Tribe's Sidekick Rules

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Ndreare
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Tribe's Sidekick Rules

Post by Ndreare »

With house rules open again, lets start talking about this again. I have basically adopted his rules and I know many GM's have considered them. So here we go...











Tribe's Sidekick Rules
Guidelines for the Sidekick Edge
As with any character, Sidekicks are subject to GM approval (and in-game, may be subject to occasional GM control). Avoid game-breaking ability combinations and expect to work with your GM to adapt the character and Sidekick to the expected power levels of a given campaign.

In game terms, Sidekick select a race and Iconic Framework as normal, with the following modifications:
  • Sidekicks receive one less Hero's Journey roll than normal for their Iconic Framework.
  • Sidekicks do not benefit from the site House Rule granting +5 bonus XP to a new character.
  • Sidekicks do not accrue XP separately. Instead, they gain an advance for every two advances the main character earns after starting play (or, in the case of a Sidekick gained later, after the Edge is selected).
  • Sidekicks do not accrue EP, but EP may be spent on them.
  • As Wild Cards, Sidekicks receive Bennies as normal, including whenever a member of the group draws a joker (via the Joker's Wild setting rule).
  • Sidekicks do not draw Adventure Cards
  • Sidekicks count as an additional group member when calculating GM Bennies

Guidelines for the Followers Edge
As a Legendary Edge, Followers are available at character creation due to the Born a Hero setting rule. Followers are subject to GM approval (and in-game, may be subject to occasional GM control). Expect to work with your GM to select Followers adapted to the expected power levels of a given campaign.

In game terms, Followers should be roughly in line with the Soldier presented in Savage Worlds Deluxe, with Rifts appropriate gear. Various entries for Bandits and Soldiers in Savage Foes of North America would be a good starting point. In addition:
  • Followers are Extras and do not select an Iconic Framework.
  • Followers do not roll on the Hero's Journey tables.
  • Followers do not benefit from the site House Rule granting +5 bonus XP to a new character.
  • Followers do not accrue XP separately. Instead, they gain an advance for every three advances the main character earns after starting play (or, in the case of Followers gained later, after the Edge is selected).
  • Followers do not accrue EP, but EP may be spent on them.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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