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Armor Coverage Skill Levels Skill Rolls Limited Experience Mental Defense Money

ouse Rules and Campaign Lists

The Savage Earth is intended to replicate a certain genre of action. In this genre, very little armor is worn and characters are drawn much larger than life. Examples in art, literatur,e and movies include the works of Frank Frazetta, Most Hollywood sword and sorcery movies (the Conan model), comic books like Conan, Red Sonya, Arak, Killraven, Ka-zar and Turok. The following house rules are proposed:

1. Armor activation of more than 11- is discouraged. All armor is considered double encumbering. The reasoning behind this is that the campaign area is a hot and humid environment not conducive to too much cover.

 

2. Skill levels shall have an NCM of 10 points. After ten points are spent on skill levels in any combination, the price doubles.

The only exception to this rule is purely defensive 5 point DCV levels. They have an independent NCM of 10 points. They are figured separately for the purposes of cost doubling. Example: Kodak the Barbarian has +1 CSL: All combat, 8 points; +3 Swords, +3 DCV. The cost would be figured thusly:

  8 +1 All Combat
  +9 +3 Swords
  17 Subtotal
  +7 NCM penalty
  24 Total Combat Skill Levels
     
  15 +3 DCV Skill Levels
  +5 NCM penalty
  20 Total DCV Skill Levels

For a total of 44 points spent on skill levels.

The purpose of this rule is twofold. It discourages a too-rapid game inflation of combat abilities while at the same time softening the blow of armor restrictions.

 

3. Any characteristic or skill roll made by 10 points or more allows for incredible results. A Breakfall roll off of a cliff without injury, a miraculous perception roll, a oratory that could sway a hardened villain, etc. Exception: Skill levels that alter the roll do not help towards determining the 10 point margin of success.

This is one of the optional HERO rules, and is in keeping with the larger than life nature of the game.

 

4. Characters who wish to start the game at a slightly more powerful level may take the quasi-disadvantage of Limited Experience. Each Level of limited Experience is worth 25 points. These points do not count against disadvantage totals. Each Level of Limited Experience means that the character gains one less xp than the standard amount given at the end of an adventure. The minimum award cannot be less than 1, as long as any experience at all is handed out. This slowed experience is a permanent aspect of the character. It cannot ever be bought off and the experience awards never normalize.

This rule is to support the concept that animates, being more or less designed and static, change less rapidly than do living organic beings. They start the game with a higher point total, at the cost of slower progression.

This rule also helps to make some concepts more workable. Sometimes characters have a really good idea that simply cannot be bought with the allotted 75+75 given to standard characters.

 

5. Mental Defense.

Normally, only adepts may purchase Mental Defense. They are limited to 1 point spent in Mental defense per 2 points of natural Ego or 1/5 of their Power Pool, whichever is higher. Mental Defense may not be placed inside of the Pool. Mental Defense is considered to be a power that can be dropped at will. An adept can lower their defenses, should they so choose. Mental Defense is the defense against Transformation attacks.

Normals can buy Mental Defense, but this represents years of commitment and training. Usually such training can only be provided by adepts and they are loath to impart such knowledge to those not naturally gifted. Normals who are trained to resist spirit manipulation are limited to 1 additional point of Mental Defense per 2 points of natural Ego.

Mutants may be naturally gifted with Mental Defense. If this is the case, then all mutants who share the same morphic strain share the Mental Defense.

All characters have a base Mental Defense equal to Ego/5. This costs nothing. Any additional defense is bought at 1 point of defense for 1 character point.

 

6. Weapon Quality

To provide some flavor and differentiation between weapons, all weapons are graded by quality. The prices listed in the price list are for weapons of medium quality. Cheaper versions may be bought , but these are low quality weapons that do not work as well as better quality weapons. A buyer may also pay a premium price for a weapon of higher quality. The price differnece is listed below:

1/2 price = Low Quality
Normal price = Medium Quality
5x price = High Quality
15x price = Spirit weapon

All weapons which are actually tools (ex. a woodsman's axe or a sledge hammer), are assumed to be of low weapon quality. All military and guard weapons are considered medium quality. All spirit weapons are assumed to start off as high quality, but are actually one category beyond, due to morphic enhacement. Wealth people and officers also tend to carry high quality weapons. The difference between the qualities is defined as the weapon's tendency to break in combat. Any natural roll of 18 (including 17 if the opponent has a parrying weapon) on either a to-hit or a block roll will mean a chance for a weapon to break. Weapons will only break against weapons of equal or higher quality.

Example: Thrud the Barbarian is attacking the Wolf chieftain Kor Longhunter. Thrud rolls a 17. He has a medium quality broadsword. Had Kor been using a low quality weapon, or a non-blockin weapon (such as a flail), Thrud would have no problems, other than a failed hit. However, Kor is using a medium quality battle axe. The GM rules that the haft of the axe is certainly used to defend in an attack, so Thrud's blade snaps.

Had Thrud rolled a hit and Kor decided to block, things might have gone differently. If Kor's blocking roll been a 17 or 18, then his axe would have suffered. Lastly, if Thrud's broadsword were low quality, Kor's medium quality axe would have survived just fine.