Character Discussion

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Mar 12, 2023 2:06 am
Update: I will hopefully make the first post for the game either tomorrow or the day after. For those of you who are new to Savage Worlds, I will explain mechanics as we go. Likewise, I will explain various elements of the setting as the game progresses.

Let me know if you have any final questions.
Mar 12, 2023 2:32 am
As long as you've given my sheet the final thumbs up, I think I'm all set.
Mar 14, 2023 12:26 am
For those of you who are new to Savage Worlds, this is a short primer that covers the basics of the game. These are the core mechanics. If you are already familiar with SWADE, then consider this a refresher.

These rules represent most of what you need to know to play. I'll cover other mechanics, such as combat, as they come up in the game.


Trait Rolls

In Savage Worlds, "Trait" refers to a Skill or Attribute, so a "Trait roll" is a Skill or Attribute check.

Each Trait has a die value associated with it, which is what you use to make a Trait roll. For example: If you are making a Notice roll, and you have a d8 for Notice, then that's what you roll. Remember to include any modifiers from Edges, Hindrances, or Racial Abilities.

The Wild Die: Trait rolls benefit from what's called a "Wild Die." This is an extra d6 that accompanies every Trait roll. Take the highest of the Trait die or the Wild Die. You do NOT add the Trait die and Wild Die together. For example: To make the above Notice roll, you would roll both a d8 and d6.

If your Trait die and Wild Die are the same value (both a d6), then make sure to roll the Wild Die separately or to somehow distinguish it. The Wild Die ONLY accompanies Trait rolls; it is not used with damage rolls or rolls on tables.

Success: The Target Number for Trait rolls is always 4. A result of 4 or better means success.

Aces: Trait rolls and damage rolls can "Ace." This is when you roll the highest number possible on a die, before modifiers (a 4 on a d4, a 6 on a d6, etc.). When you Ace, you get to roll the die again and add it to the total. You can continue rolling as long as you keep Acing. Any modifiers should be applied after adding up an Aced roll. Both the Trait Die and the Wild Die can Ace.

Note that the Gamers' Plane dice roller will automatically reroll Aces for you. Just remember to check the little box that says "Reroll Aces" when you are about to make a Trait roll.

Raises: Every 4 points over the Target Number is called a "Raise." So if you need a 4 to succeed on a roll, and you get a 12, that counts as two Raises. Raises sometimes provides additional benefits to a roll. For instance, a Raise on an attack roll imparts extra damage.

Critical Failure: Rolling a natural 1 on both the Trait die and the Wild Die is a "Critical Failure," which indicates some additional negative effect beyond a simple failure. Bennies cannot be spent to reroll a Critical Failure.


Bennies

Each of you have three Bennies. Bennies give players some increased agency over the game. Normally, players get three Bennies per session. However, since this game is PbP and not operating by sessions, I will be replenishing Bennies on a "per chapter" basis, as well as awarding them to players for exceptional roleplaying posts or really clever ideas.

A Benny can be cashed in for the following effects:

• REROLL A TRAIT ROLL: Bennies grant a hero a reroll on any Trait roll, and best of all, you get to keep the best total from all your rolls. The only exception is a Critical Failure, which ends the attempt and must be accepted.

• RECOVER FROM BEING SHAKEN: A character who is Shaken can spend a Benny to remove that condition. This is instant and may be done at any time, even interrupting another’s actions if desired.

• SOAK ROLLS: Bennies can be used for rolls to soak damage, which help to prevent Wounds.

• DRAW A NEW ACTION CARD: When the game is in rounds, a character can spend a Benny to get a new Action Card. This occurs after all cards are dealt and Edges or Hindrances like Quick, Level Headed, or Hesitant are resolved. Then players or the GM may spend Bennies for an additional card as many times as they like and take their choice of all their draws. Edges like Quick or Level Headed do not apply to these additional cards drawn with Bennies. This continues until everyone (including the GM) passes. Then the round begins and no further cards may be drawn.

• REROLL DAMAGE: You may spend a Benny to reroll damage. Include any additional dice you may have gained for a raise on the attack roll.

• REGAIN POWER POINTS: A character with an Arcane Background can spend a Benny to regain 5 Power Points.

• INFLUENCE THE STORY: This one is entirely up to the Game Master, who may allow your character to spend a Benny to find an additional clue if you’re stuck, come up with some mundane but needed item, or push a non-player character into being a bit more agreeable.
Mar 15, 2023 1:18 am
One more thing before the game gets going…

When everyone gets a chance, each of you roll 1d54 on the dice roller.
Mar 15, 2023 1:32 am
Deck roll

Rolls

Deck roll - (1d54, RA)

(1) = 1

Mar 15, 2023 1:41 am
@ctme2000

You drew this card from the adventure deck.

