SavageWorldAdvEd.FadingSuns

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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*
*These levels of Status are NPC level only

Other Uses of Status

  • Claim of Hospitality: One important aspect of Status is to make a Claim of Hospitality. Characters can make a claim once per game session (within their own status level or lower). Characters roll their Status die, against a base TN 4, modified by their standing and reputation with whom they are asking. A Claim of Hospitality can get the character a safe place to stay for an extended period of time, borrow some piece of equipment, gain access to special gear, gain information or learn a secret, etc. The higher the character’s status the better the ‘claim’. Raises gain additional help.
  • Open Doors: One’s Status can also allow one access to restricted area. For example a Planetary Noble can often gain an audience with the Sector Governor where a lesser person could not. Inquisitor’s status is often used for them to gain access to various restricted areas, etc. Generally the TN is a 4 +/- the level of access that you want and the restrictions of that area or information. This is mostly used for upper level governmental access as opposed to low-Hive scum.

WEALTH

RANK WEALTH DIE
1 Slave or Outcast d4-2
2 Lower Class d4
3 Middle Class d6
4 Upper Class d8
5 Elite d10
6 Lesser Royal d12
7 Royal* d12+2*
8 Ruler* d12+5*
*These levels of Wealth are NPC level only

Base characters start with a D6 Wealth die that can be modified by Hindrances and Edges. Whenever a character wishes to purchase an item, they make a Wealth Check. This roll is against a base TN 4. Items are grouped into value categories which can modify the roll. If they succeed with the check they gain the item and their Wealth die is reduced by 1 step for the remained of the adventure. If they get a raise they do not reduce their Wealth die for this purchase.

Factors such as availability or legality (military and illegal items) can modify the check by one or two upward. In addition, rare or illegal items may require other Skill Checks just to find a seller. Items closer to the low end of a value category might have their penalty reduced by 1, at the game master's discretion. Certain items are simply too expensive to be listed on the table above. Things like starships and artifacts are listed under cost as Relics and cannot normally be purchased. Characters with at least wealth 4+ can get Minor Relics with the Edge.

Value Category -- Wealth Check penalty

Free (F): No wealth check needed
Cheap (C): +2 to the check (items costing up to 10 firebirds)
Normal (N): No modifier (items costing up to 100 firebirds)
Pricy (P): -2 to the check (items costing up to 1,000 firebirds)
Expensive (E): -4 to the check (items costing up to 5,000 firebirds)
Very Expensive (VE): -6 to the check (items costing up to 25,000 firebirds)
Extremely Expensive (EE): -8 to the check (items costing up to 100,000 firebirds)
Minor Relic (MR): -10 to the check (items costing up to 250,000 firebirds)
Relic (R): -12 to the check (items costing up to 1,000,000 firebirds)
Significant Relic (SR): -14 to the check (items costing up to 2,500,000 firebirds)
Greater Relic (GR): -16 to the check (items costing up to 10,000,000 firebirds)
Minor Artifact (MA): -18 to the check (items costing up to 25,000,000 firebirds)
Artifact (A) -20 to the check (items over 1,000,000,000+ firebirds)

Wealth Check Results

  • Success: Purchase item, no other effects
  • Failure (Result of 2 or 3): Purchase item if you choose, but incur a point of Debt if you do so.
  • Failure (Result of a 1): Purchase item if you choose, but incur 2 points of Debt if you do so.
  • Failure (Result of 0 or less): Cannot purchase the item.

Retries: a failed Check may not be retried with the same seller during the same session, but the character may attempt to find another seller. This requires time and possibly a related Skill Check (Gossip, Networking, Connections, Common Knowledge, etc.) to do so, both at the GM’s discretion. If there is only one such item the character wants (buying a particular store front), then the check cannot be retried until the next session, and the GM may require some in-game rationale for the change in the character’s ability to purchase the item, such as a Windfall.

Haggling: A successful Persuasion roll immediately prior to a Wealth Check gives the character a +1 on that check, +2 with a Raise. But a failure results in a -1 penalty.

Major Purchases: A character can make three major purchases per session. What constitutes a major purchase depends on their Wealth: D4-2 Cheap D4 Normal D6 Pricy D8 Expensive D10 Very Expensive D12 Extremely Expensive Each value category of an item above the listed major purchase category counts as an additional major purchase. Consequently, you gain twice the purchases of items below your level. For example, a character with d4 Wealth a Normal item would count as one major purchase, a Pricy one would count as two, while a single Expensive Item would use all three major purchases for the session.

