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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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'''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 Skill Points:'''  PCs begin with '''15''' skill points instead of 12. Additionally, '''Piloting/Boating''' is treated as a Core Skill, starting at '''d4''' instead of untrained.
: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.
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'''Languages:''' Everyone in the setting speaks '''Trade Tongue'''. Dusters have developed their own secret language known only to them.
 
 
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==
 
[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]]
 
[[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.
 
'''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'''.
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'''Attribute Increase''' (Player's Choice) - One attribute (Agility, Smarts, Spirit, Strength, or Vigor) starts at '''d6'''. That attribute die's maximum is '''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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Similarly, the ''Power'' skills '''Faith''', '''Psionics''', '''Spellcasting''' and '''Weird Science''' are  unavailable.
 
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).
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'''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 [[file:d4a.png|20px]] instead of untrained.
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'''Piloting/Boating''' will be treated as a single skill.
  
 
==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'''.

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