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__NOTOC__
 
__NOTOC__
 
=Shadowwalkers=
 
=Shadowwalkers=
<u>''Shadowwalkers''</u> is a '''''horror''''' game set in a ''low-fantasy'' setting using <u>''Savage Worlds Adventure Edition''</u>.  
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Shadowwalkers is a Horror game set in a low-fantasy setting. The legendary beasts have faded from the land. The elder races have slain or imprisoned one another in the bowels of the earth. Only humans, the little ones, and the broken bastard children of the Fae remain to bear witness,
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The legendary beasts have faded from the land. The elder races have slain or imprisoned one another in the bowels of the earth. Only humans, the little ones, and a few broken bastard children of the Fae remain to bear witness,
 
  
 
The deep wards are crumbling.
 
The deep wards are crumbling.
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Now, trappers from the high crags report a blight spreading through the greensward corrupting bark and bough, while shepherds on the foothills report strange, shifting mists filled with the shadowy figures of men in the early gloaming of the night.
 
Now, trappers from the high crags report a blight spreading through the greensward corrupting bark and bough, while shepherds on the foothills report strange, shifting mists filled with the shadowy figures of men in the early gloaming of the night.
  
On the king's road, conflicting rumors drift from tavern to tavern of a large, bearded man who is not a wolf and a massive grey wolf who is not a man, and a forbidden name is uttered in hushed whispers around the fire.
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On the king's road, conflicting rumors drift from tavern to tavern of a large, bearded man who is not a wolf and a massive grey wolf who is not a man. The word Halfdwarf is uttered in hushed whispers around the fire.
  
 
==Setting Rules==
 
==Setting Rules==
We'll be using the '''Hard Choices''' option from the book [pp 139] wherein instead of starting with GM bennies, each benny the players spend on their characters goes straight into the GM's pool.
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We'll be using the '''Hard Choices''' option from the book [pp 139] wherein instead of starting with GM bennies, I add bennies to my tally whenever players spend their character's bennies.
 
 
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=Races=
 
=Races=
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Three racial types (described below) are available as player characters in this game; Humans, Kindred, and Wildlings. Each has something unique to set it apart, and each differs slightly from similar entries in the core book, so please use the write-ups on this wiki page as final reference when settling on your character's people.
 
Three racial types (described below) are available as player characters in this game; Humans, Kindred, and Wildlings. Each has something unique to set it apart, and each differs slightly from similar entries in the core book, so please use the write-ups on this wiki page as final reference when settling on your character's people.
  
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'''Armor +2:''' The thick, bark-like hides of Kindred acts as leather armor.
 
'''Armor +2:''' The thick, bark-like hides of Kindred acts as leather armor.
  
'''Phobia, Fire:''' Kindred are terrified of open flame. If they are in a room with an open flame (hearth, lamp, candles, etc) they will try to maintain distance from the source of the flame and must subtract -1 from all trait rolls. If openly confronted with fire or trapped in close proximity to open flame they subtract -2 from all trait rolls.
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'''Phobia, Fire:''' Kindred are terrified of open flame. If they are in a room with an open flame (hearth, lamp, candles, etc) they will try to maintain distance from the source of the flame and subtract -1 from all trait rolls. If openly confronted with fire or trapped in a close proximity to open flame they subtract -2 from all trait rolls.
  
 
'''Secret:''' Kindred work hard to pass among Humans and Wildlings and will go to great lengths to keep their secret, but if their true nature is discovered they risk becoming Shunned by the community until the secret of their identity is restored.
 
'''Secret:''' Kindred work hard to pass among Humans and Wildlings and will go to great lengths to keep their secret, but if their true nature is discovered they risk becoming Shunned by the community until the secret of their identity is restored.
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'''Outsider:''' Living among Humans, Wildlings make up less than a quarter of the population in any given town and are culturally distinct in ways that often result in friction between the two peoples. Subtract -2 from Persuasion rolls to influence non-Wildlings.
 
'''Outsider:''' Living among Humans, Wildlings make up less than a quarter of the population in any given town and are culturally distinct in ways that often result in friction between the two peoples. Subtract -2 from Persuasion rolls to influence non-Wildlings.
 
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=Traits=
 
=Traits=
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Covering everything here from Hindrances, to Skills, to Edges, to Powers to Gear . . . all the little doo-dads that make Savage Worlds characters Savage . . .  
All the little doo-dads that make Savage Worlds characters Savage . . .  
 
  
 
==Hindrances==
 
==Hindrances==
I am muchly a non-fan of RP hindrances as a means of mining bonus chargen points, so I'm just going to give everyone the 4 points they would normally have earned for taking the recommended number of hindrances in the book.
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The following hindrances may not be taken or have special circumstances. Special circumstance hindrances are bolded. As a preface, I'll state that I am a huge non-fan of hindrances, but I've done my best to rein in my intrinsic dislike for them in favor of a fun RP experience. The eight straight-up vetoed ones are ones I believe inappropriate to the setting or just don't effectively pull their weight or even actively get in the way in PBP games.
 
