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== NEW AND MODIFIED HINDRANCES AND EDGES == <font size=1>[https://wiki.rpg.net/index.php/SavageWorldAdvEd.FadingSuns Back to the Top]</font size></br> :'''Disallowed Edges''' – Aristocrat, Artifcicer, Gadgeteer, Wizard. :'''Allowed Edges from SWR''' – Battle Hardened, Combat Sense (Improved Combat Sense), Cyber-Psychic Alignment (Improved Cyber-Psychic Alignment) :'''Allowed Hindrances from SFC''' – Low Tech :'''Allowed Edges from the SFC''' – Cyber Tolerant, Atmospheric Acclimation, Gravity Acclimation, Rocket Jock, along with updated Cyborg and Gear Up, see below) :'''Allowed Edges from the SPC''' – Team Leader (updated, see below) ===HINDRANCES=== '''MODIFIED HINDRANCES''' :'''POVERTY''' (Minor/Major): This hindrance can be taken a character of any Status, lowering their Status’s base wealth by one step (for Minor) or two steps (for Major). If the character later raises his Status, the wealth raises but is still one or two level lower. The character must first buy off this hindrance before increase his Wealth. Finally, characters gain one less Major purchase (so 2 instead of 3) at character creation and per session. Note minimum Wealth level is 1 (D4-2). '''NEW HINDRANCES''' :'''ACTIVIST''' (Minor): The character has a -2 penalty to Persuasion check while interacting with those who possess differing viewpoints (as Outsiders) and mutants. :'''COCKY''' (Minor): some folk just don’t know when to brag and when to act. The character’s first round of combat must be spent announcing how great he is or the doom of those whom oppose him (and counts as a standard Action). To act normally instead, costs a Benny. :'''GARRULOUS''' (Minor): you are particularly loose with your money. Unless you spend a Benny, you make one less Major purchase each game session (and you start the game with one less Major purchase). :'''GLASS JAW''' (Minor): you have a glass jaw and can’t take a solid hit. You suffer -2 penalty on Soak rolls. :'''JINGOISTIC''' (Minor): Believes in the superiority of Imperium. Your Leadership Edges may not be used when dealing with anyone not of the Empire of Man (human, mutant or alien) along with suffering a -2 to Persuasion checks against non-Imperial entities. :'''OCCULT WEAKNESS''' (Minor/Major): Cannot have AN Arcane Background or Arcane Resistance. Minor suffer -2 to Toughness and any Roll to resist or soak Occult powers. Major suffer -4 to Toughness and to any Roll to resist or soak Occult powers. '''FACTION HINDRANCES'''</br> In order to have these Hindrances requires a Faction edge in order to take any. :'''BLACK SHEEP''' (Minor) [requires Commission, Nobility or Ordained edge]: The character is not in good standing with his or her faction and is ostracized by it. The character suffers a -2 to any Claim of Hospitality and when using their Connections or when Networking within their faction. :'''BASTARD''' (Minor or Major) [requires Nobility edge]: Depending on their relationship with their parent a bastard child of a Noble House, a bastard child may be granted some advantages of the house or maybe ignored and left to fend for themselves in all things. As a Minor hindrance the character suffers a -1 to both checks even within their own faction. Also, while the character can still make a claim of Hospitality she suffer a -2 penalty. As a Major hindrance the character’s Status and Wealth is lowered by one, they do not have any Connections within their Order, and cannot make Claims of Hospitality. :'''EXILE''' (Major) [requires Commission, Nobility or Ordained edge]: The character was once a member of one of the great factions but due to some past misdeed they have been cast out (fired from their Guild, disowned from their Royal House, or excommunicated from the Church). The character’s Status and Wealth is lowered by one, they do not have any Connections within their Order, and cannot make Claims of Hospitality. :'''EXTINCT FACTION''' (Minor or Major) [requires Commission, Nobility or Ordained edge]: The character faction has gone extinct; either having been destroy by outside factors (wars, subterfuge, etc.) or some internal factor (gone blacklisted due to mismanagement or theft, heresy, hostile takeover or buyout, etc.). As a Minor hindrance the character suffers a -1 to both checks even within their own faction. Also, while the character can still make a claim of Hospitality she suffer a -2 penalty. As a Major hindrance the character’s Status and Wealth is lowered by one, they do not have any Connections within their