Difference between revisions of "Badlands Chargen"

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Tech level is mostly wild west-ish, if the wild west had airships. Make your choices for personal gear accordingly.
 
Tech level is mostly wild west-ish, if the wild west had airships. Make your choices for personal gear accordingly.
  
The party will collectively have their own airship, but that will get statted out in the development thread.
+
The party will collectively have their own airship, but that will get statted out by the group in the development thread.
  
 
==Rank and Advancement==
 
==Rank and Advancement==

Revision as of 19:43, 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

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

Setting Rules

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Born A Hero: Heroes may ignore the Rank qualifications for Edges during chargen.

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 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) from a lifetime's exposure to Dust.

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

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.

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.

Gear

Tech level is mostly wild west-ish, if the wild west had airships. Make your choices for personal gear accordingly.

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

Rank and Advancement

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