I’m a big fan of Role Playing Games, as anyone who is probably reading this blog already knows. Since I GM a lot and have to make rules calls, I’ve decided to collect most, if not all, of my notes on such things here.
By replacing “Sanity” with “Treason” and “Mythos Activity” with “Commie Mutant Traitors” I think the Cthulhu Dark rules make a fantastic way to run a rules-light version of Paranoia. I have even created a random Troubleshooter generator that spits out a six-pack of troubleshooters at a go.
Overland Travel, walking or riding
Travelling long distances is generally best done by train, car, airplane or steam wagon but if none of those solutions is available, or none of them go to where you need to be, you might have to hoof-it. A healthy person can average about 3 miles an hour over normal terrain without much risk of tiring while a horse can get up to 6 miles per hour with a rider. Make a Vigor check after 10 hours of travel, failing gains the traveller, or his horse, a Fatigue level.
Running can double those speeds, 6 miles per hour for a person and 12 for a horse, but the runner has to pass a Vigor check each hour or gain a Fatigue level
Sprinting doesn’t last long enough to make a difference in overland travel.
Fatigue levels gained from overland travel are regained at the rate of one per 8 hours of rest.
A traveller with Pace lower than average for their species (6 for human, 10 for horses) loses 1 mph of overland travel speed per 2 points of reduced pace, assuming they still retain the ability and inclination to move at all.
Dynamite: The new rules for dynamite from the second edition of Deadlands Reloaded provide something that I feel is missing in the existing combat options, an easily man-portable Heavy Weapon. A bundle of 8 sticks will cause a 5d6, AP 4, Heavy Weapon explosion in a Large Burst Template. Dynamite is available by the case, 24 sticks for $65. Add some fuse, tie up the bundle and give her a toss. Just remember that the range on an 8 stick bundle is 2/4/8. A pre-primed and fused 8 stick bundle runs $24.
It’s also worth noting that there are weapon table listings for 1, 2 and 4 stick bundles, giving results from a 2d6 Small Burst, up through a 4d6 Medium Burst but only 8 sticks crosses into Heavy Weapon territory.
These rulings are based off of the original edition of Neccessary Evil. In the time since these rulings were made, the Super Powers Companion and Revised Neccessary Evil have been released and may modify these conclusions.
- Leaping Movement: happens in straight lines. The Bounce modifier along with a suitable surface to bounce off of (not the ground) may allow for ricochets at the GM’s discretion.
- Leaping with Bounce: Allows a character to gain any height when suitable bouncing surfaces are available but the character can only gain height in one turn equal to their maximum Horizontal Leaping height. I have specifically chosen this effect to make Bouncing worth taking over adding the Wall Walker power. The character may continue to Bounce for multiple turns.
- Leaping attacks: Starting from the ruling by Clint Black on Leaping and my notes above I have concluded that a character who wishes to leap at a foe, attack, then leap away is using two Leap movement actions in a single round. Savage Worlds allows characters to attempt any number of actions each round (with appropriate penalties) but each of those actions must (barring edges) be different actions. Just as a character lacking the Frenzy edge cannot make two melee attacks in one round, a villain with the Leap power cannot Leap twice in one round. Adding the Bounce modifier to Leap really only addresses the situation of gaining vertical distance in specific situations (Jackie Channing one’s way up a wall) so it also does not really apply to allowing a character to make two leaps in one round. Making an attack while Leaping is possible, though the range is going to depend on the situation and doing so would always apply the Unstable Platform modifier (-2) to ranged attacks. If a character is going to approach an enemy, make an attack, then retreat to a significant distance, the powers that would allow that would be Speed (which explicitly boosts Pace) or Flight