Order, and cannot make Claims of Hospitality. :'''MINOR INFLUENCE''' (Minor) [requires Commission, Nobility or Ordained edge]: The character is a member of a minor order or Alien member of a greater order but does not gain the level of bonuses afford to greater Factions. The character has the same status level and wealth but suffers a -1 to both checks even within their own faction. Also, while the character can still make a claim of Hospitality she suffer a -2 penalty. ===EDGES=== '''UPDATED EDGES''' :'''BRAWNY''' for a Vorox this edge does not increase its Size. All other benefits still apply. Others still gain a +1 to Size (and Toughness). :'''RICH''': Increase your Wealth level and die by +1 over your Status level. You gain one additional major purchase per session (and one additional item at Character Creation). ::'''FILTHY RICH''': You increase your Wealth die an additional +1 over your Status level but to a maximum of 6/d12. You gain one additional major purchase per session (stacks with Rich, so two additional automatic Major Purchases). :'''TEAM LEADER''' (SPC) also, any allies in your command area count as one addition adjacent ally for the purpose of determining Gang Up bonuses. This still can’t exceed the normal maximum Gang Up bonus of +4. '''NEW BACKGROUND EDGES''' :'''COHORT BADGE''' [Ordained or Commissioned, Status 3+, cannot have a major Faction Hindrance]: The character is an imperial cohort, and aide-de-camp to one of the Emperor’s Questing Knights. The character gains a +1 to Persuasion skill checks with Imperial agents and most of the common people. They can also draw on Imperial Stores and gain one additional major purchase a session and they may now make a Claim of Hospitality with Imperial Agents and other Factions. Cohorts can cross bounties free of taxation and are granted free consul from any prosecution. Cohorts must uphold a code of behavior and duty, can never act against Imperial interests and may be called upon at any time to undergo any number of missions for the order or the Emperor. :'''CYBERNETIC IMPLANTS''' [Novice]: this edge maybe purchased more than once, each time grant the character 4 Strain points for cybernetic abilities but each time this Edge is taken the character suffers a -1 to Persuasion skill checks as they become less ‘human’ (even if the cybernetics are hidden). Minor cybernetics, like an artificial heart or hand that have no game effect, don’t require this edge. :'''GEAR UP''' [Novice, cannot have the Poverty hindrance]: gain Eight Pricy, or Four Expensive, or Two Very Expensive or One Extremely Expensive item(s) or any combination of the total. :'''IMPERIAL CHARTER''' [Nobility, Status 3+, cannot have a major Faction Hindrance]: The character has joined the Emperor’s new Order of Question Knights. Granted only to characters of Noble Birth, this is one of the most powerful Knightly Orders within the Known Worlds. Knights gain a +1 to Persuasion with anyone who holds the Emperor in good stead. A knight may inspect public Church and League records (but not private ones) and may cross feudal boundaries free of taxation. They are generally immune from prosecution although charges can be brought up with the Imperial Court. The character can also draw on Imperial Stores and gain one additional major purchase a session and gains a +2 to Status when making a Claim of Hospitality with Imperial Agents and can make a basic Claim with any other Faction. Knights must uphold a code of behavior and duty, can never act against Imperial interests and may be called upon at any time to undergo any number of missions for the order. :'''MINOR RELIC''' [Novice, Wealth 4/d8 or Connection]: begins with an item(s) worth Minor Relic cost. :'''NOBLE CLAW''' [Novice, Noble faction, Vorox]: as a noble Vorox you were allowed to keep one of your species poisons claws. Damage STR+d4 and living target must make a Vigor check or be Distracted and Vulnerable until the end of its next turn. :'''XENO-EMPATHY''' [Novice, Smarts d8+]: you have studied and have an understanding of peoples not of your race. You no longer suffer the misunderstanding penalties when dealing with Xeno races. '''NEW COMBAT EDGES''' :'''HEAVY MELEE MASTER''' [Novice, Strength d8+, Fighting d6+]: you training allows you to wield a two-handed weapon in one hand. You must still have the weapon's Strength Minimum. :'''HEAVY WEAPON TRAINING''' [Novice, Shooting d6+]: you can operate heavy mounted weapons without the normal -4 penalty for firing such weapons in combat (see WEAPONS) '''FACTION