Difference between revisions of "Badlands Chargen"

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(Gear)
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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 will be using the '''Wealth''' stat instead of x-monies-per-character.  
 
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.  
  
We won't roll for starting gear, but it is subject to GM approval. (If it seems reasonable, it will be approved).
+
We won't roll 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:d4a.png|20px]] This is starting '''Wealth''' for characters with the '''Poverty''' hindrance.

Revision as of 08:54, 22 May 2024

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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

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We will be using Savage Worlds Adventure Edition - SWADE - for this game.

Setting Rules

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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. Additionally, Piloting/Boating is considered a Core Skill in this campaign, starting at D4a.png instead of untrained.

Languages: Everyone in the setting speaks Trade Tongue. Dusters have developed their own secret language known only to them.

Duster Template

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Outsider - Dusters appear human on the surface - mostly - but civilized folk can sense something is off with them. Persuasion rolls -2 vs non-Dusters.

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 D6a.png That attribute die's maximum is D12a.png +1.

Adaptable - Gain one free Novice edge that you meet the requirements for.

Skills

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The skills Driving, Electronics, Hacking, and Language won't see use in this game.

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).

Piloting/Boating will be treated as a single skill and is considered a Core Skill in this campaign, starting at D4a.png instead of untrained.

Hindrances

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Because we will be posting as-available in action scenes, the Hesitant hindrance is unavailable to take.

Young is also off the table, because I'm not willing to run kids as PCs in this game.

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.

We won't roll for starting gear, but your starting gear is subject to GM approval. (If it seems reasonable, it will be approved).

D4a.png This is starting Wealth for characters with the Poverty hindrance.
D6a.png This is starting Wealth for base characters.
D8a.png This is starting Wealth for characters with the Rich edge.
D10a.png 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.

D8a.png This is starting Wealth for the ship.

Rank and Advances

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PCs start play as Novices.