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Extras, but better
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Lord Stone
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PostPosted: Mon Jul 09, 2012 4:21 am    Post subject: Extras, but better Reply with quote

The line between Wild Card and Extra is pretty wide. There is the Wild Die, three Wounds and several other situational benefits. But what if you want a character who is not a Wild Card to be just a bit better.

For example.. I want an NPC who is not big enough to be called a Wild Card not to be out after a single Wound. It is pretty easy to designate he has more than 1 Wound box, but this is not suggested by the rules as far as I know. Is there a 'correct' way to handle this?
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tigerguy786
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PostPosted: Mon Jul 09, 2012 4:30 am    Post subject: Reply with quote

I've seen different books add "minions" to the list and (depending on the source) they have a wild die or they have extra wounds. Remember that technically as it stands Extras have 0 wounds. The first wound they take incapacitates them, whereas Wild Cards are incapacitated on the 4th. You could add 1 or 2 without shaking things up, it's just slightly more book keeping, but still generally FFF.

You could have:
Extra- Incapacitated on the first wound
Minion- incapacitated on the 2nd or 3rd wound
Wild Card- Incapacitated on the 4th wound

The question I've always had is where to draw the line on whether or not they get bennies. Should non Wild Cards ever get bennies? How much added difficulty do they represent?

Sidenote: I've actually also seen it done that an extra is taken out the first time they're shaken.
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Noshrok Grimskull
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PostPosted: Mon Jul 09, 2012 5:00 am    Post subject: Reply with quote

I've added all sorts of different "in-betweens" to my games.

I had:

- Extra with Wild Die
- Extra with more Wounds
- Extra with Benny (or even 2 Bennies)
- Wild Card without Bennies
- Wild Card without Wild Die
- Wild Card without Wounds

It's all fun, though the Wild Card without Wounds tends to be more of a push-over than the others.
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Enno
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PostPosted: Mon Jul 09, 2012 5:49 am    Post subject: Re: Extras, but better Reply with quote

Lord Stone wrote:
For example.. I want an NPC who is not big enough to be called a Wild Card not to be out after a single Wound. It is pretty easy to designate he has more than 1 Wound box, but this is not suggested by the rules as far as I know. Is there a 'correct' way to handle this?


If he's not important enough to the story/setting to be called a Wild Card, but just important enough to resist a good punch or two, then use your GM bennies for soaking or rerolling botched rolls.
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wort
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PostPosted: Mon Jul 09, 2012 5:58 am    Post subject: Re: Extras, but better Reply with quote

Lord Stone wrote:
The line between Wild Card and Extra is pretty wide. There is the Wild Die, three Wounds and several other situational benefits. But what if you want a character who is not a Wild Card to be just a bit better.

For example.. I want an NPC who is not big enough to be called a Wild Card not to be out after a single Wound. It is pretty easy to designate he has more than 1 Wound box, but this is not suggested by the rules as far as I know. Is there a 'correct' way to handle this?


Lord Stone,
not to be disrespectful but why would you want such a thing? I ask this because maybe it is not the need for something between a wildcard and an extra but something else.

Extras are just that - disposable troops whithout a need for a name. They are ether up, shaken or out. That is one of the major principles of SW. The idea behind this is the good ol FFF. It is faster, it's more furious and that's why it is fun.
Wild Cards have a name, and there should only be very few of them. Roughly, one Wild Card equals 5 - 10 Extras, so a rule of thumb could be that it equals 6 Extras (they have 3 wounds and their bennies). Maybe if you plan your encounters with that in mind, your play experience would be more satisfying?
(Also keep in mind that SW has no threat rating. It might well be that retreat is the better part of valor - the PC need not always win an encounter.)

But then again, maybe your question arises from another observation. So, what is the actual background?
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VonDan
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PostPosted: Mon Jul 09, 2012 6:16 am    Post subject: Reply with quote

If they are more then an extra but not the star that would make them a bit player
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JmOz01
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PostPosted: Mon Jul 09, 2012 6:45 am    Post subject: Reply with quote

I have LT's in my game, basicaly extra's that get a wild die. Normaly they have a name, that is easily forgetable or just refered to by there rankk.

Basicly I use them for leaders of squads of extras and such...
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Lord Stone
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PostPosted: Mon Jul 09, 2012 6:45 am    Post subject: Reply with quote

What this is about, for the most part, is those NPCs who have started to matter to the story, but who should not be Wild Cards. As mentioned, there should not be too many Wild Cards. My games tend to have more relevant, named NPCs than the amount of Wild Cards I want to have running around, but when they get into a battle, either against or alongside the players, I would like them to be able to pack just a little bit more punch than the average extra.

The option of spending bennies is there of course, but the fact that the bennie would do exactly the same for any other extra still doesn't feel right. And even more, if I want to use the GM bennies to give the players just that extra bit of challenge, this solution does not work for the cases of NPCs fighting alongside the heroes.