Debt: Whenever a Wealth Check fails with a result of 1 or above, the character can opt to acquire the item anyway, but incurs a point of Debt. Debt serves as an ongoing penalty to your Wealth Checks. One point of Debt can be removed for each session you do not make any major purchases, or by spending Windfalls points. If a character has four or more points of Debt, he should probably be on the lookout for “collectors”, possibly even gaining a minor Wanted Hindrance temporarily. A character can gain a quick +1 bonus on a Wealth Check if he is willing to overextend himself. When purchasing the item, he immediately gains one point of Debt, in addition to any gained for a failed check.

Windfalls: Characters may sell or barter resources they acquire the course of play, or even ones they already own. This can temporarily increase their Wealth in the form of Windfall points. The GM gives the Windfall a value category like any other item (Cheap, Normal, etc.), then compares the Windfall category to the character's major purchase category to determine the points gained: Windfall category is less: No bonus Windfall category is equal: +1 Windfall category is one step above: +2 Windfall category is two steps above: +4 Windfall category is three steps above: +6

Windfall points can be used to gain a bonus on a Wealth Checks, though they are not actually spent unless the item is purchased. Not all points need to be used at once. Major purchase limits must still be observed, regardless of the bonus applied (i.e., a character with d4 Wealth is still limited to two Cheap or one Normal purchases per session.) Windfall points can also be spent to remove Debt points on a one to one basis. Four Windfall points may be exchanged for an additional major purchase during the session. For sharing Windfalls amongst party members, reduce the Windfall’s value category one step and determine the number of points for each character as normal.

Multiple Items: Groups of similar items should be made as a single purchase. Five or more items give a -1 penalty to the Wealth Check. Ten or more will bump the Cost category up one. Multiply these values by 10 for each higher Cost category. So buying five Cheap items lowers the Cheap bonus from +2 to +1. Buying 10 makes it a Normal Item purchase. 50 adds a -1; 100 makes it an Expensive purchase. For Windfalls, each factor of 10 increases the category one level, so ten Normal items are considered Expensive, and 100 are Very Expensive. For game purposes, Windfalls are an abstract unit and items cannot be split up to gain additional bonuses. Unless the selling/barter process is important for role-playing, Windfall points for the group of items should be assigned immediately and the items themselves considered no longer in play.


Starting Characters Gear: A character starts with one set of Clothing equal to his Status. Then they are allowed three additional items up to their Wealth level in Major purchases without making a check. Any choices of a category one lower than their Wealth count as ½ a purchase, two lower as ¼ (at character creation that is about as low as one can go for these choice; any lower counts as ¼ item). One item maybe purchases at their Wealth level +1 but uses up two ‘additional’ item choices, or it can be used to purchase an item at their Wealth level +2 but use all their additional choices. Characters then make up to 3 Major purchase as they normally could during a ‘session’ but with the following conditions; failed rolls do not allowed retries or debt.

A starting characters could also use a Minor Hindrance to gain a “Wealth Boon” that grants them Three Major Purchase at their base Wealth level. For this setting, those with a Cohort Badge or Imperial Charter also gain up to two pieces of VE weapons or armor of choice granted by the Order.

CHARACTER CREATION

Within the “Company of the Phoenix” the heroes have all recently joined together as a group of new Questing Knights for the new Emporer Alexius Hawkwood (the Pheonix Emperor), setting out to explore the Known Worlds and beyond in his name.

  • Spend 6 points for Attributes and 14 points for Skills (including the base starting skills).
  • Pick a Race: 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).
  • All Human gain a free Edge (most still qualify for) and 2 additional starting Skill points.
  • 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 Background Edge for free but their Status and Wealth levels are 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 start with the Tech Recognition edge for free.
  • Then choose your Hindrances. These can be spent as normal per SWA. A character can also spend a Minor Hindrance to take a ‘Wealth Boon’ (see Characters Gear in the Wealth above).
  • Arcane Backgrounds – the only two types of Arcane Backgrounds allowed within the Known Worlds are Psychic and Theurgist. Psychic uses the Psionic skill and while rare are not unheard of. Theurgist uses the Faith skill and generally limited to those with the Ordained faction but there are others. The Church frowns on this greatly and have outlawed most uses by non-Priests. There are other NPC only Arcane Backgrounds but they are considered evil and illegal.

THOSE WHO DIFFER -ALIENS

UR-OBUN

A spiritual and peaceful alien race, the Ur-Obun are one of the two races known as the “Children of the Ur”. Having a close connection with the Anunnaki they called the "Venkalli" or Lightbringers whom they revered as gods. They have developed a pacifist and philosophical society. One of the only two near-human races ever discovered they suffer the least prejudice of all alien races. Ur-Obun are recognizable as being very similar to humanity but have dark pupil-less eyes and an almost golden hued skin. Their home planet Velsimil is controlled by Hawkwood.

