| Reknar |
If we are being open about it, Reknar would probably never get involved in any of it, even more so if he ever caught a whiff of Xavier's personality and attitude, which he would surely dislike (cocky SOBs, no thank you).
I am really big on player agency, but this is a game after all, so lets get things going - I'll roll with the punches, and find a reason to get involved. Or not.
As for the rules question, it would be nice to have them pasted in the Campaign info tab.
| GM BrOp |
Please, be open about it, Reknar! :)
We could say Reknar (if both you and Xavier agree) that Xavier could have dropped by Osgood's Smithy to have some work done when he first came to town, so you have a personal connection already. Even if you don't care about Xavier's personality, you can't have anyone harming his masterwork katana. That thing is a one-of-a-kind masterpiece!
Alternately, we could say that you have an established grudge with Smenk's Boys. They do kinda act like they own the town, and NOBODY likes Kullen.
EDIT: No problem, I will post the rules.
| Akhsha |
I’m game. Aksha might have been looking for her acquaintance Crothel. She might be a little…strung out and weirded out by a) her whole life up until now b) having left the nest/“prison” c) looking for a safe
space.
Seeing an unfair fight, and the more numerous side being known “gangsters” (even Aksha would now of them/have seen a few, or their ilk, around) a young lass might get…ornery. And whispered on by crazed spirits, apply herself. Physically.
| Xavier March |
I look forward to proving myself once again against the vile thugs of this one-horse town! Bring them on!
Actually Xavier is scared to death by the number of thugs he is up against...knowing he could only maybe kill one or two before he is overwhelmed
| GM BrOp |
OK, I want to try to finish Crothel and Sumak's vignette before we do the "Beatdown Amongst the Bedding", but if those end up taking a bit longer, we'll squeeze it in before just so we don't lose too much momentum.
| Ragnar Dourstone |
Fun to read along and the summary was very helpful.
Sumak Wildheart
|
I posted. And apparently I am not very intimidating when I am tired. :P
| GM BrOp |
COMBAT RULES
To attack someone in melee, roll your Fighting die plus a Wild die. The Target Number (TN) you're trying to equal or beat is the opponent's Parry score. For missile weapons, use your Shooting die plus a Wild die and the TN is generally 4 (modified by range).
For damage, hand weapons do weapon die + Str die, and for missile weapons it's just weapon die. Because damage rolls are NOT a Trait roll, you don't use the Wild Die for damage rolls. Damage rolls can Ace, however. For every raise you get on the attack roll (ever 4 points over the TN), you roll an extra +1d6 of damage. Bonus die can Ace too!
If the total damage is less than the target's Toughness, there is no game effect. If the damage is equal to or greater than Toughness, he's Shaken. For each raise (4 points) over Toughness, the target takes 1 Wound and is also Shaken. Most Extras can only take 1 Wound before they are Incapacitated (i.e. "taken out"). Wild Cards (including PCs) can take three Wounds and still function, and are Incapacitated when they take a fourth Wound.
Shaken targets are nicked, bruised, and rattled. They may only take free actions, such as moving (including running). At the START of their turn, Shaken characters must attempt to recover from being Shaken by making a successful Spirit roll. This is a Free Action. If they fail, they remain Shaken. If they succeed, they are immediately not Shaken and may act as per normal.
Each Wound a character suffers cause a -1 cumulative penalty to his Pace and all Trait rolls up to -3.
After taking damage but not before applying any Wounds, the defender may spend a Benny to make a Soak roll. This is a Vigor check, with each success and raise reducing the number of Wounds suffered from that attack by one. If the character Soaks all of the Wounds from an attack, he removes his Shaken condition as well (even from a previous source). Characters can't Soak more than once per attack, but may spend Bennies as usual to reroll the Vigor check if they aren't satisfied with the results.
We also have not said this: you may spend a Benny (most of you have 3 of them, Aksha has 2) to reroll ANY Trait roll. I'll talk about how you earn Bennies later, it's enough for now.
| Akhsha |
Thanks for that GM Br0p -
Can you put these Combat rules in a spoiler in the Campaign Tab, if you haven’t already done so?
| GM BrOp |
Thanks for that GM Br0p -
Can you put these Combat rules in a spoiler in the Campaign Tab, if you haven’t already done so?
Already done
| GM BrOp |
Do all the spellcasters have the Power Modifiers that are specific to their powers? I've only listed the "general" ones that apply to (almost) all spells.
Also forgot to mention this for the spellcasters:
DETECT MAGIC
In the magically charged world of Greyhawk, any character with an Arcane Background can sense magical or divine auras within 5” (10 yards), unless they are magically concealed. This is an action.
Detecting magic at a greater range or gaining specific information requires the detect arcana power, which can also be used to reveal items or beings protected by conceal arcana. See detect/conceal arcana on page 181.
Identifying magic items requires a Common Knowledge roll for everyday items like healing potions. More obscure items require an Occult roll.
(crossposted in Campaign Info tab)
| GM BrOp |
Sorry I'm throwing so many rules at you, I hope the constant text walls don't turn you off.
I just thought of something else I should explain:
BENNIES
WHAT DO THEY REPRESENT?
Bennies represent fate, luck, and heroic determination in Savage Pathfinder, and they are meant to be spent! Don't hoard them, use them to keep your hero alive, pull off dramatic moves, or turn a terrible roll into a legendary success.
Here is a breakdown of everything you can spend a Benny on in our game:
-----
1. Rerolls (Trait Checks & Damage)
* Reroll any Trait Roll: Spent a Benny after making any Attribute or Skill check to reroll all your dice (including your Wild Die). You keep the better total. You can spend multiple Bennies on the same check until you get a result you like—though you can never reroll a Critical Failure (snake eyes).