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:Arrogant: Do Not Take
Anyone who still wants to RP a few hindrances, by all means, feel free to do so, but this is totally voluntary, and they aren't worth more points.
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:Big Mouth: Do Not Take
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:Blind: Do Not Take
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:'''Bloodthirsty:''' This one could (probably will) legit get you hanged in this setting, so . . .'' caveat delivered''
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:'''Code of Honor:''' If you take this we talk backstage first and agree on the precise parameters of the Code in question.
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:Death Wish: Do Not Take
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:'''Driven:''' As Code of Honor regarding agreeing on precisely what Drives your character.
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:Greedy: Do Not Take
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:'''Habit:''' As Code and Driven regarding agreeing on the Habit you intend to RP
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:'''Heroic:''' I'm fine with Heroic in general, but be aware that this is a Horror game. Maintaining a heroic stance is going to get tiresome if not outright exhausting.
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:Jealous: Do Not Take
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:'''Mute:''' Do Not Take (great fun around a table, less so where you can't make hand gestures/faces).
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:Obligation: Do Not Take
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:'''Outsider:''' Human characters can take this one but it will require some backstage conversation to hammer out details. Wildlings already have it, and Kindred can bypass it too easily for it to be a true hindrance for them.
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:'''Overconfident:''' Eh. If you want it, make a case. Again, this is a horror game, so this one could legit get you killed to death.
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:'''Phobia:''' Backstage discussion required.
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:'''Quirk:''' Backstage discussion required.
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:'''Secret:''' Please think twice if you are already playing a Kindred character. And, yeah, mucho backstage discussion.
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:'''Shamed:''' Backstage discussion required.
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:'''Slow:''' Prosthesis would be a peg leg if anything. Wheelchair and other options would be a nope. Kindred who choose this hindrance cannot bypass it via shape change.
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:Stubborn: Do Not Take
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:Suspicious: Do Not Take
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:'''Tongue Tied:''' I always take this one. It can be very flavorful around the table, but it can draw things to a drag if used injudiciously in PBP. If you take this hindrance, it should mostly come into serious play when the group is in danger or the character is under significant stress. Other times just a bit of intelligible word play, please.
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:'''Vow:''' Much the same as Code, etc up above.
  
 
==Skills==
 
==Skills==
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:'''Occult:''' This skill will come into play mostly in reference to the subject of Cryptozoology. Aside from that it will virtually never be an appropriate roll.
 
:'''Occult:''' This skill will come into play mostly in reference to the subject of Cryptozoology. Aside from that it will virtually never be an appropriate roll.
 
:Piloting: Do Not Take
 
:Piloting: Do Not Take
:Psionics: Do Not Take
 
 
:'''Riding:''' This skill encompasses familiarity with animal powered vehicles.
 
:'''Riding:''' This skill encompasses familiarity with animal powered vehicles.
 
:Science: Do Not Take
 
:Science: Do Not Take
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<u>'''BACKGROUND EDGES'''</u>
 
<u>'''BACKGROUND EDGES'''</u>
:Arcane Background: Do Not Take
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:'''Arcane Background:''' Psionics is the only available Arcane Background. If you select it, be sure to put points into the Psionics skill (Smarts). Also, check available powers before deciding to take Psionics.
 
:Fame/Famous: Do Not Take
 
:Fame/Famous: Do Not Take
 
:'''Linguist:''' Should probably only be taken in lieu of Languages skill, not both togetehr.
 
:'''Linguist:''' Should probably only be taken in lieu of Languages skill, not both togetehr.
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<u>'''POWER EDGES'''</u>
 
<u>'''POWER EDGES'''</u>
:No Power Edges are available for this game.
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:Extra Effort: Do Not Take
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:Gadgeteer: Do Not Take
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:Holy/Unholy Warrior: Do Not Take
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:Wizard: Do Not Take
  
 
<u>'''PROFESSIONAL EDGES'''</u>
 
<u>'''PROFESSIONAL EDGES'''</u>
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<u>'''SOCIAL EDGES'''</u>
 
<u>'''SOCIAL EDGES'''</u>
:All Social Edges are available if you otherwise meet their requirements.
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:All Leadership Edges are available if you otherwise meet their requirements.
  
 
<u>'''WEIRD EDGES'''</u>
 
<u>'''WEIRD EDGES'''</u>
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<u>'''LEGENDARY EDGES'''</u>
 
<u>'''LEGENDARY EDGES'''</u>
:Will discuss Legendary Edges if/when we ever reach that rank.
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:Will discuss Legendary Edges if/when we reach that rank.
  
 
==Powers==
 
==Powers==
Powers are not available for this game.
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The following powers may not be taken.
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<U>'''NOVICE POWERS'''</U>
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:Burrow: Do Not Take
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:Elemental Manipulation: Do Not Take
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:Entangle: Do Not Take
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:Environmental Protection: Do Not Take
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:Healing: Do Not Take
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:Illusion: Do Not Take
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:Relief: Do Not Take
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:Shape Change: Do Not Take
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:Summon Ally: Do Not Take
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:Wall Walker: Do Not Take
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<U>'''SEASONED POWERS'''</U>
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:Barrier: Do Not Take
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:Disguise: Do Not Take
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:Dispel: Do Not Take
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:Growth/Shrink: Do Not Take
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:Invisibility: Do Not Take
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:Sloth/Speed: Do Not Take
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:Teleport: Do Not Take
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<U>'''VETERAN POWERS'''</U>
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:Fly: Do Not Take
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:Zombie: Do Not Take
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<U>'''HEROIC POWERS'''</U>
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:Intangibility: Do Not Take
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:Resurrection: Do Not Take
  
 
==Gear==
 
==Gear==

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