RolePlay onLine RPoL Logo

, welcome to Hell on Earth: Rigged

07:02, 18th April 2024 (GMT+0)

The Way We Live Now - Setting And House Rules.

Posted by ProspectorFor group 0
Prospector
GM, 2 posts
Tue 28 Aug 2018
at 07:30
  • msg #1

The Way We Live Now - Setting And House Rules

We'll be using the Savage Worlds Deluxe Rules, along with all Hell on Earth: Reloaded material.  If you have something super-fitting from some other SW book, try me and we'll see.

My Hell on Earth vision is pretty bleak and very harsh.  Survival horror is all about slogging through the mud, blood, and pain to get it done.  Combat should be a thing to be feared; loss of resources, threat of injury, death, worse.  But, this is Hell on Earth and so that fighting will also be inevitable.  Thus, I'm picking my Setting Rules with this in mind.  If it doesn't seem to be working, then we'll revisit.

SETTING RULES (Per SW Deluxe)

Blood and Guts - Damage rolls can be benny'd and rerolled!

Gritty Damage - Will post complete rule for reference later.  Summary: Every Wound taken gets a roll on the Injury Table and an immediate effect.  (Never Used this before, feels right here.)

High Adventure - Benny to get a one-time use of any Combat Edge; so long as you meet the Rank and Edge prerequisites.  Trait prerequisites can be ignored for this.

Joker's Wild - Everyone gets a Benny on a Joker!
This message was last edited by the GM at 03:34, Sat 22 Sept 2018.
Prospector
GM, 3 posts
Tue 28 Aug 2018
at 07:56
  • msg #2

Posting Expectations


I will push the game forward at least every other day.  I'll do my best to let you know if I can't meet that.  When there's combat (and there will be), I will push every day.

I expect players to have about the same rate of posting.  Life can, of course, get in the way.  Let me know and we'll sort it out.

Above all, we try to keep moving forward.  Stop swimming and games die.
Prospector
GM, 4 posts
Tue 28 Aug 2018
at 08:18
  • msg #3

Character Creation

All Characters Start at Seasoned This is Hell on Earth.  If you're alive, you're pretty seasoned.

Additional Information for Completed Characters

-I would like some sort of background for your character.  Important dates: the year is currently 2097, summer.  The Harvest and the Battle of Worms happened in 2096.  THe bombs fell on Judgement Day, September 23rd, 2081.  So, to remember much about the world before the bombs, you'd need to be 23 or older.  I don't need everything, but it needs just enough detail that we can both build on.  Including some of the following things...

-What is your character's Home Territory?  If they don't have one, why?  WHere have they been? There will be bonuses for Common Knowledge in your Home Territory, but wanderers can get lesser (but broader) bonuses.

-Where was your character during the Harvest about six months, give or take, back?  What have they been up to since?

-How does your character feel about Mutants?  Any other groups they have any feelings about?

-What's your character's Worst Nightmare?
Prospector
GM, 50 posts
All that Glitters
B:5
Sun 30 Sep 2018
at 21:27
  • msg #4

Chips Ahoy!


We'll be adding in multi-color Fate Chips per Deadlands Reloaded into our Hell on Earth.

-White Chips spend as regular Bennies

-Red Chips can be used as regular Bennies OR to add a d6 to roll's total.  If used to add a d6, GM gets a chip for karmic reasons.

-Blue Chips can be spent as Regular Bennies OR to add a d6 to a roll's total.

When drawing Fate Chips, use the dice roller to roll a d35 for each draw (remember to record each die separately). If a Legend chip is in the pot, roll d36 instead.

 1-20: White Chip
21-30: Red Chip
31-35: Blue Chip
   36: Legend (if available)

Characters are limited to 10 fate chips total. If you have 10 chips, you'll need to either spend some or trade them up before you can get more.

If you're coming up against the limit, you can trade up to create space. You may trade 3 white chips for a red chip, and 3 red chips to get a blue chips. Please PM me or post on the OOC thread if you want to trade some of your chips out.
Prospector
GM, 123 posts
All that Glitters
Wh:3 R:0 B:0
Fri 11 Jan 2019
at 09:52
  • msg #5

Supply Cache

Savage Worlds Adventure Edition included some rules abstractions for Wealth.  Apparently its a fairly common house rule and I can see why!  I want supplies, "stuff", etc to mean something in the game.  Or rather the lack of.  Its a strong part of post-apocalypticness.  Abstracting some of it might make it easier to keep up with and therefore more likely to have an effect. So, let's try....


Supply Rules

Each Character, and the Black Dog, will now have a Supply stat, Supply d6 right now as you all just got Rewarded for the Job.  Supply represents food, water, ammo, trade goods, etc.  All the stuff you need to survive.  It is not a Trait, but acts like one; you get a Wild Die and can spend Bennies on it.  When purchasing from convoys or settlements or somesuch, other modifiers might also be applied based on what is being sought.  Characters can also assist each other with their own Supply, if they want.  You can also gain Supply through Scavenging and through Survival skills.  A success on Scavenging or Survival check nets one Supply die boost.

Now, as long as you have Supply you can reasonably afford to do basic stuff in settlements; basic food, lodging, etc.  You also get your Supply die in Ammunition of whatever kind you like as part of normal "resupply."

If you go below d4 Supply, you are Out.  You got nothing left and are heading for starvation and thirst.  Welcome to Hell.

