Tag: rules

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  • Character Creation

    New characters start at the "Street Soldiers" power level, with 10,000 Cr in augments and 10,000 Cr in other gear. Start with Lifestyle -3 and one Savings mark per full 350 Cr remaining from your "other gear" funds. (If you take Rich or Filthy Rich ( …

  • Combat

    As per Interface Zero 1 setting rules, characters may not spend bennies to Soak. The Interface Zero 1 "Gritty Damage" setting rules are replaced with/superseded by the "Gritty Damage" setting rules on page 94 of the Savage Worlds Deluxe core rulebook.

  • Equipment Changes

    h4. *Armor* Rather than using the armor weights in the published equipment lists, armor has a base weight of 1 SI per point of Armor for full-body protection. This is reduced by 25% for leaving Arms or Legs unprotected, or by 50% for Torso-only armor. …

  • Motivations

    Every Wild Card character should have a list of three Motivations. These are causes, ideologies, or goals that the character has strong beliefs about, either for or against them. Motivations that the character supports are marked with a +, such as + …

  • Simplified Encumbrance System

    Rather than tracking the exact weights of each item, we are using a system based on Significant Items (SI). h3. Carrying Capacity Each character has two inventory lists, a "Ready Inventory" and a "Pack Inventory": * *Ready Inventory* ** Holds a …

  • Weapon Licensing

    For licensing purposes, weapons and armor are divided into five Categories (examples of items in each can be found at the bottom of the page): *Category 1: Unrestricted* *Category 2: Civilian* *Category 3: Paramilitary* *Category 4: Military* * …

  • Wealth System

    Rather than tracking each decicredit, we are using a modified version of the EABA money rules. h4. Streamlined Version The Streamlined Version is suitable for characters who do are living solely on job income _or_ their savings. Characters who have …

  • Faction Operations

    _The following is adapted from the "Groups and Enclaves" chapter, beginning on p.115 of "Other Dust.":http://rpg.drivethrustuff.com/product/103502/Other-Dust_ h4. Faction Traits Like regular characters, each faction is defined by five Traits: |_. …

  • Malmart HyperMart

    h3. Firearms |_. Name|_. Range|_. Damage|_. AP|_. ROF|_. Ammo|_. Cost|_. SI|_. Class|_. Notes| |[[AAK-94]]|4/8/16|2d8+1|2|3|30|+1|2|3|Min Str d8| |[[BK-616]]|4/8/16|2d8|1|4|60|+6|2|3|Min Str d6, [[Multi-Optic Scope]], [[Smartlink]]| |[[Enkidu Tazer …

  • House Rules

    [[Abstract Ammunition Tracking | Abstract Ammunition Tracking]] [[Character Creation | Character Creation]] [[Combat | Combat]] [[Equipment Changes | Equipment Changes]] [[Simplified Encumbrance System | Simplified Encumbrance System]] [[Weapon …

  • Weapon Templates

    h3. Assault Rifle Template |Modern Firearm Template|+9|| |Medium Range (96")|-5|| |Gestures: Two hands|+3|| |Autofire + Autoburst|-2|+2| |_. Total|_. +5|_. +2| h3. Modern Firearm Template |Template as EG3 p. 2|+7|| |Reload in 4 seconds|+1|| …

  • Accessory Templates

    h3. Weapon Accessory Template |Range: Self|+4| |Duration: Continuous|-4| |Effect Duration: Range-Limited|+2| |Enhancement: Full-Power Only|+1| |Dependency: Base weapon, physical|+1| |Gestures: One hand|+1| |Gadget: Obvious|+2| |Gadget: Carried|+ …

  • Wealth system

    So, then, how does the EABA wealth system work? I’m glad you asked… Characters have three numbers related to their financial situation: Lifestyle, Savings, and Investments. Lifestyle and Investments are EABA “money levels”, which you can find …