlash)
When a critical failure in combat roll 2d6 and compare to the following table:
  • 2 Catastrophe: Something goes terribly wrong.
  • 3 Backfire: the player hits the worst possible target with a raise.
  • 4-5 Failure: the player loses all actions including movement for the turn and is distracted till the end of their next turn.
  • 6-8 Stunned: the player is stunned.
  • 9-10 Overload: the player hits themselves for 2d6 damage.
  • 11 Fatigue: players suffers 1 point of fatigue
  • 12 Fickle Fate: the player succeeds on his original roll with a raise.

Background Hook (rolling on this table is mandatory, roll 2x)
  1. My sibling lost our family fortune in a game of cards. Now I must make enough money to keep my family from losing the farm, estate, or other major holding.
  2. I was conscripted in the army and have just finished my duty. WIth nowhere to go and limited funds, I am hitting the open road to earn my fortune.
  3. I am the 3rd born of a noble house and I am leaving before my siblings view me as a threat.
  4. My friend (someone else in the party) needs help and I am here for them.
  5. My sibling / friend (someone else in the party) is lost without me and I need to be here to save them.
  6. I am wanted by powerful people and it is time for me to leave town for a while.
  7. I have sworn an oath to serve a lord / church / guild.
  8. I am the greatest swordsman / tracker / wizard / other skill to ever live. I had to leave home because challengers were disrupting our town.
  9. I was brought here against my will, now that I am free, I need purpose.
  10. I am lost.
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
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Technospawn
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Re: Setting Rules

Post by Technospawn »

deleted
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
User avatar
Technospawn
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Joined: Thu Mar 12, 2020 9:28 pm

Re: Setting Rules

Post by Technospawn »

GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
User avatar
Technospawn
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Posts: 598
Joined: Thu Mar 12, 2020 9:28 pm

Re: Setting Rules

Post by Technospawn »

Reboot 4Q2021

Everyone is 7 advances total
All current gear is gone (see below)
Repurchase gear with 1,000 GP
Gear may include minor magic items or special armor and weapons paid for out of the 1,000 GP.

Patrons begin with a Minor Bag of Holding
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
User avatar
Technospawn
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Joined: Thu Mar 12, 2020 9:28 pm

Re: Setting Rules

Post by Technospawn »

Signature Items can have up to 2 enchantments up to 4 points worth per page 210 and 211 of Pathfinder for Savage Worlds PD, or a book item of no more than 6,000 GP.

The bonded heirloom edges are removed.
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
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