The Sinister Secret of Saltmarsh (SW)

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Scarab Sages

Pathfinder Lost Omens Subscriber

Greetings,

I've recently been inspired to introduce some of the adventures I grew up playing to a new generation of players who might have missed them, as well as older players who never got the chance. Although I played quite a few during my misspent youth, I have a particularly fond memory of U1, The Sinister Secret of Saltmarsh, the fist adventure published by TSR UK back in 1981. The adventure was fun for a 1st level adventure and offered several locations, a fun mystery, and several RPG tropes that have become legends.

Despite the nostalgia for the adventure, I don't really have any desire to run the adventure using the 1st edition AD&D rules it was written for. My tastes as a gamer have changed, and although I remember AD&D fondly, it's not a game I am dying to play again in a PbP setting. There are just things I enjoy about more recent games that AD&D just can't offer. I also am not particularly interested in running it as a Pathfinder or 5e game, as I prefer something a bit more narrative driven these days.

I would therefore like to run SSS (Sinister Secret of Saltmarsh) using the new SWADE (Savage Worlds Adventure Edtion) rules with some modifications from the old Fantasy Companion to make it feel a bit more like AD&D. I'm fine setting the game in Greyhawk as it was written, as I still love that campaign setting.

I would make some adjustments to the adventure to fill out the parts that haven't aged well or that need some more "interesting tidbits", but mostly I plan to run it largely as written.

Posting Expectations:

I don't like my games to drag. By submitting a character you agree to post at least once a day during the week (M-F), with no posting requirement for weekends. If you plan on being away for more than two days, please let us know in advance. Once I post a GM combat post, you have 24 hours to post your actions (except for weekends), or you will be botted.

Here are the rules of character generation:

Players have until Monday, February 18th to submit their completed characters. If you need help with the Savage Worlds rules, or even just the new Adventure Edition, please feel free to ask here.

Beginning Novice character

CONCEPT
Start with a general idea of what type of character you want to play. If you want to keep with the AD&D theme, pick a concept that generally fits in with one of the classic 1st edition classes: cleric, druid, fighter, paladin, ranger, magic-user, illusionist, thief, assassin, monk, but you aren't limited to these.

RACE
Any of the 1st edition AD&D races: Dwarf, Elf, Gnome, Halfling, Half-elf, Half-orc, Human
I'm still tinkering with the racial abilities, but here's what I have so far (but feel free to make suggestions):

List of Races:
Dwarf

*INFRAVISION: Dwarven eyes are accustomed to the complete blackness of the Underdark, allowing them to detect and “see” heat through their eyes. This halves Illumination penalties when attacking targets that radiate heat.
* REDUCED PACE: Dwarves have short legs compared to most races. Decrease their Pace by 1 and their running die one die type.
* TOUGH: Dwarves are stout and tough. They start with a d6 Vigor instead of a d4. This increases maximum Vigor to d12 + 1.

Elf
* AGILE: Elves are graceful and agile. They start with a d6 in Agility instead of a d4. This increases maximum Agility to d12+1.
* MEAN: Due to their advanced age, elves see other races as children, and can therefore come across as aloof and mean. They receive a -1 on all Persuasion rolls when interacting with races other than their own.
* LOW LIGHT VISION: Elven eyes amplify light. Other races often claim they can see stars in the elves’ eyes. They ignore penalties for Dim and Dark Illumination.

Gnome
* LOW LIGHT VISION: Elven eyes amplify light. Other races often claim they can see stars in the elves’ eyes. They ignore penalties for Dim and Dark Illumination.
* REDUCED PACE: Decrease the character’s Pace by 1 and their running die one die type.
* SIZE −1: Half-folk average only about four feet tall, reducing their Size (and therefore Toughness) by 1.
* TOUGH: Gnomes are preternaturally blessed with great resilience. They start with a d6 Vigor instead of a d4. This increases maximum Vigor to d12 + 1.

Halfling
* LUCK: Half-folk draw one additional Benny per game session.
* REDUCED PACE: Decrease the character’s Pace by 1 and their running die one die type.
* SIZE −1: Half-folk average only about four feet tall, reducing their Size (and therefore Toughness) by 1.
* SPIRITED: Half-folk are generally optimistic beings. They start with a d6 Spirit instead of a d4. This increases their maximum Spirit to d12 + 1.

Half-elf
* HERITAGE: Half-elves may retain the grace of their elven parent or the adaptability of their human ancestry. A half-elf may either start with a free Novice Edge of his choice or a d6 in Agility instead of a d4 (which also increases his Agility maximum to d12 + 1).
* LOW LIGHT VISION: Half-elves ignore penalties for Dim and Dark Illumination.
* OUTSIDER (Minor): Half-elves are never quite comfortable in human or elven society, having a foot in both worlds but never fully standing in either. They subtract 2 from Persuasion rolls with all but others of their kind.

Half-orc
* LOW LIGHT VISION: Half-orc eyes are accustomed to the blackness of the Underdark, allowing them to detect and “see” heat through their eyes. This halves Illumination penalties when attacking targets that radiate heat.
* OUTSIDER (Minor): Half-orcs aren’t trusted by most other civilized races, and so subtract 2 from Persuasion rolls with all but others of their kind.
* STRONG: Half-orcs have some of the strength of their ancestry. They start with a d6 Strength attribute instead of a d4. This increases maximum Strength to d12+1.

Human
* ADAPTABLE: Humans begin play with any Novice Edge of their choosing. They must meet its Requirements as usual.

HINDRANCES
Select up to 4 points of Hindrances (Major are worth 2 points, Minor are 1). For every 2 Hindrance points you take you may: raise an attribute one die type or chose an Edge. For 1 Hindrance point you may take another skill point, or gain 500 silver pieces additional starting funds (see Gear below).

