We shall be returning to Mars and our heroes in early May, when our brave lads will have to face a menace so insidious and deadly that ... but I've said too much.
We shall also be undergoing a rules revision (again).
I'm not finding the SWADE rules very exciting for Space 1889, and there is a lot of work to edit the setting book into line with SWADE that I am unwilling to undertake, so we will start using a version of the rules similar to those in the Flash Gordon RPG - half arsed SWADE if you will.
Characters will build using the procedure in SWD but will combine CLIMB, SWIM and THROW into Athletics, and default GUTS to Spirit. Yes, this means that those oh-so valuable build points will stretch further. CLIMB, SWIM and THROW will still be in the game for specific Edge/Hindrance + circumstance modifiers but the rolls will be "Athletics".
No, it's easy dammit!
Power point allocations for weird science types are back to the lovely way they were before the daft SWADE homogenization took place. i.e. Weird Scientists will get number-of-devices * power points available, rather than number-of-devices / power points available. A starting weird scientist will have around four times the clout than they would under SWADE.
I'm changing how conviction counters are awarded - they don't exist in SWD, but I like the "blue fate chip"1 mechanism. When a player draws a joker all players get conviction if they don't have any. Players can hold only one conviction counter per session. A player may spend their conviction token like a bennie to grant d6 to all their trait tests in that round of activity.
And I'm adding a mechanic from Savage Worlds Pathfinder: By spendng a benny a player may extend that conviction effect into a further round.
And all unused conviction is surrendered at the session end.
- Previous edition Deadlands Reloaded thing↑
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