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:: * A free '''''Edge''''' (must still qualify for it).  
 
:: * A free '''''Edge''''' (must still qualify for it).  
 
*'''Pick a Species''': Most should be ''Human'' but others might include the ''Ur-Obun'' (spiritual and peaceful), ''Ur-Ukar'' (warrior culture that live underground and ritually scare their bodies) and the ''Vorox'' (large, six-limbed aliens that most considered barely sentient).
 
*'''Pick a Species''': Most should be ''Human'' but others might include the ''Ur-Obun'' (spiritual and peaceful), ''Ur-Ukar'' (warrior culture that live underground and ritually scare their bodies) and the ''Vorox'' (large, six-limbed aliens that most considered barely sentient).
:: '''Humans''' gain a free '''''Edge''''' (most still qualify for it) and one '''''Attribute''''' Trait starts at a d6 instead of a d4 (and its max starting is a d12+1).
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: * '''Humans''' gain a free '''''Edge''''' (most still qualify for it) and one '''''Attribute''''' Trait starts at a d6 instead of a d4 (and its max starting is a d12+1).
 
*'''Pick a Faction''': character gain either the '''Commission''', '''Noble''' or '''Ordained''' faction edge for free. Characters wishing to play a Freeman instead gain one addition '''Bonus Edge''' for free (most still meet prerequisticss) but their '''Status''' and '''Wealth''' levels are automatically set at 2 (d4). Non-Human characters that choice a faction must also take the '''Minor Influence''' Hindrance to reflect their status within these groups (they are not fully accepted).
 
*'''Pick a Faction''': character gain either the '''Commission''', '''Noble''' or '''Ordained''' faction edge for free. Characters wishing to play a Freeman instead gain one addition '''Bonus Edge''' for free (most still meet prerequisticss) but their '''Status''' and '''Wealth''' levels are automatically set at 2 (d4). Non-Human characters that choice a faction must also take the '''Minor Influence''' Hindrance to reflect their status within these groups (they are not fully accepted).
 
*All characters with a Faction Edge also gain either the '''Imperial Charter''' (if a Noble) or '''Cohort Badge''' (if a Priest or Guildsman) for free.  
 
*All characters with a Faction Edge also gain either the '''Imperial Charter''' (if a Noble) or '''Cohort Badge''' (if a Priest or Guildsman) for free.  
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*Pick your '''Hindrances'''. These can be spent as normal per SWAE. A character can also spend a Minor Hindrance to take a ‘Wealth Boon’.
 
*Pick your '''Hindrances'''. These can be spent as normal per SWAE. A character can also spend a Minor Hindrance to take a ‘Wealth Boon’.
 
*Pick your starting gear (as noted above in '''Standard Characters Gear''')
 
*Pick your starting gear (as noted above in '''Standard Characters Gear''')
 
So all starting characters begin with 5 attribute Traits and 15 skill points plus a Faction Edge (Noble, Guild or Priest; along with a Questing Order edges) and the Tech Recognition edge for free. All characters also gain either a free Edge, bonus skills or a +1 step to one attribute.
 
 
They then gain their Species bonuses.
 
  
 
== THOSE WHO DIFFER -ALIENS ==
 
== THOSE WHO DIFFER -ALIENS ==
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:'''COMMISSIONED''' [Novice, Guild Member]: You have a Merchant League Guild commission, and considered a Guilds-Men (Base Status and Wealth of 3). You have the equivalent of the Connected edge within your own Guild and can make Claims of Hospitality within the Merchant League. Within the Guild there are five major chapters that each grant its members special training (and bonuses to certain skills)
 
:'''COMMISSIONED''' [Novice, Guild Member]: You have a Merchant League Guild commission, and considered a Guilds-Men (Base Status and Wealth of 3). You have the equivalent of the Connected edge within your own Guild and can make Claims of Hospitality within the Merchant League. Within the Guild there are five major chapters that each grant its members special training (and bonuses to certain skills)
 
::'''*Charioteers'''[https://www.pinterest.com/pin/1055599902202504/]: +1 to either Boating, Drive or Pilot and +1 Tech Use.
 
