Table Rules

GM: Stoic
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Stoic
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Table Rules

Post by Stoic »

(Please note many of these are stolen from RFT with permission)

Bennies - Spend Them as You Like
Like a more powerful version of Common Bond all wild cards may spend their bennies however they like for themselves or others.

Command Edges
Command Edges work as normal within 5" and 10" respectively, but also gain the following.
If you have effective communication and observation, you can use Command Edges on Spirit/2 people.
If you have Command Presence this increases to Spirit in people.

Casual Power Use
As per the casual use of skills, as per page 23 of SWD, players may use minor non-combat uses of their existing powers. This can include floating things around with telekinesis, using bolt to light a candle, warming or cooling a drink, etc. There is no need to roll the arcane skill, nor expend any power points. GM approval is needed to use this setting rule. To use this setting rule, the character should have their arcane skill of at least a d6. It has a range of Smarts.

No Maps
As much as I love them and appreciate them for the sake of clarity, there should be no expectations of maps in this game. They are very time consuming on my end and until I learn how to do them better they will only serve to drag the game down. You may occasionally get a poorly drawn map from me.

Wound Cap
There is a 3 Wound Cap in this game.

Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
  • Quick rerolls 16 or less
  • Quickness with a Raise rerolls 24 or less
  • 53, 54, 55, 56 are considered Jokers
  • Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).
GM Bennies 9/9
Wild Card Bennies ?
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