So some of my favorite rules are already implemented in the Savage Worlds explorer’s edition. Like Joker’s Wild and Blood & Guts. There is one that I like that was created by the folks over at Wine & Savages posted a fun setting rule that can be used for any martial arts / anime-manga style setting. They do a fun one called Comedy Backlash Comedy Backlash. (reprinted here for journal purpose)
The character accidentally destroys their own clothes, exposing themselves to onlookers.
Collateral damage from the attack causes debris to clonk the hero on the head.
The power explodes in the hero’s face, leaving cartoon scorch marks.
With the other player’s permission, the hero accidentally destroys another character’s clothes, exposing them to the original character’s bashful gaze. (The other hero does not suffer a Shaken result, but may wish to suddenly realize they’re naked after the fight is over.)
With the other player’s permission, the hero stumbles into a nearby ally, causing unintended intimate bodily contact and getting slapped for it.
With the above ^^ copy and pasted setting rule from them, I’ve developed a hindrance that could play well with the above. Rough draft for nose bleeds are below.
Nosebleed (major, minor)
When being flirted with or having licentious thoughts most characters have blood rush to their cheeks, your character’s blood comes straight out their nose. Dirty thoughts, catching a risque glimpse of flesh or being placed in compromising situations, it’s fairly obvious when the character catches the slightest hint of the nude form.
As a minor hindrance your character’s nosebleed causes little to mild discomfort and results in a small trickle of blood running out of his nose. It’s more of an inconvenience and embarrassment in interactions.
When taken as a major hindrance the nosebleed turns lethal due to a fountain of blood loss. Your hero must make an unmodified Vigor check (beanies may be spent to reroll). On a fail, they fall unconscious after suffering 3 immediate fatigue and suffer one wound. One a success they suffer 1 wound due to intense blood loss and must take time to stop the bleeding. On a raise your hero only suffers from blood loss, 1 fatigue wound, and will need to take a minute to stop the bleeding.
With the 1st or 4th bullet point above, another player with the Nosebleed hindrance would play off each other very well.
A player who failed an activation of a Chi technique (my campaign setting powers) or who failed to activate a magic power suffer the effects of the 1st. Causing another player near by to suffer a minor Nosebleed adding to the anime comic relief of a glitch.
Another setting rule I developed with inspiration stolen from HellFrost and Rippers is the our rule Way of Chi (draft)
Chi: 2 + ½ your Spirit die, modified accordingly.
What is Chi
Chi is the character’s inner capability to push themselves beyond the normal physical and mental limitations of the body. It’s a derived from the Spirit die. All characters can spend Chi to do many things. It’s their chance to will their destiny. A character can use it to re-roll their wild die, increase their initiative, take an extra repeat action without suffering penalty. It is sometimes used to fuel extraordinary powers that are called Chi Techniques. These techniques are explained later in this book. If a character’s Chi reaches zero a character suffer a Fatigue wound. A character is unable to heal this Fatigue until they have restored at least one point of Chi. Chi is explained further under the setting rules section of this book.
Way of Chi
Besides having the ability to power Chi Techniques for those that possess the ability, Chi can be used used by any Wild Card in the game. Chi is free to spend at any point on a Wild Card’s turn to perform one of the following actions:
- Re-roll a Wild Die: A Wild Card can spend a Chi to re-roll a Wild Die at any point but only their Wild Die.
- Gain an Initiative Card: When initiative cards are dealt, a Chi point can be spent to gain an additional card. The hero decides which one to keep and discards the rest. Much like a Beanie is spent for re-rolling dice, a player can spend Chi to gain multiple cards. They can only keep one card as an initiative card.
- Take a Repeat Action: A hero can spend a Chi point to repeat an action they just took, but suffer the multi-action penalty. They can spend 2 points to negate the penalty for multiple actions on the repeated action.
When a character’s Chi reaches zero they suffer a Fatigue wound. A character is unable to heal this Fatigue until they have restored at least one point of Chi to character’s Chi pool. The process of recovering Chi during a session is fairly simple. It requires the hero in game, to spend some time meditating. This meditation requires roughly an hour where the hero takes no other action except that of concentrating and centering themselves. If they take damage from any source or fall under an effects caused from of an outside source, they lose their focus and must start again. If distractions are avoided, a successful Meditation roll, regains 1 Chi point, and on a raise they recover 2 points.
So that wraps up our (almost) month of silence since I got back from Japan. That blog of that is coming soon, as is the 4 draft reviews of Manga series I’ve finished.
Tentacle Out! ~TG
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