* Reroll Damage: Don't like a weak damage roll on an attack? Spend a Benny to reroll all your damage dice, including any extra bonus dice you got from landing a Raise on your attack roll.
2. Survival & Defense
* Soak Rolls (Negate Wounds): When your character takes damage that would inflict one or more Wounds, you can instantly spend a Benny to roll Vigor (a "Soak roll"). Every success and Raise on that Vigor check cancels 1 Wound from that attack. If you soak all incoming Wounds from the attack, you also instantly eliminate the Shaken condition!
* Instantly Recover from Shaken: If you are Shaken, you can spend a Benny at any time (even during another character's or enemy's turn) to immediately remove Shaken and act normally.
3. Arcane & Special Abilities
* Recover Power Points: If your hero has an Arcane Background, Mystic Powers, or any ability with a Power Point pool, you can spend a Benny as a free action to immediately regain 5 Power Points.
* Special Edge Triggers: Certain Edges allow unique Bennie uses—such as "Common Bond" (giving your Bennies to a party member), "Elan" (+2 to Trait rerolls), "Beast Bond" (spending Bennies for your animal companion), or using specialized spellbooks to cast unlearned spells.
4. Initiative & Story Influence
* Draw a New Action Card: During tactical rounds, if you don't like the Action Card you were dealt for initiative, you can spend a Benny to draw an extra card. You can do this multiple times and pick whichever card you prefer from your hand.
* Influence the Story: You can ask to spend a Benny to introduce a small, helpful narrative detail—such as remembering you packed a minor mundane item (like a compass or length of rope), finding a subtle clue when the party is stuck, or nudging an NPC into being slightly more open or cooperative.
-----
HOW TO EARN BENNIES IN-GAME
* Playing Your Hindrances: Whenever you lean into your character’s flaws, bad habits, or strict codes—especially when it makes your life harder, causes trouble, or throws you into a tight spot—I’m tossing you a Benny. If your "Loyal" hero stays behind to cover an escape, your "Arrogant" warrior refuses to yield to a bully, or your "Curious" scout opens an ominous door despite the bad, bad feeling, you get rewarded for great role-playing.
* Clever Tactics & Big Discoveries: When you come up with an imaginative solution to a tricky problem, pull off a clever tactical maneuver using the environment, or piece together clues to uncover a vital secret, you earn a Benny.
* Heroism & Dramatic Sacrifices: High-stakes bravery and selflessness will always get recognized. If you jump in front of a blow meant for an ally or take a massive, cinematic risk to turn the tide of battle, expect a Benny.
* Game Atmosphere & Great Role-play: If you deliver an incredible in-character monologue, make a very funny joke, or hit a poignant emotional note that captivates the room, you get a Benny for bringing awesome energy to the game.
* Joker’s Wild: Anytime any player draws a Joker on their initiative card during combat, everyone at the table immediately gains 1 free Benny!
Normally, in a regular game, your Bennies reset at the beginning of every gaming session to your default (3 for most of you). Since we don't have separate sessions, I will forgo the reset rule completely and just award bennies more often. Also, there is no maximum number of bennies you can have at one time.
Cross-posted in Campaign Info tab.
| Ragnar Dourstone |
This is all really useful
| Akhsha |
Heh, I’m not really into Bennies and won’t be using them - I don’t use “Hero Points” in PF2 either.
| GM BrOp |
Heh, I’m not really into Bennies and won’t be using them - I don’t use “Hero Points” in PF2 either.
Noted.
| GM BrOp |
OK, I am about to set up the fight amongst the laundry behind the Emporium for all of you to get to know one another, but in order to place you there I need to know: what the heck are you doing behind the Emporium? Feel free to come up with any any possible reason, but if you're stumped, here are a few suggestions:
* You're walking through town and this happens to be a shortcut.
* You're meeting somebody there. Perhaps another PC, or you are meeting an NPC for a clandestine purchase, or you're friends with someone who works there and you're meeting them on a break/during time off?
* You're walking through the back alleys becomes you are avoiding the main roads? Why are you avoiding them?
* You're just taking a recreational walk around town.
* Do you work there? If so, what are you doing?
* You hear someone yelling behind the Emporium (which will be the beginning of the encounter) and decide to investigate.
These ideas are obviously very generic and not tailored to your PC, so feel free to come up with something better, or specify one I suggested.
Once you have picked something (and this includes Sumak, even though we haven't totally finished your vignette), please make a short post in the IC thread stating what the heck you are doing behind the Emporium.
I will set this encounter on the morning of the 4th of Reaping, the day after the last person finishes their vignette. If there is something you wanted to do before then, feel free to post that action as well and I will respond if it's something you need my input on.
In case you want to incorporate the environment, the 4th is looking like it will be another hot, muggy day with lows just before dawn around 72 degrees Fahrenheit (22 degrees Celsius) and highs around 93 degrees F (34 degrees C). There's a a bit of a wind, but nothing really refreshing (as it's off the lake), although judging from the clouds it looks like there might be a thunderstorm later in the afternoon. Until the afternoon wind picks up, the combination of lake fog, coal dust, and sulfur smoke gives a −1 penalty on vision-based Notice checks at ranges beyond 20 yards in the lower town.
Sumak Wildheart
|
Sumak takes the back roads to avoid all the angry looks he gets around town for being a scary half orc.
| Crothel Rodern |
Since Crothel works at the Emporium, he'll be hanging laundry on the lines, like he did the day before. And probably does almost everyday.