Savage Sands

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Savage Sands - General Premise

Savage Worlds Adventure Edition (SWADE) Play by Post Forums of RPGnet

Post ecological calamity earth, large swaths of desert separate towns/cities. Magic and fantasy races are real, along with a declining/altered technological base. Guns are commonplace but are often prone to misfire/jamming/calamitous mishaps if not properly maintained (sand gets everywhere!). Different races do not, generally, intermingle but are not shot on sight. Industry is almost nonexistent, bullets are hand-loaded, running water is a dream for all but the obscenely wealthy, and electricity is limited to those with specialized knowledge. Magic in its many forms exists but is uncommon. Those born with the gift are rare.

Gnomes are assholes.

Your (anti?)heroes have some reason to travel the wastes between bastions of civilization. Maybe they're mercenaries, collecting on the ever-present bounties on monsters born of the magic-rich storms that rage through the nigh-endless deserts or providing escort to wealthy merchant caravans. Maybe they're adventure seekers, not content to live behind the prison-like high walls of their childhood home or after the plunder of undiscovered marvels from eons past. Maybe they, like many of the dwarves, seek to understand and perhaps reverse the ecological damage that has rocked the world over.

Setting Rules

  • Creative Combat: When making a successful Test check in combat and getting a raise, roll on the Creative Combat page on page 137 for the extra benefit.
  • More Skill Points: characters have 15 skill points at character creation rather than 12.
  • Born a Hero*: Player characters get one free Edge up to Seasoned rank. They must meet its Requirements as usual.

House Rules

  • Initiative: Initiative in Savage Worlds uses playing cards, which trigger various edges and effects (such as the Joker). We will still draw cards (rather, I'll draw cards and tell you what you get) to determine these effects, but the actual initiative will be using popcorn. First, a PC goes, then an NPC (or group of identical extras), then a PC, etc., and switches back and forth until everyone has gone. This is because, in my experience, it makes play-by-post games go much faster instead of waiting for individual people's turns to come up. People can go when they're available, instead of waiting for both their turn to come up and for them to be available. Note: this was unabashedly stolen from Falkus. Thanks!
  • Fully automatic, or semiautomatic guns jam often. Any critical failure when using a gun of this qualification results in a jam. The severity of said jam is influenced by the rate of fire of the attack used when the jam occurred. When attempting to clear a jam, roll an appropriate skill with an additional penalty of RoF -1. For this reason in addition to easier maintenance, revolvers, lever action rifles, and the like are far more commonplace. Note: this is open to debate if it becomes untenable.

Character Creation

  • Character creation will use the standard Savage Worlds rules. Please stick to the normal races in SWADE. Aquatic races are, for obvious reasons, not permitted.
  • Everyone starts with the Hindrance Can’t Swim but does not gain any additional benefit from it.

Characters

Links