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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, 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.
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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 holds society together.
  
 
==Source Material==
 
==Source Material==
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==Setting Rules==
 
==Setting Rules==
 
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[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]]
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'''Born A Hero:''' Heroes may ignore the Rank qualifications for Edges during chargen (excluding Legendary Edges).
  
 
'''Heroes Never Die:''' As implied, things that should kill you somehow don't. Wild Card NPCs get similar benefit.
 
'''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.  
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'''More Trait 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.
 
 
 
'''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.
 
 
 
 
 
[[File:Dustling0002.png|center|150px]]
 
  
 
==Duster Template==
 
==Duster Template==
 
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[[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 settled humans.
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'''Outsider''' - Dusters appear human on the surface - mostly - but civilized folk can sense something is ''off'' with 'them.  Subtract 2 from persuasion rolls vs non-Dusters.
  
'''Environmental Resistance''' (Dust) - Dusters get +4 to resist the negative effects of Dust that plagues the badlands.
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'''Environmental Resistance''' (Dust) - Dusters get +4 to resist the negative effects of Dust (the atmospheric storms that plague 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'''.
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'''Attribute Increase''' - Increase a particular attribute (Agility, Smarts, Spirit, Strength, or Vigor) one die type. That die has an attribute maximum of '''d12 +1'''.
  
 
'''Adaptable''' - Gain one free Novice edge that you meet the requirements for.
 
'''Adaptable''' - Gain one free Novice edge that you meet the requirements for.
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[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]]
 
[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]]
  
The skills '''Driving''', '''Electronics''', '''Hacking''', and '''Language''' won't see use in this game.  
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The skills '''Driving''', '''Electronics''', '''Hacking''', and '''Language''' won't see use in this game. Similarly, the ''Power'' skills '''Faith''', '''Focus''', '''Psionics''', '''Spellcasting''' and '''Weird Science''' are  unavailable.
  
Similarly, the ''Power'' skills '''Faith''', '''Psionics''', '''Spellcasting''' and '''Weird Science''' are  unavailable.
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==Edges==
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'''Focus''' is available, but will only be useful to those who take the edge: '''Arcane Background''' (Gifted).
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The edge '''Arcane Background''' is unavailable.
 
 
'''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==  
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==Gear==
 
==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.
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Tech level is mostly wild west-ish, if the wild west had airships. Make your choices for personal gear accordingly.
 
 
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.
 
 
 
:[[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.
 
 
 
:[[file:d10a.png|20px]] 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.
 
  
:[[file:d8a.png|20px]] This is starting '''Wealth''' for the ship.
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The party will collectively have their own airship, but that will get statted out by the group in the development thread.
  
 
==Rank and Advances==
 
==Rank and Advances==
 
[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]]
 
[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]]
  
Build your characters as '''Novices''' plus one (1) '''Advance'''.
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PCs start play as '''Novices''', but they have two '''Advances''' under their belts to spend during chargen .

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