List of Hindrances:
Anemic (minor)
Arrogant (major)
Bad Eyes (minor or major)
Bad Luck (major)
Big Mouth (minor)
Blind (major)
Bloodthirsty (major)
Can't swim (minor)
Cautious (minor)
Clueless (major)
Clumsy (major)
Code of Honor (major)
Curious (major)
Death Wish (minor)
Delusional (minor or major)
Driven (minor or major)
Elderly (major)
Enemy (minor or major)
Greedy (minor or major)
Habit (minor or major)
Hard of Hearing (minor or major)
Heroic (major)
Hesitant (minor)
Illiterate (minor)
Impulsive (major)
Jealous (minor or major)
Loyal (minor)
Mean (minor)
Mild Mannered (minor)
Mute (major)
Obese (minor)
Obligation (minor or major)
One Arm (major)
One Eye (major)
Outsider (minor or major)
Overconfident (major)
Pacifist (minor or major)
Phobia (minor or major)
Poverty (minor)
Quirk (minor)
Ruthless (minor or major)
Secret (minor or major)
Shamed (minor or major)
Slow (minor or major)
Small (minor)
Stubborn (minor)
Suspicious (minor or major)
Thin Skinned (minor or major)
Tongue-tied (major)
Ugly (minor or major)
Vengeful (minor or major)
Vow (minor or major)
Wanted (minor or major)
Yellow (major)
Young (minor or major)

ATTRIBUTES
Agility, Smarts, Spirit, Strength, Vigor

  • Attributes start at d4 (higher for certain races). You have 5 points to distribute among them. Each step costs 1 point.
  • Attributes may not be raised above d12 unless your hero's racial bonus states otherwise.

    SKILLS

  • Athletics, Common Knowledge, Notice, Persuasion, and Stealth are Core Skills and start at d4 for free.
  • You have 12 point to put into skills
  • Each die type costs 1 point up to and equal to the Attribute it is linked to (e.g. Agility for the Fighting skill), then 2 points per die type after that.
    List of Skills:
    Note that everyone receives a free d4 in the skills marked with an asterisk:

    Academics (Smarts)
    *Athletics (Agility)
    Battle (Smarts)
    Boating (Agility)
    *Common Knowledge (Smarts)
    Faith (Spirit)
    Fighting (Agility)
    Focus (Spirit)
    Gambling (Smarts)
    Healing (Smarts)
    Intimidation (Spirit)
    Language (Smarts)
    *Notice (Smarts)
    Occult (Smarts)
    Performance (Spirit)
    *Persuasion (Spirit)
    Repair (Smarts)
    Research (Smarts)
    Riding (Agility)
    Shooting (Agility)
    Spellcasting (Smarts)
    *Stealth (Agility)
    Survival (Smarts)
    Taunt (Smarts)
    Thievery (Agility)

    DERIVED STATISTICS

  • Standard pace is 6", but my be changed by racial abilities, Edges, and Hindrances.
  • Parry is 2 plus half your Fighting skill die.
  • Toughness is 2 plus half of the Vigor die, plus any Armor.

    EDGES

  • Use any leftover Hindrance points to purchase Edges. Each Edge costs 2 Hindrance points.
    List of Edges:
    BACKGROUND EDGES
    Alertness (N, CR 37)
    Ambidextrous (N, CR 37)
    Arcane Background (N, CR 37)
    Arcane Resistance (N, CR 37)
    * Requirements: Novice, Spirit d8+ or Race: dwarf
    Improved Arcane Resistance (N, CR 37)
    Aristocrat (N, CR 37)
    Attractive (N, CR 38)
    * Requirements: Novice, Vigor d6+ or Race: elf
    Very Attractive (N, CR 38)
    Berserk (N, CR 38)
    Brave (N, CR 38)
    Brawny (N, CR 38)
    Brute (N, CR 38)
    Charismatic (N, CR 38)
    Elan (N, CR 39)
    Fame (N, CR 39)
    Fast Healer (N, CR 39)
    Fleet-footed (N, CR 39)
    Linguist (N, CR 40)
    * All non-humans receives this edge for free due to the Multiple Languages setting rule
    Luck (N, CR 40)
    Great Luck (N, CR 40)
    Quick (N, CR 40)
    Rich (N, CR 40)
    Filthy Rich (N, CR 40)

    COMBAT EDGES
    Brawler (N, CR 41)
    Calculating (N, CR 41)
    Dead Shot (N, CR 41)
    Extraction (N, CR 41)
    Feint (N, CR 42)
    First Strike (N, CR 42)
    Free Runner (N, CR 42)
    Hard to Kill (N, CR 42)
    Iron Jaw (N CR 42)
    Martial Artist (N, CR 43)
    Mighty Blow (N, CR 43)
    Nerves of Steel (N, CR 43)
    Improved Nerves of Steel (N, CR 43)
    Steady Hands (N, CR 44)
    Sweep (N, CR 44)
    Trademark Weapon (N, CR 44)
    Two-Fisted (N, CR 44)

    LEADERSHIP EDGES
    Command (N, CR 45)

    POWER EDGES
    New Powers (N, CR 47)
    Power Points (N, CR 47)
    Power Surge (N, CR 47)

    PROFESSIONAL EDGES
    Acrobat (N, CR 48)
    Adept (N, FC 6)
    Artifact Hunter (FC, 6)
    Assassin (N, CR 48)
    Familiar (N, FC 5)
    Investigator (N, CR 48)
    Jack-of-all-Trades (N, CR 48)
    McGyver (N, CR 49)
    Scholar (N, CR 49)
    Soldier (N, CR 49)
    Thief (N, CR 49)
    Wooodsman (N, CR 50)

    SOCIAL EDGES
    Bolster (N, CR 50)
    Common Bond (N, CR 50)
    Connections (N, CR 50)
    Humiliate (N, CR 50)
    Menacing (N, CR 50)
    Provoke (N, CR 50)
    Rabble-Rouser (N, CR 50)
    Reliable (N, CR 51)
    Retort (N, CR 51)
    Streetwise (N, CR 51)
    Strong Willed (N, CR 51)
    Iron Will (N, CR 51)
    Work the Room (N, CR 51)

    WEIRD EDGES
    Beast Bond (N, CR 51)
    Beast Master (N, CR 51)
    Champion (N, CR 52)
    Danger Sense (N, CR 52)
    Healer (N, CR 52)
    Liquid Courage (N, CR 52)
    Scavenger (N, CR 52)

    GEAR

  • Purchase up to $500 worth of equipment. In this game, we'll substitute silver pieces (sp) for dollars.

  • Scarab Sages

    Pathfinder Lost Omens Subscriber

    Changes to Savage Worlds Adventure Edition

    Major changes:
    Core Skills
    Every hero starts with a d4 in five basic abilities: Athletics, Common Knowledge, Notice, Persuasion, and Stealth. A d4 doesn’t mean they’re good at these skills, but they have some basic experience with them.
    MAJOR CHANGES:
    • Charisma was removed from the game.
    • Climbing has been folded into Athletics.
    • Common Knowledge is now its own skill rather than a Smarts roll.
    • Investigation is now Research to make its meaning and usage more clear.
    • Focus is a new skill for the Gifted Arcane Background.
    • Knowledge has been broken down into the skills used in most campaigns. Specifically: Academics, Battle, Electronics, Hacking, Language, Occult, and Science.
    • Lockpicking is now part of Thievery, which also handles pickpocketing, sleight of hand, safecracking, and other roguish tricks.
    • Performance is a new skill.
    • Repair and its use are better defined.
    • Streetwise is now an Edge.
    • Swimming is handled by Athletics.
    • Throwing is covered by Athletics.
    • Tracking is now part of Survival.