  • Spiritual [2]: base Spirits of d6 and a maximum starting of a d12+1
  • Gifted Psychics [2]: if the character starts with an Arcane Background they automatically gain +5 Power Points and gain either a +2 to their Faith or Psionic skill.
  • Night Vision [1]: half all penalties for darkness, round down, except in Total Darkness.
  • Pacifism (Minor) [-1]: as Hindrance
  • Languages: Obur (spoken and written), Urth (spoken and written)


UR-UKAR

Along with the Ur-Obun, the Ur-Ukar are one of the two races recognized as “Children of the Ur”. They hold a close relationship to the Anunnaki (specifically, the Kadani) whom they revere as gods. Displaced from the Obun home world after the War in the Heavens, they were placed on Kordeth. Ukari are tribalistic and clannish and have become physically accustomed to living underground and in the dark. Ukari are largely suppressed by humanity and either live as supplicants or mercenaries. Their natural ability to fight and work in the dark gives them a huge advantage over their human counterparts. In a long history of conflict, the Ur-Ukar have come to value the traits of the warrior. Their culture is naturalistic and honest, and they rely heavily on tradition. These qualities made them very popular in the media for a time. They are recognizable by their pale coloring and extensive body scarification.

They share the black eyes of the Ur-Obun, as well as having a natural gift for Psi powers, though the two races are definitely not on friendly terms.

  • Agile [2]: base Agility of a d6 and a maximum starting of d12+1
  • Gifted Psychics [1]: if the character starts with an Arcane Background they automatically gain +5 Power Points.
  • Fighters [1]: base Fighting skill of a d6 and maximum starting of d12+1
  • Thermal Vision [1]: halve all darkness penalties including total Darkness (max -2)
  • Disturbing (Minor) [-1]: the ritual scarring and body tattoos of an adult Ur-Ukar can be disturbing for most Humans. Treat as the Outsider (Minor) Hindrance.
  • Languages: Obur (spoken and written), Urth (spoken and written)


VOROX Standing nearly ten feet tall, covered in shaggy orange fur, a lupine shaped head and six muscular arms/feet ending in highly venomous claws it's no wonder that Vorox are considered the most ferocious sapient in the Known Worlds. However the church recognizes them as having a soul closest to that of humanity. The distinction lies between the feral vorox and those who have been civilized. The Vorox hail from the planet of Ungavorox, a House Li Halan fief. "Wild" Vorox are never let off the planet by their Li Halan overlords, a practice dating back to the Second Republic. Only civilized Vorox, those that have undergone a special training program and had their poisoned claws removed (with the exception of the local nobles, who are allowed to retain one, non-poisonous claw as symbol of their office). Civilized and feral Vorox typically disdain each other. The main Vorox social unit is the Angerak, the pack. Packless Vorox eventually go insane, and most who travel off world form at least a temporary Angerak with trusted human and alien companions. The Vorox are officially headed by a king under the authority of the Li Halan, although he is not recognized by the wild packs of feral Vorox dominating the jungle regions that cover most of Ungavorox.

  • Very Strong [4]: start with a base Strength of d8 (max starting of a d12+2)
  • Multi-Limbs [3]: with six limbs, two that can be used as either extra legs or arms. If used as arms for weapons treat it as Two-Fisted or grants +2 to Grapple checks, or if used as legs adds +2 to Base Move. This stacks if they take the Two-Fisted Edge (can use three weapons, without suffering multiple action penalty) or Fleet Footed (Base Pace increase from 6 to 8/10 when using their middle limbs for movement and their Run die increases from d4+2 to d6+3/d8+4)
  • Size +3 [3]: +3 Toughness, +1” natural Reach and +1 to Intimidate but -1 to Stealth skills.
  • Big [-2] suffers a -2 to all checks when using gear not built for their size. Increase the cost of armor, clothing, specialized firearm triggers, etc. by 100% to eliminate penalty. Also spends 100% more for food and life support due to increased consumption.
  • Clumsy (Major) [-2]: vorox are not agile and it costs is doubled to raise their Agility above a d6.
  • Primitive (Major) [-2]: vorox do not gain the Tech Recognition edge for free and cannot take it at character creation.
  • Languages: Uth (spoken and written), Voroxen (spoken)

NEW AND MODIFIED HINDRANCES AND EDGES

Disallowed Edges – Aristocrat, Artifcicer, Gadgeteer, Wizard.
Allowed Edges from SWR – Battle Hardened, Combat Sense (Improved Combat Sense), Cyber-Psychic Alignment (Improved Cyber-Psychic Alignment)
Allowed Hindrances from SFC – Low Tech; Edges from the SFC – Cyber Tolerant, Atmospheric Acclimation, Gravity Acclimation, Rocket Jock (updated Cyborg and Gear Up, see below)
Allowed Edges from the SPC – Team Leader (updated, see below)

MODIFIED HINDRANCES

POVERTY (Minor/Major): This hindrance can be taken a character of any Status, lowering their Status’s base wealth by one step (for Minor) or two steps (for Major). If the character later raises his Status, the wealth raises but is still one or two level lower. The character must first buy off this hindrance before increase his Wealth. Finally, characters gain one less Major purchase (so 2 instead of 3) at character creation and per session. Note minimum Wealth level is 1 (D4-2).

