For those of you who are unfamiliar with the concept, a tabletop RPG is what happens when you get a bunch of nerds together and make them bash their heads against each others. Each player plays a character of their own creation, using the rules set for them by the game and the Game Master, or GM. The GM is the creator of the world that the characters play in, and the controller of it. However this does not always actually make him/her the "Master" of the game. It is up to the players to decide what they want to do with their characters in the world created for them, and it is the player input that drives the game forward. It's a lot like standard role playing, except it's a game, with rules!
Savage worlds is a very easy ruleset to learn. Basically you are given a number to beat on an attribute or skill "check". You then roll the dice associated with the check and beat that number. The higher you beat the number by, the better you do. On these checks you also roll a "wild dice" which is essentially an 'insurance dice' that makes sure you don't mess up too bad.For example, you are, say, Cole MacGrath. You desire to jump from one building to the other. The number to beat is 4 and you have to beat it using your agility attribute. Cole has a ten sided dice set to his agility. He rolls that, plus his wild dice which is six sided, and beats the 4 with his agility dice. If Cole fails his agility, but makes it with his wild dice, he succeeds and reaches the other side. If he rolls a natural 1 on his agility dice however, he will automatically fail no matter what the wild dice say's and fail to reach the other roof.
The rest of everything else is explained in detail within the books. If you desire to play, post your email address, or a skype profile, and I will send you a copy of my PDF. We will be using
https://app.roll20.net as a table. Simply sign up and post here. I will then send you a link to join the campaign, and from there we can get started. If you have any questions, send me a PM or ask on the board.
Set Rules:
Conduits must take Arcane Background (Conduit)
Conduits start with 7 points to put into attributes instead of the usual 5
Conduits start with 18 skill points instead of the usual 15
Conduits have 15 power points
Conduits start with 3 powers
Conduits use the Conduction skill to use powers
Human characters have more starting money then conduits.
Human characters allowed to pick three edges at character creation instead of the standard 2.
All characters must be either good or neutral in personal alignment.
Special Rules:
Conduits can choose between gaining power points back over time, or having the ability to absorb energy sources to gain power points. Conduits who gain power points regularly gain one power point every fifteen minutes in game time. Characters who choose to absorb energy will gain a number of power points equal to the amount of said energy source they have absorbed. These characters however, will only gain energy back ever hour. A conduit can not absorb energy created by their own energy. For example, a character who controls fire, can absorb fire created by natural, or manufactured causes, such as a lit trash fire, or a match. However that character cannot absorb flames they made themselves, or any flames created by their own.
All characters start at seasoned level with 20 EXP, which is 4 advancements that they can spend however they wish.
The minimum player amount is 4. 5-6 is the max depending on a number of factors.