Difference between revisions of "Savage Asmythe"

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==Traits==
==Traits==
Traits are rated on the dice scale: 0, d4, d6, d8, d10, d12
===Attributes===
===Attributes===
* Agility
All begin at d4 and new characters have 5 points to raise attributes with a maximum of d12.
* Smarts
* Agility - Dexterity, coordination, reflexes
* Spirit
* Smarts - Intellect, perception, logic
* Strength
* Spirit - Willpower, mental fortitude
* Vigor
* Strength - Physical power, muscle strength
* Vigor - Endurance, health, constitution


===Skills===
===Skills===
'''Bold''' skills each have a base value of d4.
'''Bold''' skills each have a base value of d4, all others begin at 0 and new characters have 12 points to raise skills with a maximum equal to the linked attribute.
 
Common Skills
* '''Perception''' (smarts) - The ability to notice something out of place, somebody sneaking, or otherwise unexpected.
* Profession (smarts) - Select a professional skill such as cooking, sailing, driving, mercantile, blacksmithing, coopering, cobbling, busking, cartwright, etc. Each professional skill represents the collection of knowledge and activities used to practice that profession.


Social Skills
Social Skills
* Charm (spirit) - Persuasion, Diplomacy, Negotiation
* '''Concentration''' (spirit) - The ability to maintain mental focus in adversity: Patience, Mental discipline, keeping cool in a stressful situation. This skill is often used to resist another social action or to maintain an extended activity.
* Taunt (smarts) - Intimidation, Coercion
* Deception (spirit) - The ability to lie convincingly and to act in a dishonest way: Performance, Disguise.
* Deception (spirit) - Performance, Disguise
* Diplomacy (spirit) - The ability to reach an agreeable compromise between people: Persuasion, Charm, Negotiation.
* Concentration* (spirit) - Patience, Mental discipline
* Intimidation (smarts) - Using insults, taunts, threats, and aggressive language to coerce another person to do or say something.


Knowledge Skills
Knowledge Skills
* Academics (smarts) - Reading, writing, arithmetic
* Academics (smarts) - Education and book learning: Reading, writing, arithmetic.
* Tactics (smarts) - Ambush, battle planning, siege warfare
* Adventuring (smarts) - The accumulated experience of adventuring in strange and dark places. This skill can be used to gauge how dangerous an unknown situation is and provide intuition about the unexplained.
* '''Local Knowledge''' (smarts) - Common Knowledge, Local History, Local Geography, etc.
* Deduction (smarts) - Investigation and logical thinking, used to follow a trail of clues or solve puzzles.
* Healing (smarts) - Identify ailments, craft and apply healing ointments, splints, etc.
* Healing (smarts) - Identify ailments, craft and apply healing ointments, set splints, etc.
* Survival (smarts) - Navigation, Hunting and trapping, build camps and shelters
* Knowledge (smarts) - Select a knowledge skill such as empire history, cosmology, a foreign language, geology, geography, botany, and other specific kinds of lore.
* Deduction (smarts) - Investigation
* '''Local Knowledge''' (smarts) - Common knowledge, local history, local geography, etc. Anything a typical resident would know.
* Survival (smarts) - The knowledge and practice of wilderness survival: navigation, hunting and trapping, build camps and shelters.
* Tactics (smarts) - Tactical and strategic planning for ambushes, large battles, siege warfare, etc.


Combat Skills
Combat Skills
* Melee (agility) - Hand-to-hand weapons
* Archery (agility) - Ranged weapons such as bows, crossbows, and throwing knives.
* '''Pugilism''' (agility) - Unarmed or improvised weapons
* Melee, Heavy (agility) - Two-handed weapons.
* Archery (agility) - Ranged weapons
* Melee, Light (agility) - One-handed weapons.
* '''Pugilism''' (agility) - Unarmed, wrestling, and improvised weapons.


Physical Skills
Physical Skills
* '''Athletics''' (strength) - Gross motor skills: Climb, Swim, Run, Jump
* '''Athletics''' (strength) - Gross motor skills: Climb, Swim, Run, Jump.
* Stealth (agility) - Move silently, Hide,  
* Balance (agility) - The ability to keep your footing on an unstable surface such as a ship, riding a mount; or to walk along a narrow ledge.
* Coordination (agility) - Fine motor skills: Acrobatics, legerdemain, pickpocketing, lockpicking
* Coordination (agility) - Fine motor skills: juggling, legerdemain, pickpocketing, lockpicking.
 
* Stealth (agility) - Move silently, hide, camouflage, and other sneaking stealthy things.
Common Skills
* '''Perception''' (smarts) - Notice
* Profession (smarts) - Select a professional skill, such as cooking, sailing, driving, mercantile, blacksmithing, coopering, cobbling, etc.


