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. 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 Books==
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==Source Material==
We will be using '''SWADE''' and the '''SWADE ''Super Powers Companion'''''.
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[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]]
  
:'''Note:''' This is not a 4-color supers game, or really any kind of costumed hero game. PCs are rugged frontier folk who have been changed by their environment into something . . . more.
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We will be using Savage Worlds Adventure Edition - '''SWADE''' - for this game.
  
 
==Setting Rules==
 
==Setting Rules==
'''Heroes Never Die:''' As implied, things that should kill you somehow don't. Wild Card villains get similar benefit.
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[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]]
  
'''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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'''Heroes Never Die:''' As implied, things that should kill you somehow don't. Wild Card NPCs get similar benefit.
  
'''Super Powers Edge:''' PC's start play with the Super Powers Edge for free, Power Level 1 [15/pts].
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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.
  
==Species Template==
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'''Languages:''' Everyone speaks '''Trade Tongue''' in the settlements of men, including Dusters.
PCs appear human on the surface - mostly - but civilized folk can sense something is ''off'' with ''Dusters''.  
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:'''Outsider''' (minor) - All Dusters have this negative racial trait. Dusters subtract 2 from persuasion rolls vs non-Dusters.
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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.
:'''Adaptable''' - Dusters begin play with any Novice Edge of their choosing. They must meet its Requirements as usual.
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:'''Low Light Vision''' - All Dusters have Low Light Vision.
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Dusters have also developed their own pidgin of Trade and Ting that they often speak among themselves.
:'''Environmental Resistance''' (Dust) - All Dusters get +4 to resist the negative effects of Dust (the atmosphere outside the Domes).
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 +
 
 +
[[File:Dustling0002.png|center|150px]]
 +
 
 +
==Duster Template==
 +
[[SWADE:_Out_of_the_Badlands|< < < 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 [[file:d6a.png|20px]] and that attribute die's maximum is [[file:d12a.png|20px]] '''+1'''.
 +
 
 +
'''Adaptable''' - Gain one free Novice edge that you meet the requirements for.
  
 
==Skills==  
 
==Skills==  
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.
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[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]]
  
'''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.
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The skills '''Driving''', '''Electronics''', '''Hacking''', and '''Language''' won't see use in this game.  
  
'''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.
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Similarly, the ''Power'' skills '''Faith''', '''Psionics''', '''Spellcasting''' and '''Weird Science''' are  unavailable.
  
==Powers==
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'''Focus''' is available, but will only be useful to those who take the edge: '''Arcane Background''' (Gifted).
For setting reasons,, the 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.
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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==  
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.
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[[SWADE:_Out_of_the_Badlands|< < < 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==
 +
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).
 +
 
 +
:[[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.
 +
 
 +
:[[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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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.
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The party will collectively have their own airship that will get statted out by the group in development.
  
==Edges==
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:[[file:d8a.png|20px]] This is starting '''Wealth''' for the ship.
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.
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==Rank and Advances==
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[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]]
  
==Rank and Advancement==
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Build your characters as '''Novices''' plus one (1) '''Advance'''.
PCs start play as '''Novices''', but they have two '''Advances''' under their belts to spend .
 

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.