Difference between revisions of "Badlands Chargen"

From RPGnet
Jump to: navigation, search
(Rank and Advancement)
(10 intermediate revisions by the same user not shown)
Line 2: Line 2:
 
[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]]
 
[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]]
  
You're a Duster, born outside the domes, at home in the badlands that softer folk simply cannot survive. You look human, but you're really not. Life in the wilds has changed you on a fundamental level. You help where you can, ''because you can'', standing for those that can't stand for themselves, and standing against those that would cause harm just because they can.
+
You're a Duster, at home in the badlands that softer folk simply cannot survive. You look human, but you're really not. Life in the wilds has changed you on a fundamental level. You are the lynchpin that holds society together.
  
 
==Source Books==
 
==Source Books==
 
[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]]
 
[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]]
  
We will be using '''SWADE''' and the '''SWADE ''Super Powers Companion'''''.
+
We will be using Savage Worlds Adventure Edition - '''SWADE''' - for this game.
 
 
:'''Note:''' This is not a 4-color supers game, or really any kind of costumed hero game. PCs are rugged frontier folk in a brutal world who have been changed by their environment into something . . . more.
 
  
 
==Setting Rules==
 
==Setting Rules==
 
[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]]
 
[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]]
 +
 +
'''Born A Hero:''' Heroes may ignore the Rank qualifications for Edges during chargen.
  
 
'''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.
 +
 +
'''High Adventure:''' Spend a Bennie to gain a one time use of a combat edge of your rank or lower if you otherwise meet its prerequisites (excluding Trait scores).
  
 
'''More Skill Points:'''  PCs begin with '''15''' skill points instead of 12.  Additionally, '''Focus''' will be treated as a '''Core Skill''', starting at '''d4''' instead of Untrained.
 
'''More Skill Points:'''  PCs begin with '''15''' skill points instead of 12.  Additionally, '''Focus''' will be treated as a '''Core Skill''', starting at '''d4''' instead of Untrained.
 
'''Super Powers Edge:''' PC's start play with the Super Powers Edge for free, Power Level 1 [15/pts].
 
  
 
==Species Template==
 
==Species Template==
Line 25: Line 25:
 
'''Outsider''' - All Dusters have this negative racial trait. PCs appear human on the surface - mostly - but civilized folk can sense something is ''off'' with ''Dusters''.  Dusters subtract 2 from persuasion rolls vs non-Dusters.
 
'''Outsider''' - All Dusters have this negative racial trait. PCs appear human on the surface - mostly - but civilized folk can sense something is ''off'' with ''Dusters''.  Dusters subtract 2 from persuasion rolls vs non-Dusters.
  
'''Adaptable''' - Dusters begin play with any Novice Edge of their choosing. They must meet its requirements as usual.
+
'''Gifted''' - Dusters begin play with the '''Arcane Background Edge''' (Gifted) from a lifetime's exposure to Dust.
  
'''Low Light Vision''' - All Dusters have Low Light Vision.
+
'''Infravision''' - All Dusters have Infravision.  
  
'''Environmental Resistance''' (Dust) - All Dusters get +4 to resist the negative effects of Dust (the atmosphere outside the Domes).
+
'''Environmental Resistance''' (Dust) - All Dusters get +4 to resist the negative effects of Dust (the atmosphereic storms that plague the badlands).
  
 
==Skills==  
 
==Skills==  
 
[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]]
 
[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]]
  
The following skills - '''Driving''', '''Language''', and '''Piloting''' - won't see use in this game. Similarly, the ''Power'' skills '''Faith''', '''Psionics''', '''Spellcasting''' and '''Weird Science''' are  irrelevant.
+
The skills '''Driving''' and '''Language''' won't see use in this game. Similarly, the ''Power'' skills '''Faith''', '''Psionics''', '''Spellcasting''' and '''Weird Science''' are  irrelevant.
 
 
'''Electronics''', generally only encountered inside the Domes, will be a weird crystal-based thing rather than wires and such. Similarly, '''Hacking''' will be more about bypassing systems than information mining. '''Shooting''' will only very, very rarely involve guns and gun-like things.
 
 
 
'''Bonus Core Skill:''' PCs start with '''Focus''' as a core skill ranked at d4 instead of Untrained. This skill is required to activate some powers.
 
