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Mass Effect: Consequences

For every choice, a consequence...

Savage Worlds

House Rules

Experience
  • Experience points will be given out at the beginning of a session. Advancements should be purchased then, and cannot be “saved” until an opportune time later.
  • A player that misses a gaming session will still receive experience, but not the full amount. Experience for missed session will be reduced by the number of consecutive sessions that the player missed, per session missed. For example, if they only missed one game and the other players all receive 3 experience, the player who missed a game will receive 2 experience. If a player misses 2 sessions in a row at 3 experience each, the player will receive 2 experience total upon their return—3 per session -2 for the two consecutive missed sessions, leaving the player with 1 experience for each of the two missed games. If a player misses 3 sessions in a row, they cease gaining experience until they return for one full game, and their “counter” starts again.

Portal Contribution
  • Any worthwhile contribution(s) to the campaign Portal space by a player will be rewarded with that player having one additional Benny for the next session.

Session Recaps
  • At the start of each game, the GM will ask the players what happened last time. Anything detailed, surprising, or impressive that is remembered can be rewarded with a Benny.

Retiring Characters
  • If a player wishes, they can request to create a new character. This requires a GOOD reason, and not only the approval of the GM, but the approval of the other players at the table as well.

New Characters
  • New characters, whether being introduced due to character death or a retired character, begin play at the experience amount of the character being replaced.

Buying and Selling Equipment
  • Buying new equipment is fairly straightforward. Any item deemed appropriate and available may be purchased by any player with the credits available. Items listed as “Rare” are difficult to find, and will usually have a price mark-up due to this.
  • Selling equipment is more difficult than in many campaigns. If a weapon’s legitimate owner wishes to sell it, they can usually get somewhere between 50% and 75% of the item’s base cost, depending on the quality of the item and the circumstances under which they are trying to sell it. Salvaged weapons and armor are more difficult to unload, and typically only fetch between 20% and 30% of their base cost. This is due to the usually unsavory manner in which such items were acquired, and the difficulty associated with “cleaning” them and making them appropriate for purchase again.
  • Weapons and armor noted as “Military” can sometimes be acquired via a large planet or station’s Black Market. This is entirely at GM discretion, and the price is likely to be nothing short of exorbitant.