LS Rules: Difference between revisions
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==Background== | ==Background== | ||
Your home planet type (Core, Border, Rim, Black) grants you background knowledge and a free skill. | 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). | *'''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) | *'''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) | *'''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). | *'''Black''' = ''Technical'' (people born and raised out in the black of space rely on technology for their very survival). | ||
==Skills== | ==Skills== | ||
*'''Athletics''' (new skill - strength or agility) - use to do feats of physical prowess, swim, jump, climb. | *'''Athletics''' (new skill - strength or agility) - use to do feats of physical prowess, swim, jump, climb. |
Revision as of 16:29, 29 March 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)Guts(delete) Use Spirit Instead or Edge (Brave)- High Society (as per streetwise, but with the opposite end of society).
Intimidation(delete, combined with Persuasion)†- Mechanical (replace Repair - smarts) - Use to operate, manipulate or repair mechanical devices.
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)