SavageWorldAdvEd.FadingSuns

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Revision as of 20:57, 22 July 2020 by KarlGreen646 (talk | contribs) (STATUS)
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RULES SETTING

  • Rules - Savage World Adventure Edition (SWAE)
  • Setting Rules (SWAE pg. 136-145) – Born a Hero (ignore rank requirement at character creation), Fanatics (villains henchmen might take the damage for the villain), High Adventure (benny to gain a combat edge you qualify for), Unarmored Heroes (Wild Cards who don’t wear armor gain +2 to soak rolls. Energy Shields don’t count as armor worn, nor does any AP provided by an occult power), Wealth (as rules in SWAE 145 but updated below), Wound Cap (the maximum number of Wounds a character can suffer is 4 from one hit)
  • Science Fiction Companion (SFC) for additional rules for Cyberware (pg. 29-31), Starship (pg. 40-50) and Vehicles (pg. 51-57). Also using Rifts: Team Tomorrow Player’s Guide (SWR) for additional cybernetics and rules and the Super Power Companion (SPC) for power creation. Note that vehicles have changed with the adventure edition rule update, see Vehicles below.
  • Leadership edges in a High Tech setting the range with Command is extended to those who you can see and who can hear you, via a vox caster, etc. (not just 5”). With Command Presence they only need to hear your orders (via a vox caster, etc.) to gain the bonuses. Without advanced communication the range is as per normal (5” or 10” with Presence).

HOUSE-RULES

  • Updated Skills List: Tech Use [Smarts] and Think Machine Chant [Smarts]
Tech Use: basic understanding of how to operate (turn on, etc.) most technological devices and machines. Without can only use the most basic and easy to understand machine operation (shooting a lasgun, using a com-bead, etc.). Includes and replaces Electronic skill from SWAE.
Think Machine Chant: basic understanding of how to communicate (use) and activate Think Machines (computers). Also used for Electronic lock-picking or hacking a system. Replaces the Hacking skill from SWAE.
  • Xeno Mistrust: Humans and Aliens in the Known Worlds have little understanding or trust for those not of their race, and as such have problems interacting. This mean that both Humans and Xeno may benefit from ‘others’ Leadership edges, depending on Hindrances, they suffer a -2 to all Persuasion checks each other and –4 to any other skill where understanding might come into play (like Healing, Intimidation, Taunt, etc.). The Edge Xeno-Empathy (Background) allows these penalties to be ignored.
Tech Redemption: In the Known Worlds most people have little understanding of how the amazing technology around them works. Because of this characters suffer a -4 to all Electronics, Repair, Science, Tech Use and Think Machine Chant when using or trying to fix or use a piece of technology (anything over Industrial Tech level) unless specified otherwise. Anyone can learn to shot a laser rifle or use a voxcaster. The Edges Tech Recognition and Master Tech can cancel these penalties. Also that due to their additional complexity all Void craft (from starfighters to the largest JumpGate ship) suffer an additional -2 to their Pilot and Tech Use skills without the proper edges (so a -6 when piloting a Void Craft, without Void Training and/or other edges).
  • Status and Wealth: In the Empire of Man your status is an important factor and wealth is more abstract. Both are represented by dice. These rules or more extensive than those listed in the SWA rules.

STATUS

Status is a trait represented with a dice that you can add your Wild Die. By default player characters starts as Middle Class within the Known Worlds (a base D6 in both Status and Wealth, see below). Edges and Hindrances can affect this rating. If a character wish to not belong to one of the Faction they are considered a Freeman, or a semi-independent peasant/yeomen. These characters do not have any real power within the Known Worlds but they are not resisted in travel and the Church along them some leeway on the restrictions it imposes on others of the peasant class.

In addition to determining base Wealth and general social interactions, Status affects several skills as well. When using Gossip, Intimidate and Persuasion, the difference in Status serves as a bonus if the character has a higher Status than the target, or a penalty if his Status is lower (+/-2 per level difference). Conversely, when using Taunt, a character with lower Status receives the difference as a bonus, while the higher Status Taunter takes the difference as a penalty. This can also affect ones Networking checks (SWAE pg. 133) depending on the situation (GMs call).

At the game master’s discretion, other, more passive skills – such as Notice or Stealth – might suffer a penalty when a character’s Status could conceivably come into play. An Aristocrat trying to use Stealth to follow someone in a working low-hab neighborhood stands out somewhat. A Criminal from the slums trying to use Streetwise in a Royal Court will encounter similar difficulties. When a modifier is deemed appropriate for such skills, treat an area or neighborhood as having the same Status as the majority of its inhabitants, and apply a penalty equal to the difference in the character’s Status.

RANK STATUS DIE
1 Slave or Outcast (Sub-hab Ganger, Peasant-Serf, Slave, Mutant, Alien, Outcast) d4-2
2 Lower Class (Yeomen, Imperial Army Soldier, Vassal) d4
3 Middle Class (Knight, Lay-Priest, Guilds-Man) d6
4 Upper Class (Barnett or Baron, Canon or Primates, Guild-Chief) d8
5 Elite (Earl or Marquis, Deacon, Guild-Administrator) d10
6 Lesser Royal (Count, Bishop or Archbishop, Guild-Lord)* d12*
7 Royal (Duke, the Patriarchy, Guild-Arcmagi)* d12+1*
8 Ruler (the Emperor of the Known Worlds)* d12+3*

WEALTH

CHARACTER CREATION

NON-HUMAN RACES

NEW AND MODIFIED HINDRANCES AND EDGES

OCCULT POWERS

GEAR AND EQUIPMENT

WEAPONS AND ARMOR

ANIMALS AND GOLEMS

VEHICLES

SPACECRAFT