Posts in 2022
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Add notes on how to use Furious Magic in Sprawlrunners
Sunday, March 20, 2022 in New
The new supplement Furious Magic has alternative spellcasting rules for Savage Worlds that don’t use Power Points but (IMO) improve on the stock rules for “No Power Points” casting in several ways. Here are some notes on how to use Furious Magic in Sprawlrunners.
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Downtime rules rewritten/clarified
Monday, January 03, 2022 in New
I reshuffled the downtime/wealth die/advancement rules into their own small section, and rewrote a few things to hopefully read more clearly. No rules changes though.
Posts in 2021
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Heat
Saturday, November 20, 2021 in New
Added some kdraft rules for the Heat Die, a simple game mechanic for when the PCs are being actively hunted by forces much larger than themselves.
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Advancement
Monday, September 13, 2021 in New
Added some suggestions (for discussion!) for advancement houserules that we might like to implement rather than considering character retirement when they become very powerful.
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Contacts
Sunday, September 12, 2021 in New
Added some more detailed houserules for using NPC contacts that move the game a little closer to those offered by Shadowrun.
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Power trappings
Thursday, August 05, 2021 in New
Add a draft set of combat magic elemental effect trappings. These rules are only for discussion at this time and are not currently canon.
Also add insulative armour to Vehicle Mods. And clarify that weapon turret mods no longer come with free weapons (this aligns these rules with Foundry.)
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Using Bennies to Influence The Story
Monday, August 02, 2021 in New
Added some formal houserule ideas to describe how players can use Bennies during the game for flashbacks. Also condensed game mechanics for legwork and even whole heists using light modifications to SWADE’s Dramatic Tasks.
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Reduce Mod God Edge requirements
Saturday, April 24, 2021 in New
Reduce the requirement on the Mod God edge from “Repair d10+” to “Repair d8+”. The latter was a bit too high for a secondary skill.
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Guns & the Matrix
Wednesday, April 21, 2021 in New
Add some setting notes clarifying what a “modern” firearm is, in the context of our campaign. Also defined rules for “throwback” guns - ones that have no on-board processing at all, so are unhackable and undetectable on the Matrix, but cost more to acquire and cannot use some accessories.
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Streamline Matrix networks
Tuesday, April 20, 2021 in New
- Dropped PAN/s-PAN/WAN terminology. They’re all just “networks” now. No rules changes from this, it’s just a wording change.
- Changed rule to allow sleaze Hacking versus a network being run by a cyberdeck or dronedeck. However, the owner of the ‘deck can oppose the Hacking roll with Notice; if they get a success, they realise the hack occurred.
- Tiny change to Denial of Service attack modifiers; it’s now the same -2 if the target is in any kind of network, regardless of if that network is controlled by a commlink, cyberdeck, or host.
- Changed tacnet rules. Dropped the “Bennie pool” they used to give, instead:
- at start of combat, one character on the tacnet rolls a Battle test
- Success grants an anti-Bennie
- this can be used to force a re-roll on the opponent’s dice