Anyone looking for the free test drive rules (which cover character creation), follow this link (but ignore any setting rules specific to Lankhmar);
www.peginc.com/store/savage-worlds-test-drive-lankhmar/
Also, I'll be using the 'no power point' setting rule and allow ritual casting outside of combat (extend duration by x10 when casting spells outside of conflict situations).
So far, we have;
Vic, playing a gnoll necroshaman cast out of his tribe by his own, demon-worshipping mother.
Morgan, playing an exiled paladin from Lastwall (why were you exiled? Ooh, maybe you were possessed and you're looking for a way to get the demon out of your head? There are rules in the super hero companion for characters with a split personality, if that sounds interesting?)
Ted, playing either;
A: a tomb robber betrayed by his old gang, who also happen to be his siblings (how did they betray you? Maybe they sealed you inside a tomb and you made a deal with a genie to escape....)
or B: a detective from the troubled land of Galt (imagine fantasy France, in a constant state of rebellion, where sentient guillotines ensnare the souls of those they execute).
Moc playing some kind of gladiator, I think..?
Ross (new member, Moc's mate) playing... no idea.
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Extra house-rules, posting them here so I can print them at work;
All Out Move: Double pace and add running die, no other actions this turn. Parry reduced by 4 (minimum 2), ranged attacks to hit this character -1. Character can Charge, roll Fighting-2, dmg+4. After resolving attack, roll Agility-2 or fall prone.
Surprise: When you do something surprising, but don’t get The Drop, +2 to attack and +2 damage.
Bypassing the skull: -6 to hit, +4 damage, bypass armour and halve natural toughness.
Meditative Casting: Casting takes a minute, rather than an action, but duration is extended by x10.
Rounds > Minutes
Minutes > 10 Minutes
10 Minutes > 100 Minutes
Hours > 10 Hours
The same rules apply for extending these powers.
Defeat the Caster, defeat the Spell: Incapacitating a spellcaster immediately ends any spells they are maintaining.
Nomination Chip: Each players gets a ‘nomination chip’, effectively a benny that they cannot spend on their own character, but can give to another player if they do something cool. The GM has the right to overrule the nomination if they feel it is frivolous.
Give it all you’ve Got: You can spend a benny to add an one extra d6 to a trait roll (not damage!), this die can explode. If you then spend another benny to re-roll, you also get to re-roll the extra die.
A very palpable hit: You can spend a benny to re-roll damage, the No Mercy edge now grants +2 damage if you spend a benny to reroll (kinda’ like how the Elan edge works with trait rolls).
Lead from the Front: Taking a leadership edge also grants a skill increase BELOW the linked attribute.
Alternative Advancement: You need 25 advancement points to go up in rank, rather than the usual 20.
Resources: Rather than a monetary cost, items/gear has a VALUE rating and AVAILABILITY rating. Heroes normally start with D6 resource die. Some modifiers apply;
Poverty D4
Noble D8
Rich D8 / Filthy Rich D10
Greedy -2 minor/-4 major
Outsider -2
Connections +2
Streetwise/Persuasion +1 per success, -2 for failure
Intimidation +1 per success, run out of town for failure
VALUE
Cheap +2
Moderate +0
Expensive -2
Exorbitant -4
Priceless -6
AVAILABILITY
Surplus +2
Common +0
Uncommon -2
Scarce -4
Rare -6
Step 1: GM assigns modifiers based on VALUE & AVAILABILITY and player rolls (with wild die). If successful, they have secured the item, move to step 2.
Step 2: Player makes a second roll against 4+VALUE modifier.
Failure: Resource die drops 2 levels.
Success: Resource die drops 1 level.
Raise: Resource die remains unchanged.
If the party make a co-operative resource roll, helpers grant +1 to primary for each success and raise. Second roll made as normal, but primary loses only one level on failure and no levels with a success.