Magic Skills
Magic Skills
* Arcane Magic (smarts) - Arcane Magic
* Arcane Magic (smarts) - The skill of using arcane magic, identifying enchantments, and interpreting arcane script.
* Dream Magic (spirit) - Dream Magic
* Artifact Magic (smarts) - The dwarven magic of creating arcane golems and devices.
* Nature Magic (spirit) - Elven dream magic
* Dream Magic (spirit) - The skill of using dream magic, identifying where it has been used, and know the true nature of things.
* Artifact Magic (smarts) - Dwarven arcane magic
* Enchanting (smarts) - Arcane enchanting is the ability to bind outsiders into inanimate objects.
* Nature Magic (spirit) - The natural magic of elven dreams, understanding and manipulating the natural world.
* Rituals (spirit) - Dream rituals create lasting effects in living things and in the world.


===Hindrances===
===Hindrances===

Revision as of 13:59, 20 October 2021

Savage Worlds is a framework system from Pinnacle Entertainment. It is ideal for a lore heavy, narrative friendly world like Asmythe.

This setting book is organized in the same order as the core Savage Worlds Adventure Edition rule book.

Characters

Races

Humans

Elves

Dwarves

Other

Professions

Traits

Traits are rated on the dice scale: 0, d4, d6, d8, d10, d12

Attributes

All begin at d4 and new characters have 5 points to raise attributes with a maximum of d12.

  • Agility - Dexterity, coordination, reflexes
  • Smarts - Intellect, perception, logic
  • Spirit - Willpower, mental fortitude
  • Strength - Physical power, muscle strength
  • Vigor - Endurance, health, constitution

Skills

Bold skills each have a base value of d4, all others begin at 0 and new characters have 12 points to raise skills with a maximum equal to the linked attribute.

Common Skills

  • Perception (smarts) - The ability to notice something out of place, somebody sneaking, or otherwise unexpected.
  • Profession (smarts) - Select a professional skill such as cooking, sailing, driving, mercantile, blacksmithing, coopering, cobbling, busking, cartwright, etc. Each professional skill represents the collection of knowledge and activities used to practice that profession.

Social Skills

  • Concentration (spirit) - The ability to maintain mental focus in adversity: Patience, Mental discipline, keeping cool in a stressful situation. This skill is often used to resist another social action or to maintain an extended activity.
  • Deception (spirit) - The ability to lie convincingly and to act in a dishonest way: Performance, Disguise.
  • Diplomacy (spirit) - The ability to reach an agreeable compromise between people: Persuasion, Charm, Negotiation.
  • Intimidation (smarts) - Using insults, taunts, threats, and aggressive language to coerce another person to do or say something.

Knowledge Skills

  • Academics (smarts) - Education and book learning: Reading, writing, arithmetic.
  • Adventuring (smarts) - The accumulated experience of adventuring in strange and dark places. This skill can be used to gauge how dangerous an unknown situation is and provide intuition about the unexplained.
  • Deduction (smarts) - Investigation and logical thinking, used to follow a trail of clues or solve puzzles.
  • Healing (smarts) - Identify ailments, craft and apply healing ointments, set splints, etc.
  • Knowledge (smarts) - Select a knowledge skill such as empire history, cosmology, a foreign language, geology, geography, botany, and other specific kinds of lore.
  • Local Knowledge (smarts) - Common knowledge, local history, local geography, etc. Anything a typical resident would know.
  • Survival (smarts) - The knowledge and practice of wilderness survival: navigation, hunting and trapping, build camps and shelters.
  • Tactics (smarts) - Tactical and strategic planning for ambushes, large battles, siege warfare, etc.

Combat Skills

  • Archery (agility) - Ranged weapons such as bows, crossbows, and throwing knives.
  • Melee, Heavy (agility) - Two-handed weapons.
  • Melee, Light (agility) - One-handed weapons.
  • Pugilism (agility) - Unarmed, wrestling, and improvised weapons.

Physical Skills

  • Athletics (strength) - Gross motor skills: Climb, Swim, Run, Jump.
  • Balance (agility) - The ability to keep your footing on an unstable surface such as a ship, riding a mount; or to walk along a narrow ledge.
  • Coordination (agility) - Fine motor skills: juggling, legerdemain, pickpocketing, lockpicking.
  • Stealth (agility) - Move silently, hide, camouflage, and other sneaking stealthy things.

Magic Skills

  • Arcane Magic (smarts) - The skill of using arcane magic, identifying enchantments, and interpreting arcane script.
  • Artifact Magic (smarts) - The dwarven magic of creating arcane golems and devices.
  • Dream Magic (spirit) - The skill of using dream magic, identifying where it has been used, and know the true nature of things.
  • Enchanting (smarts) - Arcane enchanting is the ability to bind outsiders into inanimate objects.
  • Nature Magic (spirit) - The natural magic of elven dreams, understanding and manipulating the natural world.
  • Rituals (spirit) - Dream rituals create lasting effects in living things and in the world.

Hindrances

Edges

Equipment

Use equipment lists from Ars Magica

Adventure Packages

Magic

Dream Magic

Nature Magic

Arcane Magic

Artifact Magic