House Rules & Errata

The following house rules and errata are used within Steel Horizons. These rules supersede the rules in the books, and are intended to reinforce the setting, assist with online play, and make things easier for both players and storytellers.

Approved Book List

Setting Rules

We are not using the following setting rules:
  • SWADE: Arcane Devices
  • Sprawlrunners: Astral Perception, Astral Space, Drain/Backlash, Logistics Points, Contacts, Hacking††
  • Street Wolves: Conviction, Hacking††, Love & Romance, Professions, Skill Specializations, Skill: Demolitions, Skill: Tradecraft, Vapor
Drain/Backlash: See SWADE: Core - Backlash p. 151.
††Hacking: See Hacking.

Optional Rules

We are using the following optional rules.

Savage Worlds: Adventure Edition

  • No Power Points: Spells do not cost power points to activate, but instead have a penalty. See below under Custom Rules.
  • Fast Healing: Natural healing rolls are once per day instead of once per week.
  • More Skill Points: As a modern setting, you get 15 skill points at character creation instead of 12.
  • Wound Cap: Characters can never suffer more than 4 wounds in a single hit, nor need to soak more.
  • Gritty Damage: Missions on the Nightmare difficulty may use the Gritty Damage rule.
  • Starting Funds: All new characters start with 750 credits in starting funds.

Sprawlrunners

  • Dumpshock: You get fatigue from being ejected from cyberspace or vehicles/drones.
  • Hacking: See Hacking.
  • Implant Points: Cybernetics use Implant Points instead of Strain.
  • Lifestyle: See the Lifestyle article for more information.
  • Lifestyle: Players start with a Moderate Lifestyle with an equivalent RealID or Fake ID of the appropriate rank. Buying Edges or Hindrances can change this.
  • Street Wolves

    Custom Rules

    The following custom rules are in addition to the listed rules. Custom Rules override core or optional rules.

    Discord Initiative

    Because we're not sitting around a table and we're in multiple time zones and countries with many real life distractions, it takes an enormous amount of time and energy to handle initiative in the normal fashion. To make things smoother, initiative is changed to the following:
    • At the beginning of the round, the storyteller will draw cards for each player and tell them what their initiative is.
    • If a player has a mechanic that lets them pull multiple cards, they will let the ST know which card they choose with their action.
    • Players choose their action.
    • Once all players have stated their action, the storyteller will resolve the round.
    • Any wounds or other effects are rolled immediately and apply to the upcoming round.
    • If an effect says it ends at the end of your next turn, it resolves at the end of the round it is applied on.
    • A player may declare a "Hold" action prior to the storyteller resolving the round to attempt to interrupt one of the storyteller's resolved actions.
    • If the player does not wish to take their action, they may declare when they are going the next round, and before the next round starts.
    Example
    Show spoiler
    Loraine and Biff are having an argument in their car, and Biff is getting violent. George sees that Biff is being a jerk and opens the car door to confront him. George tells Biff to leave Loraine alone, Biff exits the car and initiative is drawn!
      Round 1.
    • At the start of the round, the storyteller draws initiative, giving Loraine a 4, Biff a 10, and George a King.
    • Loraine tries to Persuade Biff to stop with a Test (p.108), but fails, rolling a 2.
    • George tries to hit Biff, but fails, rolling 4 against Biff's Parry of 5, and misses.
    • Biff grapples with George in an opposed roll. He rolls his Athletics and gets a 10 for a Success and a Raise.
    • At the end of the round, George attempts to resist the grapple with his own Athletics in an opposed roll, but fails, only rolling a 2. He's Entangled and Bound (p.98), but Biff is also Vulnerable (p.101) while he maintains the grapple.
    Round 2.
    • At the start of the round, the storyteller draws initiative again. George gets a 2, Biff a 5, and Loraine a 10.
    • Loraine Tests with Fighting against Biff, and gets +2 because Biff is Vulnerable from his Grapple against George last round. She succeeds with a 6.
    • Biff Pushes Loraine, rolling an 8 Athletics.
    • George attempts to Break Free, and rolls a 6, enough to succeed.
    • At the end of the round
    • Loraine rolls her Athletics in an opposed roll against Biff's Shove and fails with a 4. She is Prone (p.104).
    • George is no longer Bound, but he's still Entangled (p.98).
    • Biff rolls Spirit and gets a 2 against Loraine's Test, a failure, making him Distracted (p.100) next round!
    Round 3
    • At the start of the round
    • The storyteller draws initiative, and George gets an Ace, Biff gets a 7, and Loraine gets a 2.
    • George is Entangled (Can't move, and is Vulnerable)
    • Biff is Distracted (-2 for all Trait rolls, including Vigor) from Loraine's Test.
    • Loraine is Prone.
    • George rolls a 9. That's enough to punch Biff and get a Success and a Raise against Biff's Parry of 5. The Raise gives him +1d6 damage to the final total!
    • George rolls 1d4 unarmed damage against Biff's Toughness of 5 and Aces. The storyteller could spend a Chip so that Biff could Soak the damage, but that's a difficult roll, and Biff is at -2 from Distracted to boot!
    The storyteller determines that's a good stopping point. They determine that Biff wasn't expecting George's attack at all, giving George The Drop (p.100) for +4 to Attack and Damage, and that George's attack was enough to make it a Knockout Blow, putting Biff unconscious. George helps Loraine to her feet, and together they walk into the homecoming dance.

