Difference between revisions of "Badlands Chargen"

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[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]]
 
[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]]
  
You're a Duster, at home in the badlands that softer folk simply cannot survive. You look human, but you're really not. Life in the wilds has changed you on a fundamental level. You are the lynchpin that holds society together.
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You're a Duster, at home in the badlands. You look human, but you're really not. Life in the wilds has changed you on a fundamental level, and you and your crew and your airship are the lynchpins that hold society together.
  
 
==Source Material==
 
==Source Material==
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[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]]
 
[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]]
  
'''Born A Hero:''' Heroes may ignore the Rank qualifications for Edges during chargen.
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'''Heroes Never Die:''' As implied, things that should kill you somehow don't. Wild Card NPCs get similar benefit.
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'''More Skill Points:''' PCs begin with '''15''' skill points instead of 12.
 +
:Additionally, '''Piloting/Boating''' will be treated as a single skill and is considered a Core Skill in this campaign, starting at [[file:d4a.png|20px]] instead of untrained.
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 +
'''Languages:''' Everyone speaks '''Trade Tongue''' in the settlements of men, including Dusters.  
  
'''Heroes Never Die:''' As implied, things that should kill you somehow don't. Wild Card NPCs get similar benefit.
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Dustlings, small humanoid creatures native to the badlands, have their own language, '''Ting''', that is rarely understood by settled folk, but which can be spoken and understood by the Dusters who share the badlands with them.  
 +
 
 +
Dusters have also developed their own pidgin of Trade and Ting that they often speak among themselves.
  
'''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 Skill Points:'''  PCs begin with '''15''' skill points instead of 12.  Additionally, '''Focus''' will be treated as a '''Core Skill''', starting at '''d4''' instead of Untrained.
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[[File:Dustling0002.png|center|150px]]
  
 
==Duster Template==
 
==Duster Template==
 
[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]]
 
[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]]
  
'''Outsider''' - All Dusters have this negative racial trait. PCs appear human on the surface - mostly - but civilized folk can sense something is ''off'' with ''Dusters''.  Dusters subtract 2 from persuasion rolls vs non-Dusters.
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'''Outsider''' - Dusters appear human on the surface - mostly - but settled folk can sense something is ''off'' with them.  Persuasion rolls are made at '''-2''' vs non-Dusters.
  
'''Gifted''' - Dusters begin play with the '''Arcane Background Edge''' (Gifted) from a lifetime's exposure to Dust.
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'''Environmental Resistance''' (Dust) - Dusters get +4 to resist the negative effects of Dust that plagues the  badlands.
  
'''Infravision''' - All Dusters have Infravision.  
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'''Attribute Increase''' (Player's Choice) - One attribute (Agility, Smarts, Spirit, Strength, or Vigor) starts at [[file:d6a.png|20px]] and that attribute die's maximum is [[file:d12a.png|20px]] '''+1'''.
  
'''Environmental Resistance''' (Dust) - All Dusters get +4 to resist the negative effects of Dust (the atmosphereic storms that plague the badlands).
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'''Adaptable''' - Gain one free Novice edge that you meet the requirements for.
  
 
==Skills==  
 
==Skills==  
 
[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]]
 
[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]]
  
The skills '''Driving''' and '''Language''' won't see use in this game. Similarly, the ''Power'' skills '''Faith''', '''Psionics''', '''Spellcasting''' and '''Weird Science''' are  irrelevant.
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The skills '''Driving''', '''Electronics''', '''Hacking''', and '''Language''' won't see use in this game.  
 +
 
 +
Similarly, the ''Power'' skills '''Faith''', '''Psionics''', '''Spellcasting''' and '''Weird Science''' are  unavailable.
 +
 
 +
'''Focus''' is available, but will only be useful to those who take the edge: '''Arcane Background''' (Gifted).
  
'''Electronics''' will be a weird crystal-based thing rather than wires and such. Similarly, '''Hacking''' will be more about bypassing systems than information mining since computers aren't really a thing as we know them.
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'''Piloting/Boating''' will be treated as a single skill and is considered a Core Skill in this campaign, starting at [[file:d4a.png|20px]] instead of untrained.
  
 
==Hindrances==  
 
==Hindrances==  
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Because we will be posting as-available in action scenes, the '''Hesitant''' hindrance is unavailable to take.  
 
Because we will be posting as-available in action scenes, the '''Hesitant''' hindrance is unavailable to take.  
  