And finally... I find that sometimes the situation just calls for a less dual system, and sometimes I feel like 3 tiers would work better. For example, in a fight with a Wild Card commander, two or three strong lieutenants and a bunch of random goons, I would like the lieutenants to fall roughly in between the Wild Card and the Extras. And while Skills and Edges do account for quite a bit, those few extra Wounds make a drastic difference.
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Zadmar
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PostPosted: Mon Jul 09, 2012 7:32 am    Post subject: Reply with quote

Lord Stone wrote:
The line between Wild Card and Extra is pretty wide. There is the Wild Die, three Wounds and several other situational benefits. But what if you want a character who is not a Wild Card to be just a bit better.

You can give them Luck (and Great Luck) so they have their own bennies for soaking. Some people also have NPCs they call "Competent Extras", who have a Wild Die (but no other benefits).

When I ran WotD, one of the NPCs was the boyfriend of one of the PCs. I made him a Competent Extra and gave him the Luck edge, and it made him quite a bit tougher than the other Extras, without taking any of the story focus away from the PCs. Another NPC (nicknamed "Crazy Bob", after he went psycho, kept throwing himself into suicidal situations, and surviving) ended up being upgraded to a Competent Extra as well.

In my current campaign I've made "Competent Extra" an actual edge, and a requirement for the Luck edge. If an Extra takes Competent Extra, Luck and Great Luck, and performs actions that make them stand out as an important NPC, they can spend one additional advance to replace all three edges with Wild Card status. This makes Wild Card status worth 4 advances, putting them the equivalent of 1 rank ahead of an Extra.

Some people treat their Extras as nameless redshirts, but I prefer to flesh them out (unless their sole purpose really is to be thrown into the combat meat grinder). If the Extra proves memorable, I'll start upgrading them to Wild Card status, but I prefer to do it gradually.
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kreider204
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PostPosted: Mon Jul 09, 2012 9:31 am    Post subject: Reply with quote

There are settings that do just what the OP has in mind. I've cobbled together the following, more or less taken from this or that setting book and suggestions by forum dwellers:

Wild Cards: as per the normal Wild Card rules.
Lucky Henchmen: as per the normal Extra rules, but they also get to roll a Wild Die.
Tough Henchmen: as per the normal Extra rules, but they also get 1-3 wound levels.
Extras: as per the normal Extra rules.
Lackeys: as per the normal Extra rules, but their damage rolls may not Ace.
Mooks: as per Lackeys, and any shaken result that they suffer is treated as a wound (i.e., they can be taken out with one hit, whether it’s a success or raise).
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Last edited by kreider204 on Tue Jul 10, 2012 8:35 am; edited 1 time in total
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SavageGamerGirl
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PostPosted: Mon Jul 09, 2012 11:40 am    Post subject: Reply with quote

I've occasionally used 'enhanced' Extras that can take 1 Wound, or which have a Wild Die, but not both.
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ValhallaGH
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PostPosted: Mon Jul 09, 2012 2:25 pm    Post subject: Re: Extras, but better Reply with quote

Lord Stone wrote:
The line between Wild Card and Extra is pretty wide. There is the Wild Die, three Wounds and several other situational benefits. But what if you want a character who is not a Wild Card to be just a bit better.

Use those differentiations.

Cool Extras get to use Bennies (from the GM's generic benny pool).
Very Cool Extras get their own bennies.
Competent Extras get a wild die for their specialty skill.
Very Competent Extras get a wild die for everything.
Tough Extras get wounds, up to three.
Very Tough Extras get wounds and I may allow them to spend bennies on soaking.

Characters that fall into more than one of those categories are Wild Cards.

Helpful?
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CitizenKeen
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PostPosted: Mon Jul 09, 2012 3:01 pm    Post subject: Re: Extras, but better Reply with quote

ValhallaGH wrote:
Cool Extras get to use Bennies (from the GM's generic benny pool).


Forgive me as I learn the system, but don't NPC Regular Extras get to use Bennies from the GM's generic pool already? I thought that that was what it was there for?

Or do you mean Cool Extras on the players' side? But then wouldn't the PCs just blow all of the GM's bennies?

Sorry and thank you!
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ValhallaGH
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PostPosted: Mon Jul 09, 2012 3:39 pm    Post subject: Re: Extras, but better Reply with quote

CitizenKeen wrote:
ValhallaGH wrote:
Cool Extras get to use Bennies (from the GM's generic benny pool).

Forgive me as I learn the system, but don't NPC Regular Extras get to use Bennies from the GM's generic pool already? I thought that that was what it was there for?

Sure, the GM can spend his generic bennies on any NPC in the game, be they a foe or ally of the heroes. But that is a very limited supply. In general, GMs save them for Wild Card foes.