EDGES'''</br> There are three major factions within the Known Worlds – Nobles, whom rule over the lands and the peasants, the Church whom protect the minds and souls of the people, and the Guilds whom control industry and trade. Each via for control of not only their own spheres of interest against other factions within their domains (The Hawkwoods and the Decados have a long standing rivalry, while the Avesti and Eskatonic Orders are constantly at each other’s throats), they also via with the other the other faction for more control or arguments over who controls what (for example the Noble Houses and various Guilds often bicker what technology they can use and the Church tries to discourage both from relying on it too heavily or distributing too much to the common people, etc.). Most characters should belong to one of these factions as they provide protection and status within the Known Worlds. A character whom chooses not to take one is considered either a Freeman (if Human) or a Vassal (if an Alien). They gain no bonuses but are allowed some limited freedoms out the Factions. :'''COMMISSIONED''' [Novice, Guild Member]: You have a Merchant League Guild commission, and considered a Guilds-Men (Base Status and Wealth of 3). You have the equivalent of the Connected edge within your own Guild and can make Claims of Hospitality within the Merchant League. Within the Guild there are five major chapters that each grant its members special training (and bonuses to certain skills) ::'''*Charioteers'''[https://www.pinterest.com/pin/1055599902202504/]: +1 to either Boating, Drive or Pilot and +1 Tech Use. ::'''*Engineers'''[https://www.pinterest.com/pin/653866439653792383/visual-search/?imageSignature=ae22dfe93ed4c6eef7cf73384fd10336]: +1 to either Repair or Tech Use and +1 to either Science or Think Machine Chant. ::'''*Scavers'''[https://www.pinterest.com/pin/562246334731314944/]: +1 to Gambling and +1 to Thievery ::'''*Musters'''[https://www.pinterest.com/pin/17240411061380124/]: +1 to Athletics and +1 to Intimidate ::'''*Reevers'''[https://www.pinterest.com/pin/36451078222284827/]: +1 to either Intimidate or Persuasion and +1 to Research :'''HIGHER STATUS''' [Novice, requires Commission, Nobility or Ordained edge]: Your character is of a higher status and wealth within his or her Faction. Increase your Status and Wealth level by +1 (generally to 4/d8 unless modified with other Hindrance, Edge or Raises) ::'''GREATER STATUS''' [Novice, requires Commission, Nobility or Ordained edge Higher Status]: You have even more power and responsibility within your faction. Increase your Status and Wealth level by an additional +1 (generally level 5/d10). :'''NOBILITY''' [Novice, Noble Born]: The character is a member of a noble house (Base Status and Wealth of 3). The character has the equivalent of the Connected edge within their own Family’s House and can also make a Claim of Hospitality with other Noble Houses of the Known World. Each House specially trains its members in a variety of fields, focusing on what the House Elders had deemed important in days past. ::*'''Hawkwood'''[https://www.pinterest.com/pin/556264991479481303/]: +1 to either Academia or Battle and +1 to either Intimidate or Persuasion ::*'''Decados'''[https://www.pinterest.com/pin/194217802671393434/visual-search/?imageSignature=1554a8399b7e3cd9a58a40da13c6b571]: +1 to either Intimidate or Taunt and +1 to either Stealth or Thievery ::*'''al-Malik'''[https://www.pinterest.com/pin/413275703309442036/]: +1 to Persuasion and +1 to either Academia or Research ::*'''Li Halan'''[https://www.pinterest.com/pin/789959590873980469/]: +1 to either Academia or Preform and +1 to Persuasion or Taunt ::*'''Hazat'''[https://www.pinterest.com/pin/914862411265291/]: +1 to Battle and +1 to either Fighting or Shooting :'''ORDAINED''' [Novice, Church Member]: The character is an ordained minister of the Universal Church, protector souls and bringer of light (Base Status and Wealth of 3). The character of the equivalent of the Connected edge within their Order and can make Claim of Hospitality within the Universal Church. Each Order focuses on various studies that they deem most import for their priests before being sent out among the disciples. ::*'''Urth Orthodox'''[https://www.pinterest.com/pin/3659243436537951/]: +1 to Academia and +1 to Persuasion ::*'''Brothers Battle'''[https://i.pinimg.com/originals/ac/0a/ce/ac0acee0c2863ff70a4b21cb74281d38.jpg]: +1 to Athletics and +1 to Fighting ::*'''Eskatonic Order'''[https://www.pinterest.com/pin/695243261232674705/]: +1 to either Academia or Survival and +1 to either Occultism or Persuasion ::*'''Temple Avesti'''[https://www.pinterest.com/pin/493707177910528585/]: +1 to Intimidate and +1 to Occultism ::*'''Sanctuary Aeon'''[https://www.pinterest.com/pin/AShYoX3brU1gOdYdjnAH-OXxVMbnAMmBvDX4AdyTsnHOXH5Z5fnmKV8/]: +1 to Healing and +1 to Persuasion '''NEW LEADERSHIP EDGES''' :'''BORN LEADER''' [Veteran, Command]: If you spend a Full Round Action, one ally within your presence area is granted a free and immediate attack of their choice against an enemy of your choosing. :'''MOVE IT MISTER!''' [Seasoned, Command]: You can use a Standard Action to give one ally within your presence area a free and immediate movement of Pace (no Running die). This ally cannot pass through threatened enemy’s space without drawing an attack (unless they have Extraction, then roll normal) '''NEW PROFESSIONAL EDGES''' :'''ARMOR MASTER''' [Novice, Strength d6+, Fighting d6+]: Count the weight of any armor that he is wearing as one-half for Encumbrance. The character also ignores the skill penalty to Athletics and only suffers one-half (round down) to Stealth while wearing armor. :'''BODYGUARD''' [Novice, Vigor d8+, Fighting or Shooting d8+, Notice d8+]: Trained to protect important people from taking harm. Often, this means that you throw yourself into the line of fire. Once per round, a bodyguard within 2” of a character that he wants to protect, can make a Notice check to throw himself into the line of fire, should the target be attacked. On a successful roll, move the bodyguard into the line of fire and apply any damage to him but now with a +1 Toughness (and +1 if you try a Soak roll but only vs. this attack), instead of the original target. This does not count as an action for the Bodyguard round, but can only be done once a round. :'''COMMANDO''' [Seasoned, Assassin or Woodsman, Extraction]: The elite commando can move and still benefit from the Aim maneuver so long as he does not also run (cannot aim if they run). He also gains a +2 to Notice checks vs. others getting ‘the Drop’ on them. :'''ELITE EXPLORER''' [Seasoned, Alertness, Woodsman, Smarts d8+, Notice d8+ Survival d8+]: Elite explorers are well-traveled and well respected in the area of expertise. When leading a group through the wilderness, they grant the group a +2 to Notice and Survival checks (but only in wilderness). :'''ENGINEER SAVANT''' [Veteran, Smarts d8+, Tech Master, Tech Recognition, Repair d10+, Tech-Use d8+, Think Machine Chant d8+ must be a Commissioned Engineer]: These are a rare breed found only within the ranks of the Engineering Guild, where they jealously guard the secrets of science. You gain a +2 to all Repair, Science, Tech-Use and Think Machine Chant skill rolls. :'''GAMBLER''' [Novice, Gambling d8+]: Gamblers are half swindler, half psychologist who makes their living playing games of chance. Gambles gains a +2 to their Gambling skill and can re-roll a failed skill check so long as it was not a Critical Failure. :'''INFILTRATOR''' [Seasoned, Stealth d10+]: Infiltrators specialize at entering enemy strongholds. When failing a Stealth roll against foes, you can re-roll your result so long as it was not a Critical Failure. :'''STOIC BODY''' [Novice, Vigor d8+]: Various trainings in preserving the body and controlling its responses to the environment. You may ignore one level of Fatigue penalties. :'''STOIC MIND''' [Novice, Spirits d8+]: Various trainings strengthening the mind, +2 to resist psychic mind based attacks or powers, Taunt, Smart based Tricks and Intimidation test of Wills. :'''TECH RECOGNITION''' [Novice]: You have some training in the current technology of your era, allowing you to work on modern and advanced technological devices. You cancel 2 points from Tech Redemption to technology related rolls including Repair, Science, Tech-Use and Think Machine Chant. ::'''MASTER TECH''' [Novice, Smarts d6+, Tech Recognition, Tech-Use d6+]: This character has a natural affinity for working with machines and technology. You cancel out the full -4 penalty with Repair, Science, Tech-Use and Think Machine Chant rolls due to Tech Redemption. :'''VOID TRAINING''' [Novice, Pilot d6+, Tech-Use d6+]: You have been trained on how to pilot voidcraft. This means that you do not suffer the additional -2 to Piloting and Tech Use skill when used with any type of Void craft (due to their additional complexity). Also, you do not suffer the normal unstable platform penalty in zero-g environments.
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