    Dramatic Tasks

    Action cards can be a bit unwieldy for Dramatic Tasks in an online game. To make things a little bit more streamlined, a Complication (as per page 123 in SWADE) occurs when a 1 is rolled on a Wild Die. When this happens, you are at a -2 on your roll, and failing the task can cause the Dramatic task to fail catastrophically at the storyteller's discretion. As long as it is not a Critical Failure, a Chip can be spent to reroll both dice.

    Drones

    The range of a Remote Control Deck in Sprawlrunners is listed at 5km. While this works for that setting, drones in our setting have a more limited range. The storyteller is the final arbiter for how much interference there is, and can adjust the interference for story purposes.
    • No interference (Rural, line of sight): 5km
    • Mild Interference (Suburban): 1km
    • Moderate interference (Urban): 100m or 40"
    • Heavy Interference (In a building): 20m or 5 floors or 8"

    Equipment

    Equipment and prices are inconsistent between our three core books. For this campaign, please use this equipment list.

    Fear

    Use the Fear Table from Street Wolves, not Savage Worlds. On a result of 20+, you do not lose Relationship points.

    No Power Points

    We've found that the No Power Points rule, as written, makes casting spells very difficult for Novice characters, and have modified the calculation for the penalty based on Power Point cost. The New Power Point penalty formula is adjusted to
  • 1/2 Power Point Cost (Round Down) , minimum of 0.
  • Power PointsCost
    10
    21
    31
    42
    52
    63
    73
    84
    94
    105

      Example:
  • Joe is casting Bolt. For 1 power point, he could cast the spell with 0 penalty. If Joe adds a +2 modifier for increased damage, the Casting Penalty is now 1.
  • Natalie is casting Protection. For 1 power point, she could cast the spell on herself with 0 penalty. She can add one other person for free, but 2 people would have a Casting Penalty of 1.
  • Oswald is casting Havoc for 2 Power Points. He can cast the spell for 1 penalty, but making it Strong (+1) with a Large Blast Area (+1) would have a Casting Penalty of 2.
  • Wounds and Incapacitation

    The Injury Table has been modified:
    • Rolling a 2 on the Injury Table is the same as rolling a 12.
    • Rolling a 3-4 results in the One Arm Hindrance.