NEW HINDRANCES

ACTIVIST (Minor): The character has a -2 penalty to Gossip and Persuasion check while interacting with those who possess differing viewpoints (as Outsiders) and mutants.
COCKY (Minor): some folk just don’t know when to brag and when to act. The character’s first round of combat must be spent announcing how great he is or the doom of those whom oppose him (and counts as a standard Action). To act normally instead, costs a Benny.
GARRULOUS (Minor): you are particularly loose with your money. Unless you spend a Benny, you make one less Major purchase each game session (and you start the game with one less Major purchase).
GLASS JAW (Minor): you have a glass jaw and can’t take a solid hit. You suffer -2 penalty on Soak rolls.
JINGOISTIC (Minor): Believes in the superiority of Imperium. Your Leadership Edges may not be used when dealing with anyone not of the Empire of Man (human, mutant or alien) along with suffering a -2 to Gossip and Persuasion checks against non-Imperial entities.
OCCULT WEAKNESS (Minor/Major): Cannot have AN Arcane Background or Arcane Resistance. Minor suffer -2 to Toughness and any Roll to resist or soak Occult powers. Major suffer -4 to Toughness and to any Roll to resist or soak Occult powers.

FACTION HINDRANCES

BLACK SHEEP (Minor) [requires Commission, Nobility or Ordained edge]: The character is not in good standing with his or her faction and is ostracized by it. The character suffers a -2 to any Claim of Hospitality and when using their Connections or when Networking within their faction.
BASTARD (Minor or Major) [requires Nobility edge]: Depending on their relationship with their parent a bastard child of a Noble House, a bastard child may be granted some advantages of the house or maybe ignored and left to fend for themselves in all things. As a Minor hindrance the character suffers a -1 to both checks even within their own faction. Also, while the character can still make a claim of Hospitality she suffer a -2 penalty. As a Major hindrance the character’s Status and Wealth is lowered by one, they do not have any Connections within their Order, and cannot make Claims of Hospitality.
EXILE (Major) [requires Commission, Nobility or Ordained edge]: The character was once a member of one of the great factions but due to some past misdeed they have been cast out (fired from their Guild, disowned from their Royal House, or excommunicated from the Church). The character’s Status and Wealth is lowered by one, they do not have any Connections within their Order, and cannot make Claims of Hospitality.
EXTINCT FACTION (Minor or Major) [requires Commission, Nobility or Ordained edge]: The character faction has gone extinct; either having been destroy by outside factors (wars, subterfuge, etc.) or some internal factor (gone blacklisted due to mismanagement or theft, heresy, hostile takeover or buyout, etc.). As a Minor hindrance the character suffers a -1 to both checks even within their own faction. Also, while the character can still make a claim of Hospitality she suffer a -2 penalty. As a Major hindrance the character’s Status and Wealth is lowered by one, they do not have any Connections within their Order, and cannot make Claims of Hospitality.
MINOR INFLUENCE (Minor) [requires Commission, Nobility or Ordained edge]: The character is a member of a minor order or Alien member of a greater order but does not gain the level of bonuses afford to greater Factions. The character has the same status level and wealth but suffers a -1 to both checks even within their own faction. Also, while the character can still make a claim of Hospitality she suffer a -2 penalty.

UPDATED EDGES

BRAWNY does not increase your Size. All other benefits still apply.
NIGHT VISION instead suffer one-half the penalties for Darkness, round down, except in total darkness.
RICH: Increase your Wealth level and die by +1 over your Status level. You gain one additional major purchase per session (and one additional item at Character Creation).
FILTHY RICH: You increase your Wealth die an additional +1 over your Status level but to a maximum of 6/d12. You gain one additional major purchase per session (stacks with Rich, so two additional automatic Major Purchases).
TACTICIAN instead, at the beginning of combat, make your Battle roll. With a Success, draw one card. This card can be used at any time by one of your Allies as an extra action during this combat.
TEAM LEADER also, any allies in your command area count as one addition adjacent ally for the purpose of determining Gang Up bonuses. This still can’t exceed the normal maximum Gang Up bonus of +4

OCCULT POWERS

GEAR AND EQUIPMENT

WEAPONS AND ARMOR

ANIMALS AND GOLEMS

VEHICLES

SPACECRAFT