    Dark Archive

    WOW! =D

    First off, much respect to you, BO ('wait, is that really her initials? Branding...yep, we'll just go with it') for listing all the little details, like a complete list of Hindrances and skills. Good job! =)

    (Um, uh, with that said, would you mind doing the same for some equipment? I believe armor works differently in SWADE and a brief list might be found helpful. ^_^)

    In a like vein, there are two links useful for SW:
    A brief overview of the rules,and
    a breakdown of non-shooting things you can do in combat.

    While these are no longer dead-on accurate, it's not like SWADE is as different from SW as 4E DnD is from 5E Dnd, it's more like 3.5 to Pathfinder; more similar than different, and most core mechanics are still the same (like Toughness, Parry, and Bennies.)

    With that said, on to character talk!

    I'm feeling anything. I could do an overly-muscled bruiser, but, I've played much SW but have never played an Arcane Mage. If no one does that, I may do that.


    I think I'd like to play a ninja-type, with a single Superpower AB, Bolt, trapped as magically summoned throwing stars. Does the new AB/Superpower work exactly the same as the old one?


    I'll be submitting this character. Should be able to make any changes, and change the background as needed to fit Greyhawk before the weekend is over.

    Scarab Sages

    Pathfinder Lost Omens Subscriber
    ZenFox42 wrote:
    I think I'd like to play a ninja-type, with a single Superpower AB, Bolt, trapped as magically summoned throwing stars. Does the new AB/Superpower work exactly the same as the old one?

    Powers work very similarly to the older edition of SW. I'll list the steps you need to take in the Adventure rules, just in case any conflict with the older ones.

    1) Take one of the Arcane Background Edges (Gifted, Magic, Miracles, or Psionics). SWADE also has Weird Science, but we're not using that for this game as it doesn't fit thematically with AD&D 1st edition IMO. Each edge relies on a different skill for casting. Gifted needs Focus (Spirit), Magic uses Spellcasting (Smarts), Miracles needs Faith (Spirit), and Psionics uses Psionics (Smarts).

    2) Each of the Arcane Backgrounds gives you a different number of starting powers and power points (that power your powers). Zenfox, I'd pick Gifted for you, as that gives access to a single power and 15 power points.

    3) Using powers/casting spells requires you to pick a target that is in range and make an arcane skill roll. A roll of less than 4 means the power doesn't activate. If the roll fails, no power points are spent. Because this is a trait roll, you get to use the Wild die.

    4) You can also use power modifiers to customize the effect of your power. These are selected each time you use the power. Using these modifiers only increases the cost of the spell. Common modifiers include armor piercing, fatigue, glow/shroud, heavy weapon, hinder/hurry, lingering damage, range, and selective. Some powers also have special modifiers that are specific to that power. This makes powers/magic MUCH more versatile compared to AD&D magic.

    5) If the roll succeeds, the power points are spent and the effect happens. Sometimes the target gets a chance to resist it as well. A critical failure on an activation (when you roll a 1 on both the skill die and the Wild die), causes magical Backlash, causing a level of Fatigue.

    6) You recover 5 Power Points per hour of rest.

    7) You can try to pay less than the full cost of an activation, but it increases the difficulty; this is called shorting.

    Scarab Sages

    Pathfinder Lost Omens Subscriber
    Atlas2112 wrote:
    (Um, uh, with that said, would you mind doing the same for some equipment? I believe armor works differently in SWADE and a brief list might be found helpful. ^_^)

    Armor:
    Armor divides into four categories: light leather, tough leather, chain, and plate. You can't afford plate at the beginning, so I won't list that. Each category is divided into several different types of armor that protect different parts of your body. It lists how much armor each piece gives you, what the minimum str to wear it is, how much it weighs, and the cost.

    CLOTH/LIGHT LEATHER
    Heavy winter clothing, supple leather armor, soft hides.

    Jacket (torso, arms)
    Armor: +1
    Min Str: d4
    Weight: 5
    Cost: 20

    Robes (torso, arms, legs)
    Armor: +1
    Min Str: d4
    Weight: 8
    Cost: 30

    Leggings (legs)
    Armor: +1
    Min Str: d4
    Weight: 5
    Cost: 20

    Cap (head)
    Armor: +1
    Min Str: d4
    Weight: 1
    Cost: 5

    THICK LEATHER/TOUGH HIDES
    Boiled leather, cuir bouilli, alligator hides.

    Jacket (torso, arms)
    Armor: +2
    Min Str: d6
    Weight: 8
    Cost: 80

    Leggings (legs)
    Armor: +2
    Min Str: d6
    Weight: 7
    Cost: 40

    Cap (head)
    Armor: +2
    Min Str: d6
    Weight: 1
    Cost: 20

    CHAIN MAIL
    Chain, splint, metal scale, ring mail, samurai armor.

    Shirt (torso, arms)
    Armor: +3
    Min Str: d8
    Weight: 25
    Cost: 300

    Leggings (legs)
    Armor: +3
    Min Str: d8
    Weight: 10
    Cost: 150

    Chain Hood (head)
    Armor: +3
    Min Str: d8
    Weight: 4
    Cost: 25

    Atlas2112 wrote:
    In a like vein, there are two links useful for SW:

    Thanks for including these, Atlas, they are useful.

    Pinnacle Entertainment (the ones who publish SWADE) will eventually publish a conversion guide that will be available for free. It has not been released, AFAIK. You can always check yourself at PEGINC.COM

    Scarab Sages

    Pathfinder Lost Omens Subscriber

    Shields:
    Shields add to a character’s Parry as shown below. Cover subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).
    Medieval shields are Hardness 10 and provide +2 armor should someone attempt to shoot through them (see Obstacles on page 99). While worn, shields can be used to bash for Str+d4 damage.

    Small shields add +1 to Parry, have d4 min Str, weigh 4, and cost 50.

    Medium shields add +2 to Parry, have cover -2, have d6 min Str, weigh 8, and cost 100.

    Large shields add +3 to Parry, have cover -4, have d8 min Str, weigh 12, and cost 200.


    Interested! I should be able to whip up a character in a day or two.

    BTW, I backed the KS for SWADE, and am currently working on a conversion to use Kobold Press' Midgard setting.