I will soon be posting rules for using these cards.

https://i.postimg.cc/c15mLbs6/874921-B9-94-BC-4-F3-C-B623-DB264594-D433.jpg
Mar 15, 2023 1:42 am
Let’s see…

Rolls

Deck roll - (1d54, RA)

(49) = 49

Mar 15, 2023 1:46 am
@Knighthawke

You drew this card from the adventure deck.

https://i.postimg.cc/8P4rCFd4/AD78-A21-A-FB18-4-CB3-A12-D-0-A512740-EAF6.jpg
Mar 15, 2023 1:47 am
Alrighty... let's see what we see.

Rolls

Deck Pull. - (1d54, RA)

(22) = 22

Mar 15, 2023 1:55 am
@MaJunior

You drew this card from the adventure deck.

https://i.postimg.cc/3rSk5M3f/E1-E0-BCB2-B6-C4-4-EFA-A0-A8-8-EB7-D8-A995-A5.jpg
Mar 15, 2023 2:01 am
I'm.guessing that only affects my stuff, right? I can't use it to cause someone else's gun to jam or device to fail?
Mar 15, 2023 2:04 am
MaJunior says:
I'm.guessing that only affects my stuff, right? I can't use it to cause someone else's gun to jam or device to fail?
No, this is something you play on someone else. So if an NPC is trying to shoot you, you could play this card to instantly make his gun jam, etc. Although you could apply it to yourself if you wanted for some reason.

I’ll be posting the rules for how to use these cards shortly.
Mar 15, 2023 2:13 am
I’m ready, coach!

Rolls

Adventure Deck - (1d54, RA)

(11) = 11

Mar 15, 2023 2:16 am
@Morgan_Freemans_Voice

You drew this card from the adventure deck.

https://i.postimg.cc/FRQ9340p/FFAAF506-82-CC-4-C75-9703-FACCE750-BDFA.jpg
Mar 15, 2023 3:03 am
Jesus.Chrysler.Supercar says:
@Knighthawke

You drew this card from the adventure deck.
snip…..
Yeahhhhhhhhhh…. Just what Gareth needed……… yea.. lol
Last edited March 15, 2023 3:37 pm
Mar 15, 2023 4:45 am
Adventure Cards

Because player characters are "The Fated," they benefit from a unique relationship with Fate. This sometimes manifests as a bout of good or bad fortune at just the right moment, or a conspiracy of coincidences that inadvertently works in the character’s favor. Random and improbable occurrences seem drawn to The Fated, making such individuals magnets for weirdness.

This quality is partially represented by the Adventure Deck, which contains cards that provide players with added agency over the game.

Each card has a unique effect. A majority of effects are purely beneficial, though some cards are a mix of good and bad effects (Knighthawke’s "Betrayed!" Card is an example of this). Any negative effects imposed by a card are intended to make the game more interesting rather than punish the character.

Most cards offer mechanical benefits, but others have effects that are more narrative in nature, introducing new plot elements to the game.

Most adventure cards can be played at any time the player chooses. As the GM, however, I reserve the right to veto the use of a card that I feel is disruptive or just wouldn’t make sense. This is primarily in regard to the cards with narrative effects. Alternately, I may allow you to play the card, but delay the narrative effect until a more appropriate time later in the game.

Here are some basic rules for using these cards:

- Each player may only play one adventure card per chapter. Once you use your card, you get to pick a new card at the beginning of the next chapter.

- Cards carry over from chapter to chapter. A player keeps the same card until he uses it.

- A player may choose to discard his current adventure card at the end of the chapter. He may then draw a new card for the following chapter.

- Unless a card specifically says otherwise, most cards can be used on anyone, including other PCs and NPCs. Thus, you can bestow the benefits of a card on another PC, instead of yourself.

- Adventure cards are not always guaranteed to be useful. You may draw a card that doesn’t help to your character at all. For instance, you might draw a card that aids in magic, yet your character isn’t a magic-user. Likewise, you might draw a combat-related card, yet no combat happens that chapter.

- Players are permitted to trade cards with each other. This can happen at any time during the chapter. Feel free to meta-game the crap out of using adventure cards.
Mar 15, 2023 4:56 am
Jesus.Chrysler.Supercar says:
@ctme2000

You drew this card from the adventure deck.

I will soon be posting rules for using these cards.

https://i.postimg.cc/c15mLbs6/874921-B9-94-BC-4-F3-C-B623-DB264594-D433.jpg
Neato!
Mar 15, 2023 7:40 am
Drawing a card

Rolls

Adventure deck - (1d54, RA)

(15) = 15

Mar 15, 2023 7:44 am
@Merivel

You drew this card from the Adventure Deck.

https://i.postimg.cc/T3gCv76F/65-AC8500-F657-40-C6-99-CE-39-BF4-B823212.jpg
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