bracken
April 14th, 2020, 21:59
Hi,
I am going to be running my first ever fantasy grounds session with some work colleagues in a few days. I will be running “The Eye of Kilquato” adventure using the SWADE ruleset on FGU. The adventure module does not appear to contain the pre-made characters from the original pdf so I have had fun setting them up and learning more of the interface. While doing this I encountered a couple of items where I was not sure how best to proceed.
When adding some hinderances I noticed that they can be either Major or Minor. How should I indicate which they are? Is it safe to simply edit the title on the character sheet or will that break something in the ruleset?
When adding Doc Gold’s “bolt” weird science power I want to make clear what it is, i.e. “Doc Gold’s Electricity Distribution Apparatus”. I believe the rules call this a trapping. What is the best way to add the trappings to a power?
My next question comes from reading the adventure. At certain points the characters can be involved in a chase. Once in the boat on the river and then, possibly, through the forest. How are chases normally handled using the SWADE ruleset?
Thanks for any help,
Bracken
Edit to add another question :).
I was just flicking through the store pages for Savage Worlds and noticed the various Companion accessories, e.g. Fantasy, Horror, Supers. Do they add much of value to SWADE or are they primarily a thing for SWD?
I am going to be running my first ever fantasy grounds session with some work colleagues in a few days. I will be running “The Eye of Kilquato” adventure using the SWADE ruleset on FGU. The adventure module does not appear to contain the pre-made characters from the original pdf so I have had fun setting them up and learning more of the interface. While doing this I encountered a couple of items where I was not sure how best to proceed.
When adding some hinderances I noticed that they can be either Major or Minor. How should I indicate which they are? Is it safe to simply edit the title on the character sheet or will that break something in the ruleset?
When adding Doc Gold’s “bolt” weird science power I want to make clear what it is, i.e. “Doc Gold’s Electricity Distribution Apparatus”. I believe the rules call this a trapping. What is the best way to add the trappings to a power?
My next question comes from reading the adventure. At certain points the characters can be involved in a chase. Once in the boat on the river and then, possibly, through the forest. How are chases normally handled using the SWADE ruleset?
Thanks for any help,
Bracken
Edit to add another question :).
I was just flicking through the store pages for Savage Worlds and noticed the various Companion accessories, e.g. Fantasy, Horror, Supers. Do they add much of value to SWADE or are they primarily a thing for SWD?