My suggestion is that, as a conscious decision, the GM chooses to allow a particular Extra to actually draw upon that limited supply.
Random thug #3 doesn't get to use bennies because he's not cool enough to be worth the story and resource investment - letting him use bennies won't add anything to the game.
Emerald Claw Sergeant Douchery Von Douchebag, however, is a major jerkwad of an Extra. He's an arrogant, domineering, ambitious, and vicious thug. Letting him use bennies does add to the game - as evidenced by the stories still told about him lo these five years after his slaying of the band of protagonists (and all of his co-workers). Laughing Of course, he promoted himself to Lord High Marshal, but as his commanding officer he had that kind of power. Maybe. Cool

Any NPC can use the generic bennies. Cool NPCs actually get to use them.
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greyseerco
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PostPosted: Mon Jul 09, 2012 3:43 pm    Post subject: Reply with quote

What I have in my note book of fun:


Depending on how you want to build your encounters, Savage Worlds has their Extras and Wild Cards, but sometimes there is a desire or need to provide hordes of nameless foes or someone who is tougher than the average Extra, but not a full on Wild Card.

Mooks are non-standard type of character for Savage Worlds. They are the level below Extras. Mooks are the faceless cannon-fodder who get thrown at the heroes in combat. The simple followers of an apocalypse cult, the hordes of rad-roaches that come pouring out of a drainaige pipe, are just some examples of mooks.
Mooks are just like Extras, but with the following special rules:
• Every Trait is average (d6).
• They only possess four skills, and each skill is rated at d6.
• They have no edges and no hindrances.
• Mooks are never Shaken. If you equal or exceed their Toughness, they’re out of the fight.

Then there are the Extras (No Wounds, No Bennies, No Wild Die), representing your average beast and trouble maker.

Then there are troublesome Lieutenants. A Lieutenant is the main villain’s right hand man and is built like an extra, except they get to roll a wild die as well. (No Wounds, No Personal Bennies, and Get a Wild Die)

Then there are the foes that are hard to take down, but not as skilled or as lucky as a Wild Card, these are Henchmen, they are built like Extras but have three wounds. (3 Wounds, No Personal Bennies, and No Wild Die)

Lastly we have your Wild Cards (3 Wounds, 2 Bennies, Get a wild die) representing the players, main villain, and special monsters.
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Jonah Hex
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PostPosted: Mon Jul 09, 2012 6:02 pm    Post subject: Reply with quote

Something else I've added:

Master extras. These are generally used for most Extras the party interacts with as opposed to fight, such as craftsmen, town doctor, merchants, etc. Treated exactly as Extras except that they get a Wild Die for their professional skill(s) if they have any.
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fanchergw
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PostPosted: Mon Jul 09, 2012 10:19 pm    Post subject: Reply with quote

I frequently use what I call Henchmen. They are intended to fill that middle ground between Extras and Wild Cards. I've tried various configurations for Henchmen, but the one that works best for me is:
no Wounds
Wild Die
one personal benny

Gordon
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tigerguy786
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PostPosted: Tue Jul 10, 2012 1:36 am    Post subject: Reply with quote

greyseerco wrote:
What I have in my note book of fun:


Depending on how you want to build your encounters, Savage Worlds has their Extras and Wild Cards, but sometimes there is a desire or need to provide hordes of nameless foes or someone who is tougher than the average Extra, but not a full on Wild Card.

Mooks are non-standard type of character for Savage Worlds. They are the level below Extras. Mooks are the faceless cannon-fodder who get thrown at the heroes in combat. The simple followers of an apocalypse cult, the hordes of rad-roaches that come pouring out of a drainaige pipe, are just some examples of mooks.
Mooks are just like Extras, but with the following special rules:
• Every Trait is average (d6).
• They only possess four skills, and each skill is rated at d6.
• They have no edges and no hindrances.
• Mooks are never Shaken. If you equal or exceed their Toughness, they’re out of the fight.

Then there are the Extras (No Wounds, No Bennies, No Wild Die), representing your average beast and trouble maker.

Then there are troublesome Lieutenants. A Lieutenant is the main villain’s right hand man and is built like an extra, except they get to roll a wild die as well. (No Wounds, No Personal Bennies, and Get a Wild Die)

Then there are the foes that are hard to take down, but not as skilled or as lucky as a Wild Card, these are Henchmen, they are built like Extras but have three wounds. (3 Wounds, No Personal Bennies, and No Wild Die)

Lastly we have your Wild Cards (3 Wounds, 2 Bennies, Get a wild die) representing the players, main villain, and special monsters.


I'm stealing this...though I'm probably going to tinker with it a bit. I needed names for somethings and now I have them.

I also like the "Professional Extra" idea.
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Dylan S
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PostPosted: Tue Jul 10, 2012 1:56 am    Post subject: Reply with quote

My only addition to these great suggestions is to consider giving your Lieutenant-grade extras a d4 Wild Die rather than a full d6. Sometimes I give The Main Villain a d8, too.
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Clint
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PostPosted: Tue Jul 10, 2012 9:26 am    Post subject: Reply with quote

An easy way to have tougher Extras is just to give them Hardy.
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