    Scarab Sages

    Pathfinder Lost Omens Subscriber

    I will also note that this will be a very sandbox-type adventure, where the PCs are given a lot of leeway in what they are interested in exploring. This means that the PCs need to come up with a good backstory and character profile, as I'd like the adventure to naturally grow out of the PCs' desires and motivations.

    The adventure will begin in media res, with the PCs having been hired by a caravan leader to help guide and protect his shipment through "The Old Dwarf Road", an underground path that leads beneath a mountain range. The PCs have already been underground for over a day, and have a day-and-a-half left to travel through the dark before they emerge near the coastal town of Saltmarsh, where their trade goods will be placed on an ocean-going ship.

    The PCs can either be hired muscle, or perform some other function in the caravan (leading and taking care of the pack animals, cook, etc).


    Interested. Even have an idea for a character. A question for you, GM: How closely are you planning to adhere to the DnD/Pathfinder magic system? I'm thinking about a half-elf ranger/rogue type with a few sorcerous tricks up her sleeve.

    Scarab Sages

    Pathfinder Lost Omens Subscriber
    AdamWarnock wrote:
    Interested. Even have an idea for a character. A question for you, GM: How closely are you planning to adhere to the DnD/Pathfinder magic system? I'm thinking about a half-elf ranger/rogue type with a few sorcerous tricks up her sleeve.

    We'll be using the Savage Worlds Powers rules as written.

    Scarab Sages

    Pathfinder Lost Omens Subscriber

    I've uploaded the lists of Edges, Hindrances, Skills, and Races to a Google doc: Character Creation Resources. This way they're all together, you can find them anytime, and I can update them as needed. Please let me know if you find spelling or other mistakes. I'll also place this link in the Campaign Info tab.


    I'm thinking this might be the god worshiped by Father Silver.
    Mouqol
    Title(s): The Merchant
    Lesser
    Alignment: Neutral
    Portfolio: Trade, Negotiation, Ventures, Appraisal, and Reciprocity
    Domains: Knowledge, Travel, Trickery
    Settings: Greyhawk

    Abraham is of Balkuni heritage, and hails from the capital city of Ket, Lopolla. He was given a list of potential investments, as well as a list of current holdings to investigate near the city of Saltmarsh. He is working under the autority of the Church for this venture.

    He is tall and very broad, with straight black hair, and green eyes. Were it not for the extra flesh on his face he might exhibit high cheekbones and sharp yet handsome features.

    Scarab Sages

    Pathfinder Lost Omens Subscriber
    Abraham Silver wrote:

    I'm thinking this might be the god worshiped by Father Silver.

    Mouqol
    Title(s): The Merchant
    Lesser
    Alignment: Neutral
    Portfolio: Trade, Negotiation, Ventures, Appraisal, and Reciprocity
    Domains: Knowledge, Travel, Trickery
    Settings: Greyhawk

    Abraham is of Balkuni heritage, and hails from the capital city of Ket, Lopolla. He was given a list of potential investments, as well as a list of current holdings to investigate near the city of Saltmarsh. He is working under the autority of the Church for this venture.

    He is tall and very broad, with straight black hair, and green eyes. Were it not for the extra flesh on his face he might exhibit high cheekbones and sharp yet handsome features.

    Sounds like a neat idea. It would make sense that Abraham would know the caravan leader (see my post here). Perhaps he could even be a distant relative, or a friend of a family member. If the caravan leader is Baklunish , that might also explain why he is willing to take such a dangerous route (the Old Dwarf Road) through the Underdark. All the locals have already taken the best trade routes, but a Baklunish merchant, far from home, is forced to choose the riskier options.

    Sczarni

    Hey there, GM BrOp! I hope everything's going well!

    I was pondering on what I want to play, and I had an idea - Bizzle the Gargantuan, Strongman Extraordinnaire, Performer without peer!
    Disclaimer: Is not actually a good performer. Is not actually gargantuan. Is a gnome.

    Sheet, WIP:

    Attributes
    Agility d6
    Smarts d4
    Spirit d4
    Strength d10
    Vigour d8

    Derived
    Toughness
    Edges
    Brawny
    Brute

    Skills
    Fighting d10
    Athletics d10
    Common Knowledge d4
    Notice d4
    Persuasion d4
    Performance d4
    Stealth d8

    Hindrances
    Loyal
    Curious
    Pacifist

    Gear
    Greataxe. Loincloth. Moustache Wax.

    I'll admit, I'm not too experienced with the setting in question, but I'm definitely interested. Although, something I have to ask - would the game be more on the serious side, or on the fun side. I like the idea of the gnomish strongman, but I could play that full blast gnomish strongman, or more serious former circus performer turned adventurer. Just asking now, since I am looking forward to playing a game with you, but I'd want to get the tone right!

    Scarab Sages

    Pathfinder Lost Omens Subscriber
    The Lion Cleric wrote:
    Hey there, GM BrOp! I hope everything's going well!

    Hello yourself. Things are going fine at the moment, thank you.

    The Lion Cleric wrote:
    I'll admit, I'm not too experienced with the setting in question, but I'm definitely interested. Although, something I have to ask - would the game be more on the serious side, or on the fun side. I like the idea of the gnomish strongman, but I could play that full blast gnomish strongman, or more serious former circus performer turned adventurer. Just asking now, since I am looking forward to playing a game with you, but I'd want to get the tone right!

    Don't worry about not knowing the setting well. We will use it to hopefully tell a more interesting story together. As long as it is helping us do that, we will rely on it, but if it gets in our way of telling that interesting story we will ignore it.

    As for the question of tone, I believe that is not something the GM gets to impose on the players. Or I should say, I have found that if the GM tries to impose a particular tone on the players, and they aren't interested in it, the tone, and the GM, will fail. I believe that tone is something we arrive on together; I do my part and you do yours. I may steer the tone in a certain direction, but it's up to you, the players, to adopt or not adopt it. You also add your own tone via your characters and their actions.

    So how does that affect your character? Play him/her however you wish. Games are generally a wide mix of tones that hopefully can mesh to produce something interesting and entertaining.


    Here's my ninja-like character, Moves With Grace :

    Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d8
    Skills: Athletics d8, Common Knowledge d4, Fighting d8, Focus d6, Healing d4, Notice d6, Persuasion d4, Stealth d8
    Hindrances: Code of Honor, Loyal, Obligation (Minor)
    Edges: Arcane Background (Gifted), Martial Artist
    Pace: 6; Parry: 6; Toughness: 6

    Power : Bolt (trapped as summoned throwing stars)
    15 PP
    She has an unarmed damage of Str+d4 and +1 to Fighting while unarmed.