'''Young''' is also off the table because I'm not willing to run kids as PCs in this game.
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'''Young''' is also off the table, because I'm not willing to run kids as PCs in this game.
  
 
==Gear==
 
==Gear==
Tech level is mostly wild west-ish, if the wild west had airships. Make your choices for personal gear accordingly.
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Tech level is mostly wild west-ish, if the wild west had airships. Make your choices for personal gear accordingly. We will be using the '''Wealth''' stat instead of x-monies-per-character.
 +
 
 +
We won't roll '''Wealth''' for starting gear, but your starting gear is subject to GM approval. (If it seems reasonable, it will be approved).
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 +
:[[file:d4a.png|20px]] This is starting '''Wealth''' for characters with the '''Poverty''' hindrance.
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:[[file:d6a.png|20px]] This is starting '''Wealth''' for base characters.
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:[[file:d8a.png|20px]] This is starting '''Wealth''' for characters with the '''Rich''' edge.
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:[[file:d10a.png|20px]] This is starting '''Wealth''' for characters with the '''Very Rich''' edge
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 +
 
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The party will collectively have their own airship that will get statted out by the group in development.
  
The party will collectively have their own airship, but that will get statted out by the group in the development thread.
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:[[file:d8a.png|20px]] This is starting '''Wealth''' for the ship.
  
==Rank and Advancement==
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==Rank and Advances==
 
[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]]
 
[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]]
  
PCs start play as '''Novices''', but they have two '''Advances''' under their belts to spend during chargen .
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Build your characters as '''Novices''' plus one (1) '''Advance'''.

Latest revision as of 12:35, 22 May 2024

< < < Back to Main Page

You're a Duster, at home in the badlands. You look human, but you're really not. Life in the wilds has changed you on a fundamental level, and you and your crew and your airship are the lynchpins that hold society together.

Source Material[edit]

< < < Back to Main Page

We will be using Savage Worlds Adventure Edition - SWADE - for this game.

Setting Rules[edit]

< < < Back to Main Page

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

More Skill Points: PCs begin with 15 skill points instead of 12.

Additionally, Piloting/Boating will be treated as a single skill and is considered a Core Skill in this campaign, starting at D4a.png instead of untrained.

Languages: Everyone speaks Trade Tongue in the settlements of men, including Dusters.

Dustlings, small humanoid creatures native to the badlands, have their own language, Ting, that is rarely understood by settled folk, but which can be spoken and understood by the Dusters who share the badlands with them.

Dusters have also developed their own pidgin of Trade and Ting that they often speak among themselves.


Dustling0002.png

Duster Template[edit]

< < < Back to Main Page

Outsider - Dusters appear human on the surface - mostly - but settled folk can sense something is off with them. Persuasion rolls are made at -2 vs non-Dusters.

Environmental Resistance (Dust) - Dusters get +4 to resist the negative effects of Dust that plagues the badlands.

Attribute Increase (Player's Choice) - One attribute (Agility, Smarts, Spirit, Strength, or Vigor) starts at D6a.png and that attribute die's maximum is D12a.png +1.

Adaptable - Gain one free Novice edge that you meet the requirements for.

Skills[edit]

< < < Back to Main Page

The skills Driving, Electronics, Hacking, and Language won't see use in this game.

Similarly, the Power skills Faith, Psionics, Spellcasting and Weird Science are unavailable.

Focus is available, but will only be useful to those who take the edge: Arcane Background (Gifted).

Piloting/Boating will be treated as a single skill and is considered a Core Skill in this campaign, starting at D4a.png instead of untrained.

Hindrances[edit]

< < < Back to Main Page

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

Young is also off the table, because I'm not willing to run kids as PCs in this game.

Gear[edit]

Tech level is mostly wild west-ish, if the wild west had airships. Make your choices for personal gear accordingly. We will be using the Wealth stat instead of x-monies-per-character.

We won't roll Wealth for starting gear, but your starting gear is subject to GM approval. (If it seems reasonable, it will be approved).

D4a.png This is starting Wealth for characters with the Poverty hindrance.
D6a.png This is starting Wealth for base characters.
D8a.png This is starting Wealth for characters with the Rich edge.
D10a.png This is starting Wealth for characters with the Very Rich edge


The party will collectively have their own airship that will get statted out by the group in development.

D8a.png This is starting Wealth for the ship.

Rank and Advances[edit]

< < < Back to Main Page

Build your characters as Novices plus one (1) Advance.