Difference between revisions of "LS Rules"

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(Combat)
(Dice Mechanics)
 
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Player Picks a Starting Level<br>
 
Player Picks a Starting Level<br>
 
*'''Greenhorn''' = 42 Attribute/Trait Points + 62 Skill Points + 12 Plot Points/Episode
 
*'''Greenhorn''' = 42 Attribute/Trait Points + 62 Skill Points + 12 Plot Points/Episode
*'''Veteran''' = 48 Attribute/Trait Points + 68 Skill Points + 6 Plot Points/Episode
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*'''Veteran''' = 48 Attribute/Trait Points + 4 points of assets + 68 Skill Points + 6 Plot Points/Episode
*'''Big Damn Hero''' = 54 Attribute/Trait Points + 74 Skill Points & 0 Plot Points/Episode
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*'''Big Damn Hero''' = 54 Attribute/Trait Points + 8 points of assets + 74 Skill Points & 0 Plot Points/Episode
 
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Greenhorns lack the skills and training of more seasoned crew, but they have an uncanny luck which seems to carry them through the day.<br>
 
Greenhorns lack the skills and training of more seasoned crew, but they have an uncanny luck which seems to carry them through the day.<br>
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==Dice Mechanics==
 
==Dice Mechanics==
Instead of rolling your dice for skills and in combat, you will have a "Dice Pool" this is the combination of all the numbers you can roll given your dice. During any scene, you get one use of each combination, until you decide to botch (1+1). You can opt to botch at any time, but doing so, has the normal consequences of botching. ''Something bad beyond failing.'' You don't know how long a scene lasts, so a conservative player might want to hold onto a few "good rolls" rather than blow them early. Of course, if a scene before you use them, they are lost when the dice refresh.  Dice from assets and complications work the same. (Although in the latter, it will usually be against you).Plot Point dice will just give the highest score possible, twice the number of plot points you spend. <br>
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You will roll or select your own dice rolls as you like and determine the results of your actions. If you want to roll I will give you enough information to determine your odds. If not, you can just fudge the numbers. Botches in appropriate places are worth Plot Points based on the trouble that they cause.
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If you want your character to "beat the odds" by besting an opponent (or two) despite having worse skills or circumstances, I may require some plot points from you to accomplish that.
 
This will allow players considerable control over the game mechanics, but for the purposes of story telling, this isn't a bad thing. <br>
 
This will allow players considerable control over the game mechanics, but for the purposes of story telling, this isn't a bad thing. <br>
 
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*ex. Jayne shoots Badger with his pistol (Agility d8 (5) + gun d6 (4)) = 10. The next round he decides to moved into some cover 25 feet away and shoot again. This adds a level of complexity to his action, so his shot is with d8 + d4. He already picked the #4 for his skill last round, so he can't use it. He chooses (agility d8 (6) and Gun d4 (3) = 9) for that shot.
 
*ex. Jayne shoots Badger with his pistol (Agility d8 (5) + gun d6 (4)) = 10. The next round he decides to moved into some cover 25 feet away and shoot again. This adds a level of complexity to his action, so his shot is with d8 + d4. He already picked the #4 for his skill last round, so he can't use it. He chooses (agility d8 (6) and Gun d4 (3) = 9) for that shot.
 
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Botching in combat. in addition to any other problems (hitting your allies, shooting yourself, breaking your weapon) you lose your next action and can only dodge.
 
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[[Little Sister]]<br>
 
[[Little Sister]]<br>

Latest revision as of 12:09, 2 January 2011

This game uses the Savage Worlds rules system.

Character Generation[edit]

Level[edit]

Player Picks a Starting Level

  • Greenhorn = 42 Attribute/Trait Points + 62 Skill Points + 12 Plot Points/Episode
  • Veteran = 48 Attribute/Trait Points + 4 points of assets + 68 Skill Points + 6 Plot Points/Episode
  • Big Damn Hero = 54 Attribute/Trait Points + 8 points of assets + 74 Skill Points & 0 Plot Points/Episode


Greenhorns lack the skills and training of more seasoned crew, but they have an uncanny luck which seems to carry them through the day.
Veterans possess skills and training, and invaluable experience that prepares them for the dangers in the Black or on the Rim.
Big Damn Heroes are ready for anything, but years chasing death have worn out most of their luck. Any luck they have, they make for themselves.

Background[edit]

Your home planet type (Core, Border, Rim, Black) grants you background knowledge and a free skill (d4).

  • Core = Knowledge (everyone in the core, rich or poor, has a better than average education).
  • Border = Covert (people on the Border have to go outside the law on occasion just to get the necessities of life)
  • Rim = Survival (people on the Rim are independent and can rely on no one but themselves)
  • Black = Technical Engineering (people born and raised out in the black of space rely on technology for their very survival).

Dice Mechanics[edit]

You will roll or select your own dice rolls as you like and determine the results of your actions. If you want to roll I will give you enough information to determine your odds. If not, you can just fudge the numbers. Botches in appropriate places are worth Plot Points based on the trouble that they cause. If you want your character to "beat the odds" by besting an opponent (or two) despite having worse skills or circumstances, I may require some plot points from you to accomplish that. This will allow players considerable control over the game mechanics, but for the purposes of story telling, this isn't a bad thing.

Combat[edit]

Combat will use a simplified system.

  1. Each round bid for initiative
  2. Lowest bidder declare an action, and announces a dice number.
  3. If it affects another, the affected character announces a number in response.
  4. Repeat step 2 for each character in ascending initiative order. If a character with a higher initiative number wants to intervene, she can.
  5. When everyone has done something, return to step 1 (note a single combat is always a single scene).

Note: An action can be simple or complex, for each element of an action added, subtract one skill die from the dice pool.
The numbers available do not change (except in the upper reaches).
Dodging: These numbers apply to every attack targeting the character, but the character doesn't need to dodge unless attacked. You just get to dodge whenever it happens.

  • ex. Jayne shoots Badger with his pistol (Agility d8 (5) + gun d6 (4)) = 10. The next round he decides to moved into some cover 25 feet away and shoot again. This adds a level of complexity to his action, so his shot is with d8 + d4. He already picked the #4 for his skill last round, so he can't use it. He chooses (agility d8 (6) and Gun d4 (3) = 9) for that shot.


Botching in combat. in addition to any other problems (hitting your allies, shooting yourself, breaking your weapon) you lose your next action and can only dodge.
Little Sister