    (Please note : not having access to SWADE, there may be some minor errors in the above.)

    I reserve the right to swap a couple of Attributes and/or Skill values before we start to play.

    Sczarni

    Noted! The Strongnome is a go!

    Scarab Sages

    Pathfinder Lost Omens Subscriber
    ZenFox42 wrote:

    Here's my ninja-like character, Moves With Grace:

    "Moves With Grace", sounds cool. What kind of a background do you imagine for your character? Also, I'm guessing that you're human?

    ZenFox42 wrote:
    Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d8

    I'm guessing that 2 points from Hindrances went into the Attribute bump?

    ZenFox42 wrote:
    Skills: Athletics d8, Common Knowledge d4, Fighting d8, Focus d6, Healing d4, Notice d6, Persuasion d4, Stealth d8

    This looks good. I thought you still had a point to distribute, but then I noticed your Notice skill is above your Smarts, which accounts for the extra point. Good catch!

    ZenFox42 wrote:
    Hindrances: Code of Honor, Loyal, Obligation (Minor)

    Cool. You'll obviously have to come with a code of honor, to whom exactly you are loyal, and what your weekly obligation is.

    ZenFox42 wrote:

    Edges: Arcane Background (Gifted), Martial Artist

    Pace: 6; Parry: 6; Toughness: 6

    These also look good.

    ZenFox42 wrote:

    Power : Bolt (trapped as summoned throwing stars)

    15 PP

    You might want to consider how you got your powers and what the throwing stars are made from. Because the ability is bolt, the stars are physical and not made from pure energy. Where does the matter come from?

    ZenFox42 wrote:
    I reserve the right to swap a couple of Attributes and/or Skill values before we start to play.

    As I have never GMed a Savage Worlds game before, there will be lots of adjusting, don't worry. I'll even allow players to change major parts of their characters once we're a few weeks in, just in case there are aspects which turn out to be less fun than expected.

    Once the players for this game are chosen, I will also allow everyone to adjust skills, edges, and hindrances so that we don't have too much doubling-up. I've found that it's best for everyone when we have a large selection of skills represented in the party.

    Scarab Sages

    Pathfinder Lost Omens Subscriber

    This may be hidden in what I had said earlier, but all non-humans receive the Linguist Edge for free, giving them a d6 in a number of languages equal to her Smarts die. Without skill points in the Language skill, all you speak is "Common".

    Scarab Sages

    Pathfinder Lost Omens Subscriber
    The Lion Cleric wrote:
    Character sheet

    Lion Cleric, here are my specific comments on your character sheet.

    Attributes look good.

    Edges look fine.

    Your hindrances are good, although you'll need to decide where your loyalties lie.

    Scarab Sages

    Pathfinder Lost Omens Subscriber

    I want to let everyone know about Savaged.us. It's an online character creator that lets you store and keep track of your character online. It's updated for the Adventure rules. As practice, I inputted ZenFox's PC submission, Moves With Grace:

    Moves With Grace

    Male Human

    Rank: Novice (0 advancements)
    Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d8
    Pace: 6, Parry: 7, Toughness: 8(2)
    Skills: Athletics: d8, Common Knowledge: d4, Fighting: d8, Focus: d6, Healing: d4, Notice: d6, Persuasion: d4, Stealth: d8

    Hindrances: Code of Honor, Loyal, Obligation (minor, TBA)

    Edges: Arcane Background, Martial Artist

    Armor: Leather Cap (Armor 2), Leather Jacket (Armor 2), Leather Leggings (Armor 2), Small Shield (Armor 0)
    Weapons: Short Sword (Str+d6, Includes cavalry sabers), Unarmed (Natural Attack, Str+d4)
    Wealth: 210sp

    Language: Common (Native)

    Arcane Background: Gifted (SWADE p148)
    Total Powers: 1
    Power Points: 15 / 15
    Powers: Shurikens (Bolt, SWADE p156)
    Abilities

  • Adaptable: Humans begin play with any Novice Edge of their choosing. They must meet its Requirements as usual.
    Books In Use: Savage Worlds: Adventure Edition

    Validity: Character appears valid and optimal

    Created with Savaged.us


  • Pretty good! The only thing I see missing is the +1 to Fighting while unarmed from Martial Artist.

    I will address all the "blanks" you pointed out (like CoH, Loyal, etc.) and her backstory soon, but I did want to say now that I was imagining that while her Bolts *look* like throwing stars, they're actually made of energy. Is that ok?

    I also understand that SWADE has lots of "modifiers" to Powers - is that just one list that applies to all Powers, or does each Power have its own list? Regardless, could you post all the Modifiers to Bolt, so I know what my options are? Thanks!

    Dark Archive

    Alright!

    Character submission from Atlas2112!

    actual character:

    Agility d4, Smarts d10, Spirit d6 [2], Strength d6, Vigor d6

    Skills: Athletics, Common Knowledge, Persuasion, and Stealth d4

    Notice d6

    Sorcery: d10 (4)

    Shooting: d8 (6)

    Hindrances:

    All Thumbs (minor)
    Overconfident (major)
    Quirk [minor]: Relates everything to an event in the past (that may or may not have actually happened.)

    Edges: Arcane Background (Arcane)[human], Power Points +5 [2]

    Pace: 6; Parry: 2; Toughness: 5

    Power : Add/Decrease Attribute / Confusion / Bolt

    Sling 4/8/16 Str+d4 1 10 1

    Sling stones [50]

    Jacket (torso, arms)
    Armor: +2
    Min Str: d6
    Weight: 8
    Cost: 80

    Leggings (legs)
    Armor: +2
    Min Str: d6
    Weight: 7
    Cost: 40

    Cap (head)
    Armor: +2
    Min Str: d6
    Weight: 1
    Cost: 20

    Medium shield: add +2 to Parry, have cover -2, have d6 min Str, weigh 8, and cost 100.

    Backpack

    Flint and steel

    Rope 20"

    228 sp

    Well, I said it was a toss up between bruiser and mage, and since we already have a gnome with a d10 strength (so stereotypical) I went with the old and haggard wizard. (Note: Old and haggard wizard might not actually be old.)

    I was looking -really- hard at taking Fear, but I see that the cleric has it and I didn't wanna step on his schtick.

