Editing Savage Sands
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 25: | Line 25: | ||
*Initiative: Initiative in Savage Worlds uses playing cards, which trigger various edges and effects (such as the Joker). We will still draw cards (rather, I'll draw cards and tell you what you get) to determine these effects, but the actual initiative will be using popcorn. First, a PC goes, then an NPC (or group of identical extras), then a PC, etc., and switches back and forth until everyone has gone. This is because, in my experience, it makes play-by-post games go much faster instead of waiting for individual people's turns to come up. People can go when they're available, instead of waiting for both their turn to come up and for them to be available. Note: this was unabashedly stolen from Falkus. Thanks! | *Initiative: Initiative in Savage Worlds uses playing cards, which trigger various edges and effects (such as the Joker). We will still draw cards (rather, I'll draw cards and tell you what you get) to determine these effects, but the actual initiative will be using popcorn. First, a PC goes, then an NPC (or group of identical extras), then a PC, etc., and switches back and forth until everyone has gone. This is because, in my experience, it makes play-by-post games go much faster instead of waiting for individual people's turns to come up. People can go when they're available, instead of waiting for both their turn to come up and for them to be available. Note: this was unabashedly stolen from Falkus. Thanks! | ||
β | *Fully automatic, or semiautomatic guns jam often. Any critical failure when using a gun of this qualification results in a jam, | + | *Fully automatic, or semiautomatic guns jam often. Any critical failure when using a gun of this qualification results in a jam. The severity of said jam is influenced by the rate of fire of the attack used when the jam occurred. When attempting to clear a jam, roll an appropriate skill with an additional penalty of RoF -1. For this reason in addition to easier maintenance, revolvers, lever action rifles, and the like are far more commonplace. Note: this is open to debate if it becomes untenable. |
*Fanatics: In some scenarios, enemy thugs take the damage for their masters. | *Fanatics: In some scenarios, enemy thugs take the damage for their masters. | ||