    Astral Space and Spirits

    In Sprawlrunners, Mages, Shaman, and some Chi Adepts have the ability to see into Astral Space, where Spirits exist in their natural form. They also have Astral Perception that allows them to look into this Astral Space to read auras, detect magical signatures, perceive the magical skill of a target, or find the location of cyberware.
      In Steel Horizons, there are no alternate dimensions, including Astral Space. All Spirits and magical effects exist fully in the natural world. Astral Perception does not exist, and while some Spirits and magical effects may be invisible to the casual observer, a magic user can detect them with powers such as Detect/Conceal Arcana and Object Reading, or skills such as Healing and Notice.
      Spirits are created as an extra that has been summoned with the Summon Ally power as it is presented in Sprawlrunners with a few notable changes.
    • Magic users cannot see spirits before they have been summoned.
    • Spirits are creatures of magic drawn from the natural world.
    • Spirits cannot move between Astral Space and the physical world.
    • When a Spirit is summoned, it is created in the physical world.
    • No spirit has the Extraplanar attribute.
    • No spirit has the Astral Perception attribute.
    • You may change the trappings or what kind of a spirit it is, but not the mechanics.
    • For example, a Lesser Fire Spirit may be changed into a Lesser Electricity Spirit or a Lesser Ice Spirit, but the powers and abilities remain the same.
    For more information on Spirits, see The Nature of Spirits.

    Character Creation

    Character creation follows the rules set forth in the Sprawlrunners, Street Wolves, and Core books.

    Ancestries

    We are using the Ancestries from Sprawlrunners, but have modified the flavor text. See Ancestries for more information.

    Hindrances

    Hindrances may come from any approved books.

    Removed Hindrances

    • SWADE: Bloodthirsty, Doubting Thomas, Heroic, Mean, Obese, Young
    • Sprawlrunners: Elf Poser / Orc Poser
    • Street Wolves: Network of Shadows Conditioning, Hard to Love, Overbearing Relationship, Unlucky in Love, Vapor Poisoned, High Score Royalty

    Changed Hindrances

    HindranceLocationChange
    Code of Honor (Minor)SWADEThis is a minor Hindrance. Players should work with their storyteller to come up with what they consider their Code of Honor to be.
    GreedySWADEOnly the minor version of this Hindrance may be chosen.
    JealousSWADEOnly the minor version of this Hindrance may be chosen.
    VengefulSWADEOnly the minor version of this Hindrance may be chosen. This Hindrance may not be used versus players.
    Computer IlliterateStreet WolvesUse the Sprawlrunners version of this Hindrance.
    ObligationSWADEMinor: -1 Downtime. Major: -2 Downtimes. See the Downtime Guide.
    OutsiderSWADEMinor only. At discretion of background.
    RookieStreet WolvesReplace Tradecraft with Survival.
    RuthlessSWADEMinor only
    N00bStreet WolvesThe nOOb is horrible at every electronic skill they try. A nOOb’s first quarter in an arcade lasts only seconds, they can barely turn on an Atari. The nOOb receives a -2 penalty to Common Knowledge or Smarts checks involving computers and other every day tech

    Edges

    Edges may come from any approved books.

    Removed Edges

    • SWADE: Artificer, Channeling, Extra Effort, Gadgeteer, Linguist, Mentalist, Power Points, Power Surge, Rapid Recharge, Improved Rapid Recharge, Soul Drain, Wizard
    • Sprawlrunners††: Good Comrades, Flexible Signature, Masking, Cyberspace Ninja, Cyberspace Warrior, False Alarm, Overclocker, Customizer, Parallel Thinking, Rich, Filthy Rich
    • Street Wolves: Timberwolf Veteran, Turncoat, Amped, Day Warrior, Mutated, Arcane Background (Vapor Enhanced)
    Many of the SWADE Power Edges depend upon Power Points to work, and are not compatible with No Power Points rule.
    ††Many of the Cyberspace Edges are part of the Slow Burn Hacking rules, and are not compatible with Fast Lane hacking.
     

    Changed Edges

    EdgeLocationChange
    Arcane
    Background (All)
    SWADEUse the Sprawlrunners version of this Edge.
    ConnectionsSWADEConnections can be purchased once for each Relationship. You get a free 1 point favor per mission, OR -1 to the cost of a more expensive favor per mission.
    Disarm ExpertStreet WolvesWeapons with the Disarm feature are not required.
    Explosive ImproviserStreet WolvesRemove Demolitions skill requirement and replace it with the McGuyver Edge.
    Face in the CrowdStreet WolvesRemove Tradecraft skill requirement.
    Fast HealerSWADEOnly gives +2 to Vigor rolls for natural healing due to Fast Healing setting rule.