    Ah, well, to think of what might have been. Someday, Gorn Steelbreaker, someday I'll find a GM to pitch my idea of a half-troll that needs to eat 6 times as much as a normal person but also is able to eat anything organic. Someday I might know the joy of walking into an abandoned dungeon and eating the chair. *sigh*

    Scarab Sages

    Pathfinder Lost Omens Subscriber
    ZenFox42 wrote:
    I will address all the "blanks" you pointed out (like CoH, Loyal, etc.) and her backstory soon, but I did want to say now that I was imagining that while her Bolts *look* like throwing stars, they're actually made of energy. Is that ok?

    Yes, that's fine.

    ZenFox42 wrote:
    I also understand that SWADE has lots of "modifiers" to Powers - is that just one list that applies to all Powers, or does each Power have its own list? Regardless, could you post all the Modifiers to Bolt, so I know what my options are? Thanks!

    There are a number of "generic" modifiers that can apply to all powers. I've added them to the end of the Character Creation document.

    Bolt also has a specific modifier that only applies to it:

    DAMAGE (+2)
    The bolt caused 3d6 (4d6 with a raise).

    Scarab Sages

    Pathfinder Lost Omens Subscriber
    Isagoras the Light wrote:

    Alright!

    Character submission from Atlas2112!

    ** spoiler omitted **

    Isagoras, here are a few corrections to your character sheet:

    We're not using the "All Thumbs" Hindrance for this campaign. There just isn't enough technological equipment to make it a hindrance unless I declare that anything more complicated than a lever is technology.

    The Arcane Background for Wizards is called "Magic", and the Arcane Skill is called "Spellcasting". It's still based on Smarts. Those with the AC get 3 powers and 10 Power Points to play with.

    The "Add/Decrease Attribute" Power is now called "Boost/Lower Trait" and has the following description:
    Rank: Novice
    Power Points: 2
    Range: Smarts
    Duration: 5 (boost); Instant (lower)
    Trappings: Glowing aura, physical change, potions

    This power allows a character to increase or decrease a target’s Trait (attribute or skill).
    Boosting an ally’s Trait increases the selected Trait one die type, or two with a raise.
    Lowering an enemy’s Trait has a Duration of Instant and lowers the selected attribute or skill a die type with success, or two with a raise (to a minimum of d4). A victim automatically tries to shake off the effect with a Spirit roll as a free action at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely.
    Additional castings don’t stack on a single Trait (take the highest), but may affect different Traits.

    I'd get rid of the rope, as it's pushing your total encumbrance to over 40 lbs with the armor, which is your carrying capacity.

    Scarab Sages

    Pathfinder Lost Omens Subscriber
    Abraham Silver wrote:


    Abraham is of Balkuni heritage, and hails from the capital city of Ket, Lopolla. He was given a list of potential investments, as well as a list of current holdings to investigate near the city of Saltmarsh. He is working under the autority of the Church for this venture.

    I just noticed that Abraham has two points left to spend from Hindrances, if I'm adding everything up correctly.

    Also, I'm guessing that you're getting the Obese adjustment from the old rules. Under the SWADE rules, you get the following for Obese: Size increased to +1 (this makes you easier to hit), Toughness increased by +1, Pace reduced by 1, running die reduced to d4, and Str considered one die type lower for the purpose of armor and worn gear. That means you either have to increase your Str to d8 in order to wear your current armor, or exchange it for lighter leather (that only gives you armor of 1).

    Scarab Sages

    Pathfinder Lost Omens Subscriber

    We're about one week from the character submission deadline! Let us know if you're planning on submitting a PC.

    So far we have:

    Isagoras the Light (Played by Atlas2112): a human wizard
    Moves With Grace (Played by ZenFox42): a human ninja
    Bizzle the Gargantuan (Played by Evgeni Genadiev): a gnome strongman
    Father Abraahm Silver (Played by scranford): a Baklunish cleric of Mouqol

    Still lots of room if you care to join us.

    Dark Archive

    1 person marked this as a favorite.
    Branding Opportunity wrote:
    I'd get rid of the rope, as it's pushing your total encumbrance to over 40 lbs with the armor, which is your carrying capacity.

    rant about strength and encumbrance:

    Oh confound! They didn't adjust that in the new version of SW. Confound I say! Does it not strike everyone that a character, wearing strength appropriate armor, has OVER HALF of their encumbrance taken up just in armor?? One does not even have the room left over to take a few needed items for a dungeon! And, I just noticed this, the rope has a weight of 15! For only 10 feet! So leather armor and 50 feet of rope would topple over most characters! Confound!

    I've always thought of Encumbrance as a safe guard against a character carrying ten of everything. "No, you can not carry 47 halberds." "Why not?" "Ummmmm, encumbrance!"
    Okay, so a character can no longer carry 47 halberd, but then why does that mean that a character with average strength can not shoulder some light armor and a backpack of supplies!

    Yes, yes, I realize that Brawny is a thing, but should a feat be needed just to soujourn out into the world?

    In more than one SW game, we came to a agreement to houserule up the load capacity, where base was jumped from x5 to x8, and then Brawny got x12. And that still seemed low!

    I still think that SW is the best RPG rule system out there...I just thought they would have addressed that if they were going for a 2E.

    Alright, dropped the rope and bought a rapier. Will drop All Thumbs and take a much more appropriate Stubborn. ^_^

    Scarab Sages

    Pathfinder Lost Omens Subscriber

    I don't know, have you ever put on a 40 lbs backpack? I would consider that I have a d6 Str and I would be "encumbered" wearing a 40 lbs backpack. Also, being encumbered is not the end of the world. All it does is give you a -2" to Pace, running rolls, Agility and all linked skills and Vigor rolls to resist Fatigue. Plus, if its your backpack that's encumbering you, you can always drop it as a free action on the first round of combat.

    Scarab Sages

    Pathfinder Lost Omens Subscriber
    Atlas2112 wrote:
    Alright, dropped the rope and bought a rapier. Will drop All Thumbs and take a much more appropriate Stubborn. ^_^

    :)


    Branding Opportunity wrote:
    All it does is give you a -2" to Pace, running rolls, Agility and all linked skills and Vigor rolls to resist Fatigue.

    Yeah, but a -2 in Savage Worlds is a BIG DEAL!. It turns a Wild Card's d6 chances of success from a 75% to a 31%! And a d8 from an 81% success to a 48%! And considering that the vast majority of combat Skills are linked to Agility (Fighting, Shooting, Acrobatics, etc.), that's an overall *huge* impact to the character's competence!


    *waves at BrOp*

    Alright, so I never played Savage Worlds, but I am mightily interested in this. I've been fighting with character creation all day, so I'll ask for a bit of help.