 
 
==Powers==
 
[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]]
 
 
 
For setting reasons, the Super Powers '''Construct''', '''Flight''', '''Vehicle''', and '''Undead''' are off the menu. '''Melee Attack''' and '''Ranged Attack''', if they are tied to a weapon, should be tied to pre-modern weapons.
 
  
If you attach negative modifiers to a power that would reduce the cost of that power to zero or less, it still costs at least one point.
+
'''Electronics''' will be a weird crystal-based thing rather than wires and such. Similarly, '''Hacking''' will be more about bypassing systems than information mining since computers aren't really a thing as we know them.
  
 
==Hindrances==  
 
==Hindrances==  
Line 52: Line 43:
 
Because we will be posting as-available in action scenes, the '''Hesitant''' hindrance is unavailable to take. '''Young''' is off the table because I'm not willing to run kids as PCs in a game like this one.
 
Because we will be posting as-available in action scenes, the '''Hesitant''' hindrance is unavailable to take. '''Young''' is off the table because I'm not willing to run kids as PCs in a game like this one.
  
For setting reasons, the following hindrances from the ''Super Powers Companion'' are off limits: '''Alien Form''', '''Secret Identity''', and '''Transformation'''. Similarly, the super-villain facing hindrances, '''Megalomaniac''' and '''Monologue''' are off the table.
+
==Gear==
 
+
Tech level is mostly wild west-ish, if the wild west had airships. Make your choices for personal gear accordingly.
==Edges==
 
[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]]
 
 
 
The following Edges are not available: '''Arcane Background''' and all ''Power Edges'' .
 
  
Take care selecting Edges that amplify ranged weapon use or hinge directly on guns. Same with those that tie to vehicles.
+
The party will collectively have their own airship, but that will get statted out by the group in the development thread.
  
 
==Rank and Advancement==
 
==Rank and Advancement==
 
[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]]
 
[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]]
  
PCs start play as '''Novices''', but they have two '''Advances''' under their belts to spend .
+
PCs start play as '''Novices''', but they have two '''Advances''' under their belts to spend during chargen .

Revision as of 19:44, 13 May 2024

< < < Back to Main Page

You're a Duster, at home in the badlands that softer folk simply cannot survive. You look human, but you're really not. Life in the wilds has changed you on a fundamental level. You are the lynchpin that holds society together.

Source Books

< < < Back to Main Page

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

Setting Rules

< < < Back to Main Page

Born A Hero: Heroes may ignore the Rank qualifications for Edges during chargen.

Heroes Never Die: As implied, things that should kill you somehow don't. Wild Card NPCs get similar benefit.

High Adventure: Spend a Bennie to gain a one time use of a combat edge of your rank or lower if you otherwise meet its prerequisites (excluding Trait scores).

More Skill Points: PCs begin with 15 skill points instead of 12. Additionally, Focus will be treated as a Core Skill, starting at d4 instead of Untrained.

Species Template

< < < Back to Main Page

Outsider - All Dusters have this negative racial trait. PCs appear human on the surface - mostly - but civilized folk can sense something is off with Dusters. Dusters subtract 2 from persuasion rolls vs non-Dusters.

Gifted - Dusters begin play with the Arcane Background Edge (Gifted) from a lifetime's exposure to Dust.

Infravision - All Dusters have Infravision.

Environmental Resistance (Dust) - All Dusters get +4 to resist the negative effects of Dust (the atmosphereic storms that plague the badlands).

Skills

< < < Back to Main Page

The skills Driving and Language won't see use in this game. Similarly, the Power skills Faith, Psionics, Spellcasting and Weird Science are irrelevant.

Electronics will be a weird crystal-based thing rather than wires and such. Similarly, Hacking will be more about bypassing systems than information mining since computers aren't really a thing as we know them.

Hindrances

< < < Back to Main Page

Because we will be posting as-available in action scenes, the Hesitant hindrance is unavailable to take. Young is off the table because I'm not willing to run kids as PCs in a game like this one.

Gear

Tech level is mostly wild west-ish, if the wild west had airships. Make your choices for personal gear accordingly.

The party will collectively have their own airship, but that will get statted out by the group in the development thread.

Rank and Advancement

< < < Back to Main Page

PCs start play as Novices, but they have two Advances under their belts to spend during chargen .