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Road through the Ruins
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==Play Style and House Rules== [[File:800px-Moabite_Sarcophagus.jpg|right|300px]] ===Style of play=== This is a tough, dark setting which we’d play quite grittily, retaining bennies but with one harsher combat rule (see below) to keep things ‘real’. Character death will be possible and even relatively common, especially at the start. It may be that in the course of the adventure you will switch to playing a new character; either one of the non-wild card extras accompanying the party (elevated to WC status), or a newly minted ally met along the way. There will be one advancement penalty for restarting in this way. Magic exists, but is rare and for this setting/ level should be discrete and low glamour. Powers similar to ‘hedge magic’ or psychic abilities like telepathy might work best. ===Setting/ house rules=== As villagers you start with only 250 Zamoran stars and with the dangerous status of fleeing peasants absent from their assigned village (=Enemy, authorities; major hindrance). As humans you get a free Edge, and the compulsory hindrance will buy you 2 more advancements. Only one major, or two minor extra hindrances can be taken. '''Gritty combat:''' 4 cumulative wounds incapacitate as per present rules, but any single blow inflicting 2 or more wounds (note: two WOUNDS, not just shaken and wound) at once is an insta-kill. '''‘Weapon’ proficiencies''' are needed to use a weapon without a -2 penalty. Each Fighting or Shooting skill die gives you access to two broad classes of weapon, which should be specified by the player. . ‘Simpler’ weapons should usually be selected first, with proficiencies for expensive or exotic weapons added later . So a character with d4 in fighting could specify brawling and clubs. Advancing to d6, they could add spears and swords. A character with a d4 in shooting might be proficient in slings and shortbows. Note that brawling requires its own proficiency. The ability to throw weapons like axes also needs to be listed as a a separate proficiency. The''' Tracking '''skill is absorbed by Survival , but rolled at -2. '''Throwing''' skill is removed and split between Fighting skill, Shooting skill, and Agility attribute as per savagepedia’s House rule 1.1. '''Medium shields''' are counted as giving light cover and '''large shields''' medium cover (presumably for both melee and missile purposes) You can increase your Strength die type by one step when '''using a weapon in two hands'''. [http://westmarchsaga.wikia.com/wiki/Savage_Worlds_Weapons_and_Armor Weapons and Armor list] ===New Edges=== '''Sense Motive.''' allows you to use either notice or persuade to read another’s intentions at +2. '''Low-level magic''' (requires d8 in relevant skill): select a single non-combat skill like notice, repair, or survival. Treat results that give two or more raises as having some slightly preternatural additional effects (e.g. notice with 2 raises means you ‘feel’ the presence of something that might be hidden from plain sight; Repair with 2 raises allows you to ‘heal’ a broken wheel so the break is no longer visible). ===PbP rules=== Daily posting , especially if your character is active and important. Extras, if they are to be active, will be run by players. I am not keen on puppeting absent players, so while I appreciate that sometimes people have stuff on (!), I usually ask that this signals that their character is taking a back-seat for some reason (ill, unsettled, or out of sorts).
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