Editing Bitter Angels (SWADE PbP)/Setting Rules

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'''[https://wiki.rpg.net/index.php/Bitter_Angels_(SWADE_PbP) Link back to Bitter Angels (SWADE PbP) Main Page]'''
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[https://wiki.rpg.net/index.php/Bitter_Angels_(SWADE_PbP) Link back to Bitter Angels (SWADE PbP) Main Page]=
  
 
='''Setting Rules'''=
 
='''Setting Rules'''=
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==Fanatics==
 
==Fanatics==
 
When a Wild Card enemy character is hit by a successful attack, at the GM's discretion one of the targeted character's henchmen, goons or allies jumps in front of the target and takes the attack instead.
 
When a Wild Card enemy character is hit by a successful attack, at the GM's discretion one of the targeted character's henchmen, goons or allies jumps in front of the target and takes the attack instead.
 
 
==Fast Healing==
 
==Fast Healing==
 
Wild Card characters make natural healing rolls once per in game day.  
 
Wild Card characters make natural healing rolls once per in game day.  
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Wild Card characters recover one level of Fatigue every four in game hours.
 
Wild Card characters recover one level of Fatigue every four in game hours.
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==High Adventure==
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Characters may spend a Benny to gain the one-time use of a Combat Edge. They have to meet the Rank requirements and prerequisite Edge requirements but may ignore any Trait (attribute or skill) requirement. Multiple Bennies can be spent in one round for multiple Edges, either for different effects or in order to meet a needed Edge requirement.
  
 
==Larger than Life==
 
==Larger than Life==
 
Super-powered characters often have faults and responsibilities as great as their incredible powers. In this game, we are allowing up to '''8''' points worth of Hinderances at character creation.
 
Super-powered characters often have faults and responsibilities as great as their incredible powers. In this game, we are allowing up to '''8''' points worth of Hinderances at character creation.
 
==Mega Destruction==
 
Combat between supers wreaks terrible havoc on the landscape. Characters knocked back into buildings partially collapse them. If an antagonist tosses a car at the protagonists and misses, it plows through hover cars, breaks windows, etc.
 
 
This is bad news for keeping a low profile, and for minimizing the speed and ferocity of the authorities' and independent Meta-Heroic responders' reactions to the main characters' actions.
 
  
 
==More Skill Points==
 
==More Skill Points==
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Additionally, characters start with the following base skill ratings:
 
Additionally, characters start with the following base skill ratings:
  
Athletics D4, Common Knowledge D4, Notice D4, Persuasion D4, Stealth D4
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Athletics D4, Battle D6, Common Knowledge D4, Fighting D6, Notice D4, Persuasion D4, Shooting D6, Stealth D6, and Survival D6.
 
 
==Multiple Languages==
 
All characters start with the Linguist Edge for free. If a character takes the Linguist Edge as well, that doubles the number of Languages they know at d6 each.
 
  
 
==Never Surrender==
 
==Never Surrender==
 
Incapacitated Wild Cards are dealt Action Cards as usual during a fight, though Edges like Quick and Level Headed or Hindrances like Hesitant don’t apply. If dealt a Joker, the fallen hero immediately regains consciousness and returns to the fight Shaken. Wounds and Injuries remain in full effect, but he stabilizes if he was Bleeding Out.
 
Incapacitated Wild Cards are dealt Action Cards as usual during a fight, though Edges like Quick and Level Headed or Hindrances like Hesitant don’t apply. If dealt a Joker, the fallen hero immediately regains consciousness and returns to the fight Shaken. Wounds and Injuries remain in full effect, but he stabilizes if he was Bleeding Out.
 
==No Finishing Moves==
 
As meta-sentients are notoriously hard to kill, helpless metas are immune to Finishing Moves.
 
  
 
==Throwdown==
 
==Throwdown==
 
Dynamic hand-to-hand combat is the bread and butter of comic book characters! Ignore the Unarmed Defender rule that normally gives an attacker armed with a melee weapon +2 to hit an unarmed foe (see Combat Options in Savage Worlds).
 
Dynamic hand-to-hand combat is the bread and butter of comic book characters! Ignore the Unarmed Defender rule that normally gives an attacker armed with a melee weapon +2 to hit an unarmed foe (see Combat Options in Savage Worlds).
  
==Villainous Conviction==
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==Unarmored Hero==
Villains gain Conviction per the SPC rules. As an additional benefit, when they spend a Conviction point, they become Unstoppable (e.g. can only take 1 wound per attack regardless of damage/soak results).
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If a Wild Card character chooses not to wear ''any'' armor (other than shields), they add a +2 bonus to any Soak rolls.
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==Wound Cap==
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Characters can never suffer more than four (4) wounds in a single hit, and therefore never have to Soak more than four (4) wounds either.
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The GM can overrule this in specific and obvious situations such as massive explosions or falling from an airplane (for example).

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