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, welcome to [SWADE Supers] Invasion: The Resistance [Hiatus]

16:19, 1st May 2024 (GMT+0)

Setting Rules.

Posted by The WatcherFor group 0
The Watcher
GM, 1 post
Mon 5 Sep 2022
at 22:12
  • msg #1

Setting Rules

These are the Setting Rules in play (I call it Gritty 4-Color)
  • Born a Hero (SW) Heroes may ignore the Rank qualifications for Edges during character creation. They must still meet any other Requirements as usual. The usual rules for Rank Requirements apply afterward.
  • Comic Book Combat (SPC)
    • Combined Attacks
    • Knockback
    • Power Stunts
    • Synergy
  • Conviction (SW) Conviction is a special award granted when a character experiences a great victory or catastrophic misfortune. Conviction can be spent to add a d6 to all a character’s Trait and damage totals until the beginning of her next turn. This die can Ace, and its result is added to the final total. Conviction tokens aren’t Bennies and can’t be used as such. They are kept between sessions, however. A character may maintain Conviction from round to round by spending a Benny (at the start of his turn, before it runs out). Once Conviction lapses, however, the effect ends.
  • Creative Combat (SW) Tests make a game even more exciting and memorable. Creative Combat enhances a pulp-style game with additional benefits for those who Test with a raise. A successful Test works as usual, but if a Wild Card character succeeds with a raise while in combat, her foe is not automatically Shaken — she rolls on the Creative Combat table instead.
  • Death & Defeat (SPC) In comic books, heroes and villains are often defeated but seldom perish. This option reflects a more narrative fate for those superpowered individuals who fall in battle. When a hero is Incapacitated by lethal damage, he makes an immediate Vigor roll and checks the results below (don’t use the regular Incapacitation rules in Savage Worlds).
    • CRITICAL FAILURE: The character is not Incapacitated but instead goes out in a Blaze of Glory (see below).
    • FAILURE: The hero is Incapacitated and Defeated (see below).
    • SUCCESS: The character is Incapacitated and Injured. Roll on the Injury Table in Savage Worlds. The Injury goes away once all Wounds are healed.
    • RAISE: The character is Incapacitated, but a Healing roll at −2 gets him up and fighting on the next round (with all his Wounds as usual).
  • Fanatics (SW) When a Wild Card enemy character is hit by a successful attack and the GM thinks it’s appropriate, one of his henchmen, goons, or other allies jumps in front of his master and takes the attack instead.
  • Gritty Damage (SW) Whenever a Wild Card takes a Wound, roll on the Injury Table and apply the results immediately (but roll only once per incident regardless of how many Wounds are actually caused). A hero who takes two Wounds from an attack, for example, rolls once on the Injury Table. Injuries sustained in this way are cured when the Wound is healed. Injuries sustained via Incapacitation may be temporary or permanent as usual. A Shaken character who’s Shaken a second time (from damage) receives a Wound as usual but does not roll on the Injury Table.
  • High Adventure (SW) Characters can spend a Benny to gain the one-time use of a Combat Edge. They have to meet the Rank and any Edge requirements as usual but can ignore Trait requirements. Multiple Bennies can be spent in one round for multiple Edges, either for different effects or in order to meet a needed requirement to gain another Edge.
  • Larger than Life (SPC) Super-powered characters often have faults and responsibilities as great as their incredible powers. They may take one additional Major Hindrance during character creation, and use the additional points normally.
  • Mega Destruction (SPC) Mega Destruction means combat between supers wreaks terrible havoc on the landscape. Anytime a super-powered being is Knocked Back into a building, at least part of it collapses. If a brutish villain hurls a chunk of concrete at a hero and misses, it plows through buses, cars, and entire traffic jams with terrible results.
  • More Skill Points (SW) Thanks to technology and improved education, characters in modern and futuristic settings have 15 skill points at character creation rather than 12. This helps them take Driving, Electronics, and other skills common in the modern world.
  • Never Surrender (SPC) Incapacitated Wild Cards are dealt Action Cards as usual during a fight, though Edges like Quick and Level Headed or Hindrances like Hesitant don’t apply. If dealt a Joker, the fallen hero immediately regains consciousness and returns to the fight Shaken. Wounds and Injuries remain in full effect, but he stabilizes if he was Bleeding Out..
  • No Finishing Moves (SPC) Super heroes and villains are notoriously hard to kill—sometimes you just can’t crack that armor or break that impenetrable skin. If this option is in play, helpless supers are immune to Finishing Moves (attackers still get the Drop on them though).
  • Throwdown (SPC) Dynamic hand-to-hand combat is the bread and butter of comic book characters! Ignore the Unarmed Defender rule that normally gives an attacker armed with a melee weapon +2 to hit an unarmed foe
  • Villainous Conviction (SPC) Villains gain Conviction any time they Incapacitate, or capture an important character (GM’s call, but always includes player characters), accomplish some significant part of their scheme, or undergo a major tragedy or triumph. Villains gain one additional effect when they play Conviction besides the usual d6 bonus to their actions and damage — they become Unstoppable!
  • Wound Cap (SW) Characters can never suffer more than four Wounds in a single hit and therefore never have to Soak more than four wounds either.

This message was last edited by the GM at 22:37, Mon 05 Sept 2022.
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