Difference between revisions of "Gods and Monsters Chargen"

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(Campaign Requirements)
(Campaign Requirements)
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[[SWADE:_Gods_and_Monsters|< < < Back to Main Page]]
 
[[SWADE:_Gods_and_Monsters|< < < Back to Main Page]]
  
PCs have '''Secret Identity''' as a drawback outside their normal elected hindrances, and start play with the '''Super Powers''' edge at power level 2 ['''30pts'''].
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PCs start play with the '''Super Powers''' edge at power level 2 ['''30pts'''] and have '''Secret Identity''' as a drawback outside their normal elected hindrances.
  
'''Secret Identity''' should be fleshed out with your character's civilian identity, their occupation when not hero-ing, and three close associates that might be used against them if their identity is discovered.  
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'''Secret Identity''' should be fleshed out with your character's civilian identity, their occupation when not hero-ing, and three close associates that might be used against them if their identity is ever discovered.  
  
'''Secret Identity''' does not generate points to spend in chargen.
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'''Secret Identity''' ''does not'' generate points to spend in chargen.
  
 
==Hindrances==
 
==Hindrances==

Revision as of 22:12, 14 May 2024

Source Material

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We will be using the Savage Worlds Adventure Edition Core Book and the Savage Worlds Adventure Edition Super Powers Companion for this game.

Setting Rules

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Born A Hero: Heroes may ignore the Rank qualifications for Edges during chargen (excluding Legendary Edges).

Fanatics: Henchmen/Sidekicks may take the hit for Wild Card NPCs as appropriate.

Heroes Never Die: As implied, things that should kill you somehow don't. Wild Card NPCs get similar benefit.

High Adventure: Spend a Bennie to gain a one time use of a combat edge of your rank or lower if you otherwise meet its prerequisites (excluding Trait scores).

More Trait Points: PCs begin with 6 attribute points instead of 5 and 15 skill points instead of 12. Additionally, Focus is treated as a Core Skill, starting at d4 instead of Untrained. This skill is required to activate certain super powers.

Racial Template

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PCs use the Human racial template.

Campaign Requirements

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PCs start play with the Super Powers edge at power level 2 [30pts] and have Secret Identity as a drawback outside their normal elected hindrances.

Secret Identity should be fleshed out with your character's civilian identity, their occupation when not hero-ing, and three close associates that might be used against them if their identity is ever discovered.

Secret Identity does not generate points to spend in chargen.

Hindrances

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Because we will be posting as-available in action scenes, the Hesitant hindrance is unavailable to take.

Young is also off the table, because, though things are not likely to escalate beyond PG-13, I don't want to run minors in an adult game.

Rank and Advances

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PCs start play as Novices, but they have two Advances under their belts to spend during chargen.