Difference between revisions of "LS Rules"

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(Skills)
(Skills)
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==Skills==
 
==Skills==
*'''Athletics''' (new skill - strength or agility) - use to do feats of physical prowess, swim, jump, climb.  
+
*<span style="color:green">'''Athletics'''</span> (new skill - strength or agility) - use to do feats of physical prowess, swim, jump, climb.  
 
*<del><span style="color:red">Boating</span></del> (delete, is combined under Driving)
 
*<del><span style="color:red">Boating</span></del> (delete, is combined under Driving)
 
*<del><span style="color:red">Climbing</span></del> (delete is combined under Athletics)
 
*<del><span style="color:red">Climbing</span></del> (delete is combined under Athletics)
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*<del><span style="color:red">Guts</span></del> (delete) Use Spirit Instead or Edge (Brave)
 
*<del><span style="color:red">Guts</span></del> (delete) Use Spirit Instead or Edge (Brave)
 
*'''Healing''' (RAW) Medical Skill
 
*'''Healing''' (RAW) Medical Skill
*'''High Society''' (as per streetwise, but with the opposite end of society).
+
*<span style="color:green">'''High Society''' (as per streetwise, but with the opposite end of society).
 
*<del><span style="color:red">Intimidation</span></del> (delete, combined with Persuasion)†
 
*<del><span style="color:red">Intimidation</span></del> (delete, combined with Persuasion)†
 
*'''Investigation''' (RAW) Non-computer research and discovery.
 
*'''Investigation''' (RAW) Non-computer research and discovery.
 
*'''Knowledge''' (RAW) Specialized knowledge beyond the average citizen.
 
*'''Knowledge''' (RAW) Specialized knowledge beyond the average citizen.
 
*'''Lockpick''' (RAW) Ability to pick mechanical and electric locks (also escape being tied up)
 
*'''Lockpick''' (RAW) Ability to pick mechanical and electric locks (also escape being tied up)
*'''Mechanical''' (replace Repair - smarts) - Use to operate, manipulate or repair mechanical devices.
+
*<span style="color:green">'''Mechanical'''</span> (replace Repair - smarts) - Use to operate, manipulate or repair mechanical devices.
 
*'''Notice''' (RAW) Ability to spot unusual things in one's surroundings.
 
*'''Notice''' (RAW) Ability to spot unusual things in one's surroundings.
 
*'''Persuasion''' (RAW+) Convince people to do what you want (includes intimidate and taunt)
 
*'''Persuasion''' (RAW+) Convince people to do what you want (includes intimidate and taunt)
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*<del><span style="color:red">Swimming</span></del> (delete, combined under Athletics)
 
*<del><span style="color:red">Swimming</span></del> (delete, combined under Athletics)
 
*<del><span style="color:red">Taunt</span></del> (delete, combined under Persuasion)†
 
*<del><span style="color:red">Taunt</span></del> (delete, combined under Persuasion)†
*'''Technical''' (new skill - smarts) - use to operate, manipulate or repair new-tech device
+
*<span style="color:green">'''Technical'''</span> (new skill - smarts) - use to operate, manipulate or repair new-tech device
 
*<del><span style="color:red">Throwing</span></del> (delete, combined under Shooting)
 
*<del><span style="color:red">Throwing</span></del> (delete, combined under Shooting)
 
*<del><span style="color:red">Tracking</span></del> (delete, combined under Survival)
 
*<del><span style="color:red">Tracking</span></del> (delete, combined under Survival)

Revision as of 18:03, 22 April 2010

This game uses the Savage Worlds rules system.

Character Generation

Level

You can start your character at different levels.

  • Novice = 4 Bennies, 3 XP per session
  • Seasoned = 4 Advances, 2 Bennies, 2 XP per session
  • Veteran = 8 Advances, 0 Bennie, 1 XP per session

When the character reaches Heroic level (60XP) (20 episodes for any character) their Bennies reset to 3 and they get variable XP (1-3 per session).

Background

Your home planet type (Core, Border, Rim, Black) grants you background knowledge and a free skill (d4).

  • Core = Knowledge (everyone in the core, rich or poor, has a better than average education).
  • Border = Streetwise (people on the Border have to go outside the law on occasion just to get the necessities of life)
  • Rim = Survival (people on the Rim are independent and can rely on no one but themselves)
  • Black = Technical (people born and raised out in the black of space rely on technology for their very survival).

Skills

  • Athletics (new skill - strength or agility) - use to do feats of physical prowess, swim, jump, climb.
  • Boating (delete, is combined under Driving)
  • Climbing (delete is combined under Athletics)
  • Driving (RAW) Allows operation of all land and aquatic vehicles (Includes Hovercars)
  • Gambling (RAW) Skill and intuition at games of chance.
  • Guts (delete) Use Spirit Instead or Edge (Brave)
  • Healing (RAW) Medical Skill
  • High Society (as per streetwise, but with the opposite end of society).
  • Intimidation (delete, combined with Persuasion)†
  • Investigation (RAW) Non-computer research and discovery.
  • Knowledge (RAW) Specialized knowledge beyond the average citizen.
  • Lockpick (RAW) Ability to pick mechanical and electric locks (also escape being tied up)
  • Mechanical (replace Repair - smarts) - Use to operate, manipulate or repair mechanical devices.
  • Notice (RAW) Ability to spot unusual things in one's surroundings.
  • Persuasion (RAW+) Convince people to do what you want (includes intimidate and taunt)
  • Piloting (RAW) Pilot Air and Space vehicles. (includes hovercars)
  • Riding (RAW) Ride horses, camels, mules and other animals
  • Shooting (RAW) includes all firearms, missile and thrown weapons.
  • Stealth (RAW) Sneaking about.
  • Streetwise (RAW) Dealing with people on the shady side of the law.
  • Survival (RAW) Providing for oneself and others in the wild (includes tracking).
  • Swimming (delete, combined under Athletics)
  • Taunt (delete, combined under Persuasion)†
  • Technical (new skill - smarts) - use to operate, manipulate or repair new-tech device
  • Throwing (delete, combined under Shooting)
  • Tracking (delete, combined under Survival)

†Taunt and Intimidate actions may gain benefits from edges, or circumstances.

Hindrances

  • Browncoat (minor/major) -2 to Charisma with Alliance Personnel/System. As Major character goes out of way to harm the Alliance.
  • Twitchy (minor) Natural 1s on Trait rolls for Notice and Investigate give character misleading information, seeing dangers where there are none (or dangers of a different form).
  • Leaky Brainpan (minor/major) -2 to Charisma, as a major, character is Shaken every time he/she rolls a Natural One (on a Trait die)

Edges

  • Companion +2 to Charisma, special privileges throughout the 'Verse.
  • Cortex Spectre -4 to Investigation checks by others.
  • Religion +2 most Spirit rolls

Equipment

  • Mesh = As per Kevlar 2/6 (bullets) (-4 AP)

Combat



Little Sister