::'''*Charioteers'''[https://www.pinterest.com/pin/1055599902202504/]: +1 to either Boating, Drive or Pilot and +1 Tech Use.
::'''*Engineers'''[https://www.pinterest.com/pin/653866439653792383/visual-search/?imageSignature=ae22dfe93ed4c6eef7cf73384fd10336]: +1 to either Repair or Tech Use and +1 to either Science or Think Machine Chant.
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::'''*Engineers'''[https://www.pinterest.com/pin/9148005504232795/]: +1 to either Repair or Tech Use and +1 to either Science or Think Machine Chant.
 
::'''*Scavers'''[https://www.pinterest.com/pin/562246334731314944/]: +1 to Gambling and +1 to Thievery
 
::'''*Scavers'''[https://www.pinterest.com/pin/562246334731314944/]: +1 to Gambling and +1 to Thievery
 
::'''*Musters'''[https://www.pinterest.com/pin/17240411061380124/]: +1 to Athletics and +1 to Intimidate
 
::'''*Musters'''[https://www.pinterest.com/pin/17240411061380124/]: +1 to Athletics and +1 to Intimidate
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:'''NOBILITY''' [Novice, Noble Born]: The character is a member of a noble house (Base Status and Wealth of 3). The character has the equivalent of the Connected edge within their own Family’s House and can also make a Claim of Hospitality with other Noble Houses of the Known World. Each House specially trains its members in a variety of fields, focusing on what the House Elders had deemed important in days past.
 
:'''NOBILITY''' [Novice, Noble Born]: The character is a member of a noble house (Base Status and Wealth of 3). The character has the equivalent of the Connected edge within their own Family’s House and can also make a Claim of Hospitality with other Noble Houses of the Known World. Each House specially trains its members in a variety of fields, focusing on what the House Elders had deemed important in days past.
 
::*'''Hawkwood'''[https://www.pinterest.com/pin/556264991479481303/]: +1 to either Academia or Battle and +1 to either Intimidate or Persuasion
 
::*'''Hawkwood'''[https://www.pinterest.com/pin/556264991479481303/]: +1 to either Academia or Battle and +1 to either Intimidate or Persuasion
::*'''Decados'''[https://www.pinterest.com/pin/194217802671393434/visual-search/?imageSignature=1554a8399b7e3cd9a58a40da13c6b571]: +1 to either Intimidate or Taunt and +1 to either Stealth or Thievery
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::*'''Decados'''[https://www.pinterest.com/pin/1055599894329979/]: +1 to either Intimidate or Taunt and +1 to either Stealth or Thievery
 
::*'''al-Malik'''[https://www.pinterest.com/pin/413275703309442036/]: +1 to Persuasion and +1 to either Academia or Research
 
::*'''al-Malik'''[https://www.pinterest.com/pin/413275703309442036/]: +1 to Persuasion and +1 to either Academia or Research
 
::*'''Li Halan'''[https://www.pinterest.com/pin/789959590873980469/]: +1 to either Academia or Preform and +1 to Persuasion or Taunt
 
::*'''Li Halan'''[https://www.pinterest.com/pin/789959590873980469/]: +1 to either Academia or Preform and +1 to Persuasion or Taunt
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:'''ORDAINED''' [Novice, Church Member]: The character is an ordained minister of the Universal Church, protector souls and bringer of light (Base Status and Wealth of 3). The character of the equivalent of the Connected edge within their Order and can make Claim of Hospitality within the Universal Church. Each Order focuses on various studies that they deem most import for their priests before being sent out among the disciples.
 
:'''ORDAINED''' [Novice, Church Member]: The character is an ordained minister of the Universal Church, protector souls and bringer of light (Base Status and Wealth of 3). The character of the equivalent of the Connected edge within their Order and can make Claim of Hospitality within the Universal Church. Each Order focuses on various studies that they deem most import for their priests before being sent out among the disciples.
 
