House Rules

Heroes Never Die

We will be using the setting rule ‘Heroes Never Die’, from Savage Worlds, p. 109.

Characters (and Villains) only die if they chose to do so as part of the story, usually for some dramatic effect. This means some Edges, such as Harder to Kill, may be redundant.

Qualities

“High Quality Characters”, Shark Bytes, Vol. 3, No. 2, http://savagepedia.wikispaces.com/Shark+Bytes

Qualities are a descriptive aspect of a character, with initial qualities based on the character concept (e.g. “Her Majesty’s Finest Cavalry”) and any non-mechanical Hindrances (e.g. “Curious”).

Qualities may be Tapped by spending a bennie and give an additional d6 added to the total (instead of a reroll).

Qualities may also be Provoked by the GM, offering a bennie for complications arising from the aspect; if the players wants to ignore the aspect they must instead pay a bennie.

Retraining

Each time a character gains a level, they may retrain one advance’s worth of previous choice, with a suitable in-game narrative. One advance is an Edge, Stat increase, two Skill increases, etc. This can also be used to remove Hindrances (steam technology is valid as an explanation, e.g. steam-powered arms or legs).

A common example would if a Skill is increased above the linked Stat; if you ever decide to increase a second skill above the Stat, you would retrain to also gain a Stat increase.

Battle Scars

Failure from an Incapacitation roll (p. 77) does not cause a permanent loss (as most effectively add a Hindrance, i.e. are worth the same losing a level). The mechanical effects of the injury last until an appropriate narrative time (at least until healed, usually until the end of the session), after which they become a corresponding Quality (instead of a full Hindrance)

This Quality may then be Provoked by the GM. Example: Roll 3-4 is an Arm injury, equivalent to the One Arm Hindrance; after appropriate surgery the character gets a “Mechanical arm” Quality.

Simplified Encumbrance

Encumbrance is simplified by rounding the load limit and weights to the nearest 10 lbs. The load rating of an item is equal to weight (in lbs) divided by 10, so items weighing 0-4 pounds have rating 0, 5-14 have rating 1, etc. A character’s modified load limit is their strength die divided by 2, e.g. Strength 6 has a load limit of 3 (normally 30 lbs).

Skill Changes

Athletics (Strength): Climbing, Swimming and Throwing are combined into an Athletics skill. To represent specific lack of skill the Quirk hindrance (or Phobia) can be taken, e.g. Quirk (Can’t Swim).

Larceny (Agility): Lockpicking, which already includes disarming traps, is renamed to Larceny, and also includes sleight of hand (such as picking pockets).

Also note the specific list of Knowledge skills in Red Sands and the two supplementary uses: a Knowledge skill can be used to reduce penalties for other skills (1 on a success of 2 on a raise), and can be used to earn income (1d6 pounds on a success, 2d6 pounds on a raise).

House Rules

Section X sgryphon