Thursday, November 1, 2018

Savage Worlds: Catch As Catch Can

Grappling has vexed RPG design for-seemingly-ever. With good reason. Grounded styles are complex and difficult to parse without firsthand experience. Hence BJJ's emphasis on live sparring. But.
It seems Savage Worlds may have cracked the code.

In case you didn't know, there's a new edition of Savage Worlds on the horizon and with a new edition there are previews. Adventure Edition has some cool new Multi-Action rules allowing characters to use the same Skill multiple times in a round. Combined with Savage Flash Gordon's elegant Grappling and new Conditions, ground and pound seems really cool. It just needs a little help. Here are some new Edges trying to capture the feel of rolling and clinching with the new Savage Worlds rules in mind.

TAKE DOWN
REQUIREMENTS: Athletics D8, Fighting D8, First Strike
Once per turn, you get a free Trick (Strength or Agility) against a single foe who attacks you in melee and misses. Use the failed attack as the Difficulty. If successful, the opponent is Vulnerable.
If you have the Martial Artist Edge then you can use Fighting instead.

CHESS OF LIMBS
REQUIREMENTS: Athletics D8, Martial Artist, Seasoned
Ignore the first Multi-Action penalty when you Grapple an opponent.

TAP OR SNAP
REQUIREMENTS: Chess of Limbs, Veteran
If you have Grappled an opponent and they are Bound, you can make an unarmed damage roll with their Toughness, ignoring Armor, as the Difficulty. If successful, deal damage as normal and the opponent suffers the One Arm (Major) Hindrance until they receive medical attention.


2 comments:

  1. I found your blog through the Google+ on Savage Rifts and once I saw this I thought, "Savage Worlds? Grappling? My kinda blog!"

    Quite happy I found it. Nice work, love the direction you're going in. :)

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    Replies
    1. Thanks! posting has been sparse since I dedicated my time to job hunting in the first half of the year.
      Working to get back into the regular flow of things.

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