When to check Supply
-Every Three Days on the Road (Food, Water)
-Each Day of Heavy Physical Exertion (Lots of Fighting, Forced Marches, Etc)
-Truck Supply Check Each Three Days of Travel (Gas/Parts/Wear&Tear)
-When you want to purchase any new major gear
-When you want to purchase more ammo than the basic Supply Die worth
-When you really need emergency medical supplies
-If a Cyborg, to activate the SRU ("meat" and Components)
-Any kind of trying to get something that feels like it should be hard to achieve

What Happens When you Check Supply for Food/Water
Critical Failure - Whatever you had has gone bad, gotten contaminated, leaked out, whatever.  Supply Die drops.  Stretching your supplies, you make hunger/thirst Vigor check at -1
Failure - Short rations.  Supply Die Drops.  Hunger/Thirst Vigor Check.
Success - Enough to eat and drink.  Supply Die Drops.
Raise - You Planned Well.  Enough to Eat and Drink and your Supply stays the same.

What Happens When You Check Supply for Truck
Critical Failure - Out of Gas or Major Breakdown.  Supply Die Drops.  Stuck till repaired/refueled.
Failure - Hard Driven.  Supply Die Drops.  Drive Check.
Success - In for the Long Haul.  Supply Drops.
Raise - Always Carry Spares.  Enough to stay on the road and Supply remains the same.

What Happens When You Check Supply to Trade
Critical Failure - You just can't scrape up enough or they don't want what you have.  Can't try again on that till you Earn.
Failure - Can't afford it OR push your resources, go Out of Supply, and buy it anyway.
Success - You got it!  Drop Supply Die.
Raise - You got it and for a good deal!  Supply die does NOT drop.

What Happens When you Check Supply for Emergency Medical Supplies
Critical Failure - Bad Batch/Contaminated.  -2 to all Heal Check.  Supply Drops.
Failure - Its not working.... No bonus.  Supply Drops.
Success - +2 to Heal Check.  Supply Drops.
Raise -   +2 to Heal Check.  Supply Maintains.
This message was last edited by the GM at 04:23, Sun 07 Mar 2021.
Prospector
GM, 130 posts
All that Glitters
Wh:3 R:0 B:0
Mon 14 Jan 2019
at 06:07
  • msg #6

Suppressing Fire

Adventure Edition has also changed Suppressing Fire! Which, since I always struggled with the old way, I'm glad to try the new version of!

First Big Note: All guns firing the speed of a double action revolver can engage in Suppressive Fire!

Ammo: Uses up 3 times the gun's RoF

Recoil: Incurs Recoil Penalty (-2) regardless of original RoF.

MBT Area of Effect

Roll single Shooting die + Wild Die (RoF comes into play later) with all appropriate modifiers for range//illumination/recoil/etc

Compare result vs. Each target under template modifying for Cover/Dodge/Deflection power/Etc

Success leaves the target Distracted (-2 to Trait Rolls); Raise actually Hits (

Max Casualties:  All targets may be Distracted, but you may only damage a number of targets equal to original RoF
This message was last edited by the GM at 19:07, Fri 25 Jan 2019.
Prospector
GM, 146 posts
All that Glitters
Wh:3 R:0 B:0
Fri 25 Jan 2019
at 19:19
  • msg #7

Support and Test!

Support!
-You can now assist others in combat and out, simply by choosing an appropriate skill, describing how you are using it to help, and (if the GM agrees) rolling it.  Success nets the assisted character a +1, Raise grants +2, and Critical Failure hits the total with a -2.  Multiple assists can be stacked to a max of +4, but all go away after the assisted character's turn ends.

Test
-Tests vs. opponents are now more open.  You choose the Skill to make the test with, the enemy opposes with the Attribute linked to that skill.  Success allows the attacker to make that foe Distracted or Vulnerable, with a Raise the target is Shaken as well.

New State Definitions
-Distracted: -2 to Trait Rolls until following Turn
-Vulnerable : Actions and Attacks made against the Target are +2 until the end of the Target's next turn.
Prospector
GM, 485 posts
All that Glitters
Wh:2 R:1 B:1
Sat 6 Jun 2020
at 17:44
  • msg #8

Support and Test!

Adventure Chase Rules.

If you get a Club on an Action Card, you get a Complication based on the Chase Card you are on.  I will outline what you need to do.

Non-Drivers!  On your Action, you can:

Shoot! - Each Card represents a Range Increment of 5, -2 Unstable Platform -2, -2 Dark (Unless you have the Goggles)

Board! - If your vehicle shares the same Chase Card, you can leap over.  Agility -2 or Hit the Road...  Can be Supported by the Driver of their vehicle

Support! - Describe some way of using a skill to Support your side.  Warning the Driver or keeping up a peppering fire that forces the other driver to deal with it or general enthusiastic cheering

Test! - Describe some way of using a skill to directly hinder the enemy.  Again, peppering them with fire, shouting and challenging them, etc.

Drivers have more options:

Change Position - Free Action for a straight Drive roll, Action gives it a +2.  Move a card per success, two for a Raise.

Evade! - Free Action for a -2/Action for a -4.  Enemies take the penalty to shoot at you, but your people take the penalty to shoot back as you jerk around.

Hold Steady! - Free Action.  No Unstable Platform Penalty!  Enemy shots are at +2

Flee! - 4 cards between you and closest enemy, -4 Driving to Escape.  5 Cards, -2.  6 Cards, 0.

Force! - Push enemy into an obstacle.  Same Chase Card. Opposed Driving. Attacker win, Bump foe.  Raise, foe is a Crit Fail on Driving...

Ram! - Same Card.  Opposed Driving.  Success, Damage Both!
Sign In