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==RULE SET== [[File:SWN.Exploring.jpg|400px|right]]'''Savage Worlds Adventure Edition''' (SWAE) with some rules from '''Science Fiction Companion''' (SFC) From the SFC -- Note Strain (p. 29) is used. Also Edges – Cyber Tolerance, Cyborg, Gear Up & Rocket Jock; Hindrances: Cyber Resistance, FTL Sickness & Low-Tech (Minor or Major) ===Setting Rules=== (SWAE pg. 136-145) – '''''Born a Hero''''' (ignore rank requirement at character creation), '''''High Adventure''''' (benny to gain a combat edge you qualify for), '''''Multiple Languages''''' (characters start with ½ Smart die in bonus languages at d6), '''''Unarmored Heroes''''' (Wild Cards who don’t wear armor gain +2 to soak rolls), '''''Wound Cap''''' (Characters cannot suffer more the 4 wounds from any one attack). '''Languages of the Frontier Space''': Trade (this is the standard language developed by the UFS over the centuries. It is a combination of various Terran tongues and the other major species), Terran (over the last six centuries the various languages of Earth have blended together, but some still cling to the old ones. The most common of those are English, Russian, Chines, French and Hindi) and the various species specific tongues. Most have developed universal languages. Only the Weren have region dialacts that are very different from each other and must be learned seperately. ===HOUSERULES=== *'''Leadership''': because of advanced communications, the command radius of all leadership edges has been extended. With Command, the leader can provide bonuses to everyone that she can see and everyone that can hear here. With Command Presence she no longer needs to see them, but all must still be able to communicate with them (via a comlink, etc.). *'''Range Modifiers''': Extreme, or double long range distance for -6 (see SFC pg.27) with the Aim maneuver. *'''Heroic Recovery''': At the end of fight, all characters who have suffered a Wound or Wounds can make a Soak Check after a short rest (10+ minutes) for free. Make a normal Recovery test, with a success you recover a Wound. *'''Run Dice''': Changed to d4+2 (instead of d6) or 1d3+1 (for d4) or d6+2 (for a d8), etc. *'''Arcane Background''' (Psionic): the only type allowed for Arcane Backgrounds ===Regulators Campaign Idea=== The heroes are all new appointed '''Regulators''', a legal law enforcement and quasi-military force opperating in a Stellar Cluster of worlds that are allied under the '''United Frontier Space''' (or the UFS). Your job is to arrest criminals, protect UFS citizen and species under UFS protection from hostile forces. The headquarters for the UFS Regulators is located on the '''Goliath-II Space-Station''' within the '''Gamdee System''' (somewhat half way between Human, Vrusk and Yazirian space). Regulators congregate here to get supplies and gear, heal up, relaxes and recover and of course get new assignments, have meetings with UFS '''Intelligence''', etc. [[File:SWN.SpaceStation.jpg | 700px]] Regulator officers are drawn from all corners of the Stellar Cluster, but they share an unwavering sense of duty to protect the innocent and uphold the laws of the Frontier. Every year, thousands of hopefuls apply to the Regulators, for the job of a Officer is one of neverending exploration, excitement, and peril. However, only a few hundred applicants can pass the rigorous physical, intellectual, and psychological testing, and even fewer make it through the months of training and indoctrination once they’re accepted. A Regulators campaign consists of a series of missions, and almost all missions begin the same way: A squad of Regulators Officers receives an assignment to locate a capture a wanted criminal (or gang of criminals) or to protect a settlement from hostile forces or rescue endangered citizens, etc. How they pursue their assignment is up to them; sometimes the direct approach works best, but Regulators Officers must also be prepared for undercover work, relying on their keen wits as well as sharp reflexes to take down their targets. The Regulaters will be assigned a starship for mission and most players should have a few skills that allow them to assist in normal ship functions (pilot, enginer, captain, etc.) ===Space Truckers Campaign=== Fpr this campaign setting they don't work directly for the Regulators or UFS directly. Instead the characters all own a ship togther but they still owe lots of credits to the bank (or sponsors or loansharks, etc.) and need paying jobs to keep their ship running and make their payments. The ship will take lots of cargo jobs to out of the way places and get hired to do dangerous "off-the-books" jobs for various clinets and even work for the Regulators at times. Generally this can be a Light Freighter or maybe the Pirate Raider. Figure they have payed off 10% of its base price and own 40 years of payments to go (minus 1d10), at 5% of its base cost as payments per year. They could also buy it 'usesd' and for every 5 years less of payments the crew has to make the vessel has a quirk, up to maximum of 20 years "off". So a new Light Freighter cost $9.28M. The group has paid of up $928,000 and have made (d10) 3 payments. They have 37 years at a cost of $464,000 each year. [[File:SWN.SL.Trucker.jpg | 700px]] {| class="wikitable" border="0" | '''1d20''' || '''Starship Quirk''' |- | 1 || xx |- |}
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