::*'''Urth Orthodox'''[https://www.pinterest.com/pin/3659243436537951/]: +1 to Academia and +1 to Persuasion
 
::*'''Urth Orthodox'''[https://www.pinterest.com/pin/3659243436537951/]: +1 to Academia and +1 to Persuasion
::*'''Brothers Battle'''[https://i.pinimg.com/originals/ac/0a/ce/ac0acee0c2863ff70a4b21cb74281d38.jpg]: +1 to Athletics and +1 to Fighting
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::*'''Brothers Battle'''[https://www.pinterest.com/pin/42643527713837228/visual-search/]: +1 to Athletics and +1 to Fighting
 
::*'''Eskatonic Order'''[https://www.pinterest.com/pin/695243261232674705/]: +1 to either Academia or Survival and +1 to either Occultism or Persuasion
 
::*'''Eskatonic Order'''[https://www.pinterest.com/pin/695243261232674705/]: +1 to either Academia or Survival and +1 to either Occultism or Persuasion
 
::*'''Temple Avesti'''[https://www.pinterest.com/pin/493707177910528585/]: +1 to Intimidate and +1 to Occultism
 
::*'''Temple Avesti'''[https://www.pinterest.com/pin/493707177910528585/]: +1 to Intimidate and +1 to Occultism
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:'''COMMANDO''' [Seasoned, Assassin or Woodsman, Extraction]: The elite commando can move and still benefit from the Aim maneuver so long as he does not also run (cannot aim if they run). He also gains a +2 to Notice checks vs. others getting ‘the Drop’ on them.
 
:'''COMMANDO''' [Seasoned, Assassin or Woodsman, Extraction]: The elite commando can move and still benefit from the Aim maneuver so long as he does not also run (cannot aim if they run). He also gains a +2 to Notice checks vs. others getting ‘the Drop’ on them.
 
:'''ELITE EXPLORER''' [Seasoned, Alertness, Woodsman, Smarts d8+, Notice d8+ Survival d8+]: Elite explorers are well-traveled and well respected in the area of expertise. When leading a group through the wilderness, they grant the group a +2 to Notice and Survival checks (but only in wilderness).
 
:'''ELITE EXPLORER''' [Seasoned, Alertness, Woodsman, Smarts d8+, Notice d8+ Survival d8+]: Elite explorers are well-traveled and well respected in the area of expertise. When leading a group through the wilderness, they grant the group a +2 to Notice and Survival checks (but only in wilderness).
:'''ENGINEER SAVANT''' [Veteran, Smarts d8+, Tech Master, Tech Recognition, Repair d10+, Tech-Use d8+, Think Machine Chant d8+ must be a Commissioned Engineer]: These are a rare breed found only within the ranks of the Engineering Guild, where they jealously guard the secrets of science. You gain a +2 to all Repair, Science, Tech-Use and Think Machine Chant skill rolls.
+
:'''ENGINEER SAVANT''' [Veteran, Smarts d8+, Tech Master, Tech Recognition, Repair d10+, Tech-Use d8+, Think Machine Chant d8+ must be a Commissioned Engineer]: These are a rare breed found only within the ranks of the Engineering Guild, where they jealously guard the secrets of science. You gain a +2 to all Electronic, Repair, Science, Tech-Use and Think Machine Chant skill rolls.
 
:'''GAMBLER''' [Novice, Gambling d8+]: Gamblers are half swindler, half psychologist who makes their living playing games of chance. Gambles gains a +2 to their Gambling skill and can re-roll a failed skill check so long as it was not a Critical Failure.
 
:'''GAMBLER''' [Novice, Gambling d8+]: Gamblers are half swindler, half psychologist who makes their living playing games of chance. Gambles gains a +2 to their Gambling skill and can re-roll a failed skill check so long as it was not a Critical Failure.
 
:'''INFILTRATOR''' [Seasoned, Stealth d10+]: Infiltrators specialize at entering enemy strongholds. When failing a Stealth roll against foes, you can re-roll your result so long as it was not a Critical Failure.
 
:'''INFILTRATOR''' [Seasoned, Stealth d10+]: Infiltrators specialize at entering enemy strongholds. When failing a Stealth roll against foes, you can re-roll your result so long as it was not a Critical Failure.

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