    Cyberware and Magic

    As per Sprawlrunners p.21 and p.24, and due to the interaction between LOStech and magic in the setting, the Implanted, Chromed, Man and Machine, and More Machine than Man edges reduce your ability to cast magic or use chi powers. For every Edge used to gain implant points, Mages and Shamans suffer a -1 to Spellcasting rolls, and Adepts lose 2 power points. If the penalty sums up to -3 or more, or an Adept's points reach 0 or less, the magic user loses their Arcane Background permanently.

    Powers

    Powers and trappings may come from all approved books.

    Removed Powers

    • SWADE: Banish, Drain Power Points, Resurrection
    Banish is removed because there are no alternate dimensions.
    Drain Power Points is removed because of the No Power Points rule.
    Resurrection removed because death is (mostly) permanent. See Benefits & Rewards

    Changed Powers

    PowerLocationChange
    Shape ChangeSWADE
    • Must be a mundane animal.
    • Cannot gain edges of the animal.
    • Cannot be a Horror or Spirit
    • "Common Powers" are the Special Abilities of the animal.

    Skills and Traits

    Skills are used to perform actions in Savage Worlds, and our setting uses a modified list of skills.

    Added Skills

    • Street Wolves: Animal Handling (Smarts)

    Removed Skills

    • SWADE: Boating, Faith, Focus, Psionics, Weird Science
    • Street Wolves: Tradecraft, Demolitions
    Focus is not used by players, but may sometimes be used by NPCs. Treat as Spellcasting using the Spirit attribute.

    Changed Skills

    SkillLocationChange
    LanguagesSWADEThe languages skill is used to represent knowledge of Ancient languages, and not the one that's used modernly in Olympia. This does not need to be purchased for each Ancient language.
    PilotingSWADEThis skill is used for watercraft as well as aircraft.
    Sign language is not considered an Ancient language and may be learned as part of your background if appropriate or in game through downtimes.

    Experience Points and Progression

    AdvancesRankAdv. Cost Per
    0-3Novice5xp
    4-7Seasoned10xp
    8-11Veteran15xp
    12-15Heroic20xp
    16+Legendary25xp

    Experience Systems

    Characters earn experience from actively playing in missions run by a member of our staff, not just by role playing. Once a character has earned enough experience, their player may purchase an "Advance", which is a "level up" point for the character. Only the character active in that mission earns the Experience (it cannot be transferred to another character), and a player may only have one character active in a mission.
      For each mission, you have the following opportunities to earn experience, each of which earns one experience point.
    • Activity: Active participation during most of the mission
    • Hindrances: Actively leaning into and playing your hindrances
    • Discovery: Characters discovered some element of ancient history, LOStech, mysteries, setting information, plot arc clue, etc.
    • Success: Characters completed the task without undue complications.
    • Danger: The characters survived against higher than usual risks (powerful antagonists, difficult mechanics, etc). This is noted when the plot is announced.
    Experience is capped at 5 experience per month per character. While characters will always earn the automatic point for activity, they should only expect to earn 2-3 points, and not all 5 points, in a single mission.

    Character Doom, Demise, and Death

    Should a character critically fail their Incapacitation roll ends with a result per RAW that results in the character's death, that character may “burn” one advance in order to remain alive, albeit with grievous injury.
      This means that the next advance the character would earn is locked to ‘healing’ from the catastrophic damage and does not count for advancement in Rank nor can the character spend the Advance as normal. This karmic debt has no mechanical effect besides eating the next advance, although it can absolutely be used as character motivations for long term wounds, losing a limb and needing it replaced by cyberware, etc.
      Once they have paid off their karmic debt, they may earn experience and advances per normal.
      Should a character already in karmic debt critically fail their incapacitation test, they will die - they’ve pushed their luck too far for the last time.

    OOC Resources


    Articles under House Rules & Errata