House Rules

Like any table top game we have some house rules to help things go smoothly. Have a look here to see them. If you have a proposal you can submit it via our House Rules Proposal Forum
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Venatus Vinco
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House Rules

Post by Venatus Vinco »

House Rules

Blood and Guts. Characters can spend Bennies on damage rolls! This will really up the carnage.

Blaze of Glory: Special narrative rules for going out with a bang (TLPG, 120)

Extra Effort. When your back is against the wall and success is a must you can spend a benny to add 1d6 to any Trait roll, this roll can ace. This is an either/or situation: if you choose Extra Effort, you may not Benny to re-roll, and vice-versa. Also, you cannot use Extra Effort to Soak damage, nor may you use it on the Incapacitated chart.

Joker’s Wild. When a player character draws a Joker during combat, he receives his normal +2 bonus to Trait and damage rolls. In addition, all player characters receive a Benny!

„Born a Hero: Ignore Rank requirements for Edges and Powers at character creation.

„„Critical Failures: Bennies cannot be spent on Trait rolls where double 1s are rolled.

Technical Difficulties: Whenever a device suffers a Critical Failure, roll a d6 and consult the Technical Difficulty Table (TLPG, 123).

Quick Combat. Play by play post can be slow but it is also an extremely narrative medium. This is a perfect opportunity to use Pinnacle Entertainment Group’s Quick Quick Combat Rules (Forum Link or Free Download). Not all combat is quick combat, the GM will indicate the type of encounter once combat begins.
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Venatus Vinco
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Re: House Rules

Post by Venatus Vinco »

Quarters

We divide the calendar into four periods per year: January 1 - March 31 / April 1 - June 30 / July 1 - September 30 /October 1 - December 31. For Savage purposes the end of each quarter is when experience (XP) is awarded, Bennies are reset, and post rates are calculated.

Experience Awards. Each quarter, the GM determines whether everyone earned 1 to 3 Experience Points. Total experience points are awarded to players at the end of each quarter.
  • The group accomplished little, 1 Point.
  • The group had more successes than failures, 2 Points.
  • The group succeeded greatly, and their adventure had a significant impact on the overall story, 3 points.
  • This means players should earn 1-3 experience points per quarter, in addition to any bonuses listed below.
Bennies Reset. That’s right reset - even GM awarded bennies. Everyone goes back to 3 bennies. Use ‘em or lose ‘em. No hoarding.

Player Reward System - Savage Worlds Deluxe: At the end of each quarter we also calculate post rates to ensure players are keeping up with the site minimum. This is a simple calculation that takes the number of player posts in the quad divided by 10 weeks (yes we know quarters usually have 12 weeks. This gives you a little wiggle room). There’s even a little extra juice for you if you exceed the minimum.
  • 0.99 or lower = Failure! Up your game.
    1.0 post rate = Success! You met the target number.
    1.01-1.49 post rate = Success with a raise! Receive 1 EP + 1 XP
    1.5 - 1.99 post rate = Success with two raises! Receive 2 EP + 2 XP
    2.00+ post rate = Holy crap! Receive 3 EP +2 XP and a bonus benny for the quarter.

Player Reward System - Savage Worlds Adventure Edition: At the end of each quarter we also calculate post rates to ensure players are keeping up with the site minimum. This is a simple calculation that takes the number of player posts in the quad divided by 10 weeks (yes we know quarters usually have 12 weeks. This gives you a little wiggle room). There’s even a little extra juice for you if you exceed the minimum.
0.99 or lower = Failure! Up your game.
1.0-1.49 post rate = Success! Receive one Advance and 1 EP
1.5 - 1.99 post rate = Success with a raise! Receive one Advance, one Benny for the quarter, and 2 EP
2.00+ post rate = Success with two raises! Receive one Advance, a bonus Benny for the quarter, a Conviction, and 3 EP.


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Re: House Rules

Post by High Command »

Conditional Modifiers to Trait checks: When dealing with bonuses, players should make their rolls unmodified. Then list all possible bonuses beside the final result and total it. If the player is unsure of which modifiers apply, list all he or she thinks could apply, and let the GM total it.

Example: Notice with +2 Visual, +2 Audio, and +2 Olfactory will normally use one or the other.
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Re: House Rules

Post by Venatus Vinco »

GM Ratings

Each quarter players will rate their GM on a scale of 1-10 in a poll posted in the group forums. Criteria are:
- Timely posting
- Quality of Story
- Effective administration

GM Rating Results:
10: You have earned 5 EP.
9: You have earned 4 EP.
8: You have earned 3 EP.
7: You have earned 2 EP.
4-6: You have earned only 1 EP, also, you're on probation.
1-3: Your position is now vacant;
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Re: House Rules

Post by Ndreare »

Deaths & Retirements
Character deaths are a part of adventuring. But they are not the end to adventuring.
  • Death: When your character dies on an adventure you may make a new character with the same earned experience as the character that dies. However, the new character does not benefit from experience awarded from the previous characters Iconic Framework (such as the MARS +20 XP).
  • Retirement: Generally when you retire a character you may replace it with a new character also carrying over earned experience. However, like a character death new character does not benefit from experience awarded from the previous characters Iconic Framework (such as the MARS +20 XP).
  • Exceptions: Role Playing is about cooperative story telling. If a Game Master feels you are changing characters frequently enough to disrupt the adventures or inhibit the enjoyment of others he may chose to decline to award your new character any or all of the previous character’s experience. If you feel you have been wronged in this a PM sent to both your game master and a site administrator can be used to appeal the decision. The administrator’s ruling is final.
  • Patron & Signature Items: Patreon Patron & Signature Item Slots on the player accounts are retained by the player and can be used for the same or another character. (Restricted to no more than one per character.)
  • EP Purchases: Any EP purchases such as additional rolls on tables, still a hero or others are lost with the character and do not carryover.


Note: This is a known deviation from Savage Worlds Deluxe page 47 “Replacement Characters” as the rules as written are punitive to players who already lost their character.
  • 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
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