Difference between revisions of "Savage Reflections: Chargen"

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(Awakened Template)
(Awakened Template)
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'''Madness Talent:''' Lack of sleep can drive anyone mad. You walk that line like a drunken monkey skipping rope. Choose one '''Power''' of ''Seasoned'' or ''Novice'' level. You may activate this power by releasing  your madness into the world, but be careful. ''Madness draws the Nightmares!''
 
'''Madness Talent:''' Lack of sleep can drive anyone mad. You walk that line like a drunken monkey skipping rope. Choose one '''Power''' of ''Seasoned'' or ''Novice'' level. You may activate this power by releasing  your madness into the world, but be careful. ''Madness draws the Nightmares!''
  
'''You may roll whatever die size you wish to invoke your power.'''
+
'''You may roll whatever die size you wish to invoke your Madness Talent.'''
 
:[[file:d4a.png|20px]] Player earns 1 Hope on a failed roll*
 
:[[file:d4a.png|20px]] Player earns 1 Hope on a failed roll*
 
:[[file:d6a.png|20px]] GM earns 0 Pain on a failed roll*  
 
:[[file:d6a.png|20px]] GM earns 0 Pain on a failed roll*  

Revision as of 09:14, 5 July 2024

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Source Material

We will be using Savage Worlds Adventure Edition - SWADE - for this game. Other sources will be considered case by case, but fair warning, I will be leaning hard to the assumption of Frail Mortals v the Supernatural.

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Awakened Template

You are one of the Awakened. You can see Nightmares. You can stand against them. You can fight.

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

Jaded: Awakened are confronted with the horrifying every day. Roll D10a.png if you have to roll on the fear table.

Exhaustion Talent: You can't sleep. That's why you can see them. Choose one skill that is tied to your condition. This is outside your normal skill allotment. This skill is D12a.png for you, regardless of your rating in its associated attribute.

  • When you roll this skill and get a raise, you accrue no Fatigue.
  • A regular success leaves you Fatigued through the following turn.
  • A failed roll leaves you Exhausted trough the following turn
  • A critical failure leaves you Incapacitated through the following turn.

Madness Talent: Lack of sleep can drive anyone mad. You walk that line like a drunken monkey skipping rope. Choose one Power of Seasoned or Novice level. You may activate this power by releasing your madness into the world, but be careful. Madness draws the Nightmares!

You may roll whatever die size you wish to invoke your Madness Talent.

D4a.png Player earns 1 Hope on a failed roll*
D6a.png GM earns 0 Pain on a failed roll*
D8a.png GM earns 1 Pain on a failed roll*
D10a.png GM earns 2 Pain on a failed roll*
D12a.png GM earns 3 Pain on a failed roll*

(See Conviction, below)

* There must be real stakes involved in the roll for either side to earn conviction.

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Setting Rules

Conviction: Significant victory and significant loss can earn the players Hope. Hope is tracked in a collective pool on the Character Table and spendable by any player at any time. One Hope lets you add D6a.png to a final Trait or Damage total.

GM conviction is called Pain and may be earned on certain rolls when players fail to activate their Madness Talents.

Fanatics: Greater Nightmares sometimes have meat-shields.

Unarmored Hero: +2 to soak rolls.

Wound Cap: Max 4.


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Action Cards

This game will not be using initiative or action cards. Please do not take edges whose benefits tie back to action card draws.

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Edges

The edges Arcane Background and Arcane Resistance are unavailable, as are all Power Edges.

For those looking at Leadership edges, the majority of Extras in this game are going to be clueless mortals who probably can't even see Nightmares, though a small portion of them will be the Broken, enslaved Mortals slowly turning into Nightmares.

Two Fisted and Two Gun Kid remain separate edges for this game.

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Hindrances

Each character starts with 4 hindrance points to spend as normal, but we won't be playing with hindrances from the book. Instead, take the following hindrances and answer the accompanying questions.

  • Insomnia: What's been keeping you awake? This should involve a personal stressor unrelated to Nightmares.
  • Trauma: What was your first solid brush with the Nightmares? The one that still haunts you.
  • Hunted: Which Nightmare has taken a specific interest in you now that you've Awakened? What is its name?
  • Two Faced: What does the world see when it looks at you? What lies beneath?

These are all roleplaying hindrances with no mechanical weight, so you decide how they affect your character's actions and attitude. Players who wish to also give their characters hindrances from the book may do so with GM approval, but these do not earn you more points to spend on positive traits.

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Skills

Languages: To help keep focus on the horror side of things, there will only be two languages represented: Mortal and Arcanum. PCs speak both. A Smarts or Spirits roll (whichever is lower) will be required to safely read Arcanum, however.

Power Skills: Arcane Backgrounds will not be available, so the Power skills Faith, Focus, Psionics, Spellcasting and Weird Science are likewise unavailable.

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Wealth/Gear

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).

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


Tech level for gear is Modern. Civilian issue items only. No armor. It's not really that kind of game. Tech works normal in the City Slumbering, works weird in the City Beneath, and is non-functional in the Ways.

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