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, born outside the domes, 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 help where you can, ''because you can'', standing for those that can't stand for themselves, and standing against those that would cause harm just because they can.
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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.
  
 
==Source Books==
 
==Source Books==
 
[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]]
 
[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]]
  
We will be using '''SWADE''' and the '''SWADE ''Super Powers Companion'''''.
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We will be using Savage Worlds Adventure Edition - '''SWADE''' - for this game.
 
 
:'''Note:''' This is not a 4-color supers game, or really any kind of costumed hero game. PCs are rugged frontier folk in a brutal world who have been changed by their environment into something . . . more.
 
  
 
==Setting Rules==
 
==Setting Rules==
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'''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.
 
'''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.
 
'''Super Powers Edge:''' PC's start play with the Super Powers Edge for free, Power Level 1 [15/pts].
 
  
 
==Species Template==
 
==Species Template==
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'''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.
 
'''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.
  
'''Adaptable''' - Dusters begin play with any Novice Edge of their choosing. They must meet its requirements as usual.
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'''Gifted''' - Dusters begin play with the Arcane Background Edge (Gifted).
  
'''Low Light Vision''' - All Dusters have Low Light Vision.
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'''Infravision''' - All Dusters have Infravision.  
  
'''Environmental Resistance''' (Dust) - All Dusters get +4 to resist the negative effects of Dust (the atmosphere outside the Domes).
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'''Environmental Resistance''' (Dust) - All Dusters get +4 to resist the negative effects of Dust (the atmosphereic storms that plague the badlands).
  
 
==Skills==  
 
==Skills==  

Revision as of 19:20, 13 May 2024

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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.

Source Books

< < < Back to Main Page

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

Setting Rules

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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, Focus will be treated as a Core Skill, starting at d4 instead of Untrained.

Species Template

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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.

Gifted - Dusters begin play with the Arcane Background Edge (Gifted).

Infravision - All Dusters have Infravision.

Environmental Resistance (Dust) - All Dusters get +4 to resist the negative effects of Dust (the atmosphereic storms that plague the badlands).

Skills

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The following skills - Driving, Language, and Piloting - won't see use in this game. Similarly, the Power skills Faith, Psionics, Spellcasting and Weird Science are irrelevant.

Electronics, generally only encountered inside the Domes, will be a weird crystal-based thing rather than wires and such. Similarly, Hacking will be more about bypassing systems than information mining. Shooting will only very, very rarely involve guns and gun-like things.

Bonus Core Skill: PCs start with Focus as a core skill ranked at d4 instead of Untrained. This skill is required to activate some powers.

Powers

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For setting reasons, the Super Powers Construct, Flight, Vehicle, and Undead are off the menu. Melee Attack and Ranged Attack, if they are tied to a weapon, should be tied to pre-modern weapons.

If you attach negative modifiers to a power that would reduce the cost of that power to zero or less, it still costs at least one point.

Hindrances

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Because we will be posting as-available in action scenes, the Hesitant hindrance is unavailable to take. Young is off the table because I'm not willing to run kids as PCs in a game like this one.

For setting reasons, the following hindrances from the Super Powers Companion are off limits: Alien Form, Secret Identity, and Transformation. Similarly, the super-villain facing hindrances, Megalomaniac and Monologue are off the table.

Edges

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The following Edges are not available: Arcane Background and all Power Edges .

Take care selecting Edges that amplify ranged weapon use or hinge directly on guns. Same with those that tie to vehicles.

Rank and Advancement

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