Difference between revisions of "Badlands Chargen"

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(Skills)
(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.
 
'''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 treated as a Core Skill, starting at '''d4''' instead of untrained.
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'''More Skill 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 in the setting speaks '''Trade Tongue'''. Dusters have developed their own secret language known only to them.
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'''Languages:''' Everyone speaks '''Trade Tongue''' in the civilized settlements, including Dusters. Dustlings, small humanoid creatures native to the badlands, have their own language, rarely understood by civilized folk, but which can be spoken and understood by the Dusters who share the badlands with them.  
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Dusters have also developed their own pidgin of Trade and Dustling that they often speak among themselves.
  
 
==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 civilized folk can sense something is ''off'' with them.  Subtract 2 from persuasion rolls vs non-Dusters.
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'''Outsider''' - Dusters appear human on the surface - mostly - but civilized folk can sense something is ''off'' with them.  Persuasion rolls are made at '''-2''' 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) - Increase a particular attribute (Agility, Smarts, Spirit, Strength, or Vigor) one die type. That attribute die's maximum is '''d12 +1'''.
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'''Attribute Increase''' (Player's Choice) - One attribute (Agility, Smarts, Spirit, Strength, or Vigor) starts at [[file:d6a.png|20px]] That attribute die's maximum is [[file:d12a.png|20px]] '''+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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'''Focus''' is available, but will only be useful to those who take the edge, '''Arcane Background''' (Gifted).
 
'''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.
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'''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.
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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.
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We won't roll for starting gear, but your starting gear is subject to GM approval. (If it seems reasonable, it will be approved).
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:[[file:d4a.png|20px]] This is starting '''Wealth''' for characters with the '''Poverty''' hindrance.
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:[[file:d6a.png|20px]] This is starting '''Wealth''' for base characters.
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:[[file:d8a.png|20px]] This is starting '''Wealth''' for characters with the '''Rich''' edge.
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:[[file:d10a.png|20px]] This is starting '''Wealth''' for characters with the '''Very Rich''' edge
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The party will collectively have their own airship that will get statted out by the group in development.
  
The party will collectively have their own airship, but that will get statted out by the group in the development thread.
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:[[file:d8a.png|20px]] This is starting '''Wealth''' for the ship.
  
 
==Rank and Advances==
 
==Rank and Advances==

Revision as of 09:51, 22 May 2024

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

Languages: Everyone speaks Trade Tongue in the civilized settlements, including Dusters. Dustlings, small humanoid creatures native to the badlands, have their own language, rarely understood by civilized 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 Dustling that they often speak among themselves.

Duster Template

< < < Back to Main Page

Outsider - Dusters appear human on the surface - mostly - but civilized folk can sense something is off with them. Persuasion rolls are made at -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

< < < Back to Main Page

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

< < < Back to Main Page

PCs start play as Novices.