    The concept I have in mind is a Baklunish paladin of Al-Akbar (a tie-in with Father Silver would be perfect) who is quite spirited and good with fighty things, but has terrible ADD and people judgement.

    Could I make Fighting a Strength-based skill, instead of Agility?

    Scarab Sages

    Pathfinder Lost Omens Subscriber
    Kittenmancer wrote:

    *waves at BrOp*

    Alright, so I never played Savage Worlds, but I am mightily interested in this. I've been fighting with character creation all day, so I'll ask for a bit of help.

    The concept I have in mind is a Baklunish paladin of Al-Akbar (a tie-in with Father Silver would be perfect) who is quite spirited and good with fighty things, but has terrible ADD and people judgement.

    Could I make Fighting a Strength-based skill, instead of Agility

    AFAIK, there isn't, sorry. Having a d8 in Str to start off with is not bad though. If you want to go for the "Champion" Edge, that requires Spirit of d8 and Fighting of d6, but there are other ways to "getting there". You can hold off on that Edge and other thematic "holy warrior" ones until advancement and make yourself an effective fighter first. Remember that you really are all just Novices at the beginning. You're not supposed to be terribly good at things.

    Scarab Sages

    Pathfinder Lost Omens Subscriber
    ZenFox42 wrote:
    Yeah, but a -2 in Savage Worlds is a BIG DEAL!. It turns a Wild Card's d6 chances of success from a 75% to a 31%! And a d8 from an 81% success to a 48%! And considering that the vast majority of combat Skills are linked to Agility (Fighting, Shooting, Acrobatics, etc.), that's an overall *huge* impact to the character's competence!

    I agree with you that the penalties are too great. What if we houseruled that all the weights are bumped up a die (so that someone with a d4 in Str would not feel the effects until they hit 40 lbs) and that once you're over your "lift weight", you get the movement penalty but you don't get the Agility (and all linked skill) penalties until you hit double that weight. Triple the bumped lift weight would be max.


    Allysen:

    Allysen

    Female Half-Elf (Elven Heritage)

    Description
    A young half-elf of slight build and small stature. She's a quiet person with a wry sense of humor.
    Background
    Allysen has been alone for as long as she can remember. Her life on the streets lasted until she was taken in by Ma Belladonna, a wicked old crone always on the lookout for young children to eat and uses as slaves. Allysen was too scrawny to eat, so work it was and from the time she was about six until she was twelve, she worked almost until she collapsed every day. She escaped after a magical experiment went awry and Allysen found herself blessed with some spark of arcane power as a result. She fled Ma Belladonna and has been on the run ever since.

    The past several years have seen Allysen work all manner of odd jobs, from cooking and cleaning to scouting and fighting. She's added a few scars in those years, but Allysen is nothing if not a fast learner. She is heading to Saltmarsh with a caravan hoping to find better-paying work and a group to travel to one of the bigger cities with.
    Rank: Novice (0 advancements)
    Attributes: Agility d10, Smarts d8, Spirit d4, Strength d6, Vigor d6
    Pace: 6, Parry: 5, Toughness: 5(1), Size: -1
    Skills: Athletics: d8, Common Knowledge: d4, Fighting: d6, Notice: d4, Persuasion: d4, Shooting: d6, Spellcasting: d6, Stealth: d8, Survival: d4, Thievery: d4

    Hindrances: Enemy (major, Ma Belladonna, A wicked ol' witch), Illiterate, Outsider, Small

    Edges: Arcane Background, Elven Heritage

    Armor: Cloth Robes (Armor 1)
    Gear: Backpack (Contains: Bedroll (sleeping bag; winterized), Blanket, Canteen (waterskin), Whetstone), Flint and Steel, Lockpicks
    Weapons: Knife/Dagger (Str+d4), Knife/Dagger (Str+d4), Short Sword (Str+d6, Includes cavalry sabers), Staff (Str+d4, Parry +1, Reach 1, two hands), Unarmed (Natural Attack, Str)
    Wealth: 12 silver

    Language: Common (Native)

    Arcane Background: Magic (SWADE p148)
    Total Powers: 3
    Power Points: 10 / 10
    Powers: Shadow Climber (Wall Walker, SWADE p169-170), The Shade's Brush (Illusion, SWADE p163), Daggers from the Dar (Bolt, SWADE p156)
    Abilities

  • Low Light Vision: Half-elves ignore penalties for Dim and Dark Illumination.

    Books In Use: Savage Worlds: Adventure Edition
    Validity: Character appears valid and optimal

    Created with Savaged.us

  • Scarab Sages

    Pathfinder Lost Omens Subscriber

    Thanks for your submission, AdamWarnock. Note that all non-humans receive the Linguist Edge for free. Also, I think you put one too many points into your Attributes.


    I used two of the points from the Hindrances to add another Attribute point. Also, I figured that Allysen never got an opportunity to learn elven. She spent about a third of her life on the streets, another third as a slave to a mad witch and the last third she's spent traveling with various caravans and learning how to fight courtesy of the school of hard knocks. Not really a lot of time to learn elven or any other language beyond the one used for trade.


    Ok, I think I have something:

    Quresha Shifa

    Female Human

    Rank: Novice (0 advancements)
    Attributes: Agility d4, Smarts d4, Spirit d8, Strength d8, Vigor d8
    Pace: 6, Parry: 7, Toughness: 9(3)
    Skills: Athletics: d6, Common Knowledge: d4, Faith: d8, Fighting: d6, Healing: d6+2, Notice: d4, Persuasion: d6, Stealth: d4

    Hindrances: Big Mouth, Curious, Vow (minor, Search for the Cup and Talisman of Al'Akbar)

    Edges: Arcane Background, Healer

    Armor: Bronze Arm Guards (vambraces) (Armor 3), Bronze Corselet (Armor 3), Bronze Helmet (head) (Armor 3), Bronze Leg Guards (greaves) (Armor 3), Medium Shield (Armor 2;Cover vs Ranged -2)
    Gear: Backpack, Bedroll (sleeping bag; winterized), Canteen (waterskin), First Aid Kit (basic supplies), Shovel, Trail Rations
    Weapons: Spear/Javelin (Str+d6, 3/6/12), Unarmed (Natural Attack, Str)
    Wealth: $0

    Language: Native Language (Native)

    Arcane Background: Miracles (SWADE p148)
    Total Powers: 3
    Power Points: 10 / 10
    Powers: Smite (SWADE p168), Healing (SWADE p162), Protection (SWADE p165-166)
    Abilities


    • Adaptable: Humans begin play with any Novice Edge of their choosing. They must meet its Requirements as usual.

    Sczarni

    Ooh! Positively getting excited for this.

    @GM - is there a wiki or something I could search for some background information? I know I'm playing a non-educated Strongnome, but occasionally describing where the travelling troupe had passed through is something I'd like to do, as well as make a backstory with some colourful characters and the events that led him to not be a performer anymore.

    I've got the sheet on the Savaged web page, I'll upload the stat block tomorrow!

    Scarab Sages

    1 person marked this as a favorite.
    Pathfinder Lost Omens Subscriber
    The Lion Cleric wrote:

    Ooh! Positively getting excited for this.

    @GM - is there a wiki or something I could search for some background information? I know I'm playing a non-educated Strongnome, but occasionally describing where the travelling troupe had passed through is something I'd like to do, as well as make a backstory with some colourful characters and the events that led him to not be a performer anymore.

    I've got the sheet on the Savaged web page, I'll upload the stat block tomorrow!

    There is tons of material on Greyhawk out there spread around various wikis and campaign pages. Our first adventure takes place in southern Keoland near the town of Saltmarsh. This is south of the Dreadwood, just northeast of the Hool Marshes. That should give you enough information to practice your Google-fu.

    I'll be deviating when necessary from Greyhawk canon, however, as I'm more interested in telling our specific story rather than following what someone else laid out 30 years ago. That goes for all of you as well. If you have something you'd like to try, character- or background-wise, just go for it. If it's too outrageous and won't work with what others have come up with, I'll just ask you to scale it back a bit.


    Here's Moves-With-Grace's backstory :

    Backstory:
    MWG grew up in a small village in the mountains, when at a young age a traveling monk saw him throwing throwing stars apparently from thin air. When asked, MWG said they were "shooting stars", and he didn't know no one else could do it. The monk suggested to his parents that he be taken for martial arts training at the monk's monastary, which they agreed to.

    After many years of training, it was time for MWG (that's the name the other monks gave him) who was now a young man, to go on his "soul quest", wandering the lands in search of his true calling. Being naive in the ways of the world, his first few encounters didn't go so well, but he learned quickly, and found employment as a caravan guard, which allowed him to visit many different villages and cities.

    Once, while in-between jobs, he was walking on a road when he was ambushed by bandits. Despite all his training and effort, he was beaten badly and left for dead. A wandering hermit found him, carried him to his home, treated his wounds with herbs, and nursed him back to health. MWG vowed to help the man (named Heirmann) whenever he needed to, as a debt of honor.

    As a result of his travels, MWG has vowed to always help those in need or who can't help themselves, and to be loyal to whoever his companions at the time are.

    Dark Archive

    Occasionally I'll also go on a "soul quest".

    But I prefer mine pan-fried with butter and garlic. =)

    Scarab Sages

    Pathfinder Lost Omens Subscriber
    Isagoras the Light wrote:

    Occasionally I'll also go on a "soul quest".

    But I prefer mine pan-fried with butter and garlic. =)

    Um ... was this in reference to something?

    Dark Archive

    2 people marked this as a favorite.

    Ummmmmmm, for those with less patience than time:

    Here is a map of Greyhawk.

    Here is the Wiki on some nations. ZenFox, since MWG grew up near some mountains, if you're a human, that could put you in the County of Ulek, along the Lortmils Mountains.

    Here is a way whole bunch more betterer list and description of countries.

    Scarab Sages

    Pathfinder Lost Omens Subscriber

    Something which we have not discussed is how we'll be drawing playing cards in this Savage Worlds game. AFAIK, we have two options:

    1) I'll draw them for everyone in combat (to determine initiative) and let you know.

    2) You can join me on a custom Discord channel where I have the Sidekick bot loaded (that has a SW card drawing function) and you can virtually draw cards there yourself.

    I know I have not selected the final players, but unless we get a huge last minute rush of submissions, most (if not all) of you will be playing anyway.

    What do you think?

    Dark Archive

    1)

    Branding Opportunity wrote:
    I agree with you that the penalties are too great. What if we houseruled that all the weights are bumped up a die (so that someone with a d4 in Str would not feel the effects until they hit 40 lbs) and that once you're over your "lift weight", you get the movement penalty but you don't get the Agility (and all linked skill) penalties until you hit double that weight. Triple the bumped lift weight would be max.

    This is...entirely reasonable. =)

    2) Part of Moves With Grace's backstory is that they went on a Soul Quest. It was a play on words on that a "sole" refers to a cut of fish. Homophone. ^_^

    3) For every game I play in, the DM does initiative. This translates to the SW draw, and I'd council that this would fit here, too. Indeed, given the nature of the intrinsic delay in PbP for combat (Player A goes after player B, but Player B can only post at 8pm and Player A posts at 2AM, leading to a possible 36-hour combat round) not only does having the GM draw initiative makes sense, but somge games have the GM make every passive, unavoidable roll (saving throws, etc.) Now, that second part is up for debate, of course, but I roll poorly no matter who holds the dice, so, given the choice, I'd rather fail quickly. =3

    3a) Rule of Two too.

    Scarab Sages

    Pathfinder Lost Omens Subscriber
    Isagoras the Light wrote:
    3) For every game I play in, the DM does initiative. This translates to the SW draw, and I'd council that this would fit here, too. Indeed, given the nature of the intrinsic delay in PbP for combat (Player A goes after player B, but Player B can only post at 8pm and Player A posts at 2AM, leading to a possible 36-hour combat round) not only does having the GM draw initiative makes sense, but somge games have the GM make every passive, unavoidable roll (saving throws, etc.) Now, that second part is up for debate, of course, but I roll poorly no matter who holds the dice, so, given the choice, I'd rather fail quickly. =3

    I will do the same. I also have a rule that if during a combat you don't post within 24 hours of my last large summation post, I will GMPC you. It will thus be important to list what you generally try to do in combat. You don't have to figure that out right away. It can wait until we are a few combats in and you understand your combat role within the group better.


    I'm fine with the GM drawing real cards at home and posting the results.

    Another idea that I've played with for initiative is to break the players into groups separated by the bad guys in initiative order. So if A, B, C, etc. are players, and BG are the bad guys, and the initiative order is :

    F A C BG B D

    I'd ask players A, C, and F to post their actions (in any order), then I post my actions for the bad guys, then I ask players B and D to post their actions (in any order). If B and D post before the bad guys, they may succeed at rolls that they otherwise wouldn't due to wounds or other effects that the bad guys would have had on them.

    Me personally, I like to make my own "reaction" rolls, but if the GM thinks that will slow things down too much, I can live with him rolling them for me.

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